Added grid render.
Added particle toggle. Added boundary shape adjustment.
This commit is contained in:
@@ -2,6 +2,7 @@ package elements
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import (
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"fluids/fluid"
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"fluids/gamedata"
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"image/color"
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"github.com/hajimehoshi/ebiten/v2"
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@@ -9,24 +10,29 @@ import (
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)
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const (
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FS10PixelWidth = 200
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FS10PixelWidth = 100
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FS10PixelHeight = 100
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FS10FluidWidth = 3.0 //meters
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FS10FluidWidth = 1.0 //meters
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FS10FluidHeight = 1.0 //meters
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FS10Resolution = 20 //need to workshop this
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)
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type FluidSim10 struct {
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MappedEntityBase
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fluid *fluid.Fluid
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angle float64
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particlebuff *ebiten.Image
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fluid *fluid.Fluid
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angle float64
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particlebuff *ebiten.Image
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renderparticles bool
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renderfield bool
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fieldscale gamedata.Vector
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}
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func NewFluidSim10() *FluidSim10 {
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fsim := &FluidSim10{
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fluid: fluid.NewFluid(fluid.FieldVector{X: FS10FluidWidth, Y: FS10FluidHeight}, FS10FluidHeight/FS10Resolution),
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particlebuff: ebiten.NewImage(1, 1),
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fluid: fluid.NewFluid(fluid.FieldVector{X: FS10FluidWidth, Y: FS10FluidHeight}, FS10FluidHeight/FS10Resolution),
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particlebuff: ebiten.NewImage(1, 1),
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renderfield: true, //false,
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renderparticles: false, //true,
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}
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fsim.Initialize()
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return fsim
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@@ -36,6 +42,12 @@ func (f *FluidSim10) Initialize() {
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f.Sprite = ebiten.NewImage(FS10PixelWidth, FS10PixelHeight)
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f.particlebuff.Fill(color.White)
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f.fluid.Initialize()
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//fieldscale for rendering purposes
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f.fieldscale = gamedata.Vector{
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X: FS10PixelWidth / float64(f.fluid.Field.Nx-1),
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Y: FS10PixelHeight / float64(f.fluid.Field.Ny-1),
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}
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}
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func (f *FluidSim10) SetAngle(angle float64) {
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@@ -50,20 +62,61 @@ func (f *FluidSim10) GetAngle() float64 {
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func (f *FluidSim10) Draw() {
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f.Sprite.Clear()
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vector.StrokeRect(f.Sprite, 0, 0, FS10PixelWidth, FS10PixelHeight, 2, color.White, true)
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if f.renderfield {
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/*
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alternatively, single loop (not nested) with x/y cell coordinates given by
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xi := i % f.fluid.Field.Ny
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yi := i / f.fluid.Field.Ny
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*/
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for i := range f.fluid.Field.Nx {
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for j := range f.fluid.Field.Ny {
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for i := range f.fluid.Particles {
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//for each particle, compute its relative position based on its
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//position within the fluid field
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p := &f.fluid.Particles[i]
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percentx := p.Position.X / f.fluid.Field.Dimensions.X
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percenty := p.Position.Y / f.fluid.Field.Dimensions.Y
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ox := float64(percentx * FS10PixelWidth)
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oy := float64(percenty * FS10PixelHeight)
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idx := i*f.fluid.Field.Ny + j
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(ox, oy)
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f.Sprite.DrawImage(f.particlebuff, op)
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if f.fluid.Field.CellType[idx] != fluid.CellTypeFluid {
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continue
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}
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celldensity := f.fluid.ParticleDensity[idx] / f.fluid.ParticleRestDensity
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if celldensity > 0.8 {
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celldensity = 1
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}
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ox := float64(i) * f.fieldscale.X
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oy := float64(j) * f.fieldscale.Y
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(-.5, -.5)
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op.GeoM.Scale(f.fieldscale.X, f.fieldscale.Y)
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op.GeoM.Translate(ox, oy)
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op.ColorScale.ScaleAlpha(celldensity)
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op.ColorM.Scale(0, 0, 1, 1)
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f.Sprite.DrawImage(f.particlebuff, op)
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}
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}
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}
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if f.renderparticles {
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for i := range f.fluid.Particles {
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//for each particle, compute its relative position based on its
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//position within the fluid field
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p := &f.fluid.Particles[i]
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percentx := (p.Position.X - f.fluid.Field.H/2) / f.fluid.Field.Dimensions.X
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percenty := (p.Position.Y - f.fluid.Field.H/2) / f.fluid.Field.Dimensions.Y
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ox := float64(percentx * FS10PixelWidth)
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oy := float64(percenty * FS10PixelHeight)
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(ox, oy)
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f.Sprite.DrawImage(f.particlebuff, op)
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}
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}
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if f.fluid.Block {
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vector.StrokeRect(f.Sprite, 0, 0, FS10PixelWidth, FS10PixelHeight, 2, color.White, true)
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} else {
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radius := float32(f.fluid.Field.Nx) * f.fluid.Field.H / 2
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pixelradius := radius/f.fluid.Field.Dimensions.X*FS10PixelWidth - 4
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vector.StrokeCircle(f.Sprite, FS10PixelWidth/2, FS10PixelHeight/2, pixelradius, 2, color.White, true)
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}
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}
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@@ -75,3 +128,19 @@ func (f *FluidSim10) Update() {
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f.fluid.Step()
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}
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func (f *FluidSim10) EnableParticleRender(v bool) {
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f.renderparticles = v
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}
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func (f *FluidSim10) EnableFieldRender(v bool) {
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f.renderfield = v
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}
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func (f *FluidSim10) ToggleShape() {
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f.fluid.ToggleShape()
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}
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func (f *FluidSim10) ToggleParticles() {
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f.renderparticles = !f.renderparticles
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}
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171
fluid/fluid.go
171
fluid/fluid.go
@@ -4,6 +4,7 @@
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package fluid
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import (
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"fluids/utils"
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"math"
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)
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@@ -30,15 +31,16 @@ type Fluid struct {
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pNumX, pNumY int //SPATIAL HASHING: number of particle cells x,y
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pNumCells int //SPATIAL HASHING: number of particle cells in total
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pInvSpacing float32 //SPATIAL HASHING: one over the particle spacing
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particleDensity []float32 //density of particles within each field cell
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particleRestDensity float32
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ParticleDensity []float32 //density of particles within each field cell
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ParticleRestDensity float32
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fluidDensity float32
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angle float32
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dt float32 //delta time step
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gravitynormal FieldVector //unit vector for gravity
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stepacceleration FieldVector //step acceleration due to gravity
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flipPicRatio float32
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numSubSteps int //number of simulation substeps
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numSubSteps int //number of simulation substeps
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Block bool //rectangular or circular field container
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}
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func NewFluid(dimensions FieldVector, spacing float32) *Fluid {
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@@ -46,9 +48,10 @@ func NewFluid(dimensions FieldVector, spacing float32) *Fluid {
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Field: NewVelocityField(dimensions, spacing),
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dt: FluidDefaultTimeStep,
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fluidDensity: FluidDefaultDensity,
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particleRestDensity: FluidDefaultRestDensity,
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ParticleRestDensity: FluidDefaultRestDensity,
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flipPicRatio: FluidDefaultFlipPicRatio,
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numSubSteps: FluidDefaultSubSteps,
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Block: true,
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}
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f.Initialize()
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@@ -59,7 +62,7 @@ func (f *Fluid) Initialize() {
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f.InitializeParticles()
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f.SetAngle(FluidDefaultAngle)
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f.particleDensity = make([]float32, f.Field.Nx*f.Field.Ny)
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f.ParticleDensity = make([]float32, f.Field.Nx*f.Field.Ny)
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}
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func (f *Fluid) InitializeParticles() {
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@@ -158,32 +161,6 @@ func (f *Fluid) IntegrateParticles() {
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}
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}
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// returns adjusted value between start and end, whichever is closer
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// unless value is between, in which case it returns value
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func clamp(value, start, end int) int {
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if value < start {
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return start
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}
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if value < end {
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return value
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}
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return end
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}
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func clamp32(value, start, end float32) float32 {
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if value < start {
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return start
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}
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if value < end {
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return value
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}
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return end
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}
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func (f *Fluid) PerformParticleSpatialHash() {
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clear(f.numCellParticles)
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@@ -191,8 +168,8 @@ func (f *Fluid) PerformParticleSpatialHash() {
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//find spatcial hash cell for this particle's position, increment count there
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for i := range f.Particles {
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p := &f.Particles[i]
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xi := clamp(int(p.Position.X*f.pInvSpacing), 0, f.pNumX-1)
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yi := clamp(int(p.Position.Y*f.pInvSpacing), 0, f.pNumY-1)
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xi := utils.Clamp(int(p.Position.X*f.pInvSpacing), 0, f.pNumX-1)
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yi := utils.Clamp(int(p.Position.Y*f.pInvSpacing), 0, f.pNumY-1)
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cellnumber := xi*f.pNumY + yi
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f.numCellParticles[cellnumber]++
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}
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@@ -209,8 +186,8 @@ func (f *Fluid) PerformParticleSpatialHash() {
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//firstCellParticle bucket as we go
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for i := range f.Particles {
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p := &f.Particles[i]
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xi := clamp(int(p.Position.X*f.pInvSpacing), 0, f.pNumX-1)
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yi := clamp(int(p.Position.Y*f.pInvSpacing), 0, f.pNumY-1)
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xi := utils.Clamp(int(p.Position.X*f.pInvSpacing), 0, f.pNumX-1)
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yi := utils.Clamp(int(p.Position.Y*f.pInvSpacing), 0, f.pNumY-1)
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cellnumber := xi*f.pNumY + yi
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f.firstCellParticle[cellnumber]--
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f.cellParticleIds[f.firstCellParticle[cellnumber]] = i
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@@ -291,32 +268,78 @@ func (f *Fluid) HandleParticleCollisions() {
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minDist2 := minDist * minDist
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*/
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minX := f.particleRadius
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maxX := float32(f.Field.Nx-1)*f.Field.H - f.particleRadius
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minY := f.particleRadius
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maxY := float32(f.Field.Ny-1)*f.Field.H - f.particleRadius
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if f.Block {
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minX := f.Field.H + f.particleRadius
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maxX := float32(f.Field.Nx-1)*f.Field.H - f.particleRadius
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minY := f.Field.H + f.particleRadius
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maxY := float32(f.Field.Ny-1)*f.Field.H - f.particleRadius
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for i := range f.Particles {
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p := &f.Particles[i]
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for i := range f.Particles {
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p := &f.Particles[i]
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if p.Position.X < minX {
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p.Position.X = minX
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if p.Position.X < minX {
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p.Position.X = minX
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p.Velocity.X = 0
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}
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if p.Position.X > maxX {
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p.Position.X = maxX
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p.Velocity.X = 0
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}
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if p.Position.Y < minY {
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p.Position.Y = minY
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p.Velocity.Y = 0
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}
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if p.Position.Y > maxY {
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p.Position.Y = maxY
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p.Velocity.Y = 0
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}
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}
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} else {
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//find fluid cell in which the particle resides
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//compute distance of this cell from 'center' cell of our circle
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//if distance exceeds radius, clamp particle velocity and position
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//to edge cell
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//find origin of circle, conveniently these dimensions are also our radius
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originX := float32(f.Field.Nx) * f.Field.H / 2
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originY := float32(f.Field.Ny) * f.Field.H / 2
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radius := originX - f.Field.H - f.particleRadius
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//cxi := utils.Clamp(int(math.Floor(float64(originX*f.Field.InvH))), 0, f.Field.Nx-1)
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//cyi := utils.Clamp(int(math.Floor(float64(originY*f.Field.InvH))), 0, f.Field.Ny-1)
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//originCellIdx := cxi*f.Field.Ny + cyi
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//find fluid cell for particle
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for i := range f.Particles {
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p := &f.Particles[i]
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//xi := utils.Clamp(int(math.Floor(float64(p.Position.X*f.Field.InvH))), 0, f.Field.Nx-1)
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//yi := utils.Clamp(int(math.Floor(float64(p.Position.Y*f.Field.InvH))), 0, f.Field.Ny-1)
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//
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//dx := originX - px
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//dy := originY - py
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dx := p.Position.X - originX
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dy := p.Position.Y - originY
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dist2 := dx*dx + dy*dy
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if dist2 < radius*radius || dist2 == 0 {
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continue
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}
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dist := float32(math.Sqrt(float64(dist2)))
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newx := originX + dx*radius/dist
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newy := originY + dy*radius/dist
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p.Position.X = newx
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p.Position.Y = newy
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p.Velocity.X = 0
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}
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if p.Position.X > maxX {
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p.Position.X = maxX
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p.Velocity.X = 0
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}
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if p.Position.Y < minY {
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p.Position.Y = minY
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p.Velocity.Y = 0
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}
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if p.Position.Y > maxY {
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p.Position.Y = maxY
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p.Velocity.Y = 0
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}
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}
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@@ -348,8 +371,8 @@ func (f *Fluid) TransferVelocities(togrid bool) {
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for i := range f.Particles {
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x := f.Particles[i].Position.X
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y := f.Particles[i].Position.Y
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xi := clamp(int(math.Floor(float64(x*h1))), 0, f.Field.Nx-1)
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yi := clamp(int(math.Floor(float64(y*h1))), 0, f.Field.Ny-1)
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xi := utils.Clamp(int(math.Floor(float64(x*h1))), 0, f.Field.Nx-1)
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yi := utils.Clamp(int(math.Floor(float64(y*h1))), 0, f.Field.Ny-1)
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cellnumber := xi*n + yi
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if f.Field.CellType[cellnumber] == CellTypeAir {
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f.Field.CellType[cellnumber] = CellTypeFluid
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@@ -380,8 +403,8 @@ func (f *Fluid) TransferVelocities(togrid bool) {
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x := p.Position.X
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y := p.Position.Y
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x = clamp32(x, f.Field.H, float32((f.Field.Nx-1))*f.Field.H)
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y = clamp32(y, f.Field.H, float32((f.Field.Ny-1))*f.Field.H)
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x = utils.Clamp32(x, f.Field.H, float32((f.Field.Nx-1))*f.Field.H)
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y = utils.Clamp32(y, f.Field.H, float32((f.Field.Ny-1))*f.Field.H)
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//find cell components neighbouring x,y
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x0 := min(int(math.Floor(float64((x-dx)*h1))), f.Field.Nx-2)
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@@ -513,15 +536,15 @@ func (f *Fluid) UpdateParticleDensity() {
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h1 := f.Field.InvH
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h2 := 0.5 * h
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clear(f.particleDensity)
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clear(f.ParticleDensity)
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for i := range f.Particles {
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p := &f.Particles[i]
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x := p.Position.X
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y := p.Position.Y
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x = clamp32(x, h, float32(f.Field.Nx-1)*h)
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y = clamp32(y, h, float32(f.Field.Ny-1)*h)
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x = utils.Clamp32(x, h, float32(f.Field.Nx-1)*h)
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y = utils.Clamp32(y, h, float32(f.Field.Ny-1)*h)
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x0 := int(math.Floor(float64((x - h2) * h1)))
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x1 := min(x0+1, f.Field.Nx-2)
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@@ -536,32 +559,32 @@ func (f *Fluid) UpdateParticleDensity() {
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sy := 1.0 - ty
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if x0 < f.Field.Nx && y0 < f.Field.Ny {
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f.particleDensity[x0*n+y0] += sx * sy
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f.ParticleDensity[x0*n+y0] += sx * sy
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}
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if x1 < f.Field.Nx && y0 < f.Field.Ny {
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f.particleDensity[x1*n+y0] += tx * sy
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f.ParticleDensity[x1*n+y0] += tx * sy
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}
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if x1 < f.Field.Nx && y1 < f.Field.Ny {
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f.particleDensity[x1*n+y1] += tx * ty
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f.ParticleDensity[x1*n+y1] += tx * ty
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}
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if x0 < f.Field.Nx && y1 < f.Field.Ny {
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f.particleDensity[x0*n+y1] += sx * ty
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f.ParticleDensity[x0*n+y1] += sx * ty
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}
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}
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if f.particleRestDensity == 0.0 {
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if f.ParticleRestDensity == 0.0 {
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var sum float32 = 0.0
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numFluidCells := 0
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for i := 0; i < f.Field.Nx*f.Field.Ny; i++ {
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if f.Field.CellType[i] == CellTypeFluid {
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sum += f.particleDensity[i]
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sum += f.ParticleDensity[i]
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numFluidCells++
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}
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}
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|
||||
if numFluidCells > 0 {
|
||||
f.particleRestDensity = sum / float32(numFluidCells)
|
||||
f.ParticleRestDensity = sum / float32(numFluidCells)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -602,9 +625,9 @@ func (f *Fluid) SolveIncompressibility() {
|
||||
//divergence -> we want this to be zero
|
||||
div := f.Field.U[right] - f.Field.U[center] + f.Field.V[top] - f.Field.V[center]
|
||||
|
||||
if f.particleRestDensity > 0.0 {
|
||||
if f.ParticleRestDensity > 0.0 {
|
||||
var k float32 = 1.0
|
||||
var compression float32 = f.particleDensity[i*n+j] - f.particleRestDensity
|
||||
var compression float32 = f.ParticleDensity[i*n+j] - f.ParticleRestDensity
|
||||
if compression > 0.0 {
|
||||
div = div - k*compression
|
||||
}
|
||||
@@ -624,3 +647,7 @@ func (f *Fluid) SolveIncompressibility() {
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
func (f *Fluid) ToggleShape() {
|
||||
f.Block = !f.Block
|
||||
}
|
||||
|
||||
13
game/game.go
13
game/game.go
@@ -234,9 +234,17 @@ func (g *Game) ManageFluidSim10Inputs() {
|
||||
g.mdown = false
|
||||
}
|
||||
|
||||
}
|
||||
if inpututil.IsKeyJustPressed(ebiten.KeyB) {
|
||||
for _, sim := range g.fluidsim10 {
|
||||
sim.ToggleShape()
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) ManageFluidSimGPTInputs() {
|
||||
if inpututil.IsKeyJustPressed(ebiten.KeyV) {
|
||||
for _, sim := range g.fluidsim10 {
|
||||
sim.ToggleParticles()
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -244,6 +252,7 @@ func (g *Game) Initialize() {
|
||||
|
||||
g.fluidsim10 = append(g.fluidsim10, elements.NewFluidSim10())
|
||||
g.fluidsim10 = append(g.fluidsim10, elements.NewFluidSim10())
|
||||
//g.fluidsim10 = append(g.fluidsim10, elements.NewFluidSim10())
|
||||
|
||||
g.fluidsim10width = float64(g.fluidsim10[0].GetSprite().Bounds().Dx())
|
||||
g.fluidsim10height = float64(g.fluidsim10[0].GetSprite().Bounds().Dy())
|
||||
|
||||
27
utils/clamp.go
Normal file
27
utils/clamp.go
Normal file
@@ -0,0 +1,27 @@
|
||||
package utils
|
||||
|
||||
// returns adjusted value between start and end, whichever is closer
|
||||
// unless value is between, in which case it returns value
|
||||
func Clamp(value, start, end int) int {
|
||||
if value < start {
|
||||
return start
|
||||
}
|
||||
|
||||
if value < end {
|
||||
return value
|
||||
}
|
||||
|
||||
return end
|
||||
}
|
||||
|
||||
func Clamp32(value, start, end float32) float32 {
|
||||
if value < start {
|
||||
return start
|
||||
}
|
||||
|
||||
if value < end {
|
||||
return value
|
||||
}
|
||||
|
||||
return end
|
||||
}
|
||||
Reference in New Issue
Block a user