Files
fluids/elements/flaskRoundedBottom.go

266 lines
8.7 KiB
Go

package elements
import (
"fluids/fluid"
"fluids/gamedata"
"fluids/resources"
"image/color"
"github.com/hajimehoshi/ebiten/v2"
)
const (
RoundedBottomFlaskWidth = 32 //pixels
RoundedBottomFlaskHeight = 32 //pixels
RBFlaskMaskWidth = 46 //pixels
RBFlaskMaskHeight = 46 //pixels
RoundedBottomFlaskFluidRadius = 9 //pixels: represents spherical portion of the flask where fluid will be contained
RoundedBottomFlaskFluidOriginX = 16 //pixels: x origin of fluid area
RoundedBottomFlaskFluidOriginY = 20 //pixels: y origin of fluid area
RoundedBottomFlaskFluidWidth = 0.5 //meters
RoundedBottomFlaskFluidHeight = 0.5 //meters
RoundedBottomFlaskFluidResolution = 20
)
type RoundedBottomFlask struct {
MappedEntityBase
fluid *fluid.Fluid //our physical representation of the fluid
fluidbuffS *ebiten.Image //predraw for the fluid, static
fluidbuffD *ebiten.Image //predraw for the fluid, dynamic
fluidcellbuff *ebiten.Image //persistent fluid sprite, we redraw this everywhere we want to represent fluid
flaskbase *ebiten.Image //flask background (container)
flaskhighlight *ebiten.Image //flask foreground (glassware highlights)
flaskboundarymask *ebiten.Image //flask boundary mask
fieldscaleStatic gamedata.Vector //used for transforming from fluid-space to sprite-space: static
fieldscaleDyanmic gamedata.Vector //used for transforming from fluid-space to sprite-space: dynamic
angle float64
//fluid color business
fluidcolor color.RGBA //premultiplied fluid color, as set by external sources
fluidcolorF []float32 //for caching of individual color values, we compute rarely
//boundary
boundaryinitialized bool
container *fluid.Boundary
}
func NewRoundedBottomFlask() *RoundedBottomFlask {
flask := &RoundedBottomFlask{
fluidbuffS: ebiten.NewImage(RoundedBottomFlaskFluidRadius*2, RoundedBottomFlaskFluidRadius*2),
fluidbuffD: ebiten.NewImage(RBFlaskMaskWidth, RBFlaskMaskHeight),
fluidcellbuff: ebiten.NewImage(1, 1),
flaskbase: ebiten.NewImageFromImage(resources.ImageBank[resources.RoundedBottomFlaskBase]),
flaskhighlight: ebiten.NewImageFromImage(resources.ImageBank[resources.RoundedBottomFlaskHighlights]),
flaskboundarymask: ebiten.NewImageFromImage(resources.ImageBank[resources.RoundedBottomFlaskBoundaryMap46]),
//flaskboundarymask: ebiten.NewImageFromImage(resources.ImageBank[resources.RoundedBottomFlaskBoundaryMap]),
angle: 0,
fluidcolorF: make([]float32, 4), //one field each for R,G,B,A
boundaryinitialized: false,
}
flask.Initialize()
return flask
}
func (flask *RoundedBottomFlask) Initialize() {
//prepare our internal data
flask.dimensions = gamedata.Vector{
X: RoundedBottomFlaskWidth,
Y: RoundedBottomFlaskHeight,
}
flask.Sprite = ebiten.NewImage(RoundedBottomFlaskWidth, RoundedBottomFlaskHeight)
flask.fluidcellbuff.Fill(color.White)
//prepare and initialize the fluid
fluiddimensions := fluid.FieldVector{
X: RoundedBottomFlaskFluidWidth,
Y: RoundedBottomFlaskFluidHeight,
}
flask.fluid = fluid.NewFluid(fluiddimensions, RoundedBottomFlaskFluidHeight/RoundedBottomFlaskFluidResolution)
flask.fluid.Initialize()
flask.fluid.Block = false //rounded flask, not a rect volume
//compute fieldscales using newly created fluid
flask.fieldscaleStatic = gamedata.Vector{
X: RoundedBottomFlaskFluidRadius * 2 / float64(flask.fluid.Field.Nx-1),
Y: RoundedBottomFlaskFluidRadius * 2 / float64(flask.fluid.Field.Ny-1),
}
flask.fieldscaleDyanmic = gamedata.Vector{
X: RBFlaskMaskWidth / float64(flask.fluid.Field.Nx-2),
Y: RBFlaskMaskHeight / float64(flask.fluid.Field.Ny-2),
}
//setup default fluid color
flask.SetFluidColor(color.RGBA{R: 0x0, G: 0x0, B: 0xff, A: 0xff})
}
func (flask *RoundedBottomFlask) Update() {
if flask.paused {
return
}
flask.fluid.Step()
}
func (flask *RoundedBottomFlask) Draw() {
flask.Sprite.Clear()
//render flask background
flask.Sprite.DrawImage(flask.flaskbase, nil)
//render fluid
if flask.boundaryinitialized {
flask.RenderFluidDynamic()
} else {
flask.RenderFluidStatic()
}
//render flask foreground
flask.Sprite.DrawImage(flask.flaskhighlight, nil)
}
func (flask *RoundedBottomFlask) SetAngle(angle float64) {
flask.angle = angle
flask.fluid.SetAngle(float32(flask.angle))
}
func (flask *RoundedBottomFlask) GetAngle() float64 {
return flask.angle
}
func (flask *RoundedBottomFlask) RenderFluidDynamic() {
flask.fluidbuffD.Clear()
//flask.fluidbuffD.Fill(color.White)
//vector.StrokeRect(flask.fluidbuffD, 0, 0, 46, 46, 1, color.White, true)
//construct fluid buffer from fluid simulation
for i := range flask.fluid.Field.Nx {
for j := range flask.fluid.Field.Ny {
idx := i*flask.fluid.Field.Ny + j
if flask.fluid.Field.CellType[idx] != fluid.CellTypeFluid {
continue
}
celldensity := flask.fluid.ParticleDensity[idx] / flask.fluid.ParticleRestDensity
/*if celldensity > 0.8 {
celldensity = 1
}*/
ox := float64(i) * flask.fieldscaleDyanmic.X
oy := float64(j) * flask.fieldscaleDyanmic.Y
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(-.5, -.5)
op.GeoM.Scale(flask.fieldscaleDyanmic.X, flask.fieldscaleDyanmic.Y)
op.GeoM.Translate(ox, oy)
op.ColorScale.ScaleAlpha(celldensity)
op.ColorScale.Scale(flask.fluidcolorF[0], flask.fluidcolorF[1], flask.fluidcolorF[2], flask.fluidcolorF[3])
flask.fluidbuffD.DrawImage(flask.fluidcellbuff, op)
}
}
//transform buffer for our flask space
s := float64(RoundedBottomFlaskWidth) / RBFlaskMaskWidth * 67. / 104
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(-RBFlaskMaskWidth/2, -RBFlaskMaskHeight/2)
op.GeoM.Scale(s, -s*1.15)
op.GeoM.Translate(RoundedBottomFlaskWidth/2, RoundedBottomFlaskHeight/2+2)
//op.GeoM.Translate(RoundedBottomFlaskFluidOriginX, RoundedBottomFlaskFluidOriginY)
flask.Sprite.DrawImage(flask.fluidbuffD, op)
}
func (flask *RoundedBottomFlask) RenderFluidStatic() {
flask.fluidbuffS.Clear()
//construct fluid buffer from fluid simulation
for i := range flask.fluid.Field.Nx {
for j := range flask.fluid.Field.Ny {
idx := i*flask.fluid.Field.Ny + j
if flask.fluid.Field.CellType[idx] != fluid.CellTypeFluid {
continue
}
celldensity := flask.fluid.ParticleDensity[idx] / flask.fluid.ParticleRestDensity
/*if celldensity > 0.8 {
celldensity = 1
}*/
ox := float64(i) * flask.fieldscaleStatic.X
oy := float64(j) * flask.fieldscaleStatic.Y
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(-.5, -.5)
op.GeoM.Scale(flask.fieldscaleStatic.X, flask.fieldscaleStatic.Y)
op.GeoM.Translate(ox, oy)
op.ColorScale.ScaleAlpha(celldensity)
op.ColorScale.Scale(flask.fluidcolorF[0], flask.fluidcolorF[1], flask.fluidcolorF[2], flask.fluidcolorF[3])
flask.fluidbuffS.DrawImage(flask.fluidcellbuff, op)
}
}
//transform buffer for our flask space
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(-RoundedBottomFlaskFluidRadius, -RoundedBottomFlaskFluidRadius)
op.GeoM.Scale(1, -1)
op.GeoM.Translate(RoundedBottomFlaskFluidOriginX, RoundedBottomFlaskFluidOriginY)
flask.Sprite.DrawImage(flask.fluidbuffS, op)
}
func (flask *RoundedBottomFlask) SetFluidColor(c color.RGBA) {
flask.fluidcolor = c
flask.fluidcolorF[0] = float32(flask.fluidcolor.R) / float32(flask.fluidcolor.A)
flask.fluidcolorF[1] = float32(flask.fluidcolor.G) / float32(flask.fluidcolor.A)
flask.fluidcolorF[2] = float32(flask.fluidcolor.B) / float32(flask.fluidcolor.A)
flask.fluidcolorF[3] = float32(flask.fluidcolor.A) / 0xff
}
func (flask *RoundedBottomFlask) InitializeBoundary() {
//prepare the dimensions of our boundary map
dimensions := fluid.BoundaryDimensions{
X: RBFlaskMaskWidth,
Y: RBFlaskMaskHeight,
}
//instantiate the boundary structure
flask.container = fluid.NewBoundary(dimensions)
//load pixel data from boundary
var pixels []byte = make([]byte, dimensions.X*dimensions.Y*4)
flask.flaskboundarymask.ReadPixels(pixels)
//populate our boundary map based on the pixel data
for i := 0; i < len(pixels); i += 4 {
cellidx := i / 4
boundary := pixels[i] == 0
flask.container.Cells[cellidx] = !boundary
}
//apply to fluid simulation
flask.fluid.SetBoundary(flask.container)
flask.boundaryinitialized = true
}
// set new boundary mask and reinitialize associated data, including computing and
// passing that into the associated fluid simulation
func (flask *RoundedBottomFlask) SetBoundaryMap(img *ebiten.Image) {
flask.flaskboundarymask = img
flask.InitializeBoundary()
}
func (flask *RoundedBottomFlask) ToggleBoundaryMask() {
if flask.boundaryinitialized {
flask.fluid.SetBoundary(nil)
flask.boundaryinitialized = false
} else {
flask.InitializeBoundary()
flask.boundaryinitialized = true
}
}