158 lines
5.1 KiB
Go
158 lines
5.1 KiB
Go
package elements
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import (
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"fluids/fluid"
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"fluids/gamedata"
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"fluids/resources"
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"image/color"
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"github.com/hajimehoshi/ebiten/v2"
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)
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const (
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RoundedBottomFlaskWidth = 32 //pixels
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RoundedBottomFlaskHeight = 32 //pixels
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RoundedBottomFlaskFluidRadius = 9 //pixels: represents spherical portion of the flask where fluid will be contained
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RoundedBottomFlaskFluidOriginX = 16 //pixels: x origin of fluid area
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RoundedBottomFlaskFluidOriginY = 20 //pixels: y origin of fluid area
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RoundedBottomFlaskFluidWidth = 0.5 //meters
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RoundedBottomFlaskFluidHeight = 0.5 //meters
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RoundedBottomFlaskFluidResolution = 20
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)
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type RoundedBottomFlask struct {
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MappedEntityBase
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fluid *fluid.Fluid //our physical representation of the fluid
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fluidbuff *ebiten.Image //predraw for the fluid
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fluidcellbuff *ebiten.Image //persistent fluid sprite, we redraw this everywhere we want to represent fluid
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flaskbase *ebiten.Image //flask background (container)
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flaskhighlight *ebiten.Image //flask foreground (glassware highlights)
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fieldscale gamedata.Vector //used for transforming from fluid-space to sprite-space
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angle float64
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//fluid color business
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fluidcolor color.RGBA //premultiplied fluid color, as set by external sources
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fluidcolorF []float32 //for caching of individual color values, we compute rarely
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}
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func NewRoundedBottomFlask() *RoundedBottomFlask {
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flask := &RoundedBottomFlask{
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fluidbuff: ebiten.NewImage(RoundedBottomFlaskFluidRadius*2, RoundedBottomFlaskFluidRadius*2),
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fluidcellbuff: ebiten.NewImage(1, 1),
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flaskbase: ebiten.NewImageFromImage(resources.ImageBank[resources.RoundedBottomFlaskBase]),
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flaskhighlight: ebiten.NewImageFromImage(resources.ImageBank[resources.RoundedBottomFlaskHighlights]),
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angle: 0,
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fluidcolorF: make([]float32, 4), //one field each for R,G,B,A
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}
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flask.Initialize()
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return flask
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}
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func (flask *RoundedBottomFlask) Initialize() {
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//prepare our internal data
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flask.dimensions = gamedata.Vector{
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X: RoundedBottomFlaskWidth,
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Y: RoundedBottomFlaskHeight,
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}
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flask.Sprite = ebiten.NewImage(RoundedBottomFlaskWidth, RoundedBottomFlaskHeight)
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flask.fluidcellbuff.Fill(color.White)
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//prepare and initialize the fluid
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fluiddimensions := fluid.FieldVector{
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X: RoundedBottomFlaskFluidWidth,
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Y: RoundedBottomFlaskFluidHeight,
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}
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flask.fluid = fluid.NewFluid(fluiddimensions, RoundedBottomFlaskFluidHeight/RoundedBottomFlaskFluidResolution)
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flask.fluid.Initialize()
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flask.fluid.Block = false //rounded flask, not a rect volume
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//compute fieldscale using newly created fluid
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flask.fieldscale = gamedata.Vector{
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X: RoundedBottomFlaskFluidRadius * 2 / float64(flask.fluid.Field.Nx-1),
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Y: RoundedBottomFlaskFluidRadius * 2 / float64(flask.fluid.Field.Ny-1),
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}
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//setup default fluid color
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flask.SetFluidColor(color.RGBA{R: 0x0, G: 0x0, B: 0xff, A: 0xff})
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}
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func (flask *RoundedBottomFlask) Update() {
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if flask.paused {
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return
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}
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flask.fluid.Step()
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}
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func (flask *RoundedBottomFlask) Draw() {
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flask.Sprite.Clear()
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//render flask background
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flask.Sprite.DrawImage(flask.flaskbase, nil)
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//render fluid
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flask.RenderFluid()
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//render flask foreground
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flask.Sprite.DrawImage(flask.flaskhighlight, nil)
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}
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func (flask *RoundedBottomFlask) SetAngle(angle float64) {
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flask.angle = angle
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flask.fluid.SetAngle(float32(flask.angle))
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}
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func (flask *RoundedBottomFlask) GetAngle() float64 {
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return flask.angle
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}
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func (flask *RoundedBottomFlask) RenderFluid() {
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flask.fluidbuff.Clear()
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//construct fluid buffer from fluid simulation
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for i := range flask.fluid.Field.Nx {
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for j := range flask.fluid.Field.Ny {
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idx := i*flask.fluid.Field.Ny + j
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if flask.fluid.Field.CellType[idx] != fluid.CellTypeFluid {
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continue
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}
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celldensity := flask.fluid.ParticleDensity[idx] / flask.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) * flask.fieldscale.X
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oy := float64(j) * flask.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(flask.fieldscale.X, flask.fieldscale.Y)
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op.GeoM.Translate(ox, oy)
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op.ColorScale.ScaleAlpha(celldensity)
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op.ColorScale.Scale(flask.fluidcolorF[0], flask.fluidcolorF[1], flask.fluidcolorF[2], flask.fluidcolorF[3])
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// op.ColorM.Scale(0, 0, 1, 1)
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//flask.Sprite.DrawImage(flask.fluidcellbuff, op)
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flask.fluidbuff.DrawImage(flask.fluidcellbuff, op)
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}
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}
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//transform buffer for our flask space
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(-RoundedBottomFlaskFluidRadius, -RoundedBottomFlaskFluidRadius)
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op.GeoM.Scale(1, -1)
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op.GeoM.Translate(RoundedBottomFlaskFluidOriginX, RoundedBottomFlaskFluidOriginY)
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flask.Sprite.DrawImage(flask.fluidbuff, op)
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}
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func (flask *RoundedBottomFlask) SetFluidColor(c color.RGBA) {
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flask.fluidcolor = c
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flask.fluidcolorF[0] = float32(flask.fluidcolor.R) / float32(flask.fluidcolor.A)
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flask.fluidcolorF[1] = float32(flask.fluidcolor.G) / float32(flask.fluidcolor.A)
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flask.fluidcolorF[2] = float32(flask.fluidcolor.B) / float32(flask.fluidcolor.A)
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flask.fluidcolorF[3] = float32(flask.fluidcolor.A) / 0xff
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}
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