147 lines
3.5 KiB
Go
147 lines
3.5 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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"image/color"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/vector"
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)
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const (
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FS10PixelWidth = 100
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FS10PixelHeight = 100
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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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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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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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}
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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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f.angle = angle
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f.fluid.SetAngle(float32(angle))
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}
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func (f *FluidSim10) GetAngle() float64 {
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return f.angle
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}
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func (f *FluidSim10) Draw() {
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f.Sprite.Clear()
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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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idx := i*f.fluid.Field.Ny + j
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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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func (f *FluidSim10) Update() {
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if f.paused {
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return
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}
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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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