This commit is contained in:
Elias Stepanik 2022-10-24 21:04:05 +02:00
commit 04597e5d29
7 changed files with 438 additions and 0 deletions

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.gitignore vendored Normal file
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bin/
obj/
/packages/
riderModule.iml
/_ReSharper.Caches/

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PixelEngine.sln Normal file
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Microsoft Visual Studio Solution File, Format Version 12.00
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "PixelEngine", "PixelEngine\PixelEngine.csproj", "{D0BBE489-D751-4A90-8B07-0B8830F96FFA}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{D0BBE489-D751-4A90-8B07-0B8830F96FFA}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{D0BBE489-D751-4A90-8B07-0B8830F96FFA}.Debug|Any CPU.Build.0 = Debug|Any CPU
{D0BBE489-D751-4A90-8B07-0B8830F96FFA}.Release|Any CPU.ActiveCfg = Release|Any CPU
{D0BBE489-D751-4A90-8B07-0B8830F96FFA}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
EndGlobal

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**/.dockerignore
**/.env
**/.git
**/.gitignore
**/.project
**/.settings
**/.toolstarget
**/.vs
**/.vscode
**/.idea
**/*.*proj.user
**/*.dbmdl
**/*.jfm
**/azds.yaml
**/bin
**/charts
**/docker-compose*
**/Dockerfile*
**/node_modules
**/npm-debug.log
**/obj
**/secrets.dev.yaml
**/values.dev.yaml
LICENSE
README.md

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FROM mcr.microsoft.com/dotnet/runtime:6.0 AS base
WORKDIR /app
FROM mcr.microsoft.com/dotnet/sdk:6.0 AS build
WORKDIR /src
COPY ["PixelEngine/PixelEngine.csproj", "PixelEngine/"]
RUN dotnet restore "PixelEngine/PixelEngine.csproj"
COPY . .
WORKDIR "/src/PixelEngine"
RUN dotnet build "PixelEngine.csproj" -c Release -o /app/build
FROM build AS publish
RUN dotnet publish "PixelEngine.csproj" -c Release -o /app/publish
FROM base AS final
WORKDIR /app
COPY --from=publish /app/publish .
ENTRYPOINT ["dotnet", "PixelEngine.dll"]

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using Raylib_CsLo;
using static Raylib_CsLo.RayMath;
namespace PixelEngine;
public class Fluid
{
public int size { get; set; }
public int scale { get; set; }
public int iter { get; set; }
public float dt { get; set; }
public float diff { get; set; }
public float visc { get; set; }
public float[] s { get; set; }
public float[] density { get; set; }
public float[] Vx { get; set; }
public float[] Vy { get; set; }
public float[] Vx0 { get; set; }
public float[] Vy0 { get; set; }
public Fluid(float dt, float diffusion, float viscosity, int N, int iter, int scale) {
this.size = N;
this.iter = iter;
this.dt = dt;
this.diff = diffusion;
this.visc = viscosity;
this.scale = scale;
this.s = new float[N*N];
this.density = new float[N*N];
this.Vx = new float[N*N];
this.Vy = new float[N*N];
this.Vx0 = new float[N*N];
this.Vy0 = new float[N*N];
}
public void step() {
int N = this.size;
float visc = this.visc;
float diff = this.diff;
float dt = this.dt;
float[] Vx = this.Vx;
float[] Vy = this.Vy;
float[] Vx0 = this.Vx0;
float[] Vy0 = this.Vy0;
float[] s = this.s;
float[] density = this.density;
diffuse(1, Vx0, Vx, visc, dt);
diffuse(2, Vy0, Vy, visc, dt);
project(Vx0, Vy0, Vx, Vy);
advect(1, Vx, Vx0, Vx0, Vy0, dt);
advect(2, Vy, Vy0, Vx0, Vy0, dt);
project(Vx, Vy, Vx0, Vy0);
diffuse(0, s, density, diff, dt);
advect(0, density, s, Vx, Vy, dt);
}
void fadeD() {
for (int i = 0; i < this.density.Length; i++) {
float d = density[i];
density[i] = Clamp(d-0.02f, 0, 255);
}
}
public void renderD() {
for (int i = 0; i < size; i++) {
for (int j = 0; j < size; j++) {
int x = i * scale;
int y = j * scale;
float d = this.density[IX(i, j)];
Color color = new Color(/*((d + 50) % 255)*/100,255,0,(int)d * 2);
Raylib.DrawRectangle(x, y, scale, scale, color);
}
}
}
public int IX(int x, int y)
{
var X = Clamp(x, 0, size - 1);
var Y = Clamp(y, 0, size - 1);
return X + Y * size;
}
float Clamp( float value, float min, float max )
{
return (value < min) ? min : (value > max) ? max : value;
}
int Clamp( int value, int min, int max )
{
return (value < min) ? min : (value > max) ? max : value;
}
public void addDensity(int x, int y, float amount) {
int index = IX(x, y);
this.density[index] += amount;
}
public void reduceDensity(int x, int y, float amount) {
for (int i = -10; i < 10; i++)
{
for (int j = -10; j < 10; j++)
{
int index = IX(x + i, y + j);
if (this.density[index] - amount < 0)
{
this.density[index] = 0;
}
else
{
this.density[index] -= amount;
}
}
}
/*var amtX = Raylib.GetMouseX();
var amtY = Raylib.GetMouseY();
addVelocity(amtX / scale, amtY / scale, amtX * 2, amtY * 2);*/
}
public void addVelocity(int x, int y, float amountX, float amountY) {
int index = IX(x, y);
this.Vx[index] += amountX;
this.Vy[index] += amountY;
}
void diffuse (int b, float[] x, float[] x0, float diff, float dt) {
float a = dt * diff * (size - 2) * (size - 2);
lin_solve(b, x, x0, a, 1 + 4 * a);
}
void lin_solve(int b, float[] x, float[] x0, float a, float c) {
float cRecip = 1.0f / c;
for (int k = 0; k < iter; k++) {
for (int j = 1; j < size - 1; j++) {
for (int i = 1; i < size - 1; i++) {
x[IX(i, j)] =
(x0[IX(i, j)]
+ a*( x[IX(i+1, j)]
+x[IX(i-1, j)]
+x[IX(i, j+1)]
+x[IX(i, j-1)]
)) * cRecip;
}
}
set_bnd(b, x);
}
}
void project(float[] velocX, float[] velocY, float[] p, float[] div) {
for (int j = 1; j < size - 1; j++) {
for (int i = 1; i < size - 1; i++) {
div[IX(i, j)] = -0.5f*(
velocX[IX(i+1, j)]
-velocX[IX(i-1, j)]
+velocY[IX(i, j+1)]
-velocY[IX(i, j-1)]
)/size;
p[IX(i, j)] = 0;
}
}
set_bnd(0, div);
set_bnd(0, p);
lin_solve(0, p, div, 1, 4);
for (int j = 1; j < size - 1; j++) {
for (int i = 1; i < size - 1; i++) {
velocX[IX(i, j)] -= 0.5f * ( p[IX(i+1, j)]
-p[IX(i-1, j)]) * size;
velocY[IX(i, j)] -= 0.5f * ( p[IX(i, j+1)]
-p[IX(i, j-1)]) * size;
}
}
set_bnd(1, velocX);
set_bnd(2, velocY);
}
void advect(int b, float[] d, float[] d0, float[] velocX, float[] velocY, float dt) {
float i0, i1, j0, j1;
float dtx = dt * (size - 2);
float dty = dt * (size - 2);
float s0, s1, t0, t1;
float tmp1, tmp2, x, y;
float Nfloat = size;
float ifloat, jfloat;
int i, j;
for (j = 1, jfloat = 1; j < size - 1; j++, jfloat++) {
for (i = 1, ifloat = 1; i < size - 1; i++, ifloat++) {
tmp1 = dtx * velocX[IX(i, j)];
tmp2 = dty * velocY[IX(i, j)];
x = ifloat - tmp1;
y = jfloat - tmp2;
if (x < 0.5f) x = 0.5f;
if (x > Nfloat + 0.5f) x = Nfloat + 0.5f;
i0 = RayMath.floorf(x);
i1 = i0 + 1.0f;
if (y < 0.5f) y = 0.5f;
if (y > Nfloat + 0.5f) y = Nfloat + 0.5f;
j0 = RayMath.floorf(y);
j1 = j0 + 1.0f;
s1 = x - i0;
s0 = 1.0f - s1;
t1 = y - j0;
t0 = 1.0f - t1;
int i0i = (int)i0;
int i1i = (int)i1;
int j0i = (int)j0;
int j1i = (int)j1;
// DOUBLE CHECK THIS!!!
d[IX(i, j)] =
s0 * (t0 * d0[IX(i0i, j0i)] + t1 * d0[IX(i0i, j1i)]) +
s1 * (t0 * d0[IX(i1i, j0i)] + t1 * d0[IX(i1i, j1i)]);
}
}
set_bnd(b, d);
}
void set_bnd(int b, float[] x) {
for (int i = 1; i < size - 1; i++) {
x[IX(i, 0 )] = b == 2 ? -x[IX(i, 1 )] : x[IX(i, 1 )];
x[IX(i, size-1)] = b == 2 ? -x[IX(i, size-2)] : x[IX(i, size-2)];
}
for (int j = 1; j < size - 1; j++) {
x[IX(0, j)] = b == 1 ? -x[IX(1, j)] : x[IX(1, j)];
x[IX(size-1, j)] = b == 1 ? -x[IX(size-2, j)] : x[IX(size-2, j)];
}
x[IX(0, 0)] = 0.5f * (x[IX(1, 0)] + x[IX(0, 1)]);
x[IX(0, size-1)] = 0.5f * (x[IX(1, size-1)] + x[IX(0, size-2)]);
x[IX(size-1, 0)] = 0.5f * (x[IX(size-2, 0)] + x[IX(size-1, 1)]);
x[IX(size-1, size-1)] = 0.5f * (x[IX(size-2, size-1)] + x[IX(size-1, size-2)]);
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net6.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<DockerDefaultTargetOS>Linux</DockerDefaultTargetOS>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Raylib-CsLo" Version="4.2.0.3" />
<PackageReference Include="System.Drawing.Common" Version="6.0.0" />
</ItemGroup>
</Project>

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using System.Drawing;
using System.Numerics;
using System.Security.Cryptography.X509Certificates;
using static Raylib_CsLo.Raylib;
using static Raylib_CsLo.RayMath;
using static Raylib_CsLo.RayGui;
using System.Drawing;
using PixelEngine;
using Raylib_CsLo;
/*var c = new CircleAndClock();
c.Run();*/
var N = 64;
var Scale = 10;
var Iter = 10;
float t = 0;
Fluid fluid;
fluid = new Fluid(0.2f, 0, 0.0000001f, N, Iter, Scale);
InitWindow(N * Scale, N * Scale, "Raylib_CsLo");
SetTargetFPS(60);
Random rd = new Random();
var pMouseX = GetMouseX();
var pMouseY = GetMouseY();
while (!WindowShouldClose())
{
BeginDrawing();
ClearBackground(BLACK);
DrawFPS(10,10);
/*int cx = (int)0.5*N/Scale;
int cy = (int)0.5*N/Scale;
for (int i = -1; i <= 1; i++) {
for (int j = -1; j <= 1; j++) {
fluid.addDensity(cx+i, cy+j, rd.Next(50, 150));
}
}*/
/*for (int i = 0; i < 2; i++) {
float angle = noise(t) * TWO_PI * 2;
PVector v = PVector.fromAngle(angle);
v.mult(0.2);
t += 0.01;
fluid.addVelocity(cx, cy, v.x, v.y );
}*/
/*fluid.step();
fluid.renderD();*/
if (IsMouseButtonDown(MouseButton.MOUSE_BUTTON_LEFT))
fluid.addDensity((int)GetMouseX() / Scale, (int)GetMouseY() / Scale, 100);
else if (IsMouseButtonDown(MouseButton.MOUSE_BUTTON_RIGHT))
{
fluid.reduceDensity((int)GetMouseX() / Scale, (int)GetMouseY() / Scale, 100);
//TODO: Suction for Density Reduction
/*var amtX = GetMouseX() - pMouseX;
var amtY = GetMouseY() - pMouseY;
fluid.addVelocity((int)GetMouseX() / Scale, (int)GetMouseY() / Scale, amtX, amtY);*/
}
fluid.addDensity(N - 3, 3, 200);
fluid.addVelocity(N - 3 , 3, -10f, -10f);
/*if (GetMouseX() != pMouseX || GetMouseY() != pMouseY)
{
var amtX = GetMouseX() - pMouseX;
var amtY = GetMouseY() - pMouseY;
fluid.addVelocity((int)GetMouseX() / Scale, (int)GetMouseY() / Scale, amtX, amtY);
}*/
pMouseX = GetMouseX();
pMouseY = GetMouseY();
fluid.step();
fluid.renderD();
EndDrawing();
}