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https://github.com/eliasstepanik/FluidSimulation.git
synced 2026-01-11 13:38:28 +00:00
Added Holes to the mix
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20
PixelEngine/BlackHole.cs
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20
PixelEngine/BlackHole.cs
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@ -0,0 +1,20 @@
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using System.Numerics;
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namespace PixelEngine;
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public class BlackHole : Hole
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{
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public BlackHole(Vector2 position, int radius, float mass) : base(position, mass)
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{
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this.radius = radius;
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}
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public override void Spawn(Fluid fluid)
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{
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fluid.reduceDensity((int)position.X, (int)position.Y, mass, radius);
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}
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public override Vector2 position { get; set; }
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public int radius { get; set; }
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public override float mass { get; set; }
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}
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@ -112,11 +112,11 @@ public class Fluid
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this.density[index] += amount;
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}
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public void reduceDensity(int x, int y, float amount) {
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public void reduceDensity(int x, int y, float amount, int rSize) {
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for (int i = -10; i < 10; i++)
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for (int i = -rSize; i < rSize; i++)
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{
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for (int j = -10; j < 10; j++)
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for (int j = -rSize; j < rSize; j++)
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{
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int index = IX(x + i, y + j);
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15
PixelEngine/Hole.cs
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15
PixelEngine/Hole.cs
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@ -0,0 +1,15 @@
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using System.Numerics;
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namespace PixelEngine;
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public abstract class Hole
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{
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public Hole(Vector2 position, float mass)
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{
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this.position = position;
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this.mass = mass;
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}
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public abstract void Spawn(Fluid fluid);
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public abstract Vector2 position { get; set; }
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public abstract float mass { get; set; }
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}
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@ -15,6 +15,8 @@ var N = 64;
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var Scale = 10;
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var Iter = 10;
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float t = 0;
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int whiteholes = 4;
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int blackholes = 1;
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Fluid fluid;
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@ -23,10 +25,32 @@ InitWindow(N * Scale, N * Scale, "Raylib_CsLo");
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SetTargetFPS(60);
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Random rd = new Random();
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var pMouseX = GetMouseX();
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var pMouseY = GetMouseY();
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var whiteholesA = new WhiteHole[whiteholes];
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var blackholesA = new BlackHole[blackholes];
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for (int i = 0; i < whiteholes; i++)
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{
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whiteholesA[i] = new WhiteHole(
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new Vector2(rd.Next(3, N - 3), rd.Next(3, N - 3)),
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new Vector2(rd.Next(50, 100), rd.Next(50, 100)),
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rd.Next(0, 100),
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rd.Next(0, 100)
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);
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}
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for (int i = 0; i < blackholes; i++)
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{
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blackholesA[i] = new BlackHole(
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new Vector2(rd.Next(3, N - 3), rd.Next(3, N - 3)),
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rd.Next(0, 3),
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rd.Next(0,200)
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);
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}
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while (!WindowShouldClose())
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{
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@ -58,7 +82,7 @@ while (!WindowShouldClose())
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fluid.addDensity((int)GetMouseX() / Scale, (int)GetMouseY() / Scale, 100);
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else if (IsMouseButtonDown(MouseButton.MOUSE_BUTTON_RIGHT))
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{
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fluid.reduceDensity((int)GetMouseX() / Scale, (int)GetMouseY() / Scale, 100);
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fluid.reduceDensity((int)GetMouseX() / Scale, (int)GetMouseY() / Scale, 100, 5);
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//TODO: Suction for Density Reduction
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@ -70,8 +94,22 @@ while (!WindowShouldClose())
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fluid.addDensity(N - 3, 3, 200);
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fluid.addVelocity(N - 3 , 3, -10f, -10f);
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foreach (var hole in blackholesA)
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{
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hole.Spawn(fluid);
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}
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foreach (var hole in whiteholesA)
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{
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hole.Spawn(fluid);
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}
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/*fluid.addDensity(N - 3 , 3, 100);
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fluid.addVelocity(N - 3 , 3, -10f, 0);*/
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/*if (GetMouseX() != pMouseX || GetMouseY() != pMouseY)
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23
PixelEngine/WhiteHole.cs
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23
PixelEngine/WhiteHole.cs
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@ -0,0 +1,23 @@
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using System.Numerics;
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namespace PixelEngine;
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public class WhiteHole : Hole
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{
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public override void Spawn(Fluid fluid)
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{
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fluid.addDensity((int) position.X, (int) position.Y, mass);
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fluid.addVelocity((int) position.X, (int) position.Y, direction.X * speed, direction.Y * speed);
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}
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public override Vector2 position { get; set; }
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public Vector2 direction { get; set; }
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public override float mass { get; set; }
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public float speed { get; set; }
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public WhiteHole(Vector2 position, Vector2 direction, float mass, float speed) : base(position, mass)
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{
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this.direction = direction;
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this.speed = speed;
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}
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}
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