This commit is contained in:
VWI7M0N 2022-10-25 13:32:10 +02:00
parent 0b7fa3e99f
commit c34a7c4e40
10 changed files with 126 additions and 187 deletions

1
.idea/.idea.PixelEngine/.idea/.name generated Normal file
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PixelEngine

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="UserContentModel">
<attachedFolders />
<explicitIncludes />
<explicitExcludes />
</component>
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="RiderProjectSettingsUpdater">
<option name="vcsConfiguration" value="2" />
</component>
</project>

6
.idea/.idea.PixelEngine/.idea/vcs.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="$PROJECT_DIR$" vcs="Git" />
</component>
</project>

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using System.Numerics;
namespace PixelEngine;
public class BlackHole : Hole
{
public BlackHole(Vector2 position, int radius, float mass) : base(position, mass)
{
this.radius = radius;
}
public override void Spawn(Fluid fluid)
{
fluid.reduceDensity((int)position.X, (int)position.Y, mass, radius);
}
public override Vector2 position { get; set; }
public int radius { get; set; }
public override float mass { get; set; }
}

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using Raylib_CsLo;
using System.Numerics;
using Raylib_CsLo;
using static Raylib_CsLo.RayMath;
namespace PixelEngine;
@ -130,16 +131,9 @@ public class Fluid
}
}
}
/*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;

91
PixelEngine/Game.cs Normal file
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using System.Numerics;
using static Raylib_CsLo.Raylib;
using static Raylib_CsLo.RayGui;
using Raylib_CsLo;
namespace PixelEngine;
public class Game
{
private const int Size = 64;
private const int Scale = 10;
private const int Iter = 10;
private const float Dt = 0.2f;
private const float Diffusion = 0f;
private const float Viscosity = 0.0000001f;
private const string WindowTitle = "Fluid Simulation";
private const int TargetFps = 60;
private Fluid _fluid = null!;
public Vector2 PMouse;
public void Start()
{
_fluid = new Fluid(Dt, Diffusion, Viscosity, Size, Iter, Scale);
InitWindow(Size * Scale, Size * Scale, WindowTitle);
SetTargetFPS(TargetFps);
}
public void HandleInput()
{
// Add Density
if (IsMouseButtonDown(MouseButton.MOUSE_BUTTON_LEFT))
{
_fluid.addDensity(GetMouseX() / Scale, GetMouseY() / Scale, 100);
}
// Reduce Density
else if (IsMouseButtonDown(MouseButton.MOUSE_BUTTON_RIGHT))
{
_fluid.reduceDensity(GetMouseX() / Scale, GetMouseY() / Scale, 100,5);
//TODO: Suction for Density Reduction
}
//Mouse Velocity
if (Math.Abs(GetMouseX() - PMouse.X) > 0.1 || Math.Abs(GetMouseY() - PMouse.Y) > 0.1)
{
var amtX = GetMouseX() - PMouse.X;
var amtY = GetMouseY() - PMouse.Y;
_fluid.addVelocity(GetMouseX() / Scale, GetMouseY() / Scale, amtX, amtY);
PMouse = GetMousePosition();
}
}
public void UpdateSim()
{
_fluid.step();
}
public void UpdateDraw()
{
BeginDrawing();
ClearBackground(BLACK);
//Debug
DrawText("FPS: " + GetFPS(), 10, 10, 10, WHITE);
//Create a GUI Slider for Viscosity
var rect = new Rectangle(10, 20, 100, 20);
GuiSlider(rect, "", "", _fluid.visc, 0.0000001f, 0.01f);
_fluid.renderD();
EndDrawing();
}
}

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using System.Numerics;
namespace PixelEngine;
public abstract class Hole
{
public Hole(Vector2 position, float mass)
{
this.position = position;
this.mass = mass;
}
public abstract void Spawn(Fluid fluid);
public abstract Vector2 position { get; set; }
public abstract float mass { get; set; }
}

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@ -1,4 +1,5 @@
using System.Drawing;
using System.Diagnostics.SymbolStore;
using System.Drawing;
using System.Numerics;
using System.Security.Cryptography.X509Certificates;
using static Raylib_CsLo.Raylib;
@ -8,125 +9,15 @@ using System.Drawing;
using PixelEngine;
using Raylib_CsLo;
Game game = new Game();
/*var c = new CircleAndClock();
c.Run();*/
var N = 64;
var Scale = 10;
var Iter = 10;
float t = 0;
int whiteholes = 4;
int blackholes = 1;
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();
var whiteholesA = new WhiteHole[whiteholes];
var blackholesA = new BlackHole[blackholes];
for (int i = 0; i < whiteholes; i++)
{
whiteholesA[i] = new WhiteHole(
new Vector2(rd.Next(3, N - 3), rd.Next(3, N - 3)),
new Vector2(rd.Next(50, 100), rd.Next(50, 100)),
rd.Next(0, 100),
rd.Next(0, 100)
);
}
for (int i = 0; i < blackholes; i++)
{
blackholesA[i] = new BlackHole(
new Vector2(rd.Next(3, N - 3), rd.Next(3, N - 3)),
rd.Next(0, 3),
rd.Next(0,200)
);
}
game.PMouse = GetMousePosition();
game.Start();
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, 5);
//TODO: Suction for Density Reduction
/*var amtX = GetMouseX() - pMouseX;
var amtY = GetMouseY() - pMouseY;
fluid.addVelocity((int)GetMouseX() / Scale, (int)GetMouseY() / Scale, amtX, amtY);*/
}
foreach (var hole in blackholesA)
{
hole.Spawn(fluid);
}
foreach (var hole in whiteholesA)
{
hole.Spawn(fluid);
}
/*fluid.addDensity(N - 3 , 3, 100);
fluid.addVelocity(N - 3 , 3, -10f, 0);*/
/*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();
game.HandleInput();
game.UpdateSim();
game.UpdateDraw();
}

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@ -1,23 +0,0 @@
using System.Numerics;
namespace PixelEngine;
public class WhiteHole : Hole
{
public override void Spawn(Fluid fluid)
{
fluid.addDensity((int) position.X, (int) position.Y, mass);
fluid.addVelocity((int) position.X, (int) position.Y, direction.X * speed, direction.Y * speed);
}
public override Vector2 position { get; set; }
public Vector2 direction { get; set; }
public override float mass { get; set; }
public float speed { get; set; }
public WhiteHole(Vector2 position, Vector2 direction, float mass, float speed) : base(position, mass)
{
this.direction = direction;
this.speed = speed;
}
}