Elias Stepanik 2d8a1e9769 uj
2022-10-25 21:29:25 +02:00

249 lines
6.6 KiB
C#

using System.Numerics;
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 = Normalize(x, 0, size - 1);;
var Y = Normalize(y, 0, size - 1);
return (int) (X + Y * size);
}
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, int rSize) {
for (int i = -rSize; i < rSize; i++)
{
for (int j = -rSize; j < rSize; j++)
{
int index = IX(x + i, y + j);
if (this.density[index] - amount < 0)
{
this.density[index] = 0;
}
else
{
this.density[index] -= amount;
}
}
}
}
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)]);
}
}