mirror of
https://github.com/eliasstepanik/FluidSimulation.git
synced 2026-01-11 21:48:28 +00:00
258 lines
6.9 KiB
C#
258 lines
6.9 KiB
C#
using System.Numerics;
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using Raylib_CsLo;
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using static Raylib_CsLo.RayMath;
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namespace PixelEngine;
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public class Fluid
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{
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public int size { get; set; }
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public int scale { get; set; }
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public int iter { get; set; }
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public float dt { get; set; }
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public float diff { get; set; }
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public float visc { get; set; }
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public float[] s { get; set; }
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public float[] density { get; set; }
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public float[] Vx { get; set; }
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public float[] Vy { get; set; }
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public float[] Vx0 { get; set; }
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public float[] Vy0 { get; set; }
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public Fluid(float dt, float diffusion, float viscosity, int N, int iter, int scale) {
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this.size = N;
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this.iter = iter;
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this.dt = dt;
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this.diff = diffusion;
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this.visc = viscosity;
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this.scale = scale;
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this.s = new float[N*N];
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this.density = new float[N*N];
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this.Vx = new float[N*N];
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this.Vy = new float[N*N];
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this.Vx0 = new float[N*N];
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this.Vy0 = new float[N*N];
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}
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public void step() {
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int N = this.size;
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float visc = this.visc;
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float diff = this.diff;
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float dt = this.dt;
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float[] Vx = this.Vx;
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float[] Vy = this.Vy;
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float[] Vx0 = this.Vx0;
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float[] Vy0 = this.Vy0;
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float[] s = this.s;
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float[] density = this.density;
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diffuse(1, Vx0, Vx, visc, dt);
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diffuse(2, Vy0, Vy, visc, dt);
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project(Vx0, Vy0, Vx, Vy);
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advect(1, Vx, Vx0, Vx0, Vy0, dt);
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advect(2, Vy, Vy0, Vx0, Vy0, dt);
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project(Vx, Vy, Vx0, Vy0);
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diffuse(0, s, density, diff, dt);
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advect(0, density, s, Vx, Vy, dt);
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}
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void fadeD() {
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for (int i = 0; i < this.density.Length; i++) {
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float d = density[i];
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density[i] = Clamp(d-0.02f, 0, 255);
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}
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}
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public void renderD() {
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for (int i = 0; i < size; i++) {
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for (int j = 0; j < size; j++) {
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int x = i * scale;
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int y = j * scale;
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float d = this.density[IX(i, j)];
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Color color = new Color(/*((d + 50) % 255)*/100,255,0,(int)d * 2);
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Raylib.DrawRectangle(x, y, scale, scale, color);
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}
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}
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}
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public int IX(int x, int y)
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{
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var X = Clamp(x, 0, size - 1);
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var Y = Clamp(y, 0, size - 1);
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return X + Y * size;
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}
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float Clamp( float value, float min, float max )
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{
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return (value < min) ? min : (value > max) ? max : value;
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}
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int Clamp( int value, int min, int max )
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{
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return (value < min) ? min : (value > max) ? max : value;
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}
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public void addDensity(int x, int y, float amount) {
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int index = IX(x, y);
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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, int rSize) {
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for (int i = -rSize; i < rSize; i++)
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{
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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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if (this.density[index] - amount < 0)
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{
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this.density[index] = 0;
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}
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else
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{
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this.density[index] -= amount;
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}
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}
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}
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}
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public void addVelocity(int x, int y, float amountX, float amountY) {
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int index = IX(x, y);
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this.Vx[index] += amountX;
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this.Vy[index] += amountY;
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}
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void diffuse (int b, float[] x, float[] x0, float diff, float dt) {
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float a = dt * diff * (size - 2) * (size - 2);
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lin_solve(b, x, x0, a, 1 + 4 * a);
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}
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void lin_solve(int b, float[] x, float[] x0, float a, float c) {
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float cRecip = 1.0f / c;
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for (int k = 0; k < iter; k++) {
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for (int j = 1; j < size - 1; j++) {
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for (int i = 1; i < size - 1; i++) {
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x[IX(i, j)] =
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(x0[IX(i, j)]
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+ a*( x[IX(i+1, j)]
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+x[IX(i-1, j)]
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+x[IX(i, j+1)]
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+x[IX(i, j-1)]
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)) * cRecip;
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}
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}
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set_bnd(b, x);
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}
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}
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void project(float[] velocX, float[] velocY, float[] p, float[] div) {
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for (int j = 1; j < size - 1; j++) {
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for (int i = 1; i < size - 1; i++) {
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div[IX(i, j)] = -0.5f*(
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velocX[IX(i+1, j)]
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-velocX[IX(i-1, j)]
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+velocY[IX(i, j+1)]
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-velocY[IX(i, j-1)]
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)/size;
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p[IX(i, j)] = 0;
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}
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}
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set_bnd(0, div);
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set_bnd(0, p);
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lin_solve(0, p, div, 1, 4);
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for (int j = 1; j < size - 1; j++) {
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for (int i = 1; i < size - 1; i++) {
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velocX[IX(i, j)] -= 0.5f * ( p[IX(i+1, j)]
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-p[IX(i-1, j)]) * size;
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velocY[IX(i, j)] -= 0.5f * ( p[IX(i, j+1)]
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-p[IX(i, j-1)]) * size;
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}
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}
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set_bnd(1, velocX);
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set_bnd(2, velocY);
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}
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void advect(int b, float[] d, float[] d0, float[] velocX, float[] velocY, float dt) {
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float i0, i1, j0, j1;
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float dtx = dt * (size - 2);
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float dty = dt * (size - 2);
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float s0, s1, t0, t1;
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float tmp1, tmp2, x, y;
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float Nfloat = size;
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float ifloat, jfloat;
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int i, j;
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for (j = 1, jfloat = 1; j < size - 1; j++, jfloat++) {
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for (i = 1, ifloat = 1; i < size - 1; i++, ifloat++) {
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tmp1 = dtx * velocX[IX(i, j)];
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tmp2 = dty * velocY[IX(i, j)];
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x = ifloat - tmp1;
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y = jfloat - tmp2;
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if (x < 0.5f) x = 0.5f;
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if (x > Nfloat + 0.5f) x = Nfloat + 0.5f;
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i0 = RayMath.floorf(x);
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i1 = i0 + 1.0f;
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if (y < 0.5f) y = 0.5f;
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if (y > Nfloat + 0.5f) y = Nfloat + 0.5f;
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j0 = RayMath.floorf(y);
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j1 = j0 + 1.0f;
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s1 = x - i0;
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s0 = 1.0f - s1;
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t1 = y - j0;
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t0 = 1.0f - t1;
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int i0i = (int)i0;
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int i1i = (int)i1;
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int j0i = (int)j0;
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int j1i = (int)j1;
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// DOUBLE CHECK THIS!!!
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d[IX(i, j)] =
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s0 * (t0 * d0[IX(i0i, j0i)] + t1 * d0[IX(i0i, j1i)]) +
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s1 * (t0 * d0[IX(i1i, j0i)] + t1 * d0[IX(i1i, j1i)]);
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}
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}
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set_bnd(b, d);
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}
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void set_bnd(int b, float[] x) {
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for (int i = 1; i < size - 1; i++) {
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x[IX(i, 0 )] = b == 2 ? -x[IX(i, 1 )] : x[IX(i, 1 )];
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x[IX(i, size-1)] = b == 2 ? -x[IX(i, size-2)] : x[IX(i, size-2)];
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}
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for (int j = 1; j < size - 1; j++) {
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x[IX(0, j)] = b == 1 ? -x[IX(1, j)] : x[IX(1, j)];
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x[IX(size-1, j)] = b == 1 ? -x[IX(size-2, j)] : x[IX(size-2, j)];
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}
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x[IX(0, 0)] = 0.5f * (x[IX(1, 0)] + x[IX(0, 1)]);
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x[IX(0, size-1)] = 0.5f * (x[IX(1, size-1)] + x[IX(0, size-2)]);
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x[IX(size-1, 0)] = 0.5f * (x[IX(size-2, 0)] + x[IX(size-1, 1)]);
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x[IX(size-1, size-1)] = 0.5f * (x[IX(size-2, size-1)] + x[IX(size-1, size-2)]);
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}
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} |