mirror of
https://github.com/eliasstepanik/FluidSimulation.git
synced 2026-01-11 13:38:28 +00:00
91 lines
2.1 KiB
C#
91 lines
2.1 KiB
C#
using System.Numerics;
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using static Raylib_CsLo.Raylib;
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using static Raylib_CsLo.RayGui;
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using Raylib_CsLo;
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namespace PixelEngine;
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public class Game
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{
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private const int Size = 64;
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private const int Scale = 10;
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private const int Iter = 10;
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private const float Dt = 0.2f;
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private const float Diffusion = 0f;
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private const float Viscosity = 0.0000001f;
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private const string WindowTitle = "Fluid Simulation";
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private const int TargetFps = 60;
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private Fluid _fluid = null!;
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public Vector2 PMouse;
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public void Start()
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{
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_fluid = new Fluid(Dt, Diffusion, Viscosity, Size, Iter, Scale);
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InitWindow(Size * Scale, Size * Scale, WindowTitle);
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SetTargetFPS(TargetFps);
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}
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public void HandleInput()
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{
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// Add Density
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if (IsMouseButtonDown(MouseButton.MOUSE_BUTTON_LEFT))
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{
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_fluid.addDensity(GetMouseX() / Scale, GetMouseY() / Scale, 100);
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}
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// Reduce Density
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else if (IsMouseButtonDown(MouseButton.MOUSE_BUTTON_RIGHT))
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{
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_fluid.reduceDensity(GetMouseX() / Scale, GetMouseY() / Scale, 100,5);
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//TODO: Suction for Density Reduction
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}
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//Mouse Velocity
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if (Math.Abs(GetMouseX() - PMouse.X) > 0.1 || Math.Abs(GetMouseY() - PMouse.Y) > 0.1)
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{
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var amtX = GetMouseX() - PMouse.X;
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var amtY = GetMouseY() - PMouse.Y;
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_fluid.addVelocity(GetMouseX() / Scale, GetMouseY() / Scale, amtX, amtY);
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PMouse = GetMousePosition();
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}
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}
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public void UpdateSim()
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{
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_fluid.step();
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}
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public void UpdateDraw()
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{
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BeginDrawing();
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ClearBackground(BLACK);
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//Debug
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DrawText("FPS: " + GetFPS(), 10, 10, 10, WHITE);
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//Create a GUI Slider for Viscosity
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var rect = new Rectangle(10, 20, 100, 20);
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GuiSlider(rect, "", "", _fluid.visc, 0.0000001f, 0.01f);
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_fluid.renderD();
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EndDrawing();
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}
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} |