Exemple #1
0
        //private void DoubleDensityRelaxation1(FluidParticle p, float timeStep)
        //{
        //    _density = 0;
        //    _densityNear = 0;

        //    _len2 = p.Neighbours.Count;
        //    if (_len2 > MaxNeighbors)
        //        _len2 = MaxNeighbors;

        //    for (_j = 0; _j < _len2; _j++)
        //    {
        //        _q = Vector2.DistanceSquared(p.Position, p.Neighbours[_j].Position);
        //        _distanceCache[_j] = _q;
        //        if (_q < _influenceRadiusSquared && _q != 0)
        //        {
        //            _q = (float)Math.Sqrt(_q);
        //            _q /= Definition.InfluenceRadius;
        //            _qq = ((1 - _q) * (1 - _q));
        //            _density += _qq;
        //            _densityNear += _qq * (1 - _q);
        //        }
        //    }

        //    _pressure = Definition.Stiffness * (_density - Definition.DensityRest);
        //    _pressureNear = Definition.StiffnessNear * _densityNear;

        //    _dx = Vector2.Zero;

        //    for (_j = 0; _j < _len2; _j++)
        //    {
        //        _q = _distanceCache[_j];
        //        if (_q < _influenceRadiusSquared && _q != 0)
        //        {
        //            _q = (float)Math.Sqrt(_q);
        //            _rij = p.Neighbours[_j].Position;
        //            _rij -= p.Position;
        //            _rij *= 1 / _q;
        //            _q /= _influenceRadiusSquared;

        //            _d = ((timeStep * timeStep) * (_pressure * (1 - _q) + _pressureNear * (1 - _q) * (1 - _q)));
        //            _rij *= _d * 0.5f;
        //            p.Neighbours[_j].Position += _rij;
        //            _dx -= _rij;
        //        }
        //    }
        //    p.Position += _dx;
        //}

        private void DoubleDensityRelaxation(FluidParticle particle, float deltaTime2)
        {
            _density     = 0.0f;
            _densityNear = 0.0f;

            int neightborCount = particle.Neighbours.Count;

            if (neightborCount > MaxNeighbors)
            {
                neightborCount = MaxNeighbors;
            }

            for (int i = 0; i < neightborCount; ++i)
            {
                FluidParticle neighbour = particle.Neighbours[i];

                if (particle.Index == neighbour.Index)
                {
                    continue;
                }

                float q;
                Vector2.DistanceSquared(ref particle.Position, ref neighbour.Position, out q);
                _distanceCache[i] = q;

                if (q > _influenceRadiusSquared)
                {
                    continue;
                }

                q = 1.0f - (float)Math.Sqrt(q) / Definition.InfluenceRadius;

                float densityDelta = q * q;
                _density     += densityDelta;
                _densityNear += densityDelta * q;
            }

            _pressure     = Definition.Stiffness * (_density - Definition.DensityRest);
            _pressureNear = Definition.StiffnessNear * _densityNear;

            // For gameplay purposes
            particle.Density  = _density + _densityNear;
            particle.Pressure = _pressure + _pressureNear;

            Vector2 delta = Vector2.Zero;

            for (int i = 0; i < neightborCount; ++i)
            {
                FluidParticle neighbour = particle.Neighbours[i];

                if (particle.Index == neighbour.Index)
                {
                    continue;
                }

                float q = _distanceCache[i];

                if (q > _influenceRadiusSquared)
                {
                    continue;
                }

                q = 1.0f - (float)Math.Sqrt(q) / Definition.InfluenceRadius;

                float dispFactor = deltaTime2 * (q * (_pressure + _pressureNear * q));

                Vector2 direction;
                Vector2.Subtract(ref neighbour.Position, ref particle.Position, out direction);

                if (direction.LengthSquared() < float.Epsilon)
                {
                    continue;
                }

                direction.Normalize();

                Vector2 disp;

                Vector2.Multiply(ref direction, dispFactor, out disp);
                Vector2.Add(ref neighbour.Position, ref disp, out neighbour.Position);

                Vector2.Multiply(ref direction, -dispFactor, out disp);
                Vector2.Add(ref delta, ref disp, out delta);
            }

            Vector2.Add(ref particle.Position, ref delta, out particle.Position);
        }
Exemple #2
0
        public static Vector2 Add(Vector2 left, Vector2 right)
        {
            var result = MonoGameVector2.Add(left.MonoGameVector, right.MonoGameVector);

            return(new Vector2(result));
        }