Esempio n. 1
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        void solveCollision(float dt)
        {
            // This function detects particles which are crossing boundary of bodies
            // and modifies velocities of them so that they will move just in front of
            // boundary. This function function also applies the reaction force to
            // bodies as precisely as the numerical stability is kept.
            FluidAABB aabb = new FluidAABB();

            aabb.lowerBound.x = +float.MaxValue;
            aabb.lowerBound.y = +float.MaxValue;
            aabb.upperBound.x = -float.MaxValue;
            aabb.upperBound.y = -float.MaxValue;
            for (int i = 0; i < count; i++)
            {
                FluidParticle fp = particleBuffer [i];
                Vector2       p1 = fp.position;
                Vector2       p2 = p1 + dt * fp.velocity;
                aabb.lowerBound = Vector2.Min(aabb.lowerBound, Vector2.Min(p1, p2));
                aabb.upperBound = Vector2.Max(aabb.upperBound, Vector2.Max(p1, p2));
            }

            SolveCollisionCallback callback = new SolveCollisionCallback(this, dt);

            queryAABB(callback, aabb);
        }
Esempio n. 2
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        public bool contains(FluidAABB aabb)
        {
            bool result = true;

            result = result && lowerBound.x <= aabb.lowerBound.x;
            result = result && lowerBound.y <= aabb.lowerBound.y;
            result = result && aabb.upperBound.x <= upperBound.x;
            result = result && aabb.upperBound.y <= upperBound.y;
            return(result);
        }
        public override FluidAABB getAABB()
        {
            FluidAABB aabb = new FluidAABB();

            aabb.lowerBound.x = transform.position.x - radius;
            aabb.lowerBound.y = transform.position.y - radius;
            aabb.upperBound.x = transform.position.x + radius;
            aabb.upperBound.y = transform.position.y + radius;

            return(aabb);
        }
Esempio n. 4
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        public override FluidAABB getAABB()
        {
            FluidAABB aabb = new FluidAABB();

            aabb.lowerBound.x = +float.MaxValue;
            aabb.lowerBound.y = +float.MaxValue;
            aabb.upperBound.x = -float.MaxValue;
            aabb.upperBound.y = -float.MaxValue;

            for (int i = 0; i < vertices.Length; i++)
            {
                aabb.lowerBound = Vector2.Min(aabb.lowerBound, vertices [i]);
                aabb.upperBound = Vector2.Max(aabb.upperBound, vertices [i]);
            }

            return(aabb);
        }
Esempio n. 5
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        void queryAABB(FluidFixtureParticleQueryCallback callback, FluidAABB aabb)
        {
            if (iterationIndex == 0)
            {
                triggerContactBuffer.Clear();
            }
            for (int i = 0; i < fixtureBuffer.Count; i++)
            {
                FluidFixtureShape fixture = fixtureBuffer [i];
                if (fixture != null)
                {
                    if (fixture.enabled && fixture.gameObject.activeInHierarchy)
                    {
                        if (!fixture.isTrigger() || iterationIndex == 0)
                        {
                            FluidAABB fixtureAABB = fixture.getAABB();
                            if (fixtureAABB.isOverlap(aabb))
                            {
                                int lowerTag = computeTag(inverseDiameter * fixtureAABB.lowerBound.x - 1,
                                                          inverseDiameter * fixtureAABB.upperBound.y + 1);
                                int upperTag = computeTag(inverseDiameter * fixtureAABB.upperBound.x + 1,
                                                          inverseDiameter * fixtureAABB.lowerBound.y - 1);

                                int beginProxy = 0;
                                int endProxy   = count - 1;
                                int firstProxy = findLowerBoundProxy(beginProxy, endProxy, lowerTag);
                                int lastProxy  = findUpperBoundProxy(beginProxy, endProxy, upperTag);

                                for (int j = firstProxy; j < lastProxy; j++)
                                {
                                    callback.reportFixtureAndParticle(fixture, proxyBuffer [j].fp);
                                }
                            }
                        }
                    }
                }
                else
                {
//					removeFixture(fi
                    fixtureBuffer.RemoveAt(i);
                    i--;
                }
            }
        }
Esempio n. 6
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        public bool isOverlap(FluidAABB b)
        {
            Vector2 d1, d2;

            d1 = b.lowerBound - upperBound;
            d2 = lowerBound - b.upperBound;

            if (d1.x > 0.0f || d1.y > 0.0f)
            {
                return(false);
            }

            if (d2.x > 0.0f || d2.y > 0.0f)
            {
                return(false);
            }

            return(true);
        }
Esempio n. 7
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        void computeAABB(out FluidAABB aabb)
        {
            aabb = new FluidAABB();

            aabb.lowerBound.x = +float.MaxValue;
            aabb.lowerBound.y = +float.MaxValue;
            aabb.upperBound.x = -float.MaxValue;
            aabb.upperBound.y = -float.MaxValue;

            for (int i = 0; i < count; i++)
            {
                Vector2 p = particleBuffer [i].position;
                aabb.lowerBound = Vector2.Min(aabb.lowerBound, p);
                aabb.upperBound = Vector2.Max(aabb.upperBound, p);
            }
            aabb.lowerBound.x -= particleDiameter;
            aabb.lowerBound.y -= particleDiameter;
            aabb.upperBound.x += particleDiameter;
            aabb.upperBound.y += particleDiameter;
        }
Esempio n. 8
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        public void createParticlesFillShapeForGroup(FluidFixtureShape shape, FluidParticleDef def)
        {
            float     stride = getParticleStride();
            FluidAABB aabb   = shape.getAABB();

//			Color c = def.color;
            for (float y = Mathf.Floor(aabb.lowerBound.y / stride) * stride; y < aabb.upperBound.y; y += stride)
            {
                for (float x = Mathf.Floor(aabb.lowerBound.x / stride) * stride; x < aabb.upperBound.x; x += stride)
                {
                    Vector2 p = new Vector2(x, y);
                    if (shape.testPoint(p))
                    {
                        def.position = p;
//						def.color = new Color(Random.Range(0,2),Random.Range(0,2),Random.Range(0,2));
                        createParticle(def);
                    }
                }
            }
//			def.color = c;
        }
Esempio n. 9
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 public void combine(FluidAABB aabb1, FluidAABB aabb2)
 {
     lowerBound = Vector2.Min(aabb1.lowerBound, aabb2.lowerBound);
     upperBound = Vector2.Max(aabb1.upperBound, aabb2.upperBound);
 }
Esempio n. 10
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 public void combine(FluidAABB aabb)
 {
     lowerBound = Vector2.Min(lowerBound, aabb.lowerBound);
     upperBound = Vector2.Max(upperBound, aabb.upperBound);
 }