コード例 #1
0
ファイル: FluidPlane.cs プロジェクト: paint1master/Paintual
        public void VelocityFriction(double a, double b, double c)
        {
            // The force of pressure affects velocity

            for (int iterate = 0; iterate < 1; iterate++)
            {
                // NOTE: We include the border cells in global friction
                for (int x = 0; x < t_width; x++)
                {
                    for (int y = 0; y < t_height; y++)
                    {
                        int cell = CellOffset(x, y, t_width);

                        Engine.Calc.Vector v = new Engine.Calc.Vector(mp_xv0[cell], mp_yv0[cell]);

                        double len2 = v.MagnitudeSquared();
                        double len  = System.Math.Sqrt(len2);

                        if (len < 0.0f)
                        {
                            len = -len;
                        }

                        len -= m_dt * (a * len2 + b * len + c);

                        if (len < 0.0d)
                        {
                            len = 0.0d;
                        }

                        if (len < 0.0f)
                        {
                            len = 0.0f;
                        }

                        v.Normalize();
                        v.SetMagnitude(len);
                        mp_xv0[cell] = v.X;
                        mp_yv0[cell] = v.Y;
                    }
                }
            }
        }
コード例 #2
0
ファイル: PressureGrid.cs プロジェクト: paint1master/Paintual
        private int Threaded_GetParticles(int start, int end, Threading.ParamList paramlist)
        {
            Engine.Effects.Code.Particles.AutonomousParticle[] particles = (Engine.Effects.Code.Particles.AutonomousParticle[])paramlist.Get("particles").Value;

            for (int x = start; x < end; x++)
            {
                for (int y = 0; y < t_cells.GetLength(1); y++)
                {
                    int offset = Engine.Surface.Ops.GetGridOffset(x, y, t_cells.GetLength(0), t_cells.GetLength(1));

                    particles[offset] = new Effects.Code.Particles.AutonomousParticle(new Engine.Calc.Vector((x * t_gridCellWidth) + (t_gridCellWidth / 2),
                                                                                                             (y * t_gridCellHeight) + (t_gridCellHeight / 2)));

                    Engine.Calc.Vector vel = t_cells[x, y].Pressure;
                    vel.Normalize();
                    vel.SetMagnitude(2);
                    particles[offset].Velocity = vel;

                    //t_cells[x, y].CalculateAveragePressure(t_flowField, x * t_gridCellWidth, y * t_gridCellHeight);
                }
            }

            return(0);
        }