Пример #1
0
    private void PartialAdvectCenter(int x0, int y0, int width, int height, float delta, Vector2 pos)
    {
        for (int x = x0; x < x0 + width; x++)
        {
            for (int y = y0; y < y0 + height; y++)
            {
                if (OldDensity[x, y].LengthSquared() > 1)
                {
                    var velocity = fluidSystem.VelocityAt(
                        pos + (new Vector2(x, y) * Resolution)) * VISCOSITY;

                    // This is ran in parallel, this may not touch the other compound clouds
                    float dx = x + (delta * velocity.x);
                    float dy = y + (delta * velocity.y);

                    // So this is clamped to not go to the other clouds
                    dx = dx.Clamp(x0 - 0.5f, x0 + width + 0.5f);
                    dy = dy.Clamp(y0 - 0.5f, y0 + height + 0.5f);

                    CalculateMovementFactors(dx, dy, out var q0, out var q1, out var r0, out var r1,
                                             out var s1, out var s0, out var t1, out var t0);

                    Density[q0, r0] += OldDensity[x, y] * s0 * t0;
                    Density[q0, r1] += OldDensity[x, y] * s0 * t1;
                    Density[q1, r0] += OldDensity[x, y] * s1 * t0;
                    Density[q1, r1] += OldDensity[x, y] * s1 * t1;
                }
            }
        }
    }
Пример #2
0
    private void PartialAdvectCenter(int x0, int y0, int width, int height, float delta, Vector2 pos)
    {
        for (int x = x0; x < x0 + width; x++)
        {
            for (int y = y0; y < y0 + height; y++)
            {
                if (OldDensity[x, y].LengthSquared() > 1)
                {
                    // TODO: give each cloud a viscosity value in the
                    // JSON file and use it instead.
                    const float viscosity = 0.0525f;
                    var         velocity  = fluidSystem.VelocityAt(
                        pos + (new Vector2(x, y) * Resolution)) * viscosity;

                    // This is ran in parallel, this may not touch the other compound clouds
                    float dx = x + (delta * velocity.x);
                    float dy = y + (delta * velocity.y);

                    // So this is clamped to not go to the other clouds
                    dx = dx.Clamp(x0 - 0.5f, x0 + width + 0.5f);
                    dy = dy.Clamp(y0 - 0.5f, y0 + height + 0.5f);

                    int q0 = (int)Math.Floor(dx);
                    int q1 = q0 + 1;
                    int r0 = (int)Math.Floor(dy);
                    int r1 = r0 + 1;

                    float s1 = Math.Abs(dx - q0);
                    float s0 = 1.0f - s1;
                    float t1 = Math.Abs(dy - r0);
                    float t0 = 1.0f - t1;

                    Density[q0, r0] += OldDensity[x, y] * s0 * t0;
                    Density[q0, r1] += OldDensity[x, y] * s0 * t1;
                    Density[q1, r0] += OldDensity[x, y] * s1 * t0;
                    Density[q1, r1] += OldDensity[x, y] * s1 * t1;
                }
            }
        }
    }
Пример #3
0
    private void PartialAdvectCenter(int x0, int y0, int width, int height, float delta, Vector2 pos)
    {
        for (int x = x0; x < x0 + width; x++)
        {
            for (int y = y0; y < y0 + height; y++)
            {
                if (OldDensity[x, y].LengthSquared() > 1)
                {
                    var velocity = fluidSystem.VelocityAt(
                        pos + (new Vector2(x, y) * Resolution)) * VISCOSITY;

                    // This is ran in parallel, this may not touch the other compound clouds
                    float dx = x + (delta * velocity.x);
                    float dy = y + (delta * velocity.y);

                    // So this is clamped to not go to the other clouds
                    dx = dx.Clamp(x0 - 0.5f, x0 + width + 0.5f);
                    dy = dy.Clamp(y0 - 0.5f, y0 + height + 0.5f);

                    CalculateMovementFactors(dx, dy, out var q0, out var q1, out var r0, out var r1,
                                             out var s1, out var s0, out var t1, out var t0);

                    // NOTE: we add modulo to avoid overflow due to large time steps
                    // This makes this function a duplicate of PartialAdvectEdges
                    // TODO: check for refactorization (and in general of the whole file) --Maxonovien
                    q0 = q0.PositiveModulo(Size);
                    q1 = q1.PositiveModulo(Size);
                    r0 = r0.PositiveModulo(Size);
                    r1 = r1.PositiveModulo(Size);

                    Density[q0, r0] += OldDensity[x, y] * s0 * t0;
                    Density[q0, r1] += OldDensity[x, y] * s0 * t1;
                    Density[q1, r0] += OldDensity[x, y] * s1 * t0;
                    Density[q1, r1] += OldDensity[x, y] * s1 * t1;
                }
            }
        }
    }
Пример #4
0
        private void Advect(float[,] oldDens, float[,] density, float dt, Vector2 pos)
        {
            for (int x = 0; x < size; x++)
            {
                for (int y = 0; y < size; y++)
                {
                    density[x, y] = 0;
                }
            }

            for (int x = 1; x < size - 1; x++)
            {
                for (int y = 1; y < size - 1; y++)
                {
                    if (oldDens[x, y] > 1)
                    {
                        // TODO: give each cloud a viscosity value in the
                        // JSON file and use it instead.
                        const float viscosity =
                            0.0525f;
                        var velocity = fluidSystem.VelocityAt(
                            pos + (new Vector2(x, y) * resolution)) * viscosity;

                        float dx = x + (dt * velocity.x);
                        float dy = y + (dt * velocity.y);

                        dx = dx.Clamp(0.5f, size - 1.5f);
                        dy = dy.Clamp(0.5f, size - 1.5f);

                        int x0 = (int)dx;
                        int x1 = x0 + 1;
                        int y0 = (int)dy;
                        int y1 = y0 + 1;

                        float s1 = dx - x0;
                        float s0 = 1.0f - s1;
                        float t1 = dy - y0;
                        float t0 = 1.0f - t1;

                        density[x0, y0] += oldDens[x, y] * s0 * t0;
                        density[x0, y1] += oldDens[x, y] * s0 * t1;
                        density[x1, y0] += oldDens[x, y] * s1 * t0;
                        density[x1, y1] += oldDens[x, y] * s1 * t1;
                    }
                }
            }
        }
Пример #5
0
        public void AdvectEdges(float delta, Vector2 pos)
        {
            int[] edgeValues = { 0, size - 1 };

            for (int x = 0; x < size; x++)
            {
                // The top edge and bottom edge
                foreach (int y in edgeValues)
                {
                    // This code is inlined here to improve performance
                    if (OldDensity[x, y] > 1)
                    {
                        // TODO: give each cloud a viscosity value in the
                        // JSON file and use it instead.
                        const float viscosity =
                            0.0525f;
                        var velocity = fluidSystem.VelocityAt(
                            pos + (new Vector2(x, y) * resolution)) * viscosity;

                        float dx = x + delta * velocity.x;
                        float dy = y + delta * velocity.y;

                        int x0 = (int)Math.Floor(dx);
                        int x1 = x0 + 1;
                        int y0 = (int)Math.Floor(dy);
                        int y1 = y0 + 1;

                        float s1 = Math.Abs(dx - x0);
                        float s0 = 1.0f - s1;
                        float t1 = Math.Abs(dy - y0);
                        float t0 = 1.0f - t1;

                        parentPlane.AddCloudDensity(index, x0, y0,
                                                    OldDensity[x, y] * s0 * t0);
                        parentPlane.AddCloudDensity(index, x0, y1,
                                                    OldDensity[x, y] * s0 * t1);
                        parentPlane.AddCloudDensity(index, x1, y0,
                                                    OldDensity[x, y] * s1 * t0);
                        parentPlane.AddCloudDensity(index, x1, y1,
                                                    OldDensity[x, y] * s1 * t1);
                    }
                }
            }

            // The left edge and right edge
            foreach (int x in edgeValues)
            {
                for (int y = 1; y < size - 1; y++)
                {
                    // This code is inlined here to improve performance
                    if (OldDensity[x, y] > 1)
                    {
                        // TODO: give each cloud a viscosity value in the
                        // JSON file and use it instead.
                        const float viscosity = 0.0525f;
                        var         velocity  = fluidSystem.VelocityAt(
                            pos + (new Vector2(x, y) * resolution)) * viscosity;

                        float dx = x + delta * velocity.x;
                        float dy = y + delta * velocity.y;

                        int x0 = (int)Math.Floor(dx);
                        int x1 = x0 + 1;
                        int y0 = (int)Math.Floor(dy);
                        int y1 = y0 + 1;

                        float s1 = Math.Abs(dx - x0);
                        float s0 = 1.0f - s1;
                        float t1 = Math.Abs(dy - y0);
                        float t0 = 1.0f - t1;

                        parentPlane.AddCloudDensity(index, x0, y0,
                                                    OldDensity[x, y] * s0 * t0);
                        parentPlane.AddCloudDensity(index, x0, y1,
                                                    OldDensity[x, y] * s0 * t1);
                        parentPlane.AddCloudDensity(index, x1, y0,
                                                    OldDensity[x, y] * s1 * t0);
                        parentPlane.AddCloudDensity(index, x1, y1,
                                                    OldDensity[x, y] * s1 * t1);
                    }
                }
            }
        }