// Update is called once per frame void Update() { isf.current_tick += 1; isf.ShroedingerIntegration(ref psi1, ref psi2); isf.Normalize(ref psi1, ref psi2); isf.PressureProject(ref psi1, ref psi2); isf.VelocityOneForm(ref psi1, ref psi2, isf.hbar); isf.ReprojectToGrid(); particleMan.Emulate(); particleMan.DoRender(); // Cam.transform.position = CameraPosition; }
// Update is called once per frame void Update() { isf.current_tick += 1; isf.ShroedingerIntegration(ref psi1, ref psi2); isf.Normalize(ref psi1, ref psi2); isf.PressureProject(ref psi1, ref psi2); InitilizeNozzlePsi(ref psi1, ref psi2); // UpdateObstacle(); isf.VelocityOneForm(ref psi1, ref psi2, isf.hbar); isf.ReprojectToGrid(); particles.Emulate(); ClampParticles(); particles.DoRender(); }
// Update is called once per frame void Update() { isf.current_tick += 1; isf.ShroedingerIntegration(ref psi1, ref psi2); isf.Normalize(ref psi1, ref psi2); isf.PressureProject(ref psi1, ref psi2); //DispatchCS(kernelFlushPsiMask); //ComputePsiMask(); //UpdateGlabalMaskedPsi(ref psi1, ref psi2); UpdateGlabalMaskedPsi(ref psi1, ref psi2); // UpdatePsi(ref psi1, ref psi2); isf.VelocityOneForm(ref psi1, ref psi2, isf.hbar); isf.ReprojectToGrid(); particles.Emulate(); // Clamp(); particles.DoRender(); }