add basic heat transfer #4
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500fa6ddb8
commit
7333b14593
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@ -5,6 +5,6 @@
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[resource]
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resource_local_to_scene = true
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shader = ExtResource( 1 )
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shader_param/lowColor = Color( 0.0313726, 0, 1, 1 )
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shader_param/highColor = Color( 1, 0, 0, 1 )
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shader_param/lowColor = Color( 0, 0, 0, 1 )
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shader_param/highColor = Color( 1, 0.560784, 0, 1 )
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shader_param/t = null
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@ -16,4 +16,5 @@ Grid = NodePath("../Grid")
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[node name="Clock" parent="." instance=ExtResource( 4 )]
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[connection signal="OnTick" from="Clock" to="Grid" method="_on_Clock_OnTick"]
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[connection signal="OnTick" from="Clock" to="Debug UI" method="_on_Clock_OnTick"]
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@ -15,11 +15,11 @@ public class GridCursor : Sprite
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_grid = GetNode<WorldGrid>(Grid);
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_material = (ShaderMaterial)Material;
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}
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public override void _Input(InputEvent @event)
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{
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base._Input(@event);
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if (@event is InputEventMouseMotion mouseMoveEvent)
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{
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var pos = mouseMoveEvent.Position;
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@ -37,7 +37,7 @@ public class GridCursor : Sprite
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{
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var pos = mouseButtonEvent.Position;
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_grid.GetGridPos(pos, out var x, out var y);
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_grid.ToggleTileHighlight(x, y);
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_grid.SetTileValue(x, y, 1.0f);
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_material.SetShaderParam(T, 1f);
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}
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else
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@ -1,5 +1,6 @@
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using Godot;
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using System;
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using System.Collections.Generic;
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public class WorldGrid : Node2D
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{
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@ -8,11 +9,15 @@ public class WorldGrid : Node2D
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[Export]
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public int Size { get; set; }
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[Export]
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public int CellSize { get; set; }
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[Export]
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public float DiffusionCoefficient { get; set; } = 0.01f;
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private Tile[,] _tiles;
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private float[,] _nextValues = null;
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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@ -23,18 +28,18 @@ public class WorldGrid : Node2D
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public override void _Process(float delta)
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{
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base._Process(delta);
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for (int x = 0; x < Size; x++)
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{
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for (int y = 0; y < Size; y++)
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{
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var tile = _tiles[x, y];
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var material = tile.material;
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material.SetShaderParam("t", tile.isHighlighted ? 1f : 0f);
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material.SetShaderParam("t", tile.value);
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}
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}
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}
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public bool IsInBounds(int x, int y)
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{
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return x >= 0 && x < Size && y >= 0 && y < Size;
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@ -47,7 +52,7 @@ public class WorldGrid : Node2D
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_tiles[x, y].isHighlighted ^= true;
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}
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public void SetTileValue(int x, int y, float value)
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{
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_tiles[x, y].value = value;
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@ -75,8 +80,9 @@ public class WorldGrid : Node2D
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private void GenerateGrid(int size)
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{
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this.Clear();
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_tiles = new Tile[size, size];
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_nextValues = new float[size, size];
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for (int x = 0; x < size; x++)
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{
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@ -85,7 +91,7 @@ public class WorldGrid : Node2D
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var tile = new Tile();
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tile.isHighlighted = false;
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tile.value = 0.0f;
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var node = TileScene.Instance<Node2D>();
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this.AddChild(node);
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var position = new Vector2
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@ -96,9 +102,67 @@ public class WorldGrid : Node2D
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node.Position = position;
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var canvasItem = (CanvasItem)node;
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tile.material = (ShaderMaterial)canvasItem.Material;
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_tiles[x, y] = tile;
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}
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}
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}
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public void _on_Clock_OnTick(int ticks)
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{
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Diffuse();
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}
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private float TransferHeat(float t0, float alpha, float nx, float ny, float px, float py)
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{
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float d2tdx2 = nx - 2 * t0 + px;
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float d2tdy2 = ny - 2 * t0 + py;
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return t0 + alpha * (d2tdx2 + d2tdy2);
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}
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private void GetNeighbourTemperatures(int x, int y, out float nx, out float ny, out float px, out float py)
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{
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// default value
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var t = _tiles[x, y].value;
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nx = x > 0 ? _tiles[x - 1, y].value : t;
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px = x < Size - 1 ? _tiles[x + 1, y].value : t;
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ny = y > 0 ? _tiles[x, y - 1].value : t;
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py = y < Size - 1 ? _tiles[x, y + 1].value : t;
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}
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private void Diffuse()
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{
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for (int x = 0; x < Size; x++)
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{
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for (int y = 0; y < Size; y++)
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{
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float t = _tiles[x, y].value;
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var D = DiffusionCoefficient;
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GetNeighbourTemperatures(
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x, y,
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out var nx,
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out var ny,
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out var px,
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out var py);
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// current value
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_nextValues[x, y] = TransferHeat(t, D, nx, ny, px, py);
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}
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}
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float sum = 0f;
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for (int x = 0; x < Size; x++)
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{
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for (int y = 0; y < Size; y++)
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{
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_tiles[x, y].value = _nextValues[x, y];
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sum += _tiles[x, y].value;
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}
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}
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GD.Print(sum);
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}
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}
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