Compare commits
	
		
			1 Commits
		
	
	
		
			fa1449b412
			...
			26d3ce9a0e
		
	
	| Author | SHA1 | Date | |
|---|---|---|---|
| 26d3ce9a0e | 
@ -5,6 +5,6 @@
 | 
				
			|||||||
[resource]
 | 
					[resource]
 | 
				
			||||||
resource_local_to_scene = true
 | 
					resource_local_to_scene = true
 | 
				
			||||||
shader = ExtResource( 1 )
 | 
					shader = ExtResource( 1 )
 | 
				
			||||||
shader_param/lowColor = Color( 0.0313726, 0, 1, 1 )
 | 
					shader_param/lowColor = Color( 0, 0, 0, 1 )
 | 
				
			||||||
shader_param/highColor = Color( 1, 0, 0, 1 )
 | 
					shader_param/highColor = Color( 1, 0.560784, 0, 1 )
 | 
				
			||||||
shader_param/t = null
 | 
					shader_param/t = null
 | 
				
			||||||
 | 
				
			|||||||
@ -16,4 +16,5 @@ Grid = NodePath("../Grid")
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
[node name="Clock" parent="." instance=ExtResource( 4 )]
 | 
					[node name="Clock" parent="." instance=ExtResource( 4 )]
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					[connection signal="OnTick" from="Clock" to="Grid" method="_on_Clock_OnTick"]
 | 
				
			||||||
[connection signal="OnTick" from="Clock" to="Debug UI" method="_on_Clock_OnTick"]
 | 
					[connection signal="OnTick" from="Clock" to="Debug UI" method="_on_Clock_OnTick"]
 | 
				
			||||||
 | 
				
			|||||||
@ -15,11 +15,11 @@ public class GridCursor : Sprite
 | 
				
			|||||||
        _grid = GetNode<WorldGrid>(Grid);
 | 
					        _grid = GetNode<WorldGrid>(Grid);
 | 
				
			||||||
        _material = (ShaderMaterial)Material;
 | 
					        _material = (ShaderMaterial)Material;
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
    
 | 
					
 | 
				
			||||||
    public override void _Input(InputEvent @event)
 | 
					    public override void _Input(InputEvent @event)
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        base._Input(@event);
 | 
					        base._Input(@event);
 | 
				
			||||||
        
 | 
					
 | 
				
			||||||
        if (@event is InputEventMouseMotion mouseMoveEvent)
 | 
					        if (@event is InputEventMouseMotion mouseMoveEvent)
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            var pos = mouseMoveEvent.Position;
 | 
					            var pos = mouseMoveEvent.Position;
 | 
				
			||||||
@ -37,7 +37,7 @@ public class GridCursor : Sprite
 | 
				
			|||||||
                    {
 | 
					                    {
 | 
				
			||||||
                        var pos = mouseButtonEvent.Position;
 | 
					                        var pos = mouseButtonEvent.Position;
 | 
				
			||||||
                        _grid.GetGridPos(pos, out var x, out var y);
 | 
					                        _grid.GetGridPos(pos, out var x, out var y);
 | 
				
			||||||
                        _grid.ToggleTileHighlight(x, y);
 | 
					                        _grid.SetTileValue(x, y, 1.0f);
 | 
				
			||||||
                        _material.SetShaderParam(T, 1f);
 | 
					                        _material.SetShaderParam(T, 1f);
 | 
				
			||||||
                    }
 | 
					                    }
 | 
				
			||||||
                    else
 | 
					                    else
 | 
				
			||||||
 | 
				
			|||||||
@ -8,11 +8,15 @@ public class WorldGrid : Node2D
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
    [Export]
 | 
					    [Export]
 | 
				
			||||||
    public int Size { get; set; }
 | 
					    public int Size { get; set; }
 | 
				
			||||||
    
 | 
					
 | 
				
			||||||
    [Export]
 | 
					    [Export]
 | 
				
			||||||
    public int CellSize { get; set; }
 | 
					    public int CellSize { get; set; }
 | 
				
			||||||
    
 | 
					
 | 
				
			||||||
 | 
					    [Export]
 | 
				
			||||||
 | 
					    public float DiffusionCoefficient { get; set; } = 0.01f;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    private Tile[,] _tiles;
 | 
					    private Tile[,] _tiles;
 | 
				
			||||||
 | 
					    private float[,] _nextValues = null;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    // Called when the node enters the scene tree for the first time.
 | 
					    // Called when the node enters the scene tree for the first time.
 | 
				
			||||||
    public override void _Ready()
 | 
					    public override void _Ready()
 | 
				
			||||||
@ -23,18 +27,18 @@ public class WorldGrid : Node2D
 | 
				
			|||||||
    public override void _Process(float delta)
 | 
					    public override void _Process(float delta)
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        base._Process(delta);
 | 
					        base._Process(delta);
 | 
				
			||||||
        
 | 
					
 | 
				
			||||||
        for (int x = 0; x < Size; x++)
 | 
					        for (int x = 0; x < Size; x++)
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            for (int y = 0; y < Size; y++)
 | 
					            for (int y = 0; y < Size; y++)
 | 
				
			||||||
            {
 | 
					            {
 | 
				
			||||||
                var tile = _tiles[x, y];
 | 
					                var tile = _tiles[x, y];
 | 
				
			||||||
                var material = tile.material;
 | 
					                var material = tile.material;
 | 
				
			||||||
                material.SetShaderParam("t", tile.isHighlighted ? 1f : 0f);
 | 
					                material.SetShaderParam("t", tile.value);
 | 
				
			||||||
            }
 | 
					            }
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
    
 | 
					
 | 
				
			||||||
    public bool IsInBounds(int x, int y)
 | 
					    public bool IsInBounds(int x, int y)
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        return x >= 0 && x < Size && y >= 0 && y < Size;
 | 
					        return x >= 0 && x < Size && y >= 0 && y < Size;
 | 
				
			||||||
@ -47,7 +51,7 @@ public class WorldGrid : Node2D
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
        _tiles[x, y].isHighlighted ^= true;
 | 
					        _tiles[x, y].isHighlighted ^= true;
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
    
 | 
					
 | 
				
			||||||
    public void SetTileValue(int x, int y, float value)
 | 
					    public void SetTileValue(int x, int y, float value)
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        _tiles[x, y].value = value;
 | 
					        _tiles[x, y].value = value;
 | 
				
			||||||
@ -75,8 +79,9 @@ public class WorldGrid : Node2D
 | 
				
			|||||||
    private void GenerateGrid(int size)
 | 
					    private void GenerateGrid(int size)
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        this.Clear();
 | 
					        this.Clear();
 | 
				
			||||||
        
 | 
					
 | 
				
			||||||
        _tiles = new Tile[size, size];
 | 
					        _tiles = new Tile[size, size];
 | 
				
			||||||
 | 
					        _nextValues = new float[size, size];
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        for (int x = 0; x < size; x++)
 | 
					        for (int x = 0; x < size; x++)
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
@ -85,7 +90,7 @@ public class WorldGrid : Node2D
 | 
				
			|||||||
                var tile = new Tile();
 | 
					                var tile = new Tile();
 | 
				
			||||||
                tile.isHighlighted = false;
 | 
					                tile.isHighlighted = false;
 | 
				
			||||||
                tile.value = 0.0f;
 | 
					                tile.value = 0.0f;
 | 
				
			||||||
                
 | 
					
 | 
				
			||||||
                var node = TileScene.Instance<Node2D>();
 | 
					                var node = TileScene.Instance<Node2D>();
 | 
				
			||||||
                this.AddChild(node);
 | 
					                this.AddChild(node);
 | 
				
			||||||
                var position = new Vector2
 | 
					                var position = new Vector2
 | 
				
			||||||
@ -96,9 +101,55 @@ public class WorldGrid : Node2D
 | 
				
			|||||||
                node.Position = position;
 | 
					                node.Position = position;
 | 
				
			||||||
                var canvasItem = (CanvasItem)node;
 | 
					                var canvasItem = (CanvasItem)node;
 | 
				
			||||||
                tile.material = (ShaderMaterial)canvasItem.Material;
 | 
					                tile.material = (ShaderMaterial)canvasItem.Material;
 | 
				
			||||||
                
 | 
					
 | 
				
			||||||
                _tiles[x, y] = tile;
 | 
					                _tiles[x, y] = tile;
 | 
				
			||||||
            }
 | 
					            }
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public void _on_Clock_OnTick(int ticks)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        Diffuse();
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private float TransferHeat(float t0, float alpha, float nx, float ny, float px, float py)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        float d2tdx2 = nx - 2 * t0 + px;
 | 
				
			||||||
 | 
					        float d2tdy2 = ny - 2 * t0 + py;
 | 
				
			||||||
 | 
					        return t0 + alpha * (d2tdx2 + d2tdy2);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private void GetNeighbourTemperatures(int x, int y, out float nx, out float ny, out float px, out float py)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        // default value
 | 
				
			||||||
 | 
					        var t = _tiles[x, y].value;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        nx = x > 0 ? _tiles[x - 1, y].value : t;
 | 
				
			||||||
 | 
					        px = x < Size - 1 ? _tiles[x + 1, y].value : t;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        ny = y > 0 ? _tiles[x, y - 1].value : t;
 | 
				
			||||||
 | 
					        py = y < Size - 1 ? _tiles[x, y + 1].value : t;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private void Diffuse()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        for (int x = 0; x < Size; x++)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            for (int y = 0; y < Size; y++)
 | 
				
			||||||
 | 
					            {
 | 
				
			||||||
 | 
					                float t = _tiles[x, y].value;
 | 
				
			||||||
 | 
					                var D = DiffusionCoefficient;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                GetNeighbourTemperatures(
 | 
				
			||||||
 | 
					                    x, y,
 | 
				
			||||||
 | 
					                    out var nx,
 | 
				
			||||||
 | 
					                    out var ny,
 | 
				
			||||||
 | 
					                    out var px,
 | 
				
			||||||
 | 
					                    out var py);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                // current value
 | 
				
			||||||
 | 
					                _nextValues[x, y] = TransferHeat(t, D, nx, ny, px, py);
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
				
			|||||||
		Loading…
	
	
			
			x
			
			
		
	
		Reference in New Issue
	
	Block a user