diffusion #12
21
gdd.md
21
gdd.md
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@ -28,6 +28,27 @@ Add a tick counter as a UI element.
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Diffusing should use 'pull' operations; tiles should pull values from surrounding tiles.
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This is an attempt to think forwards to parallelising computation of diffusiong - ideally using the GPU.
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#### Diffusion Algorithm
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Diffusion is modelled as two-dimensional steady-state heat conduction.
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This means that the amount of a value does not change between the start and end of the computation of the diffusion step.
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The value at one 2D location is calculated based on the values of itself and its neighbours in the previous step.
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A diffusion coefficient controls the rate of diffusion.
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[Video explanation](https://www.youtube.com/watch?v=RGbV7T_iWT8)
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[Derivation](https://www.tec-science.com/thermodynamics/heat/heat-equation-diffusion-equation/)
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Implementation:
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```cs
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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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```
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### Tile Types
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Tiles start as wild tiles.
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@ -4,6 +4,6 @@
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[resource]
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shader = ExtResource( 1 )
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shader_param/baseColor = Color( 0.992157, 1, 0, 1 )
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shader_param/highlightColor = Color( 1, 0, 0.984314, 1 )
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shader_param/isHighlighted = 0
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shader_param/lowColor = Color( 1, 0.960784, 0, 1 )
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shader_param/highColor = Color( 0.921569, 0, 1, 1 )
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shader_param/t = null
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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/baseColor = Color( 0.0823529, 0, 1, 1 )
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shader_param/highlightColor = Color( 1, 0, 0, 1 )
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shader_param/isHighlighted = null
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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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@ -0,0 +1,7 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://scripts/Clock.cs" type="Script" id=1]
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[node name="Clock" type="Node"]
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script = ExtResource( 1 )
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_tickRate = 10.0
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@ -0,0 +1,36 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://scripts/DebugUI.cs" type="Script" id=1]
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[node name="Debug UI" type="Control"]
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anchor_right = 1.0
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anchor_bottom = 1.0
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script = ExtResource( 1 )
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TicksLabelPath = NodePath("Ticks")
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PauseLabelPath = NodePath("Paused")
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[node name="Ticks" type="Label" parent="."]
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anchor_left = 1.0
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anchor_top = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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margin_right = -10.0
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margin_bottom = -30.0
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grow_horizontal = 0
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grow_vertical = 0
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text = "ticks: 0"
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align = 2
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valign = 2
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[node name="Paused" type="Label" parent="."]
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anchor_left = 1.0
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anchor_top = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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margin_right = -10.0
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margin_bottom = -10.0
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grow_horizontal = 0
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grow_vertical = 0
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text = "pause: false"
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align = 2
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valign = 2
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@ -1,11 +1,23 @@
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[gd_scene load_steps=3 format=2]
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[gd_scene load_steps=5 format=2]
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[ext_resource path="res://nodes/grid.tscn" type="PackedScene" id=1]
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[ext_resource path="res://nodes/grid_cursor.tscn" type="PackedScene" id=2]
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[ext_resource path="res://nodes/debug_ui.tscn" type="PackedScene" id=3]
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[ext_resource path="res://nodes/clock.tscn" type="PackedScene" id=4]
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[node name="Root" type="Node2D"]
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[node name="Root" type="Node"]
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[node name="Grid" parent="." instance=ExtResource( 1 )]
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DiffusionCoefficient = 0.1
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[node name="Cursor" parent="." instance=ExtResource( 2 )]
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Grid = NodePath("../Grid")
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[node name="Debug UI" parent="." instance=ExtResource( 3 )]
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[node name="Clock" parent="." instance=ExtResource( 4 )]
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_autoTick = true
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[connection signal="OnPauseChanged" from="Clock" to="Debug UI" method="_on_Clock_OnPauseChanged"]
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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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@ -0,0 +1,67 @@
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using Godot;
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using System;
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public class Clock : Node
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{
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[Signal]
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delegate void OnTick(int ticks);
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[Signal]
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delegate void OnPauseChanged(bool paused);
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[Export(PropertyHint.None, "Number of ticks per second")]
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private float _tickRate;
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private float TickPeriod => 1.0f / _tickRate;
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[Export]
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private bool _autoTick;
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private int _ticks = 0;
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private bool _paused = false;
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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 InputEventKey keyEvent && keyEvent.Pressed)
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{
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switch ((KeyList)keyEvent.Scancode)
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{
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case KeyList.Space:
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if (_autoTick)
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{
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_paused = !_paused;
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EmitSignal(nameof(OnPauseChanged), _paused);
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return;
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}
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Tick();
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break;
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}
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}
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}
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private float _secondsSinceLastTick;
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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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if (!_autoTick)
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return;
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if (_paused)
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return;
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_secondsSinceLastTick += delta;
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if (_secondsSinceLastTick < TickPeriod)
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return;
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_secondsSinceLastTick -= TickPeriod;
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Tick();
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}
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private void Tick()
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{
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_ticks++;
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EmitSignal(nameof(OnTick), _ticks);
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}
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}
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@ -0,0 +1,37 @@
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using Godot;
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using System;
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public class DebugUI : Control
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{
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[Export]
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public NodePath TicksLabelPath { private get; set; }
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private Label _ticksLabel;
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[Export]
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public NodePath PauseLabelPath { private get; set; }
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private Label _pauseLabel;
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public override void _Ready()
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{
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_ticksLabel = GetNode<Label>(TicksLabelPath);
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_pauseLabel = GetNode<Label>(PauseLabelPath);
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SetTicksText(0);
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SetPauseText(false);
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}
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#region Signals
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public void _on_Clock_OnPauseChanged(bool paused) => SetPauseText(paused);
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public void _on_Clock_OnTick(int ticks) => SetTicksText(ticks);
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#endregion
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private void SetTicksText(int ticks)
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{
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_ticksLabel.Text = $"ticks: {ticks}";
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}
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private void SetPauseText(bool paused)
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{
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_pauseLabel.Text = $"pause: {paused}";
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}
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}
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@ -8,18 +8,18 @@ public class GridCursor : Sprite
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private WorldGrid _grid;
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private ShaderMaterial _material;
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private const string IS_HIGHLIGHTED = "isHighlighted";
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private const string T = "t";
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public override void _Ready()
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{
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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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@ -37,12 +37,12 @@ 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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_material.SetShaderParam(IS_HIGHLIGHTED, 1);
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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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{
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_material.SetShaderParam(IS_HIGHLIGHTED, 0);
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_material.SetShaderParam(T, 0f);
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}
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break;
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}
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@ -0,0 +1,8 @@
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using Godot;
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public struct Tile
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{
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public bool isHighlighted;
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public float value;
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public ShaderMaterial material;
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}
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@ -8,16 +8,15 @@ 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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private struct Tile
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{
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public bool isHighlighted;
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public ShaderMaterial material;
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}
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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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@ -28,18 +27,18 @@ 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("isHighlighted", tile.isHighlighted ? 1 : 0);
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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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@ -53,6 +52,11 @@ 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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}
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public void GetGridPos(Vector2 position, out int x, out int y)
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{
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x = Mathf.FloorToInt(position.x / CellSize);
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@ -75,8 +79,9 @@ 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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@ -84,7 +89,8 @@ public class WorldGrid : Node2D
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{
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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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@ -95,9 +101,63 @@ 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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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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}
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}
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}
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}
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@ -1,9 +1,9 @@
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shader_type canvas_item;
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uniform vec4 baseColor : hint_color;
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uniform vec4 highlightColor : hint_color;
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uniform int isHighlighted;
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uniform vec4 lowColor : hint_color;
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uniform vec4 highColor : hint_color;
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uniform float t;
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void fragment() {
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COLOR = mix(baseColor, highlightColor, float(isHighlighted));
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COLOR = mix(lowColor, highColor, t);
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}
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