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| #include "ParticleSystem.h"
ParticleSystem::ParticleSystem()
{
mCountParticles = 0;
}
ParticleSystem::~ParticleSystem()
{
}
void ParticleSystem::displayParticle(Window *window, Camera *camera)
{
for(int i=0; i<mCountParticles;i++){
int posXwindow = window->getWidth()/2-(camera->getPosX() - mParticles[i].mPositionX);
int posYwindow = window->getHeight()/2 + (camera->getPosY() - mParticles[i].mPositionY);
window->renderImage("circle", posXwindow-RADIUS_PARTICLE, posYwindow-RADIUS_PARTICLE, WIDTH_PARTICLE, WIDTH_PARTICLE);
}
window->displayNumber(400, 400, mCountParticles, 0,400,0);
}
void ParticleSystem::createParticle(int type, float positionX, float positionY, float velocityX, float velocityY)
{
mParticles[mCountParticles] = Particle(type, positionX, positionY, velocityX, velocityY);
mCountParticles ++;
}
void ParticleSystem::createParticles(int type, float positionX, float positionY)
{
float space = 11;
for(int i=0; i< 30; i++)
for(int j=0; j<30; j++)
createParticle(type, positionX+space*i, positionY-j*space, 0, 0);
}
void ParticleSystem::computeParticles(Map *pMap)
{
createGrid();
findContacts();
computeForces();
updatePosition(pMap);
}
void ParticleSystem::createGrid()
{
for(int caseX=0; caseX<199; caseX++)
for(int caseY=0; caseY<96; caseY++)
mGrid[caseY][caseX].clear();
for(int i = 0; i<mCountParticles; i++){
int x = mParticles[i].mPositionX/10;
int y = mParticles[i].mPositionY/10;
mGrid[y][x].push_back(i);
}
}
void ParticleSystem::findContacts()
{
for(int i=0; i<mCountParticles; i++)
{
int caseX = mParticles[i].mPositionX/10;
int caseY = mParticles[i].mPositionY/10;
// same case
for(int k=0;k<mGrid[caseY][caseX].size();k++){
int voisin = mGrid[caseY][caseX][k];
float dx = mParticles[voisin].mPositionX - mParticles[i].mPositionX;
float dy = mParticles[voisin].mPositionY - mParticles[i].mPositionY;
if(dx > 0 || (dx==0 && dy>0)){
float distance2 = dx * dx + dy * dy;
if(distance2 < WIDTH_PARTICLE_2 && distance2 != 0){
float distance = sqrt(distance2);
float weight = (1.0f-distance/WIDTH_PARTICLE);
mParticleContacts.emplace_back(i, voisin, distance, weight);
mParticles[i].mDensity += weight;
mParticles[voisin].mDensity += weight;
}
}
}
// right case
if(caseX+1<199){
for(int k=0;k<mGrid[caseY][caseX+1].size();k++){
int voisin = mGrid[caseY][caseX+1][k];
float dx = mParticles[voisin].mPositionX - mParticles[i].mPositionX;
float dy = mParticles[voisin].mPositionY - mParticles[i].mPositionY;
float distance2 = dx * dx + dy * dy;
if(distance2 < WIDTH_PARTICLE_2 && distance2 != 0){
float distance = sqrt(distance2);
float weight = (1.0f-distance/WIDTH_PARTICLE);
mParticleContacts.emplace_back(i, voisin, distance, weight);
mParticles[i].mDensity += weight;
mParticles[voisin].mDensity += weight;
}
}
}
//bottom cases
for(int j=-1;j<2;j++){
if(caseY-1>0 && caseX+j>0 && caseX + j<199){
for(int k=0;k<mGrid[caseY-1][caseX+j].size();k++){
int voisin = mGrid[caseY-1][caseX+j][k];
float dx = mParticles[voisin].mPositionX - mParticles[i].mPositionX;
float dy = mParticles[voisin].mPositionY - mParticles[i].mPositionY;
float distance2 = dx * dx + dy * dy;
if(distance2 < WIDTH_PARTICLE_2 && distance2 != 0){
float distance = sqrt(distance2);
float weight = (1.0f-distance/WIDTH_PARTICLE);
mParticleContacts.emplace_back(i, voisin, distance, weight);
mParticles[i].mDensity += weight;
mParticles[voisin].mDensity += weight;
}
}
}
}
//apply gravity
mParticles[i].mVelocityY -= GRAVITY;
//compute pressure
mParticles[i].mPressure = std::max(0.0f, n * (mParticles[i].mDensity - w0));
}
}
void ParticleSystem::computeForces()
{
while(!mParticleContacts.empty()){
ParticleContact contact = mParticleContacts.back();
mParticleContacts.pop_back();
int p1 = contact.mParticule1;
int p2 = contact.mParticule2;
//compute force
float nX = (mParticles[p2].mPositionX - mParticles[p1].mPositionX)/contact.mDistance;
float nY = (mParticles[p2].mPositionY - mParticles[p1].mPositionY)/contact.mDistance;
float forceX = TIME_STEP * a * (mParticles[p1].mPressure + mParticles[p2].mPressure) * contact.mWeight * nX;
float forceY = TIME_STEP * a * (mParticles[p1].mPressure + mParticles[p2].mPressure) * contact.mWeight * nY;
mParticles[p1].mVelocityX += forceX;
mParticles[p1].mVelocityY += forceY;
mParticles[p2].mVelocityX -= forceX;
mParticles[p2].mVelocityY -= forceY;
mParticles[p1].mVelocityX += TIME_STEP * VISCOSITY * (mParticles[p2].mVelocityX - mParticles[p1].mVelocityX);
mParticles[p1].mVelocityY += TIME_STEP * VISCOSITY * (mParticles[p2].mVelocityY - mParticles[p1].mVelocityY);
mParticles[p2].mVelocityX += TIME_STEP * VISCOSITY * (mParticles[p1].mVelocityX - mParticles[p2].mVelocityX);
mParticles[p2].mVelocityY += TIME_STEP * VISCOSITY * (mParticles[p1].mVelocityY - mParticles[p2].mVelocityY);
}
}
void ParticleSystem::updatePosition(Map *pMap)
{
// update position
for (int i = 0; i < mCountParticles; ++i) {
if(mParticles[i].mVelocityX>50)
mParticles[i].mVelocityX = 50;
if(mParticles[i].mVelocityX<-50)
mParticles[i].mVelocityX = -50;
if(mParticles[i].mVelocityY>50)
mParticles[i].mVelocityY = 50;
if(mParticles[i].mVelocityY<-50)
mParticles[i].mVelocityY = -50;
mParticles[i].updatePosition(pMap ,TIME_STEP);
//reset
mParticles[i].mDensity=0.0f;
mParticles[i].mPressure=0.0f;
}
} |