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私は2Dタイルベースの水をゲームに実装しようとしています。タイルを画面などに表示することから始めました。各タイルタイプを描画する描画機能があります。私が抱えている問題は、この関数を呼び出すと、水であるタイルの位置が変わらないことです。これは、このコードが正しく機能していないと私に信じさせます。このコードはすべてのループで呼び出されます。これにより、すべての水タイルの質量が更新されます。なんらかの理由で何も起きていません。水は元の位置にとどまっています。私のタイルはタイルクラスのベクトルにあります

Tiles()
{
    TileProp // the type of tile (GROUND,AIR,WATER)
    Mass
    NewMass
} 

void App::SimulateCompression()
{
float Flow = 0;
float remainingmass = 0;

int ID = 0;

//Calculate and apply flow for each block
for (int X = 0; X < MAP_WIDTH; X++)
{
    for(int Y = 0; Y < MAP_HEIGHT; Y++)
    {
        //Skip inert ground blocks
        if(TileList[ID].TileProp == TILE_GROUND) continue;

        //Custom push-only flow
        Flow = 0;
        remainingmass = TileList[ID].Mass;
        if(remainingmass <= 0) continue;

        //The block below this one
        if(TileList[Rect2Lin(TILE_SIZE,X,(Y-1))].TileProp != TILE_GROUND)
        {
            Flow = GetStableWaterState(remainingmass + TileList[Rect2Lin(TILE_SIZE,X,(Y-1))].Mass /*mass[x][y-1]*/) - TileList[Rect2Lin(TILE_SIZE,X,(Y-1))].Mass;
            if(Flow > MinFlow){Flow *= 0.5; /*leads to smoother flow*/}
            int tempA = Min(MaxSpeed, remainingmass);
            if(Flow > tempA){Flow = tempA;}
            if(Flow < 0){Flow = 0;}

            TileList[ID].NewMass -= Flow;
            TileList[Rect2Lin(TILE_SIZE,X,(Y-1))].NewMass += Flow;
            remainingmass -= Flow;
        }

        if(remainingmass <= 0) continue;

        //Left
        if(TileList[Rect2Lin(TILE_SIZE,(X - 1),Y)].TileProp != TILE_GROUND)
        {
            //Equalize the amount of water in this block and it's neighbour
            Flow = (TileList[ID].Mass - TileList[Rect2Lin(TILE_SIZE,(X - 1),Y)].Mass)/4;
            if(Flow > MinFlow){Flow *= 0.5;}
            if(Flow > remainingmass){Flow = remainingmass;}
            if(Flow < 0){Flow = 0;}

            TileList[ID].NewMass -= Flow;
            TileList[Rect2Lin(TILE_SIZE,(X - 1),Y)].NewMass += Flow;
            remainingmass -= Flow;
        }

        if(remainingmass <= 0) continue;

        //Right
        if(TileList[Rect2Lin(TILE_SIZE,(X + 1),Y)].TileProp != TILE_GROUND)
        {
            //Equalize the amount of water in this block and it's neighbour
            Flow = (TileList[ID].Mass - TileList[Rect2Lin(TILE_SIZE,(X + 1),Y)].Mass)/4;
            if(Flow > MinFlow){Flow *= 0.5;}

            if(Flow > remainingmass){Flow = remainingmass;}
            if(Flow < 0){Flow = 0;}

            TileList[ID].NewMass -= Flow;
            TileList[Rect2Lin(TILE_SIZE,(X + 1),Y)].NewMass += Flow;
            remainingmass -= Flow;
        }

        if(remainingmass <= 0) continue;

        //Up. Only compressed water flows upwards
        if(TileList[Rect2Lin(TILE_SIZE,X,(Y + 1))].TileProp != TILE_GROUND)
        {
            Flow = remainingmass - GetStableWaterState(remainingmass + TileList[Rect2Lin(TILE_SIZE,X,(Y + 1))].Mass);
            if (Flow > MinFlow){Flow *= 0.5;}

            int tempB = Min(MaxSpeed, remainingmass);
            if(Flow > tempB){Flow = tempB;}
            if(Flow < 0){Flow = 0;}

            TileList[ID].NewMass -= Flow;
            TileList[Rect2Lin(TILE_SIZE,X,(Y + 1))].NewMass += Flow;
            remainingmass -= Flow;
        }
        ID++;
    }
}

ID = 0;
//Copy the new mass values 
for (int X = 0; X < MAP_WIDTH; X++)
{
    for (int Y = 0; Y < MAP_HEIGHT; Y++)
    {
        TileList[ID].Mass = TileList[ID].NewMass;
        ID++;
    }
}

ID = 0;
for(int X = 0; X < MAP_WIDTH; X++)
{
    for(int Y = 0; Y < MAP_HEIGHT; Y++)
    {
        //Skip ground blocks
        if(TileList[ID].TileProp == TILE_GROUND) continue;

        //Flag/unflag water blocks
        if(TileList[ID].Mass > MinMass)
        {
            TileList[ID].TileProp = TILE_WATER;
        }else
        {
            TileList[ID].TileProp = TILE_AIR;
        }
        ID++;
    }
}

//Remove any water that has left the map
for(int X = 0; X < MAP_WIDTH; X++)
{
    TileList[X].Mass = 0;
    TileList[Rect2Lin(TILE_SIZE,X,MAP_HEIGHT - 1)].Mass = 0;

}

for(int Y = 0; Y < MAP_HEIGHT; Y++)
{
    TileList[Rect2Lin(TILE_SIZE,0,Y)].Mass = 0;
    TileList[Rect2Lin(TILE_SIZE,(MAP_WIDTH - 1),Y)].Mass = 0;
}

}
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1 に答える 1

2

ID が 34 に達した後、2 つの入れ子になった for ループが残るため、ID は 0 になります...なぜそれを行うのでしょうか?

//Calculate and apply flow for each block
for (int X = 0; X < MAP_WIDTH; X++)
{
    for(int Y = 0; Y < MAP_HEIGHT; Y++)
    {
        //Skip inert ground blocks
        if(TileList[ID].TileProp == TILE_GROUND) continue;

        ...

        ID++;
    }
}

TileList[34]おそらく地面タイルです。ifその時点で、 - ループを使い果たすまで、最初に何度もヒットします (ID++ループの最後に到達することはないため) for

これを試して:

//Calculate and apply flow for each block
for (int X = 0; X < MAP_WIDTH; X++)
{
    for(int Y = 0; Y < MAP_HEIGHT; Y++)
    {
        int ID = Rect2Lin(TILE_SIZE,X,Y));

        //Skip inert ground blocks
        if(TileList[ID].TileProp == TILE_GROUND) continue;

        ...
    }
}

編集

わかりました、これは私のシステムで動作します:

#include <GL/glut.h>
#include <vector>

using namespace std;

// simple Eigen::Matrix work-alike
template< typename T >
class Matrix
{
public:
    Matrix( const size_t rows, const size_t cols ) 
        : mStride( cols )
        , mHeight( rows )
        , mStorage( rows * cols ) 
    {}

    T& operator()( const size_t row, const size_t col )
    {
        return mStorage[ row * mStride + col ];
    }

    const T& operator()( const size_t row, const size_t col ) const 
    {
        return mStorage[ row * mStride + col ];
    }

    size_t rows() const { return mHeight; }
    size_t cols() const { return mStride; }

private:
    vector< T > mStorage;
    size_t mStride;
    size_t mHeight;
};

struct Cell
{
    enum Type{ AIR, GROUND, WATER };

    Cell() 
        : mType( AIR )
        , mMass( 0 )
        , mNewMass( 0 )
    {}

    Type mType;
    float mMass;
    float mNewMass;
};

const float MaxMass = 1.0f; 
const float MinMass = 0.0001f; 
const float MaxCompress = 0.02f; 
const float MaxSpeed = 1.0f;
const float MinFlow = 0.01f;

//Take an amount of water and calculate how it should be split among two
//vertically adjacent cells. Returns the amount of water that should be in 
//the bottom cell. 
float get_stable_state_b( float total_mass )
{
    if ( total_mass <= 1 )
    {
        return 1;
    } 
    else if ( total_mass < 2*MaxMass + MaxCompress )
    {
        return (MaxMass*MaxMass + total_mass*MaxCompress)/(MaxMass + MaxCompress);
    } 
    else
    {
        return (total_mass + MaxCompress)/2;
    }
}

template< typename T >
T constrain( const T& val, const T& minVal, const T& maxVal )
{
    return max( minVal, min( val, maxVal ) );
}

typedef Matrix< Cell > State;
void stepState( State& cur )
{
    for( size_t y = 1; y < cur.rows()-1; ++y )
    {
        for( size_t x = 1; x < cur.cols()-1; ++x )
        {
            Cell& center = cur( y, x );

            // Skip inert ground blocks
            if( center.mType == Cell::GROUND )
                continue;

            // Custom push-only flow
            float Flow = 0;
            float remaining_mass = center.mMass;
            if( remaining_mass <= 0 )
                continue;

            // The block below this one
            Cell& below = cur( y-1, x );
            if( below.mType != Cell::GROUND )
            {
                Flow = get_stable_state_b( remaining_mass + below.mMass ) - below.mMass;
                if( Flow > MinFlow )
                {
                    //leads to smoother flow
                    Flow *= 0.5;
                }
                Flow = constrain( Flow, 0.0f, min(MaxSpeed, remaining_mass) );

                center.mNewMass -= Flow;
                below.mNewMass += Flow;
                remaining_mass -= Flow;
            }

            if ( remaining_mass <= 0 ) 
                continue;

            // Left
            Cell& left = cur( y, x-1 );
            if ( left.mType != Cell::GROUND )
            {
                // Equalize the amount of water in this block and it's neighbour
                Flow = ( center.mMass - left.mMass ) / 4;
                if ( Flow > MinFlow )
                {
                    Flow *= 0.5;
                }
                Flow = constrain(Flow, 0.0f, remaining_mass);
                center.mNewMass -= Flow;
                left.mNewMass += Flow;
                remaining_mass -= Flow;
            }

            if ( remaining_mass <= 0 ) 
                continue;

            // Right
            Cell& right = cur( y, x+1 );
            if ( right.mType != Cell::GROUND )
            {
                // Equalize the amount of water in this block and it's neighbour
                Flow = ( center.mMass - right.mMass ) / 4;
                if ( Flow > MinFlow )
                {
                    Flow *= 0.5;
                }
                Flow = constrain(Flow, 0.0f, remaining_mass);
                center.mNewMass -= Flow;
                right.mNewMass += Flow;
                remaining_mass -= Flow;
            }

            if ( remaining_mass <= 0 ) 
                continue;

            // The block above this one
            Cell& above = cur( y+1, x );
            if( above.mType != Cell::GROUND )
            {
                Flow = remaining_mass - get_stable_state_b( remaining_mass + above.mMass );
                if( Flow > MinFlow )
                {
                    //leads to smoother flow
                    Flow *= 0.5;
                }
                Flow = constrain( Flow, 0.0f, min(MaxSpeed, remaining_mass) );

                center.mNewMass -= Flow;
                above.mNewMass += Flow;
                remaining_mass -= Flow;
            }
        }
    }

    for( size_t y = 0; y < cur.rows(); ++y )
    {
        for( size_t x = 0; x < cur.cols(); ++x )
        {
            cur( y, x ).mMass = cur( y, x ).mNewMass;
        }
    }

    for( size_t y = 0; y < cur.rows(); ++y )
    {
        for( size_t x = 0; x < cur.cols(); ++x )
        {
            Cell& center = cur( y, x );
            if( center.mType == Cell::GROUND ) 
            {
                center.mMass = center.mNewMass = 0.0f;
                continue;
            }
            if( center.mMass > MinMass )
            {
                center.mType = Cell::WATER;
            }
            else
            {
                center.mType = Cell::AIR;
                center.mMass = 0.0f;
            }
        }
    }

    // Remove any water that has left the map
    for( size_t x = 0; x < cur.cols(); ++x )
    {
        cur( 0, x ).mMass = 0;
        cur( cur.rows()-1, x ).mMass = 0;
    }
    for( size_t y = 0; y < cur.rows(); ++y )
    {
        cur( y, 0 ).mMass = 0;
        cur( y, cur.cols()-1 ).mMass = 0;
    }
}

void showState( const State& state )
{
    glPolygonMode( GL_FRONT, GL_LINE );
    glBegin( GL_QUADS );
    glColor3ub( 0, 0, 0 );
    for( size_t y = 0; y < state.rows(); ++y )
    {
        for( size_t x = 0; x < state.cols(); ++x )
        {
            glVertex2f( x+0, y+0 );
            glVertex2f( x+1, y+0 );
            glVertex2f( x+1, y+1 );
            glVertex2f( x+0, y+1 );
        }
    }
    glEnd();

    glPolygonMode( GL_FRONT, GL_FILL );
    glBegin( GL_QUADS );
    for( size_t y = 0; y < state.rows(); ++y )
    {
        for( size_t x = 0; x < state.cols(); ++x )
        {
            if( state( y, x ).mType == Cell::AIR )
                continue;

            float height = 1.0f;
            if( state( y, x ).mType == Cell::GROUND )
            {
                glColor3ub( 152, 118, 84 );
            }
            else
            {
                glColor3ub( 0, 135, 189 );
                height = min( 1.0f, state( y, x ).mMass );
            }

            glVertex2f( x+0, y );
            glVertex2f( x+1, y );
            glVertex2f( x+1, y + height );
            glVertex2f( x+0, y + height );
        }
    }
    glEnd();
}

State state( 20, 20 );
void mouse( int button, int button_state, int x, int y )
{
    float pctX = (float)x / glutGet( GLUT_WINDOW_WIDTH );
    float pctY = 1.0f - ( (float)y / glutGet( GLUT_WINDOW_HEIGHT ) );
    size_t cellX = pctX * state.cols();
    size_t cellY = pctY * state.rows();
    Cell& cur = state( cellY, cellX );

    if( button_state == GLUT_UP )
        return;

    if( button == GLUT_LEFT_BUTTON )
    {
        cur.mType = ( cur.mType == Cell::GROUND ? Cell::AIR : Cell::GROUND );
        cur.mMass = cur.mNewMass = 0.0f;
    }

    if( button == GLUT_RIGHT_BUTTON )
    {
        cur.mType = Cell::WATER;
        cur.mMass = cur.mNewMass = 1.0f;
    }
}


void display()
{
    static bool firstTime = true;
    if( firstTime )
    {
        firstTime = false;
        for( size_t y = 0; y < state.rows(); ++y )
        {
            for( size_t x = 0; x < state.cols(); ++x )
            {
                state( y, x ).mType = (Cell::Type)( rand() % 3 );
                state( y, x ).mMass = 1.0f;
                state( y, x ).mNewMass = 1.0f;
            }
        }  
    }

    glClearColor( 1, 1, 1, 1 );
    glClear( GL_COLOR_BUFFER_BIT );

    glMatrixMode( GL_PROJECTION );
    glLoadIdentity();
    glOrtho( 0, state.cols(), 0, state.rows(), -1, 1);

    glMatrixMode( GL_MODELVIEW );
    glLoadIdentity();

    stepState( state );
    showState( state );

    glutSwapBuffers();
}

void timer(int extra)
{
    glutPostRedisplay();
    glutTimerFunc(16, timer, 0);
}

int main( int argc, char **argv )
{
    glutInit( &argc, argv );
    glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE );
    glutInitWindowSize( 640, 480 );
    glutCreateWindow( "Cells" );
    glutDisplayFunc( display );
    glutMouseFunc( mouse );
    glutTimerFunc(0, timer, 0);
    glutMainLoop();
    return 0;
}
于 2012-11-03T06:48:43.067 に答える