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@jagwire
Created May 15, 2015 19:28
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using UnityEngine;
using System.Collections;
public class Water : MonoBehaviour {
public struct Flux {
public float l;
public float r;
public float t;
public float b;
public bool isZero() {
return l == 0 && r == 0 && t == 0 && b == 0;
}
public static Flux operator -(Flux left, Flux right) {
Flux ret;
ret.l = left.l - right.l;
ret.r = left.r - right.r;
ret.b = left.b - right.b;
ret.t = left.t - right.t;
return ret;
}
};
public IHeights terrainHeights;
public int size = 32;
public float radiusOfPipe = 1;
public float accelerationDueToGravity = 9.8f; //meters per second squared
public Material waterMaterial;
public Material groundMaterial;
TerrainData td;
GameObject waterSurface;
private Flux[] currentFlux;
private float[] D1;
private float[] D2;
private float[,] waterHeights;
private float[] changesInVolume;
TerrainData groundTerrainData;
GameObject groundTerrain;
float[,] heightValues;
private float fluxMultiplier;
//I hardcode the time delta because the simulation will explode -> huge spikes of water everywhere, when relying
//on Time.deltaTime. From what I can deduce, the system will get bogged down over time and cause the problem.
private float deltaTime = 0.02f; //~ 50 frames per second
private int indexOf(int x, int z) {
return x + z*size;
}
private float totalHeightAt(int x, int z) {
return D1[indexOf (x,z)] + heightValues[x,z];
}
private float flux(float flux, float heightDifference) {
return Mathf.Max (0, flux + heightDifference*fluxMultiplier);
}
public float K(float height, Flux F) {
if (F.isZero ()) {
return 0;
}
float k = (height * 1 * 1) / ((F.l + F.r + F.t + F.b) * deltaTime);
return Mathf.Min (1,float.IsNaN(k) ? height/float.Epsilon : k);
}
void Awake() {
float areaOfPipe = Mathf.PI * Mathf.Pow (radiusOfPipe, 2.0f); //Pi * Radius^2
fluxMultiplier = deltaTime * areaOfPipe*accelerationDueToGravity;
D1 = new float[size * size];
td = new TerrainData ();
td.size = new Vector3 (10, 10, 1);
waterSurface = Terrain.CreateTerrainGameObject (td);
waterSurface.name = "Water Surface";
waterSurface.transform.parent = this.transform;
waterSurface.isStatic = false;
waterSurface.GetComponent<Terrain> ().materialType = Terrain.MaterialType.Custom;
waterSurface.GetComponent<Terrain> ().materialTemplate = waterMaterial;
groundTerrainData = new TerrainData();
groundTerrainData.size = new Vector3(size,size,size);
heightValues = new float[size,size];
for (int x = 0; x < size; x++) {
for(int z = 0; z < size; z++) {
D1[indexOf (x,z)] = 0.0f;
heightValues[x,z] = 0.0f;
if(x == size/2 || z == size/2) {
D1[indexOf (x,z)] = 0.0625f;
heightValues[x,z] = 0.0625f;
}
}
}
//create and apply terrain
groundTerrainData.SetHeights(0,0,heightValues);
groundTerrain = Terrain.CreateTerrainGameObject(groundTerrainData);
groundTerrain.name = "Ground Terrain";
groundTerrain.transform.parent = this.transform;
groundTerrain.GetComponent<Terrain>().terrainData = groundTerrainData;
groundTerrain.GetComponent<TerrainCollider>().terrainData = groundTerrainData;
groundTerrain.GetComponent<Terrain> ().materialType = Terrain.MaterialType.Custom;
groundTerrain.GetComponent<Terrain> ().materialTemplate = groundMaterial;
groundTerrain.GetComponent<Terrain>().Flush();
}
void Rainfall ()
{
int _x = Mathf.RoundToInt (Random.value * (size-1));
int _z = Mathf.RoundToInt (Random.value * (size-1));
D1 [indexOf (_x, _z)] += 0.2f;
}
void Outflow ()
{
for (int x = 0; x < size; x++) {
for (int z = 0; z < size; z++) {
//if the current volume of water for this grid cell is 0, then outflow to each neighbor should be 0
//check for this, update current_flux and continue with the next iteration.
if(D1[indexOf (x,z)] == 0) {
currentFlux[indexOf (x,z)] = new Flux();
continue;
}
//current height including terrain height
float height = totalHeightAt (x,z);
float left_height = 0;
float right_height = 0;
float top_height = 0;
float bottom_height = 0;
Flux current = currentFlux[indexOf (x,z)];
Flux next = new Flux();
if (x >= 1) {
//left neighbor
left_height = totalHeightAt (x-1, z);
next.l = flux (current.l, height - left_height);
}
if (x <= size - 2) {
//right neighbor eligible
right_height = totalHeightAt (x+1, z);
next.r = flux (current.r, height - right_height);
}
if (z >= 1) {
//bottom neighbor eligible
bottom_height = totalHeightAt (x, z-1);
next.b = flux (current.b, height - bottom_height);
}
if (z <= size - 2) {
//top neighbor eligible
top_height = totalHeightAt (x, z+1);
next.t = flux (current.t, height - top_height);
}
if(next.l + next.r + next.t + next.b > D1[indexOf (x,z)]) {
float multiplier = K (D1[indexOf (x,z)], next);
next.l *= multiplier;
next.r *= multiplier;
next.b *= multiplier;
next.t *= multiplier;
}
currentFlux [indexOf (x, z)] = next;
}
}
}
void calculateChangeInVolumes ()
{
for (int x = 0; x < size; x++) {
for (int z = 0; z < size; z++) {
Flux outflow = currentFlux [indexOf (x, z)];
float rightInflow = 0;
float leftInflow = 0;
float topInflow = 0;
float bottomInflow = 0;
if (x >= 1) {
//left neighbor, flowing to the right
leftInflow = currentFlux [indexOf (x - 1, z)].r;
}
if (x <= size - 2) {
//right neighbor eligible, flowing to the left
rightInflow = currentFlux [indexOf (x+1, z)].l;
}
if (z >= 1) {
//bottom neighbor eligible, flowing to toward the top
bottomInflow = currentFlux [indexOf (x, z-1)].t;
}
if (z <= size - 2) {
//top neighbor eligible, flowing toward the bottom
topInflow = currentFlux [indexOf (x, z+1)].b;
}
changesInVolume [indexOf (x, z)] = deltaTime * ((leftInflow + rightInflow + topInflow + bottomInflow)
- (outflow.l + outflow.r + outflow.t + outflow.b));
D2[indexOf (x,z)] = Mathf.Max(0, D1[indexOf (x,z)] + changesInVolume[indexOf (x,z)]);
}
}
}
void repositionGeometry ()
{
for (int x = 0; x < size; x++) {
for (int z = 0; z < size; z++) {
float height = D2[indexOf (x,z)];
if(float.IsNaN(height)) { height = 0; }
waterHeights[z,x] = Mathf.Max (0, height/6);
}
}
//apply water heights to a terrain object
TerrainData d = new TerrainData ();
d.size = new Vector3 (size,10,size);
d.SetHeights (0,0,waterHeights);
waterSurface.GetComponent<Terrain> ().terrainData = d;
//we add it to the collider also so that we can cast rays and hit the water surface
waterSurface.GetComponent<TerrainCollider> ().terrainData = d;
waterSurface.GetComponent<Terrain> ().Flush ();
//this line is VITAL
//save the new height values to be used next frame in Rainfall() and Outflow()
D1 = D2;
}
void updateTerrain() {
TerrainData d = new TerrainData ();
d.size = new Vector3 (size, size, size);
d.SetHeights (0,0,heightValues);
groundTerrain.GetComponent<Terrain> ().terrainData = d;
groundTerrain.GetComponent<TerrainCollider> ().terrainData = d;
groundTerrain.GetComponent<Terrain> ().Flush ();
}
// Update is called once per frame
void Update () {
currentFlux = new Flux[size * size];
D2 = new float[size * size];
waterHeights = new float[size, size];
changesInVolume = new float[size * size];
if(Input.GetMouseButton(1)) { //right click
Vector3 pos = new Vector3();
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hitInfo;
if(Physics.Raycast(ray, out hitInfo)) {
pos = hitInfo.point;
}
// D1[indexOf (Mathf.RoundToInt(pos.x), Mathf.RoundToInt(pos.z))] += 1.0f;
heightValues[Mathf.RoundToInt(pos.z), Mathf.RoundToInt(pos.x)] += 0.005f;
updateTerrain ();
}
if(Input.GetMouseButtonUp(0)) { //right click
Vector3 pos = new Vector3();
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hitInfo;
if(Physics.Raycast(ray, out hitInfo)) {
pos = hitInfo.point;
}
D1[indexOf (Mathf.RoundToInt(pos.x), Mathf.RoundToInt(pos.z))] += 1.0f;
}
//Rainfall ();
Outflow ();
calculateChangeInVolumes ();
repositionGeometry ();
}
}
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