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https://github.com/Ttanasart-pt/Pixel-Composer.git
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48 lines
2.0 KiB
Plaintext
48 lines
2.0 KiB
Plaintext
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/// fd_rectangle_create(sf width, sf height)
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function fd_rectangle_create(width, height) {
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// Creates a fluid dynamics rectangle and returns its instance id. This instance id should be stored and be used together with the other scripts of this asset.
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// sf width, sf height: The width and height of the fluid dynamics rectangle. This does not need to be the same as the amount of pixels it will cover. It's usually a good idea to make
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// it about a third the size of what it will actually cover on screen.
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var instance = instance_create(0, 0, obj_fd_rectangle);
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with (instance) {
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sf_pressure = -1; sf_pressure_temporary = -1;
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sf_velocity = -1; sf_velocity_temporary = -1;
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sf_material_0 = -1; sf_material_0_temporary = -1; sf_material_0_temporary_1 = -1;
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sf_material_1 = -1; sf_material_1_temporary = -1;
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sf_width = width;
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sf_height = height;
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sf_world = surface_create_valid(width, height);
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sf_world_update = true;
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material_surface_was_created = false;
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collision_mask_type = 2;
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fd_rectangle_inherit_velocity(id, -1, false);
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fd_rectangle_set_visualization_shader(id, FD_VISUALIZATION_SHADER.NO_SHADER);
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fd_rectangle_set_acceleration(id, 0, 0);
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fd_rectangle_set_material_type(id, FD_MATERIAL_TYPE.RGBA_16);
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fd_rectangle_set_velocity_time_step(id, 1.4);
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fd_rectangle_set_material_time_step(id, 1.4);
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fd_rectangle_set_material_dissipation_type(id, 0);
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fd_rectangle_set_material_dissipation_value(id, 1);
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fd_rectangle_set_velocity_dissipation_type(id, 1);
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fd_rectangle_set_velocity_dissipation_value(id, 0);
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fd_rectangle_set_velocity_maccormack_weight(id, 0.5);
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fd_rectangle_set_material_maccormack_weight(id, 0);
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fd_rectangle_set_pressure_iteration_type(id, -3);
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fd_rectangle_set_pressure_size(id, width, height);
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fd_rectangle_set_velocity_size(id, width, height);
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fd_rectangle_set_material_size(id, width, height);
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fd_rectangle_set_initial_value_pressure(id, 0.5);
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fd_rectangle_set_repeat(id, false);
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}
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return instance;
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}
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