Unstable 1.8.4.0
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@@ -107,7 +107,7 @@ namespace FarseerPhysics.Fluids
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if (u > 0.0f)
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{
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q = 1.0f - (float)Math.Sqrt(q) / Definition.InfluenceRadius;
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q = 1.0f - MathF.Sqrt(q) / Definition.InfluenceRadius;
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float impulseFactor = 0.5f * timeStep * q * (u * (Definition.ViscositySigma + Definition.ViscosityBeta * u));
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@@ -152,7 +152,7 @@ namespace FarseerPhysics.Fluids
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// _distanceCache[_j] = _q;
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// if (_q < _influenceRadiusSquared && _q != 0)
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// {
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// _q = (float)Math.Sqrt(_q);
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// _q = MathF.Sqrt(_q);
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// _q /= Definition.InfluenceRadius;
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// _qq = ((1 - _q) * (1 - _q));
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// _density += _qq;
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@@ -170,7 +170,7 @@ namespace FarseerPhysics.Fluids
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// _q = _distanceCache[_j];
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// if (_q < _influenceRadiusSquared && _q != 0)
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// {
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// _q = (float)Math.Sqrt(_q);
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// _q = MathF.Sqrt(_q);
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// _rij = p.Neighbours[_j].Position;
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// _rij -= p.Position;
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// _rij *= 1 / _q;
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@@ -209,7 +209,7 @@ namespace FarseerPhysics.Fluids
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if (q > _influenceRadiusSquared)
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continue;
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q = 1.0f - (float)Math.Sqrt(q) / Definition.InfluenceRadius;
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q = 1.0f - MathF.Sqrt(q) / Definition.InfluenceRadius;
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float densityDelta = q * q;
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_density += densityDelta;
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@@ -237,7 +237,7 @@ namespace FarseerPhysics.Fluids
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if (q > _influenceRadiusSquared)
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continue;
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q = 1.0f - (float)Math.Sqrt(q) / Definition.InfluenceRadius;
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q = 1.0f - MathF.Sqrt(q) / Definition.InfluenceRadius;
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float dispFactor = deltaTime2 * (q * (_pressure + _pressureNear * q));
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@@ -281,7 +281,7 @@ namespace FarseerPhysics.Fluids
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if (!_springs.ContainsKey(hash))
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{
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//TODO: Use pool?
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Spring spring = new Spring(p, neighbour) { RestLength = (float)Math.Sqrt(q) };
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Spring spring = new Spring(p, neighbour) { RestLength = MathF.Sqrt(q) };
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_springs.Add(hash, spring);
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}
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}
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@@ -284,7 +284,7 @@ namespace FarseerPhysics.Fluids
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Vector2.DistanceSquared(ref particle.Position, ref tempParticle.Position, out q);
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if ((q < InfluenceRadiusSquared) && (q != 0))
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{
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q = (float)Math.Sqrt(q);
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q = MathF.Sqrt(q);
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Vector2.Subtract(ref tempParticle.Position, ref particle.Position, out _rij);
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Vector2.Divide(ref _rij, q, out _rij);
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@@ -329,7 +329,7 @@ namespace FarseerPhysics.Fluids
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Vector2.DistanceSquared(ref particle.Position, ref tempParticle.Position, out q);
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if (q < InfluenceRadiusSquared && q != 0)
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{
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q = (float)Math.Sqrt(q);
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q = MathF.Sqrt(q);
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q /= InfluenceRadius;
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float qq = ((1 - q) * (1 - q));
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particle.Density += qq;
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@@ -348,7 +348,7 @@ namespace FarseerPhysics.Fluids
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Vector2.DistanceSquared(ref particle.Position, ref tempParticle.Position, out q);
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if ((q < InfluenceRadiusSquared) && (q != 0))
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{
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q = (float)Math.Sqrt(q);
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q = MathF.Sqrt(q);
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Vector2.Subtract(ref tempParticle.Position, ref particle.Position, out _rij);
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Vector2.Divide(ref _rij, q, out _rij);
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q /= InfluenceRadius;
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