Unstable 1.8.4.0

This commit is contained in:
Markus Isberg
2025-03-12 12:56:27 +00:00
parent a4c3e868e4
commit a4a3427e4e
627 changed files with 29860 additions and 10018 deletions
@@ -107,7 +107,7 @@ namespace FarseerPhysics.Fluids
if (u > 0.0f)
{
q = 1.0f - (float)Math.Sqrt(q) / Definition.InfluenceRadius;
q = 1.0f - MathF.Sqrt(q) / Definition.InfluenceRadius;
float impulseFactor = 0.5f * timeStep * q * (u * (Definition.ViscositySigma + Definition.ViscosityBeta * u));
@@ -152,7 +152,7 @@ namespace FarseerPhysics.Fluids
// _distanceCache[_j] = _q;
// if (_q < _influenceRadiusSquared && _q != 0)
// {
// _q = (float)Math.Sqrt(_q);
// _q = MathF.Sqrt(_q);
// _q /= Definition.InfluenceRadius;
// _qq = ((1 - _q) * (1 - _q));
// _density += _qq;
@@ -170,7 +170,7 @@ namespace FarseerPhysics.Fluids
// _q = _distanceCache[_j];
// if (_q < _influenceRadiusSquared && _q != 0)
// {
// _q = (float)Math.Sqrt(_q);
// _q = MathF.Sqrt(_q);
// _rij = p.Neighbours[_j].Position;
// _rij -= p.Position;
// _rij *= 1 / _q;
@@ -209,7 +209,7 @@ namespace FarseerPhysics.Fluids
if (q > _influenceRadiusSquared)
continue;
q = 1.0f - (float)Math.Sqrt(q) / Definition.InfluenceRadius;
q = 1.0f - MathF.Sqrt(q) / Definition.InfluenceRadius;
float densityDelta = q * q;
_density += densityDelta;
@@ -237,7 +237,7 @@ namespace FarseerPhysics.Fluids
if (q > _influenceRadiusSquared)
continue;
q = 1.0f - (float)Math.Sqrt(q) / Definition.InfluenceRadius;
q = 1.0f - MathF.Sqrt(q) / Definition.InfluenceRadius;
float dispFactor = deltaTime2 * (q * (_pressure + _pressureNear * q));
@@ -281,7 +281,7 @@ namespace FarseerPhysics.Fluids
if (!_springs.ContainsKey(hash))
{
//TODO: Use pool?
Spring spring = new Spring(p, neighbour) { RestLength = (float)Math.Sqrt(q) };
Spring spring = new Spring(p, neighbour) { RestLength = MathF.Sqrt(q) };
_springs.Add(hash, spring);
}
}
@@ -284,7 +284,7 @@ namespace FarseerPhysics.Fluids
Vector2.DistanceSquared(ref particle.Position, ref tempParticle.Position, out q);
if ((q < InfluenceRadiusSquared) && (q != 0))
{
q = (float)Math.Sqrt(q);
q = MathF.Sqrt(q);
Vector2.Subtract(ref tempParticle.Position, ref particle.Position, out _rij);
Vector2.Divide(ref _rij, q, out _rij);
@@ -329,7 +329,7 @@ namespace FarseerPhysics.Fluids
Vector2.DistanceSquared(ref particle.Position, ref tempParticle.Position, out q);
if (q < InfluenceRadiusSquared && q != 0)
{
q = (float)Math.Sqrt(q);
q = MathF.Sqrt(q);
q /= InfluenceRadius;
float qq = ((1 - q) * (1 - q));
particle.Density += qq;
@@ -348,7 +348,7 @@ namespace FarseerPhysics.Fluids
Vector2.DistanceSquared(ref particle.Position, ref tempParticle.Position, out q);
if ((q < InfluenceRadiusSquared) && (q != 0))
{
q = (float)Math.Sqrt(q);
q = MathF.Sqrt(q);
Vector2.Subtract(ref tempParticle.Position, ref particle.Position, out _rij);
Vector2.Divide(ref _rij, q, out _rij);
q /= InfluenceRadius;