Helmholtz testing (no decay bug)
This commit is contained in:
@@ -1,72 +1,60 @@
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using System;
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using SFML.Graphics;
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using SFML.Graphics;
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using SFML.System;
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using FluidSim.Core;
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using FluidSim.Components;
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namespace FluidSim.Tests
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{
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public abstract class Scenario
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{
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protected const float AmbientPressure = 101325f;
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protected const float AmbientTemperature = 300f;
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public float Throttle { get; set; }
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public abstract void Initialize(int sampleRate);
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public abstract float Process();
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public abstract void Draw(RenderWindow target);
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protected const double AmbientPressure = 101325.0;
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protected const double AmbientTemperature = 300.0;
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public double Throttle { get; set; } = 0.0;
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// ---------- Color from pressure (volumes) ----------
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protected Color PressureColor(double pressurePa)
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protected Color PressureColor(float pressurePa)
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{
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double bar = pressurePa / 1e5; // convert to bar for easier mapping
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float bar = pressurePa / 1e5f;
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byte r, g, b;
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if (bar < 1.0) // vacuum → blue to green
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if (bar < 1f)
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{
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double factor = Math.Clamp(bar, 0.0, 1.0);
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r = 0;
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g = (byte)(255 * factor);
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b = (byte)(255 * (1.0 - factor));
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}
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else // above ambient → green to red
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{
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double factor = Math.Min((bar - 1.0) / 9.0, 1.0); // 1→10 bar maps to 0→1
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r = (byte)(255 * factor);
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g = (byte)(255 * (1.0 - factor));
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b = 0;
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}
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return new Color(r, g, b);
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}
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// ---------- Color from temperature (pipes) ----------
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protected Color TemperatureColor(double temperature)
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{
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double t = Math.Clamp(temperature, 0.0, 2000.0);
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byte r, g, b;
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if (t < AmbientTemperature)
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{
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double factor = t / AmbientTemperature;
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r = 0;
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g = (byte)(255 * factor);
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b = (byte)(255 * (1.0 - factor));
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float f = Math.Clamp(bar, 0f, 1f);
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r = 0; g = (byte)(255 * f); b = (byte)(255 * (1 - f));
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}
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else
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{
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double factor = (t - AmbientTemperature) / (2000.0 - AmbientTemperature);
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r = (byte)(255 * factor);
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g = (byte)(255 * (1.0 - factor));
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b = 0;
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float f = Math.Min((bar - 1f) / 9f, 1f);
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r = (byte)(255 * f); g = (byte)(255 * (1 - f)); b = 0;
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}
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return new Color(r, g, b);
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}
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protected Color TemperatureColor(float t)
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{
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t = Math.Clamp(t, 0f, 2000f);
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byte r, g, b;
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if (t < AmbientTemperature)
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{
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float f = t / AmbientTemperature;
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r = 0; g = (byte)(255 * f); b = (byte)(255 * (1 - f));
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}
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else
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{
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float f = (t - AmbientTemperature) / (2000f - AmbientTemperature);
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r = (byte)(255 * f); g = (byte)(255 * (1 - f)); b = 0;
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}
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return new Color(r, g, b);
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}
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// ---------- Draw a generic volume (e.g. plenum) ----------
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protected void DrawVolume(RenderWindow target, Volume0D volume,
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float centerX, float topY, float width, float height)
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{
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var rect = new RectangleShape(new Vector2f(width, height))
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{
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FillColor = PressureColor(volume.Pressure), // ← pressure‑based
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FillColor = PressureColor(volume.Pressure),
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Position = new Vector2f(centerX - width / 2f, topY)
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};
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target.Draw(rect);
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@@ -75,122 +63,99 @@ namespace FluidSim.Tests
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FillColor = Color.Transparent,
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OutlineColor = Color.White,
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OutlineThickness = 1f,
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Position = new Vector2f(centerX - width / 2f, topY)
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Position = rect.Position
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};
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target.Draw(border);
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}
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// ---------- Draw an engine cylinder ----------
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protected void DrawCylinder(RenderWindow target, Cylinder cylinder,
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float centerX, float topY, float width, float maxHeight)
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{
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double fraction = cylinder.PistonFraction;
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float currentHeight = (float)(maxHeight * fraction);
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// Walls
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var wall = new RectangleShape(new Vector2f(width, maxHeight));
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wall.FillColor = new Color(60, 60, 60);
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wall.Position = new Vector2f(centerX - width / 2f, topY);
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float fraction = cylinder.PistonFraction;
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float currentHeight = maxHeight * fraction;
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var wall = new RectangleShape(new Vector2f(width, maxHeight))
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{
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FillColor = new Color(60, 60, 60),
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Position = new Vector2f(centerX - width / 2f, topY)
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};
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target.Draw(wall);
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// Gas – colored by pressure now
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float gasTop = topY;
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var gasRect = new RectangleShape(new Vector2f(width, currentHeight));
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gasRect.FillColor = PressureColor(cylinder.Pressure); // ← pressure‑based
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gasRect.Position = new Vector2f(centerX - width / 2f, gasTop);
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target.Draw(gasRect);
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// Piston line
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var pistonLine = new RectangleShape(new Vector2f(width, 4f));
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pistonLine.FillColor = Color.White;
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pistonLine.Position = new Vector2f(centerX - width / 2f, topY + currentHeight);
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target.Draw(pistonLine);
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// Valve indicators
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var gas = new RectangleShape(new Vector2f(width, currentHeight))
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{
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FillColor = PressureColor(cylinder.Pressure),
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Position = new Vector2f(centerX - width / 2f, topY)
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};
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target.Draw(gas);
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var piston = new RectangleShape(new Vector2f(width, 4f))
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{
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FillColor = Color.White,
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Position = new Vector2f(centerX - width / 2f, topY + currentHeight)
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};
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target.Draw(piston);
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float valveW = 6f, valveH = 10f, valveY = topY + 4f;
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var intakeValve = new RectangleShape(new Vector2f(valveW, valveH));
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intakeValve.FillColor = cylinder.IntakeValveArea > 0 ? Color.Green : Color.Red;
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intakeValve.Position = new Vector2f(centerX - width / 2f - valveW - 2f, valveY);
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target.Draw(intakeValve);
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var exhaustValve = new RectangleShape(new Vector2f(valveW, valveH));
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exhaustValve.FillColor = cylinder.ExhaustValveArea > 0 ? Color.Green : Color.Red;
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exhaustValve.Position = new Vector2f(centerX + width / 2f + 2f, valveY);
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target.Draw(exhaustValve);
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var iv = new RectangleShape(new Vector2f(valveW, valveH))
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{
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FillColor = cylinder.IntakeValveArea > 0f ? Color.Green : Color.Red,
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Position = new Vector2f(centerX - width / 2f - valveW - 2f, valveY)
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};
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target.Draw(iv);
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var ev = new RectangleShape(new Vector2f(valveW, valveH))
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{
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FillColor = cylinder.ExhaustValveArea > 0f ? Color.Green : Color.Red,
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Position = new Vector2f(centerX + width / 2f + 2f, valveY)
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};
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target.Draw(ev);
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}
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// ---------- Draw a pipe (unchanged) ----------
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protected void DrawPipe(RenderWindow target, Pipe1D pipe, float pipeCenterY, float pipeStartX, float pipeEndX)
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protected void DrawPipe(RenderWindow target, PipeSystem pipeSystem, int pipeIndex,
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float pipeCenterY, float pipeStartX, float pipeEndX)
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{
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int n = pipe.CellCount;
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int start = pipeSystem.GetPipeStart(pipeIndex);
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int end = pipeSystem.GetPipeEnd(pipeIndex);
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int n = end - start;
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if (n < 2) return;
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float pipeLengthPx = pipeEndX - pipeStartX;
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float dx = pipeLengthPx / (n - 1);
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float pipeLen = pipeEndX - pipeStartX;
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float dx = pipeLen / (n - 1);
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float baseRadius = 25f;
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float rangeFactor = 2f;
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float scaleFactor = 2f;
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static float SmoothStep(float edge0, float edge1, float x)
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{
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float t = Math.Clamp((x - edge0) / (edge1 - edge0), 0f, 1f);
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return t * t * (3f - 2f * t);
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}
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var centers = new float[n];
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var radii = new float[n];
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var temperatures = new double[n];
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double R_gas = 287.0;
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var temps = new float[n];
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for (int i = 0; i < n; i++)
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{
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double p = pipe.GetCellPressure(i);
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double rho = pipe.GetCellDensity(i);
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double T = p / Math.Max(rho * R_gas, 1e-12);
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temperatures[i] = T;
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float deviation = (float)Math.Tanh((p - AmbientPressure) / AmbientPressure / rangeFactor);
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radii[i] = baseRadius * (1f + deviation * scaleFactor);
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int cell = start + i;
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float p = pipeSystem.GetCellPressure(cell);
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float rho = pipeSystem.GetCellDensity(cell);
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temps[i] = p / MathF.Max(rho * 287f, 1e-12f);
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float dev = MathF.Tanh((p - AmbientPressure) / AmbientPressure * 0.5f);
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radii[i] = baseRadius * (1f + dev * 2f);
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if (radii[i] < 2f) radii[i] = 2f;
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centers[i] = pipeStartX + i * dx;
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}
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int segmentsPerCell = 8;
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int totalPoints = n + (n - 1) * segmentsPerCell;
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Vertex[] stripVertices = new Vertex[totalPoints * 2];
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int idx = 0;
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int segments = 8;
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var va = new VertexArray(PrimitiveType.TriangleStrip);
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for (int i = 0; i < n; i++)
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{
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float x = centers[i];
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float r = radii[i];
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Color col = TemperatureColor(temperatures[i]); // pipes still use temperature
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stripVertices[idx++] = new Vertex(new Vector2f(x, pipeCenterY - r), col);
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stripVertices[idx++] = new Vertex(new Vector2f(x, pipeCenterY + r), col);
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float x = centers[i], r = radii[i];
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Color col = TemperatureColor(temps[i]);
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va.Append(new Vertex(new Vector2f(x, pipeCenterY - r), col));
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va.Append(new Vertex(new Vector2f(x, pipeCenterY + r), col));
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if (i < n - 1)
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{
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for (int s = 1; s <= segmentsPerCell; s++)
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for (int s = 1; s <= segments; s++)
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{
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float t = s / (float)segmentsPerCell;
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float st = SmoothStep(0f, 1f, t);
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float t = s / (float)segments;
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float xi = centers[i] + (centers[i + 1] - centers[i]) * t;
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float ri = radii[i] + (radii[i + 1] - radii[i]) * st;
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double Ti = temperatures[i] + (temperatures[i + 1] - temperatures[i]) * st;
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Color coli = TemperatureColor(Ti);
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stripVertices[idx++] = new Vertex(new Vector2f(xi, pipeCenterY - ri), coli);
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stripVertices[idx++] = new Vertex(new Vector2f(xi, pipeCenterY + ri), coli);
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float ri = radii[i] + (radii[i + 1] - radii[i]) * t;
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float Ti = temps[i] + (temps[i + 1] - temps[i]) * t;
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Color colS = TemperatureColor(Ti);
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va.Append(new Vertex(new Vector2f(xi, pipeCenterY - ri), colS));
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va.Append(new Vertex(new Vector2f(xi, pipeCenterY + ri), colS));
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}
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}
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}
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var pipeMesh = new VertexArray(PrimitiveType.TriangleStrip, (uint)stripVertices.Length);
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for (int i = 0; i < stripVertices.Length; i++)
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pipeMesh[(uint)i] = stripVertices[i];
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target.Draw(pipeMesh);
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target.Draw(va);
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}
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}
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}
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