Lots of improvements. Better UI, time scrolling, scenario system
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@@ -1,74 +0,0 @@
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using System;
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using FluidSim.Components;
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using FluidSim.Interfaces;
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using FluidSim.Utils;
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namespace FluidSim.Core
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{
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public static class Simulation
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{
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private static Solver solver;
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private static Pipe1D pipe;
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private static int stepCount;
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private static double time;
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private static double dt;
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private static float sample;
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private static double ambientPressure = 1.0 * Units.atm;
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private static bool enableLogging = false;
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public static void Initialize(int sampleRate)
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{
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dt = 1.0 / sampleRate;
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double length = 2;
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double radius = 20 * Units.mm;
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double area = Units.AreaFromDiameter(radius);
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pipe = new Pipe1D(length, area, sampleRate, forcedCellCount: 80);
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pipe.SetUniformState(1.225, 0.0, ambientPressure);
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solver = new Solver();
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solver.SetTimeStep(dt);
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solver.AddPipe(pipe);
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solver.SetPipeBoundary(pipe, isLeft: true, BoundaryType.OpenEnd, ambientPressure);
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solver.SetPipeBoundary(pipe, isLeft: false, BoundaryType.ClosedEnd);
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// Excite the pipe with an initial pressure pulse near the open end
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int pulseCells = 5;
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double pulsePressure = 4 * ambientPressure;
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for (int i = 0; i < pulseCells; i++)
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pipe.SetCellState(i, 1.225, 0.0, pulsePressure);
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}
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public static float Process()
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{
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sample = solver.Step();
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time += dt;
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stepCount++;
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// Override the audio sample with mid-pipe pressure deviation
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double pMid = pipe.GetPressureAtFraction(0.5);
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sample = (float)((pMid - ambientPressure) / ambientPressure);
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Log();
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return sample;
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}
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public static void Log()
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{
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if (!enableLogging) return;
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if (stepCount % 10 == 0 && stepCount < 1000)
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{
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double pMid = pipe.GetPressureAtFraction(0.5);
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double pOpen = pipe.GetCellPressure(0);
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double pClosed = pipe.GetCellPressure(pipe.GetCellCount() - 1);
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Console.WriteLine(
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$"t = {time * 1e3:F3} ms Step {stepCount:D4}: " +
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$"Sample: = {sample:F3}, " +
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$"P_mid = {pMid:F2} Pa ({pMid / ambientPressure:F4} atm), " +
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$"P_open = {pOpen:F2} Pa, P_closed = {pClosed:F2} Pa");
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}
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}
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}
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}
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