Lots of improvements. Better UI, time scrolling, scenario system
This commit is contained in:
157
Program.cs
157
Program.cs
@@ -9,61 +9,172 @@ namespace FluidSim;
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public class Program
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{
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private const int SampleRate = 44100;
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private const double DrawFrequency = 60.0;
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private static Scenario scenario;
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// Speed control
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private static double desiredSpeed = 1.0;
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private static double currentSpeed = desiredSpeed;
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private const double MinSpeed = 0.0001;
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private const double MaxSpeed = 1.0;
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private const double ScrollFactor = 1.1;
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// Space‑toggle state
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private static double lastDesiredSpeed = 0.1; // remembers the last non‑1.0 scroll speed
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private static bool isRealTime = true; // true when desiredSpeed == 1.0
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private static volatile bool running = true;
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public static void Main()
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{
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var mode = new VideoMode(new Vector2u(1280, 720));
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var window = new RenderWindow(mode, "Fluid Simulation");
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var window = new RenderWindow(mode, "Pipe Resonator");
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window.SetVerticalSyncEnabled(true);
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window.Closed += (_, _) => { running = false; window.Close(); };
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window.MouseWheelScrolled += OnMouseWheel;
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window.KeyPressed += OnKeyPressed;
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var soundEngine = new SoundEngine(bufferCapacity: 2048);
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var soundEngine = new SoundEngine(bufferCapacity: 16384);
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soundEngine.Volume = 70;
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soundEngine.Start();
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double lastAudioTime = 0.0;
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scenario = new PipeResonatorScenario();
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scenario.Initialize(SampleRate);
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var stopwatch = Stopwatch.StartNew();
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double lastDrawTime = 0.0;
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double drawInterval = 1.0 / DrawFrequency;
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double lastSpeedUpdateTime = stopwatch.Elapsed.TotalSeconds;
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int warmupSamples = SampleRate / 2;
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float[] warmup = new float[warmupSamples];
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for (int i = 0; i < warmupSamples; i++)
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warmup[i] = 0;
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// Resampling buffer
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List<float> simBuffer = new List<float>(4096);
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double readIndex = 0.0;
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soundEngine.WriteSamples(warmup, warmupSamples);
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lastAudioTime = stopwatch.Elapsed.TotalSeconds;
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for (int i = 0; i < 4; i++)
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simBuffer.Add(scenario.Process());
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const int chunkSize = 2048;
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float[] buffer = new float[chunkSize];
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long totalSimSteps = simBuffer.Count;
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long totalOutputSamples = 0;
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Simulation.Initialize(SampleRate);
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double lastRealTime = stopwatch.Elapsed.TotalSeconds;
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const int outputChunk = 256;
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float[] outputBuf = new float[outputChunk];
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while (window.IsOpen)
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{
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window.DispatchEvents();
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double currentTime = stopwatch.Elapsed.TotalSeconds;
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double elapsed = currentTime - lastAudioTime;
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int samplesNeeded = (int)(elapsed * SampleRate);
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double currentRealTime = stopwatch.Elapsed.TotalSeconds;
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double dtSpeed = currentRealTime - lastSpeedUpdateTime;
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lastSpeedUpdateTime = currentRealTime;
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while (samplesNeeded > 0 && running)
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// Smoothly transition currentSpeed → desiredSpeed
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// When toggling, desiredSpeed jumps, but currentSpeed follows with a smooth lerp
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double smoothingRate = 8.0; // higher = faster catch‑up
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currentSpeed += (desiredSpeed - currentSpeed) * (1.0 - Math.Exp(-smoothingRate * dtSpeed));
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// ---------- Generate audio ----------
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double targetAudioClock = currentRealTime + 0.05;
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while (totalOutputSamples < targetAudioClock * SampleRate && running)
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{
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int toGenerate = Math.Min(samplesNeeded, chunkSize);
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int toGenerate = (int)Math.Min(
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(long)outputChunk,
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(long)(targetAudioClock * SampleRate) - totalOutputSamples
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);
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if (toGenerate <= 0) break;
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double maxIndex = readIndex + (toGenerate - 1) * currentSpeed + 2;
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int requiredSimIndex = (int)Math.Ceiling(maxIndex);
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while (simBuffer.Count - 1 < requiredSimIndex)
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{
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simBuffer.Add(scenario.Process());
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totalSimSteps++;
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}
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for (int i = 0; i < toGenerate; i++)
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{
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buffer[i] = Simulation.Process();
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int i0 = (int)readIndex;
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int i1 = i0 + 1;
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double frac = readIndex - i0;
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float y0 = simBuffer[Math.Clamp(i0, 0, simBuffer.Count - 1)];
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float y1 = simBuffer[Math.Clamp(i1, 0, simBuffer.Count - 1)];
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outputBuf[i] = (float)(y0 + (y1 - y0) * frac);
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readIndex += currentSpeed;
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while (readIndex >= 1.0 && simBuffer.Count > 2)
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{
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simBuffer.RemoveAt(0);
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readIndex -= 1.0;
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}
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}
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soundEngine.WriteSamples(buffer, toGenerate);
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samplesNeeded -= toGenerate;
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int accepted = soundEngine.WriteSamples(outputBuf, toGenerate);
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totalOutputSamples += accepted;
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if (accepted < toGenerate)
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break;
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}
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lastAudioTime = currentTime;
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// ---------- Drawing & title ----------
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if (currentRealTime - lastDrawTime >= drawInterval)
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{
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double actualSpeed = totalOutputSamples / (currentRealTime * SampleRate);
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double simTime = totalSimSteps / (double)SampleRate;
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string toggleHint = isRealTime ? "[Space] slow mo" : "[Space] real time";
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window.SetTitle(
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$"{toggleHint} Sim: {simTime:F2}s | " +
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$"Speed: {currentSpeed:F4}x → {desiredSpeed:F4}x | " +
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$"Actual: {actualSpeed:F2}x"
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);
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window.Clear(Color.Black);
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window.Display();
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window.Clear(Color.Black);
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scenario.Draw(window);
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window.Display();
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lastDrawTime = currentRealTime;
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}
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}
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soundEngine.Dispose();
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window.Dispose();
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}
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private static void OnMouseWheel(object? sender, MouseWheelScrollEventArgs e)
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{
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bool wasRealTime = Math.Abs(desiredSpeed - 1.0) < 1e-6;
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if (e.Delta > 0)
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desiredSpeed *= ScrollFactor;
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else if (e.Delta < 0)
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desiredSpeed /= ScrollFactor;
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desiredSpeed = Math.Clamp(desiredSpeed, MinSpeed, MaxSpeed);
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// Update the remembered slow-mo speed (unless we are exactly at 1.0)
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if (!wasRealTime || Math.Abs(desiredSpeed - 1.0) > 1e-6)
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lastDesiredSpeed = desiredSpeed;
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// Update isRealTime flag
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isRealTime = Math.Abs(desiredSpeed - 1.0) < 1e-6;
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}
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private static void OnKeyPressed(object? sender, KeyEventArgs e)
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{
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if (e.Code == Keyboard.Key.Space)
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{
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if (isRealTime)
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{
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// Switch to the remembered slow speed
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desiredSpeed = lastDesiredSpeed;
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}
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else
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{
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// Switch back to real time
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desiredSpeed = 1.0;
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}
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isRealTime = !isRealTime;
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}
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}
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}
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