Lots of improvements. Better UI, time scrolling, scenario system

This commit is contained in:
max
2026-05-03 11:21:24 +02:00
parent c427c1f7d3
commit 7dfc8fa2d2
4 changed files with 340 additions and 97 deletions

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using FluidSim.Components;
using FluidSim.Interfaces;
using FluidSim.Utils;
using SFML.Graphics;
using SFML.System;
using System;
namespace FluidSim.Core
{
public class PipeResonatorScenario : Scenario
{
private Solver solver;
private Pipe1D pipe;
private int stepCount;
private double time;
private double dt;
private double ambientPressure = 1.0 * Units.atm;
private bool enableLogging = true;
public override void Initialize(int sampleRate)
{
dt = 1.0 / sampleRate;
double length = 0.5;
double radius = 50 * Units.mm;
double area = Units.AreaFromDiameter(radius);
pipe = new Pipe1D(length, area, sampleRate, forcedCellCount: 80);
pipe.SetUniformState(1.225, 0.0, ambientPressure);
solver = new Solver();
solver.SetTimeStep(dt);
solver.AddPipe(pipe);
solver.SetPipeBoundary(pipe, isLeft: true, BoundaryType.OpenEnd, ambientPressure);
solver.SetPipeBoundary(pipe, isLeft: false, BoundaryType.ClosedEnd);
// Initial pressure pulse
int pulseCells = 5;
double pulsePressure = 2 * ambientPressure;
for (int i = 0; i < pulseCells; i++)
pipe.SetCellState(i, 1.225, 0.0, pulsePressure);
}
public override float Process()
{
float sample = solver.Step();
time += dt;
stepCount++;
double pMid = pipe.GetPressureAtFraction(0.5);
sample = (float)((pMid - ambientPressure) / ambientPressure);
Log(sample);
return sample;
}
private void Log(float sample)
{
if (!enableLogging) return;
if (stepCount % 10 == 0 && stepCount < 1000)
{
double pMid = pipe.GetPressureAtFraction(0.5);
double pOpen = pipe.GetCellPressure(0);
double pClosed = pipe.GetCellPressure(pipe.GetCellCount() - 1);
Console.WriteLine(
$"t = {time * 1e3:F3} ms Step {stepCount:D4}: " +
$"sample = {sample:F3}, " +
$"P_mid = {pMid:F2} Pa ({pMid / ambientPressure:F4} atm), " +
$"P_open = {pOpen:F2} Pa, P_closed = {pClosed:F2} Pa");
}
}
public override void Draw(RenderWindow target)
{
float winWidth = target.GetView().Size.X;
float winHeight = target.GetView().Size.Y;
float pipeCenterY = winHeight / 2f;
float margin = 60f;
float pipeStartX = margin;
float pipeEndX = winWidth - margin;
float pipeLengthPx = pipeEndX - pipeStartX;
int n = pipe.GetCellCount();
float dx = pipeLengthPx / (n - 1); // spacing between cell centres
float baseRadius = 25f;
float rangeFactor = 1f;
float scaleFactor = 5f;
// ----- smoothstep helper -----
static float SmoothStep(float edge0, float edge1, float x)
{
float t = Math.Clamp((x - edge0) / (edge1 - edge0), 0f, 1f);
return t * t * (3f - 2f * t);
}
// ----- Precompute cell positions and radii -----
var centers = new float[n];
var radii = new float[n];
for (int i = 0; i < n; i++)
{
double p = pipe.GetCellPressure(i);
float deviation = (float)Math.Tanh((p - ambientPressure) / ambientPressure / rangeFactor);
radii[i] = baseRadius * (1f + deviation * scaleFactor);
if (radii[i] < 2f) radii[i] = 2f;
centers[i] = pipeStartX + i * dx;
}
// ----- Build trianglestrip vertices -----
int segmentsPerCell = 8; // smoothness
int totalPoints = n + (n - 1) * segmentsPerCell;
Vertex[] stripVertices = new Vertex[totalPoints * 2]; // top + bottom for each point
int idx = 0;
for (int i = 0; i < n; i++)
{
// ---- Cell centre ----
float x = centers[i];
float r = radii[i];
double p = pipe.GetCellPressure(i);
Color col = PressureColor(p);
stripVertices[idx++] = new Vertex(new Vector2f(x, pipeCenterY - r), col);
stripVertices[idx++] = new Vertex(new Vector2f(x, pipeCenterY + r), col);
// ---- Intermediate segments after this cell (if not last) ----
if (i < n - 1)
{
for (int s = 1; s <= segmentsPerCell; s++)
{
float t = s / (float)segmentsPerCell;
float st = SmoothStep(0f, 1f, t);
float xi = centers[i] + (centers[i + 1] - centers[i]) * t;
float ri = radii[i] + (radii[i + 1] - radii[i]) * st;
double pi = pipe.GetCellPressure(i) * (1 - t) + pipe.GetCellPressure(i + 1) * t;
Color coli = PressureColor(pi);
stripVertices[idx++] = new Vertex(new Vector2f(xi, pipeCenterY - ri), coli);
stripVertices[idx++] = new Vertex(new Vector2f(xi, pipeCenterY + ri), coli);
}
}
}
// Draw the pipe as a triangle strip
var pipeMesh = new VertexArray(PrimitiveType.TriangleStrip, (uint)stripVertices.Length);
for (int i = 0; i < stripVertices.Length; i++)
pipeMesh[(uint)i] = stripVertices[i];
target.Draw(pipeMesh);
// ----- Closed end indicator (right) -----
float wallThickness = 8f;
var wall = new RectangleShape(new Vector2f(wallThickness, winHeight * 0.6f));
wall.Position = new Vector2f(pipeEndX, pipeCenterY - winHeight * 0.6f / 2f);
wall.FillColor = new Color(180, 180, 180);
target.Draw(wall);
}
/// <summary>Blue (low) → Green (ambient) → Red (high).</summary>
private Color PressureColor(double pressure)
{
double range = ambientPressure * 0.05; // ±5% gives full colour swing
double t = (pressure - ambientPressure) / range;
t = Math.Clamp(t, -1.0, 1.0);
byte r, g, b;
if (t < 0)
{
double factor = -t;
r = 0;
g = (byte)(255 * (1 - factor));
b = (byte)(255 * factor);
}
else
{
double factor = t;
r = (byte)(255 * factor);
g = (byte)(255 * (1 - factor));
b = 0;
}
return new Color(r, g, b);
}
}
}

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Scenarios/Scenario.cs Normal file
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using SFML.Graphics;
namespace FluidSim.Core
{
public abstract class Scenario
{
/// <summary>
/// Initialize the scenario with a given audio sample rate.
/// </summary>
public abstract void Initialize(int sampleRate);
/// <summary>
/// Advance one simulation step and return an audio sample.
/// The step size is 1 / sampleRate seconds.
/// </summary>
public abstract float Process();
/// <summary>
/// Draw the current simulation state onto the given SFML render target.
/// </summary>
public abstract void Draw(RenderWindow target);
}
}