tuff
This commit is contained in:
11
Core/Constants.cs
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11
Core/Constants.cs
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@@ -0,0 +1,11 @@
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namespace FluidSim.Core
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{
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public static class Constants
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{
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public const double Gamma = 1.4;
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public const double R_gas = 287.0; // J/(kg·K)
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public const double P_amb = 101325.0; // Pa
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public const double T_amb = 300.0; // K
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public static readonly double Rho_amb = P_amb / (R_gas * T_amb); // ≈ 1.177 kg/m³
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}
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}
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@@ -9,7 +9,6 @@ namespace FluidSim.Core
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out double massFlow, out double rhoFace, out double uFace, out double pFace,
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double gamma = 1.4)
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{
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// Default fallback (no flow)
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massFlow = 0.0;
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rhoFace = 0.0;
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uFace = 0.0;
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@@ -29,16 +28,43 @@ namespace FluidSim.Core
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double pr = downstreamPressure / p0;
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double choked = Math.Pow(2.0 / (gamma + 1.0), gamma / (gamma - 1.0));
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if (pr < choked) pr = choked;
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double M = Math.Sqrt((2.0 / (gamma - 1.0)) * (Math.Pow(pr, -(gamma - 1.0) / gamma) - 1.0));
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if (double.IsNaN(M)) return;
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// If pr > 1, flow is INTO the cylinder (reverse), so we swap the roles.
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bool reverse = (pr > 1.0);
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if (reverse)
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{
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// Treat the cylinder as the downstream, the pipe as the upstream.
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double p_up = downstreamPressure;
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double T_up = 300.0; // pipe temperature (ambient)
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double rho_up = downstreamPressure / (R * T_up);
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uFace = M * Math.Sqrt(gamma * R * T0);
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rhoFace = rho0 * Math.Pow(pr, 1.0 / gamma);
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pFace = p0 * pr;
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double pr_rev = p0 / p_up; // now cylinder / pipe
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if (pr_rev < choked) pr_rev = choked;
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double M = Math.Sqrt((2.0 / (gamma - 1.0)) * (Math.Pow(pr_rev, -(gamma - 1.0) / gamma) - 1.0));
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if (double.IsNaN(M)) return;
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// Flow from pipe INTO cylinder (positive mass flow into volume)
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uFace = M * Math.Sqrt(gamma * R * T_up);
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rhoFace = rho_up * Math.Pow(pr_rev, 1.0 / gamma);
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pFace = p_up * pr_rev;
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massFlow = rhoFace * uFace * area;
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// massFlow is positive = into cylinder
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}
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else
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{
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// Normal flow out of cylinder
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if (pr < choked) pr = choked;
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double M = Math.Sqrt((2.0 / (gamma - 1.0)) * (Math.Pow(pr, -(gamma - 1.0) / gamma) - 1.0));
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if (double.IsNaN(M)) return;
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uFace = M * Math.Sqrt(gamma * R * T0);
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rhoFace = rho0 * Math.Pow(pr, 1.0 / gamma);
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pFace = p0 * pr;
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massFlow = -rhoFace * uFace * area; // negative = out of cylinder
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}
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massFlow = rhoFace * uFace * area;
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if (double.IsNaN(massFlow) || double.IsInfinity(massFlow))
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massFlow = 0.0;
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}
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@@ -4,95 +4,124 @@ namespace FluidSim.Core
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{
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public class OutdoorExhaustReverb
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{
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// ---- Geometry ----
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private const float GroundReflDelay = 0.008f; // 8 ms (≈1.3 m)
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private const float WallRefl1Delay = 0.045f; // ≈15 m
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private const float WallRefl2Delay = 0.080f; // ≈27 m
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// ========== Early reflection delays (stereo: left/right) ==========
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private readonly DelayLine groundL, groundR;
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private readonly DelayLine wall1L, wall1R;
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private readonly DelayLine wall2L, wall2R;
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private DelayLine groundRefl;
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private DelayLine wallRefl1;
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private DelayLine wallRefl2;
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// ---- FDN for late diffuse tail ----
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private const int FDN_CHANNELS = 8; // dense, realistic
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private DelayLine[] fdnDelays;
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private float[] fdnState;
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private OrthonormalMixer mixer; // energy‑preserving mixing
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private LowPassFilter[] channelFilters; // per‑channel air absorption
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// ========== Diffuse tail FDNs (left/right each with 8 channels) ==========
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private const int FDN_CHANNELS = 8;
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private readonly DelayLine[] fdnL, fdnR;
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private readonly float[] stateL, stateR;
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private readonly OrthonormalMixer mixerL, mixerR;
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private readonly LowPassFilter[] filterL, filterR;
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public float DryMix { get; set; } = 1.0f;
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public float EarlyMix { get; set; } = 0.5f;
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public float TailMix { get; set; } = 0.9f;
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public float Feedback { get; set; } = 0.75f; // safe range 0.7‑0.9
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public float DampingFreq { get; set; } = 6000f; // Hz, above which air absorbs strongly
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public float MatrixCoeff { get; set; } = 0.5f; // (kept for compatibility, not used)
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public float Feedback { get; set; } = 0.75f; // safe range 0.7‑0.9
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public float DampingFreq { get; set; } = 6000f; // Hz
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public OutdoorExhaustReverb(int sampleRate)
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{
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// Early reflection lines
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groundRefl = new DelayLine((int)(sampleRate * GroundReflDelay));
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wallRefl1 = new DelayLine((int)(sampleRate * WallRefl1Delay));
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wallRefl2 = new DelayLine((int)(sampleRate * WallRefl2Delay));
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// Early reflections – left/right offset by ~1‑2 ms for stereo width
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groundL = new DelayLine((int)(sampleRate * 0.008)); // 8 ms
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groundR = new DelayLine((int)(sampleRate * 0.010)); // 10 ms
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wall1L = new DelayLine((int)(sampleRate * 0.045));
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wall1R = new DelayLine((int)(sampleRate * 0.047));
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wall2L = new DelayLine((int)(sampleRate * 0.080));
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wall2R = new DelayLine((int)(sampleRate * 0.082));
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// FDN delays: prime numbers for dense modal density (70‑150 ms)
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int[] baseLengths = { 3203, 4027, 5521, 7027, 8521, 10007, 11503, 13009 };
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fdnDelays = new DelayLine[FDN_CHANNELS];
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// FDN delay lengths – prime numbers, offset between L/R
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int[] lengthsL = { 3203, 4027, 5521, 7027, 8521, 10007, 11503, 13009 };
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int[] lengthsR = { 3217, 4049, 5531, 7043, 8537, 10037, 11519, 13033 };
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fdnL = new DelayLine[FDN_CHANNELS];
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fdnR = new DelayLine[FDN_CHANNELS];
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for (int i = 0; i < FDN_CHANNELS; i++)
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{
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int len = Math.Min(baseLengths[i], (int)(sampleRate * 0.25)); // max 250 ms
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fdnDelays[i] = new DelayLine(len);
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int lenL = Math.Min(lengthsL[i], (int)(sampleRate * 0.25));
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int lenR = Math.Min(lengthsR[i], (int)(sampleRate * 0.25));
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fdnL[i] = new DelayLine(lenL);
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fdnR[i] = new DelayLine(lenR);
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}
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fdnState = new float[FDN_CHANNELS];
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mixer = new OrthonormalMixer(FDN_CHANNELS);
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stateL = new float[FDN_CHANNELS];
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stateR = new float[FDN_CHANNELS];
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mixerL = new OrthonormalMixer(FDN_CHANNELS);
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mixerR = new OrthonormalMixer(FDN_CHANNELS);
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// Air absorption: a gentle first‑order low‑pass per channel
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channelFilters = new LowPassFilter[FDN_CHANNELS];
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float initialCutoff = DampingFreq;
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filterL = new LowPassFilter[FDN_CHANNELS];
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filterR = new LowPassFilter[FDN_CHANNELS];
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for (int i = 0; i < FDN_CHANNELS; i++)
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channelFilters[i] = new LowPassFilter(sampleRate, initialCutoff);
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{
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filterL[i] = new LowPassFilter(sampleRate, DampingFreq);
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filterR[i] = new LowPassFilter(sampleRate, DampingFreq);
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}
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}
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public float Process(float drySample)
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/// <summary>Stereo reverb – returns (left, right) sample pair.</summary>
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public (float left, float right) ProcessStereo(float drySample)
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{
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// ---- Early reflections ----
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float g = groundRefl.ReadWrite(drySample * 0.8f);
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float w1 = wallRefl1.ReadWrite(drySample * 0.5f);
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float w2 = wallRefl2.ReadWrite(drySample * 0.4f);
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float early = (g + w1 + w2) * EarlyMix;
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float gL = groundL.ReadWrite(drySample * 0.8f);
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float gR = groundR.ReadWrite(drySample * 0.8f);
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float w1L = wall1L.ReadWrite(drySample * 0.5f);
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float w1R = wall1R.ReadWrite(drySample * 0.5f);
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float w2L = wall2L.ReadWrite(drySample * 0.4f);
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float w2R = wall2R.ReadWrite(drySample * 0.4f);
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// ---- FDN diffuse tail ----
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// Read the delayed outputs (which were stored last iteration)
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float[] delOut = new float[FDN_CHANNELS];
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float earlyL = (gL + w1L + w2L) * EarlyMix;
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float earlyR = (gR + w1R + w2R) * EarlyMix;
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// ---- Read diffuse tail ----
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float[] delOutL = new float[FDN_CHANNELS];
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float[] delOutR = new float[FDN_CHANNELS];
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for (int i = 0; i < FDN_CHANNELS; i++)
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delOut[i] = fdnDelays[i].Read();
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{
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delOutL[i] = fdnL[i].Read();
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delOutR[i] = fdnR[i].Read();
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}
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// Mix the delayed outputs with the orthonormal matrix -> scattered signals
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mixer.Process(delOut, fdnState); // result written into fdnState
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// Mix via orthonormal matrix
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float[] mixL = new float[FDN_CHANNELS];
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float[] mixR = new float[FDN_CHANNELS];
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mixerL.Process(delOutL, mixL);
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mixerR.Process(delOutR, mixR);
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// Add fresh input to all channels
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// Feedback + air absorption
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for (int i = 0; i < FDN_CHANNELS; i++)
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fdnState[i] = drySample * 0.15f + Feedback * fdnState[i];
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{
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stateL[i] = drySample * 0.15f + Feedback * mixL[i];
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stateL[i] = filterL[i].Process(stateL[i]);
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fdnL[i].Write(stateL[i]);
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// Air absorption: per‑channel one‑pole low‑pass
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stateR[i] = drySample * 0.15f + Feedback * mixR[i];
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stateR[i] = filterR[i].Process(stateR[i]);
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fdnR[i].Write(stateR[i]);
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}
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float tailL = 0.0f, tailR = 0.0f;
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for (int i = 0; i < FDN_CHANNELS; i++)
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fdnState[i] = channelFilters[i].Process(fdnState[i]);
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{
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tailL += delOutL[i];
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tailR += delOutR[i];
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}
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tailL *= TailMix;
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tailR *= TailMix;
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// Write the new states into the delay lines
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for (int i = 0; i < FDN_CHANNELS; i++)
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fdnDelays[i].Write(fdnState[i]);
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// The tail output is the sum of the delayed outputs *before* the loop
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float tailSum = 0f;
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for (int i = 0; i < FDN_CHANNELS; i++)
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tailSum += delOut[i];
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float tail = tailSum * TailMix;
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// Final mix
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return drySample * DryMix + early + tail;
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float left = drySample * DryMix + earlyL + tailL;
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float right = drySample * DryMix + earlyR + tailR;
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return (left, right);
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}
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// ---------- Helper classes (same as before but with separate Read/Write) ----------
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/// <summary>Mono fallback – sums left+right / 2.</summary>
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public float Process(float drySample)
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{
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var (l, r) = ProcessStereo(drySample);
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return (l + r) * 0.5f;
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}
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// ========== Helper classes ==========
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private class DelayLine
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{
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private float[] buffer;
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@@ -100,19 +129,13 @@ namespace FluidSim.Core
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public DelayLine(int length)
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{
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buffer = new float[Math.Max(length, 1)];
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writePos = 0;
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}
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// Separated Read/Write to avoid ringing with immediate feedback
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public float Read()
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{
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return buffer[writePos];
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}
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public float Read() => buffer[writePos];
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public void Write(float value)
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{
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buffer[writePos] = value;
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writePos = (writePos + 1) % buffer.Length;
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}
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// Old combined method (not used in FDN, only for early reflections)
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public float ReadWrite(float value)
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{
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float outVal = buffer[writePos];
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@@ -124,8 +147,7 @@ namespace FluidSim.Core
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private class LowPassFilter
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{
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private float b0, a1;
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private float y1;
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private float b0, a1, y1;
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private float sampleRate;
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public LowPassFilter(int sampleRate, float cutoff)
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{
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@@ -137,7 +159,7 @@ namespace FluidSim.Core
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float w = 2 * (float)Math.PI * cutoff / sampleRate;
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float a0 = 1 + w;
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b0 = w / a0;
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a1 = (1 - w) / a0; // first‑order low‑pass
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a1 = (1 - w) / a0;
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}
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public float Process(float x)
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{
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@@ -147,18 +169,13 @@ namespace FluidSim.Core
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}
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}
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/// <summary>
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/// Computes a fast orthonormal mixing matrix (like Hadamard, but energy‑preserving).
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/// </summary>
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private class OrthonormalMixer
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{
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private int size;
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public OrthonormalMixer(int size) { this.size = size; }
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public OrthonormalMixer(int size) => this.size = size;
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public void Process(float[] input, float[] output)
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{
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// Simple energy‑conserving “allpass” mixing:
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// Use a Householder reflection: y = (2/n) * sum(x) * ones - x
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float sum = 0;
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for (int i = 0; i < size; i++) sum += input[i];
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float factor = 2.0f / size;
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@@ -9,6 +9,8 @@ namespace FluidSim.Core
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public bool IsPipeLeftEnd { get; }
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public double OrificeArea { get; set; }
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public double LastMassFlowIntoVolume { get; set; }
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public PipeVolumeConnection(Volume0D vol, Pipe1D pipe, bool isPipeLeftEnd, double orificeArea)
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{
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Volume = vol;
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@@ -35,52 +35,85 @@ namespace FluidSim.Core
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public float Step()
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{
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// 1. Compute nozzle flows and update volumes (once per audio sample)
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// 1. For each connection, handle flow or closed wall
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foreach (var conn in _connections)
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{
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double area = conn.OrificeArea;
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if (area < 1e-12) // valve closed → treat as solid wall
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{
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conn.Volume.MassFlowRateIn = 0.0;
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conn.Volume.SpecificEnthalpyIn = conn.Volume.SpecificEnthalpy; // not used
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// Set ghost to a reflective wall (u = -u_pipe, same p, ρ)
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int cellIdx = conn.IsPipeLeftEnd ? 0 : conn.Pipe.GetCellCount() - 1;
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double rho = Math.Max(conn.Pipe.GetCellDensity(cellIdx), 1e-6);
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double p = Math.Max(conn.Pipe.GetCellPressure(cellIdx), 100.0);
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double u = conn.Pipe.GetCellVelocity(cellIdx);
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if (conn.IsPipeLeftEnd)
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conn.Pipe.SetGhostLeft(rho, -u, p);
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else
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conn.Pipe.SetGhostRight(rho, -u, p);
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continue;
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}
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// Valve open → use the nozzle model
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double downstreamPressure = conn.IsPipeLeftEnd
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? conn.Pipe.GetCellPressure(0)
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: conn.Pipe.GetCellPressure(conn.Pipe.GetCellCount() - 1);
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NozzleFlow.Compute(conn.Volume, conn.OrificeArea, downstreamPressure,
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NozzleFlow.Compute(conn.Volume, area, downstreamPressure,
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out double mdot, out double rhoFace, out double uFace, out double pFace,
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gamma: conn.Volume.Gamma);
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// Limit mass flow to available mass
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// Clamp mdot to available mass
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double maxMdot = conn.Volume.Mass / _dt;
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conn.LastMassFlowIntoVolume = mdot;
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if (mdot > maxMdot) mdot = maxMdot;
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if (mdot < -maxMdot) mdot = -maxMdot;
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conn.Volume.MassFlowRateIn = -mdot;
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conn.Volume.SpecificEnthalpyIn = (conn.Volume.Gamma / (conn.Volume.Gamma - 1.0)) *
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(conn.Volume.Pressure / Math.Max(conn.Volume.Density, 1e-12));
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conn.Volume.MassFlowRateIn = mdot;
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// enthalpy: if inflow, use pipe enthalpy; if outflow, use cylinder enthalpy
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if (mdot >= 0)
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{
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int cellIdx = conn.IsPipeLeftEnd ? 0 : conn.Pipe.GetCellCount() - 1;
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double pPipe = Math.Max(conn.Pipe.GetCellPressure(cellIdx), 100.0);
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double rhoPipe = Math.Max(conn.Pipe.GetCellDensity(cellIdx), 1e-6);
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conn.Volume.SpecificEnthalpyIn = (conn.Volume.Gamma / (conn.Volume.Gamma - 1.0)) * pPipe / rhoPipe;
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}
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else
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{
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conn.Volume.SpecificEnthalpyIn = conn.Volume.SpecificEnthalpy;
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}
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// Integrate the volume
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conn.Volume.Integrate(_dt);
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// Set ghost from nozzle face state (but don't allow zero density)
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if (rhoFace < 1e-6) rhoFace = Constants.Rho_amb;
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if (pFace < 100.0) pFace = Constants.P_amb;
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if (conn.IsPipeLeftEnd)
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conn.Pipe.SetGhostLeft(rhoFace, uFace, pFace);
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else
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conn.Pipe.SetGhostRight(rhoFace, uFace, pFace);
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}
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// 2. Determine required sub‑steps
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// 2. Sub‑step pipes
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int nSub = 1;
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foreach (var p in _pipes)
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nSub = Math.Max(nSub, p.GetRequiredSubSteps(_dt));
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double dtSub = _dt / nSub;
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// 3. Sub‑step loop for pipes
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for (int sub = 0; sub < nSub; sub++)
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foreach (var p in _pipes)
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p.SimulateSingleStep(dtSub);
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||||
|
||||
// 4. Clear ghost flags
|
||||
// 3. Clear ghost flags
|
||||
foreach (var p in _pipes)
|
||||
p.ClearGhostFlag();
|
||||
|
||||
// 5. Return raw mass flow from the first pipe’s open end (assumed exhaust tailpipe)
|
||||
// 4. Return exhaust tailpipe mass flow
|
||||
if (_pipes.Count > 0)
|
||||
return (float)_pipes[0].GetOpenEndMassFlow();
|
||||
|
||||
return 0f;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user