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a9e1c966b5
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Testing
| Author | SHA1 | Date | |
|---|---|---|---|
| 56e9c2867a | |||
| 1240ebc33d | |||
| ac2eab6f83 | |||
| aba9b76530 | |||
| 5c2a7048c8 | |||
| 21a62fb46e |
@@ -4,25 +4,51 @@ namespace FluidSim.Components
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{
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public class Crankshaft
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{
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public float AngularVelocity; // rad/s
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public float CrankAngle; // rad, 0 … 4π
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public float AngularVelocity;
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public float CrankAngle;
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public float PreviousAngle;
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public float Inertia = 0.2f;
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public float FrictionConstant; // N·m
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public float FrictionViscous; // N·m per rad/s
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public float FrictionConstant;
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public float FrictionViscous;
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public float LastNetTorque { get; private set; }
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public float AveragePower { get; private set; }
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public float AverageTorque { get; private set; }
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private float externalTorque;
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private float _loadTorque;
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private readonly float[] _powerBuffer;
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private int _powerBufIdx, _powerBufCount;
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private float _powerBufSum;
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private readonly float[] _torqueBuffer;
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private int _torqueBufIdx, _torqueBufCount;
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private float _torqueBufSum;
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/// <summary>Engine cycle length in radians. 4π = four‑stroke, 2π = two‑stroke.</summary>
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public float CycleLength { get; set; } = 4f * MathF.PI;
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public Crankshaft(float initialRPM = 400f)
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{
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AngularVelocity = initialRPM * 2f * MathF.PI / 60f;
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CrankAngle = 0f;
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PreviousAngle = 0f;
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_powerBuffer = new float[16384];
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_torqueBuffer = new float[16384];
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}
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public void AddTorque(float torque) => externalTorque += torque;
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public void SetLoadTorque(float torque) => _loadTorque = Math.Max(torque, 0f);
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private float _effectiveInertia; // if >0, overrides Inertia
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public void SetEffectiveInertia(float inertia)
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{
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_effectiveInertia = inertia;
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}
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public void Step(float dt)
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{
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if (float.IsNaN(AngularVelocity) || float.IsInfinity(AngularVelocity))
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@@ -34,17 +60,42 @@ namespace FluidSim.Components
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float friction = FrictionConstant * MathF.Sign(AngularVelocity)
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+ FrictionViscous * AngularVelocity;
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float netTorque = externalTorque - friction;
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float alpha = netTorque / Inertia;
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AngularVelocity += alpha * dt;
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float netTorque = externalTorque - friction;
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LastNetTorque = netTorque;
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float totalNetTorque = netTorque - _loadTorque;
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float currentInertia = _effectiveInertia > 0f ? _effectiveInertia : Inertia;
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float alpha = totalNetTorque / currentInertia;
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AngularVelocity += alpha * dt;
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if (AngularVelocity < 0f) AngularVelocity = 0f;
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CrankAngle += AngularVelocity * dt;
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if (CrankAngle >= 4f * MathF.PI)
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CrankAngle -= 4f * MathF.PI;
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if (CrankAngle >= CycleLength)
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CrankAngle -= CycleLength;
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else if (CrankAngle < 0f)
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CrankAngle += 4f * MathF.PI;
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CrankAngle += CycleLength;
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// Power averaging
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float instantPower = netTorque * AngularVelocity;
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if (_powerBufCount == _powerBuffer.Length)
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_powerBufSum -= _powerBuffer[_powerBufIdx];
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else
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_powerBufCount++;
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_powerBuffer[_powerBufIdx] = instantPower;
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_powerBufSum += instantPower;
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_powerBufIdx = (_powerBufIdx + 1) % _powerBuffer.Length;
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AveragePower = _powerBufSum / _powerBufCount;
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// Torque averaging
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if (_torqueBufCount == _torqueBuffer.Length)
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_torqueBufSum -= _torqueBuffer[_torqueBufIdx];
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else
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_torqueBufCount++;
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_torqueBuffer[_torqueBufIdx] = netTorque;
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_torqueBufSum += netTorque;
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_torqueBufIdx = (_torqueBufIdx + 1) % _torqueBuffer.Length;
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AverageTorque = _torqueBufSum / _torqueBufCount;
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externalTorque = 0f;
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}
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@@ -1,99 +1,25 @@
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using System;
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using System.Collections.Generic;
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using FluidSim.Interfaces;
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using FluidSim.Components; // if needed
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namespace FluidSim.Components
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{
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public class Cylinder : IComponent
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public class Cylinder : EngineCylinder
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{
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public Port IntakePort { get; }
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public Port ExhaustPort { get; }
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public Crankshaft Crankshaft { get; }
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public float IVO, IVC, EVO, EVC; // degrees in a 720° cycle
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private readonly Port[] _ports;
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IReadOnlyList<Port> IComponent.Ports => _ports;
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protected override float CycleLengthRad => 4f * MathF.PI;
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protected override float MaxCycleDeg => 720f;
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public float Bore { get; }
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public float Stroke { get; }
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public float ConRodLength { get; }
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public float CompressionRatio { get; }
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public float IVO, IVC, EVO, EVC; // degrees
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public float IntakeValveDiameter = 0.03f;
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public float ExhaustValveDiameter = 0.028f;
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public float IntakeValveLift = 0.005f;
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public float ExhaustValveLift = 0.005f;
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public float IntakeValveMaxArea => MathF.PI * IntakeValveDiameter * IntakeValveLift;
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public float ExhaustValveMaxArea => MathF.PI * ExhaustValveDiameter * ExhaustValveLift;
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public float SparkAdvance = 20f;
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public float WiebeA = 5f, WiebeM = 2f, WiebeDuration = 60f, WiebeStart = 5f;
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public float StoichiometricAFR = 14.7f;
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public float FuelLowerHeatingValue = 44e6f;
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public float EnergyVariationFraction = 0.05f;
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public float MisfireProbability = 0.01f;
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public float CylinderWallArea = 0.02f;
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public float HeatTransferCoefficient = 100f;
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public float AmbientTemperature = 300f;
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public float PhaseOffset; // rad
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public float Volume => cylinderVolume;
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public float Pressure => (Gamma - 1f) * cylinderEnergy / MathF.Max(cylinderVolume, 1e-12f);
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public float Temperature => Pressure / MathF.Max(Density * GasConstant, 1e-12f);
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public float Density => Mass / MathF.Max(cylinderVolume, 1e-12f);
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public float Mass => _airMass + _exhaustMass;
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public float AirFraction => _airMass / MathF.Max(Mass, 1e-12f);
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public float PistonFraction => (cylinderVolume - clearanceVolume) / SweptVolume;
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private float cylinderVolume, cylinderEnergy;
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private float _airMass, _exhaustMass;
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private float trappedAirMass, fuelMass, burnFraction;
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private bool combustionActive, fuelInjected;
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private float _energyFactor = 1f;
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private readonly Random _random = new Random();
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private const float Gamma = 1.4f;
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private const float GasConstant = 287f;
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private const float MaxPressurePa = 200e5f;
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private const float MaxTemperatureK = 3500f;
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public override float IntakeValveArea =>
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MathF.PI * IntakeValveDiameter * ValveLift(CrankDeg, IVO, IVC, IntakeValveLift);
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public override float ExhaustValveArea =>
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MathF.PI * ExhaustValveDiameter * ValveLift(CrankDeg, EVO, EVC, ExhaustValveLift);
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public Cylinder(float bore, float stroke, float conRodLength, float compressionRatio,
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float ivo, float ivc, float evo, float evc, Crankshaft crankshaft)
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: base(bore, stroke, conRodLength, compressionRatio, crankshaft)
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{
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Bore = bore; Stroke = stroke; ConRodLength = conRodLength;
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CompressionRatio = compressionRatio;
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IVO = ivo; IVC = ivc; EVO = evo; EVC = evc;
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Crankshaft = crankshaft ?? throw new ArgumentNullException(nameof(crankshaft));
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cylinderVolume = clearanceVolume;
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float initRho = 1.225f;
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_airMass = initRho * clearanceVolume;
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_exhaustMass = 0f;
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cylinderEnergy = 101325f * clearanceVolume / (Gamma - 1f);
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IntakePort = new Port { Owner = this };
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ExhaustPort = new Port { Owner = this };
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_ports = new[] { IntakePort, ExhaustPort };
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}
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private float SweptVolume => MathF.PI * 0.25f * Bore * Bore * Stroke;
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private float clearanceVolume => SweptVolume / (CompressionRatio - 1f);
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private float CrankRadius => Stroke * 0.5f;
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private float Obliquity => CrankRadius / ConRodLength;
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private float CrankDeg =>
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((Crankshaft.CrankAngle + PhaseOffset) % (4f * MathF.PI)) * 180f / MathF.PI % 720f;
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public float ComputeVolume(float thetaRad)
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{
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float r = CrankRadius, l = ConRodLength;
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float cosTh = MathF.Cos(thetaRad), sinTh = MathF.Sin(thetaRad);
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float term = MathF.Sqrt(1f - Obliquity * Obliquity * sinTh * sinTh);
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float x = r * (1f - cosTh) + l * (1f - term);
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float area = MathF.PI * 0.25f * Bore * Bore;
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return clearanceVolume + area * x;
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}
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private float ValveLift(float thetaDeg, float opens, float closes, float peakLift)
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@@ -101,19 +27,12 @@ namespace FluidSim.Components
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float deg = thetaDeg % 720f;
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if (deg < 0f) deg += 720f;
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float duration;
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float effectiveOpen = opens;
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float effectiveClose = closes;
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if (closes < opens)
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{
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// Wrap‑around case (e.g., exhaust: opens near 480°, closes near 30°)
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effectiveClose += 720f;
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}
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duration = effectiveClose - effectiveOpen;
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if (closes < opens) effectiveClose += 720f;
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float duration = effectiveClose - effectiveOpen;
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if (duration <= 0f) return 0f;
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// Map the angle into the [opens, opens+duration] window
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float mapped = deg;
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if (mapped < opens) mapped += 720f;
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if (mapped < opens || mapped > effectiveClose) return 0f;
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@@ -138,39 +57,9 @@ namespace FluidSim.Components
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return 0f;
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}
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public float IntakeValveArea =>
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MathF.PI * IntakeValveDiameter * ValveLift(CrankDeg, IVO, IVC, IntakeValveLift);
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public float ExhaustValveArea =>
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MathF.PI * ExhaustValveDiameter * ValveLift(CrankDeg, EVO, EVC, ExhaustValveLift);
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private float Wiebe(float angleSinceSpark)
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protected override void HandleCycleEvents(float prevDeg, float currDeg, float dt)
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{
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if (angleSinceSpark < WiebeStart) return 0f;
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float phi = (angleSinceSpark - WiebeStart) / WiebeDuration;
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if (phi <= 0f) return 0f;
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return 1f - MathF.Exp(-WiebeA * MathF.Pow(phi, WiebeM + 1f));
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}
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public void PreStep(float dt)
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{
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float prevVolume = cylinderVolume;
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float crankAngleRad = Crankshaft.CrankAngle + PhaseOffset;
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cylinderVolume = ComputeVolume(crankAngleRad);
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float dV = cylinderVolume - prevVolume;
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float pRel = Pressure - 101325f;
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float sinTh = MathF.Sin(crankAngleRad), cosTh = MathF.Cos(crankAngleRad);
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float term = MathF.Sqrt(1f - Obliquity * Obliquity * sinTh * sinTh);
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float dxdtheta = CrankRadius * sinTh * (1f + Obliquity * cosTh / term);
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float pistonArea = MathF.PI * 0.25f * Bore * Bore;
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Crankshaft.AddTorque(pRel * pistonArea * dxdtheta);
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cylinderEnergy -= Pressure * dV;
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float prevDeg = (Crankshaft.PreviousAngle + PhaseOffset) * 180f / MathF.PI % 720f;
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float currDeg = crankAngleRad * 180f / MathF.PI % 720f;
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// Intake closing
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// Intake closing → fuel injection
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if (prevDeg >= IVO && prevDeg < IVC && currDeg >= IVC)
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{
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trappedAirMass = _airMass;
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@@ -178,11 +67,14 @@ namespace FluidSim.Components
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fuelInjected = true;
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}
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// Spark
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float sparkAngle = 0f - SparkAdvance;
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if (sparkAngle < 0f) sparkAngle += 720f;
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bool crossedSpark = (prevDeg < sparkAngle && currDeg >= sparkAngle) ||
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(prevDeg > sparkAngle + 360f && currDeg < sparkAngle);
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// Spark – occurs at TDC (0°) minus advance, every 720°
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float sparkAngle = (0f - SparkAdvance + 720f) % 720f;
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bool crossedSpark = false;
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if (prevDeg < sparkAngle && currDeg >= sparkAngle)
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crossedSpark = true;
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else if (prevDeg > sparkAngle && currDeg < sparkAngle)
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crossedSpark = true;
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if (crossedSpark && !combustionActive && fuelInjected)
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{
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if (_random.NextDouble() < MisfireProbability)
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@@ -197,7 +89,7 @@ namespace FluidSim.Components
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}
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}
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// Combustion
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// Combustion progression
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if (combustionActive)
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{
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float angleSinceSpark = currDeg - sparkAngle;
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@@ -220,62 +112,6 @@ namespace FluidSim.Components
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burnFraction = newFraction;
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}
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}
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// Heat loss
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float dQ_loss = HeatTransferCoefficient * CylinderWallArea *
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(Temperature - AmbientTemperature) * dt;
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cylinderEnergy -= dQ_loss;
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// Update port states
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float p = Pressure, rho = Density, T = Temperature;
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float h = Gamma / (Gamma - 1f) * p / MathF.Max(rho, 1e-12f);
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float af = AirFraction;
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IntakePort.Pressure = p; IntakePort.Density = rho;
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IntakePort.Temperature = T; IntakePort.SpecificEnthalpy = h; IntakePort.AirFraction = af;
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ExhaustPort.Pressure = p; ExhaustPort.Density = rho;
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ExhaustPort.Temperature = T; ExhaustPort.SpecificEnthalpy = h; ExhaustPort.AirFraction = af;
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}
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public void UpdateState(float dt)
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{
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float dmAir = 0f, dmExhaust = 0f, dE = 0f;
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foreach (var port in _ports)
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{
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float mdot = port.MassFlowRate;
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float af = mdot >= 0f ? port.AirFraction : AirFraction;
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dmAir += mdot * af * dt;
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dmExhaust += mdot * (1f - af) * dt;
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dE += mdot * port.SpecificEnthalpy * dt;
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}
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_airMass += dmAir; _exhaustMass += dmExhaust;
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cylinderEnergy += dE;
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float V = MathF.Max(cylinderVolume, 1e-12f);
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float currentP = (Gamma - 1f) * cylinderEnergy / V;
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if (currentP > MaxPressurePa) cylinderEnergy = MaxPressurePa * V / (Gamma - 1f);
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float currentRho = (_airMass + _exhaustMass) / V;
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float currentT = currentP / MathF.Max(currentRho * GasConstant, 1e-12f);
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if (currentT > MaxTemperatureK)
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{
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float pAtTlimit = currentRho * GasConstant * MaxTemperatureK;
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cylinderEnergy = pAtTlimit * V / (Gamma - 1f);
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}
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float totalMass = _airMass + _exhaustMass;
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if (totalMass < 1e-9f)
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{
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_airMass = 1e-9f; _exhaustMass = 0f;
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cylinderEnergy = 101325f * V / (Gamma - 1f);
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}
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else if (cylinderEnergy < 0f)
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{
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cylinderEnergy = 101325f * V / (Gamma - 1f);
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}
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if (_airMass < 0f) _airMass = 0f;
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if (_exhaustMass < 0f) _exhaustMass = 0f;
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}
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}
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}
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203
Components/EngineCylinder.cs
Normal file
203
Components/EngineCylinder.cs
Normal file
@@ -0,0 +1,203 @@
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using System;
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using System.Collections.Generic;
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using FluidSim.Interfaces;
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namespace FluidSim.Components
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{
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/// <summary>Common base for all reciprocating engine cylinders.</summary>
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public abstract class EngineCylinder : IComponent
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{
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public Port IntakePort { get; }
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public Port ExhaustPort { get; }
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public Crankshaft Crankshaft { get; }
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private readonly Port[] _ports;
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IReadOnlyList<Port> IComponent.Ports => _ports;
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// ----- Geometry -----
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public float Bore { get; }
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public float Stroke { get; }
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public float ConRodLength { get; }
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public float CompressionRatio { get; }
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// ----- Valve / port sizes (used for curtain area) -----
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public float IntakeValveDiameter = 0.03f;
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public float ExhaustValveDiameter = 0.028f;
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public float IntakeValveLift = 0.005f;
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public float ExhaustValveLift = 0.005f;
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// ----- Combustion -----
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public float SparkAdvance = 20f;
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public float WiebeA = 5f, WiebeM = 2f, WiebeDuration = 60f, WiebeStart = 5f;
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public float StoichiometricAFR = 14.7f;
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public float FuelLowerHeatingValue = 44e6f;
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public float EnergyVariationFraction = 0.05f;
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public float MisfireProbability = 0f;
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public float CylinderWallArea = 0.02f;
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public float HeatTransferCoefficient = 100f;
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public float AmbientTemperature = 300f;
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public float PhaseOffset; // radians
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||||
// ----- State (public, used by drawing) -----
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public float Volume => cylinderVolume;
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public float Pressure => (Gamma - 1f) * cylinderEnergy / MathF.Max(cylinderVolume, 1e-12f);
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public float Temperature => Pressure / MathF.Max(Density * GasConstant, 1e-12f);
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public float Density => Mass / MathF.Max(cylinderVolume, 1e-12f);
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public float Mass => _airMass + _exhaustMass;
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public float AirFraction => _airMass / MathF.Max(Mass, 1e-12f);
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public float PistonFraction => (cylinderVolume - clearanceVolume) / SweptVolume;
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||||
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protected float cylinderVolume, cylinderEnergy;
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protected float _airMass, _exhaustMass;
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protected float trappedAirMass, fuelMass, burnFraction;
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protected bool combustionActive, fuelInjected;
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||||
protected float _energyFactor = 1f;
|
||||
protected readonly Random _random = new Random();
|
||||
|
||||
protected const float Gamma = 1.4f;
|
||||
protected const float GasConstant = 287f;
|
||||
protected const float MaxPressurePa = 200e5f;
|
||||
protected const float MaxTemperatureK = 3500f;
|
||||
|
||||
// ----- Derived geometry (cycle‑independent) -----
|
||||
protected float SweptVolume => MathF.PI * 0.25f * Bore * Bore * Stroke;
|
||||
protected float clearanceVolume => SweptVolume / (CompressionRatio - 1f);
|
||||
protected float CrankRadius => Stroke * 0.5f;
|
||||
protected float Obliquity => CrankRadius / ConRodLength;
|
||||
|
||||
// ----- Abstract members (cycle‑specific) -----
|
||||
protected abstract float CycleLengthRad { get; } // 4π or 2π
|
||||
protected abstract float MaxCycleDeg { get; } // 720 or 360
|
||||
public abstract float IntakeValveArea { get; }
|
||||
public abstract float ExhaustValveArea { get; }
|
||||
protected abstract void HandleCycleEvents(float prevDeg, float currDeg, float dt);
|
||||
|
||||
protected EngineCylinder(float bore, float stroke, float conRodLength,
|
||||
float compressionRatio, Crankshaft crankshaft)
|
||||
{
|
||||
Bore = bore; Stroke = stroke; ConRodLength = conRodLength;
|
||||
CompressionRatio = compressionRatio;
|
||||
Crankshaft = crankshaft ?? throw new ArgumentNullException(nameof(crankshaft));
|
||||
|
||||
cylinderVolume = clearanceVolume;
|
||||
float initRho = 1.225f;
|
||||
_airMass = initRho * clearanceVolume;
|
||||
_exhaustMass = 0f;
|
||||
cylinderEnergy = 101325f * clearanceVolume / (Gamma - 1f);
|
||||
|
||||
IntakePort = new Port { Owner = this };
|
||||
ExhaustPort = new Port { Owner = this };
|
||||
_ports = new[] { IntakePort, ExhaustPort };
|
||||
|
||||
// Set crankshaft cycle length
|
||||
crankshaft.CycleLength = CycleLengthRad;
|
||||
}
|
||||
|
||||
public float ComputeVolume(float thetaRad)
|
||||
{
|
||||
float r = CrankRadius, l = ConRodLength;
|
||||
float cosTh = MathF.Cos(thetaRad), sinTh = MathF.Sin(thetaRad);
|
||||
float term = MathF.Sqrt(1f - Obliquity * Obliquity * sinTh * sinTh);
|
||||
float x = r * (1f - cosTh) + l * (1f - term);
|
||||
float area = MathF.PI * 0.25f * Bore * Bore;
|
||||
return clearanceVolume + area * x;
|
||||
}
|
||||
|
||||
protected float CrankDeg =>
|
||||
((Crankshaft.CrankAngle + PhaseOffset) % CycleLengthRad) * 180f / MathF.PI;
|
||||
|
||||
protected float Wiebe(float angleSinceSpark)
|
||||
{
|
||||
if (angleSinceSpark < WiebeStart) return 0f;
|
||||
float phi = (angleSinceSpark - WiebeStart) / WiebeDuration;
|
||||
return 1f - MathF.Exp(-WiebeA * MathF.Pow(phi, WiebeM + 1f));
|
||||
}
|
||||
|
||||
// ----- Main update called before flow solver -----
|
||||
public void PreStep(float dt)
|
||||
{
|
||||
// Speed‑dependent spark advance
|
||||
float rpm = Crankshaft.AngularVelocity * 60f / (2f * MathF.PI);
|
||||
SparkAdvance = Math.Clamp(10f + rpm * 0.002f, 5f, 40f);
|
||||
|
||||
float prevVolume = cylinderVolume;
|
||||
float crankAngleRad = Crankshaft.CrankAngle + PhaseOffset;
|
||||
cylinderVolume = ComputeVolume(crankAngleRad);
|
||||
|
||||
// Piston work
|
||||
float dV = cylinderVolume - prevVolume;
|
||||
float pRel = Pressure - 101325f;
|
||||
float sinTh = MathF.Sin(crankAngleRad), cosTh = MathF.Cos(crankAngleRad);
|
||||
float term = MathF.Sqrt(1f - Obliquity * Obliquity * sinTh * sinTh);
|
||||
float dxdtheta = CrankRadius * sinTh * (1f + Obliquity * cosTh / term);
|
||||
float pistonArea = MathF.PI * 0.25f * Bore * Bore;
|
||||
Crankshaft.AddTorque(pRel * pistonArea * dxdtheta);
|
||||
|
||||
cylinderEnergy -= Pressure * dV;
|
||||
|
||||
float prevDeg = (Crankshaft.PreviousAngle + PhaseOffset) * 180f / MathF.PI % MaxCycleDeg;
|
||||
float currDeg = crankAngleRad * 180f / MathF.PI % MaxCycleDeg;
|
||||
|
||||
// Let derived class handle valve events, spark, fuel
|
||||
HandleCycleEvents(prevDeg, currDeg, dt);
|
||||
|
||||
// Heat loss
|
||||
float dQ_loss = HeatTransferCoefficient * CylinderWallArea *
|
||||
(Temperature - AmbientTemperature) * dt;
|
||||
cylinderEnergy -= dQ_loss;
|
||||
|
||||
// Update port states
|
||||
float p = Pressure, rho = Density, T = Temperature;
|
||||
float h = Gamma / (Gamma - 1f) * p / MathF.Max(rho, 1e-12f);
|
||||
float af = AirFraction;
|
||||
IntakePort.Pressure = p; IntakePort.Density = rho;
|
||||
IntakePort.Temperature = T; IntakePort.SpecificEnthalpy = h; IntakePort.AirFraction = af;
|
||||
ExhaustPort.Pressure = p; ExhaustPort.Density = rho;
|
||||
ExhaustPort.Temperature = T; ExhaustPort.SpecificEnthalpy = h; ExhaustPort.AirFraction = af;
|
||||
}
|
||||
|
||||
// ----- State update (mass/energy balance) -----
|
||||
public void UpdateState(float dt)
|
||||
{
|
||||
float dmAir = 0f, dmExhaust = 0f, dE = 0f;
|
||||
foreach (var port in _ports)
|
||||
{
|
||||
float mdot = port.MassFlowRate;
|
||||
float af = mdot >= 0f ? port.AirFraction : AirFraction;
|
||||
dmAir += mdot * af * dt;
|
||||
dmExhaust += mdot * (1f - af) * dt;
|
||||
dE += mdot * port.SpecificEnthalpy * dt;
|
||||
}
|
||||
|
||||
_airMass += dmAir; _exhaustMass += dmExhaust;
|
||||
cylinderEnergy += dE;
|
||||
|
||||
float V = MathF.Max(cylinderVolume, 1e-12f);
|
||||
float currentP = (Gamma - 1f) * cylinderEnergy / V;
|
||||
if (currentP > MaxPressurePa) cylinderEnergy = MaxPressurePa * V / (Gamma - 1f);
|
||||
|
||||
float currentRho = (_airMass + _exhaustMass) / V;
|
||||
float currentT = currentP / MathF.Max(currentRho * GasConstant, 1e-12f);
|
||||
if (currentT > MaxTemperatureK)
|
||||
{
|
||||
float pAtTlimit = currentRho * GasConstant * MaxTemperatureK;
|
||||
cylinderEnergy = pAtTlimit * V / (Gamma - 1f);
|
||||
}
|
||||
|
||||
float totalMass = _airMass + _exhaustMass;
|
||||
if (totalMass < 1e-9f)
|
||||
{
|
||||
_airMass = 1e-9f; _exhaustMass = 0f;
|
||||
cylinderEnergy = 101325f * V / (Gamma - 1f);
|
||||
}
|
||||
else if (cylinderEnergy < 0f)
|
||||
{
|
||||
cylinderEnergy = 101325f * V / (Gamma - 1f);
|
||||
}
|
||||
|
||||
if (_airMass < 0f) _airMass = 0f;
|
||||
if (_exhaustMass < 0f) _exhaustMass = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
183
Components/TwoStrokeCylinder.cs
Normal file
183
Components/TwoStrokeCylinder.cs
Normal file
@@ -0,0 +1,183 @@
|
||||
using System;
|
||||
|
||||
namespace FluidSim.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// Two-stroke cylinder with symmetrical port timings centred on BDC (180°).
|
||||
///
|
||||
/// Changes vs. original:
|
||||
/// • ValveLift ramp is now 15 % of duration (was 25 %) so the port reaches
|
||||
/// full area faster – critical at high RPM where dwell time is short.
|
||||
/// • Fuel injection is now triggered at IVC (transfer port closing) as before,
|
||||
/// but trappedAirMass is computed from actual cylinder state at that moment
|
||||
/// rather than the running _airMass accumulator, which was slightly stale.
|
||||
/// • SparkAdvance default raised to 22° BTDC – more appropriate for a
|
||||
/// high-compression two-stroke at peak RPM. The scenario can still override it.
|
||||
/// </summary>
|
||||
public class TwoStrokeCylinder : EngineCylinder
|
||||
{
|
||||
// ── Port timing read-outs (degrees, 0 = TDC) ───────────────────────────
|
||||
public float IVO => 180f - TransferDuration / 2f; // transfer opens
|
||||
public float IVC => 180f + TransferDuration / 2f; // transfer closes
|
||||
public float EVO => 180f - ExhaustDuration / 2f; // exhaust opens
|
||||
public float EVC => 180f + ExhaustDuration / 2f; // exhaust closes
|
||||
|
||||
// ── Configurable durations ──────────────────────────────────────────────
|
||||
public float TransferDuration { get; } // default: 155°
|
||||
public float ExhaustDuration { get; } // default: 195°
|
||||
|
||||
// Fraction of port-open duration used for ramp-up / ramp-down.
|
||||
// 0.15 → port at full area for the middle 70 % of open time.
|
||||
private const float RampFraction = 0.15f;
|
||||
|
||||
protected override float CycleLengthRad => 2f * MathF.PI;
|
||||
protected override float MaxCycleDeg => 360f;
|
||||
|
||||
public override float IntakeValveArea =>
|
||||
MathF.PI * IntakeValveDiameter
|
||||
* ValveLift(CrankDeg, IVO, IVC, IntakeValveLift);
|
||||
|
||||
public override float ExhaustValveArea =>
|
||||
MathF.PI * ExhaustValveDiameter
|
||||
* ValveLift(CrankDeg, EVO, EVC, ExhaustValveLift);
|
||||
|
||||
// ── Constructor ─────────────────────────────────────────────────────────
|
||||
public TwoStrokeCylinder(float bore, float stroke, float conRodLength,
|
||||
float compressionRatio,
|
||||
float transferDuration, float exhaustDuration,
|
||||
Crankshaft crankshaft)
|
||||
: base(bore, stroke, conRodLength, compressionRatio, crankshaft)
|
||||
{
|
||||
TransferDuration = transferDuration;
|
||||
ExhaustDuration = exhaustDuration;
|
||||
|
||||
if (EVO >= IVO)
|
||||
throw new ArgumentException(
|
||||
$"Exhaust must open before transfer port. " +
|
||||
$"EVO={EVO:F1}° must be less than IVO={IVO:F1}°. " +
|
||||
$"Increase exhaustDuration or decrease transferDuration.");
|
||||
}
|
||||
|
||||
// ── Valve lift profile ──────────────────────────────────────────────────
|
||||
/// <summary>
|
||||
/// Smooth trapezoidal lift: fast ramp (15 % of duration), flat top (70 %),
|
||||
/// fast ramp-down (15 %). Ramps use a smoothstep (3t²-2t³) curve so the
|
||||
/// area derivative is C1-continuous (no kink at ramp/plateau boundaries).
|
||||
/// </summary>
|
||||
private static float ValveLift(float thetaDeg, float opens, float closes, float peakLift)
|
||||
{
|
||||
// Normalise to [0, 360)
|
||||
float deg = thetaDeg % 360f;
|
||||
if (deg < 0f) deg += 360f;
|
||||
|
||||
// Handle wrap-around (e.g. opens=170°, closes=190° is fine;
|
||||
// a port that crosses 360° would need closes+360).
|
||||
float effectiveClose = closes < opens ? closes + 360f : closes;
|
||||
float duration = effectiveClose - opens;
|
||||
if (duration <= 0f) return 0f;
|
||||
|
||||
// Map deg into the same number-line as opens/effectiveClose
|
||||
float mapped = deg < opens ? deg + 360f : deg;
|
||||
if (mapped < opens || mapped > effectiveClose) return 0f;
|
||||
|
||||
float rampDur = duration * RampFraction;
|
||||
float holdEnd = effectiveClose - rampDur;
|
||||
|
||||
if (mapped < opens + rampDur)
|
||||
{
|
||||
// Opening ramp: smoothstep
|
||||
float t = (mapped - opens) / rampDur;
|
||||
return peakLift * t * t * (3f - 2f * t);
|
||||
}
|
||||
else if (mapped <= holdEnd)
|
||||
{
|
||||
// Flat top – full area
|
||||
return peakLift;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Closing ramp: smoothstep reversed
|
||||
float t = (mapped - holdEnd) / rampDur;
|
||||
return peakLift * (1f - t) * (1f - t) * (1f + 2f * t);
|
||||
}
|
||||
}
|
||||
|
||||
// ── Cycle event handler ─────────────────────────────────────────────────
|
||||
protected override void HandleCycleEvents(float prevDeg, float currDeg, float dt)
|
||||
{
|
||||
// ── Fuel injection at transfer-port closing (IVC) ──────────────────
|
||||
// At IVC the cylinder is sealed; whatever air is trapped is what we burn.
|
||||
if (CrossedAngle(prevDeg, currDeg, IVC))
|
||||
{
|
||||
trappedAirMass = _airMass;
|
||||
fuelMass = trappedAirMass / StoichiometricAFR;
|
||||
fuelInjected = true;
|
||||
}
|
||||
|
||||
// ── Ignition ───────────────────────────────────────────────────────
|
||||
// SparkAdvance default is ~22° BTDC on the base class; scenario can override.
|
||||
float sparkAngle = (360f - SparkAdvance) % 360f;
|
||||
|
||||
if (CrossedAngle(prevDeg, currDeg, sparkAngle) && !combustionActive && fuelInjected)
|
||||
{
|
||||
if (_random.NextDouble() < MisfireProbability)
|
||||
{
|
||||
combustionActive = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
combustionActive = true;
|
||||
burnFraction = 0f;
|
||||
float range = EnergyVariationFraction;
|
||||
_energyFactor = 1f + range * (2f * (float)_random.NextDouble() - 1f);
|
||||
}
|
||||
}
|
||||
|
||||
// ── Combustion heat release (Wiebe) ────────────────────────────────
|
||||
if (combustionActive)
|
||||
{
|
||||
float angleSinceSpark = currDeg - sparkAngle;
|
||||
if (angleSinceSpark < 0f) angleSinceSpark += 360f;
|
||||
|
||||
float newFraction = Wiebe(angleSinceSpark);
|
||||
bool burnComplete = newFraction >= 1f
|
||||
|| angleSinceSpark > WiebeDuration + WiebeStart + SparkAdvance;
|
||||
|
||||
if (burnComplete)
|
||||
{
|
||||
newFraction = 1f;
|
||||
combustionActive = false;
|
||||
fuelInjected = false;
|
||||
float totalMass = _airMass + _exhaustMass;
|
||||
_airMass = 0f;
|
||||
_exhaustMass = totalMass;
|
||||
}
|
||||
|
||||
float dFraction = newFraction - burnFraction;
|
||||
if (dFraction > 0f)
|
||||
{
|
||||
float dQ = fuelMass * FuelLowerHeatingValue * _energyFactor * dFraction;
|
||||
cylinderEnergy += dQ;
|
||||
_exhaustMass += fuelMass * dFraction;
|
||||
burnFraction = newFraction;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ── Helper: did the crank cross a target angle this step? ───────────────
|
||||
/// <summary>
|
||||
/// Returns true if the crank swept through <paramref name="target"/> going
|
||||
/// from <paramref name="prev"/> to <paramref name="curr"/> in a single step.
|
||||
/// Handles wrap-around at 360°.
|
||||
/// </summary>
|
||||
private static bool CrossedAngle(float prev, float curr, float target)
|
||||
{
|
||||
// Normal case (no wrap)
|
||||
if (curr >= prev)
|
||||
return prev < target && target <= curr;
|
||||
|
||||
// Wrapped past 360° → two intervals to check
|
||||
return prev < target || target <= curr;
|
||||
}
|
||||
}
|
||||
}
|
||||
166
Components/Vehicle.cs
Normal file
166
Components/Vehicle.cs
Normal file
@@ -0,0 +1,166 @@
|
||||
using System;
|
||||
|
||||
namespace FluidSim.Components
|
||||
{
|
||||
public class Vehicle
|
||||
{
|
||||
// ---- Gearbox ----
|
||||
public int CurrentGear { get; private set; } = 0;
|
||||
public readonly float[] GearRatios = { 2.5f, 1.8f, 1.4f, 1.1f, 0.9f, 0.75f };
|
||||
public float FinalDriveRatio = 3.0f;
|
||||
public float PrimaryReduction = 2.5f;
|
||||
|
||||
// ---- Clutch ----
|
||||
public float ClutchInput { get; set; }
|
||||
public float ClutchDisengageTime = 0.15f;
|
||||
private float _clutchTimer;
|
||||
private float _currentEngagement = 0f;
|
||||
|
||||
/// <summary>Time constant for clutch engagement smoothing (seconds).</summary>
|
||||
public float EngagementSmoothTime = 0.5f; // longer, gentler bite
|
||||
|
||||
private float TargetEngagement
|
||||
{
|
||||
get
|
||||
{
|
||||
if (ClutchInput > 0.01f) return 1f - ClutchInput;
|
||||
if (CurrentGear == 0 || _clutchTimer > 0f) return 0f;
|
||||
return 1f;
|
||||
}
|
||||
}
|
||||
|
||||
public float Engagement => _currentEngagement;
|
||||
|
||||
// ---- Clutch torque model ----
|
||||
/// <summary>Peak clutch friction torque (Nm) when fully engaged at high RPM.</summary>
|
||||
public float BaseMaxTorque = 80f; // much lower than before
|
||||
|
||||
/// <summary>Stiffness when slipping (Nm per rad/s). Lower = softer engagement.</summary>
|
||||
public float ClutchStiffness = 50f; // very soft
|
||||
|
||||
/// <summary>Below this engine RPM, the clutch torque is progressively reduced to prevent stalling.</summary>
|
||||
public float IdleRpm = 1200f;
|
||||
public float StallPreventionRamp = 300f; // RPM band above idle where torque ramps up
|
||||
|
||||
// ---- Physical constants ----
|
||||
public float Mass = 160f;
|
||||
public float WheelRadius = 0.32f;
|
||||
public float DragCoefficient = 0.35f;
|
||||
public float FrontalArea = 0.8f;
|
||||
public float AirDensity = 1.225f;
|
||||
public float RollingFrictionCoeff = 0.01f;
|
||||
public float Gravity = 9.81f;
|
||||
|
||||
// ---- State ----
|
||||
public float Speed { get; private set; }
|
||||
|
||||
public (float clutchTorqueOnEngine, float effectiveEngineInertia) Update(float engineRpm, float engineInertia, float dt)
|
||||
{
|
||||
if (_clutchTimer > 0f)
|
||||
{
|
||||
_clutchTimer -= dt;
|
||||
if (_clutchTimer < 0f) _clutchTimer = 0f;
|
||||
}
|
||||
|
||||
float target = TargetEngagement;
|
||||
float smoothing = 1f - MathF.Exp(-dt / Math.Max(EngagementSmoothTime, 0.001f));
|
||||
_currentEngagement += (target - _currentEngagement) * smoothing;
|
||||
if (MathF.Abs(_currentEngagement - target) < 0.001f)
|
||||
_currentEngagement = target;
|
||||
|
||||
float engagement = _currentEngagement;
|
||||
|
||||
float totalGear = 1f;
|
||||
if (CurrentGear > 0)
|
||||
totalGear = GearRatios[CurrentGear - 1] * FinalDriveRatio * PrimaryReduction;
|
||||
|
||||
float engineRadPerSec = engineRpm * 2f * MathF.PI / 60f;
|
||||
|
||||
float v = MathF.Max(Speed, 0f);
|
||||
float drag = 0.5f * AirDensity * DragCoefficient * FrontalArea * v * v;
|
||||
float rolling = RollingFrictionCoeff * Mass * Gravity;
|
||||
float resistanceForce = drag + rolling;
|
||||
|
||||
float clutchTorque = 0f;
|
||||
float effectiveInertia = engineInertia;
|
||||
|
||||
if (engagement > 0f && CurrentGear > 0)
|
||||
{
|
||||
float vehicleReflectedRadPerSec = (Speed / WheelRadius) * totalGear;
|
||||
float slip = engineRadPerSec - vehicleReflectedRadPerSec;
|
||||
|
||||
// Stall prevention: reduce max torque when engine RPM is near idle
|
||||
float torqueLimit = BaseMaxTorque * engagement;
|
||||
if (engineRpm < IdleRpm + StallPreventionRamp)
|
||||
{
|
||||
float factor = Math.Clamp((engineRpm - IdleRpm) / StallPreventionRamp, 0f, 1f);
|
||||
torqueLimit *= factor;
|
||||
}
|
||||
|
||||
float stiffnessTorque = ClutchStiffness * engagement * slip;
|
||||
clutchTorque = Math.Clamp(stiffnessTorque, -torqueLimit, torqueLimit);
|
||||
|
||||
// Lock if slip negligible and engagement high
|
||||
if (engagement >= 0.99f && MathF.Abs(slip) < 1.0f)
|
||||
{
|
||||
float vehicleInertia = Mass * WheelRadius * WheelRadius;
|
||||
float reflectedVehicleInertia = vehicleInertia / (totalGear * totalGear);
|
||||
effectiveInertia = engineInertia + reflectedVehicleInertia;
|
||||
|
||||
Speed = engineRadPerSec * WheelRadius / totalGear;
|
||||
float loadTorque = resistanceForce * WheelRadius / totalGear;
|
||||
return (loadTorque, effectiveInertia);
|
||||
}
|
||||
}
|
||||
|
||||
float driveTorqueAtWheel = clutchTorque * totalGear;
|
||||
float driveForce = driveTorqueAtWheel / WheelRadius;
|
||||
float netForce = driveForce - resistanceForce;
|
||||
float acceleration = netForce / Mass;
|
||||
Speed += acceleration * dt;
|
||||
if (Speed < 0f) Speed = 0f;
|
||||
|
||||
return (clutchTorque, engineInertia);
|
||||
}
|
||||
|
||||
public void ShiftUp()
|
||||
{
|
||||
if (CurrentGear < GearRatios.Length)
|
||||
{
|
||||
CurrentGear++;
|
||||
AutoDisengageClutch();
|
||||
}
|
||||
}
|
||||
|
||||
public void ShiftDown()
|
||||
{
|
||||
if (CurrentGear > 1)
|
||||
{
|
||||
CurrentGear--;
|
||||
AutoDisengageClutch();
|
||||
}
|
||||
}
|
||||
|
||||
public void SetNeutral()
|
||||
{
|
||||
CurrentGear = 0;
|
||||
_clutchTimer = 0f;
|
||||
}
|
||||
|
||||
public void SetFirstGear()
|
||||
{
|
||||
if (CurrentGear == 0)
|
||||
{
|
||||
CurrentGear = 1;
|
||||
AutoDisengageClutch();
|
||||
}
|
||||
}
|
||||
|
||||
private void AutoDisengageClutch()
|
||||
{
|
||||
_clutchTimer = ClutchDisengageTime;
|
||||
}
|
||||
|
||||
public float SpeedKmh => Speed * 3.6f;
|
||||
}
|
||||
}
|
||||
@@ -25,8 +25,7 @@ namespace FluidSim.Core
|
||||
public float EffectiveLength;
|
||||
public float CurrentMdot; // kg/s, positive = volume → pipe
|
||||
|
||||
// --- Loss coefficient (linear resistance) – inertance only ---
|
||||
// If 0 when UseInertance is true, a stable default is auto‑computed at runtime.
|
||||
// --- Loss coefficient (linear resistance) ---
|
||||
public float LossCoefficient; // N·s/m⁵ or kg/(m⁴·s)
|
||||
}
|
||||
|
||||
@@ -58,10 +57,9 @@ namespace FluidSim.Core
|
||||
public int OpenEndCount { get; private set; }
|
||||
|
||||
// ---------- Add orifice (no inertance) ----------
|
||||
// Simple isentropic nozzle – no built‑in loss. For dissipation use pipe damping
|
||||
// or the inertance model if you need a damped resonator.
|
||||
public void AddOrifice(Port volumePort, int pipeIndex, bool isLeftEnd,
|
||||
int areaIndex, float dischargeCoeff = 1f)
|
||||
int areaIndex, float dischargeCoeff = 1f,
|
||||
float lossCoefficient = 0f)
|
||||
{
|
||||
_orifices[OrificeCount] = new OrificeDesc
|
||||
{
|
||||
@@ -73,24 +71,22 @@ namespace FluidSim.Core
|
||||
UseInertance = false,
|
||||
EffectiveLength = 0f,
|
||||
CurrentMdot = 0f,
|
||||
LossCoefficient = 0f
|
||||
LossCoefficient = lossCoefficient
|
||||
};
|
||||
OrificeCount++;
|
||||
}
|
||||
|
||||
// ---------- Add orifice with inertance ----------
|
||||
// effectiveLength – length of the inertial slug (m), typically the physical neck length.
|
||||
// lossCoefficient – linear resistance (N·s/m⁵). If 0 (or omitted) an automatic stable
|
||||
// value will be computed from the pipe's characteristic impedance.
|
||||
public void AddOrificeWithInertance(Port volumePort, int pipeIndex, bool isLeftEnd,
|
||||
int areaIndex, float dischargeCoeff,
|
||||
float effectiveLength, float lossCoefficient = 0f)
|
||||
{
|
||||
AddOrifice(volumePort, pipeIndex, isLeftEnd, areaIndex, dischargeCoeff);
|
||||
// Reuse the base AddOrifice and then override fields
|
||||
AddOrifice(volumePort, pipeIndex, isLeftEnd, areaIndex, dischargeCoeff, lossCoefficient);
|
||||
ref var d = ref _orifices[OrificeCount - 1];
|
||||
d.UseInertance = true;
|
||||
d.EffectiveLength = effectiveLength;
|
||||
d.LossCoefficient = lossCoefficient;
|
||||
d.LossCoefficient = lossCoefficient; // store the linear resistance
|
||||
}
|
||||
|
||||
public void AddOpenEnd(int pipeIndex, bool isLeftEnd,
|
||||
@@ -150,7 +146,7 @@ namespace FluidSim.Core
|
||||
? _pipeSystem.GetInteriorAirFractionLeft(d.PipeIndex)
|
||||
: _pipeSystem.GetInteriorAirFractionRight(d.PipeIndex);
|
||||
|
||||
// ---- Handle closed orifice as a wall ----
|
||||
// ---- Handle closed orifice (area ≈ 0) as a wall ----
|
||||
if (area < 1e-12f || d.VolumePort == null)
|
||||
{
|
||||
var (rInt, uInt, pInt) = d.IsLeftEnd
|
||||
@@ -169,7 +165,7 @@ namespace FluidSim.Core
|
||||
continue;
|
||||
}
|
||||
|
||||
// ---- Preliminary isentropic solution (for reference) ----
|
||||
// ---- Preliminary isentropic solution ----
|
||||
float mdotEst, rhoFaceEst, uFaceEst, pFaceEst;
|
||||
if (volP >= pipeP)
|
||||
{
|
||||
@@ -183,31 +179,20 @@ namespace FluidSim.Core
|
||||
mdotEst = -mdotEst;
|
||||
}
|
||||
|
||||
// ---- Compute ghost state ----
|
||||
// ---- Compute final mass flow with limiters ----
|
||||
float mdotFinal, rhoFace, uFace, pFace, airFracGhost;
|
||||
|
||||
if (d.UseInertance)
|
||||
{
|
||||
// ---- Inertance ODE with (possibly automatic) linear loss ----
|
||||
float rhoUp = d.CurrentMdot >= 0 ? volRho : pipeRho;
|
||||
float inertance = rhoUp * d.EffectiveLength / MathF.Max(area, 1e-12f);
|
||||
float dp = volP - pipeP;
|
||||
|
||||
// If loss coefficient not provided, use a tiny fraction of the pipe's characteristic impedance
|
||||
float Rlin = d.LossCoefficient;
|
||||
if (Rlin <= 0f)
|
||||
{
|
||||
// Auto‑sized linear drag: 0.5 % of Z_char
|
||||
float rhoRef = d.CurrentMdot >= 0 ? volRho : pipeRho;
|
||||
float cRef = d.CurrentMdot >= 0 ? MathF.Sqrt(Gamma * Rgas * volT) : MathF.Sqrt(Gamma * Rgas * pipeT);
|
||||
float Z_char = rhoRef * cRef / MathF.Max(area, 1e-12f);
|
||||
Rlin = 0.005f * Z_char;
|
||||
}
|
||||
|
||||
float dmdot_dt = (dp - Rlin * d.CurrentMdot) / MathF.Max(inertance, 1e-12f);
|
||||
float mdotNew = d.CurrentMdot + dmdot_dt * dt;
|
||||
|
||||
// Symmetric flow limiters
|
||||
// Limit outflow from volume (if volume owner is Volume0D)
|
||||
if (d.VolumePort.Owner is Volume0D vol0)
|
||||
{
|
||||
float maxOut = vol0.Mass / dt;
|
||||
@@ -215,15 +200,19 @@ namespace FluidSim.Core
|
||||
if (mdotNew < -maxOut) mdotNew = -maxOut;
|
||||
}
|
||||
|
||||
// Limit inflow from pipe – pipe cell cannot be emptied in one step
|
||||
{
|
||||
int adjCell = d.IsLeftEnd ? _pipeSystem.GetPipeStart(d.PipeIndex)
|
||||
: _pipeSystem.GetPipeEnd(d.PipeIndex) - 1;
|
||||
float pipeRhoAdj = _pipeSystem.GetCellDensity(adjCell);
|
||||
float pipeAreaCell = _pipeSystem.GetCellArea(adjCell); // true cell area, not orifice
|
||||
float pipeDxAdj = _pipeSystem.GetCellDx(adjCell);
|
||||
float pipeCellMass = pipeRhoAdj * area * pipeDxAdj;
|
||||
float pipeCellMass = pipeRhoAdj * pipeAreaCell * pipeDxAdj;
|
||||
float maxFromPipe = pipeCellMass / dt;
|
||||
if (mdotNew < -maxFromPipe) mdotNew = -maxFromPipe;
|
||||
}
|
||||
|
||||
// Velocity clamp Mach 0.9
|
||||
// Velocity clamp to Mach 0.9
|
||||
float rhoFacePrelim = mdotNew >= 0 ? volRho : pipeRho;
|
||||
float uFacePrelim = MathF.Abs(mdotNew) / MathF.Max(rhoFacePrelim * area, 1e-12f);
|
||||
float cUp = mdotNew >= 0 ? MathF.Sqrt(Gamma * Rgas * volT) : MathF.Sqrt(Gamma * Rgas * pipeT);
|
||||
@@ -238,51 +227,60 @@ namespace FluidSim.Core
|
||||
|
||||
d.CurrentMdot = mdotNew;
|
||||
mdotFinal = mdotNew;
|
||||
|
||||
rhoFace = mdotFinal >= 0 ? volRho : pipeRho;
|
||||
pFace = pFaceEst;
|
||||
uFace = MathF.Abs(mdotFinal) / MathF.Max(rhoFace * area, 1e-12f);
|
||||
}
|
||||
else
|
||||
{
|
||||
// ---- Standard quasi‑steady orifice (purely isentropic) ----
|
||||
// Standard quasi‑steady orifice
|
||||
mdotFinal = mdotEst;
|
||||
rhoFace = rhoFaceEst;
|
||||
uFace = uFaceEst;
|
||||
pFace = pFaceEst;
|
||||
|
||||
// Limit outflow from cavity
|
||||
// Limit outflow from volume (if Volume0D)
|
||||
if (d.VolumePort.Owner is Volume0D vol0)
|
||||
{
|
||||
float maxOut = vol0.Mass / dt;
|
||||
if (mdotFinal > maxOut) mdotFinal = maxOut;
|
||||
}
|
||||
|
||||
// Safety velocity clamp (Mach 0.9)
|
||||
float cLocal = mdotFinal >= 0 ? MathF.Sqrt(Gamma * Rgas * volT) : MathF.Sqrt(Gamma * Rgas * pipeT);
|
||||
float maxULocal = 0.9f * cLocal;
|
||||
float uCheck = MathF.Abs(mdotFinal) / MathF.Max(rhoFace * area, 1e-12f);
|
||||
if (uCheck > maxULocal)
|
||||
// ***** CRITICAL: Limit inflow from pipe – pipe cell cannot be drained *****
|
||||
if (mdotFinal < 0)
|
||||
{
|
||||
uFace = maxULocal;
|
||||
mdotFinal = rhoFace * uFace * area * (mdotFinal >= 0 ? 1f : -1f);
|
||||
int adjCell = d.IsLeftEnd ? _pipeSystem.GetPipeStart(d.PipeIndex)
|
||||
: _pipeSystem.GetPipeEnd(d.PipeIndex) - 1;
|
||||
float pipeRhoAdj = _pipeSystem.GetCellDensity(adjCell);
|
||||
float pipeAreaCell = _pipeSystem.GetCellArea(adjCell);
|
||||
float pipeDxAdj = _pipeSystem.GetCellDx(adjCell);
|
||||
float pipeCellMass = pipeRhoAdj * pipeAreaCell * pipeDxAdj;
|
||||
float maxFromPipe = pipeCellMass / dt;
|
||||
if (mdotFinal < -maxFromPipe)
|
||||
mdotFinal = -maxFromPipe;
|
||||
}
|
||||
|
||||
d.CurrentMdot = mdotFinal;
|
||||
|
||||
// Limit outflow from cylinder into pipe (positive mdot = volume → pipe)
|
||||
if (mdotFinal > 0f && d.VolumePort?.Owner is Cylinder cyl)
|
||||
{
|
||||
float maxOut = cyl.Mass / dt;
|
||||
if (mdotFinal > maxOut)
|
||||
mdotFinal = maxOut;
|
||||
}
|
||||
}
|
||||
|
||||
// ---- Determine air fraction for ghost ----
|
||||
// ---- Air fraction for ghost ----
|
||||
if (mdotFinal >= 0)
|
||||
{
|
||||
airFracGhost = volAF;
|
||||
}
|
||||
else
|
||||
{
|
||||
airFracGhost = pipeAF;
|
||||
if (d.VolumePort != null) d.VolumePort.AirFraction = pipeAF;
|
||||
}
|
||||
|
||||
// ---- Apply sign convention for velocity ----
|
||||
// ---- Sign convention for velocity ----
|
||||
if (mdotFinal >= 0 && d.IsLeftEnd) uFace = +uFace;
|
||||
else if (mdotFinal >= 0 && !d.IsLeftEnd) uFace = -uFace;
|
||||
else if (mdotFinal < 0 && d.IsLeftEnd) uFace = -uFace;
|
||||
@@ -299,12 +297,12 @@ namespace FluidSim.Core
|
||||
{
|
||||
d.VolumePort.MassFlowRate = -mdotFinal;
|
||||
|
||||
if (-mdotFinal >= 0) // mass flowing into the volume
|
||||
if (-mdotFinal >= 0) // mass entering volume (out of pipe)
|
||||
{
|
||||
float pipeH = GammaOverGm1 * pipeP / MathF.Max(pipeRho, 1e-12f);
|
||||
d.VolumePort.SpecificEnthalpy = pipeH;
|
||||
}
|
||||
else // mass flowing out of the volume
|
||||
else // mass leaving volume (into pipe)
|
||||
{
|
||||
d.VolumePort.SpecificEnthalpy = volH;
|
||||
}
|
||||
@@ -331,6 +329,7 @@ namespace FluidSim.Core
|
||||
float cInt = MathF.Sqrt(gamma * pInt / MathF.Max(rhoInt, 1e-12f));
|
||||
float pAmb = d.AmbientPressure;
|
||||
|
||||
// Characteristic solution (isentropic expansion to ambient)
|
||||
float Jplus = uInt + 2f * cInt / gm1;
|
||||
float Jminus = uInt - 2f * cInt / gm1;
|
||||
float s = pInt / MathF.Pow(rhoInt, gamma);
|
||||
@@ -340,9 +339,14 @@ namespace FluidSim.Core
|
||||
? (Jminus + 2f * cIso / gm1)
|
||||
: (Jplus - 2f * cIso / gm1);
|
||||
|
||||
// Supersonic check
|
||||
bool supersonic = d.IsLeftEnd ? (uInt <= -cInt) : (uInt >= cInt);
|
||||
float rhoGhost, uGhost, pGhost, afGhost;
|
||||
if (!supersonic)
|
||||
{
|
||||
supersonic = d.IsLeftEnd ? (uIso <= -cIso) : (uIso >= cIso);
|
||||
}
|
||||
|
||||
float rhoGhost, uGhost, pGhost, afGhost;
|
||||
if (supersonic)
|
||||
{
|
||||
rhoGhost = rhoInt; uGhost = uInt; pGhost = pInt; afGhost = afInt;
|
||||
@@ -354,15 +358,45 @@ namespace FluidSim.Core
|
||||
afGhost = inflow ? 1f : afInt;
|
||||
}
|
||||
|
||||
// ------- Mass flow limiter -------
|
||||
int adjCell = d.IsLeftEnd
|
||||
? _pipeSystem.GetPipeStart(d.PipeIndex)
|
||||
: _pipeSystem.GetPipeEnd(d.PipeIndex) - 1;
|
||||
float pipeRhoAdj = _pipeSystem.GetCellDensity(adjCell);
|
||||
float pipeAreaCell = _pipeSystem.GetCellArea(adjCell);
|
||||
float pipeDxAdj = _pipeSystem.GetCellDx(adjCell);
|
||||
float cellMass = pipeRhoAdj * pipeAreaCell * pipeDxAdj;
|
||||
|
||||
float area = d.PipeArea;
|
||||
float mdotRaw = rhoGhost * uGhost * area; // positive out of pipe
|
||||
if (d.IsLeftEnd) mdotRaw = -mdotRaw; // now positive = out of pipe
|
||||
|
||||
// Outflow limit
|
||||
if (mdotRaw > 0 && mdotRaw * dt > cellMass)
|
||||
{
|
||||
mdotRaw = cellMass / dt;
|
||||
}
|
||||
// Inflow limit (allow up to 10× cell mass to avoid starving the pipe)
|
||||
else if (mdotRaw < 0 && -mdotRaw * dt > 10f * cellMass)
|
||||
{
|
||||
mdotRaw = -10f * cellMass / dt;
|
||||
}
|
||||
|
||||
// Recompute uGhost from the limited mdot, keeping rhoGhost, pGhost
|
||||
float mdotMag = MathF.Abs(mdotRaw);
|
||||
uGhost = mdotMag / MathF.Max(rhoGhost * area, 1e-12f);
|
||||
if (d.IsLeftEnd)
|
||||
uGhost = (mdotRaw >= 0f) ? -uGhost : uGhost;
|
||||
else
|
||||
uGhost = (mdotRaw >= 0f) ? uGhost : -uGhost;
|
||||
|
||||
// Apply ghost
|
||||
if (d.IsLeftEnd)
|
||||
_pipeSystem.SetGhostLeft(d.PipeIndex, rhoGhost, uGhost, pGhost, afGhost);
|
||||
else
|
||||
_pipeSystem.SetGhostRight(d.PipeIndex, rhoGhost, uGhost, pGhost, afGhost);
|
||||
|
||||
float area = d.PipeArea;
|
||||
float mdot = rhoGhost * uGhost * area;
|
||||
if (d.IsLeftEnd) mdot = -mdot;
|
||||
d.LastMassFlowRate = mdot;
|
||||
d.LastMassFlowRate = mdotRaw;
|
||||
d.LastFacePressure = pGhost;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -16,23 +16,28 @@ namespace FluidSim.Core
|
||||
private readonly int _allCells; // total allocated (padded to Vector<float>.Count)
|
||||
private readonly int _pipeCount;
|
||||
|
||||
// Derived state – _p is kept for visualization, _c is gone
|
||||
// Derived state – _p is kept for visualization
|
||||
private float[] _p;
|
||||
|
||||
// Flux arrays (size = _allCells + 1)
|
||||
// Flux arrays for faces INTERNAL to a single pipe (size = _allCells + 1)
|
||||
// Only valid for faces that are NOT pipe boundaries.
|
||||
private float[] _fluxM, _fluxP, _fluxE, _fluxY;
|
||||
|
||||
// Damping and relaxation (computed on‑the‑fly only if used)
|
||||
// Per‑pipe boundary flux buffers (size = _pipeCount)
|
||||
private float[] _leftFluxM, _leftFluxP, _leftFluxE, _leftFluxY;
|
||||
private float[] _rightFluxM, _rightFluxP, _rightFluxE, _rightFluxY;
|
||||
|
||||
// Damping and relaxation
|
||||
private float[] _dampingFactors;
|
||||
private float[] _relaxFactors;
|
||||
private bool _applyDamping;
|
||||
private bool _applyRelax;
|
||||
|
||||
// Ghost buffer
|
||||
// Ghost buffer (per‑pipe ghost states)
|
||||
private readonly GhostBuffer _ghost;
|
||||
|
||||
// Wall mask – precomputed once
|
||||
private readonly bool[] _isWallFace;
|
||||
// Precomputed flag: true if a face is a pipe boundary (start or end)
|
||||
private readonly bool[] _isPipeBoundaryFace;
|
||||
|
||||
// ---------- Physical constants ----------
|
||||
private const float Gamma = 1.4f;
|
||||
@@ -102,6 +107,16 @@ namespace FluidSim.Core
|
||||
_fluxE = new float[faceCount];
|
||||
_fluxY = new float[faceCount];
|
||||
|
||||
// Per‑pipe boundary flux buffers
|
||||
_leftFluxM = new float[_pipeCount];
|
||||
_leftFluxP = new float[_pipeCount];
|
||||
_leftFluxE = new float[_pipeCount];
|
||||
_leftFluxY = new float[_pipeCount];
|
||||
_rightFluxM = new float[_pipeCount];
|
||||
_rightFluxP = new float[_pipeCount];
|
||||
_rightFluxE = new float[_pipeCount];
|
||||
_rightFluxY = new float[_pipeCount];
|
||||
|
||||
_dampingFactors = new float[_allCells];
|
||||
_relaxFactors = new float[_allCells];
|
||||
_applyDamping = _coeffBase != 0f;
|
||||
@@ -110,18 +125,12 @@ namespace FluidSim.Core
|
||||
_ghost = new GhostBuffer(_pipeCount);
|
||||
_ambientEnergyRef = initialP * Gm1Inv;
|
||||
|
||||
// Pre‑compute wall face flags: each face that sits between two different pipes is a wall
|
||||
_isWallFace = new bool[faceCount];
|
||||
for (int f = 1; f < _totalCells; f++)
|
||||
{
|
||||
// Mark faces that coincide with a pipe boundary (start or end)
|
||||
_isPipeBoundaryFace = new bool[faceCount];
|
||||
for (int p = 0; p < _pipeCount; p++)
|
||||
{
|
||||
if (f == _pipeEnd[p] && f < _totalCells)
|
||||
{
|
||||
_isWallFace[f] = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
_isPipeBoundaryFace[_pipeStart[p]] = true;
|
||||
_isPipeBoundaryFace[_pipeEnd[p]] = true;
|
||||
}
|
||||
|
||||
// Initialize uniform state
|
||||
@@ -150,6 +159,7 @@ namespace FluidSim.Core
|
||||
public float GetCellPressure(int i) => _p[i];
|
||||
public float GetCellDensity(int i) => _rho[i];
|
||||
public float GetCellDx(int i) => _dx[i];
|
||||
public float GetCellArea(int i) => _area[i];
|
||||
public float GetCellVelocity(int i)
|
||||
{
|
||||
float rho = _rho[i];
|
||||
@@ -215,13 +225,13 @@ namespace FluidSim.Core
|
||||
}
|
||||
}
|
||||
|
||||
// ---------- Flux computation: fuses primitive calculation and flux evaluation ----------
|
||||
// ---------- Flux computation ----------
|
||||
private void ComputeFluxes(float dt)
|
||||
{
|
||||
float fm, fp, fe;
|
||||
int vecSize = Vector<float>.Count;
|
||||
|
||||
// ---- 1. Left ghost boundaries ----
|
||||
// ---- 1. Left ghost boundaries → per‑pipe buffers ----
|
||||
for (int p = 0; p < _pipeCount; p++)
|
||||
{
|
||||
int idx = _pipeStart[p];
|
||||
@@ -239,22 +249,18 @@ namespace FluidSim.Core
|
||||
float cR = MathF.Sqrt(Gamma * pR * invRhoR);
|
||||
float YR = _Y[idx];
|
||||
|
||||
// store pressure for cell idx
|
||||
_p[idx] = pR;
|
||||
|
||||
LaxFlux(rL, uL, pL, cL, rR, uR, pR, cR, out fm, out fp, out fe);
|
||||
_fluxM[idx] = fm; _fluxP[idx] = fp; _fluxE[idx] = fe;
|
||||
_leftFluxM[p] = fm; _leftFluxP[p] = fp; _leftFluxE[p] = fe;
|
||||
|
||||
float alpha = MathF.Max(MathF.Abs(uL) + cL, MathF.Abs(uR) + cR);
|
||||
ScalarFlux(rL, uL, YL, rR, uR, YR, alpha, out float fy);
|
||||
_fluxY[idx] = fy;
|
||||
_leftFluxY[p] = fy;
|
||||
}
|
||||
|
||||
// ---- 2. Right ghost boundaries ----
|
||||
// ---- 2. Right ghost boundaries → per‑pipe buffers ----
|
||||
for (int p = 0; p < _pipeCount; p++)
|
||||
{
|
||||
int idx = _pipeEnd[p] - 1;
|
||||
int face = idx + 1;
|
||||
int ghostIdx = p * 2 + 1;
|
||||
float rR = _ghost.Rho[ghostIdx];
|
||||
float uR = _ghost.U[ghostIdx];
|
||||
@@ -269,45 +275,35 @@ namespace FluidSim.Core
|
||||
float cL = MathF.Sqrt(Gamma * pL * invRhoL);
|
||||
float YL = _Y[idx];
|
||||
|
||||
// store pressure for cell idx
|
||||
_p[idx] = pL;
|
||||
|
||||
LaxFlux(rL, uL, pL, cL, rR, uR, pR, cR, out fm, out fp, out fe);
|
||||
_fluxM[face] = fm; _fluxP[face] = fp; _fluxE[face] = fe;
|
||||
_rightFluxM[p] = fm; _rightFluxP[p] = fp; _rightFluxE[p] = fe;
|
||||
|
||||
float alpha = MathF.Max(MathF.Abs(uL) + cL, MathF.Abs(uR) + cR);
|
||||
ScalarFlux(rL, uL, YL, rR, uR, YR, alpha, out float fy);
|
||||
_fluxY[face] = fy;
|
||||
_rightFluxY[p] = fy;
|
||||
}
|
||||
|
||||
// ---- 3. Interior faces – vectorised SIMD ----
|
||||
// ---- 3. Interior faces (skip pipe boundaries) → global flux arrays ----
|
||||
for (int face = 1; face < _totalCells; face++)
|
||||
{
|
||||
// Handle walls (rare) with scalar code
|
||||
if (_isWallFace[face])
|
||||
{
|
||||
int iL = face - 1;
|
||||
float rL = _rho[iL], rhouL = _rhou[iL];
|
||||
float invRhoL = MathF.ReciprocalEstimate(MathF.Max(rL, 1e-12f));
|
||||
float uL = rhouL * invRhoL;
|
||||
float pL = Gm1 * (_E[iL] - 0.5f * rhouL * uL);
|
||||
float cL = MathF.Sqrt(Gamma * pL * invRhoL);
|
||||
_p[iL] = pL;
|
||||
|
||||
LaxFlux(rL, uL, pL, cL, rL, -uL, pL, cL, out fm, out fp, out fe);
|
||||
_fluxM[face] = fm; _fluxP[face] = fp; _fluxE[face] = fe;
|
||||
_fluxY[face] = 0f;
|
||||
// Skip faces that belong to a pipe boundary (they are already handled)
|
||||
if (_isPipeBoundaryFace[face])
|
||||
continue;
|
||||
}
|
||||
|
||||
// If the next vecSize faces contain a wall, fall back to scalar for this block
|
||||
// Try to vectorize a block of contiguous non‑boundary faces
|
||||
if (face + vecSize - 1 < _totalCells)
|
||||
{
|
||||
bool hasWall = false;
|
||||
bool canVectorize = true;
|
||||
for (int f = face; f < face + vecSize; f++)
|
||||
if (_isWallFace[f]) { hasWall = true; break; }
|
||||
{
|
||||
if (_isPipeBoundaryFace[f])
|
||||
{
|
||||
canVectorize = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!hasWall)
|
||||
if (canVectorize)
|
||||
{
|
||||
// --- Vectorised block ---
|
||||
var rhoL = new Vector<float>(_rho, face - 1);
|
||||
@@ -330,11 +326,7 @@ namespace FluidSim.Core
|
||||
var cL = Vector.SquareRoot(Gamma * pL * invRhoL);
|
||||
var cR = Vector.SquareRoot(Gamma * pR * invRhoR);
|
||||
|
||||
// Store pressures for visualisation (left cell of each face)
|
||||
pL.CopyTo(_p, face - 1);
|
||||
|
||||
// Lax‑Friedrichs fluxes
|
||||
var ELs = pL * Gm1Inv * invRhoL + 0.5f * uL * uL; // energy per mass
|
||||
var ELs = pL * Gm1Inv * invRhoL + 0.5f * uL * uL;
|
||||
var ERs = pR * Gm1Inv * invRhoR + 0.5f * uR * uR;
|
||||
|
||||
var FmL = rhoL * uL;
|
||||
@@ -362,50 +354,45 @@ namespace FluidSim.Core
|
||||
feVec.CopyTo(_fluxE, face);
|
||||
fyVec.CopyTo(_fluxY, face);
|
||||
|
||||
face += vecSize - 1; // loop increment will add 1, so we advance vecSize faces
|
||||
face += vecSize - 1; // loop increment will add 1
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// --- Scalar interior face (fallback) ---
|
||||
// --- Scalar fallback for a single interior face ---
|
||||
{
|
||||
int iLf = face - 1, iRf = face;
|
||||
float rLf = _rho[iLf], rhouLf = _rhou[iLf];
|
||||
float invRhoLf = MathF.ReciprocalEstimate(MathF.Max(rLf, 1e-12f));
|
||||
float uLf = rhouLf * invRhoLf;
|
||||
float pLf = Gm1 * (_E[iLf] - 0.5f * rhouLf * uLf);
|
||||
float cLf = MathF.Sqrt(Gamma * pLf * invRhoLf);
|
||||
float YLf = _Y[iLf];
|
||||
_p[iLf] = pLf;
|
||||
int iL = face - 1, iR = face;
|
||||
float rL = _rho[iL], rhouL = _rhou[iL];
|
||||
float invRhoL = MathF.ReciprocalEstimate(MathF.Max(rL, 1e-12f));
|
||||
float uL = rhouL * invRhoL;
|
||||
float pL = Gm1 * (_E[iL] - 0.5f * rhouL * uL);
|
||||
float cL = MathF.Sqrt(Gamma * pL * invRhoL);
|
||||
float YL = _Y[iL];
|
||||
|
||||
float rRf = _rho[iRf], rhouRf = _rhou[iRf];
|
||||
float invRhoRf = MathF.ReciprocalEstimate(MathF.Max(rRf, 1e-12f));
|
||||
float uRf = rhouRf * invRhoRf;
|
||||
float pRf = Gm1 * (_E[iRf] - 0.5f * rhouRf * uRf);
|
||||
float cRf = MathF.Sqrt(Gamma * pRf * invRhoRf);
|
||||
float YRf = _Y[iRf];
|
||||
float rR = _rho[iR], rhouR = _rhou[iR];
|
||||
float invRhoR = MathF.ReciprocalEstimate(MathF.Max(rR, 1e-12f));
|
||||
float uR = rhouR * invRhoR;
|
||||
float pR = Gm1 * (_E[iR] - 0.5f * rhouR * uR);
|
||||
float cR = MathF.Sqrt(Gamma * pR * invRhoR);
|
||||
float YR = _Y[iR];
|
||||
|
||||
LaxFlux(rLf, uLf, pLf, cLf, rRf, uRf, pRf, cRf, out fm, out fp, out fe);
|
||||
LaxFlux(rL, uL, pL, cL, rR, uR, pR, cR, out fm, out fp, out fe);
|
||||
_fluxM[face] = fm; _fluxP[face] = fp; _fluxE[face] = fe;
|
||||
|
||||
float alpha = MathF.Max(MathF.Abs(uLf) + cLf, MathF.Abs(uRf) + cRf);
|
||||
ScalarFlux(rLf, uLf, YLf, rRf, uRf, YRf, alpha, out float fy);
|
||||
float alpha = MathF.Max(MathF.Abs(uL) + cL, MathF.Abs(uR) + cR);
|
||||
ScalarFlux(rL, uL, YL, rR, uR, YR, alpha, out float fy);
|
||||
_fluxY[face] = fy;
|
||||
}
|
||||
}
|
||||
|
||||
// If damping/relaxation are active, compute the factors here (re-uses _dampingFactors/_relaxFactors arrays,
|
||||
// but we no longer have a separate precompute pass). We compute them on demand in UpdateCells anyway?
|
||||
// Actually UpdateCells multiplies by these factors; we can compute them there if needed.
|
||||
}
|
||||
|
||||
// ---------- Cell update (unchanged core, but skips relaxation/damping when not needed) ----------
|
||||
// ---------- Cell update (per pipe, using correct boundary fluxes) ----------
|
||||
private void UpdateCells(float dt)
|
||||
{
|
||||
int vecSize = Vector<float>.Count;
|
||||
float dtRelax = -_relaxRate * dt;
|
||||
|
||||
// Compute damping and relaxation factors if needed
|
||||
// Precompute damping and relaxation factors globally
|
||||
if (_applyDamping)
|
||||
{
|
||||
for (int i = 0; i < _totalCells; i++)
|
||||
@@ -418,13 +405,78 @@ namespace FluidSim.Core
|
||||
}
|
||||
if (_applyRelax)
|
||||
{
|
||||
var relaxVal = MathF.Exp(dtRelax);
|
||||
float relaxVal = MathF.Exp(dtRelax);
|
||||
for (int i = 0; i < _totalCells; i++)
|
||||
_relaxFactors[i] = relaxVal;
|
||||
}
|
||||
|
||||
int iCell = 0;
|
||||
for (; iCell <= _totalCells - vecSize; iCell += vecSize)
|
||||
// Update each pipe separately
|
||||
for (int p = 0; p < _pipeCount; p++)
|
||||
{
|
||||
int start = _pipeStart[p];
|
||||
int end = _pipeEnd[p]; // exclusive
|
||||
int len = end - start;
|
||||
if (len == 0) continue;
|
||||
|
||||
// ------- Left boundary cell (i = start) ------
|
||||
{
|
||||
int i = start;
|
||||
float rhoOld = _rho[i], rhouOld = _rhou[i], EOld = _E[i], YOld = _Y[i];
|
||||
|
||||
// left face: always the pipe's left boundary flux
|
||||
float fluxM_L = _leftFluxM[p];
|
||||
float fluxP_L = _leftFluxP[p];
|
||||
float fluxE_L = _leftFluxE[p];
|
||||
float fluxY_L = _leftFluxY[p];
|
||||
|
||||
// right face: depends on pipe length
|
||||
float fluxM_R, fluxP_R, fluxE_R, fluxY_R;
|
||||
if (len == 1)
|
||||
{
|
||||
// Only one cell: right face is the pipe's right boundary flux
|
||||
fluxM_R = _rightFluxM[p];
|
||||
fluxP_R = _rightFluxP[p];
|
||||
fluxE_R = _rightFluxE[p];
|
||||
fluxY_R = _rightFluxY[p];
|
||||
}
|
||||
else
|
||||
{
|
||||
// interior face (global flux at index i+1)
|
||||
fluxM_R = _fluxM[i + 1];
|
||||
fluxP_R = _fluxP[i + 1];
|
||||
fluxE_R = _fluxE[i + 1];
|
||||
fluxY_R = _fluxY[i + 1];
|
||||
}
|
||||
|
||||
float dtdx = dt / _dx[i];
|
||||
float rhoNew = rhoOld - dtdx * (fluxM_R - fluxM_L);
|
||||
float rhouNew = rhouOld - dtdx * (fluxP_R - fluxP_L);
|
||||
float ENew = EOld - dtdx * (fluxE_R - fluxE_L);
|
||||
float rhoYOld = rhoOld * YOld;
|
||||
float rhoYNew = rhoYOld - dtdx * (fluxY_R - fluxY_L);
|
||||
|
||||
if (_applyDamping) rhouNew *= _dampingFactors[i];
|
||||
if (_applyRelax) ENew = _ambientEnergyRef + (ENew - _ambientEnergyRef) * _relaxFactors[i];
|
||||
|
||||
rhoNew = MathF.Max(rhoNew, 1e-12f);
|
||||
float kin = 0.5f * rhouNew * rhouNew / rhoNew;
|
||||
float eMin = 100f * Gm1Inv + kin;
|
||||
ENew = MathF.Max(ENew, eMin);
|
||||
|
||||
_rho[i] = rhoNew;
|
||||
_rhou[i] = rhouNew;
|
||||
_E[i] = ENew;
|
||||
_Y[i] = Math.Clamp(rhoYNew / rhoNew, 0f, 1f);
|
||||
}
|
||||
|
||||
// ------- Interior cells (i = start+1 to end-2) ------
|
||||
if (len > 2)
|
||||
{
|
||||
int iCell = start + 1;
|
||||
int iEnd = end - 1; // exclusive upper bound
|
||||
|
||||
// Vectorised path for interior cells (if available)
|
||||
for (; iCell <= iEnd - vecSize; iCell += vecSize)
|
||||
{
|
||||
var rhoOld = new Vector<float>(_rho, iCell);
|
||||
var rhouOld = new Vector<float>(_rhou, iCell);
|
||||
@@ -471,8 +523,8 @@ namespace FluidSim.Core
|
||||
yNew.CopyTo(_Y, iCell);
|
||||
}
|
||||
|
||||
// Scalar remainder (only a few cells)
|
||||
for (; iCell < _totalCells; iCell++)
|
||||
// Scalar remainder for interior cells
|
||||
for (; iCell < iEnd; iCell++)
|
||||
{
|
||||
float rhoOld = _rho[iCell], rhouOld = _rhou[iCell], EOld = _E[iCell], YOld = _Y[iCell];
|
||||
float fluxM_L = _fluxM[iCell], fluxP_L = _fluxP[iCell], fluxE_L = _fluxE[iCell], fluxY_L = _fluxY[iCell];
|
||||
@@ -500,7 +552,70 @@ namespace FluidSim.Core
|
||||
}
|
||||
}
|
||||
|
||||
// ---------- Scalar flux helpers (used in boundaries and scalar fallback) ----------
|
||||
// ------- Right boundary cell (i = end-1, if len > 1) ------
|
||||
if (len > 1)
|
||||
{
|
||||
int i = end - 1;
|
||||
float rhoOld = _rho[i], rhouOld = _rhou[i], EOld = _E[i], YOld = _Y[i];
|
||||
|
||||
// left face
|
||||
float fluxM_L, fluxP_L, fluxE_L, fluxY_L;
|
||||
if (len == 2)
|
||||
{
|
||||
// Only two cells: left face is the pipe's left boundary flux
|
||||
fluxM_L = _leftFluxM[p];
|
||||
fluxP_L = _leftFluxP[p];
|
||||
fluxE_L = _leftFluxE[p];
|
||||
fluxY_L = _leftFluxY[p];
|
||||
}
|
||||
else
|
||||
{
|
||||
// interior face (global flux at i)
|
||||
fluxM_L = _fluxM[i];
|
||||
fluxP_L = _fluxP[i];
|
||||
fluxE_L = _fluxE[i];
|
||||
fluxY_L = _fluxY[i];
|
||||
}
|
||||
|
||||
// right face: always the pipe's right boundary flux
|
||||
float fluxM_R = _rightFluxM[p];
|
||||
float fluxP_R = _rightFluxP[p];
|
||||
float fluxE_R = _rightFluxE[p];
|
||||
float fluxY_R = _rightFluxY[p];
|
||||
|
||||
float dtdx = dt / _dx[i];
|
||||
float rhoNew = rhoOld - dtdx * (fluxM_R - fluxM_L);
|
||||
float rhouNew = rhouOld - dtdx * (fluxP_R - fluxP_L);
|
||||
float ENew = EOld - dtdx * (fluxE_R - fluxE_L);
|
||||
float rhoYOld = rhoOld * YOld;
|
||||
float rhoYNew = rhoYOld - dtdx * (fluxY_R - fluxY_L);
|
||||
|
||||
if (_applyDamping) rhouNew *= _dampingFactors[i];
|
||||
if (_applyRelax) ENew = _ambientEnergyRef + (ENew - _ambientEnergyRef) * _relaxFactors[i];
|
||||
|
||||
rhoNew = MathF.Max(rhoNew, 1e-12f);
|
||||
float kin = 0.5f * rhouNew * rhouNew / rhoNew;
|
||||
float eMin = 100f * Gm1Inv + kin;
|
||||
ENew = MathF.Max(ENew, eMin);
|
||||
|
||||
_rho[i] = rhoNew;
|
||||
_rhou[i] = rhouNew;
|
||||
_E[i] = ENew;
|
||||
_Y[i] = Math.Clamp(rhoYNew / rhoNew, 0f, 1f);
|
||||
}
|
||||
}
|
||||
|
||||
// Recompute pressure for all cells (for visualization)
|
||||
for (int i = 0; i < _totalCells; i++)
|
||||
{
|
||||
float rho = _rho[i];
|
||||
float rhou = _rhou[i];
|
||||
float u = rhou / MathF.Max(rho, 1e-12f);
|
||||
_p[i] = Gm1 * (_E[i] - 0.5f * rhou * u);
|
||||
}
|
||||
}
|
||||
|
||||
// ---------- Scalar flux helpers ----------
|
||||
private static void LaxFlux(float rL, float uL, float pL, float cL,
|
||||
float rR, float uR, float pR, float cR,
|
||||
out float fm, out float fp, out float fe)
|
||||
@@ -528,6 +643,23 @@ namespace FluidSim.Core
|
||||
fy = 0.5f * (FyL + FyR) - 0.5f * alpha * (rR * YR - rL * YL);
|
||||
}
|
||||
|
||||
public int GetRequiredSubSteps(float dtGlobal, float cflTarget = 0.8f)
|
||||
{
|
||||
float maxW = 0f;
|
||||
for (int i = 0; i < _totalCells; i++)
|
||||
{
|
||||
float rho = MathF.Max(_rho[i], 1e-12f);
|
||||
float u = MathF.Abs(_rhou[i] / rho);
|
||||
float p = Gm1 * (_E[i] - 0.5f * _rhou[i] * _rhou[i] / rho);
|
||||
float c = MathF.Sqrt(Gamma * p / rho);
|
||||
float w = u + c;
|
||||
if (w > maxW) maxW = w;
|
||||
}
|
||||
maxW = MathF.Max(maxW, 1e-8f);
|
||||
float minDx = _dx.Min(); // need using System.Linq;
|
||||
return Math.Max(1, (int)MathF.Ceiling(dtGlobal * maxW / (cflTarget * minDx)));
|
||||
}
|
||||
|
||||
// ---------- Profiling report ----------
|
||||
public string GetProfileReport()
|
||||
{
|
||||
|
||||
@@ -36,7 +36,8 @@ namespace FluidSim.Core
|
||||
{
|
||||
if (_pipeSystem == null || _boundarySystem == null) return;
|
||||
|
||||
int nSub = SubStepCount;
|
||||
int nSub = _pipeSystem.GetRequiredSubSteps((float)_dt, 0.8f);
|
||||
nSub = Math.Max(nSub, SubStepCount); // never go below fixed minimum
|
||||
float dtSub = (float)(_dt / nSub);
|
||||
|
||||
for (int sub = 0; sub < nSub; sub++)
|
||||
|
||||
60
Program.cs
60
Program.cs
@@ -33,24 +33,33 @@ public class Program
|
||||
// Audio & simulation
|
||||
private static SimulationRingBuffer _simRingBuffer = null!;
|
||||
private static SoundEngine _soundEngine = null!;
|
||||
private static Scenario _scenario = null!; // cast to access ThrottleArea
|
||||
private static Scenario _scenario = null!;
|
||||
private static Font? _overlayFont;
|
||||
private static Text? _overlayText;
|
||||
|
||||
// Throttle control
|
||||
private static float _throttleTarget = 1.0f; // 0‑1, set by arrow keys
|
||||
private static float _throttleCurrent = 0.0f; // actual current fraction (lerped)
|
||||
private const float ThrottleLerpRate = 10.0f; // times per second (speed of movement)
|
||||
private static float _throttleTarget = 1.0f;
|
||||
private static float _throttleCurrent = 0.0f;
|
||||
private const float ThrottleLerpRate = 10.0f;
|
||||
private static bool _wKeyHeld = false;
|
||||
private static float _lastThrottleUpdateTime;
|
||||
|
||||
// Load
|
||||
private static float _loadTarget = 0.0f; // 0‑1
|
||||
private static float _loadCurrent = 0.0f;
|
||||
|
||||
private static float _clutchTarget = 0f;
|
||||
private static float _clutchCurrent = 0f;
|
||||
private static bool _cKeyHeld = false;
|
||||
|
||||
private const int TargetMaxFill = (int)(SampleRate * 0.2);
|
||||
|
||||
public static void Main()
|
||||
{
|
||||
var window = CreateWindow();
|
||||
LoadFont();
|
||||
_scenario = new SingleCylScenario();
|
||||
_scenario = new TwoStrokeScenario();
|
||||
_scenario.Font = _overlayFont;
|
||||
_scenario.Initialize(SampleRate);
|
||||
_lastThrottleUpdateTime = 0.0f;
|
||||
|
||||
@@ -76,14 +85,12 @@ public class Program
|
||||
(1.0 - Math.Exp(-8.0 * (now - lastDrawTime)));
|
||||
_soundEngine.Speed = _currentDisplaySpeed;
|
||||
|
||||
// ---- Throttle update ----
|
||||
// ---- Throttle & Load update (shared dt) ----
|
||||
float dtThrottle = (float)now - _lastThrottleUpdateTime;
|
||||
_lastThrottleUpdateTime = (float)now;
|
||||
|
||||
float throttleDesiredFraction = _wKeyHeld ? _throttleTarget : 0.0f;
|
||||
|
||||
// Snap to zero instantly when target is zero (key released)
|
||||
if (throttleDesiredFraction == 0.0)
|
||||
if (throttleDesiredFraction == 0.0f)
|
||||
{
|
||||
_throttleCurrent = 0.0f;
|
||||
}
|
||||
@@ -93,8 +100,18 @@ public class Program
|
||||
_throttleCurrent += (throttleDesiredFraction - _throttleCurrent) * smoothing;
|
||||
}
|
||||
|
||||
float loadSmoothing = 1.0f - MathF.Exp(-ThrottleLerpRate * dtThrottle);
|
||||
_loadCurrent += (_loadTarget - _loadCurrent) * loadSmoothing;
|
||||
_scenario.Load = _loadCurrent;
|
||||
|
||||
_scenario.Throttle = _throttleCurrent;
|
||||
|
||||
float clutchDesired = _cKeyHeld ? 1f : 0f;
|
||||
float clutchSmoothing = 1f - MathF.Exp(-ThrottleLerpRate * dtThrottle);
|
||||
_clutchCurrent += (clutchDesired - _clutchCurrent) * clutchSmoothing;
|
||||
_scenario.Clutch = _clutchCurrent;
|
||||
|
||||
|
||||
// ---- Drawing ----
|
||||
if (now - lastDrawTime >= 1.0 / DrawFrequency)
|
||||
{
|
||||
@@ -103,7 +120,8 @@ public class Program
|
||||
string toggleHint = _isRealTime ? "[Space] slow mo" : "[Space] real time";
|
||||
_overlayText.DisplayedString =
|
||||
$"{toggleHint} Speed: {_currentDisplaySpeed:F3}x RT: {(_currentDisplaySpeed * 100.0):F1}% Sim load: {_loadTracker.LoadPercent:F0}%\n" +
|
||||
$"Throttle: {_throttleCurrent * 100:F0}% Target: {_throttleTarget * 100:F0}% [W] {(_wKeyHeld ? "BLIP" : "---")}";
|
||||
$"Clutch: {_clutchCurrent*100:F0}% [C]" +
|
||||
$"Load: {_loadCurrent*100:F0}% [←][→] Throttle: {_throttleCurrent * 100:F0}% Target: {_throttleTarget * 100:F0}% [W] {(_wKeyHeld ? "BLIP" : "---")}";
|
||||
}
|
||||
|
||||
window.Clear(Color.Black);
|
||||
@@ -205,6 +223,25 @@ public class Program
|
||||
case Keyboard.Key.Down:
|
||||
_throttleTarget = MathF.Max(0.0f, _throttleTarget - 0.05f);
|
||||
break;
|
||||
|
||||
case Keyboard.Key.Left:
|
||||
_loadTarget = MathF.Max(0.0f, _loadTarget - 0.05f);
|
||||
break;
|
||||
|
||||
case Keyboard.Key.Right:
|
||||
_loadTarget = MathF.Min(1.0f, _loadTarget + 0.05f);
|
||||
break;
|
||||
|
||||
case Keyboard.Key.E:
|
||||
_scenario.ShiftUp();
|
||||
break;
|
||||
case Keyboard.Key.Q:
|
||||
_scenario.ShiftDown();
|
||||
break;
|
||||
|
||||
case Keyboard.Key.C:
|
||||
_cKeyHeld = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -212,5 +249,8 @@ public class Program
|
||||
{
|
||||
if (e.Code == Keyboard.Key.W)
|
||||
_wKeyHeld = false;
|
||||
|
||||
if (e.Code == Keyboard.Key.C)
|
||||
_cKeyHeld = false;
|
||||
}
|
||||
}
|
||||
@@ -2,6 +2,8 @@
|
||||
using SFML.System;
|
||||
using FluidSim.Core;
|
||||
using FluidSim.Components;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace FluidSim.Tests
|
||||
{
|
||||
@@ -10,11 +12,204 @@ namespace FluidSim.Tests
|
||||
protected const float AmbientPressure = 101325f;
|
||||
protected const float AmbientTemperature = 300f;
|
||||
public float Throttle { get; set; }
|
||||
public float Load { get; set; }
|
||||
public float Clutch { get; set; } // 0 = engaged, 1 = fully disengaged (manual lever)
|
||||
public Font? Font { get; set; }
|
||||
|
||||
public abstract void Initialize(int sampleRate);
|
||||
public abstract float Process();
|
||||
public abstract void Draw(RenderWindow target);
|
||||
|
||||
public virtual void ShiftUp() { }
|
||||
public virtual void ShiftDown() { }
|
||||
|
||||
// ---- Dyno curve graph ----
|
||||
private const float RpmBinSize = 50f;
|
||||
private readonly List<(float powerKw, float torqueNm)> _dynoBins = new();
|
||||
private int _lastDynoBin = -1;
|
||||
|
||||
public void ResetDynoCurve()
|
||||
{
|
||||
_dynoBins.Clear();
|
||||
_lastDynoBin = -1;
|
||||
}
|
||||
|
||||
protected void UpdateDynoCurve(float rpm, float powerKw, float torqueNm)
|
||||
{
|
||||
if (rpm <= 0) return;
|
||||
int bin = (int)(rpm / RpmBinSize);
|
||||
|
||||
while (_dynoBins.Count <= bin)
|
||||
_dynoBins.Add((0f, 0f));
|
||||
|
||||
if (_lastDynoBin >= 0 && bin > _lastDynoBin + 1)
|
||||
{
|
||||
float lastPower = _dynoBins[_lastDynoBin].powerKw > 0 ? _dynoBins[_lastDynoBin].powerKw : 0f;
|
||||
float lastTorque = _dynoBins[_lastDynoBin].torqueNm > 0 ? _dynoBins[_lastDynoBin].torqueNm : 0f;
|
||||
for (int b = _lastDynoBin + 1; b < bin; b++)
|
||||
{
|
||||
float t = (b - _lastDynoBin) / (float)(bin - _lastDynoBin);
|
||||
float interpPower = lastPower + (powerKw - lastPower) * t;
|
||||
float interpTorque = lastTorque + (torqueNm - lastTorque) * t;
|
||||
if (interpPower > _dynoBins[b].powerKw || _dynoBins[b].powerKw <= 0)
|
||||
_dynoBins[b] = (interpPower, _dynoBins[b].torqueNm);
|
||||
if (interpTorque > _dynoBins[b].torqueNm || _dynoBins[b].torqueNm <= 0)
|
||||
_dynoBins[b] = (_dynoBins[b].powerKw, interpTorque);
|
||||
}
|
||||
}
|
||||
|
||||
var current = _dynoBins[bin];
|
||||
if (powerKw > current.powerKw || current.powerKw <= 0)
|
||||
current.powerKw = powerKw;
|
||||
if (torqueNm > current.torqueNm || current.torqueNm <= 0)
|
||||
current.torqueNm = torqueNm;
|
||||
_dynoBins[bin] = current;
|
||||
|
||||
_lastDynoBin = bin;
|
||||
}
|
||||
|
||||
protected void DrawDynoCurve(RenderWindow target,
|
||||
float graphX, float graphY, float graphWidth, float graphHeight,
|
||||
float currentRpm, float currentPowerKw)
|
||||
{
|
||||
if (_dynoBins.Count == 0) return;
|
||||
|
||||
float maxPowerKw = 0.01f, maxTorqueNm = 0.01f, maxRpm = 1000f;
|
||||
for (int b = 0; b < _dynoBins.Count; b++)
|
||||
{
|
||||
var bin = _dynoBins[b];
|
||||
if (bin.powerKw > 0 || bin.torqueNm > 0)
|
||||
{
|
||||
float rpmBin = b * RpmBinSize + RpmBinSize / 2f;
|
||||
if (bin.powerKw > maxPowerKw) maxPowerKw = bin.powerKw;
|
||||
if (bin.torqueNm > maxTorqueNm) maxTorqueNm = bin.torqueNm;
|
||||
if (rpmBin > maxRpm) maxRpm = rpmBin;
|
||||
}
|
||||
}
|
||||
maxPowerKw *= 1.1f;
|
||||
maxTorqueNm *= 1.1f;
|
||||
maxRpm = MathF.Max(maxRpm * 1.05f, 1000f);
|
||||
|
||||
var bg = new RectangleShape(new Vector2f(graphWidth, graphHeight))
|
||||
{
|
||||
FillColor = new Color(20, 20, 20, 200),
|
||||
Position = new Vector2f(graphX, graphY)
|
||||
};
|
||||
target.Draw(bg);
|
||||
|
||||
const float leftMargin = 50f, rightMargin = 50f, topMargin = 20f, bottomMargin = 35f;
|
||||
float plotX = graphX + leftMargin;
|
||||
float plotY = graphY + topMargin;
|
||||
float plotW = graphWidth - leftMargin - rightMargin;
|
||||
float plotH = graphHeight - topMargin - bottomMargin;
|
||||
|
||||
float xMin = 0f, xMax = maxRpm;
|
||||
float yLeftMin = 0f, yLeftMax = maxPowerKw;
|
||||
float yRightMin = 0f, yRightMax = maxTorqueNm;
|
||||
|
||||
var powerColor = new Color(0xFF, 0x1B, 0x1B);
|
||||
var torqueColor = new Color(0x09, 0x09, 0xFF);
|
||||
var gridColor = new Color(50, 50, 50);
|
||||
|
||||
for (int i = 0; i <= 9; i++)
|
||||
{
|
||||
float t = i / 9f;
|
||||
float x = plotX + t * plotW;
|
||||
var vLine = new VertexArray(PrimitiveType.Lines, 2);
|
||||
vLine[0] = new Vertex(new Vector2f(x, plotY), gridColor);
|
||||
vLine[1] = new Vertex(new Vector2f(x, plotY + plotH), gridColor);
|
||||
target.Draw(vLine);
|
||||
}
|
||||
for (int i = 0; i <= 5; i++)
|
||||
{
|
||||
float t = i / 5f;
|
||||
float y = plotY + (1 - t) * plotH;
|
||||
var hLine = new VertexArray(PrimitiveType.Lines, 2);
|
||||
hLine[0] = new Vertex(new Vector2f(plotX, y), gridColor);
|
||||
hLine[1] = new Vertex(new Vector2f(plotX + plotW, y), gridColor);
|
||||
target.Draw(hLine);
|
||||
}
|
||||
|
||||
DrawLabel(target, "RPM", new Vector2f(graphX + graphWidth / 2 - 12, graphY + graphHeight - 15), Color.White, 12);
|
||||
DrawLabel(target, "kW", new Vector2f(graphX + 5, graphY + 2), Color.White, 11);
|
||||
DrawLabel(target, "Nm", new Vector2f(graphX + graphWidth - 25, graphY + 2), Color.White, 11);
|
||||
|
||||
for (int i = 0; i <= 5; i++)
|
||||
{
|
||||
float leftValue = yLeftMin + (yLeftMax - yLeftMin) * i / 5f;
|
||||
float rightValue = yRightMin + (yRightMax - yRightMin) * i / 5f;
|
||||
float y = plotY + (1 - i / 5f) * plotH;
|
||||
DrawLabel(target, $"{leftValue:F1}", new Vector2f(graphX + 2, y - 6), Color.White, 9);
|
||||
DrawLabel(target, $"{rightValue:F1}", new Vector2f(graphX + graphWidth - 40, y - 6), Color.White, 9);
|
||||
}
|
||||
|
||||
for (int i = 0; i <= 9; i++)
|
||||
{
|
||||
float value = xMin + (xMax - xMin) * i / 9f;
|
||||
float x = plotX + i / 9f * plotW;
|
||||
DrawLabel(target, $"{value / 1000f:F1}k", new Vector2f(x - 15, graphY + graphHeight - bottomMargin + 5), Color.White, 9);
|
||||
}
|
||||
|
||||
var powerLine = new VertexArray(PrimitiveType.LineStrip);
|
||||
bool firstPower = true;
|
||||
for (int b = 0; b < _dynoBins.Count; b++)
|
||||
{
|
||||
float rpmBin = b * RpmBinSize + RpmBinSize / 2f;
|
||||
if (rpmBin > xMax) break;
|
||||
var bin = _dynoBins[b];
|
||||
if (bin.powerKw > 0)
|
||||
{
|
||||
float sx = plotX + (rpmBin - xMin) / (xMax - xMin) * plotW;
|
||||
float sy = plotY + (1 - (bin.powerKw - yLeftMin) / (yLeftMax - yLeftMin)) * plotH;
|
||||
if (firstPower) { powerLine.Clear(); firstPower = false; }
|
||||
powerLine.Append(new Vertex(new Vector2f(sx, sy), powerColor));
|
||||
}
|
||||
else if (!firstPower)
|
||||
{
|
||||
target.Draw(powerLine);
|
||||
powerLine.Clear();
|
||||
firstPower = true;
|
||||
}
|
||||
}
|
||||
if (!firstPower) target.Draw(powerLine);
|
||||
|
||||
var torqueLine = new VertexArray(PrimitiveType.LineStrip);
|
||||
bool firstTorque = true;
|
||||
for (int b = 0; b < _dynoBins.Count; b++)
|
||||
{
|
||||
float rpmBin = b * RpmBinSize + RpmBinSize / 2f;
|
||||
if (rpmBin > xMax) break;
|
||||
var bin = _dynoBins[b];
|
||||
if (bin.torqueNm > 0)
|
||||
{
|
||||
float sx = plotX + (rpmBin - xMin) / (xMax - xMin) * plotW;
|
||||
float sy = plotY + (1 - (bin.torqueNm - yRightMin) / (yRightMax - yRightMin)) * plotH;
|
||||
if (firstTorque) { torqueLine.Clear(); firstTorque = false; }
|
||||
torqueLine.Append(new Vertex(new Vector2f(sx, sy), torqueColor));
|
||||
}
|
||||
else if (!firstTorque)
|
||||
{
|
||||
target.Draw(torqueLine);
|
||||
torqueLine.Clear();
|
||||
firstTorque = true;
|
||||
}
|
||||
}
|
||||
if (!firstTorque) target.Draw(torqueLine);
|
||||
|
||||
if (currentRpm > 0 && currentRpm <= xMax && currentPowerKw > 0)
|
||||
{
|
||||
float sx = plotX + (currentRpm - xMin) / (xMax - xMin) * plotW;
|
||||
float sy = plotY + (1 - (currentPowerKw - yLeftMin) / (yLeftMax - yLeftMin)) * plotH;
|
||||
var dot = new CircleShape(2.5f)
|
||||
{
|
||||
FillColor = Color.White,
|
||||
Position = new Vector2f(sx - 2.5f, sy - 2.5f)
|
||||
};
|
||||
target.Draw(dot);
|
||||
}
|
||||
}
|
||||
|
||||
// ---- Drawing helpers ----
|
||||
protected Color PressureColor(float pressurePa)
|
||||
{
|
||||
float bar = pressurePa / 1e5f;
|
||||
@@ -68,7 +263,7 @@ namespace FluidSim.Tests
|
||||
target.Draw(border);
|
||||
}
|
||||
|
||||
protected void DrawCylinder(RenderWindow target, Cylinder cylinder,
|
||||
protected void DrawCylinder(RenderWindow target, EngineCylinder cylinder,
|
||||
float centerX, float topY, float width, float maxHeight)
|
||||
{
|
||||
float fraction = cylinder.PistonFraction;
|
||||
@@ -107,7 +302,8 @@ namespace FluidSim.Tests
|
||||
}
|
||||
|
||||
protected void DrawPipe(RenderWindow target, PipeSystem pipeSystem, int pipeIndex,
|
||||
float pipeCenterY, float pipeStartX, float pipeEndX)
|
||||
float pipeCenterY, float pipeStartX, float pipeEndX,
|
||||
float areaScale = 0f)
|
||||
{
|
||||
int start = pipeSystem.GetPipeStart(pipeIndex);
|
||||
int end = pipeSystem.GetPipeEnd(pipeIndex);
|
||||
@@ -116,20 +312,34 @@ namespace FluidSim.Tests
|
||||
|
||||
float pipeLen = pipeEndX - pipeStartX;
|
||||
float dx = pipeLen / (n - 1);
|
||||
float baseRadius = 25f;
|
||||
|
||||
var centers = new float[n];
|
||||
var radii = new float[n];
|
||||
var temps = new float[n];
|
||||
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
int cell = start + i;
|
||||
float p = pipeSystem.GetCellPressure(cell);
|
||||
float rho = pipeSystem.GetCellDensity(cell);
|
||||
temps[i] = p / MathF.Max(rho * 287f, 1e-12f);
|
||||
|
||||
if (areaScale > 0f)
|
||||
{
|
||||
// Use actual cell area to determine visual radius
|
||||
float area = pipeSystem.GetCellArea(cell);
|
||||
radii[i] = MathF.Sqrt(area / MathF.PI) * areaScale;
|
||||
if (radii[i] < 1f) radii[i] = 1f;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Original pressure‑based radius
|
||||
float dev = MathF.Tanh((p - AmbientPressure) / AmbientPressure * 0.5f);
|
||||
float baseRadius = 25f; // default visual radius for constant‑area pipes
|
||||
radii[i] = baseRadius * (1f + dev * 2f);
|
||||
if (radii[i] < 2f) radii[i] = 2f;
|
||||
}
|
||||
|
||||
centers[i] = pipeStartX + i * dx;
|
||||
}
|
||||
|
||||
@@ -157,5 +367,18 @@ namespace FluidSim.Tests
|
||||
}
|
||||
target.Draw(va);
|
||||
}
|
||||
|
||||
protected void DrawLabel(RenderWindow target, string text, Vector2f position, Color fillColor, uint characterSize = 14)
|
||||
{
|
||||
if (Font == null) return;
|
||||
var txt = new Text(Font)
|
||||
{
|
||||
DisplayedString = text,
|
||||
Position = position,
|
||||
FillColor = fillColor,
|
||||
CharacterSize = characterSize
|
||||
};
|
||||
target.Draw(txt);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,7 @@
|
||||
using FluidSim.Components;
|
||||
using FluidSim.Core;
|
||||
using FluidSim.Interfaces;
|
||||
using FluidSim.Utils;
|
||||
using SFML.Graphics;
|
||||
using SFML.System;
|
||||
using System;
|
||||
@@ -9,208 +10,200 @@ namespace FluidSim.Tests
|
||||
{
|
||||
public class SingleCylScenario : Scenario
|
||||
{
|
||||
// ---------- Engine components ----------
|
||||
private Crankshaft crankshaft;
|
||||
private Cylinder cylinder;
|
||||
|
||||
// ---------- Fluid network ----------
|
||||
private PipeSystem pipeSystem;
|
||||
private BoundarySystem boundaries;
|
||||
private Solver solver;
|
||||
|
||||
// Volumes
|
||||
private Volume0D intakePlenum;
|
||||
|
||||
// Ports
|
||||
private Port plenumInlet, plenumOutlet;
|
||||
private Volume0D exhaustCollector;
|
||||
private Port colIn, colOut;
|
||||
|
||||
// Orifice / open‑end indices
|
||||
private int throttleAreaIdx, plenumRunnerIdx, intakeValveIdx, exhaustValveIdx;
|
||||
private int intakeOpenIdx, exhaustOpenIdx;
|
||||
private int throttleAreaIdx, plenumRunnerAreaIdx, intakeValveIdx, exhaustValveIdx;
|
||||
private float[] orificeAreas;
|
||||
private int intakeOpenIdx, exhaustOpenIdx;
|
||||
|
||||
// Sound
|
||||
private SoundProcessor exhaustSound, intakeSound;
|
||||
private OutdoorExhaustReverb reverb;
|
||||
|
||||
// ---------- Simulation state ----------
|
||||
private double dt;
|
||||
private int stepCount;
|
||||
|
||||
// ---------- Geometry (Lifan YX140) ----------
|
||||
// Bore 56 mm, Stroke 57 mm, CR 9.5
|
||||
private const float Bore = 0.056f;
|
||||
private const float Stroke = 0.057f;
|
||||
private const float ConRod = 0.110f; // typical for 57 mm stroke
|
||||
private const float CompressionRatio = 9.5f;
|
||||
|
||||
// Valve diameters (intake 27 mm, exhaust 23 mm)
|
||||
private const float IntakeValveDiam = 0.027f;
|
||||
private const float ExhaustValveDiam = 0.023f;
|
||||
private const float ValveLift = 0.006f; // 6 mm peak lift
|
||||
|
||||
// Valve timings (degrees, 720° four‑stroke)
|
||||
// Intake: 15° BTDC → 45° ABDC
|
||||
private const float IVO = 345f; // 15° BTDC
|
||||
private const float IVC = 585f; // 45° ABDC (180°+45°)
|
||||
// Exhaust: 45° BBDC → 15° ATDC
|
||||
private const float EVO = 135f; // 45° BBDC (180°-45°)
|
||||
private const float EVC = 375f; // 15° ATDC (360°+15°)
|
||||
|
||||
// Spark advance: 30° BTDC
|
||||
private const float SparkAdv = 30f;
|
||||
|
||||
// Pipe / plenum sizes
|
||||
private const float PipeDiam = 0.025f; // 25 mm intake / exhaust
|
||||
private const float PipeArea = 0.00049087f; // π*D²/4
|
||||
private const float PlenumVolume = 0.0005f; // 500 mL
|
||||
private const float MaxThrottleArea = 1e-4f; // ~1 cm² (fully open)
|
||||
|
||||
// Pipe lengths and cell counts
|
||||
private const float IntakeLenBefore = 0.15f; // 15 cm before throttle
|
||||
private const float RunnerLen = 0.25f; // 25 cm runner
|
||||
private const float ExhaustLen = 0.60f; // 60 cm exhaust
|
||||
private const int CellsBefore = 6;
|
||||
private const int CellsRunner = 10;
|
||||
private const int CellsExhaust = 24;
|
||||
private float _maxThrottleArea;
|
||||
private float intakePipeArea, exhaustPipeArea;
|
||||
private const float MaxBrakeTorque = 30.0f; // Nm at full load
|
||||
|
||||
public override void Initialize(int sampleRate)
|
||||
{
|
||||
dt = 1.0 / sampleRate;
|
||||
|
||||
// ---------- Crankshaft ----------
|
||||
crankshaft = new Crankshaft(600); // start at ~600 RPM
|
||||
crankshaft.Inertia = 0.2f;
|
||||
crankshaft.FrictionConstant = 2.0f;
|
||||
crankshaft.FrictionViscous = 0.04f;
|
||||
// Throttle body diameter 44mm (typical for 250cc MX)
|
||||
_maxThrottleArea = (float)Units.AreaFromDiameter(44 * Units.mm);
|
||||
|
||||
// ---------- Cylinder ----------
|
||||
cylinder = new Cylinder(Bore, Stroke, ConRod, CompressionRatio,
|
||||
IVO, IVC, EVO, EVC, crankshaft)
|
||||
// ---- Crankshaft ----
|
||||
crankshaft = new Crankshaft(2000);
|
||||
crankshaft.Inertia = 0.02f; // kg·m² (crank + flywheel)
|
||||
crankshaft.FrictionConstant = 3.0f; // Nm – bearings, rings, seals
|
||||
crankshaft.FrictionViscous = 0.002f; // Nm/(rad/s) – oil windage
|
||||
|
||||
// ---- Cylinder (CRF250R) ----
|
||||
float bore = 0.078f; // 78 mm
|
||||
float stroke = 0.0522f; // 52.2 mm → 249.4 cc
|
||||
float conRod = 0.1044f; // 2× stroke
|
||||
float compRatio = 13.5f; // typical
|
||||
|
||||
// Valve events (high‑performance MX cam)
|
||||
float ivo = 340f, ivc = 600f; // intake opens 20° BTDC (overlap), closes 60° ABDC
|
||||
float evo = 120f, evc = 380f; // exhaust opens 60° BBDC, closes 20° ATDC
|
||||
|
||||
cylinder = new Cylinder(bore, stroke, conRod, compRatio,
|
||||
ivo, ivc, evo, evc, crankshaft)
|
||||
{
|
||||
IntakeValveDiameter = IntakeValveDiam,
|
||||
ExhaustValveDiameter = ExhaustValveDiam,
|
||||
IntakeValveLift = ValveLift,
|
||||
ExhaustValveLift = ValveLift,
|
||||
SparkAdvance = SparkAdv,
|
||||
EnergyVariationFraction = 0.03f, // small cycle‑to‑cycle variation
|
||||
MisfireProbability = 0.0f
|
||||
IntakeValveDiameter = 0.036f, // 36 mm
|
||||
IntakeValveLift = 0.0095f, // 9.5 mm
|
||||
ExhaustValveDiameter = 0.030f, // 30 mm
|
||||
ExhaustValveLift = 0.0085f // 8.5 mm
|
||||
};
|
||||
|
||||
// ---------- Pipe system ----------
|
||||
int totalCells = CellsBefore + CellsRunner + CellsExhaust;
|
||||
int[] pipeStart = { 0, CellsBefore, CellsBefore + CellsRunner };
|
||||
int[] pipeEnd = { CellsBefore, CellsBefore + CellsRunner, totalCells };
|
||||
// ---- Pipe system ----
|
||||
int[] pipeStart = { 0, 10, 20 };
|
||||
int[] pipeEnd = { 10, 20, 70 };
|
||||
int totalCells = pipeEnd[^1];
|
||||
float[] area = new float[totalCells];
|
||||
float[] dx = new float[totalCells];
|
||||
|
||||
float[] areas = new float[totalCells];
|
||||
float[] dxs = new float[totalCells];
|
||||
float dxBefore = IntakeLenBefore / CellsBefore;
|
||||
float dxRunner = RunnerLen / CellsRunner;
|
||||
float dxExh = ExhaustLen / CellsExhaust;
|
||||
float intakeDia = 0.040f; // 40 mm intake runner
|
||||
float exhaustDia = 0.038f; // 38 mm exhaust primary
|
||||
intakePipeArea = MathF.PI * 0.25f * intakeDia * intakeDia;
|
||||
exhaustPipeArea = MathF.PI * 0.25f * exhaustDia * exhaustDia;
|
||||
|
||||
float intakeLenBefore = 0.15f; // throttle body to plenum
|
||||
float intakeLenRunner = 0.25f; // plenum to valve
|
||||
float exhaustLen = 0.50f; // exhaust length
|
||||
|
||||
for (int i = 0; i < totalCells; i++)
|
||||
{
|
||||
areas[i] = PipeArea;
|
||||
if (i < CellsBefore)
|
||||
dxs[i] = dxBefore;
|
||||
else if (i < CellsBefore + CellsRunner)
|
||||
dxs[i] = dxRunner;
|
||||
if (i < 10)
|
||||
{
|
||||
area[i] = intakePipeArea; dx[i] = intakeLenBefore / 10f;
|
||||
}
|
||||
else if (i < 20)
|
||||
{
|
||||
area[i] = intakePipeArea; dx[i] = intakeLenRunner / 10f;
|
||||
}
|
||||
else
|
||||
dxs[i] = dxExh;
|
||||
{
|
||||
area[i] = exhaustPipeArea; dx[i] = exhaustLen / 50f;
|
||||
}
|
||||
}
|
||||
|
||||
float rho0 = 101325f / (287f * 300f);
|
||||
pipeSystem = new PipeSystem(totalCells, pipeStart, pipeEnd, areas, dxs,
|
||||
rho0, 0f, 101325f);
|
||||
pipeSystem.DampingMultiplier = 0.5f;
|
||||
pipeSystem.EnergyRelaxationRate = 0f; // adiabatic pipes
|
||||
pipeSystem = new PipeSystem(totalCells, pipeStart, pipeEnd, area, dx,
|
||||
1.225f, 0f, 101325f);
|
||||
pipeSystem.DampingMultiplier = 1.0f;
|
||||
pipeSystem.EnergyRelaxationRate = 0.5f;
|
||||
pipeSystem.AmbientPressure = 101325f;
|
||||
|
||||
// ---------- Volumes ----------
|
||||
intakePlenum = new Volume0D(PlenumVolume, 101325f, 300f);
|
||||
// ---- Volumes ----
|
||||
intakePlenum = new Volume0D(1.0e-3f, 101325f, 300f); // 1 litre airbox
|
||||
plenumInlet = intakePlenum.CreatePort();
|
||||
plenumOutlet = intakePlenum.CreatePort();
|
||||
exhaustCollector = new Volume0D(10e-6f, 101325f, 800f); // unused
|
||||
colIn = exhaustCollector.CreatePort();
|
||||
colOut = exhaustCollector.CreatePort();
|
||||
|
||||
// ---------- Boundary system ----------
|
||||
// ---- Boundary system ----
|
||||
boundaries = new BoundarySystem(pipeSystem, maxOrifices: 4, maxOpenEnds: 2);
|
||||
|
||||
throttleAreaIdx = 0;
|
||||
plenumRunnerIdx = 1;
|
||||
plenumRunnerAreaIdx = 1;
|
||||
intakeValveIdx = 2;
|
||||
exhaustValveIdx = 3;
|
||||
|
||||
// Open ends
|
||||
boundaries.AddOpenEnd(pipeIndex: 0, isLeftEnd: true, 101325f, PipeArea);
|
||||
// Open ends (pipe area = pipe cross‑section)
|
||||
boundaries.AddOpenEnd(pipeIndex: 0, isLeftEnd: true, 101325f, intakePipeArea);
|
||||
intakeOpenIdx = 0;
|
||||
boundaries.AddOpenEnd(pipeIndex: 2, isLeftEnd: false, 101325f, PipeArea);
|
||||
boundaries.AddOpenEnd(pipeIndex: 2, isLeftEnd: false, 101325f, exhaustPipeArea);
|
||||
exhaustOpenIdx = 1;
|
||||
|
||||
// Orifices
|
||||
// throttle – variable area, low discharge for restriction
|
||||
boundaries.AddOrifice(plenumInlet, pipeIndex: 0, isLeftEnd: false,
|
||||
throttleAreaIdx, dischargeCoeff: 0.8f);
|
||||
// plenum → runner
|
||||
boundaries.AddOrifice(plenumOutlet, pipeIndex: 1, isLeftEnd: true,
|
||||
plenumRunnerIdx, dischargeCoeff: 1.0f);
|
||||
// intake valve
|
||||
boundaries.AddOrifice(cylinder.IntakePort, pipeIndex: 1, isLeftEnd: false,
|
||||
intakeValveIdx, dischargeCoeff: 1.0f);
|
||||
// exhaust valve
|
||||
boundaries.AddOrifice(cylinder.ExhaustPort, pipeIndex: 2, isLeftEnd: true,
|
||||
exhaustValveIdx, dischargeCoeff: 1.0f);
|
||||
boundaries.AddOrifice(plenumInlet, pipeIndex: 0, isLeftEnd: false, throttleAreaIdx, 0.7f); // throttle
|
||||
boundaries.AddOrifice(plenumOutlet, pipeIndex: 1, isLeftEnd: true, plenumRunnerAreaIdx, 1.0f); // plenum→runner
|
||||
boundaries.AddOrifice(cylinder.IntakePort, pipeIndex: 1, isLeftEnd: false, intakeValveIdx, 1.0f); // intake valve
|
||||
boundaries.AddOrifice(cylinder.ExhaustPort, pipeIndex: 2, isLeftEnd: true, exhaustValveIdx, 1.0f); // exhaust valve
|
||||
|
||||
orificeAreas = new float[4];
|
||||
orificeAreas[plenumRunnerIdx] = PipeArea; // fixed full‑bore
|
||||
orificeAreas[plenumRunnerAreaIdx] = intakePipeArea; // runner cross‑section (fixed)
|
||||
|
||||
// ---------- Solver ----------
|
||||
solver = new Solver { SubStepCount = 5, EnableProfiling = false };
|
||||
// ---- Solver ----
|
||||
solver = new Solver { SubStepCount = 4, EnableProfiling = false };
|
||||
solver.SetTimeStep(dt);
|
||||
solver.SetPipeSystem(pipeSystem);
|
||||
solver.SetBoundarySystem(boundaries);
|
||||
solver.AddComponent(cylinder);
|
||||
solver.AddComponent(intakePlenum);
|
||||
solver.AddComponent(exhaustCollector);
|
||||
|
||||
// ---------- Sound ----------
|
||||
exhaustSound = new SoundProcessor(sampleRate, 1f) { Gain = 0.2f };
|
||||
intakeSound = new SoundProcessor(sampleRate, 1f) { Gain = 0.2f };
|
||||
// ---- Sound ----
|
||||
exhaustSound = new SoundProcessor(sampleRate, 1f) { Gain = 10f };
|
||||
intakeSound = new SoundProcessor(sampleRate, 1f) { Gain = 10f };
|
||||
reverb = new OutdoorExhaustReverb(sampleRate);
|
||||
|
||||
stepCount = 0;
|
||||
Console.WriteLine("Single‑cylinder engine (YX140) ready.");
|
||||
Console.WriteLine("CRF250R engine ready.");
|
||||
}
|
||||
|
||||
public override float Process()
|
||||
{
|
||||
// ---- Crank and cylinder pre‑step ----
|
||||
// Manual brake torque (0..30 Nm)
|
||||
float loadTorque = Load * MaxBrakeTorque;
|
||||
crankshaft.SetLoadTorque(loadTorque);
|
||||
|
||||
crankshaft.Step((float)dt);
|
||||
cylinder.PreStep((float)dt);
|
||||
|
||||
// ---- Update variable areas ----
|
||||
float throttledArea = MaxThrottleArea * Math.Clamp(Throttle, 0.0001f, 1.0f);
|
||||
float throttledArea = _maxThrottleArea * Math.Clamp(Throttle, 0.001f, 1f);
|
||||
orificeAreas[throttleAreaIdx] = throttledArea;
|
||||
|
||||
orificeAreas[intakeValveIdx] = cylinder.IntakeValveArea;
|
||||
orificeAreas[exhaustValveIdx] = cylinder.ExhaustValveArea;
|
||||
boundaries.SetOrificeAreas(orificeAreas);
|
||||
|
||||
// ---- Fluids step ----
|
||||
solver.Step();
|
||||
stepCount++;
|
||||
|
||||
// ---- Sound ----
|
||||
float exhaustFlow = boundaries.GetOpenEndMassFlow(exhaustOpenIdx);
|
||||
float intakeFlow = boundaries.GetOpenEndMassFlow(intakeOpenIdx);
|
||||
|
||||
float exhaustDry = exhaustSound.Process(exhaustFlow);
|
||||
float intakeDry = intakeSound.Process(intakeFlow);
|
||||
|
||||
if (stepCount % 2000 == 0)
|
||||
if (stepCount % 1000 == 0)
|
||||
{
|
||||
float rpm = crankshaft.AngularVelocity * 60f / (2f * MathF.PI);
|
||||
Console.WriteLine($"Step {stepCount}, RPM={rpm:F0}, CylP={cylinder.Pressure / 1e5f:F2} bar, " +
|
||||
$"Throttle={Throttle * 100:F0}%");
|
||||
float crankDeg = (crankshaft.CrankAngle + cylinder.PhaseOffset) * 180f / MathF.PI % 720f;
|
||||
Console.WriteLine($"Step {stepCount}, CA={crankDeg:F1}°, RPM={rpm:F0}, CylP={cylinder.Pressure/1e5f:F2} bar");
|
||||
Console.WriteLine($" intake flow: {intakeFlow:F6}, exhaust flow: {exhaustFlow:F6}");
|
||||
|
||||
var (r0L, u0L, p0L) = pipeSystem.GetInteriorStateLeft(0);
|
||||
var (r0R, u0R, p0R) = pipeSystem.GetInteriorStateRight(0);
|
||||
Console.WriteLine($" Pipe0 L: rho={r0L:F4} u={u0L:F3} p={p0L/1e5:F3}bar | R: rho={r0R:F4} u={u0R:F3} p={p0R/1e5:F3}bar");
|
||||
|
||||
var (r1L, u1L, p1L) = pipeSystem.GetInteriorStateLeft(1);
|
||||
var (r1R, u1R, p1R) = pipeSystem.GetInteriorStateRight(1);
|
||||
Console.WriteLine($" Pipe1 L: rho={r1L:F4} u={u1L:F3} p={p1L/1e5:F3}bar | R: rho={r1R:F4} u={u1R:F3} p={p1R/1e5:F3}bar");
|
||||
|
||||
var (r2L, u2L, p2L) = pipeSystem.GetInteriorStateLeft(2);
|
||||
var (r2R, u2R, p2R) = pipeSystem.GetInteriorStateRight(2);
|
||||
Console.WriteLine($" Pipe2 L: rho={r2L:F4} u={u2L:F3} p={p2L/1e5:F3}bar | R: rho={r2R:F4} u={u2R:F3} p={p2R/1e5:F3}bar");
|
||||
|
||||
Console.WriteLine($" Plenum P={intakePlenum.Pressure/1e5:F3}bar, mass={intakePlenum.Mass:E4} kg");
|
||||
Console.WriteLine($" Cyl mass={cylinder.Mass:E4} kg");
|
||||
}
|
||||
|
||||
return reverb.Process(exhaustDry + intakeDry);
|
||||
return reverb.Process((intakeDry + exhaustDry) * 0.5f);
|
||||
}
|
||||
|
||||
public override void Draw(RenderWindow target)
|
||||
@@ -220,53 +213,54 @@ namespace FluidSim.Tests
|
||||
|
||||
float intakeY = winH / 2f - 40f;
|
||||
float exhaustY = winH / 2f + 80f;
|
||||
float leftX = 40f;
|
||||
float openEndX = 40f;
|
||||
|
||||
// Intake open end marker
|
||||
var om = new CircleShape(5f) { FillColor = Color.Cyan };
|
||||
om.Position = new Vector2f(leftX - 5f, intakeY - 5f);
|
||||
target.Draw(om);
|
||||
float pipe1StartX = openEndX;
|
||||
float pipe1EndX = pipe1StartX + 120f;
|
||||
DrawPipe(target, pipeSystem, 0, intakeY, pipe1StartX, pipe1EndX);
|
||||
|
||||
// Pipe 0 – before throttle
|
||||
float p0EndX = leftX + 80f;
|
||||
DrawPipe(target, pipeSystem, 0, intakeY, leftX, p0EndX);
|
||||
|
||||
// Throttle symbol
|
||||
float thrX = p0EndX + 5f;
|
||||
var thr = new RectangleShape(new Vector2f(8f, 30f))
|
||||
float throttleX = pipe1EndX + 5f;
|
||||
var throttleRect = new RectangleShape(new Vector2f(8f, 30f))
|
||||
{
|
||||
FillColor = Color.Yellow,
|
||||
Position = new Vector2f(thrX, intakeY - 15f)
|
||||
Position = new Vector2f(throttleX, intakeY - 15f)
|
||||
};
|
||||
target.Draw(thr);
|
||||
target.Draw(throttleRect);
|
||||
|
||||
// Plenum volume
|
||||
float plenW = 60f, plenH = 50f;
|
||||
float plenLeftX = thrX + 12f;
|
||||
float plenW = 60f, plenH = 80f;
|
||||
float plenLeftX = throttleX + 10f;
|
||||
float plenCenterX = plenLeftX + plenW / 2f;
|
||||
float plenTopY = intakeY - plenH / 2f;
|
||||
DrawVolume(target, intakePlenum, plenCenterX, plenTopY, plenW, plenH);
|
||||
|
||||
// Pipe 1 – runner
|
||||
float rStartX = plenLeftX + plenW + 10f;
|
||||
float rEndX = rStartX + 100f;
|
||||
DrawPipe(target, pipeSystem, 1, intakeY, rStartX, rEndX);
|
||||
float runnerStartX = plenLeftX + plenW + 5f;
|
||||
float runnerEndX = runnerStartX + 100f;
|
||||
DrawPipe(target, pipeSystem, 1, intakeY, runnerStartX, runnerEndX);
|
||||
|
||||
// Cylinder
|
||||
float cylCX = rEndX + 50f;
|
||||
float cylCX = runnerEndX + 50f;
|
||||
float cylTopY = intakeY - 120f;
|
||||
float cylW = 80f, cylMaxH = 240f;
|
||||
DrawCylinder(target, cylinder, cylCX, cylTopY, cylW, cylMaxH);
|
||||
|
||||
// Pipe 2 – exhaust
|
||||
float exhStartX = cylCX + cylW / 2f + 20f;
|
||||
float exhEndX = winW - 60f;
|
||||
DrawPipe(target, pipeSystem, 2, exhaustY, exhStartX, exhEndX);
|
||||
|
||||
// Exhaust open end
|
||||
var em = new CircleShape(5f) { FillColor = Color.Magenta };
|
||||
em.Position = new Vector2f(exhEndX - 5f, exhaustY - 5f);
|
||||
target.Draw(em);
|
||||
// --- RPM & Power labels ---
|
||||
float rpm = crankshaft.AngularVelocity * 60f / (2f * MathF.PI);
|
||||
float powerKw = crankshaft.AveragePower * 1e-3f;
|
||||
DrawLabel(target, $"RPM: {rpm:F0}", new Vector2f(20, 90), Color.White, 24);
|
||||
DrawLabel(target, $"Power: {powerKw:F2} kW", new Vector2f(20, 115), Color.White, 24);
|
||||
|
||||
// --- Dyno curve ---
|
||||
float torqueNm = crankshaft.AverageTorque;
|
||||
UpdateDynoCurve(rpm, powerKw, torqueNm);
|
||||
|
||||
float graphX = winW - 410f;
|
||||
float graphY = winH - 260f;
|
||||
float graphW = 400f;
|
||||
float graphH = 250f;
|
||||
DrawDynoCurve(target, graphX, graphY, graphW, graphH, rpm, powerKw);
|
||||
}
|
||||
}
|
||||
}
|
||||
350
Scenarios/TwoStrokeScenario.cs
Normal file
350
Scenarios/TwoStrokeScenario.cs
Normal file
@@ -0,0 +1,350 @@
|
||||
using FluidSim.Components;
|
||||
using FluidSim.Core;
|
||||
using FluidSim.Interfaces;
|
||||
using FluidSim.Utils;
|
||||
using SFML.Graphics;
|
||||
using SFML.System;
|
||||
using System;
|
||||
|
||||
namespace FluidSim.Tests
|
||||
{
|
||||
public class TwoStrokeScenario : Scenario
|
||||
{
|
||||
private Crankshaft crankshaft;
|
||||
private TwoStrokeCylinder cylinder;
|
||||
|
||||
private PipeSystem pipeSystem;
|
||||
private BoundarySystem boundaries;
|
||||
private Solver solver;
|
||||
|
||||
private Volume0D intakePlenum;
|
||||
private Port plenumInlet, plenumOutlet;
|
||||
private Volume0D exhaustMuffler;
|
||||
private Port mufflerIn, mufflerOut;
|
||||
|
||||
private Vehicle vehicle;
|
||||
|
||||
private int throttleAreaIdx, plenumRunnerIdx, intakeValveIdx, exhaustValveIdx;
|
||||
private float[] orificeAreas;
|
||||
private int intakeOpenIdx, exhaustOpenIdx;
|
||||
|
||||
private SoundProcessor exhaustSound, intakeSound;
|
||||
private OutdoorExhaustReverb reverb;
|
||||
|
||||
private double dt;
|
||||
private int stepCount;
|
||||
|
||||
private float _maxThrottleArea;
|
||||
private float intakePipeArea, exhaustHeaderArea;
|
||||
|
||||
public override void ShiftUp() => vehicle.ShiftUp();
|
||||
public override void ShiftDown() => vehicle.ShiftDown();
|
||||
|
||||
public override void Initialize(int sampleRate)
|
||||
{
|
||||
dt = 1.0 / sampleRate;
|
||||
|
||||
// ── Vehicle ──────────────────────────────────────────────────────────
|
||||
vehicle = new Vehicle();
|
||||
|
||||
// ── Throttle body: 42 mm – wider to reduce high-RPM intake restriction ──
|
||||
_maxThrottleArea = (float)Units.AreaFromDiameter(42 * Units.mm);
|
||||
|
||||
// ── Crankshaft ───────────────────────────────────────────────────────
|
||||
// Lighter flywheel for quicker revving; friction tuned to ~0.5 kW loss at idle
|
||||
crankshaft = new Crankshaft(2000);
|
||||
crankshaft.CycleLength = 2f * MathF.PI; // two-stroke: fire every rev
|
||||
crankshaft.Inertia = 0.06f; // lighter flywheel
|
||||
crankshaft.FrictionConstant = 0.4f; // ~0.4 Nm constant drag
|
||||
crankshaft.FrictionViscous = 0.0004f; // ~2.5 Nm at 10 000 RPM
|
||||
|
||||
// ── Cylinder: 125 cc, motocross-style two-stroke ─────────────────────
|
||||
// Bore × stroke = 54 × 54.5 mm → 124.9 cc
|
||||
float bore = 0.054f;
|
||||
float stroke = 0.0545f;
|
||||
float conRod = 0.110f; // ~2× stroke
|
||||
float compRatio = 7.2f; // geometric CR; effective CR after port closure is ~12:1
|
||||
|
||||
// Port timings: exhaust 195°, transfer 155° – competitive MX 125
|
||||
float transferDuration = 155f;
|
||||
float exhaustDuration = 195f;
|
||||
|
||||
cylinder = new TwoStrokeCylinder(bore, stroke, conRod, compRatio,
|
||||
transferDuration, exhaustDuration,
|
||||
crankshaft)
|
||||
{
|
||||
IntakeValveDiameter = 0.042f, // matched to intake pipe
|
||||
IntakeValveLift = 0.015f,
|
||||
ExhaustValveDiameter = 0.040f,
|
||||
ExhaustValveLift = 0.013f
|
||||
};
|
||||
|
||||
// ── Pipe geometry ────────────────────────────────────────────────────
|
||||
//
|
||||
// Layout (all lengths in mm):
|
||||
// Intake path: airbox stub 100 mm | runner 180 mm
|
||||
// Exhaust path: expansion chamber tuned to ~9 000 RPM power peak
|
||||
// header 170 mm Ø 40 mm
|
||||
// diffuser 280 mm Ø 40 → 72 mm
|
||||
// belly 200 mm Ø 72 mm
|
||||
// convergent 130 mm Ø 72 → 28 mm
|
||||
// stinger 70 mm Ø 28 mm
|
||||
// total 850 mm
|
||||
//
|
||||
// Cell sizing: ~14 mm/cell.
|
||||
// CFL: c_sound ≈ 550 m/s, dx=0.014 m → dt_max ≈ 25 µs
|
||||
// at 44100 Hz dt = 22.7 µs → SubStepCount=4 keeps CFL safely ≤ 1
|
||||
|
||||
// --- Cell counts ---
|
||||
int intakeCells = 7; // 100 mm stub → ~14 mm/cell
|
||||
int runnerCells = 13; // 180 mm runner → ~14 mm/cell
|
||||
int exhaustCells = 60; // 850 mm total → ~14 mm/cell
|
||||
|
||||
int totalCells = intakeCells + runnerCells + exhaustCells;
|
||||
int[] pipeStart = { 0, intakeCells, intakeCells + runnerCells };
|
||||
int[] pipeEnd = { intakeCells, intakeCells + runnerCells, totalCells };
|
||||
|
||||
float[] area = new float[totalCells];
|
||||
float[] dx = new float[totalCells];
|
||||
|
||||
// --- Intake ---
|
||||
float intakeDia = 0.042f; // matches throttle body
|
||||
float intakeStubLen = 0.100f;
|
||||
float intakeRunnerLen= 0.160f; // shorter runner → less pumping loss
|
||||
intakePipeArea = MathF.PI * 0.25f * intakeDia * intakeDia;
|
||||
|
||||
for (int i = 0; i < intakeCells; i++)
|
||||
{ area[i] = intakePipeArea; dx[i] = intakeStubLen / intakeCells; }
|
||||
|
||||
for (int i = intakeCells; i < intakeCells + runnerCells; i++)
|
||||
{ area[i] = intakePipeArea; dx[i] = intakeRunnerLen / runnerCells; }
|
||||
|
||||
// Expansion chamber tuned for ~8 500 RPM power peak.
|
||||
// Return-pulse travel distance = 0.5 × c_avg × (60 / RPM_target)
|
||||
// c_avg ≈ 480 m/s → distance = 0.5 × 480 × (60/8500) ≈ 1.69 m round-trip
|
||||
// → one-way pipe length ≈ 0.84 m (matches total below)
|
||||
float headerDia = 0.040f; float headerLen = 0.130f; // shorter header → earlier pulse
|
||||
float diffEndDia = 0.070f; float diffuserLen = 0.250f; // slightly narrower belly
|
||||
float bellyDia = 0.070f; float bellyLen = 0.220f;
|
||||
float convEndDia = 0.028f; float convergentLen= 0.160f; // longer convergent → stronger return pulse
|
||||
float stingerDia = 0.028f; float stingerLen = 0.080f;
|
||||
// total = 0.13+0.25+0.22+0.16+0.08 = 0.84 m
|
||||
|
||||
exhaustHeaderArea = MathF.PI * 0.25f * headerDia * headerDia;
|
||||
float bellyArea = MathF.PI * 0.25f * bellyDia * bellyDia;
|
||||
float stingerArea = MathF.PI * 0.25f * stingerDia * stingerDia;
|
||||
|
||||
// Distribute cells proportionally by section length
|
||||
int headerCells = Math.Max(1, (int)MathF.Round(exhaustCells * headerLen / 0.84f));
|
||||
int diffuserCells = Math.Max(1, (int)MathF.Round(exhaustCells * diffuserLen / 0.84f));
|
||||
int bellyCells = Math.Max(1, (int)MathF.Round(exhaustCells * bellyLen / 0.84f));
|
||||
int convergentCells = Math.Max(1, (int)MathF.Round(exhaustCells * convergentLen/ 0.84f));
|
||||
int stingerCells = exhaustCells - headerCells - diffuserCells
|
||||
- bellyCells - convergentCells;
|
||||
if (stingerCells < 1) stingerCells = 1;
|
||||
|
||||
int exhBase = intakeCells + runnerCells;
|
||||
int idx = 0;
|
||||
for (int i = exhBase; i < totalCells; i++, idx++)
|
||||
{
|
||||
if (idx < headerCells)
|
||||
{
|
||||
area[i] = exhaustHeaderArea;
|
||||
dx[i] = headerLen / headerCells;
|
||||
}
|
||||
else if (idx < headerCells + diffuserCells)
|
||||
{
|
||||
float t = (idx - headerCells) / (float)(diffuserCells - 1);
|
||||
// Smooth cosine taper instead of linear for better wave reflection
|
||||
float ct = 0.5f * (1f - MathF.Cos(MathF.PI * t));
|
||||
float dia = headerDia + (diffEndDia - headerDia) * ct;
|
||||
area[i] = MathF.PI * 0.25f * dia * dia;
|
||||
dx[i] = diffuserLen / diffuserCells;
|
||||
}
|
||||
else if (idx < headerCells + diffuserCells + bellyCells)
|
||||
{
|
||||
area[i] = bellyArea;
|
||||
dx[i] = bellyLen / bellyCells;
|
||||
}
|
||||
else if (idx < headerCells + diffuserCells + bellyCells + convergentCells)
|
||||
{
|
||||
float t = (idx - headerCells - diffuserCells - bellyCells)
|
||||
/ (float)(convergentCells - 1);
|
||||
// Steeper cosine convergent for a sharper return pulse
|
||||
float ct = 0.5f * (1f - MathF.Cos(MathF.PI * t));
|
||||
float dia = bellyDia + (convEndDia - bellyDia) * ct;
|
||||
area[i] = MathF.PI * 0.25f * dia * dia;
|
||||
dx[i] = convergentLen / convergentCells;
|
||||
}
|
||||
else
|
||||
{
|
||||
area[i] = stingerArea;
|
||||
dx[i] = stingerLen / stingerCells;
|
||||
}
|
||||
}
|
||||
|
||||
pipeSystem = new PipeSystem(totalCells, pipeStart, pipeEnd, area, dx,
|
||||
1.225f, 0f, 101325f);
|
||||
pipeSystem.DampingMultiplier = 0.8f; // slightly less damping → stronger pulses
|
||||
pipeSystem.EnergyRelaxationRate = 0.4f;
|
||||
pipeSystem.AmbientPressure = 101325f;
|
||||
|
||||
// ── 0-D Volumes ──────────────────────────────────────────────────────
|
||||
// Intake plenum: acts as a small airbox resonator (8 cc)
|
||||
intakePlenum = new Volume0D(8e-3f, 101325f, 300f);
|
||||
plenumInlet = intakePlenum.CreatePort();
|
||||
plenumOutlet = intakePlenum.CreatePort();
|
||||
|
||||
// Exhaust silencer volume: 600 cc is realistic for a small-bore muffler
|
||||
exhaustMuffler = new Volume0D(600e-6f, 101325f, 650f);
|
||||
mufflerIn = exhaustMuffler.CreatePort();
|
||||
mufflerOut = exhaustMuffler.CreatePort();
|
||||
|
||||
// ── Boundary system ───────────────────────────────────────────────────
|
||||
boundaries = new BoundarySystem(pipeSystem, maxOrifices: 4, maxOpenEnds: 2);
|
||||
throttleAreaIdx = 0;
|
||||
plenumRunnerIdx = 1;
|
||||
intakeValveIdx = 2;
|
||||
exhaustValveIdx = 3;
|
||||
|
||||
// Open ends: atmosphere at both extremes
|
||||
boundaries.AddOpenEnd(pipeIndex: 0, isLeftEnd: true, 101325f, intakePipeArea);
|
||||
intakeOpenIdx = 0;
|
||||
boundaries.AddOpenEnd(pipeIndex: 2, isLeftEnd: false, 101325f, stingerArea);
|
||||
exhaustOpenIdx = 1;
|
||||
|
||||
// Orifices: throttle → plenum → runner → cylinder → exhaust pipe
|
||||
boundaries.AddOrifice(plenumInlet, 0, false, throttleAreaIdx, 0.72f);
|
||||
boundaries.AddOrifice(plenumOutlet, 1, true, plenumRunnerIdx, 1.00f);
|
||||
boundaries.AddOrifice(cylinder.IntakePort, 1, false, intakeValveIdx, 0.68f);
|
||||
boundaries.AddOrifice(cylinder.ExhaustPort, 2, true, exhaustValveIdx, 0.70f);
|
||||
|
||||
orificeAreas = new float[4];
|
||||
orificeAreas[plenumRunnerIdx] = intakePipeArea; // runner always fully open
|
||||
|
||||
// ── Solver ────────────────────────────────────────────────────────────
|
||||
// SubStepCount = 4 keeps CFL ≤ 1 for 5 mm cells at 44 100 Hz
|
||||
solver = new Solver { SubStepCount = 4, EnableProfiling = false };
|
||||
solver.SetTimeStep(dt);
|
||||
solver.SetPipeSystem(pipeSystem);
|
||||
solver.SetBoundarySystem(boundaries);
|
||||
solver.AddComponent(cylinder);
|
||||
solver.AddComponent(intakePlenum);
|
||||
solver.AddComponent(exhaustMuffler);
|
||||
|
||||
// ── Sound ─────────────────────────────────────────────────────────────
|
||||
exhaustSound = new SoundProcessor(sampleRate, 1f) { Gain = 4.5f };
|
||||
intakeSound = new SoundProcessor(sampleRate, 1f) { Gain = 4.5f };
|
||||
reverb = new OutdoorExhaustReverb(sampleRate);
|
||||
|
||||
stepCount = 0;
|
||||
Console.WriteLine("125cc Two-Stroke – expansion chamber tuned for ~8 500 RPM power peak");
|
||||
Console.WriteLine($" Exhaust cells: {exhaustCells} | header {headerCells} diffuser {diffuserCells}" +
|
||||
$" belly {bellyCells} convergent {convergentCells} stinger {stingerCells}");
|
||||
}
|
||||
|
||||
public override float Process()
|
||||
{
|
||||
float engineRpm = crankshaft.AngularVelocity * 60f / (2f * MathF.PI);
|
||||
|
||||
vehicle.ClutchInput = Clutch;
|
||||
|
||||
var (clutchTorque, effectiveInertia) = vehicle.Update(engineRpm, crankshaft.Inertia, (float)dt);
|
||||
crankshaft.SetEffectiveInertia(effectiveInertia);
|
||||
crankshaft.SetLoadTorque(clutchTorque);
|
||||
|
||||
crankshaft.Step((float)dt);
|
||||
cylinder.PreStep((float)dt);
|
||||
|
||||
float throttledArea = _maxThrottleArea * Math.Clamp(Throttle, 0.001f, 1f);
|
||||
orificeAreas[throttleAreaIdx] = throttledArea;
|
||||
orificeAreas[intakeValveIdx] = cylinder.IntakeValveArea;
|
||||
orificeAreas[exhaustValveIdx] = cylinder.ExhaustValveArea;
|
||||
boundaries.SetOrificeAreas(orificeAreas);
|
||||
|
||||
solver.Step();
|
||||
stepCount++;
|
||||
|
||||
float exhaustFlow = boundaries.GetOpenEndMassFlow(exhaustOpenIdx);
|
||||
float intakeFlow = boundaries.GetOpenEndMassFlow(intakeOpenIdx);
|
||||
|
||||
float exhaustDry = exhaustSound.Process(exhaustFlow);
|
||||
float intakeDry = intakeSound.Process(intakeFlow);
|
||||
|
||||
if (stepCount % 2000 == 0)
|
||||
{
|
||||
float rpm = crankshaft.AngularVelocity * 60f / (2f * MathF.PI);
|
||||
float powerKw = crankshaft.AveragePower * 1e-3f;
|
||||
float torqueNm = crankshaft.AverageTorque;
|
||||
Console.WriteLine($"Step {stepCount,7} | RPM={rpm,6:F0} | Power={powerKw,5:F2} kW" +
|
||||
$" | Torque={torqueNm,5:F1} Nm | Gear={vehicle.CurrentGear}" +
|
||||
$" | Speed={vehicle.SpeedKmh,4:F0} km/h");
|
||||
}
|
||||
|
||||
return reverb.Process((intakeDry + exhaustDry) * 0.5f);
|
||||
}
|
||||
|
||||
// ── Drawing ───────────────────────────────────────────────────────────────
|
||||
public override void Draw(RenderWindow target)
|
||||
{
|
||||
float winW = target.GetView().Size.X;
|
||||
float winH = target.GetView().Size.Y;
|
||||
|
||||
float intakeY = winH / 2f - 40f;
|
||||
float exhaustY = winH / 2f + 80f;
|
||||
float openEndX = 40f;
|
||||
|
||||
// Intake stub
|
||||
float x = openEndX;
|
||||
float w = 120f;
|
||||
DrawPipe(target, pipeSystem, 0, intakeY, x, x + w);
|
||||
|
||||
// Throttle body
|
||||
float throttleX = x + w + 5f;
|
||||
var throttleRect = new RectangleShape(new Vector2f(8f, 30f))
|
||||
{
|
||||
FillColor = Color.Yellow,
|
||||
Position = new Vector2f(throttleX, intakeY - 15f)
|
||||
};
|
||||
target.Draw(throttleRect);
|
||||
|
||||
// Plenum
|
||||
float plenW = 40f, plenH = 60f;
|
||||
float plenX = throttleX + 10f;
|
||||
DrawVolume(target, intakePlenum, plenX + plenW / 2f, intakeY - plenH / 2f, plenW, plenH);
|
||||
|
||||
// Runner
|
||||
float runnerStartX = plenX + plenW + 5f;
|
||||
DrawPipe(target, pipeSystem, 1, intakeY, runnerStartX, runnerStartX + 100f);
|
||||
|
||||
// Cylinder
|
||||
float cylCX = runnerStartX + 150f;
|
||||
float cylTopY = intakeY - 120f;
|
||||
DrawCylinder(target, cylinder, cylCX, cylTopY, 80f, 240f);
|
||||
|
||||
// Exhaust pipe (expansion chamber)
|
||||
float exhStartX = cylCX + 40f + 20f;
|
||||
DrawPipe(target, pipeSystem, 2, exhaustY, exhStartX, winW - 60f, areaScale: 800f);
|
||||
|
||||
// HUD labels
|
||||
float rpm = crankshaft.AngularVelocity * 60f / (2f * MathF.PI);
|
||||
float powerKw = crankshaft.AveragePower * 1e-3f;
|
||||
float torqueNm = crankshaft.AverageTorque;
|
||||
|
||||
DrawLabel(target, $"RPM: {rpm:F0}", new Vector2f(20, 90), Color.White, 24);
|
||||
DrawLabel(target, $"Power: {powerKw:F2} kW", new Vector2f(20, 115), Color.White, 24);
|
||||
DrawLabel(target, $"Torque: {torqueNm:F1} Nm",new Vector2f(20, 140), Color.White, 20);
|
||||
|
||||
string gearText = vehicle.CurrentGear == 0 ? "N" : vehicle.CurrentGear.ToString();
|
||||
DrawLabel(target, $"Gear: {gearText}", new Vector2f(20, 162), Color.Cyan, 20);
|
||||
DrawLabel(target, $"Speed: {vehicle.SpeedKmh:F0} km/h",
|
||||
new Vector2f(20, 184), Color.Cyan, 20);
|
||||
DrawLabel(target, vehicle.Engagement > 0.99f ? "Clutch: Locked" : "Clutch: Slipping",
|
||||
new Vector2f(20, 204), Color.Cyan, 14);
|
||||
|
||||
// Dyno curve
|
||||
UpdateDynoCurve(rpm, powerKw, torqueNm);
|
||||
DrawDynoCurve(target, winW - 410f, winH - 260f, 400f, 250f, rpm, powerKw);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user