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aba9b76530
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testing
| Author | SHA1 | Date | |
|---|---|---|---|
| a262410616 |
26
.vscode/launch.json
vendored
26
.vscode/launch.json
vendored
@@ -1,26 +0,0 @@
|
||||
{
|
||||
"version": "0.2.0",
|
||||
"configurations": [
|
||||
{
|
||||
// Use IntelliSense to find out which attributes exist for C# debugging
|
||||
// Use hover for the description of the existing attributes
|
||||
// For further information visit https://github.com/dotnet/vscode-csharp/blob/main/debugger-launchjson.md
|
||||
"name": ".NET Core Launch (console)",
|
||||
"type": "coreclr",
|
||||
"request": "launch",
|
||||
"preLaunchTask": "build",
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||||
// If you have changed target frameworks, make sure to update the program path.
|
||||
"program": "${workspaceFolder}/bin/Debug/net10.0/FluidSim.dll",
|
||||
"args": [],
|
||||
"cwd": "${workspaceFolder}",
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||||
// For more information about the 'console' field, see https://aka.ms/VSCode-CS-LaunchJson-Console
|
||||
"console": "internalConsole",
|
||||
"stopAtEntry": false
|
||||
},
|
||||
{
|
||||
"name": ".NET Core Attach",
|
||||
"type": "coreclr",
|
||||
"request": "attach"
|
||||
}
|
||||
]
|
||||
}
|
||||
41
.vscode/tasks.json
vendored
41
.vscode/tasks.json
vendored
@@ -1,41 +0,0 @@
|
||||
{
|
||||
"version": "2.0.0",
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||||
"tasks": [
|
||||
{
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||||
"label": "build",
|
||||
"command": "dotnet",
|
||||
"type": "process",
|
||||
"args": [
|
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"build",
|
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"${workspaceFolder}/FluidSim.csproj",
|
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"/property:GenerateFullPaths=true",
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"/consoleloggerparameters:NoSummary;ForceNoAlign"
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],
|
||||
"problemMatcher": "$msCompile"
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||||
},
|
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{
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||||
"label": "publish",
|
||||
"command": "dotnet",
|
||||
"type": "process",
|
||||
"args": [
|
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"publish",
|
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"${workspaceFolder}/FluidSim.csproj",
|
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"/property:GenerateFullPaths=true",
|
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"/consoleloggerparameters:NoSummary;ForceNoAlign"
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],
|
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"problemMatcher": "$msCompile"
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},
|
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{
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"label": "watch",
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||||
"command": "dotnet",
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"type": "process",
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||||
"args": [
|
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"watch",
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||||
"run",
|
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"--project",
|
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"${workspaceFolder}/FluidSim.csproj"
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],
|
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"problemMatcher": "$msCompile"
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}
|
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]
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}
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41
Audio/RingBuffer.cs
Normal file
41
Audio/RingBuffer.cs
Normal file
@@ -0,0 +1,41 @@
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namespace FluidSim.Audio
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{
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internal class RingBuffer
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{
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private readonly float[] buffer;
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private volatile int readPos;
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private volatile int writePos;
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public RingBuffer(int capacity)
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{
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if ((capacity & (capacity - 1)) != 0)
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throw new ArgumentException("Capacity must be a power of two.");
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buffer = new float[capacity];
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}
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public int Count => (writePos - readPos) & (buffer.Length - 1);
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public int Space => (readPos - writePos - 1) & (buffer.Length - 1);
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public int Write(float[] data, int count)
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{
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int space = Space;
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int toWrite = Math.Min(count, space);
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int mask = buffer.Length - 1;
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for (int i = 0; i < toWrite; i++)
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buffer[(writePos + i) & mask] = data[i];
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writePos = (writePos + toWrite) & mask;
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return toWrite;
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}
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public int Read(float[] destination, int count)
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{
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int available = Count;
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int toRead = Math.Min(count, available);
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int mask = buffer.Length - 1;
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for (int i = 0; i < toRead; i++)
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destination[i] = buffer[(readPos + i) & mask];
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readPos = (readPos + toRead) & mask;
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return toRead;
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}
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}
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}
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@@ -3,31 +3,22 @@ using SFML.System;
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namespace FluidSim.Audio
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{
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public class AudioOutputStream : SoundStream
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internal class RingBufferStream : SoundStream
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{
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private readonly SimulationRingBuffer _sourceBuffer;
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private double _speed = 1.0; // non‑volatile, accessed with Volatile.Read/Write
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private readonly RingBuffer ringBuffer;
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public AudioOutputStream(SimulationRingBuffer sourceBuffer)
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public RingBufferStream(RingBuffer buffer)
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{
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_sourceBuffer = sourceBuffer;
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// 2 channels, 44.1 kHz, stereo
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ringBuffer = buffer;
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// 2 channels, 44.1 kHz, standard stereo mapping
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Initialize(2, 44100, new[] { SoundChannel.FrontLeft, SoundChannel.FrontRight });
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}
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/// <summary>Playback speed (0.01 … 1.0 or higher for catch‑up).</summary>
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public double Speed
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{
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get => Volatile.Read(ref _speed);
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set => Volatile.Write(ref _speed, value);
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}
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protected override bool OnGetData(out short[] samples)
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{
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const int monoBlockSize = 512;
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const int monoBlockSize = 512; // number of mono samples we'll read
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float[] temp = new float[monoBlockSize];
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int read = _sourceBuffer.ReadInterpolated(temp, monoBlockSize, Speed);
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int read = ringBuffer.Read(temp, monoBlockSize);
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samples = new short[monoBlockSize * 2];
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if (read > 0)
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@@ -40,7 +31,6 @@ namespace FluidSim.Audio
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samples[i * 2 + 1] = final; // right
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}
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}
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// Fill rest with silence
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for (int i = read * 2; i < samples.Length; i++)
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samples[i] = 0;
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@@ -1,98 +0,0 @@
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namespace FluidSim.Audio
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{
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public class SimulationRingBuffer
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{
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private readonly float[] _buffer;
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private readonly int _capacity;
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private int _writeHead; // monotonic, producer only
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private int _readHead; // monotonic, consumer advances after consumption
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// Consumer interpolation state
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private double _readPosFrac;
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private bool _consumerInit;
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// Events for signalling
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private readonly AutoResetEvent _spaceAvailable = new AutoResetEvent(false);
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private readonly AutoResetEvent _dataAvailable = new AutoResetEvent(false);
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public SimulationRingBuffer(int capacity)
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{
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if ((capacity & (capacity - 1)) != 0)
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throw new ArgumentException("Capacity must be a power of two.");
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_capacity = capacity;
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_buffer = new float[capacity];
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}
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// ---------- Producer ----------
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public int FreeSpace => _capacity - (_writeHead - Volatile.Read(ref _readHead));
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/// <summary>Number of samples currently available for reading (integer count).</summary>
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public int AvailableSamples => Volatile.Read(ref _writeHead) - Volatile.Read(ref _readHead);
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public void Write(float sample)
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{
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while (FreeSpace == 0)
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_spaceAvailable.WaitOne();
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int w = _writeHead;
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int mask = _capacity - 1;
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_buffer[w & mask] = sample;
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Volatile.Write(ref _writeHead, w + 1);
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_dataAvailable.Set();
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}
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public int Write(float[] data, int count)
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{
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int free = FreeSpace;
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int toWrite = Math.Min(count, free);
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int w = _writeHead;
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int mask = _capacity - 1;
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for (int i = 0; i < toWrite; i++)
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_buffer[(w + i) & mask] = data[i];
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Volatile.Write(ref _writeHead, w + toWrite);
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if (toWrite > 0)
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_dataAvailable.Set();
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return toWrite;
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}
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// ---------- Consumer ----------
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public void ResetConsumer() => _consumerInit = false;
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public int ReadInterpolated(float[] dest, int destCount, double speed)
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{
|
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if (!_consumerInit)
|
||||
{
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_readPosFrac = Volatile.Read(ref _readHead);
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_consumerInit = true;
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}
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int mask = _capacity - 1;
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int writeHead = Volatile.Read(ref _writeHead);
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int produced = 0;
|
||||
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for (int i = 0; i < destCount; i++)
|
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{
|
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int idxFloor = (int)_readPosFrac;
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int idxCeil = idxFloor + 1;
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if (idxCeil >= writeHead)
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break;
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float y0 = _buffer[idxFloor & mask];
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float y1 = _buffer[idxCeil & mask];
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double frac = _readPosFrac - idxFloor;
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dest[i] = (float)(y0 + (y1 - y0) * frac);
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_readPosFrac += speed;
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produced++;
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||||
}
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||||
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int newReadHead = (int)_readPosFrac;
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if (newReadHead > Volatile.Read(ref _readHead))
|
||||
{
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Volatile.Write(ref _readHead, newReadHead);
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_spaceAvailable.Set();
|
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}
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||||
return produced;
|
||||
}
|
||||
}
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||||
}
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@@ -1,45 +1,45 @@
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||||
namespace FluidSim.Audio
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{
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public class SoundEngine : IDisposable
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{
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private readonly AudioOutputStream _stream;
|
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private bool _isPlaying;
|
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namespace FluidSim.Audio;
|
||||
|
||||
public SoundEngine(SimulationRingBuffer sourceBuffer, int bufferCapacity = 16384)
|
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public class SoundEngine : IDisposable
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||||
{
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||||
private readonly RingBuffer ringBuffer;
|
||||
private readonly RingBufferStream stream;
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||||
private bool isPlaying;
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||||
|
||||
public SoundEngine(int bufferCapacity = 16384)
|
||||
{
|
||||
_stream = new AudioOutputStream(sourceBuffer);
|
||||
ringBuffer = new RingBuffer(bufferCapacity);
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||||
stream = new RingBufferStream(ringBuffer);
|
||||
}
|
||||
|
||||
public void Start()
|
||||
{
|
||||
if (_isPlaying) return;
|
||||
_stream.Play();
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||||
_isPlaying = true;
|
||||
if (isPlaying) return;
|
||||
stream.Play();
|
||||
isPlaying = true;
|
||||
}
|
||||
|
||||
public void Stop()
|
||||
{
|
||||
if (!_isPlaying) return;
|
||||
_stream.Stop();
|
||||
_isPlaying = false;
|
||||
if (!isPlaying) return;
|
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stream.Stop();
|
||||
isPlaying = false;
|
||||
float[] drain = new float[ringBuffer.Count];
|
||||
ringBuffer.Read(drain, drain.Length);
|
||||
}
|
||||
|
||||
public double Speed
|
||||
{
|
||||
get => _stream.Speed;
|
||||
set => _stream.Speed = value;
|
||||
}
|
||||
public int WriteSamples(float[] data, int count) =>
|
||||
ringBuffer.Write(data, count);
|
||||
|
||||
public float Volume
|
||||
{
|
||||
get => _stream.Volume;
|
||||
set => _stream.Volume = value;
|
||||
get => stream.Volume;
|
||||
set => stream.Volume = value;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Stop();
|
||||
_stream.Dispose();
|
||||
}
|
||||
stream.Dispose();
|
||||
}
|
||||
}
|
||||
29
Audio/SoundProcessor.cs
Normal file
29
Audio/SoundProcessor.cs
Normal file
@@ -0,0 +1,29 @@
|
||||
using FluidSim.Components;
|
||||
using FluidSim.Interfaces;
|
||||
using System;
|
||||
|
||||
namespace FluidSim.Audio
|
||||
{
|
||||
public static class SoundProcessor
|
||||
{
|
||||
public static float MaxDeltaP { get; set; } = 100_000f;
|
||||
public static float MaxArea { get; set; } = 1e-4f;
|
||||
public static float MaxVelocity { get; set; } = 343f;
|
||||
public static float ReferenceDensity { get; set; } = 1.225f;
|
||||
public static float ReferenceSpeedOfSound { get; set; } = 343f;
|
||||
public static float Gain { get; set; } = 1.0f;
|
||||
|
||||
public static double ComputeSample(Connection conn)
|
||||
{
|
||||
Port portA = conn.PortA;
|
||||
Port portB = conn.PortB;
|
||||
|
||||
double pressureUp = portA.Pressure;
|
||||
double pressureDown = portB.Pressure;
|
||||
|
||||
// No flow or no pressure drop → silence
|
||||
double deltaP = pressureUp - pressureDown;
|
||||
return deltaP / 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,39 +0,0 @@
|
||||
using FluidSim.Interfaces;
|
||||
|
||||
namespace FluidSim.Components
|
||||
{
|
||||
public class Atmosphere : IComponent
|
||||
{
|
||||
public float Pressure { get; set; } = 101325f;
|
||||
public float Temperature { get; set; } = 300f;
|
||||
public float GasConstant { get; set; } = 287f;
|
||||
public float Gamma => 1.4f;
|
||||
|
||||
public float Density => Pressure / (GasConstant * Temperature);
|
||||
public float SpecificEnthalpy => Gamma / (Gamma - 1f) * Pressure / Density;
|
||||
|
||||
public Port Port { get; }
|
||||
|
||||
public Atmosphere()
|
||||
{
|
||||
Port = new Port { Owner = this };
|
||||
UpdatePort();
|
||||
}
|
||||
|
||||
public IReadOnlyList<Port> Ports => new[] { Port };
|
||||
|
||||
public void UpdateState(float dt)
|
||||
{
|
||||
UpdatePort();
|
||||
}
|
||||
|
||||
private void UpdatePort()
|
||||
{
|
||||
Port.Pressure = Pressure;
|
||||
Port.Density = Density;
|
||||
Port.Temperature = Temperature;
|
||||
Port.SpecificEnthalpy = SpecificEnthalpy;
|
||||
Port.AirFraction = 1f;
|
||||
}
|
||||
}
|
||||
}
|
||||
17
Components/Connection.cs
Normal file
17
Components/Connection.cs
Normal file
@@ -0,0 +1,17 @@
|
||||
using FluidSim.Interfaces;
|
||||
|
||||
namespace FluidSim.Components
|
||||
{
|
||||
/// <summary>Pure data link between two ports, with orifice parameters.</summary>
|
||||
public class Connection
|
||||
{
|
||||
public Port PortA { get; }
|
||||
public Port PortB { get; }
|
||||
|
||||
public double Area { get; set; } = 1e-5; // effective orifice area (m²)
|
||||
public double DischargeCoefficient { get; set; } = 0.62;
|
||||
public double Gamma { get; set; } = 1.4;
|
||||
|
||||
public Connection(Port a, Port b) => (PortA, PortB) = (a, b);
|
||||
}
|
||||
}
|
||||
@@ -1,52 +0,0 @@
|
||||
using System;
|
||||
|
||||
namespace FluidSim.Components
|
||||
{
|
||||
public class Crankshaft
|
||||
{
|
||||
public float AngularVelocity; // rad/s
|
||||
public float CrankAngle; // rad, 0 … 4π
|
||||
public float PreviousAngle;
|
||||
|
||||
public float Inertia = 0.2f;
|
||||
public float FrictionConstant; // N·m
|
||||
public float FrictionViscous; // N·m per rad/s
|
||||
|
||||
private float externalTorque;
|
||||
|
||||
public Crankshaft(float initialRPM = 400f)
|
||||
{
|
||||
AngularVelocity = initialRPM * 2f * MathF.PI / 60f;
|
||||
CrankAngle = 0f;
|
||||
PreviousAngle = 0f;
|
||||
}
|
||||
|
||||
public void AddTorque(float torque) => externalTorque += torque;
|
||||
|
||||
public void Step(float dt)
|
||||
{
|
||||
if (float.IsNaN(AngularVelocity) || float.IsInfinity(AngularVelocity))
|
||||
AngularVelocity = 0f;
|
||||
if (float.IsNaN(externalTorque) || float.IsInfinity(externalTorque))
|
||||
externalTorque = 0f;
|
||||
|
||||
PreviousAngle = CrankAngle;
|
||||
|
||||
float friction = FrictionConstant * MathF.Sign(AngularVelocity)
|
||||
+ FrictionViscous * AngularVelocity;
|
||||
float netTorque = externalTorque - friction;
|
||||
float alpha = netTorque / Inertia;
|
||||
AngularVelocity += alpha * dt;
|
||||
|
||||
if (AngularVelocity < 0f) AngularVelocity = 0f;
|
||||
|
||||
CrankAngle += AngularVelocity * dt;
|
||||
if (CrankAngle >= 4f * MathF.PI)
|
||||
CrankAngle -= 4f * MathF.PI;
|
||||
else if (CrankAngle < 0f)
|
||||
CrankAngle += 4f * MathF.PI;
|
||||
|
||||
externalTorque = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,281 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using FluidSim.Interfaces;
|
||||
|
||||
namespace FluidSim.Components
|
||||
{
|
||||
public class Cylinder : IComponent
|
||||
{
|
||||
public Port IntakePort { get; }
|
||||
public Port ExhaustPort { get; }
|
||||
public Crankshaft Crankshaft { get; }
|
||||
|
||||
private readonly Port[] _ports;
|
||||
IReadOnlyList<Port> IComponent.Ports => _ports;
|
||||
|
||||
public float Bore { get; }
|
||||
public float Stroke { get; }
|
||||
public float ConRodLength { get; }
|
||||
public float CompressionRatio { get; }
|
||||
|
||||
public float IVO, IVC, EVO, EVC; // degrees
|
||||
public float IntakeValveDiameter = 0.03f;
|
||||
public float ExhaustValveDiameter = 0.028f;
|
||||
public float IntakeValveLift = 0.005f;
|
||||
public float ExhaustValveLift = 0.005f;
|
||||
|
||||
public float IntakeValveMaxArea => MathF.PI * IntakeValveDiameter * IntakeValveLift;
|
||||
public float ExhaustValveMaxArea => MathF.PI * ExhaustValveDiameter * ExhaustValveLift;
|
||||
|
||||
public float SparkAdvance = 20f;
|
||||
public float WiebeA = 5f, WiebeM = 2f, WiebeDuration = 60f, WiebeStart = 5f;
|
||||
public float StoichiometricAFR = 14.7f;
|
||||
public float FuelLowerHeatingValue = 44e6f;
|
||||
public float EnergyVariationFraction = 0.05f;
|
||||
public float MisfireProbability = 0.0f;
|
||||
public float CylinderWallArea = 0.02f;
|
||||
public float HeatTransferCoefficient = 100f;
|
||||
public float AmbientTemperature = 300f;
|
||||
|
||||
public float PhaseOffset; // rad
|
||||
|
||||
public float Volume => cylinderVolume;
|
||||
public float Pressure => (Gamma - 1f) * cylinderEnergy / MathF.Max(cylinderVolume, 1e-12f);
|
||||
public float Temperature => Pressure / MathF.Max(Density * GasConstant, 1e-12f);
|
||||
public float Density => Mass / MathF.Max(cylinderVolume, 1e-12f);
|
||||
public float Mass => _airMass + _exhaustMass;
|
||||
public float AirFraction => _airMass / MathF.Max(Mass, 1e-12f);
|
||||
public float PistonFraction => (cylinderVolume - clearanceVolume) / SweptVolume;
|
||||
|
||||
private float cylinderVolume, cylinderEnergy;
|
||||
private float _airMass, _exhaustMass;
|
||||
private float trappedAirMass, fuelMass, burnFraction;
|
||||
private bool combustionActive, fuelInjected;
|
||||
private float _energyFactor = 1f;
|
||||
private readonly Random _random = new Random();
|
||||
|
||||
private const float Gamma = 1.4f;
|
||||
private const float GasConstant = 287f;
|
||||
private const float MaxPressurePa = 200e5f;
|
||||
private const float MaxTemperatureK = 3500f;
|
||||
|
||||
public Cylinder(float bore, float stroke, float conRodLength, float compressionRatio,
|
||||
float ivo, float ivc, float evo, float evc, Crankshaft crankshaft)
|
||||
{
|
||||
Bore = bore; Stroke = stroke; ConRodLength = conRodLength;
|
||||
CompressionRatio = compressionRatio;
|
||||
IVO = ivo; IVC = ivc; EVO = evo; EVC = evc;
|
||||
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 };
|
||||
}
|
||||
|
||||
private float SweptVolume => MathF.PI * 0.25f * Bore * Bore * Stroke;
|
||||
private float clearanceVolume => SweptVolume / (CompressionRatio - 1f);
|
||||
private float CrankRadius => Stroke * 0.5f;
|
||||
private float Obliquity => CrankRadius / ConRodLength;
|
||||
|
||||
private float CrankDeg =>
|
||||
((Crankshaft.CrankAngle + PhaseOffset) % (4f * MathF.PI)) * 180f / MathF.PI % 720f;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
private float ValveLift(float thetaDeg, float opens, float closes, float peakLift)
|
||||
{
|
||||
float deg = thetaDeg % 720f;
|
||||
if (deg < 0f) deg += 720f;
|
||||
|
||||
float duration;
|
||||
float effectiveOpen = opens;
|
||||
float effectiveClose = closes;
|
||||
|
||||
if (closes < opens)
|
||||
{
|
||||
// Wrap‑around case (e.g., exhaust: opens near 480°, closes near 30°)
|
||||
effectiveClose += 720f;
|
||||
}
|
||||
duration = effectiveClose - effectiveOpen;
|
||||
if (duration <= 0f) return 0f;
|
||||
|
||||
// Map the angle into the [opens, opens+duration] window
|
||||
float mapped = deg;
|
||||
if (mapped < opens) mapped += 720f;
|
||||
if (mapped < opens || mapped > effectiveClose) return 0f;
|
||||
|
||||
float rampDur = duration * 0.25f;
|
||||
float holdDur = duration - 2f * rampDur;
|
||||
|
||||
if (mapped >= opens && mapped < opens + rampDur)
|
||||
{
|
||||
float t = (mapped - opens) / rampDur;
|
||||
return peakLift * t * t * (3f - 2f * t);
|
||||
}
|
||||
else if (mapped >= opens + rampDur && mapped < opens + rampDur + holdDur)
|
||||
{
|
||||
return peakLift;
|
||||
}
|
||||
else if (mapped >= opens + rampDur + holdDur && mapped <= effectiveClose)
|
||||
{
|
||||
float t = (mapped - (opens + rampDur + holdDur)) / rampDur;
|
||||
return peakLift * (1f - t) * (1f - t) * (1f + 2f * t);
|
||||
}
|
||||
return 0f;
|
||||
}
|
||||
|
||||
public float IntakeValveArea =>
|
||||
MathF.PI * IntakeValveDiameter * ValveLift(CrankDeg, IVO, IVC, IntakeValveLift);
|
||||
public float ExhaustValveArea =>
|
||||
MathF.PI * ExhaustValveDiameter * ValveLift(CrankDeg, EVO, EVC, ExhaustValveLift);
|
||||
|
||||
private float Wiebe(float angleSinceSpark)
|
||||
{
|
||||
if (angleSinceSpark < WiebeStart) return 0f;
|
||||
float phi = (angleSinceSpark - WiebeStart) / WiebeDuration;
|
||||
if (phi <= 0f) return 0f;
|
||||
return 1f - MathF.Exp(-WiebeA * MathF.Pow(phi, WiebeM + 1f));
|
||||
}
|
||||
|
||||
public void PreStep(float dt)
|
||||
{
|
||||
float prevVolume = cylinderVolume;
|
||||
float crankAngleRad = Crankshaft.CrankAngle + PhaseOffset;
|
||||
cylinderVolume = ComputeVolume(crankAngleRad);
|
||||
|
||||
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 % 720f;
|
||||
float currDeg = crankAngleRad * 180f / MathF.PI % 720f;
|
||||
|
||||
// Intake closing
|
||||
if (prevDeg >= IVO && prevDeg < IVC && currDeg >= IVC)
|
||||
{
|
||||
trappedAirMass = _airMass;
|
||||
fuelMass = trappedAirMass / StoichiometricAFR;
|
||||
fuelInjected = true;
|
||||
}
|
||||
|
||||
// Spark
|
||||
float sparkAngle = 0f - SparkAdvance;
|
||||
if (sparkAngle < 0f) sparkAngle += 720f;
|
||||
bool crossedSpark = (prevDeg < sparkAngle && currDeg >= sparkAngle) ||
|
||||
(prevDeg > sparkAngle + 360f && currDeg < sparkAngle);
|
||||
if (crossedSpark && !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
|
||||
if (combustionActive)
|
||||
{
|
||||
float angleSinceSpark = currDeg - sparkAngle;
|
||||
if (angleSinceSpark < 0f) angleSinceSpark += 720f;
|
||||
float newFraction = Wiebe(angleSinceSpark);
|
||||
if (newFraction >= 1f || angleSinceSpark > (WiebeDuration + WiebeStart + SparkAdvance))
|
||||
{
|
||||
newFraction = 1f; combustionActive = false;
|
||||
float totalMass = _airMass + _exhaustMass;
|
||||
_airMass = 0f; _exhaustMass = totalMass;
|
||||
}
|
||||
fuelInjected = false;
|
||||
|
||||
float dFraction = newFraction - burnFraction;
|
||||
if (dFraction > 0f)
|
||||
{
|
||||
float dQ = fuelMass * FuelLowerHeatingValue * _energyFactor * dFraction;
|
||||
cylinderEnergy += dQ;
|
||||
_exhaustMass += fuelMass * dFraction;
|
||||
burnFraction = newFraction;
|
||||
}
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
250
Components/Pipe1D.cs
Normal file
250
Components/Pipe1D.cs
Normal file
@@ -0,0 +1,250 @@
|
||||
using System;
|
||||
using FluidSim.Interfaces;
|
||||
|
||||
namespace FluidSim.Components
|
||||
{
|
||||
public class Pipe1D
|
||||
{
|
||||
public Port PortA { get; }
|
||||
public Port PortB { get; }
|
||||
public double Area => _area;
|
||||
|
||||
private int _n;
|
||||
private double _dx, _dt, _gamma = 1.4, _area;
|
||||
private double[] _rho, _rhou, _E;
|
||||
private double _hydraulicDiameter;
|
||||
|
||||
private double _rhoLeft, _pLeft, _rhoRight, _pRight;
|
||||
private bool _leftBCSet, _rightBCSet;
|
||||
|
||||
public double FrictionFactor { get; set; }
|
||||
|
||||
public int GetCellCount() => _n;
|
||||
public double GetCellDensity(int i) => _rho[i];
|
||||
public double GetCellPressure(int i) => Pressure(i);
|
||||
public double GetCellVelocity(int i) => _rhou[i] / Math.Max(_rho[i], 1e-12);
|
||||
|
||||
/// <summary>
|
||||
/// Create a pipe with CFL‑stable automatic cell count.
|
||||
/// </summary>
|
||||
/// <param name="length">Pipe length [m].</param>
|
||||
/// <param name="area">Cross‑sectional area [m²].</param>
|
||||
/// <param name="sampleRate">Simulation step rate [Hz].</param>
|
||||
/// <param name="c0">Speed of sound [m/s] (default 343).</param>
|
||||
/// <param name="frictionFactor">Darcy friction factor (0 = inviscid).</param>
|
||||
/// <param name="cflSafety">CFL safety factor ≤ 1 (0.8 recommended).</param>
|
||||
public Pipe1D(double length, double area, int sampleRate,
|
||||
double c0 = 343.0, double frictionFactor = 0.02,
|
||||
double cflSafety = 0.8)
|
||||
{
|
||||
if (area <= 0) throw new ArgumentException("Pipe area must be > 0");
|
||||
_area = area;
|
||||
_dt = 1.0 / sampleRate;
|
||||
FrictionFactor = frictionFactor;
|
||||
|
||||
// Nyquist‑based cell count (wave resolution)
|
||||
double nNyquist = Math.Ceiling(length * sampleRate / c0);
|
||||
// CFL‑stable cell count: dx ≥ maxSpeed·dt / cflSafety, maxSpeed = 2·c0 (supersonic safe)
|
||||
double maxSpeed = 2.0 * c0;
|
||||
double dxMinStable = maxSpeed * _dt / cflSafety;
|
||||
double nStable = Math.Floor(length / dxMinStable);
|
||||
|
||||
_n = Math.Max(2, (int)Math.Min(nNyquist, nStable));
|
||||
_dx = length / _n;
|
||||
|
||||
_rho = new double[_n];
|
||||
_rhou = new double[_n];
|
||||
_E = new double[_n];
|
||||
|
||||
_hydraulicDiameter = Math.Max(2.0 * Math.Sqrt(_area / Math.PI), 1e-9);
|
||||
|
||||
PortA = new Port();
|
||||
PortB = new Port();
|
||||
}
|
||||
|
||||
public void SetUniformState(double rho, double u, double p)
|
||||
{
|
||||
double e = p / ((_gamma - 1) * rho);
|
||||
double Etot = rho * e + 0.5 * rho * u * u;
|
||||
for (int i = 0; i < _n; i++)
|
||||
{
|
||||
_rho[i] = rho;
|
||||
_rhou[i] = rho * u;
|
||||
_E[i] = Etot;
|
||||
}
|
||||
}
|
||||
|
||||
public double GetLeftPressure() => Pressure(0);
|
||||
public double GetRightPressure() => Pressure(_n - 1);
|
||||
public double GetLeftDensity() => _rho[0];
|
||||
public double GetRightDensity() => _rho[_n - 1];
|
||||
|
||||
public void SetLeftVolumeState(double rhoVol, double pVol)
|
||||
{
|
||||
_rhoLeft = rhoVol;
|
||||
_pLeft = pVol;
|
||||
_leftBCSet = true;
|
||||
}
|
||||
|
||||
public void SetRightVolumeState(double rhoVol, double pVol)
|
||||
{
|
||||
_rhoRight = rhoVol;
|
||||
_pRight = pVol;
|
||||
_rightBCSet = true;
|
||||
}
|
||||
|
||||
private double GetCellTotalSpecificEnthalpy(int i)
|
||||
{
|
||||
double rho = Math.Max(_rho[i], 1e-12);
|
||||
double u = _rhou[i] / rho;
|
||||
double p = Pressure(i);
|
||||
double h = _gamma / (_gamma - 1.0) * p / rho;
|
||||
return h + 0.5 * u * u;
|
||||
}
|
||||
|
||||
public void Simulate()
|
||||
{
|
||||
int n = _n;
|
||||
double[] Fm = new double[n + 1], Fp = new double[n + 1], Fe = new double[n + 1];
|
||||
|
||||
// --- Left boundary (face 0) ---
|
||||
if (_leftBCSet)
|
||||
{
|
||||
double rhoL = _rhoLeft, uL = 0.0, pL = _pLeft;
|
||||
double rhoR = _rho[0], uR = _rhou[0] / Math.Max(rhoR, 1e-12), pR = Pressure(0);
|
||||
HLLCFlux(rhoL, uL, pL, rhoR, uR, pR, out Fm[0], out Fp[0], out Fe[0]);
|
||||
}
|
||||
else
|
||||
{
|
||||
Fm[0] = 0; Fp[0] = Pressure(0); Fe[0] = 0;
|
||||
}
|
||||
|
||||
// --- Internal faces ---
|
||||
for (int i = 0; i < n - 1; i++)
|
||||
{
|
||||
double uL = _rhou[i] / Math.Max(_rho[i], 1e-12);
|
||||
double uR = _rhou[i + 1] / Math.Max(_rho[i + 1], 1e-12);
|
||||
HLLCFlux(_rho[i], uL, Pressure(i), _rho[i + 1], uR, Pressure(i + 1),
|
||||
out Fm[i + 1], out Fp[i + 1], out Fe[i + 1]);
|
||||
}
|
||||
|
||||
// --- Right boundary (face n) ---
|
||||
if (_rightBCSet)
|
||||
{
|
||||
double rhoL = _rho[n - 1], uL = _rhou[n - 1] / Math.Max(rhoL, 1e-12), pL = Pressure(n - 1);
|
||||
double rhoR = _rhoRight, uR = 0.0, pR = _pRight;
|
||||
HLLCFlux(rhoL, uL, pL, rhoR, uR, pR, out Fm[n], out Fp[n], out Fe[n]);
|
||||
}
|
||||
else
|
||||
{
|
||||
Fm[n] = 0; Fp[n] = Pressure(n - 1); Fe[n] = 0;
|
||||
}
|
||||
|
||||
// --- Cell update (inviscid fluxes) ---
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
double dM = (Fm[i + 1] - Fm[i]) / _dx;
|
||||
double dP = (Fp[i + 1] - Fp[i]) / _dx;
|
||||
double dE = (Fe[i + 1] - Fe[i]) / _dx;
|
||||
_rho[i] -= _dt * dM;
|
||||
_rhou[i] -= _dt * dP;
|
||||
_E[i] -= _dt * dE;
|
||||
|
||||
if (_rho[i] < 1e-12) _rho[i] = 1e-12;
|
||||
double kinetic = 0.5 * _rhou[i] * _rhou[i] / _rho[i];
|
||||
if (_E[i] < kinetic) _E[i] = kinetic;
|
||||
|
||||
// Emergency reset if NaN
|
||||
if (double.IsNaN(_rho[i]) || double.IsNaN(_rhou[i]) || double.IsNaN(_E[i]))
|
||||
{
|
||||
_rho[i] = 1.225; // reset to atmospheric air at 300 K
|
||||
_rhou[i] = 0.0;
|
||||
_E[i] = 101325.0 / (_gamma - 1.0); // internal energy at 1 atm
|
||||
}
|
||||
}
|
||||
|
||||
// --- Friction (Darcy–Weisbach, energy‑conserving) ---
|
||||
if (FrictionFactor > 0)
|
||||
{
|
||||
double D = _hydraulicDiameter;
|
||||
double twoD = 2.0 * D;
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
double rho = _rho[i];
|
||||
double u = _rhou[i] / rho;
|
||||
double absU = Math.Abs(u);
|
||||
double src = FrictionFactor * rho * absU * u / twoD;
|
||||
double kinOld = 0.5 * rho * u * u;
|
||||
_rhou[i] -= _dt * src;
|
||||
double uNew = _rhou[i] / rho;
|
||||
double kinNew = 0.5 * rho * uNew * uNew;
|
||||
_E[i] += (kinOld - kinNew);
|
||||
}
|
||||
}
|
||||
|
||||
// --- Publish to ports ---
|
||||
PortA.Pressure = Pressure(0);
|
||||
PortA.Density = _rho[0];
|
||||
PortB.Pressure = Pressure(_n - 1);
|
||||
PortB.Density = _rho[_n - 1];
|
||||
|
||||
PortA.MassFlowRate = _leftBCSet ? Fm[0] * _area : 0.0;
|
||||
PortB.MassFlowRate = _rightBCSet ? -Fm[n] * _area : 0.0;
|
||||
|
||||
PortA.SpecificEnthalpy = GetCellTotalSpecificEnthalpy(0);
|
||||
PortB.SpecificEnthalpy = GetCellTotalSpecificEnthalpy(_n - 1);
|
||||
|
||||
_leftBCSet = _rightBCSet = false;
|
||||
}
|
||||
|
||||
double Pressure(int i) =>
|
||||
(_gamma - 1.0) * (_E[i] - 0.5 * _rhou[i] * _rhou[i] / Math.Max(_rho[i], 1e-12));
|
||||
|
||||
void HLLCFlux(double rL, double uL, double pL, double rR, double uR, double pR,
|
||||
out double fm, out double fp, out double fe)
|
||||
{
|
||||
const double eps = 1e-12;
|
||||
pL = Math.Max(pL, eps);
|
||||
pR = Math.Max(pR, eps);
|
||||
|
||||
double cL = Math.Sqrt(_gamma * pL / Math.Max(rL, eps));
|
||||
double cR = Math.Sqrt(_gamma * pR / Math.Max(rR, eps));
|
||||
double EL = pL / ((_gamma - 1) * rL) + 0.5 * uL * uL;
|
||||
double ER = pR / ((_gamma - 1) * rR) + 0.5 * uR * uR;
|
||||
|
||||
double SL = Math.Min(uL - cL, uR - cR);
|
||||
double SR = Math.Max(uL + cL, uR + cR);
|
||||
|
||||
double denom = rL * (SL - uL) - rR * (SR - uR);
|
||||
double Ss;
|
||||
if (Math.Abs(denom) < eps)
|
||||
Ss = 0.5 * (uL + uR);
|
||||
else
|
||||
Ss = (pR - pL + rL * uL * (SL - uL) - rR * uR * (SR - uR)) / denom;
|
||||
|
||||
double FrL_m = rL * uL, FrL_p = rL * uL * uL + pL, FrL_e = (rL * EL + pL) * uL;
|
||||
double FrR_m = rR * uR, FrR_p = rR * uR * uR + pR, FrR_e = (rR * ER + pR) * uR;
|
||||
|
||||
if (SL >= 0) { fm = FrL_m; fp = FrL_p; fe = FrL_e; }
|
||||
else if (SR <= 0) { fm = FrR_m; fp = FrR_p; fe = FrR_e; }
|
||||
else if (Ss >= 0)
|
||||
{
|
||||
double diffSL = SL - uL;
|
||||
if (Math.Abs(diffSL) < eps) diffSL = eps;
|
||||
double rsL = rL * diffSL / (SL - Ss);
|
||||
double ps = pL + rL * diffSL * (Ss - uL);
|
||||
double EsL = EL + (Ss - uL) * (Ss + pL / (rL * diffSL));
|
||||
fm = rsL * Ss; fp = rsL * Ss * Ss + ps; fe = (rsL * EsL + ps) * Ss;
|
||||
}
|
||||
else
|
||||
{
|
||||
double diffSR = SR - uR;
|
||||
if (Math.Abs(diffSR) < eps) diffSR = eps;
|
||||
double rsR = rR * diffSR / (SR - Ss);
|
||||
double ps = pL + rL * (SL - uL) * (Ss - uL);
|
||||
double EsR = ER + (Ss - uR) * (Ss + pR / (rR * diffSR));
|
||||
fm = rsR * Ss; fp = rsR * Ss * Ss + ps; fe = (rsR * EsR + ps) * Ss;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
9
Components/SoundConnection.cs
Normal file
9
Components/SoundConnection.cs
Normal file
@@ -0,0 +1,9 @@
|
||||
using FluidSim.Interfaces;
|
||||
|
||||
namespace FluidSim.Components
|
||||
{
|
||||
public class SoundConnection : Connection
|
||||
{
|
||||
public SoundConnection(Port a, Port b) : base(a, b) { }
|
||||
}
|
||||
}
|
||||
@@ -1,133 +1,69 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using FluidSim.Interfaces;
|
||||
using FluidSim.Interfaces;
|
||||
|
||||
namespace FluidSim.Components
|
||||
{
|
||||
public class Volume0D : IComponent
|
||||
public class Volume0D
|
||||
{
|
||||
public List<Port> Ports { get; } = new List<Port>();
|
||||
public Port Port { get; private set; }
|
||||
|
||||
private float _airMass;
|
||||
private float _exhaustMass;
|
||||
public float InternalEnergy;
|
||||
public float Volume;
|
||||
public float Dvdt;
|
||||
public float Gamma { get; set; } = 1.4f;
|
||||
public float GasConstant { get; set; } = 287f;
|
||||
public float AmbientPressure { get; set; } = 101325f;
|
||||
public double Mass { get; private set; }
|
||||
public double InternalEnergy { get; private set; }
|
||||
|
||||
// ---------- Thermal relaxation to environment ----------
|
||||
/// <summary>Rate of heat transfer to the surroundings (1/s). 0 = adiabatic.</summary>
|
||||
public float EnergyRelaxationRate { get; set; } = 10f;
|
||||
/// <summary>Temperature to relax toward (K). Default is room temperature.</summary>
|
||||
public float AmbientTemperature { get; set; } = 300f;
|
||||
public double Gamma { get; set; } = 1.4;
|
||||
public double GasConstant { get; set; } = 287.0;
|
||||
|
||||
public float Mass => _airMass + _exhaustMass;
|
||||
public float AirFraction => _airMass / MathF.Max(Mass, 1e-12f);
|
||||
public float Density => Mass / MathF.Max(Volume, 1e-12f);
|
||||
public float Pressure => (Gamma - 1f) * InternalEnergy / MathF.Max(Volume, 1e-12f);
|
||||
public float Temperature => Pressure / MathF.Max(Density * GasConstant, 1e-12f);
|
||||
public float SpecificEnthalpy => Gamma / (Gamma - 1f) * Pressure / MathF.Max(Density, 1e-12f);
|
||||
public double Volume { get; set; }
|
||||
public double dVdt { get; set; }
|
||||
|
||||
public Volume0D(float initialVolume, float initialPressure,
|
||||
float initialTemperature, float gasConstant = 287f, float gamma = 1.4f)
|
||||
private double _dt;
|
||||
|
||||
public double Density => Mass / Volume;
|
||||
public double Pressure => (Gamma - 1.0) * InternalEnergy / Volume;
|
||||
public double Temperature => Pressure / (Density * GasConstant);
|
||||
public double SpecificEnthalpy => Gamma / (Gamma - 1.0) * Pressure / Density;
|
||||
|
||||
public Volume0D(double initialVolume, double initialPressure,
|
||||
double initialTemperature, int sampleRate,
|
||||
double gasConstant = 287.0, double gamma = 1.4)
|
||||
{
|
||||
GasConstant = gasConstant;
|
||||
Gamma = gamma;
|
||||
Volume = initialVolume;
|
||||
Dvdt = 0f;
|
||||
dVdt = 0.0;
|
||||
_dt = 1.0 / sampleRate;
|
||||
|
||||
float rho0 = initialPressure / (GasConstant * initialTemperature);
|
||||
_airMass = rho0 * Volume;
|
||||
_exhaustMass = 0f;
|
||||
InternalEnergy = (initialPressure * Volume) / (Gamma - 1f);
|
||||
double rho0 = initialPressure / (GasConstant * initialTemperature);
|
||||
Mass = rho0 * Volume;
|
||||
InternalEnergy = (initialPressure * Volume) / (Gamma - 1.0);
|
||||
|
||||
Port = new Port();
|
||||
PushStateToPort();
|
||||
}
|
||||
|
||||
public Port CreatePort()
|
||||
public void PushStateToPort()
|
||||
{
|
||||
var port = new Port { Owner = this };
|
||||
port.Pressure = Pressure;
|
||||
port.Density = Density;
|
||||
port.Temperature = Temperature;
|
||||
port.SpecificEnthalpy = SpecificEnthalpy;
|
||||
port.AirFraction = AirFraction;
|
||||
Ports.Add(port);
|
||||
return port;
|
||||
Port.Pressure = Pressure;
|
||||
Port.Density = Density;
|
||||
Port.Temperature = Temperature;
|
||||
Port.SpecificEnthalpy = SpecificEnthalpy;
|
||||
}
|
||||
|
||||
public void SetPressure(float pressure, float? temperature = null)
|
||||
public void Integrate()
|
||||
{
|
||||
float V = MathF.Max(Volume, 1e-12f);
|
||||
float T = temperature ?? Temperature;
|
||||
float rho = pressure / (GasConstant * T);
|
||||
float totalMass = rho * V;
|
||||
float af = AirFraction;
|
||||
_airMass = totalMass * af;
|
||||
_exhaustMass = totalMass * (1f - af);
|
||||
InternalEnergy = pressure * V / (Gamma - 1f);
|
||||
}
|
||||
double mdot = Port.MassFlowRate;
|
||||
double h_in = Port.SpecificEnthalpy;
|
||||
|
||||
public void UpdateState(float dt)
|
||||
{
|
||||
float totalMdotAir = 0f, totalMdotExhaust = 0f, totalEdot = 0f;
|
||||
foreach (var port in Ports)
|
||||
{
|
||||
float mdot = port.MassFlowRate;
|
||||
float af = mdot >= 0f ? port.AirFraction : AirFraction;
|
||||
totalMdotAir += mdot * af;
|
||||
totalMdotExhaust += mdot * (1f - af);
|
||||
totalEdot += mdot * port.SpecificEnthalpy;
|
||||
}
|
||||
double dm = mdot * _dt;
|
||||
double dE = (mdot * h_in) * _dt - Pressure * dVdt * _dt;
|
||||
|
||||
float dAir = totalMdotAir * dt;
|
||||
float dExhaust = totalMdotExhaust * dt;
|
||||
float dE = totalEdot * dt - Pressure * Dvdt * dt;
|
||||
|
||||
_airMass += dAir;
|
||||
_exhaustMass += dExhaust;
|
||||
Mass += dm;
|
||||
InternalEnergy += dE;
|
||||
|
||||
// ---- Thermal relaxation ----
|
||||
if (EnergyRelaxationRate > 0f)
|
||||
{
|
||||
float currentMass = Mass;
|
||||
if (currentMass > 1e-12f)
|
||||
{
|
||||
// Target internal energy: current mass at ambient temperature
|
||||
float targetE = currentMass * GasConstant * AmbientTemperature / (Gamma - 1f);
|
||||
float relaxFactor = MathF.Exp(-EnergyRelaxationRate * dt);
|
||||
InternalEnergy = targetE + (InternalEnergy - targetE) * relaxFactor;
|
||||
}
|
||||
}
|
||||
// Hard physical bounds – prevent NaN and unphysical states
|
||||
if (Mass < 1e-12) Mass = 1e-12;
|
||||
if (InternalEnergy < 1e-12) InternalEnergy = 1e-12;
|
||||
|
||||
float V = MathF.Max(Volume, 1e-12f);
|
||||
float totalMass = _airMass + _exhaustMass;
|
||||
if (totalMass < 1e-9f)
|
||||
{
|
||||
_airMass = 1e-9f;
|
||||
_exhaustMass = 0f;
|
||||
InternalEnergy = AmbientPressure * V / (Gamma - 1f);
|
||||
PushStateToPort();
|
||||
}
|
||||
else if (InternalEnergy < 0f)
|
||||
{
|
||||
InternalEnergy = AmbientPressure * V / (Gamma - 1f);
|
||||
}
|
||||
|
||||
if (_airMass < 0f) _airMass = 0f;
|
||||
if (_exhaustMass < 0f) _exhaustMass = 0f;
|
||||
|
||||
float p = Pressure, rho = Density, T = Temperature, h = SpecificEnthalpy, afr = AirFraction;
|
||||
foreach (var port in Ports)
|
||||
{
|
||||
port.Pressure = p;
|
||||
port.Density = rho;
|
||||
port.Temperature = T;
|
||||
port.SpecificEnthalpy = h;
|
||||
port.AirFraction = afr;
|
||||
}
|
||||
}
|
||||
|
||||
IReadOnlyList<Port> IComponent.Ports => Ports;
|
||||
}
|
||||
}
|
||||
@@ -1,404 +0,0 @@
|
||||
using FluidSim.Components;
|
||||
using FluidSim.Interfaces;
|
||||
using System;
|
||||
|
||||
namespace FluidSim.Core
|
||||
{
|
||||
public class BoundarySystem
|
||||
{
|
||||
// ---------- Private constants ----------
|
||||
private const float Gamma = 1.4f;
|
||||
private const float Gm1 = Gamma - 1f; // 0.4
|
||||
private const float Rgas = 287f; // J/(kg·K)
|
||||
private const float GammaOverGm1 = Gamma / Gm1; // 3.5
|
||||
|
||||
public struct OrificeDesc
|
||||
{
|
||||
public Port VolumePort;
|
||||
public int PipeIndex;
|
||||
public bool IsLeftEnd;
|
||||
public int AreaIndex;
|
||||
public float DischargeCoeff;
|
||||
|
||||
// --- Inertance support ---
|
||||
public bool UseInertance;
|
||||
public float EffectiveLength;
|
||||
public float CurrentMdot; // kg/s, positive = volume → pipe
|
||||
|
||||
// --- Loss coefficient (linear resistance) ---
|
||||
public float LossCoefficient; // N·s/m⁵ or kg/(m⁴·s)
|
||||
}
|
||||
|
||||
public struct OpenEndDesc
|
||||
{
|
||||
public int PipeIndex;
|
||||
public bool IsLeftEnd;
|
||||
public float AmbientPressure;
|
||||
public float Gamma;
|
||||
public float PipeArea;
|
||||
public float LastMassFlowRate;
|
||||
public float LastFacePressure;
|
||||
}
|
||||
|
||||
private OrificeDesc[] _orifices;
|
||||
private OpenEndDesc[] _openEnds;
|
||||
private float[] _orificeAreas;
|
||||
private PipeSystem _pipeSystem;
|
||||
|
||||
public BoundarySystem(PipeSystem pipeSystem, int maxOrifices, int maxOpenEnds)
|
||||
{
|
||||
_pipeSystem = pipeSystem;
|
||||
_orifices = new OrificeDesc[maxOrifices];
|
||||
_openEnds = new OpenEndDesc[maxOpenEnds];
|
||||
_orificeAreas = new float[maxOrifices];
|
||||
}
|
||||
|
||||
public int OrificeCount { get; private set; }
|
||||
public int OpenEndCount { get; private set; }
|
||||
|
||||
// ---------- Add orifice (no inertance) ----------
|
||||
public void AddOrifice(Port volumePort, int pipeIndex, bool isLeftEnd,
|
||||
int areaIndex, float dischargeCoeff = 1f,
|
||||
float lossCoefficient = 0f)
|
||||
{
|
||||
_orifices[OrificeCount] = new OrificeDesc
|
||||
{
|
||||
VolumePort = volumePort,
|
||||
PipeIndex = pipeIndex,
|
||||
IsLeftEnd = isLeftEnd,
|
||||
AreaIndex = areaIndex,
|
||||
DischargeCoeff = dischargeCoeff,
|
||||
UseInertance = false,
|
||||
EffectiveLength = 0f,
|
||||
CurrentMdot = 0f,
|
||||
LossCoefficient = lossCoefficient
|
||||
};
|
||||
OrificeCount++;
|
||||
}
|
||||
|
||||
// ---------- Add orifice with inertance ----------
|
||||
public void AddOrificeWithInertance(Port volumePort, int pipeIndex, bool isLeftEnd,
|
||||
int areaIndex, float dischargeCoeff,
|
||||
float effectiveLength, float lossCoefficient = 0f)
|
||||
{
|
||||
// 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; // store the linear resistance
|
||||
}
|
||||
|
||||
public void AddOpenEnd(int pipeIndex, bool isLeftEnd,
|
||||
float ambientPressure, float pipeArea, float gamma = 1.4f)
|
||||
{
|
||||
int idx = OpenEndCount;
|
||||
_openEnds[idx] = new OpenEndDesc
|
||||
{
|
||||
PipeIndex = pipeIndex,
|
||||
IsLeftEnd = isLeftEnd,
|
||||
AmbientPressure = ambientPressure,
|
||||
Gamma = gamma,
|
||||
PipeArea = pipeArea
|
||||
};
|
||||
OpenEndCount++;
|
||||
}
|
||||
|
||||
public void SetOrificeAreas(float[] areas)
|
||||
{
|
||||
for (int i = 0; i < OrificeCount; i++)
|
||||
_orificeAreas[i] = areas[i];
|
||||
}
|
||||
|
||||
public float GetOpenEndMassFlow(int openEndIndex)
|
||||
{
|
||||
if (openEndIndex < 0 || openEndIndex >= OpenEndCount) return 0f;
|
||||
return _openEnds[openEndIndex].LastMassFlowRate;
|
||||
}
|
||||
|
||||
public float GetOpenEndPressure(int openEndIndex)
|
||||
{
|
||||
if (openEndIndex < 0 || openEndIndex >= OpenEndCount) return 101325f;
|
||||
return _openEnds[openEndIndex].LastFacePressure;
|
||||
}
|
||||
|
||||
// ---------- Resolve all orifices ----------
|
||||
public void ResolveOrifices(float dt)
|
||||
{
|
||||
for (int i = 0; i < OrificeCount; i++)
|
||||
{
|
||||
ref var d = ref _orifices[i];
|
||||
float area = _orificeAreas[d.AreaIndex];
|
||||
|
||||
// Gather volume state
|
||||
float volP = d.VolumePort?.Pressure ?? 101325f;
|
||||
float volRho = d.VolumePort?.Density ?? 1.2f;
|
||||
float volT = d.VolumePort?.Temperature ?? 300f;
|
||||
float volH = d.VolumePort?.SpecificEnthalpy ?? 0f;
|
||||
float volAF = d.VolumePort?.AirFraction ?? 1f;
|
||||
|
||||
// Gather pipe interior state
|
||||
var (pipeRho, pipeU, pipeP) = d.IsLeftEnd
|
||||
? _pipeSystem.GetInteriorStateLeft(d.PipeIndex)
|
||||
: _pipeSystem.GetInteriorStateRight(d.PipeIndex);
|
||||
float pipeT = pipeP / MathF.Max(pipeRho * Rgas, 1e-12f);
|
||||
float pipeAF = d.IsLeftEnd
|
||||
? _pipeSystem.GetInteriorAirFractionLeft(d.PipeIndex)
|
||||
: _pipeSystem.GetInteriorAirFractionRight(d.PipeIndex);
|
||||
|
||||
// ---- Handle closed orifice (area ≈ 0) as a wall ----
|
||||
if (area < 1e-12f || d.VolumePort == null)
|
||||
{
|
||||
var (rInt, uInt, pInt) = d.IsLeftEnd
|
||||
? _pipeSystem.GetInteriorStateLeft(d.PipeIndex)
|
||||
: _pipeSystem.GetInteriorStateRight(d.PipeIndex);
|
||||
float afInt = d.IsLeftEnd
|
||||
? _pipeSystem.GetInteriorAirFractionLeft(d.PipeIndex)
|
||||
: _pipeSystem.GetInteriorAirFractionRight(d.PipeIndex);
|
||||
|
||||
if (d.IsLeftEnd)
|
||||
_pipeSystem.SetGhostLeft(d.PipeIndex, rInt, -uInt, pInt, afInt);
|
||||
else
|
||||
_pipeSystem.SetGhostRight(d.PipeIndex, rInt, -uInt, pInt, afInt);
|
||||
|
||||
if (d.VolumePort != null) d.VolumePort.MassFlowRate = 0f;
|
||||
continue;
|
||||
}
|
||||
|
||||
// ---- Preliminary isentropic solution ----
|
||||
float mdotEst, rhoFaceEst, uFaceEst, pFaceEst;
|
||||
if (volP >= pipeP)
|
||||
{
|
||||
IsentropicOrifice.Compute(volP, volRho, volT, pipeP, Gamma, Rgas, area, d.DischargeCoeff,
|
||||
out mdotEst, out rhoFaceEst, out uFaceEst, out pFaceEst);
|
||||
}
|
||||
else
|
||||
{
|
||||
IsentropicOrifice.Compute(pipeP, pipeRho, pipeT, volP, Gamma, Rgas, area, d.DischargeCoeff,
|
||||
out mdotEst, out rhoFaceEst, out uFaceEst, out pFaceEst);
|
||||
mdotEst = -mdotEst;
|
||||
}
|
||||
|
||||
// ---- Compute final mass flow with limiters ----
|
||||
float mdotFinal, rhoFace, uFace, pFace, airFracGhost;
|
||||
|
||||
if (d.UseInertance)
|
||||
{
|
||||
float rhoUp = d.CurrentMdot >= 0 ? volRho : pipeRho;
|
||||
float inertance = rhoUp * d.EffectiveLength / MathF.Max(area, 1e-12f);
|
||||
float dp = volP - pipeP;
|
||||
float Rlin = d.LossCoefficient;
|
||||
|
||||
float dmdot_dt = (dp - Rlin * d.CurrentMdot) / MathF.Max(inertance, 1e-12f);
|
||||
float mdotNew = d.CurrentMdot + dmdot_dt * dt;
|
||||
|
||||
// Limit outflow from volume (if volume owner is Volume0D)
|
||||
if (d.VolumePort.Owner is Volume0D vol0)
|
||||
{
|
||||
float maxOut = vol0.Mass / dt;
|
||||
if (mdotNew > maxOut) mdotNew = maxOut;
|
||||
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 * pipeAreaCell * pipeDxAdj;
|
||||
float maxFromPipe = pipeCellMass / dt;
|
||||
if (mdotNew < -maxFromPipe) mdotNew = -maxFromPipe;
|
||||
}
|
||||
|
||||
// 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);
|
||||
float maxU = 0.9f * cUp;
|
||||
if (uFacePrelim > maxU)
|
||||
{
|
||||
uFacePrelim = maxU;
|
||||
mdotNew = rhoFacePrelim * uFacePrelim * area * (mdotNew >= 0 ? 1f : -1f);
|
||||
}
|
||||
|
||||
if (float.IsNaN(mdotNew)) mdotNew = 0f;
|
||||
|
||||
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
|
||||
mdotFinal = mdotEst;
|
||||
rhoFace = rhoFaceEst;
|
||||
uFace = uFaceEst;
|
||||
pFace = pFaceEst;
|
||||
|
||||
// Limit outflow from volume (if Volume0D)
|
||||
if (d.VolumePort.Owner is Volume0D vol0)
|
||||
{
|
||||
float maxOut = vol0.Mass / dt;
|
||||
if (mdotFinal > maxOut) mdotFinal = maxOut;
|
||||
}
|
||||
|
||||
// ***** CRITICAL: Limit inflow from pipe – pipe cell cannot be drained *****
|
||||
if (mdotFinal < 0)
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
// ---- Air fraction for ghost ----
|
||||
if (mdotFinal >= 0)
|
||||
airFracGhost = volAF;
|
||||
else
|
||||
{
|
||||
airFracGhost = pipeAF;
|
||||
if (d.VolumePort != null) d.VolumePort.AirFraction = pipeAF;
|
||||
}
|
||||
|
||||
// ---- 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;
|
||||
else if (mdotFinal < 0 && !d.IsLeftEnd) uFace = +uFace;
|
||||
|
||||
// ---- Set ghost cells ----
|
||||
if (d.IsLeftEnd)
|
||||
_pipeSystem.SetGhostLeft(d.PipeIndex, rhoFace, uFace, pFace, airFracGhost);
|
||||
else
|
||||
_pipeSystem.SetGhostRight(d.PipeIndex, rhoFace, uFace, pFace, airFracGhost);
|
||||
|
||||
// ---- Update volume port ----
|
||||
if (d.VolumePort != null)
|
||||
{
|
||||
d.VolumePort.MassFlowRate = -mdotFinal;
|
||||
|
||||
if (-mdotFinal >= 0) // mass entering volume (out of pipe)
|
||||
{
|
||||
float pipeH = GammaOverGm1 * pipeP / MathF.Max(pipeRho, 1e-12f);
|
||||
d.VolumePort.SpecificEnthalpy = pipeH;
|
||||
}
|
||||
else // mass leaving volume (into pipe)
|
||||
{
|
||||
d.VolumePort.SpecificEnthalpy = volH;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---------- Resolve open ends ----------
|
||||
public void ResolveOpenEnds(float dt)
|
||||
{
|
||||
for (int i = 0; i < OpenEndCount; i++)
|
||||
{
|
||||
ref var d = ref _openEnds[i];
|
||||
|
||||
var (rhoInt, uInt, pInt) = d.IsLeftEnd
|
||||
? _pipeSystem.GetInteriorStateLeft(d.PipeIndex)
|
||||
: _pipeSystem.GetInteriorStateRight(d.PipeIndex);
|
||||
float afInt = d.IsLeftEnd
|
||||
? _pipeSystem.GetInteriorAirFractionLeft(d.PipeIndex)
|
||||
: _pipeSystem.GetInteriorAirFractionRight(d.PipeIndex);
|
||||
|
||||
float gamma = d.Gamma;
|
||||
float gm1 = gamma - 1f;
|
||||
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);
|
||||
float rhoIso = MathF.Pow(pAmb / s, 1f / gamma);
|
||||
float cIso = MathF.Sqrt(gamma * pAmb / MathF.Max(rhoIso, 1e-12f));
|
||||
float uIso = d.IsLeftEnd
|
||||
? (Jminus + 2f * cIso / gm1)
|
||||
: (Jplus - 2f * cIso / gm1);
|
||||
|
||||
// Supersonic check
|
||||
bool supersonic = d.IsLeftEnd ? (uInt <= -cInt) : (uInt >= cInt);
|
||||
if (!supersonic)
|
||||
{
|
||||
supersonic = d.IsLeftEnd ? (uIso <= -cIso) : (uIso >= cIso);
|
||||
}
|
||||
|
||||
float rhoGhost, uGhost, pGhost, afGhost;
|
||||
if (supersonic)
|
||||
{
|
||||
rhoGhost = rhoInt; uGhost = uInt; pGhost = pInt; afGhost = afInt;
|
||||
}
|
||||
else
|
||||
{
|
||||
rhoGhost = rhoIso; uGhost = uIso; pGhost = pAmb;
|
||||
bool inflow = d.IsLeftEnd ? (uIso >= 0f) : (uIso <= 0f);
|
||||
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);
|
||||
|
||||
d.LastMassFlowRate = mdotRaw;
|
||||
d.LastFacePressure = pGhost;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
namespace FluidSim.Core
|
||||
{
|
||||
public static class Constants
|
||||
{
|
||||
public const float Gamma = 1.4f;
|
||||
public const float R_gas = 287f;
|
||||
public const float P_amb = 101325f;
|
||||
public const float T_amb = 300f;
|
||||
public static readonly float Rho_amb = P_amb / (R_gas * T_amb);
|
||||
}
|
||||
}
|
||||
@@ -1,27 +0,0 @@
|
||||
namespace FluidSim.Core
|
||||
{
|
||||
public class GhostBuffer
|
||||
{
|
||||
public float[] Rho, U, P, Y;
|
||||
public int PipeCount { get; }
|
||||
|
||||
public GhostBuffer(int pipeCount)
|
||||
{
|
||||
PipeCount = pipeCount;
|
||||
int size = pipeCount * 2;
|
||||
Rho = new float[size];
|
||||
U = new float[size];
|
||||
P = new float[size];
|
||||
Y = new float[size];
|
||||
}
|
||||
|
||||
public void Set(int pipeIndex, bool isLeftEnd, float rho, float u, float p, float y)
|
||||
{
|
||||
int idx = pipeIndex * 2 + (isLeftEnd ? 0 : 1);
|
||||
Rho[idx] = rho;
|
||||
U[idx] = u;
|
||||
P[idx] = p;
|
||||
Y[idx] = y;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,31 +0,0 @@
|
||||
using System;
|
||||
|
||||
namespace FluidSim.Core
|
||||
{
|
||||
public static class IsentropicOrifice
|
||||
{
|
||||
public static void Compute(
|
||||
float pUp, float rhoUp, float TUp,
|
||||
float pDown, float gamma, float R, float area, float Cd,
|
||||
out float mdot, out float rhoFace, out float uFace, out float pFace)
|
||||
{
|
||||
mdot = 0f; rhoFace = rhoUp; uFace = 0f; pFace = pUp;
|
||||
if (area <= 0f || pUp <= 0f || rhoUp <= 0f || TUp <= 0f) return;
|
||||
|
||||
float pr = MathF.Min(pDown / pUp, 1f);
|
||||
if (pr < 1e-6f) pr = 1e-6f;
|
||||
float prCrit = MathF.Pow(2f / (gamma + 1f), gamma / (gamma - 1f));
|
||||
if (pr < prCrit) pr = prCrit;
|
||||
|
||||
float exponent = (gamma - 1f) / gamma;
|
||||
float M = MathF.Sqrt((2f / (gamma - 1f)) * (MathF.Pow(pr, -exponent) - 1f));
|
||||
if (float.IsNaN(M)) M = 0f;
|
||||
|
||||
float aUp = MathF.Sqrt(gamma * R * TUp);
|
||||
uFace = M * aUp;
|
||||
rhoFace = rhoUp * MathF.Pow(pr, 1f / gamma);
|
||||
pFace = pUp * pr;
|
||||
mdot = rhoFace * uFace * area * Cd;
|
||||
}
|
||||
}
|
||||
}
|
||||
99
Core/OrificeBoundary.cs
Normal file
99
Core/OrificeBoundary.cs
Normal file
@@ -0,0 +1,99 @@
|
||||
using FluidSim.Components;
|
||||
|
||||
namespace FluidSim.Core
|
||||
{
|
||||
public static class OrificeBoundary
|
||||
{
|
||||
public static double MassFlow(double pA, double rhoA, double pB, double rhoB,
|
||||
Connection conn)
|
||||
{
|
||||
if (double.IsNaN(pA) || double.IsNaN(rhoA) || double.IsNaN(pB) || double.IsNaN(rhoB) ||
|
||||
double.IsInfinity(pA) || double.IsInfinity(rhoA) || double.IsInfinity(pB) || double.IsInfinity(rhoB) ||
|
||||
pA <= 0 || rhoA <= 0 || pB <= 0 || rhoB <= 0)
|
||||
return 0.0;
|
||||
|
||||
double dp = pA - pB;
|
||||
double sign = Math.Sign(dp);
|
||||
double absDp = Math.Abs(dp);
|
||||
double rhoUp = dp >= 0 ? rhoA : rhoB;
|
||||
double pUp = dp >= 0 ? pA : pB;
|
||||
double pDown = dp >= 0 ? pB : pA;
|
||||
double delta = 1e-6 * pUp;
|
||||
|
||||
if (absDp < delta)
|
||||
{
|
||||
double k = conn.DischargeCoefficient * conn.Area * Math.Sqrt(2 * rhoUp / delta);
|
||||
return k * dp;
|
||||
}
|
||||
else
|
||||
{
|
||||
double pr = pDown / pUp;
|
||||
double choked = Math.Pow(2.0 / (conn.Gamma + 1.0), conn.Gamma / (conn.Gamma - 1.0));
|
||||
if (pr < choked)
|
||||
{
|
||||
double term = Math.Sqrt(conn.Gamma *
|
||||
Math.Pow(2.0 / (conn.Gamma + 1.0), (conn.Gamma + 1.0) / (conn.Gamma - 1.0)));
|
||||
double flow = conn.DischargeCoefficient * conn.Area *
|
||||
Math.Sqrt(rhoUp * pUp) * term;
|
||||
return sign * flow;
|
||||
}
|
||||
else
|
||||
{
|
||||
double ex = 1.0 - Math.Pow(pr, (conn.Gamma - 1.0) / conn.Gamma);
|
||||
double flow = conn.DischargeCoefficient * conn.Area *
|
||||
Math.Sqrt(2.0 * rhoUp * pUp * (conn.Gamma / (conn.Gamma - 1.0)) *
|
||||
pr * pr * ex);
|
||||
return sign * flow;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void PipeVolumeFlux(double pPipe, double rhoPipe, double uPipe,
|
||||
double pVol, double rhoVol, double uVol,
|
||||
Connection conn, double pipeArea,
|
||||
bool isLeftBoundary,
|
||||
out double massFlux, out double momFlux, out double energyFlux)
|
||||
{
|
||||
// ----- Compute STAGNATION pressures -----
|
||||
double pStagPipe = pPipe + 0.5 * rhoPipe * uPipe * uPipe;
|
||||
double pStagVol = pVol + 0.5 * rhoVol * uVol * uVol; // uVol is always 0 for your volumes
|
||||
|
||||
// Mass flow driven by stagnation pressure difference (positive = pipe→volume)
|
||||
double mdot = MassFlow(pStagPipe, rhoPipe, pStagVol, rhoVol, conn);
|
||||
|
||||
// Limit mass flow to the amount that can leave/enter the pipe cell
|
||||
double maxMdot = rhoPipe * pipeArea * 343.0;
|
||||
if (Math.Abs(mdot) > maxMdot) mdot = Math.Sign(mdot) * maxMdot;
|
||||
|
||||
bool flowLeavesPipe = mdot > 0; // pipe → volume
|
||||
|
||||
double uFace, pFace, rhoFace;
|
||||
double massFluxPerArea;
|
||||
|
||||
if (isLeftBoundary)
|
||||
{
|
||||
massFluxPerArea = -mdot / pipeArea;
|
||||
if (flowLeavesPipe)
|
||||
{ uFace = uPipe; pFace = pPipe; rhoFace = rhoPipe; }
|
||||
else
|
||||
{ uFace = uVol; pFace = pVol; rhoFace = rhoVol; }
|
||||
}
|
||||
else // right boundary
|
||||
{
|
||||
massFluxPerArea = mdot / pipeArea;
|
||||
if (flowLeavesPipe)
|
||||
{ uFace = uPipe; pFace = pPipe; rhoFace = rhoPipe; }
|
||||
else
|
||||
{ uFace = uVol; pFace = pVol; rhoFace = rhoVol; }
|
||||
}
|
||||
|
||||
// Total enthalpy of the injected fluid
|
||||
double specificEnthalpy = (1.4 / (1.4 - 1.0)) * pFace / Math.Max(rhoFace, 1e-12);
|
||||
double totalEnthalpy = specificEnthalpy + 0.5 * uFace * uFace;
|
||||
|
||||
massFlux = massFluxPerArea;
|
||||
momFlux = massFluxPerArea * uFace + pFace;
|
||||
energyFlux = massFluxPerArea * totalEnthalpy;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,187 +0,0 @@
|
||||
using System;
|
||||
|
||||
namespace FluidSim.Core
|
||||
{
|
||||
public class OutdoorExhaustReverb
|
||||
{
|
||||
// ========== Early reflection delays (stereo: left/right) ==========
|
||||
private readonly DelayLine groundL, groundR;
|
||||
private readonly DelayLine wall1L, wall1R;
|
||||
private readonly DelayLine wall2L, wall2R;
|
||||
|
||||
// ========== Diffuse tail FDNs (left/right each with 8 channels) ==========
|
||||
private const int FDN_CHANNELS = 8;
|
||||
private readonly DelayLine[] fdnL, fdnR;
|
||||
private readonly float[] stateL, stateR;
|
||||
private readonly OrthonormalMixer mixerL, mixerR;
|
||||
private readonly LowPassFilter[] filterL, filterR;
|
||||
|
||||
public float DryMix { get; set; } = 1.0f; // direct sound unchanged
|
||||
public float EarlyMix { get; set; } = 0.12f; // very little early reflection (ground bounce)
|
||||
public float TailMix { get; set; } = 0.18f; // subtle diffuse tail
|
||||
public float Feedback { get; set; } = 0.35f; // lower feedback – outdoor doesn't ring
|
||||
public float DampingFreq { get; set; } = 2500f; // air absorption – high frequencies die quickly
|
||||
|
||||
public OutdoorExhaustReverb(int sampleRate)
|
||||
{
|
||||
// Early reflections – left/right offset by ~1‑2 ms for stereo width
|
||||
groundL = new DelayLine((int)(sampleRate * 0.008)); // 8 ms
|
||||
groundR = new DelayLine((int)(sampleRate * 0.010)); // 10 ms
|
||||
wall1L = new DelayLine((int)(sampleRate * 0.045));
|
||||
wall1R = new DelayLine((int)(sampleRate * 0.047));
|
||||
wall2L = new DelayLine((int)(sampleRate * 0.080));
|
||||
wall2R = new DelayLine((int)(sampleRate * 0.082));
|
||||
|
||||
// FDN delay lengths – prime numbers, offset between L/R
|
||||
int[] lengthsL = { 3203, 4027, 5521, 7027, 8521, 10007, 11503, 13009 };
|
||||
int[] lengthsR = { 3217, 4049, 5531, 7043, 8537, 10037, 11519, 13033 };
|
||||
fdnL = new DelayLine[FDN_CHANNELS];
|
||||
fdnR = new DelayLine[FDN_CHANNELS];
|
||||
for (int i = 0; i < FDN_CHANNELS; i++)
|
||||
{
|
||||
int lenL = Math.Min(lengthsL[i], (int)(sampleRate * 0.25));
|
||||
int lenR = Math.Min(lengthsR[i], (int)(sampleRate * 0.25));
|
||||
fdnL[i] = new DelayLine(lenL);
|
||||
fdnR[i] = new DelayLine(lenR);
|
||||
}
|
||||
|
||||
stateL = new float[FDN_CHANNELS];
|
||||
stateR = new float[FDN_CHANNELS];
|
||||
mixerL = new OrthonormalMixer(FDN_CHANNELS);
|
||||
mixerR = new OrthonormalMixer(FDN_CHANNELS);
|
||||
|
||||
filterL = new LowPassFilter[FDN_CHANNELS];
|
||||
filterR = new LowPassFilter[FDN_CHANNELS];
|
||||
for (int i = 0; i < FDN_CHANNELS; i++)
|
||||
{
|
||||
filterL[i] = new LowPassFilter(sampleRate, DampingFreq);
|
||||
filterR[i] = new LowPassFilter(sampleRate, DampingFreq);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Stereo reverb – returns (left, right) sample pair.</summary>
|
||||
public (float left, float right) ProcessStereo(float drySample)
|
||||
{
|
||||
// ---- Early reflections ----
|
||||
float gL = groundL.ReadWrite(drySample * 0.8f);
|
||||
float gR = groundR.ReadWrite(drySample * 0.8f);
|
||||
float w1L = wall1L.ReadWrite(drySample * 0.5f);
|
||||
float w1R = wall1R.ReadWrite(drySample * 0.5f);
|
||||
float w2L = wall2L.ReadWrite(drySample * 0.4f);
|
||||
float w2R = wall2R.ReadWrite(drySample * 0.4f);
|
||||
|
||||
float earlyL = (gL + w1L + w2L) * EarlyMix;
|
||||
float earlyR = (gR + w1R + w2R) * EarlyMix;
|
||||
|
||||
// ---- Read diffuse tail ----
|
||||
float[] delOutL = new float[FDN_CHANNELS];
|
||||
float[] delOutR = new float[FDN_CHANNELS];
|
||||
for (int i = 0; i < FDN_CHANNELS; i++)
|
||||
{
|
||||
delOutL[i] = fdnL[i].Read();
|
||||
delOutR[i] = fdnR[i].Read();
|
||||
}
|
||||
|
||||
// Mix via orthonormal matrix
|
||||
float[] mixL = new float[FDN_CHANNELS];
|
||||
float[] mixR = new float[FDN_CHANNELS];
|
||||
mixerL.Process(delOutL, mixL);
|
||||
mixerR.Process(delOutR, mixR);
|
||||
|
||||
// Feedback + air absorption
|
||||
for (int i = 0; i < FDN_CHANNELS; i++)
|
||||
{
|
||||
stateL[i] = drySample * 0.15f + Feedback * mixL[i];
|
||||
stateL[i] = filterL[i].Process(stateL[i]);
|
||||
fdnL[i].Write(stateL[i]);
|
||||
|
||||
stateR[i] = drySample * 0.15f + Feedback * mixR[i];
|
||||
stateR[i] = filterR[i].Process(stateR[i]);
|
||||
fdnR[i].Write(stateR[i]);
|
||||
}
|
||||
|
||||
float tailL = 0.0f, tailR = 0.0f;
|
||||
for (int i = 0; i < FDN_CHANNELS; i++)
|
||||
{
|
||||
tailL += delOutL[i];
|
||||
tailR += delOutR[i];
|
||||
}
|
||||
tailL *= TailMix;
|
||||
tailR *= TailMix;
|
||||
|
||||
float left = drySample * DryMix + earlyL + tailL;
|
||||
float right = drySample * DryMix + earlyR + tailR;
|
||||
return (left, right);
|
||||
}
|
||||
|
||||
/// <summary>Mono fallback – sums left+right / 2.</summary>
|
||||
public float Process(float drySample)
|
||||
{
|
||||
var (l, r) = ProcessStereo(drySample);
|
||||
return MathF.Tanh((l + r) * 0.5f);
|
||||
}
|
||||
|
||||
// ========== Helper classes ==========
|
||||
private class DelayLine
|
||||
{
|
||||
private float[] buffer;
|
||||
private int writePos;
|
||||
public DelayLine(int length)
|
||||
{
|
||||
buffer = new float[Math.Max(length, 1)];
|
||||
}
|
||||
public float Read() => buffer[writePos];
|
||||
public void Write(float value)
|
||||
{
|
||||
buffer[writePos] = value;
|
||||
writePos = (writePos + 1) % buffer.Length;
|
||||
}
|
||||
public float ReadWrite(float value)
|
||||
{
|
||||
float outVal = buffer[writePos];
|
||||
buffer[writePos] = value;
|
||||
writePos = (writePos + 1) % buffer.Length;
|
||||
return outVal;
|
||||
}
|
||||
}
|
||||
|
||||
private class LowPassFilter
|
||||
{
|
||||
private float b0, a1, y1;
|
||||
private float sampleRate;
|
||||
public LowPassFilter(int sampleRate, float cutoff)
|
||||
{
|
||||
this.sampleRate = sampleRate;
|
||||
SetCutoff(cutoff);
|
||||
}
|
||||
public void SetCutoff(float cutoff)
|
||||
{
|
||||
float w = 2 * (float)Math.PI * cutoff / sampleRate;
|
||||
float a0 = 1 + w;
|
||||
b0 = w / a0;
|
||||
a1 = (1 - w) / a0;
|
||||
}
|
||||
public float Process(float x)
|
||||
{
|
||||
float y = b0 * x - a1 * y1;
|
||||
y1 = y;
|
||||
return y;
|
||||
}
|
||||
}
|
||||
|
||||
private class OrthonormalMixer
|
||||
{
|
||||
private int size;
|
||||
public OrthonormalMixer(int size) => this.size = size;
|
||||
|
||||
public void Process(float[] input, float[] output)
|
||||
{
|
||||
float sum = 0;
|
||||
for (int i = 0; i < size; i++) sum += input[i];
|
||||
float factor = 2.0f / size;
|
||||
for (int i = 0; i < size; i++)
|
||||
output[i] = factor * sum - input[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,693 +0,0 @@
|
||||
using System;
|
||||
using System.Diagnostics;
|
||||
using System.Numerics;
|
||||
|
||||
namespace FluidSim.Core
|
||||
{
|
||||
public class PipeSystem
|
||||
{
|
||||
// ---------- Master arrays ----------
|
||||
private float[] _rho, _rhou, _E, _Y;
|
||||
private readonly float[] _area;
|
||||
private readonly float[] _dx;
|
||||
private readonly int[] _pipeStart;
|
||||
private readonly int[] _pipeEnd;
|
||||
private readonly int _totalCells; // original cell count (visible)
|
||||
private readonly int _allCells; // total allocated (padded to Vector<float>.Count)
|
||||
private readonly int _pipeCount;
|
||||
|
||||
// Derived state – _p is kept for visualization
|
||||
private float[] _p;
|
||||
|
||||
// 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;
|
||||
|
||||
// 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 (per‑pipe ghost states)
|
||||
private readonly GhostBuffer _ghost;
|
||||
|
||||
// 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;
|
||||
private const float Gm1 = 0.4f;
|
||||
private const float Gm1Inv = 1f / Gm1; // 2.5
|
||||
private const float GammaOverGm1 = Gamma / Gm1; // 3.5
|
||||
private float _coeffBase;
|
||||
private float _relaxRate;
|
||||
private float _ambientPressure = 101325f;
|
||||
private float _ambientEnergyRef;
|
||||
|
||||
public float DampingMultiplier
|
||||
{
|
||||
set
|
||||
{
|
||||
_coeffBase = 0.1f * value;
|
||||
_applyDamping = _coeffBase != 0f;
|
||||
}
|
||||
}
|
||||
public float EnergyRelaxationRate
|
||||
{
|
||||
set
|
||||
{
|
||||
_relaxRate = value;
|
||||
_applyRelax = _relaxRate != 0f;
|
||||
}
|
||||
}
|
||||
public float AmbientPressure
|
||||
{
|
||||
set
|
||||
{
|
||||
_ambientPressure = value;
|
||||
_ambientEnergyRef = value * Gm1Inv;
|
||||
}
|
||||
}
|
||||
|
||||
// ---------- Profiling ----------
|
||||
public bool EnableProfiling { get; set; }
|
||||
private long _profFluxTicks;
|
||||
private long _profUpdateTicks;
|
||||
private long _profCallCount;
|
||||
|
||||
// ---------- Construction ----------
|
||||
public PipeSystem(int totalCells, int[] pipeStart, int[] pipeEnd,
|
||||
float[] area, float[] dx,
|
||||
float initialRho, float initialU, float initialP)
|
||||
{
|
||||
_pipeStart = pipeStart;
|
||||
_pipeEnd = pipeEnd;
|
||||
_pipeCount = pipeStart.Length;
|
||||
_totalCells = totalCells;
|
||||
_area = area;
|
||||
_dx = dx;
|
||||
|
||||
// Pad to SIMD width so all vectorized loops cover the whole data
|
||||
int vecSize = Vector<float>.Count;
|
||||
_allCells = totalCells % vecSize == 0 ? totalCells : totalCells + vecSize - (totalCells % vecSize);
|
||||
|
||||
_rho = new float[_allCells];
|
||||
_rhou = new float[_allCells];
|
||||
_E = new float[_allCells];
|
||||
_Y = new float[_allCells];
|
||||
_p = new float[_allCells]; // pressure for drawing
|
||||
int faceCount = _allCells + 1;
|
||||
_fluxM = new float[faceCount];
|
||||
_fluxP = new float[faceCount];
|
||||
_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;
|
||||
_applyRelax = _relaxRate != 0f;
|
||||
|
||||
_ghost = new GhostBuffer(_pipeCount);
|
||||
_ambientEnergyRef = initialP * Gm1Inv;
|
||||
|
||||
// Mark faces that coincide with a pipe boundary (start or end)
|
||||
_isPipeBoundaryFace = new bool[faceCount];
|
||||
for (int p = 0; p < _pipeCount; p++)
|
||||
{
|
||||
_isPipeBoundaryFace[_pipeStart[p]] = true;
|
||||
_isPipeBoundaryFace[_pipeEnd[p]] = true;
|
||||
}
|
||||
|
||||
// Initialize uniform state
|
||||
float initE = initialP / (Gm1 * initialRho);
|
||||
float rhoE = initialRho * initE + 0.5f * initialRho * initialU * initialU;
|
||||
for (int i = 0; i < totalCells; i++)
|
||||
{
|
||||
_rho[i] = initialRho;
|
||||
_rhou[i] = initialRho * initialU;
|
||||
_E[i] = rhoE;
|
||||
_Y[i] = 1f;
|
||||
}
|
||||
}
|
||||
|
||||
// ---------- Ghost setters (for BoundarySystem) ----------
|
||||
public void SetGhostLeft(int pipeIndex, float rho, float u, float p, float y)
|
||||
=> _ghost.Set(pipeIndex, true, rho, u, p, y);
|
||||
public void SetGhostRight(int pipeIndex, float rho, float u, float p, float y)
|
||||
=> _ghost.Set(pipeIndex, false, rho, u, p, y);
|
||||
|
||||
// ---------- Public read methods ----------
|
||||
public int TotalCells => _totalCells;
|
||||
public int PipeCount => _pipeCount;
|
||||
public int GetPipeStart(int pipeIdx) => _pipeStart[pipeIdx];
|
||||
public int GetPipeEnd(int pipeIdx) => _pipeEnd[pipeIdx];
|
||||
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];
|
||||
return rho > 1e-12f ? _rhou[i] / rho : 0f;
|
||||
}
|
||||
public float GetCellAirFraction(int i) => _Y[i];
|
||||
|
||||
public (float rho, float u, float p) GetInteriorStateLeft(int pipeIdx)
|
||||
{
|
||||
int i = _pipeStart[pipeIdx];
|
||||
float rho = _rho[i];
|
||||
float rhou = _rhou[i];
|
||||
float u = rhou / MathF.Max(rho, 1e-12f);
|
||||
float p = Gm1 * (_E[i] - 0.5f * rhou * u);
|
||||
return (rho, u, p);
|
||||
}
|
||||
public (float rho, float u, float p) GetInteriorStateRight(int pipeIdx)
|
||||
{
|
||||
int i = _pipeEnd[pipeIdx] - 1;
|
||||
float rho = _rho[i];
|
||||
float rhou = _rhou[i];
|
||||
float u = rhou / MathF.Max(rho, 1e-12f);
|
||||
float p = Gm1 * (_E[i] - 0.5f * rhou * u);
|
||||
return (rho, u, p);
|
||||
}
|
||||
public float GetInteriorAirFractionLeft(int pipeIdx) => _Y[_pipeStart[pipeIdx]];
|
||||
public float GetInteriorAirFractionRight(int pipeIdx) => _Y[_pipeEnd[pipeIdx] - 1];
|
||||
|
||||
public void SetCellState(int i, float rho, float u, float p, float y = 1f)
|
||||
{
|
||||
if (i < 0 || i >= _totalCells) return;
|
||||
_rho[i] = rho;
|
||||
_rhou[i] = rho * u;
|
||||
_E[i] = p * Gm1Inv + 0.5f * rho * u * u;
|
||||
_Y[i] = y;
|
||||
}
|
||||
|
||||
// ---------- Main step ----------
|
||||
public void SimulateStep(float dt)
|
||||
{
|
||||
long t0 = 0, t1 = 0;
|
||||
if (EnableProfiling)
|
||||
{
|
||||
_profCallCount++;
|
||||
t0 = Stopwatch.GetTimestamp();
|
||||
}
|
||||
|
||||
ComputeFluxes(dt);
|
||||
|
||||
if (EnableProfiling)
|
||||
{
|
||||
t1 = Stopwatch.GetTimestamp();
|
||||
_profFluxTicks += (t1 - t0);
|
||||
t0 = t1;
|
||||
}
|
||||
|
||||
UpdateCells(dt);
|
||||
|
||||
if (EnableProfiling)
|
||||
{
|
||||
t1 = Stopwatch.GetTimestamp();
|
||||
_profUpdateTicks += (t1 - t0);
|
||||
}
|
||||
}
|
||||
|
||||
// ---------- Flux computation ----------
|
||||
private void ComputeFluxes(float dt)
|
||||
{
|
||||
float fm, fp, fe;
|
||||
int vecSize = Vector<float>.Count;
|
||||
|
||||
// ---- 1. Left ghost boundaries → per‑pipe buffers ----
|
||||
for (int p = 0; p < _pipeCount; p++)
|
||||
{
|
||||
int idx = _pipeStart[p];
|
||||
int ghostIdx = p * 2;
|
||||
float rL = _ghost.Rho[ghostIdx];
|
||||
float uL = _ghost.U[ghostIdx];
|
||||
float pL = _ghost.P[ghostIdx];
|
||||
float YL = _ghost.Y[ghostIdx];
|
||||
float cL = MathF.Sqrt(Gamma * pL / MathF.Max(rL, 1e-12f));
|
||||
|
||||
float rR = _rho[idx], rhouR = _rhou[idx];
|
||||
float invRhoR = MathF.ReciprocalEstimate(MathF.Max(rR, 1e-12f));
|
||||
float uR = rhouR * invRhoR;
|
||||
float pR = Gm1 * (_E[idx] - 0.5f * rhouR * uR);
|
||||
float cR = MathF.Sqrt(Gamma * pR * invRhoR);
|
||||
float YR = _Y[idx];
|
||||
|
||||
LaxFlux(rL, uL, pL, cL, rR, uR, pR, cR, out fm, out fp, out 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);
|
||||
_leftFluxY[p] = fy;
|
||||
}
|
||||
|
||||
// ---- 2. Right ghost boundaries → per‑pipe buffers ----
|
||||
for (int p = 0; p < _pipeCount; p++)
|
||||
{
|
||||
int idx = _pipeEnd[p] - 1;
|
||||
int ghostIdx = p * 2 + 1;
|
||||
float rR = _ghost.Rho[ghostIdx];
|
||||
float uR = _ghost.U[ghostIdx];
|
||||
float pR = _ghost.P[ghostIdx];
|
||||
float YR = _ghost.Y[ghostIdx];
|
||||
float cR = MathF.Sqrt(Gamma * pR / MathF.Max(rR, 1e-12f));
|
||||
|
||||
float rL = _rho[idx], rhouL = _rhou[idx];
|
||||
float invRhoL = MathF.ReciprocalEstimate(MathF.Max(rL, 1e-12f));
|
||||
float uL = rhouL * invRhoL;
|
||||
float pL = Gm1 * (_E[idx] - 0.5f * rhouL * uL);
|
||||
float cL = MathF.Sqrt(Gamma * pL * invRhoL);
|
||||
float YL = _Y[idx];
|
||||
|
||||
LaxFlux(rL, uL, pL, cL, rR, uR, pR, cR, out fm, out fp, out 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);
|
||||
_rightFluxY[p] = fy;
|
||||
}
|
||||
|
||||
// ---- 3. Interior faces (skip pipe boundaries) → global flux arrays ----
|
||||
for (int face = 1; face < _totalCells; face++)
|
||||
{
|
||||
// Skip faces that belong to a pipe boundary (they are already handled)
|
||||
if (_isPipeBoundaryFace[face])
|
||||
continue;
|
||||
|
||||
// Try to vectorize a block of contiguous non‑boundary faces
|
||||
if (face + vecSize - 1 < _totalCells)
|
||||
{
|
||||
bool canVectorize = true;
|
||||
for (int f = face; f < face + vecSize; f++)
|
||||
{
|
||||
if (_isPipeBoundaryFace[f])
|
||||
{
|
||||
canVectorize = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (canVectorize)
|
||||
{
|
||||
// --- Vectorised block ---
|
||||
var rhoL = new Vector<float>(_rho, face - 1);
|
||||
var rhouL = new Vector<float>(_rhou, face - 1);
|
||||
var EL = new Vector<float>(_E, face - 1);
|
||||
var YL = new Vector<float>(_Y, face - 1);
|
||||
var rhoR = new Vector<float>(_rho, face);
|
||||
var rhouR = new Vector<float>(_rhou, face);
|
||||
var ER = new Vector<float>(_E, face);
|
||||
var YR = new Vector<float>(_Y, face);
|
||||
|
||||
var invRhoL = Vector<float>.One / Vector.Max(rhoL, new Vector<float>(1e-12f));
|
||||
var invRhoR = Vector<float>.One / Vector.Max(rhoR, new Vector<float>(1e-12f));
|
||||
var uL = rhouL * invRhoL;
|
||||
var uR = rhouR * invRhoR;
|
||||
var kinL = 0.5f * rhouL * uL;
|
||||
var kinR = 0.5f * rhouR * uR;
|
||||
var pL = Gm1 * (EL - kinL);
|
||||
var pR = Gm1 * (ER - kinR);
|
||||
var cL = Vector.SquareRoot(Gamma * pL * invRhoL);
|
||||
var cR = Vector.SquareRoot(Gamma * pR * invRhoR);
|
||||
|
||||
var ELs = pL * Gm1Inv * invRhoL + 0.5f * uL * uL;
|
||||
var ERs = pR * Gm1Inv * invRhoR + 0.5f * uR * uR;
|
||||
|
||||
var FmL = rhoL * uL;
|
||||
var FpL = rhoL * uL * uL + pL;
|
||||
var FeL = (rhoL * ELs + pL) * uL;
|
||||
|
||||
var FmR = rhoR * uR;
|
||||
var FpR = rhoR * uR * uR + pR;
|
||||
var FeR = (rhoR * ERs + pR) * uR;
|
||||
|
||||
var absUL = Vector.Abs(uL);
|
||||
var absUR = Vector.Abs(uR);
|
||||
var alpha = Vector.Max(absUL + cL, absUR + cR);
|
||||
|
||||
var fmVec = 0.5f * (FmL + FmR) - 0.5f * alpha * (rhoR - rhoL);
|
||||
var fpVec = 0.5f * (FpL + FpR) - 0.5f * alpha * (rhouR - rhouL);
|
||||
var feVec = 0.5f * (FeL + FeR) - 0.5f * alpha * (rhoR * ERs - rhoL * ELs);
|
||||
|
||||
var fyL = FmL * YL;
|
||||
var fyR = FmR * YR;
|
||||
var fyVec = 0.5f * (fyL + fyR) - 0.5f * alpha * (rhoR * YR - rhoL * YL);
|
||||
|
||||
fmVec.CopyTo(_fluxM, face);
|
||||
fpVec.CopyTo(_fluxP, face);
|
||||
feVec.CopyTo(_fluxE, face);
|
||||
fyVec.CopyTo(_fluxY, face);
|
||||
|
||||
face += vecSize - 1; // loop increment will add 1
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// --- Scalar fallback for a single interior face ---
|
||||
{
|
||||
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 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(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(uL) + cL, MathF.Abs(uR) + cR);
|
||||
ScalarFlux(rL, uL, YL, rR, uR, YR, alpha, out float fy);
|
||||
_fluxY[face] = fy;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---------- Cell update (per pipe, using correct boundary fluxes) ----------
|
||||
private void UpdateCells(float dt)
|
||||
{
|
||||
int vecSize = Vector<float>.Count;
|
||||
float dtRelax = -_relaxRate * dt;
|
||||
|
||||
// Precompute damping and relaxation factors globally
|
||||
if (_applyDamping)
|
||||
{
|
||||
for (int i = 0; i < _totalCells; i++)
|
||||
{
|
||||
float rho = _rho[i];
|
||||
_dampingFactors[i] = rho > 1e-12f
|
||||
? MathF.Exp(-_coeffBase * dt / rho)
|
||||
: 1f;
|
||||
}
|
||||
}
|
||||
if (_applyRelax)
|
||||
{
|
||||
float relaxVal = MathF.Exp(dtRelax);
|
||||
for (int i = 0; i < _totalCells; i++)
|
||||
_relaxFactors[i] = relaxVal;
|
||||
}
|
||||
|
||||
// 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);
|
||||
var EOld = new Vector<float>(_E, iCell);
|
||||
var YOld = new Vector<float>(_Y, iCell);
|
||||
|
||||
var fluxM_L = new Vector<float>(_fluxM, iCell);
|
||||
var fluxP_L = new Vector<float>(_fluxP, iCell);
|
||||
var fluxE_L = new Vector<float>(_fluxE, iCell);
|
||||
var fluxY_L = new Vector<float>(_fluxY, iCell);
|
||||
|
||||
var fluxM_R = new Vector<float>(_fluxM, iCell + 1);
|
||||
var fluxP_R = new Vector<float>(_fluxP, iCell + 1);
|
||||
var fluxE_R = new Vector<float>(_fluxE, iCell + 1);
|
||||
var fluxY_R = new Vector<float>(_fluxY, iCell + 1);
|
||||
|
||||
var dtdx = new Vector<float>(dt) / new Vector<float>(_dx, iCell);
|
||||
|
||||
var rhoNew = rhoOld - dtdx * (fluxM_R - fluxM_L);
|
||||
var rhouNew = rhouOld - dtdx * (fluxP_R - fluxP_L);
|
||||
var ENew = EOld - dtdx * (fluxE_R - fluxE_L);
|
||||
var rhoYOld = rhoOld * YOld;
|
||||
var rhoYNew = rhoYOld - dtdx * (fluxY_R - fluxY_L);
|
||||
|
||||
if (_applyDamping)
|
||||
rhouNew *= new Vector<float>(_dampingFactors, iCell);
|
||||
if (_applyRelax)
|
||||
{
|
||||
var ambRef = new Vector<float>(_ambientEnergyRef);
|
||||
var relax = new Vector<float>(_relaxFactors, iCell);
|
||||
ENew = ambRef + (ENew - ambRef) * relax;
|
||||
}
|
||||
|
||||
rhoNew = Vector.Max(rhoNew, new Vector<float>(1e-12f));
|
||||
var kinNew = 0.5f * rhouNew * rhouNew / rhoNew;
|
||||
var eMin = new Vector<float>(100f * Gm1Inv) + kinNew;
|
||||
ENew = Vector.Max(ENew, eMin);
|
||||
|
||||
rhoNew.CopyTo(_rho, iCell);
|
||||
rhouNew.CopyTo(_rhou, iCell);
|
||||
ENew.CopyTo(_E, iCell);
|
||||
var yNew = rhoYNew / rhoNew;
|
||||
yNew = Vector.Min(Vector.Max(yNew, Vector<float>.Zero), Vector<float>.One);
|
||||
yNew.CopyTo(_Y, 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];
|
||||
float fluxM_R = _fluxM[iCell + 1], fluxP_R = _fluxP[iCell + 1], fluxE_R = _fluxE[iCell + 1], fluxY_R = _fluxY[iCell + 1];
|
||||
float dtdx = dt / _dx[iCell];
|
||||
|
||||
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[iCell];
|
||||
if (_applyRelax) ENew = _ambientEnergyRef + (ENew - _ambientEnergyRef) * _relaxFactors[iCell];
|
||||
|
||||
rhoNew = MathF.Max(rhoNew, 1e-12f);
|
||||
float kin = 0.5f * rhouNew * rhouNew / rhoNew;
|
||||
float eMin = 100f * Gm1Inv + kin;
|
||||
ENew = MathF.Max(ENew, eMin);
|
||||
|
||||
_rho[iCell] = rhoNew;
|
||||
_rhou[iCell] = rhouNew;
|
||||
_E[iCell] = ENew;
|
||||
_Y[iCell] = Math.Clamp(rhoYNew / rhoNew, 0f, 1f);
|
||||
}
|
||||
}
|
||||
|
||||
// ------- 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)
|
||||
{
|
||||
float EL = pL * Gm1Inv / rL + 0.5f * uL * uL;
|
||||
float ER = pR * Gm1Inv / rR + 0.5f * uR * uR;
|
||||
float FmL = rL * uL;
|
||||
float FpL = rL * uL * uL + pL;
|
||||
float FeL = (rL * EL + pL) * uL;
|
||||
float FmR = rR * uR;
|
||||
float FpR = rR * uR * uR + pR;
|
||||
float FeR = (rR * ER + pR) * uR;
|
||||
float alpha = MathF.Max(MathF.Abs(uL) + cL, MathF.Abs(uR) + cR);
|
||||
fm = 0.5f * (FmL + FmR) - 0.5f * alpha * (rR - rL);
|
||||
fp = 0.5f * (FpL + FpR) - 0.5f * alpha * (rR * uR - rL * uL);
|
||||
fe = 0.5f * (FeL + FeR) - 0.5f * alpha * (rR * ER - rL * EL);
|
||||
}
|
||||
|
||||
private static void ScalarFlux(float rL, float uL, float YL,
|
||||
float rR, float uR, float YR,
|
||||
float alpha, out float fy)
|
||||
{
|
||||
float FyL = rL * uL * YL;
|
||||
float FyR = rR * uR * YR;
|
||||
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()
|
||||
{
|
||||
if (!EnableProfiling || _profCallCount == 0)
|
||||
return "Pipe profiling disabled or no data.";
|
||||
|
||||
double freq = Stopwatch.Frequency;
|
||||
long totalTicks = _profFluxTicks + _profUpdateTicks;
|
||||
if (totalTicks == 0) return "No pipe profile data collected.";
|
||||
|
||||
double totalMs = totalTicks * 1000.0 / freq;
|
||||
double avgCallUs = totalMs * 1000.0 / _profCallCount;
|
||||
|
||||
double fluxMs = _profFluxTicks * 1000.0 / freq;
|
||||
double updateMs = _profUpdateTicks * 1000.0 / freq;
|
||||
|
||||
double fluxAvgUs = fluxMs * 1000.0 / _profCallCount;
|
||||
double updateAvgUs = updateMs * 1000.0 / _profCallCount;
|
||||
|
||||
string report = $" Pipe kernel (over {_profCallCount} calls, total {totalMs:F2} ms, avg {avgCallUs:F2} µs/call):\n";
|
||||
report += $" Fluxes (incl. primitives): {fluxMs:F2} ms ({_profFluxTicks * 100.0 / totalTicks:F1}%), avg {fluxAvgUs:F2} µs/call\n";
|
||||
report += $" Update cells: {updateMs:F2} ms ({_profUpdateTicks * 100.0 / totalTicks:F1}%), avg {updateAvgUs:F2} µs/call\n";
|
||||
|
||||
_profFluxTicks = 0;
|
||||
_profUpdateTicks = 0;
|
||||
_profCallCount = 0;
|
||||
|
||||
return report;
|
||||
}
|
||||
}
|
||||
}
|
||||
175
Core/Solver.cs
175
Core/Solver.cs
@@ -1,7 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using FluidSim.Audio;
|
||||
using FluidSim.Components;
|
||||
using FluidSim.Interfaces;
|
||||
|
||||
@@ -9,94 +6,120 @@ namespace FluidSim.Core
|
||||
{
|
||||
public class Solver
|
||||
{
|
||||
private readonly List<IComponent> _components = new();
|
||||
private PipeSystem _pipeSystem;
|
||||
private BoundarySystem _boundarySystem;
|
||||
private double _dt;
|
||||
private readonly List<Volume0D> _volumes = new();
|
||||
private readonly List<Pipe1D> _pipes = new();
|
||||
private readonly List<Connection> _connections = new();
|
||||
|
||||
public int SubStepCount { get; set; } = 4;
|
||||
public bool EnableProfiling { get; set; } = false;
|
||||
public float LastSample { get; private set; }
|
||||
|
||||
private long _stepCount;
|
||||
private long _ticksOrifice, _ticksOpenEnd, _ticksPipe, _ticksUpdate;
|
||||
|
||||
public void SetTimeStep(double dt) => _dt = dt;
|
||||
public void AddComponent(IComponent component) => _components.Add(component);
|
||||
|
||||
public void SetPipeSystem(PipeSystem pipeSystem)
|
||||
{
|
||||
_pipeSystem = pipeSystem;
|
||||
}
|
||||
public void SetBoundarySystem(BoundarySystem boundarySystem)
|
||||
{
|
||||
_boundarySystem = boundarySystem;
|
||||
}
|
||||
public void AddVolume(Volume0D v) => _volumes.Add(v);
|
||||
public void AddPipe(Pipe1D p) => _pipes.Add(p);
|
||||
public void AddConnection(Connection c) => _connections.Add(c);
|
||||
|
||||
public void Step()
|
||||
{
|
||||
if (_pipeSystem == null || _boundarySystem == null) return;
|
||||
// 1. Publish volume states to their own ports
|
||||
foreach (var v in _volumes)
|
||||
v.PushStateToPort();
|
||||
|
||||
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++)
|
||||
// 2. Handle direct volume‑to‑volume connections
|
||||
foreach (var conn in _connections)
|
||||
{
|
||||
long t0;
|
||||
if (IsVolumePort(conn.PortA) && IsVolumePort(conn.PortB))
|
||||
{
|
||||
Volume0D volA = _volumes.Find(v => v.Port == conn.PortA);
|
||||
Volume0D volB = _volumes.Find(v => v.Port == conn.PortB);
|
||||
|
||||
t0 = Stopwatch.GetTimestamp();
|
||||
_boundarySystem.ResolveOrifices(dtSub);
|
||||
_ticksOrifice += Stopwatch.GetTimestamp() - t0;
|
||||
if (volA == null || volB == null) continue;
|
||||
|
||||
t0 = Stopwatch.GetTimestamp();
|
||||
_boundarySystem.ResolveOpenEnds(dtSub);
|
||||
_ticksOpenEnd += Stopwatch.GetTimestamp() - t0;
|
||||
double pA = volA.Pressure, rhoA = volA.Density;
|
||||
double pB = volB.Pressure, rhoB = volB.Density;
|
||||
|
||||
t0 = Stopwatch.GetTimestamp();
|
||||
_pipeSystem.SimulateStep(dtSub);
|
||||
_ticksPipe += Stopwatch.GetTimestamp() - t0;
|
||||
double mdot = OrificeBoundary.MassFlow(pA, rhoA, pB, rhoB, conn);
|
||||
|
||||
if (mdot > 0) // A → B
|
||||
{
|
||||
volA.Port.MassFlowRate = -mdot;
|
||||
volB.Port.MassFlowRate = mdot;
|
||||
volB.Port.SpecificEnthalpy = volA.SpecificEnthalpy; // fluid from A
|
||||
volA.Port.SpecificEnthalpy = volA.SpecificEnthalpy; // outflow carries its own enthalpy
|
||||
}
|
||||
else // B → A (mdot negative)
|
||||
{
|
||||
volA.Port.MassFlowRate = -mdot; // positive
|
||||
volB.Port.MassFlowRate = mdot; // negative
|
||||
volA.Port.SpecificEnthalpy = volB.SpecificEnthalpy; // fluid from B
|
||||
volB.Port.SpecificEnthalpy = volB.SpecificEnthalpy; // outflow carries its own
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
long tUS = Stopwatch.GetTimestamp();
|
||||
foreach (var comp in _components)
|
||||
comp.UpdateState((float)_dt);
|
||||
_ticksUpdate += Stopwatch.GetTimestamp() - tUS;
|
||||
|
||||
_stepCount++;
|
||||
if (_stepCount % 5000 == 0 && EnableProfiling)
|
||||
// 3. Pipe‑volume boundary conditions – unchanged
|
||||
foreach (var conn in _connections)
|
||||
{
|
||||
double freq = Stopwatch.Frequency;
|
||||
double total = _ticksOrifice + _ticksOpenEnd + _ticksPipe + _ticksUpdate;
|
||||
double avgStepUs = (total / freq) * 1e6 / 5000.0;
|
||||
|
||||
int orificeCalls = 5000 * nSub;
|
||||
int updateCalls = 5000;
|
||||
|
||||
double orificeMs = _ticksOrifice * 1000.0 / freq;
|
||||
double openEndMs = _ticksOpenEnd * 1000.0 / freq;
|
||||
double pipeMs = _ticksPipe * 1000.0 / freq;
|
||||
double updateMs = _ticksUpdate * 1000.0 / freq;
|
||||
|
||||
double orificeAvgUs = orificeMs * 1000.0 / orificeCalls;
|
||||
double openEndAvgUs = openEndMs * 1000.0 / orificeCalls;
|
||||
double pipeAvgUs = pipeMs * 1000.0 / orificeCalls;
|
||||
double updateAvgUs = updateMs * 1000.0 / updateCalls;
|
||||
|
||||
Console.WriteLine($"--- Solver ({5000} steps, nSub={nSub}) ---");
|
||||
Console.WriteLine($" Average step: {avgStepUs:F2} µs");
|
||||
Console.WriteLine($" Orifice: {orificeMs:F2} ms ({(double)_ticksOrifice / total * 100:F1}%), avg {orificeAvgUs:F2} µs/call");
|
||||
Console.WriteLine($" OpenEnd: {openEndMs:F2} ms ({(double)_ticksOpenEnd / total * 100:F1}%), avg {openEndAvgUs:F2} µs/call");
|
||||
Console.WriteLine($" Pipe: {pipeMs:F2} ms ({(double)_ticksPipe / total * 100:F1}%), avg {pipeAvgUs:F2} µs/call");
|
||||
Console.WriteLine($" Update: {updateMs:F2} ms ({(double)_ticksUpdate / total * 100:F1}%), avg {updateAvgUs:F2} µs/call");
|
||||
|
||||
// Pipe internal breakdown (with per-phase averages)
|
||||
if (_pipeSystem.EnableProfiling)
|
||||
{
|
||||
Console.WriteLine(_pipeSystem.GetProfileReport());
|
||||
if (IsPipePort(conn.PortA) && IsVolumePort(conn.PortB))
|
||||
SetVolumeBC(conn.PortA, conn.PortB);
|
||||
else if (IsVolumePort(conn.PortA) && IsPipePort(conn.PortB))
|
||||
SetVolumeBC(conn.PortB, conn.PortA);
|
||||
}
|
||||
|
||||
_ticksOrifice = _ticksOpenEnd = _ticksPipe = _ticksUpdate = 0;
|
||||
// 4. Run pipe simulations
|
||||
foreach (var p in _pipes)
|
||||
p.Simulate();
|
||||
|
||||
// 5. Transfer pipe‑to‑volume flows – unchanged
|
||||
foreach (var conn in _connections)
|
||||
{
|
||||
if (IsPipePort(conn.PortA) && IsVolumePort(conn.PortB))
|
||||
TransferPipeToVolume(conn.PortA, conn.PortB);
|
||||
else if (IsVolumePort(conn.PortA) && IsPipePort(conn.PortB))
|
||||
TransferPipeToVolume(conn.PortB, conn.PortA);
|
||||
}
|
||||
|
||||
// 6. Integrate volumes
|
||||
foreach (var v in _volumes)
|
||||
v.Integrate();
|
||||
|
||||
// 7. COMPUTE AUDIO SAMPLE from all sound connections
|
||||
double sample = 0f;
|
||||
foreach (var conn in _connections)
|
||||
{
|
||||
if (conn is SoundConnection)
|
||||
{
|
||||
// Both ports have the same absolute mass flow; either works.
|
||||
sample += SoundProcessor.ComputeSample(conn);
|
||||
}
|
||||
}
|
||||
LastSample = (float)Math.Tanh(sample);
|
||||
}
|
||||
|
||||
bool IsVolumePort(Port p) => _volumes.Exists(v => v.Port == p);
|
||||
bool IsPipePort(Port p) => _pipes.Exists(pp => pp.PortA == p || pp.PortB == p);
|
||||
Pipe1D GetPipe(Port p) => _pipes.Find(pp => pp.PortA == p || pp.PortB == p);
|
||||
|
||||
void SetVolumeBC(Port pipePort, Port volPort)
|
||||
{
|
||||
Pipe1D pipe = GetPipe(pipePort);
|
||||
if (pipe == null) return;
|
||||
bool isLeft = pipe.PortA == pipePort;
|
||||
|
||||
if (isLeft)
|
||||
pipe.SetLeftVolumeState(volPort.Density, volPort.Pressure);
|
||||
else
|
||||
pipe.SetRightVolumeState(volPort.Density, volPort.Pressure);
|
||||
}
|
||||
|
||||
void TransferPipeToVolume(Port pipePort, Port volPort)
|
||||
{
|
||||
double mdot = pipePort.MassFlowRate;
|
||||
volPort.MassFlowRate = -mdot;
|
||||
|
||||
if (mdot < 0) // pipe → volume
|
||||
{
|
||||
// pipePort.SpecificEnthalpy is already total (h + ½u²)
|
||||
volPort.SpecificEnthalpy = pipePort.SpecificEnthalpy;
|
||||
}
|
||||
// else: volume → pipe, volume’s own static enthalpy is used (already set)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,34 +0,0 @@
|
||||
using System;
|
||||
|
||||
namespace FluidSim.Core
|
||||
{
|
||||
public class SoundProcessor
|
||||
{
|
||||
private readonly float dt;
|
||||
private readonly float scaleFactor; // 1 / (4π r)
|
||||
private float flowLP, prevMassFlowOut, smoothDMdt;
|
||||
private readonly float lpAlpha, alpha;
|
||||
|
||||
public float Gain = 1f;
|
||||
|
||||
public SoundProcessor(int sampleRate, float listenerDistance = 1f)
|
||||
{
|
||||
dt = 1f / sampleRate;
|
||||
scaleFactor = 1f / (4f * MathF.PI * listenerDistance);
|
||||
float tau = 0.02f;
|
||||
alpha = MathF.Exp(-dt / tau);
|
||||
float tauLP = 0.005f;
|
||||
lpAlpha = MathF.Exp(-dt / tauLP);
|
||||
}
|
||||
|
||||
public float Process(float massFlowOut)
|
||||
{
|
||||
flowLP = lpAlpha * flowLP + (1f - lpAlpha) * massFlowOut;
|
||||
float rawDerivative = (flowLP - prevMassFlowOut) / dt;
|
||||
prevMassFlowOut = flowLP;
|
||||
smoothDMdt = alpha * smoothDMdt + (1f - alpha) * rawDerivative;
|
||||
float pressure = smoothDMdt * scaleFactor * Gain;
|
||||
return MathF.Tanh(pressure);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,34 +0,0 @@
|
||||
using System;
|
||||
using System.Threading;
|
||||
|
||||
namespace FluidSim
|
||||
{
|
||||
/// <summary>
|
||||
/// Tracks the duty cycle of a worker thread using an exponential moving average.
|
||||
/// Thread‑safe: one writer (the sim thread), any reader (UI thread).
|
||||
/// </summary>
|
||||
public class ThreadLoadTracker
|
||||
{
|
||||
private double _loadPercent; // 0 .. 100, accessed with Volatile.Read/Write
|
||||
private const double Alpha = 0.1; // smoothing factor (higher = faster response)
|
||||
|
||||
/// <summary>
|
||||
/// Update the load percentage with a new observation.
|
||||
/// </summary>
|
||||
/// <param name="busyMs">Time spent on real work in the last cycle.</param>
|
||||
/// <param name="totalMs">Total time of the last cycle (work + idle). If zero, ignored.</param>
|
||||
public void Record(double busyMs, double totalMs)
|
||||
{
|
||||
if (totalMs <= 0) return;
|
||||
double instantLoad = busyMs / totalMs * 100.0;
|
||||
|
||||
// Exponential moving average
|
||||
double old = Volatile.Read(ref _loadPercent);
|
||||
double newLoad = old + Alpha * (instantLoad - old);
|
||||
Volatile.Write(ref _loadPercent, newLoad);
|
||||
}
|
||||
|
||||
/// <summary>Current smoothed load percentage (0‑100).</summary>
|
||||
public double LoadPercent => Volatile.Read(ref _loadPercent);
|
||||
}
|
||||
}
|
||||
@@ -5,7 +5,7 @@
|
||||
<TargetFramework>net10.0</TargetFramework>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
<PublishAot>false</PublishAot>
|
||||
<PublishAot>true</PublishAot>
|
||||
<InvariantGlobalization>true</InvariantGlobalization>
|
||||
</PropertyGroup>
|
||||
|
||||
@@ -13,13 +13,4 @@
|
||||
<PackageReference Include="SFML.Net" Version="3.0.0" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<None Update="fonts\FiraCodeNerdFont-Medium.ttf">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Update="fonts\LiberationMono-Regular.ttf">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
|
||||
@@ -1,10 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace FluidSim.Interfaces
|
||||
{
|
||||
public interface IComponent
|
||||
{
|
||||
IReadOnlyList<Port> Ports { get; }
|
||||
void UpdateState(float dt);
|
||||
}
|
||||
}
|
||||
@@ -2,23 +2,19 @@
|
||||
{
|
||||
public class Port
|
||||
{
|
||||
public float MassFlowRate; // kg/s, positive INTO owning component
|
||||
public float SpecificEnthalpy; // J/kg
|
||||
public float Pressure; // Pa
|
||||
public float Density; // kg/m³
|
||||
public float Temperature; // K
|
||||
public float AirFraction; // mass fraction (0 = exhaust, 1 = air)
|
||||
|
||||
public object? Owner { get; set; }
|
||||
public double Pressure; // Pa
|
||||
public double MassFlowRate; // kg/s, positive INTO the component
|
||||
public double SpecificEnthalpy; // J/kg, enthalpy of fluid entering this port
|
||||
public double Density; // kg/m³
|
||||
public double Temperature; // K
|
||||
|
||||
public Port()
|
||||
{
|
||||
MassFlowRate = 0f;
|
||||
SpecificEnthalpy = 0f;
|
||||
Pressure = 101325f;
|
||||
Density = 1.225f;
|
||||
Temperature = 300f;
|
||||
AirFraction = 1f;
|
||||
Pressure = 101325.0;
|
||||
MassFlowRate = 0.0;
|
||||
SpecificEnthalpy = 0.0;
|
||||
Density = 1.225;
|
||||
Temperature = 300.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
242
Program.cs
242
Program.cs
@@ -1,216 +1,96 @@
|
||||
using FluidSim.Audio;
|
||||
using FluidSim.Core;
|
||||
using FluidSim.Tests;
|
||||
using SFML.Graphics;
|
||||
using SFML.System;
|
||||
using SFML.Graphics;
|
||||
using SFML.Window;
|
||||
using System;
|
||||
using SFML.System;
|
||||
using System.Diagnostics;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using FluidSim.Scenarios;
|
||||
using FluidSim.Audio;
|
||||
|
||||
namespace FluidSim;
|
||||
|
||||
public class Program
|
||||
{
|
||||
private const int SampleRate = 44100;
|
||||
private const double DrawFrequency = 60.0;
|
||||
|
||||
// Playback speed
|
||||
private static double _desiredSpeed = 0.001;
|
||||
private static double _currentDisplaySpeed = _desiredSpeed;
|
||||
private const double MinSpeed = 0.0001;
|
||||
private const double MaxSpeed = 1.0;
|
||||
private const double ScrollFactor = 1.1;
|
||||
private static double _lastNormalSpeed = 0.1;
|
||||
private static bool _isRealTime = false;
|
||||
|
||||
private static volatile bool _timeWarpActive;
|
||||
|
||||
// Thread load tracking
|
||||
private static ThreadLoadTracker _loadTracker = new ThreadLoadTracker();
|
||||
|
||||
// Audio & simulation
|
||||
private static SimulationRingBuffer _simRingBuffer = null!;
|
||||
private static SoundEngine _soundEngine = null!;
|
||||
private static Scenario _scenario = null!; // cast to access ThrottleArea
|
||||
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 bool _wKeyHeld = false;
|
||||
private static float _lastThrottleUpdateTime;
|
||||
|
||||
private const int TargetMaxFill = (int)(SampleRate * 0.2);
|
||||
private static volatile bool running = true;
|
||||
// Global step counter – incremented every simulation step
|
||||
private static long stepCount = 0;
|
||||
|
||||
public static void Main()
|
||||
{
|
||||
var window = CreateWindow();
|
||||
LoadFont();
|
||||
_scenario = new SingleCylScenario();
|
||||
_scenario.Initialize(SampleRate);
|
||||
_lastThrottleUpdateTime = 0.0f;
|
||||
var mode = new VideoMode(new Vector2u(1280, 720));
|
||||
var window = new RenderWindow(mode, "Fluid Simulation");
|
||||
window.SetVerticalSyncEnabled(true);
|
||||
window.Closed += (_, _) => { running = false; window.Close(); };
|
||||
|
||||
_simRingBuffer = new SimulationRingBuffer(8192);
|
||||
_soundEngine = new SoundEngine(_simRingBuffer) { Volume = 100 };
|
||||
_soundEngine.Start();
|
||||
|
||||
var cts = new CancellationTokenSource();
|
||||
Task.Run(() => SimulationLoop(cts.Token), cts.Token);
|
||||
var soundEngine = new SoundEngine(bufferCapacity: 2048);
|
||||
soundEngine.Volume = 70;
|
||||
soundEngine.Start();
|
||||
|
||||
var stopwatch = Stopwatch.StartNew();
|
||||
double lastDrawTime = 0.0;
|
||||
|
||||
// --- Warmup: fill audio buffer with silence ---
|
||||
int warmupSamples = SampleRate / 2; // 0.5 s
|
||||
float[] warmup = new float[warmupSamples];
|
||||
for (int i = 0; i < warmupSamples; i++)
|
||||
warmup[i] = 0;
|
||||
soundEngine.WriteSamples(warmup, warmupSamples);
|
||||
|
||||
// Reset timer after warmup – this is the “real‑time zero”
|
||||
stopwatch.Restart();
|
||||
stepCount = 0; // simulation steps start now
|
||||
|
||||
// --- Initialise the simulation scenario ---
|
||||
Simulation.Initialize(SampleRate);
|
||||
|
||||
const int chunkSize = 2048;
|
||||
float[] buffer = new float[chunkSize];
|
||||
|
||||
double lastLogTime = 0.0; // for periodic speed printout
|
||||
|
||||
while (window.IsOpen)
|
||||
{
|
||||
window.DispatchEvents();
|
||||
|
||||
double now = stopwatch.Elapsed.TotalSeconds;
|
||||
// --- Compute how many audio samples are needed since last frame ---
|
||||
double currentTime = stopwatch.Elapsed.TotalSeconds;
|
||||
double elapsed = currentTime; // since stopwatch was reset
|
||||
int samplesNeeded = (int)(elapsed * SampleRate) - (int)(stepCount);
|
||||
// (stepCount is total generated samples, so we just need the remainder)
|
||||
|
||||
// ---- Playback speed smoothing ----
|
||||
double targetSpeed = _timeWarpActive ? 1.0 : _desiredSpeed;
|
||||
_currentDisplaySpeed += (targetSpeed - _currentDisplaySpeed) *
|
||||
(1.0 - Math.Exp(-8.0 * (now - lastDrawTime)));
|
||||
_soundEngine.Speed = _currentDisplaySpeed;
|
||||
|
||||
// ---- Throttle update ----
|
||||
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)
|
||||
// --- Generate the required number of simulation steps ---
|
||||
while (samplesNeeded > 0 && running)
|
||||
{
|
||||
_throttleCurrent = 0.0f;
|
||||
int toGenerate = Math.Min(samplesNeeded, chunkSize);
|
||||
for (int i = 0; i < toGenerate; i++)
|
||||
{
|
||||
buffer[i] = Simulation.Process();
|
||||
stepCount++;
|
||||
}
|
||||
else
|
||||
{
|
||||
float smoothing = 1.0f - MathF.Exp(-ThrottleLerpRate * dtThrottle);
|
||||
_throttleCurrent += (throttleDesiredFraction - _throttleCurrent) * smoothing;
|
||||
soundEngine.WriteSamples(buffer, toGenerate);
|
||||
samplesNeeded -= toGenerate;
|
||||
}
|
||||
|
||||
_scenario.Throttle = _throttleCurrent;
|
||||
// --- Display speed ---
|
||||
double simTime = stepCount / (double)SampleRate;
|
||||
double wallTime = stopwatch.Elapsed.TotalSeconds;
|
||||
double speed = (wallTime > 0) ? simTime / wallTime : 0.0;
|
||||
|
||||
// ---- Drawing ----
|
||||
if (now - lastDrawTime >= 1.0 / DrawFrequency)
|
||||
// Update window title with instant speed
|
||||
window.SetTitle($"FluidSim | Speed: {speed:F3}× | Steps: {stepCount}");
|
||||
|
||||
// Console log once per second
|
||||
if (wallTime - lastLogTime >= 1.0)
|
||||
{
|
||||
if (_overlayText != null)
|
||||
{
|
||||
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" +
|
||||
$"Throttle: {_throttleCurrent * 100:F0}% Target: {_throttleTarget * 100:F0}% [W] {(_wKeyHeld ? "BLIP" : "---")}";
|
||||
Console.WriteLine($"Speed: {speed:F3}× ({stepCount} steps, {wallTime:F2}s wall)");
|
||||
lastLogTime = wallTime;
|
||||
}
|
||||
|
||||
// --- Rendering (placeholder) ---
|
||||
window.Clear(Color.Black);
|
||||
_scenario.Draw(window);
|
||||
if (_overlayText != null) window.Draw(_overlayText);
|
||||
window.Display();
|
||||
lastDrawTime = now;
|
||||
}
|
||||
}
|
||||
|
||||
cts.Cancel();
|
||||
_soundEngine.Dispose();
|
||||
// --- Cleanup ---
|
||||
soundEngine.Dispose();
|
||||
window.Dispose();
|
||||
}
|
||||
|
||||
private static void SimulationLoop(CancellationToken token)
|
||||
{
|
||||
while (!token.IsCancellationRequested)
|
||||
{
|
||||
long cycleStart = Stopwatch.GetTimestamp();
|
||||
|
||||
long workStart = Stopwatch.GetTimestamp();
|
||||
float sample = _scenario.Process();
|
||||
_simRingBuffer.Write(sample);
|
||||
long workEnd = Stopwatch.GetTimestamp();
|
||||
|
||||
while (_simRingBuffer.AvailableSamples > TargetMaxFill &&
|
||||
!token.IsCancellationRequested)
|
||||
{
|
||||
Thread.Sleep(1);
|
||||
}
|
||||
|
||||
long cycleEnd = Stopwatch.GetTimestamp();
|
||||
|
||||
double busyMs = (workEnd - workStart) / (double)Stopwatch.Frequency * 1000.0;
|
||||
double totalMs = (cycleEnd - cycleStart) / (double)Stopwatch.Frequency * 1000.0;
|
||||
_loadTracker.Record(busyMs, totalMs);
|
||||
}
|
||||
}
|
||||
|
||||
// ---------- Window & input ----------
|
||||
private static RenderWindow CreateWindow()
|
||||
{
|
||||
var mode = new VideoMode(new Vector2u(1280, 720));
|
||||
var window = new RenderWindow(mode, "FluidSim");
|
||||
window.SetVerticalSyncEnabled(false);
|
||||
window.SetFramerateLimit(60);
|
||||
window.Closed += (_, _) => window.Close();
|
||||
window.MouseWheelScrolled += OnMouseWheel;
|
||||
window.KeyPressed += OnKeyPressed;
|
||||
window.KeyReleased += OnKeyReleased;
|
||||
return window;
|
||||
}
|
||||
|
||||
private static void LoadFont()
|
||||
{
|
||||
try { _overlayFont = new Font("fonts/FiraCodeNerdFont-Medium.ttf"); }
|
||||
catch { _overlayFont = null; }
|
||||
|
||||
if (_overlayFont != null)
|
||||
_overlayText = new Text(_overlayFont)
|
||||
{
|
||||
FillColor = Color.White,
|
||||
Position = new Vector2f(10, 10)
|
||||
};
|
||||
}
|
||||
|
||||
private static void OnMouseWheel(object? sender, MouseWheelScrollEventArgs e)
|
||||
{
|
||||
if (_timeWarpActive) return;
|
||||
if (e.Delta > 0) _desiredSpeed *= ScrollFactor;
|
||||
else if (e.Delta < 0) _desiredSpeed /= ScrollFactor;
|
||||
_desiredSpeed = Math.Clamp(_desiredSpeed, MinSpeed, MaxSpeed);
|
||||
_lastNormalSpeed = _desiredSpeed;
|
||||
_isRealTime = Math.Abs(_desiredSpeed - 1.0) < 1e-6;
|
||||
}
|
||||
|
||||
private static void OnKeyPressed(object? sender, KeyEventArgs e)
|
||||
{
|
||||
switch (e.Code)
|
||||
{
|
||||
case Keyboard.Key.Space:
|
||||
_timeWarpActive = !_timeWarpActive;
|
||||
if (!_timeWarpActive)
|
||||
{
|
||||
_desiredSpeed = _lastNormalSpeed;
|
||||
_isRealTime = false;
|
||||
}
|
||||
break;
|
||||
|
||||
case Keyboard.Key.W:
|
||||
_wKeyHeld = true;
|
||||
break;
|
||||
|
||||
case Keyboard.Key.Up:
|
||||
_throttleTarget = MathF.Min(1.0f, _throttleTarget + 0.05f);
|
||||
break;
|
||||
|
||||
case Keyboard.Key.Down:
|
||||
_throttleTarget = MathF.Max(0.0f, _throttleTarget - 0.05f);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private static void OnKeyReleased(object? sender, KeyEventArgs e)
|
||||
{
|
||||
if (e.Code == Keyboard.Key.W)
|
||||
_wKeyHeld = false;
|
||||
}
|
||||
}
|
||||
Binary file not shown.
@@ -1,118 +0,0 @@
|
||||
using FluidSim.Components;
|
||||
using FluidSim.Core;
|
||||
using FluidSim.Interfaces;
|
||||
using SFML.Graphics;
|
||||
using SFML.System;
|
||||
using System;
|
||||
|
||||
namespace FluidSim.Tests
|
||||
{
|
||||
public class HelmholtzScenario : Scenario
|
||||
{
|
||||
private Volume0D cavity;
|
||||
private Port cavityPort;
|
||||
|
||||
private PipeSystem pipeSystem;
|
||||
private int[] pipeStart = { 0 };
|
||||
private int[] pipeEnd;
|
||||
|
||||
private BoundarySystem boundaries;
|
||||
private int cavityOrificeIdx = 0;
|
||||
private int openEndIdx = 0;
|
||||
|
||||
private Solver solver;
|
||||
private double dt;
|
||||
private int stepCount;
|
||||
|
||||
private SoundProcessor soundProcessor;
|
||||
|
||||
public override void Initialize(int sampleRate)
|
||||
{
|
||||
dt = 1.0 / sampleRate;
|
||||
|
||||
// --- Realistic Helmholtz resonator dimensions ---
|
||||
float cavityVolume = 1e-3f; // 1 liter
|
||||
float neckLength = 0.05f; // 5 cm
|
||||
float neckDiameter = 0.02f; // 2 cm diameter
|
||||
float neckArea = MathF.PI * 0.25f * neckDiameter * neckDiameter;
|
||||
int neckCells = 20;
|
||||
|
||||
// --- Volume (cavity) ---
|
||||
float initialPressure = 1.1f * 101325f; // slight overpressure
|
||||
float initialTemperature = 300f;
|
||||
cavity = new Volume0D(cavityVolume, initialPressure, initialTemperature);
|
||||
cavityPort = cavity.CreatePort();
|
||||
|
||||
// --- Pipe (neck) ---
|
||||
float[] areas = new float[neckCells];
|
||||
float[] dxs = new float[neckCells];
|
||||
float dx = neckLength / neckCells;
|
||||
for (int i = 0; i < neckCells; i++)
|
||||
{
|
||||
areas[i] = neckArea;
|
||||
dxs[i] = dx;
|
||||
}
|
||||
pipeEnd = new[] { neckCells };
|
||||
|
||||
float rho0 = 101325f / (287f * 300f);
|
||||
pipeSystem = new PipeSystem(neckCells, pipeStart, pipeEnd, areas, dxs, rho0, 0f, 101325f);
|
||||
|
||||
// --- Boundary system ---
|
||||
boundaries = new BoundarySystem(pipeSystem, maxOrifices: 1, maxOpenEnds: 1);
|
||||
|
||||
// Standard orifice with built‑in minor loss (K = 0.5) – no inertance needed
|
||||
boundaries.AddOrificeWithInertance(
|
||||
cavityPort, pipeIndex: 0, isLeftEnd: true,
|
||||
areaIndex: cavityOrificeIdx,
|
||||
dischargeCoeff: 0.9f,
|
||||
effectiveLength: neckLength // physical neck length
|
||||
);
|
||||
|
||||
// Open end at right side of pipe
|
||||
boundaries.AddOpenEnd(pipeIndex: 0, isLeftEnd: false, 101325f, neckArea);
|
||||
|
||||
float[] orificeAreas = new float[1] { neckArea };
|
||||
boundaries.SetOrificeAreas(orificeAreas);
|
||||
|
||||
// --- Solver ---
|
||||
solver = new Solver { SubStepCount = 8, EnableProfiling = false };
|
||||
solver.SetTimeStep(dt);
|
||||
solver.SetPipeSystem(pipeSystem);
|
||||
solver.SetBoundarySystem(boundaries);
|
||||
solver.AddComponent(cavity);
|
||||
|
||||
// --- Sound ---
|
||||
soundProcessor = new SoundProcessor(sampleRate, 1f) { Gain = 2f };
|
||||
|
||||
Console.WriteLine("Helmholtz resonator ready.");
|
||||
stepCount = 0;
|
||||
}
|
||||
|
||||
public override float Process()
|
||||
{
|
||||
solver.Step();
|
||||
stepCount++;
|
||||
|
||||
float flow = boundaries.GetOpenEndMassFlow(openEndIdx);
|
||||
float sample = soundProcessor.Process(flow);
|
||||
|
||||
return sample;
|
||||
}
|
||||
|
||||
public override void Draw(RenderWindow target)
|
||||
{
|
||||
float winW = target.GetView().Size.X;
|
||||
float winH = target.GetView().Size.Y;
|
||||
|
||||
float cavityCenterX = 100f;
|
||||
float cavityWidth = 80f, cavityHeight = 100f;
|
||||
float cavityTopY = winH / 2f - cavityHeight / 2f;
|
||||
DrawVolume(target, cavity, cavityCenterX, cavityTopY - 40f, cavityWidth, cavityHeight);
|
||||
|
||||
float pipeStartX = cavityCenterX + cavityWidth / 2f + 10f;
|
||||
float pipeEndX = winW - 50f;
|
||||
float pipeCenterY = winH / 2f;
|
||||
DrawPipe(target, pipeSystem, 0, pipeCenterY, pipeStartX, pipeEndX);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,161 +0,0 @@
|
||||
using SFML.Graphics;
|
||||
using SFML.System;
|
||||
using FluidSim.Core;
|
||||
using FluidSim.Components;
|
||||
|
||||
namespace FluidSim.Tests
|
||||
{
|
||||
public abstract class Scenario
|
||||
{
|
||||
protected const float AmbientPressure = 101325f;
|
||||
protected const float AmbientTemperature = 300f;
|
||||
public float Throttle { get; set; }
|
||||
|
||||
public abstract void Initialize(int sampleRate);
|
||||
public abstract float Process();
|
||||
public abstract void Draw(RenderWindow target);
|
||||
|
||||
protected Color PressureColor(float pressurePa)
|
||||
{
|
||||
float bar = pressurePa / 1e5f;
|
||||
byte r, g, b;
|
||||
if (bar < 1f)
|
||||
{
|
||||
float f = Math.Clamp(bar, 0f, 1f);
|
||||
r = 0; g = (byte)(255 * f); b = (byte)(255 * (1 - f));
|
||||
}
|
||||
else
|
||||
{
|
||||
float f = Math.Min((bar - 1f) / 9f, 1f);
|
||||
r = (byte)(255 * f); g = (byte)(255 * (1 - f)); b = 0;
|
||||
}
|
||||
return new Color(r, g, b);
|
||||
}
|
||||
|
||||
protected Color TemperatureColor(float t)
|
||||
{
|
||||
t = Math.Clamp(t, 0f, 2000f);
|
||||
byte r, g, b;
|
||||
if (t < AmbientTemperature)
|
||||
{
|
||||
float f = t / AmbientTemperature;
|
||||
r = 0; g = (byte)(255 * f); b = (byte)(255 * (1 - f));
|
||||
}
|
||||
else
|
||||
{
|
||||
float f = (t - AmbientTemperature) / (2000f - AmbientTemperature);
|
||||
r = (byte)(255 * f); g = (byte)(255 * (1 - f)); b = 0;
|
||||
}
|
||||
return new Color(r, g, b);
|
||||
}
|
||||
|
||||
protected void DrawVolume(RenderWindow target, Volume0D volume,
|
||||
float centerX, float topY, float width, float height)
|
||||
{
|
||||
var rect = new RectangleShape(new Vector2f(width, height))
|
||||
{
|
||||
FillColor = PressureColor(volume.Pressure),
|
||||
Position = new Vector2f(centerX - width / 2f, topY)
|
||||
};
|
||||
target.Draw(rect);
|
||||
var border = new RectangleShape(new Vector2f(width, height))
|
||||
{
|
||||
FillColor = Color.Transparent,
|
||||
OutlineColor = Color.White,
|
||||
OutlineThickness = 1f,
|
||||
Position = rect.Position
|
||||
};
|
||||
target.Draw(border);
|
||||
}
|
||||
|
||||
protected void DrawCylinder(RenderWindow target, Cylinder cylinder,
|
||||
float centerX, float topY, float width, float maxHeight)
|
||||
{
|
||||
float fraction = cylinder.PistonFraction;
|
||||
float currentHeight = maxHeight * fraction;
|
||||
var wall = new RectangleShape(new Vector2f(width, maxHeight))
|
||||
{
|
||||
FillColor = new Color(60, 60, 60),
|
||||
Position = new Vector2f(centerX - width / 2f, topY)
|
||||
};
|
||||
target.Draw(wall);
|
||||
var gas = new RectangleShape(new Vector2f(width, currentHeight))
|
||||
{
|
||||
FillColor = PressureColor(cylinder.Pressure),
|
||||
Position = new Vector2f(centerX - width / 2f, topY)
|
||||
};
|
||||
target.Draw(gas);
|
||||
var piston = new RectangleShape(new Vector2f(width, 4f))
|
||||
{
|
||||
FillColor = Color.White,
|
||||
Position = new Vector2f(centerX - width / 2f, topY + currentHeight)
|
||||
};
|
||||
target.Draw(piston);
|
||||
float valveW = 6f, valveH = 10f, valveY = topY + 4f;
|
||||
var iv = new RectangleShape(new Vector2f(valveW, valveH))
|
||||
{
|
||||
FillColor = cylinder.IntakeValveArea > 0f ? Color.Green : Color.Red,
|
||||
Position = new Vector2f(centerX - width / 2f - valveW - 2f, valveY)
|
||||
};
|
||||
target.Draw(iv);
|
||||
var ev = new RectangleShape(new Vector2f(valveW, valveH))
|
||||
{
|
||||
FillColor = cylinder.ExhaustValveArea > 0f ? Color.Green : Color.Red,
|
||||
Position = new Vector2f(centerX + width / 2f + 2f, valveY)
|
||||
};
|
||||
target.Draw(ev);
|
||||
}
|
||||
|
||||
protected void DrawPipe(RenderWindow target, PipeSystem pipeSystem, int pipeIndex,
|
||||
float pipeCenterY, float pipeStartX, float pipeEndX)
|
||||
{
|
||||
int start = pipeSystem.GetPipeStart(pipeIndex);
|
||||
int end = pipeSystem.GetPipeEnd(pipeIndex);
|
||||
int n = end - start;
|
||||
if (n < 2) return;
|
||||
|
||||
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);
|
||||
float dev = MathF.Tanh((p - AmbientPressure) / AmbientPressure * 0.5f);
|
||||
radii[i] = baseRadius * (1f + dev * 2f);
|
||||
if (radii[i] < 2f) radii[i] = 2f;
|
||||
centers[i] = pipeStartX + i * dx;
|
||||
}
|
||||
|
||||
int segments = 8;
|
||||
var va = new VertexArray(PrimitiveType.TriangleStrip);
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
float x = centers[i], r = radii[i];
|
||||
Color col = TemperatureColor(temps[i]);
|
||||
va.Append(new Vertex(new Vector2f(x, pipeCenterY - r), col));
|
||||
va.Append(new Vertex(new Vector2f(x, pipeCenterY + r), col));
|
||||
if (i < n - 1)
|
||||
{
|
||||
for (int s = 1; s <= segments; s++)
|
||||
{
|
||||
float t = s / (float)segments;
|
||||
float xi = centers[i] + (centers[i + 1] - centers[i]) * t;
|
||||
float ri = radii[i] + (radii[i + 1] - radii[i]) * t;
|
||||
float Ti = temps[i] + (temps[i + 1] - temps[i]) * t;
|
||||
Color colS = TemperatureColor(Ti);
|
||||
va.Append(new Vertex(new Vector2f(xi, pipeCenterY - ri), colS));
|
||||
va.Append(new Vertex(new Vector2f(xi, pipeCenterY + ri), colS));
|
||||
}
|
||||
}
|
||||
}
|
||||
target.Draw(va);
|
||||
}
|
||||
}
|
||||
}
|
||||
93
Scenarios/Simulation.cs
Normal file
93
Scenarios/Simulation.cs
Normal file
@@ -0,0 +1,93 @@
|
||||
using FluidSim.Audio;
|
||||
using FluidSim.Components;
|
||||
using FluidSim.Core;
|
||||
using FluidSim.Utilities;
|
||||
|
||||
namespace FluidSim.Scenarios
|
||||
{
|
||||
public static class Simulation
|
||||
{
|
||||
private static Solver solver;
|
||||
private static Volume0D cavity, ambient;
|
||||
private static Pipe1D neck;
|
||||
private static Connection connNeckCavity, connNeckAmbient;
|
||||
private static int stepCount;
|
||||
private static double time;
|
||||
private static double dt;
|
||||
|
||||
public static void Initialize(int sampleRate)
|
||||
{
|
||||
dt = 1.0 / sampleRate;
|
||||
|
||||
// --- Cavity (the “bottle”) ---
|
||||
double V_cav = 1.0 * Units.L; // 1 litre
|
||||
cavity = new Volume0D(V_cav, 10 * Units.atm, Units.Celsius(20), sampleRate);
|
||||
|
||||
// --- Ambient (a huge “room”) ---
|
||||
double V_amb = 1000.0; // 1000 m³ ≈ constant pressure
|
||||
ambient = new Volume0D(V_amb, 1.0 * Units.atm, Units.Celsius(20), sampleRate);
|
||||
|
||||
// --- Neck (short pipe) ---
|
||||
double length_neck = 80.0 * Units.mm;
|
||||
double diam_neck = 10 * Units.mm;
|
||||
double area_neck = Units.AreaFromRadius(diam_neck, Units.mm); // few cells enough for a short neck
|
||||
neck = new Pipe1D(length_neck, area_neck, sampleRate);
|
||||
neck.SetUniformState(ambient.Density, 0.0, ambient.Pressure);
|
||||
neck.FrictionFactor = 0.02; // slight damping
|
||||
|
||||
// --- Connections ---
|
||||
// Cavity-to-neck (full area)
|
||||
connNeckCavity = new Connection(cavity.Port, neck.PortA)
|
||||
{
|
||||
Area = area_neck,
|
||||
DischargeCoefficient = 1.0,
|
||||
Gamma = 1.4
|
||||
};
|
||||
// Neck-to-ambient (SoundConnection to capture the radiated tone)
|
||||
connNeckAmbient = new SoundConnection(neck.PortB, ambient.Port)
|
||||
{
|
||||
Area = area_neck,
|
||||
DischargeCoefficient = 1.0,
|
||||
Gamma = 1.4
|
||||
};
|
||||
|
||||
// --- Solver ---
|
||||
solver = new Solver();
|
||||
solver.AddVolume(cavity);
|
||||
solver.AddVolume(ambient);
|
||||
solver.AddPipe(neck);
|
||||
solver.AddConnection(connNeckCavity);
|
||||
solver.AddConnection(connNeckAmbient);
|
||||
|
||||
// --- Sound tuning ---
|
||||
SoundProcessor.MaxDeltaP = 0.1f * (float)Units.atm; // small Δp expected
|
||||
SoundProcessor.MaxArea = (float)area_neck;
|
||||
SoundProcessor.MaxVelocity = 343f;
|
||||
SoundProcessor.ReferenceDensity = 1.2f;
|
||||
SoundProcessor.ReferenceSpeedOfSound = 343f;
|
||||
SoundProcessor.Gain = 10.0f; // amplify because Δp is small
|
||||
}
|
||||
|
||||
public static float Process()
|
||||
{
|
||||
solver.Step();
|
||||
time += dt;
|
||||
stepCount++;
|
||||
Log();
|
||||
return solver.LastSample;
|
||||
}
|
||||
|
||||
public static void Log()
|
||||
{
|
||||
if (stepCount <= 200 || stepCount % (int)(0.5 / dt) == 0)
|
||||
{
|
||||
Console.WriteLine(
|
||||
$"t = {time * 1e3:F3} ms " +
|
||||
$"Sample = {solver.LastSample:F6}, " +
|
||||
$"P_cav = {cavity.Pressure / 1e5:F6} bar, " +
|
||||
$"flow_cav = {cavity.Port.MassFlowRate / 1e3:F4} g/s, " +
|
||||
$"flow_neck = {neck.PortB.MassFlowRate * 1e3:F4} g/s");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,246 +0,0 @@
|
||||
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 SingleCylScenario : Scenario
|
||||
{
|
||||
private Crankshaft crankshaft;
|
||||
private Cylinder cylinder;
|
||||
|
||||
private PipeSystem pipeSystem;
|
||||
private BoundarySystem boundaries;
|
||||
private Solver solver;
|
||||
|
||||
private Volume0D intakePlenum;
|
||||
private Port plenumInlet, plenumOutlet;
|
||||
private Volume0D exhaustCollector;
|
||||
private Port colIn, colOut;
|
||||
|
||||
private int throttleAreaIdx, plenumRunnerAreaIdx, intakeValveIdx, exhaustValveIdx;
|
||||
private float[] orificeAreas;
|
||||
private int intakeOpenIdx, exhaustOpenIdx;
|
||||
|
||||
private SoundProcessor exhaustSound, intakeSound;
|
||||
private OutdoorExhaustReverb reverb;
|
||||
|
||||
private double dt;
|
||||
private int stepCount;
|
||||
|
||||
// Use a private field for the maximum throttle area, avoiding any base‑class conflicts
|
||||
private float _maxThrottleArea;
|
||||
|
||||
// pipe area for open end calculations
|
||||
private float pipeArea;
|
||||
|
||||
public override void Initialize(int sampleRate)
|
||||
{
|
||||
dt = 1.0 / sampleRate;
|
||||
|
||||
// Maximum throttle area – independent of base class
|
||||
_maxThrottleArea = (float)Units.AreaFromDiameter(3 * Units.cm); // 1 cm²
|
||||
|
||||
// ---- Crankshaft ----
|
||||
crankshaft = new Crankshaft(2000);
|
||||
crankshaft.Inertia = 0.01f;
|
||||
crankshaft.FrictionConstant = 2f;
|
||||
crankshaft.FrictionViscous = 0.0f;
|
||||
|
||||
// ---- Cylinder ----
|
||||
float bore = 0.056f, stroke = 0.057f, conRod = 0.110f, compRatio = 11f;
|
||||
float ivo = 350f, ivc = 580f, evo = 120f, evc = 370f;
|
||||
cylinder = new Cylinder(bore, stroke, conRod, compRatio,
|
||||
ivo, ivc, evo, evc, crankshaft)
|
||||
{
|
||||
IntakeValveDiameter = 0.03f,
|
||||
IntakeValveLift = 0.005f,
|
||||
ExhaustValveDiameter = 0.028f,
|
||||
ExhaustValveLift = 0.005f
|
||||
};
|
||||
|
||||
// ---- Pipe system ----
|
||||
int[] pipeStart = { 0, 10, 20 };
|
||||
int[] pipeEnd = { 10, 20, 70 };
|
||||
int totalCells = pipeEnd[^1]; // automatically 70, stays in sync
|
||||
float[] area = new float[totalCells];
|
||||
float[] dx = new float[totalCells];
|
||||
float pipeDiameter = 0.02f; // 2 cm
|
||||
pipeArea = MathF.PI * 0.25f * pipeDiameter * pipeDiameter;
|
||||
float areaVal = pipeArea;
|
||||
float intakeLenBefore = 0.2f, intakeLenRunner = 0.2f, exhaustLen = 0.4f;
|
||||
for (int i = 0; i < totalCells; i++)
|
||||
{
|
||||
area[i] = areaVal;
|
||||
if (i < 10) dx[i] = intakeLenBefore / 10f;
|
||||
else if (i < 20) dx[i] = intakeLenRunner / 10f;
|
||||
else dx[i] = exhaustLen / 50f;
|
||||
}
|
||||
|
||||
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(100e-6f, 101325f, 300f); // 100 mL
|
||||
plenumInlet = intakePlenum.CreatePort();
|
||||
plenumOutlet = intakePlenum.CreatePort();
|
||||
exhaustCollector = new Volume0D(10e-6f, 101325f, 800f); // 10 mL (unused but present)
|
||||
colIn = exhaustCollector.CreatePort();
|
||||
colOut = exhaustCollector.CreatePort();
|
||||
|
||||
// ---- Boundary system ----
|
||||
boundaries = new BoundarySystem(pipeSystem, maxOrifices: 4, maxOpenEnds: 2);
|
||||
|
||||
throttleAreaIdx = 0;
|
||||
plenumRunnerAreaIdx = 1;
|
||||
intakeValveIdx = 2;
|
||||
exhaustValveIdx = 3;
|
||||
|
||||
// Intake open end (pipe0 left)
|
||||
boundaries.AddOpenEnd(pipeIndex: 0, isLeftEnd: true, 101325f, pipeArea);
|
||||
intakeOpenIdx = 0;
|
||||
|
||||
// Throttle orifice (plenum inlet to pipe0 right)
|
||||
boundaries.AddOrifice(plenumInlet, pipeIndex: 0, isLeftEnd: false, throttleAreaIdx, 0.2f);
|
||||
|
||||
// Plenum to runner (plenum outlet to pipe1 left)
|
||||
boundaries.AddOrifice(plenumOutlet, pipeIndex: 1, isLeftEnd: true, plenumRunnerAreaIdx, 1f);
|
||||
|
||||
// Intake valve (cylinder intake to pipe1 right)
|
||||
boundaries.AddOrifice(cylinder.IntakePort, pipeIndex: 1, isLeftEnd: false, intakeValveIdx, 1f);
|
||||
|
||||
// Exhaust valve (cylinder exhaust to pipe2 left)
|
||||
boundaries.AddOrifice(cylinder.ExhaustPort, pipeIndex: 2, isLeftEnd: true, exhaustValveIdx, 1f);
|
||||
|
||||
// Exhaust open end (pipe2 right)
|
||||
boundaries.AddOpenEnd(pipeIndex: 2, isLeftEnd: false, 101325f, pipeArea);
|
||||
exhaustOpenIdx = 1;
|
||||
|
||||
orificeAreas = new float[4];
|
||||
orificeAreas[plenumRunnerAreaIdx] = areaVal; // fixed plenum->runner area
|
||||
|
||||
// ---- 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 = 20f };
|
||||
intakeSound = new SoundProcessor(sampleRate, 1f) { Gain = 20f };
|
||||
reverb = new OutdoorExhaustReverb(sampleRate);
|
||||
|
||||
stepCount = 0;
|
||||
Console.WriteLine("TestScenario ready.");
|
||||
}
|
||||
|
||||
public override float Process()
|
||||
{
|
||||
crankshaft.Step((float)dt);
|
||||
cylinder.PreStep((float)dt);
|
||||
|
||||
// Update variable orifice areas – use the private _maxThrottleArea
|
||||
float throttledArea = _maxThrottleArea * Math.Clamp(Throttle, 0.0001f, 1f);
|
||||
orificeAreas[throttleAreaIdx] = throttledArea;
|
||||
orificeAreas[intakeValveIdx] = cylinder.IntakeValveArea;
|
||||
orificeAreas[exhaustValveIdx] = cylinder.ExhaustValveArea;
|
||||
boundaries.SetOrificeAreas(orificeAreas);
|
||||
|
||||
solver.Step();
|
||||
stepCount++;
|
||||
|
||||
// Retrieve open‑end mass flows for sound synthesis
|
||||
float exhaustFlow = boundaries.GetOpenEndMassFlow(exhaustOpenIdx);
|
||||
float intakeFlow = boundaries.GetOpenEndMassFlow(intakeOpenIdx);
|
||||
|
||||
float exhaustDry = exhaustSound.Process(exhaustFlow);
|
||||
float intakeDry = intakeSound.Process(intakeFlow);
|
||||
|
||||
if (stepCount % 1000 == 0)
|
||||
{
|
||||
float rpm = crankshaft.AngularVelocity * 60f / (2f * MathF.PI);
|
||||
float crankDeg = crankshaft.CrankAngle; // degrees (0–720)
|
||||
Console.WriteLine($"Step {stepCount}, CA={crankDeg:F1} deg, RPM={rpm:F0}, CylP={cylinder.Pressure / 1e5f:F2} bar");
|
||||
Console.WriteLine($" intake flow: {intakeFlow:F6}, exhaust flow: {exhaustFlow:F6}");
|
||||
|
||||
// Pipe 0 (intake before throttle)
|
||||
var (r0L, u0L, p0L) = pipeSystem.GetInteriorStateLeft(0);
|
||||
var (r0R, u0R, p0R) = pipeSystem.GetInteriorStateRight(0);
|
||||
Console.WriteLine($" 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");
|
||||
|
||||
// Pipe 1 (runner)
|
||||
var (r1L, u1L, p1L) = pipeSystem.GetInteriorStateLeft(1);
|
||||
var (r1R, u1R, p1R) = pipeSystem.GetInteriorStateRight(1);
|
||||
Console.WriteLine($" Pipe1 L: rho={r1L:F4} u={u1L:F3} p={p1L/1e5:F3}bar | R: rho={r1R:F4} u={u1R:F3} p={p1R/1e5:F3}bar");
|
||||
|
||||
// Pipe 2 (exhaust)
|
||||
var (r2L, u2L, p2L) = pipeSystem.GetInteriorStateLeft(2);
|
||||
var (r2R, u2R, p2R) = pipeSystem.GetInteriorStateRight(2);
|
||||
Console.WriteLine($" 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");
|
||||
|
||||
// Plenum and cylinder mass
|
||||
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(intakeDry + exhaustDry);
|
||||
}
|
||||
|
||||
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 pipe before throttle (pipe 0)
|
||||
float pipe1StartX = openEndX;
|
||||
float pipe1EndX = pipe1StartX + 120f;
|
||||
DrawPipe(target, pipeSystem, 0, intakeY, pipe1StartX, pipe1EndX);
|
||||
|
||||
// Throttle symbol
|
||||
float throttleX = pipe1EndX + 5f;
|
||||
var throttleRect = new RectangleShape(new Vector2f(8f, 30f))
|
||||
{
|
||||
FillColor = Color.Yellow,
|
||||
Position = new Vector2f(throttleX, intakeY - 15f)
|
||||
};
|
||||
target.Draw(throttleRect);
|
||||
|
||||
// Plenum
|
||||
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);
|
||||
|
||||
// Runner pipe (pipe 1)
|
||||
float runnerStartX = plenLeftX + plenW + 5f;
|
||||
float runnerEndX = runnerStartX + 100f;
|
||||
DrawPipe(target, pipeSystem, 1, intakeY, runnerStartX, runnerEndX);
|
||||
|
||||
// Cylinder
|
||||
float cylCX = runnerEndX + 50f;
|
||||
float cylTopY = intakeY - 120f;
|
||||
float cylW = 80f, cylMaxH = 240f;
|
||||
DrawCylinder(target, cylinder, cylCX, cylTopY, cylW, cylMaxH);
|
||||
|
||||
// Exhaust pipe (pipe 2)
|
||||
float exhStartX = cylCX + cylW / 2f + 20f;
|
||||
float exhEndX = winW - 60f;
|
||||
DrawPipe(target, pipeSystem, 2, exhaustY, exhStartX, exhEndX);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,102 +0,0 @@
|
||||
using System;
|
||||
using SFML.Graphics;
|
||||
using SFML.System;
|
||||
using FluidSim.Core;
|
||||
|
||||
namespace FluidSim.Tests
|
||||
{
|
||||
public class TestScenario : Scenario
|
||||
{
|
||||
private PipeSystem pipeSystem;
|
||||
private BoundarySystem boundaries;
|
||||
private Solver solver;
|
||||
|
||||
private int[] pipeStart = { 0 };
|
||||
private int[] pipeEnd;
|
||||
|
||||
private double dt;
|
||||
private int stepCount;
|
||||
|
||||
// Sound output: use pressure at open end
|
||||
private SoundProcessor openEndSound;
|
||||
private int openEndIdx = 0; // index of the open end in BoundarySystem (we added only one)
|
||||
|
||||
public override void Initialize(int sampleRate)
|
||||
{
|
||||
dt = 1.0 / sampleRate;
|
||||
|
||||
const int cellCount = 200;
|
||||
float length = 2f;
|
||||
float dia = 0.02f;
|
||||
float area = MathF.PI * 0.25f * dia * dia;
|
||||
|
||||
float[] areas = new float[cellCount];
|
||||
float[] dxs = new float[cellCount];
|
||||
float dx = length / cellCount;
|
||||
for (int i = 0; i < cellCount; i++)
|
||||
{
|
||||
areas[i] = area;
|
||||
dxs[i] = dx;
|
||||
}
|
||||
|
||||
pipeEnd = new[] { cellCount };
|
||||
|
||||
float rho0 = 101325f / (287f * 300f);
|
||||
pipeSystem = new PipeSystem(cellCount, pipeStart, pipeEnd, areas, dxs,
|
||||
rho0, 0f, 101325f);
|
||||
pipeSystem.DampingMultiplier = 0f;
|
||||
pipeSystem.EnergyRelaxationRate = 0f;
|
||||
pipeSystem.AmbientPressure = 101325f;
|
||||
|
||||
// Pressure bubble near right end
|
||||
float pBubble = 10f * 101325f;
|
||||
float TBubble = 2000f;
|
||||
float rhoBubble = pBubble / (287f * TBubble);
|
||||
for (int i = 0; i <= 10; i++)
|
||||
pipeSystem.SetCellState(i, rhoBubble, 0f, pBubble);
|
||||
|
||||
// Boundaries: left closed, right open
|
||||
boundaries = new BoundarySystem(pipeSystem, maxOrifices: 1, maxOpenEnds: 1);
|
||||
boundaries.AddOrifice(null, pipeIndex: 0, isLeftEnd: true, areaIndex: 0, 1f);
|
||||
boundaries.AddOpenEnd(pipeIndex: 0, isLeftEnd: false, 101325f, area);
|
||||
float[] orificeAreas = new float[1] { 0f };
|
||||
boundaries.SetOrificeAreas(orificeAreas);
|
||||
|
||||
solver = new Solver { SubStepCount = 3};
|
||||
solver.SetTimeStep(dt);
|
||||
solver.SetPipeSystem(pipeSystem);
|
||||
solver.SetBoundarySystem(boundaries);
|
||||
|
||||
solver.EnableProfiling = true;
|
||||
pipeSystem.EnableProfiling = true;
|
||||
|
||||
// Simple sound processor: convert mass flow rate to audio
|
||||
openEndSound = new SoundProcessor(sampleRate, 1f) { Gain = 2f };
|
||||
|
||||
Console.WriteLine("Pulse test ready.");
|
||||
stepCount = 0;
|
||||
}
|
||||
|
||||
public override float Process()
|
||||
{
|
||||
solver.Step();
|
||||
stepCount++;
|
||||
|
||||
float flow = boundaries.GetOpenEndMassFlow(openEndIdx);
|
||||
float sample = openEndSound.Process(flow);
|
||||
|
||||
return sample;
|
||||
}
|
||||
|
||||
public override void Draw(RenderWindow target)
|
||||
{
|
||||
float winW = target.GetView().Size.X;
|
||||
float winH = target.GetView().Size.Y;
|
||||
|
||||
float startX = 50f;
|
||||
float endX = winW - 50f;
|
||||
float y = winH / 2f;
|
||||
DrawPipe(target, pipeSystem, 0, y, startX, endX);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,4 @@
|
||||
using System;
|
||||
|
||||
namespace FluidSim.Utils
|
||||
namespace FluidSim.Utilities
|
||||
{
|
||||
public static class Units
|
||||
{
|
||||
@@ -21,10 +19,10 @@ namespace FluidSim.Utils
|
||||
|
||||
public static double Celsius(double tC) => tC + 273.15;
|
||||
|
||||
public static double AreaFromRadius(double radius) =>
|
||||
Math.PI * (radius) * (radius);
|
||||
public static double AreaFromRadius(double radius, double unit = mm) =>
|
||||
Math.PI * (radius * unit) * (radius * unit);
|
||||
|
||||
public static double AreaFromDiameter(double diameter) =>
|
||||
Math.PI * 0.25 * (diameter) * (diameter);
|
||||
public static double AreaFromDiameter(double diameter, double unit = mm) =>
|
||||
Math.PI * 0.25 * (diameter * unit) * (diameter * unit);
|
||||
}
|
||||
}
|
||||
Binary file not shown.
File diff suppressed because one or more lines are too long
Reference in New Issue
Block a user