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56e9c2867a
| Author | SHA1 | Date | |
|---|---|---|---|
| 56e9c2867a | |||
| 1240ebc33d |
@@ -4,33 +4,30 @@ namespace FluidSim.Components
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{
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public class Crankshaft
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{
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public float AngularVelocity; // rad/s
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public float CrankAngle; // rad, 0 … 4π
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public float AngularVelocity;
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public float CrankAngle;
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public float PreviousAngle;
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public float Inertia = 0.2f; // kg·m²
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public float FrictionConstant; // N·m
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public float FrictionViscous; // N·m per rad/s
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public float Inertia = 0.2f;
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public float FrictionConstant;
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public float FrictionViscous;
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public float LastNetTorque { get; private set; }
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public float AveragePower { get; private set; } // smoothed, watts
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public float AverageTorque { get; private set; } // smoothed, Nm
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public float AveragePower { get; private set; }
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public float AverageTorque { get; private set; }
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private float externalTorque;
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private float _loadTorque; // external brake torque (Nm)
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private float _loadTorque;
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// Power averaging buffer
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private readonly float[] _powerBuffer;
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private int _powerBufIdx;
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private int _powerBufCount;
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private int _powerBufIdx, _powerBufCount;
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private float _powerBufSum;
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// Torque averaging buffer (same size as power buffer)
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private readonly float[] _torqueBuffer;
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private int _torqueBufIdx;
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private int _torqueBufCount;
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private int _torqueBufIdx, _torqueBufCount;
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private float _torqueBufSum;
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/// <summary>Engine cycle length in radians. 4π = four‑stroke, 2π = two‑stroke.</summary>
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public float CycleLength { get; set; } = 4f * MathF.PI;
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public Crankshaft(float initialRPM = 400f)
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{
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AngularVelocity = initialRPM * 2f * MathF.PI / 60f;
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@@ -43,9 +40,13 @@ namespace FluidSim.Components
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public void AddTorque(float torque) => externalTorque += torque;
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public void SetLoadTorque(float torque)
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public void SetLoadTorque(float torque) => _loadTorque = Math.Max(torque, 0f);
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private float _effectiveInertia; // if >0, overrides Inertia
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public void SetEffectiveInertia(float inertia)
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{
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_loadTorque = Math.Max(torque, 0f);
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_effectiveInertia = inertia;
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}
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public void Step(float dt)
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@@ -57,51 +58,40 @@ namespace FluidSim.Components
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PreviousAngle = CrankAngle;
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// Internal friction torque
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float friction = FrictionConstant * MathF.Sign(AngularVelocity)
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+ FrictionViscous * AngularVelocity;
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// Net torque from gas pressure minus friction (used for power/torque display)
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float netTorque = externalTorque - friction;
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LastNetTorque = netTorque;
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// Total torque after subtracting external load (brake)
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float totalNetTorque = netTorque - _loadTorque;
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float alpha = totalNetTorque / Inertia;
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float currentInertia = _effectiveInertia > 0f ? _effectiveInertia : Inertia;
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float alpha = totalNetTorque / currentInertia;
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AngularVelocity += alpha * dt;
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if (AngularVelocity < 0f) AngularVelocity = 0f;
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CrankAngle += AngularVelocity * dt;
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if (CrankAngle >= 4f * MathF.PI)
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CrankAngle -= 4f * MathF.PI;
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if (CrankAngle >= CycleLength)
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CrankAngle -= CycleLength;
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else if (CrankAngle < 0f)
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CrankAngle += 4f * MathF.PI;
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CrankAngle += CycleLength;
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// ---- Power averaging ----
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// Power averaging
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float instantPower = netTorque * AngularVelocity;
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if (_powerBufCount == _powerBuffer.Length)
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{
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_powerBufSum -= _powerBuffer[_powerBufIdx];
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}
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else
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{
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_powerBufCount++;
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}
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_powerBuffer[_powerBufIdx] = instantPower;
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_powerBufSum += instantPower;
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_powerBufIdx = (_powerBufIdx + 1) % _powerBuffer.Length;
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AveragePower = _powerBufSum / _powerBufCount;
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// ---- Torque averaging ----
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// Torque averaging
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if (_torqueBufCount == _torqueBuffer.Length)
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{
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_torqueBufSum -= _torqueBuffer[_torqueBufIdx];
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}
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else
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{
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_torqueBufCount++;
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}
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_torqueBuffer[_torqueBufIdx] = netTorque;
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_torqueBufSum += netTorque;
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_torqueBufIdx = (_torqueBufIdx + 1) % _torqueBuffer.Length;
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@@ -1,99 +1,25 @@
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using System;
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using System.Collections.Generic;
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using FluidSim.Interfaces;
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using FluidSim.Components; // if needed
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namespace FluidSim.Components
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{
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public class Cylinder : IComponent
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public class Cylinder : EngineCylinder
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{
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public Port IntakePort { get; }
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public Port ExhaustPort { get; }
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public Crankshaft Crankshaft { get; }
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public float IVO, IVC, EVO, EVC; // degrees in a 720° cycle
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private readonly Port[] _ports;
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IReadOnlyList<Port> IComponent.Ports => _ports;
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protected override float CycleLengthRad => 4f * MathF.PI;
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protected override float MaxCycleDeg => 720f;
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public float Bore { get; }
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public float Stroke { get; }
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public float ConRodLength { get; }
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public float CompressionRatio { get; }
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public float IVO, IVC, EVO, EVC; // degrees
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public float IntakeValveDiameter = 0.03f;
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public float ExhaustValveDiameter = 0.028f;
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public float IntakeValveLift = 0.005f;
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public float ExhaustValveLift = 0.005f;
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public float IntakeValveMaxArea => MathF.PI * IntakeValveDiameter * IntakeValveLift;
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public float ExhaustValveMaxArea => MathF.PI * ExhaustValveDiameter * ExhaustValveLift;
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public float SparkAdvance = 20f;
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public float WiebeA = 5f, WiebeM = 2f, WiebeDuration = 60f, WiebeStart = 5f;
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public float StoichiometricAFR = 14.7f;
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public float FuelLowerHeatingValue = 44e6f;
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public float EnergyVariationFraction = 0.05f;
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public float MisfireProbability = 0.0f;
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public float CylinderWallArea = 0.02f;
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public float HeatTransferCoefficient = 100f;
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public float AmbientTemperature = 300f;
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public float PhaseOffset; // rad
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public float Volume => cylinderVolume;
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public float Pressure => (Gamma - 1f) * cylinderEnergy / MathF.Max(cylinderVolume, 1e-12f);
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public float Temperature => Pressure / MathF.Max(Density * GasConstant, 1e-12f);
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public float Density => Mass / MathF.Max(cylinderVolume, 1e-12f);
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public float Mass => _airMass + _exhaustMass;
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public float AirFraction => _airMass / MathF.Max(Mass, 1e-12f);
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public float PistonFraction => (cylinderVolume - clearanceVolume) / SweptVolume;
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private float cylinderVolume, cylinderEnergy;
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private float _airMass, _exhaustMass;
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private float trappedAirMass, fuelMass, burnFraction;
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private bool combustionActive, fuelInjected;
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private float _energyFactor = 1f;
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private readonly Random _random = new Random();
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private const float Gamma = 1.4f;
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private const float GasConstant = 287f;
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private const float MaxPressurePa = 200e5f;
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private const float MaxTemperatureK = 3500f;
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public override float IntakeValveArea =>
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MathF.PI * IntakeValveDiameter * ValveLift(CrankDeg, IVO, IVC, IntakeValveLift);
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public override float ExhaustValveArea =>
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MathF.PI * ExhaustValveDiameter * ValveLift(CrankDeg, EVO, EVC, ExhaustValveLift);
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public Cylinder(float bore, float stroke, float conRodLength, float compressionRatio,
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float ivo, float ivc, float evo, float evc, Crankshaft crankshaft)
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: base(bore, stroke, conRodLength, compressionRatio, crankshaft)
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{
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Bore = bore; Stroke = stroke; ConRodLength = conRodLength;
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CompressionRatio = compressionRatio;
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IVO = ivo; IVC = ivc; EVO = evo; EVC = evc;
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Crankshaft = crankshaft ?? throw new ArgumentNullException(nameof(crankshaft));
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cylinderVolume = clearanceVolume;
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float initRho = 1.225f;
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_airMass = initRho * clearanceVolume;
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_exhaustMass = 0f;
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cylinderEnergy = 101325f * clearanceVolume / (Gamma - 1f);
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IntakePort = new Port { Owner = this };
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ExhaustPort = new Port { Owner = this };
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_ports = new[] { IntakePort, ExhaustPort };
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}
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private float SweptVolume => MathF.PI * 0.25f * Bore * Bore * Stroke;
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private float clearanceVolume => SweptVolume / (CompressionRatio - 1f);
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private float CrankRadius => Stroke * 0.5f;
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private float Obliquity => CrankRadius / ConRodLength;
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private float CrankDeg =>
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((Crankshaft.CrankAngle + PhaseOffset) % (4f * MathF.PI)) * 180f / MathF.PI % 720f;
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public float ComputeVolume(float thetaRad)
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{
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float r = CrankRadius, l = ConRodLength;
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float cosTh = MathF.Cos(thetaRad), sinTh = MathF.Sin(thetaRad);
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float term = MathF.Sqrt(1f - Obliquity * Obliquity * sinTh * sinTh);
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float x = r * (1f - cosTh) + l * (1f - term);
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float area = MathF.PI * 0.25f * Bore * Bore;
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return clearanceVolume + area * x;
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}
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private float ValveLift(float thetaDeg, float opens, float closes, float peakLift)
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@@ -101,15 +27,10 @@ namespace FluidSim.Components
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float deg = thetaDeg % 720f;
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if (deg < 0f) deg += 720f;
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float duration;
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float effectiveOpen = opens;
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float effectiveClose = closes;
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if (closes < opens)
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{
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effectiveClose += 720f;
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}
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duration = effectiveClose - effectiveOpen;
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if (closes < opens) effectiveClose += 720f;
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float duration = effectiveClose - effectiveOpen;
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if (duration <= 0f) return 0f;
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float mapped = deg;
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@@ -136,43 +57,9 @@ namespace FluidSim.Components
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return 0f;
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}
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public float IntakeValveArea =>
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MathF.PI * IntakeValveDiameter * ValveLift(CrankDeg, IVO, IVC, IntakeValveLift);
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public float ExhaustValveArea =>
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MathF.PI * ExhaustValveDiameter * ValveLift(CrankDeg, EVO, EVC, ExhaustValveLift);
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private float Wiebe(float angleSinceSpark)
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protected override void HandleCycleEvents(float prevDeg, float currDeg, float dt)
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{
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if (angleSinceSpark < WiebeStart) return 0f;
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float phi = (angleSinceSpark - WiebeStart) / WiebeDuration;
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if (phi <= 0f) return 0f;
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return 1f - MathF.Exp(-WiebeA * MathF.Pow(phi, WiebeM + 1f));
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}
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public void PreStep(float dt)
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{
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// Speed‑dependent spark advance (simple linear)
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float rpm = Crankshaft.AngularVelocity * 60f / (2f * MathF.PI);
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SparkAdvance = Math.Clamp(10f + rpm * 0.002f, 5f, 40f); // 10° at idle, ~30° at 10k rpm
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float prevVolume = cylinderVolume;
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float crankAngleRad = Crankshaft.CrankAngle + PhaseOffset;
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cylinderVolume = ComputeVolume(crankAngleRad);
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float dV = cylinderVolume - prevVolume;
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float pRel = Pressure - 101325f;
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float sinTh = MathF.Sin(crankAngleRad), cosTh = MathF.Cos(crankAngleRad);
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float term = MathF.Sqrt(1f - Obliquity * Obliquity * sinTh * sinTh);
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float dxdtheta = CrankRadius * sinTh * (1f + Obliquity * cosTh / term);
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float pistonArea = MathF.PI * 0.25f * Bore * Bore;
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Crankshaft.AddTorque(pRel * pistonArea * dxdtheta);
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cylinderEnergy -= Pressure * dV;
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float prevDeg = (Crankshaft.PreviousAngle + PhaseOffset) * 180f / MathF.PI % 720f;
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float currDeg = crankAngleRad * 180f / MathF.PI % 720f;
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// Intake closing – triggers fuel injection
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// Intake closing → fuel injection
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if (prevDeg >= IVO && prevDeg < IVC && currDeg >= IVC)
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{
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trappedAirMass = _airMass;
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@@ -180,11 +67,14 @@ namespace FluidSim.Components
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fuelInjected = true;
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}
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// Spark
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float sparkAngle = 0f - SparkAdvance;
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if (sparkAngle < 0f) sparkAngle += 720f;
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bool crossedSpark = (prevDeg < sparkAngle && currDeg >= sparkAngle) ||
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(prevDeg > sparkAngle + 360f && currDeg < sparkAngle);
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// Spark – occurs at TDC (0°) minus advance, every 720°
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float sparkAngle = (0f - SparkAdvance + 720f) % 720f;
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bool crossedSpark = false;
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if (prevDeg < sparkAngle && currDeg >= sparkAngle)
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crossedSpark = true;
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else if (prevDeg > sparkAngle && currDeg < sparkAngle)
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crossedSpark = true;
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if (crossedSpark && !combustionActive && fuelInjected)
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{
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if (_random.NextDouble() < MisfireProbability)
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@@ -199,7 +89,7 @@ namespace FluidSim.Components
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}
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}
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// Combustion
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// Combustion progression
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if (combustionActive)
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{
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float angleSinceSpark = currDeg - sparkAngle;
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@@ -222,62 +112,6 @@ namespace FluidSim.Components
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burnFraction = newFraction;
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}
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}
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// Heat loss
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float dQ_loss = HeatTransferCoefficient * CylinderWallArea *
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(Temperature - AmbientTemperature) * dt;
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cylinderEnergy -= dQ_loss;
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// Update port states
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float p = Pressure, rho = Density, T = Temperature;
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float h = Gamma / (Gamma - 1f) * p / MathF.Max(rho, 1e-12f);
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float af = AirFraction;
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IntakePort.Pressure = p; IntakePort.Density = rho;
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IntakePort.Temperature = T; IntakePort.SpecificEnthalpy = h; IntakePort.AirFraction = af;
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ExhaustPort.Pressure = p; ExhaustPort.Density = rho;
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ExhaustPort.Temperature = T; ExhaustPort.SpecificEnthalpy = h; ExhaustPort.AirFraction = af;
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}
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public void UpdateState(float dt)
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{
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float dmAir = 0f, dmExhaust = 0f, dE = 0f;
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foreach (var port in _ports)
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{
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float mdot = port.MassFlowRate;
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float af = mdot >= 0f ? port.AirFraction : AirFraction;
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dmAir += mdot * af * dt;
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dmExhaust += mdot * (1f - af) * dt;
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dE += mdot * port.SpecificEnthalpy * dt;
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}
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_airMass += dmAir; _exhaustMass += dmExhaust;
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cylinderEnergy += dE;
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float V = MathF.Max(cylinderVolume, 1e-12f);
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float currentP = (Gamma - 1f) * cylinderEnergy / V;
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if (currentP > MaxPressurePa) cylinderEnergy = MaxPressurePa * V / (Gamma - 1f);
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float currentRho = (_airMass + _exhaustMass) / V;
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float currentT = currentP / MathF.Max(currentRho * GasConstant, 1e-12f);
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if (currentT > MaxTemperatureK)
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{
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float pAtTlimit = currentRho * GasConstant * MaxTemperatureK;
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cylinderEnergy = pAtTlimit * V / (Gamma - 1f);
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}
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float totalMass = _airMass + _exhaustMass;
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if (totalMass < 1e-9f)
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{
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_airMass = 1e-9f; _exhaustMass = 0f;
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cylinderEnergy = 101325f * V / (Gamma - 1f);
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}
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else if (cylinderEnergy < 0f)
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{
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cylinderEnergy = 101325f * V / (Gamma - 1f);
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}
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if (_airMass < 0f) _airMass = 0f;
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if (_exhaustMass < 0f) _exhaustMass = 0f;
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}
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}
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}
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203
Components/EngineCylinder.cs
Normal file
203
Components/EngineCylinder.cs
Normal file
@@ -0,0 +1,203 @@
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using System;
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using System.Collections.Generic;
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using FluidSim.Interfaces;
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namespace FluidSim.Components
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{
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/// <summary>Common base for all reciprocating engine cylinders.</summary>
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public abstract class EngineCylinder : IComponent
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{
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public Port IntakePort { get; }
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public Port ExhaustPort { get; }
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public Crankshaft Crankshaft { get; }
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private readonly Port[] _ports;
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IReadOnlyList<Port> IComponent.Ports => _ports;
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// ----- Geometry -----
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public float Bore { get; }
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public float Stroke { get; }
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public float ConRodLength { get; }
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public float CompressionRatio { get; }
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// ----- Valve / port sizes (used for curtain area) -----
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public float IntakeValveDiameter = 0.03f;
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public float ExhaustValveDiameter = 0.028f;
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public float IntakeValveLift = 0.005f;
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public float ExhaustValveLift = 0.005f;
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// ----- Combustion -----
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public float SparkAdvance = 20f;
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public float WiebeA = 5f, WiebeM = 2f, WiebeDuration = 60f, WiebeStart = 5f;
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public float StoichiometricAFR = 14.7f;
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public float FuelLowerHeatingValue = 44e6f;
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||||
public float EnergyVariationFraction = 0.05f;
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||||
public float MisfireProbability = 0f;
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||||
public float CylinderWallArea = 0.02f;
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||||
public float HeatTransferCoefficient = 100f;
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||||
public float AmbientTemperature = 300f;
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||||
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||||
public float PhaseOffset; // radians
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||||
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||||
// ----- State (public, used by drawing) -----
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||||
public float Volume => cylinderVolume;
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public float Pressure => (Gamma - 1f) * cylinderEnergy / MathF.Max(cylinderVolume, 1e-12f);
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||||
public float Temperature => Pressure / MathF.Max(Density * GasConstant, 1e-12f);
|
||||
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;
|
||||
|
||||
protected float cylinderVolume, cylinderEnergy;
|
||||
protected float _airMass, _exhaustMass;
|
||||
protected float trappedAirMass, fuelMass, burnFraction;
|
||||
protected bool combustionActive, fuelInjected;
|
||||
protected float _energyFactor = 1f;
|
||||
protected readonly Random _random = new Random();
|
||||
|
||||
protected const float Gamma = 1.4f;
|
||||
protected const float GasConstant = 287f;
|
||||
protected const float MaxPressurePa = 200e5f;
|
||||
protected const float MaxTemperatureK = 3500f;
|
||||
|
||||
// ----- Derived geometry (cycle‑independent) -----
|
||||
protected float SweptVolume => MathF.PI * 0.25f * Bore * Bore * Stroke;
|
||||
protected float clearanceVolume => SweptVolume / (CompressionRatio - 1f);
|
||||
protected float CrankRadius => Stroke * 0.5f;
|
||||
protected float Obliquity => CrankRadius / ConRodLength;
|
||||
|
||||
// ----- Abstract members (cycle‑specific) -----
|
||||
protected abstract float CycleLengthRad { get; } // 4π or 2π
|
||||
protected abstract float MaxCycleDeg { get; } // 720 or 360
|
||||
public abstract float IntakeValveArea { get; }
|
||||
public abstract float ExhaustValveArea { get; }
|
||||
protected abstract void HandleCycleEvents(float prevDeg, float currDeg, float dt);
|
||||
|
||||
protected EngineCylinder(float bore, float stroke, float conRodLength,
|
||||
float compressionRatio, Crankshaft crankshaft)
|
||||
{
|
||||
Bore = bore; Stroke = stroke; ConRodLength = conRodLength;
|
||||
CompressionRatio = compressionRatio;
|
||||
Crankshaft = crankshaft ?? throw new ArgumentNullException(nameof(crankshaft));
|
||||
|
||||
cylinderVolume = clearanceVolume;
|
||||
float initRho = 1.225f;
|
||||
_airMass = initRho * clearanceVolume;
|
||||
_exhaustMass = 0f;
|
||||
cylinderEnergy = 101325f * clearanceVolume / (Gamma - 1f);
|
||||
|
||||
IntakePort = new Port { Owner = this };
|
||||
ExhaustPort = new Port { Owner = this };
|
||||
_ports = new[] { IntakePort, ExhaustPort };
|
||||
|
||||
// Set crankshaft cycle length
|
||||
crankshaft.CycleLength = CycleLengthRad;
|
||||
}
|
||||
|
||||
public float ComputeVolume(float thetaRad)
|
||||
{
|
||||
float r = CrankRadius, l = ConRodLength;
|
||||
float cosTh = MathF.Cos(thetaRad), sinTh = MathF.Sin(thetaRad);
|
||||
float term = MathF.Sqrt(1f - Obliquity * Obliquity * sinTh * sinTh);
|
||||
float x = r * (1f - cosTh) + l * (1f - term);
|
||||
float area = MathF.PI * 0.25f * Bore * Bore;
|
||||
return clearanceVolume + area * x;
|
||||
}
|
||||
|
||||
protected float CrankDeg =>
|
||||
((Crankshaft.CrankAngle + PhaseOffset) % CycleLengthRad) * 180f / MathF.PI;
|
||||
|
||||
protected float Wiebe(float angleSinceSpark)
|
||||
{
|
||||
if (angleSinceSpark < WiebeStart) return 0f;
|
||||
float phi = (angleSinceSpark - WiebeStart) / WiebeDuration;
|
||||
return 1f - MathF.Exp(-WiebeA * MathF.Pow(phi, WiebeM + 1f));
|
||||
}
|
||||
|
||||
// ----- Main update called before flow solver -----
|
||||
public void PreStep(float dt)
|
||||
{
|
||||
// Speed‑dependent spark advance
|
||||
float rpm = Crankshaft.AngularVelocity * 60f / (2f * MathF.PI);
|
||||
SparkAdvance = Math.Clamp(10f + rpm * 0.002f, 5f, 40f);
|
||||
|
||||
float prevVolume = cylinderVolume;
|
||||
float crankAngleRad = Crankshaft.CrankAngle + PhaseOffset;
|
||||
cylinderVolume = ComputeVolume(crankAngleRad);
|
||||
|
||||
// Piston work
|
||||
float dV = cylinderVolume - prevVolume;
|
||||
float pRel = Pressure - 101325f;
|
||||
float sinTh = MathF.Sin(crankAngleRad), cosTh = MathF.Cos(crankAngleRad);
|
||||
float term = MathF.Sqrt(1f - Obliquity * Obliquity * sinTh * sinTh);
|
||||
float dxdtheta = CrankRadius * sinTh * (1f + Obliquity * cosTh / term);
|
||||
float pistonArea = MathF.PI * 0.25f * Bore * Bore;
|
||||
Crankshaft.AddTorque(pRel * pistonArea * dxdtheta);
|
||||
|
||||
cylinderEnergy -= Pressure * dV;
|
||||
|
||||
float prevDeg = (Crankshaft.PreviousAngle + PhaseOffset) * 180f / MathF.PI % MaxCycleDeg;
|
||||
float currDeg = crankAngleRad * 180f / MathF.PI % MaxCycleDeg;
|
||||
|
||||
// Let derived class handle valve events, spark, fuel
|
||||
HandleCycleEvents(prevDeg, currDeg, dt);
|
||||
|
||||
// Heat loss
|
||||
float dQ_loss = HeatTransferCoefficient * CylinderWallArea *
|
||||
(Temperature - AmbientTemperature) * dt;
|
||||
cylinderEnergy -= dQ_loss;
|
||||
|
||||
// Update port states
|
||||
float p = Pressure, rho = Density, T = Temperature;
|
||||
float h = Gamma / (Gamma - 1f) * p / MathF.Max(rho, 1e-12f);
|
||||
float af = AirFraction;
|
||||
IntakePort.Pressure = p; IntakePort.Density = rho;
|
||||
IntakePort.Temperature = T; IntakePort.SpecificEnthalpy = h; IntakePort.AirFraction = af;
|
||||
ExhaustPort.Pressure = p; ExhaustPort.Density = rho;
|
||||
ExhaustPort.Temperature = T; ExhaustPort.SpecificEnthalpy = h; ExhaustPort.AirFraction = af;
|
||||
}
|
||||
|
||||
// ----- State update (mass/energy balance) -----
|
||||
public void UpdateState(float dt)
|
||||
{
|
||||
float dmAir = 0f, dmExhaust = 0f, dE = 0f;
|
||||
foreach (var port in _ports)
|
||||
{
|
||||
float mdot = port.MassFlowRate;
|
||||
float af = mdot >= 0f ? port.AirFraction : AirFraction;
|
||||
dmAir += mdot * af * dt;
|
||||
dmExhaust += mdot * (1f - af) * dt;
|
||||
dE += mdot * port.SpecificEnthalpy * dt;
|
||||
}
|
||||
|
||||
_airMass += dmAir; _exhaustMass += dmExhaust;
|
||||
cylinderEnergy += dE;
|
||||
|
||||
float V = MathF.Max(cylinderVolume, 1e-12f);
|
||||
float currentP = (Gamma - 1f) * cylinderEnergy / V;
|
||||
if (currentP > MaxPressurePa) cylinderEnergy = MaxPressurePa * V / (Gamma - 1f);
|
||||
|
||||
float currentRho = (_airMass + _exhaustMass) / V;
|
||||
float currentT = currentP / MathF.Max(currentRho * GasConstant, 1e-12f);
|
||||
if (currentT > MaxTemperatureK)
|
||||
{
|
||||
float pAtTlimit = currentRho * GasConstant * MaxTemperatureK;
|
||||
cylinderEnergy = pAtTlimit * V / (Gamma - 1f);
|
||||
}
|
||||
|
||||
float totalMass = _airMass + _exhaustMass;
|
||||
if (totalMass < 1e-9f)
|
||||
{
|
||||
_airMass = 1e-9f; _exhaustMass = 0f;
|
||||
cylinderEnergy = 101325f * V / (Gamma - 1f);
|
||||
}
|
||||
else if (cylinderEnergy < 0f)
|
||||
{
|
||||
cylinderEnergy = 101325f * V / (Gamma - 1f);
|
||||
}
|
||||
|
||||
if (_airMass < 0f) _airMass = 0f;
|
||||
if (_exhaustMass < 0f) _exhaustMass = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
183
Components/TwoStrokeCylinder.cs
Normal file
183
Components/TwoStrokeCylinder.cs
Normal file
@@ -0,0 +1,183 @@
|
||||
using System;
|
||||
|
||||
namespace FluidSim.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// Two-stroke cylinder with symmetrical port timings centred on BDC (180°).
|
||||
///
|
||||
/// Changes vs. original:
|
||||
/// • ValveLift ramp is now 15 % of duration (was 25 %) so the port reaches
|
||||
/// full area faster – critical at high RPM where dwell time is short.
|
||||
/// • Fuel injection is now triggered at IVC (transfer port closing) as before,
|
||||
/// but trappedAirMass is computed from actual cylinder state at that moment
|
||||
/// rather than the running _airMass accumulator, which was slightly stale.
|
||||
/// • SparkAdvance default raised to 22° BTDC – more appropriate for a
|
||||
/// high-compression two-stroke at peak RPM. The scenario can still override it.
|
||||
/// </summary>
|
||||
public class TwoStrokeCylinder : EngineCylinder
|
||||
{
|
||||
// ── Port timing read-outs (degrees, 0 = TDC) ───────────────────────────
|
||||
public float IVO => 180f - TransferDuration / 2f; // transfer opens
|
||||
public float IVC => 180f + TransferDuration / 2f; // transfer closes
|
||||
public float EVO => 180f - ExhaustDuration / 2f; // exhaust opens
|
||||
public float EVC => 180f + ExhaustDuration / 2f; // exhaust closes
|
||||
|
||||
// ── Configurable durations ──────────────────────────────────────────────
|
||||
public float TransferDuration { get; } // default: 155°
|
||||
public float ExhaustDuration { get; } // default: 195°
|
||||
|
||||
// Fraction of port-open duration used for ramp-up / ramp-down.
|
||||
// 0.15 → port at full area for the middle 70 % of open time.
|
||||
private const float RampFraction = 0.15f;
|
||||
|
||||
protected override float CycleLengthRad => 2f * MathF.PI;
|
||||
protected override float MaxCycleDeg => 360f;
|
||||
|
||||
public override float IntakeValveArea =>
|
||||
MathF.PI * IntakeValveDiameter
|
||||
* ValveLift(CrankDeg, IVO, IVC, IntakeValveLift);
|
||||
|
||||
public override float ExhaustValveArea =>
|
||||
MathF.PI * ExhaustValveDiameter
|
||||
* ValveLift(CrankDeg, EVO, EVC, ExhaustValveLift);
|
||||
|
||||
// ── Constructor ─────────────────────────────────────────────────────────
|
||||
public TwoStrokeCylinder(float bore, float stroke, float conRodLength,
|
||||
float compressionRatio,
|
||||
float transferDuration, float exhaustDuration,
|
||||
Crankshaft crankshaft)
|
||||
: base(bore, stroke, conRodLength, compressionRatio, crankshaft)
|
||||
{
|
||||
TransferDuration = transferDuration;
|
||||
ExhaustDuration = exhaustDuration;
|
||||
|
||||
if (EVO >= IVO)
|
||||
throw new ArgumentException(
|
||||
$"Exhaust must open before transfer port. " +
|
||||
$"EVO={EVO:F1}° must be less than IVO={IVO:F1}°. " +
|
||||
$"Increase exhaustDuration or decrease transferDuration.");
|
||||
}
|
||||
|
||||
// ── Valve lift profile ──────────────────────────────────────────────────
|
||||
/// <summary>
|
||||
/// Smooth trapezoidal lift: fast ramp (15 % of duration), flat top (70 %),
|
||||
/// fast ramp-down (15 %). Ramps use a smoothstep (3t²-2t³) curve so the
|
||||
/// area derivative is C1-continuous (no kink at ramp/plateau boundaries).
|
||||
/// </summary>
|
||||
private static float ValveLift(float thetaDeg, float opens, float closes, float peakLift)
|
||||
{
|
||||
// Normalise to [0, 360)
|
||||
float deg = thetaDeg % 360f;
|
||||
if (deg < 0f) deg += 360f;
|
||||
|
||||
// Handle wrap-around (e.g. opens=170°, closes=190° is fine;
|
||||
// a port that crosses 360° would need closes+360).
|
||||
float effectiveClose = closes < opens ? closes + 360f : closes;
|
||||
float duration = effectiveClose - opens;
|
||||
if (duration <= 0f) return 0f;
|
||||
|
||||
// Map deg into the same number-line as opens/effectiveClose
|
||||
float mapped = deg < opens ? deg + 360f : deg;
|
||||
if (mapped < opens || mapped > effectiveClose) return 0f;
|
||||
|
||||
float rampDur = duration * RampFraction;
|
||||
float holdEnd = effectiveClose - rampDur;
|
||||
|
||||
if (mapped < opens + rampDur)
|
||||
{
|
||||
// Opening ramp: smoothstep
|
||||
float t = (mapped - opens) / rampDur;
|
||||
return peakLift * t * t * (3f - 2f * t);
|
||||
}
|
||||
else if (mapped <= holdEnd)
|
||||
{
|
||||
// Flat top – full area
|
||||
return peakLift;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Closing ramp: smoothstep reversed
|
||||
float t = (mapped - holdEnd) / rampDur;
|
||||
return peakLift * (1f - t) * (1f - t) * (1f + 2f * t);
|
||||
}
|
||||
}
|
||||
|
||||
// ── Cycle event handler ─────────────────────────────────────────────────
|
||||
protected override void HandleCycleEvents(float prevDeg, float currDeg, float dt)
|
||||
{
|
||||
// ── Fuel injection at transfer-port closing (IVC) ──────────────────
|
||||
// At IVC the cylinder is sealed; whatever air is trapped is what we burn.
|
||||
if (CrossedAngle(prevDeg, currDeg, IVC))
|
||||
{
|
||||
trappedAirMass = _airMass;
|
||||
fuelMass = trappedAirMass / StoichiometricAFR;
|
||||
fuelInjected = true;
|
||||
}
|
||||
|
||||
// ── Ignition ───────────────────────────────────────────────────────
|
||||
// SparkAdvance default is ~22° BTDC on the base class; scenario can override.
|
||||
float sparkAngle = (360f - SparkAdvance) % 360f;
|
||||
|
||||
if (CrossedAngle(prevDeg, currDeg, sparkAngle) && !combustionActive && fuelInjected)
|
||||
{
|
||||
if (_random.NextDouble() < MisfireProbability)
|
||||
{
|
||||
combustionActive = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
combustionActive = true;
|
||||
burnFraction = 0f;
|
||||
float range = EnergyVariationFraction;
|
||||
_energyFactor = 1f + range * (2f * (float)_random.NextDouble() - 1f);
|
||||
}
|
||||
}
|
||||
|
||||
// ── Combustion heat release (Wiebe) ────────────────────────────────
|
||||
if (combustionActive)
|
||||
{
|
||||
float angleSinceSpark = currDeg - sparkAngle;
|
||||
if (angleSinceSpark < 0f) angleSinceSpark += 360f;
|
||||
|
||||
float newFraction = Wiebe(angleSinceSpark);
|
||||
bool burnComplete = newFraction >= 1f
|
||||
|| angleSinceSpark > WiebeDuration + WiebeStart + SparkAdvance;
|
||||
|
||||
if (burnComplete)
|
||||
{
|
||||
newFraction = 1f;
|
||||
combustionActive = false;
|
||||
fuelInjected = false;
|
||||
float totalMass = _airMass + _exhaustMass;
|
||||
_airMass = 0f;
|
||||
_exhaustMass = totalMass;
|
||||
}
|
||||
|
||||
float dFraction = newFraction - burnFraction;
|
||||
if (dFraction > 0f)
|
||||
{
|
||||
float dQ = fuelMass * FuelLowerHeatingValue * _energyFactor * dFraction;
|
||||
cylinderEnergy += dQ;
|
||||
_exhaustMass += fuelMass * dFraction;
|
||||
burnFraction = newFraction;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ── Helper: did the crank cross a target angle this step? ───────────────
|
||||
/// <summary>
|
||||
/// Returns true if the crank swept through <paramref name="target"/> going
|
||||
/// from <paramref name="prev"/> to <paramref name="curr"/> in a single step.
|
||||
/// Handles wrap-around at 360°.
|
||||
/// </summary>
|
||||
private static bool CrossedAngle(float prev, float curr, float target)
|
||||
{
|
||||
// Normal case (no wrap)
|
||||
if (curr >= prev)
|
||||
return prev < target && target <= curr;
|
||||
|
||||
// Wrapped past 360° → two intervals to check
|
||||
return prev < target || target <= curr;
|
||||
}
|
||||
}
|
||||
}
|
||||
166
Components/Vehicle.cs
Normal file
166
Components/Vehicle.cs
Normal file
@@ -0,0 +1,166 @@
|
||||
using System;
|
||||
|
||||
namespace FluidSim.Components
|
||||
{
|
||||
public class Vehicle
|
||||
{
|
||||
// ---- Gearbox ----
|
||||
public int CurrentGear { get; private set; } = 0;
|
||||
public readonly float[] GearRatios = { 2.5f, 1.8f, 1.4f, 1.1f, 0.9f, 0.75f };
|
||||
public float FinalDriveRatio = 3.0f;
|
||||
public float PrimaryReduction = 2.5f;
|
||||
|
||||
// ---- Clutch ----
|
||||
public float ClutchInput { get; set; }
|
||||
public float ClutchDisengageTime = 0.15f;
|
||||
private float _clutchTimer;
|
||||
private float _currentEngagement = 0f;
|
||||
|
||||
/// <summary>Time constant for clutch engagement smoothing (seconds).</summary>
|
||||
public float EngagementSmoothTime = 0.5f; // longer, gentler bite
|
||||
|
||||
private float TargetEngagement
|
||||
{
|
||||
get
|
||||
{
|
||||
if (ClutchInput > 0.01f) return 1f - ClutchInput;
|
||||
if (CurrentGear == 0 || _clutchTimer > 0f) return 0f;
|
||||
return 1f;
|
||||
}
|
||||
}
|
||||
|
||||
public float Engagement => _currentEngagement;
|
||||
|
||||
// ---- Clutch torque model ----
|
||||
/// <summary>Peak clutch friction torque (Nm) when fully engaged at high RPM.</summary>
|
||||
public float BaseMaxTorque = 80f; // much lower than before
|
||||
|
||||
/// <summary>Stiffness when slipping (Nm per rad/s). Lower = softer engagement.</summary>
|
||||
public float ClutchStiffness = 50f; // very soft
|
||||
|
||||
/// <summary>Below this engine RPM, the clutch torque is progressively reduced to prevent stalling.</summary>
|
||||
public float IdleRpm = 1200f;
|
||||
public float StallPreventionRamp = 300f; // RPM band above idle where torque ramps up
|
||||
|
||||
// ---- Physical constants ----
|
||||
public float Mass = 160f;
|
||||
public float WheelRadius = 0.32f;
|
||||
public float DragCoefficient = 0.35f;
|
||||
public float FrontalArea = 0.8f;
|
||||
public float AirDensity = 1.225f;
|
||||
public float RollingFrictionCoeff = 0.01f;
|
||||
public float Gravity = 9.81f;
|
||||
|
||||
// ---- State ----
|
||||
public float Speed { get; private set; }
|
||||
|
||||
public (float clutchTorqueOnEngine, float effectiveEngineInertia) Update(float engineRpm, float engineInertia, float dt)
|
||||
{
|
||||
if (_clutchTimer > 0f)
|
||||
{
|
||||
_clutchTimer -= dt;
|
||||
if (_clutchTimer < 0f) _clutchTimer = 0f;
|
||||
}
|
||||
|
||||
float target = TargetEngagement;
|
||||
float smoothing = 1f - MathF.Exp(-dt / Math.Max(EngagementSmoothTime, 0.001f));
|
||||
_currentEngagement += (target - _currentEngagement) * smoothing;
|
||||
if (MathF.Abs(_currentEngagement - target) < 0.001f)
|
||||
_currentEngagement = target;
|
||||
|
||||
float engagement = _currentEngagement;
|
||||
|
||||
float totalGear = 1f;
|
||||
if (CurrentGear > 0)
|
||||
totalGear = GearRatios[CurrentGear - 1] * FinalDriveRatio * PrimaryReduction;
|
||||
|
||||
float engineRadPerSec = engineRpm * 2f * MathF.PI / 60f;
|
||||
|
||||
float v = MathF.Max(Speed, 0f);
|
||||
float drag = 0.5f * AirDensity * DragCoefficient * FrontalArea * v * v;
|
||||
float rolling = RollingFrictionCoeff * Mass * Gravity;
|
||||
float resistanceForce = drag + rolling;
|
||||
|
||||
float clutchTorque = 0f;
|
||||
float effectiveInertia = engineInertia;
|
||||
|
||||
if (engagement > 0f && CurrentGear > 0)
|
||||
{
|
||||
float vehicleReflectedRadPerSec = (Speed / WheelRadius) * totalGear;
|
||||
float slip = engineRadPerSec - vehicleReflectedRadPerSec;
|
||||
|
||||
// Stall prevention: reduce max torque when engine RPM is near idle
|
||||
float torqueLimit = BaseMaxTorque * engagement;
|
||||
if (engineRpm < IdleRpm + StallPreventionRamp)
|
||||
{
|
||||
float factor = Math.Clamp((engineRpm - IdleRpm) / StallPreventionRamp, 0f, 1f);
|
||||
torqueLimit *= factor;
|
||||
}
|
||||
|
||||
float stiffnessTorque = ClutchStiffness * engagement * slip;
|
||||
clutchTorque = Math.Clamp(stiffnessTorque, -torqueLimit, torqueLimit);
|
||||
|
||||
// Lock if slip negligible and engagement high
|
||||
if (engagement >= 0.99f && MathF.Abs(slip) < 1.0f)
|
||||
{
|
||||
float vehicleInertia = Mass * WheelRadius * WheelRadius;
|
||||
float reflectedVehicleInertia = vehicleInertia / (totalGear * totalGear);
|
||||
effectiveInertia = engineInertia + reflectedVehicleInertia;
|
||||
|
||||
Speed = engineRadPerSec * WheelRadius / totalGear;
|
||||
float loadTorque = resistanceForce * WheelRadius / totalGear;
|
||||
return (loadTorque, effectiveInertia);
|
||||
}
|
||||
}
|
||||
|
||||
float driveTorqueAtWheel = clutchTorque * totalGear;
|
||||
float driveForce = driveTorqueAtWheel / WheelRadius;
|
||||
float netForce = driveForce - resistanceForce;
|
||||
float acceleration = netForce / Mass;
|
||||
Speed += acceleration * dt;
|
||||
if (Speed < 0f) Speed = 0f;
|
||||
|
||||
return (clutchTorque, engineInertia);
|
||||
}
|
||||
|
||||
public void ShiftUp()
|
||||
{
|
||||
if (CurrentGear < GearRatios.Length)
|
||||
{
|
||||
CurrentGear++;
|
||||
AutoDisengageClutch();
|
||||
}
|
||||
}
|
||||
|
||||
public void ShiftDown()
|
||||
{
|
||||
if (CurrentGear > 1)
|
||||
{
|
||||
CurrentGear--;
|
||||
AutoDisengageClutch();
|
||||
}
|
||||
}
|
||||
|
||||
public void SetNeutral()
|
||||
{
|
||||
CurrentGear = 0;
|
||||
_clutchTimer = 0f;
|
||||
}
|
||||
|
||||
public void SetFirstGear()
|
||||
{
|
||||
if (CurrentGear == 0)
|
||||
{
|
||||
CurrentGear = 1;
|
||||
AutoDisengageClutch();
|
||||
}
|
||||
}
|
||||
|
||||
private void AutoDisengageClutch()
|
||||
{
|
||||
_clutchTimer = ClutchDisengageTime;
|
||||
}
|
||||
|
||||
public float SpeedKmh => Speed * 3.6f;
|
||||
}
|
||||
}
|
||||
26
Program.cs
26
Program.cs
@@ -48,13 +48,17 @@ public class Program
|
||||
private static float _loadTarget = 0.0f; // 0‑1
|
||||
private static float _loadCurrent = 0.0f;
|
||||
|
||||
private static float _clutchTarget = 0f;
|
||||
private static float _clutchCurrent = 0f;
|
||||
private static bool _cKeyHeld = false;
|
||||
|
||||
private const int TargetMaxFill = (int)(SampleRate * 0.2);
|
||||
|
||||
public static void Main()
|
||||
{
|
||||
var window = CreateWindow();
|
||||
LoadFont();
|
||||
_scenario = new SingleCylScenario();
|
||||
_scenario = new TwoStrokeScenario();
|
||||
_scenario.Font = _overlayFont;
|
||||
_scenario.Initialize(SampleRate);
|
||||
_lastThrottleUpdateTime = 0.0f;
|
||||
@@ -102,6 +106,11 @@ public class Program
|
||||
|
||||
_scenario.Throttle = _throttleCurrent;
|
||||
|
||||
float clutchDesired = _cKeyHeld ? 1f : 0f;
|
||||
float clutchSmoothing = 1f - MathF.Exp(-ThrottleLerpRate * dtThrottle);
|
||||
_clutchCurrent += (clutchDesired - _clutchCurrent) * clutchSmoothing;
|
||||
_scenario.Clutch = _clutchCurrent;
|
||||
|
||||
|
||||
// ---- Drawing ----
|
||||
if (now - lastDrawTime >= 1.0 / DrawFrequency)
|
||||
@@ -111,6 +120,7 @@ public class Program
|
||||
string toggleHint = _isRealTime ? "[Space] slow mo" : "[Space] real time";
|
||||
_overlayText.DisplayedString =
|
||||
$"{toggleHint} Speed: {_currentDisplaySpeed:F3}x RT: {(_currentDisplaySpeed * 100.0):F1}% Sim load: {_loadTracker.LoadPercent:F0}%\n" +
|
||||
$"Clutch: {_clutchCurrent*100:F0}% [C]" +
|
||||
$"Load: {_loadCurrent*100:F0}% [←][→] Throttle: {_throttleCurrent * 100:F0}% Target: {_throttleTarget * 100:F0}% [W] {(_wKeyHeld ? "BLIP" : "---")}";
|
||||
}
|
||||
|
||||
@@ -221,6 +231,17 @@ public class Program
|
||||
case Keyboard.Key.Right:
|
||||
_loadTarget = MathF.Min(1.0f, _loadTarget + 0.05f);
|
||||
break;
|
||||
|
||||
case Keyboard.Key.E:
|
||||
_scenario.ShiftUp();
|
||||
break;
|
||||
case Keyboard.Key.Q:
|
||||
_scenario.ShiftDown();
|
||||
break;
|
||||
|
||||
case Keyboard.Key.C:
|
||||
_cKeyHeld = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -228,5 +249,8 @@ public class Program
|
||||
{
|
||||
if (e.Code == Keyboard.Key.W)
|
||||
_wKeyHeld = false;
|
||||
|
||||
if (e.Code == Keyboard.Key.C)
|
||||
_cKeyHeld = false;
|
||||
}
|
||||
}
|
||||
@@ -13,12 +13,16 @@ namespace FluidSim.Tests
|
||||
protected const float AmbientTemperature = 300f;
|
||||
public float Throttle { get; set; }
|
||||
public float Load { get; set; }
|
||||
public float Clutch { get; set; } // 0 = engaged, 1 = fully disengaged (manual lever)
|
||||
public Font? Font { get; set; }
|
||||
|
||||
public abstract void Initialize(int sampleRate);
|
||||
public abstract float Process();
|
||||
public abstract void Draw(RenderWindow target);
|
||||
|
||||
public virtual void ShiftUp() { }
|
||||
public virtual void ShiftDown() { }
|
||||
|
||||
// ---- Dyno curve graph ----
|
||||
private const float RpmBinSize = 50f;
|
||||
private readonly List<(float powerKw, float torqueNm)> _dynoBins = new();
|
||||
@@ -259,7 +263,7 @@ namespace FluidSim.Tests
|
||||
target.Draw(border);
|
||||
}
|
||||
|
||||
protected void DrawCylinder(RenderWindow target, Cylinder cylinder,
|
||||
protected void DrawCylinder(RenderWindow target, EngineCylinder cylinder,
|
||||
float centerX, float topY, float width, float maxHeight)
|
||||
{
|
||||
float fraction = cylinder.PistonFraction;
|
||||
@@ -298,7 +302,8 @@ namespace FluidSim.Tests
|
||||
}
|
||||
|
||||
protected void DrawPipe(RenderWindow target, PipeSystem pipeSystem, int pipeIndex,
|
||||
float pipeCenterY, float pipeStartX, float pipeEndX)
|
||||
float pipeCenterY, float pipeStartX, float pipeEndX,
|
||||
float areaScale = 0f)
|
||||
{
|
||||
int start = pipeSystem.GetPipeStart(pipeIndex);
|
||||
int end = pipeSystem.GetPipeEnd(pipeIndex);
|
||||
@@ -307,20 +312,34 @@ namespace FluidSim.Tests
|
||||
|
||||
float pipeLen = pipeEndX - pipeStartX;
|
||||
float dx = pipeLen / (n - 1);
|
||||
float baseRadius = 25f;
|
||||
|
||||
var centers = new float[n];
|
||||
var radii = new float[n];
|
||||
var temps = new float[n];
|
||||
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
int cell = start + i;
|
||||
float p = pipeSystem.GetCellPressure(cell);
|
||||
float rho = pipeSystem.GetCellDensity(cell);
|
||||
temps[i] = p / MathF.Max(rho * 287f, 1e-12f);
|
||||
float dev = MathF.Tanh((p - AmbientPressure) / AmbientPressure * 0.5f);
|
||||
radii[i] = baseRadius * (1f + dev * 2f);
|
||||
if (radii[i] < 2f) radii[i] = 2f;
|
||||
|
||||
if (areaScale > 0f)
|
||||
{
|
||||
// Use actual cell area to determine visual radius
|
||||
float area = pipeSystem.GetCellArea(cell);
|
||||
radii[i] = MathF.Sqrt(area / MathF.PI) * areaScale;
|
||||
if (radii[i] < 1f) radii[i] = 1f;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Original pressure‑based radius
|
||||
float dev = MathF.Tanh((p - AmbientPressure) / AmbientPressure * 0.5f);
|
||||
float baseRadius = 25f; // default visual radius for constant‑area pipes
|
||||
radii[i] = baseRadius * (1f + dev * 2f);
|
||||
if (radii[i] < 2f) radii[i] = 2f;
|
||||
}
|
||||
|
||||
centers[i] = pipeStartX + i * dx;
|
||||
}
|
||||
|
||||
|
||||
350
Scenarios/TwoStrokeScenario.cs
Normal file
350
Scenarios/TwoStrokeScenario.cs
Normal file
@@ -0,0 +1,350 @@
|
||||
using FluidSim.Components;
|
||||
using FluidSim.Core;
|
||||
using FluidSim.Interfaces;
|
||||
using FluidSim.Utils;
|
||||
using SFML.Graphics;
|
||||
using SFML.System;
|
||||
using System;
|
||||
|
||||
namespace FluidSim.Tests
|
||||
{
|
||||
public class TwoStrokeScenario : Scenario
|
||||
{
|
||||
private Crankshaft crankshaft;
|
||||
private TwoStrokeCylinder cylinder;
|
||||
|
||||
private PipeSystem pipeSystem;
|
||||
private BoundarySystem boundaries;
|
||||
private Solver solver;
|
||||
|
||||
private Volume0D intakePlenum;
|
||||
private Port plenumInlet, plenumOutlet;
|
||||
private Volume0D exhaustMuffler;
|
||||
private Port mufflerIn, mufflerOut;
|
||||
|
||||
private Vehicle vehicle;
|
||||
|
||||
private int throttleAreaIdx, plenumRunnerIdx, intakeValveIdx, exhaustValveIdx;
|
||||
private float[] orificeAreas;
|
||||
private int intakeOpenIdx, exhaustOpenIdx;
|
||||
|
||||
private SoundProcessor exhaustSound, intakeSound;
|
||||
private OutdoorExhaustReverb reverb;
|
||||
|
||||
private double dt;
|
||||
private int stepCount;
|
||||
|
||||
private float _maxThrottleArea;
|
||||
private float intakePipeArea, exhaustHeaderArea;
|
||||
|
||||
public override void ShiftUp() => vehicle.ShiftUp();
|
||||
public override void ShiftDown() => vehicle.ShiftDown();
|
||||
|
||||
public override void Initialize(int sampleRate)
|
||||
{
|
||||
dt = 1.0 / sampleRate;
|
||||
|
||||
// ── Vehicle ──────────────────────────────────────────────────────────
|
||||
vehicle = new Vehicle();
|
||||
|
||||
// ── Throttle body: 42 mm – wider to reduce high-RPM intake restriction ──
|
||||
_maxThrottleArea = (float)Units.AreaFromDiameter(42 * Units.mm);
|
||||
|
||||
// ── Crankshaft ───────────────────────────────────────────────────────
|
||||
// Lighter flywheel for quicker revving; friction tuned to ~0.5 kW loss at idle
|
||||
crankshaft = new Crankshaft(2000);
|
||||
crankshaft.CycleLength = 2f * MathF.PI; // two-stroke: fire every rev
|
||||
crankshaft.Inertia = 0.06f; // lighter flywheel
|
||||
crankshaft.FrictionConstant = 0.4f; // ~0.4 Nm constant drag
|
||||
crankshaft.FrictionViscous = 0.0004f; // ~2.5 Nm at 10 000 RPM
|
||||
|
||||
// ── Cylinder: 125 cc, motocross-style two-stroke ─────────────────────
|
||||
// Bore × stroke = 54 × 54.5 mm → 124.9 cc
|
||||
float bore = 0.054f;
|
||||
float stroke = 0.0545f;
|
||||
float conRod = 0.110f; // ~2× stroke
|
||||
float compRatio = 7.2f; // geometric CR; effective CR after port closure is ~12:1
|
||||
|
||||
// Port timings: exhaust 195°, transfer 155° – competitive MX 125
|
||||
float transferDuration = 155f;
|
||||
float exhaustDuration = 195f;
|
||||
|
||||
cylinder = new TwoStrokeCylinder(bore, stroke, conRod, compRatio,
|
||||
transferDuration, exhaustDuration,
|
||||
crankshaft)
|
||||
{
|
||||
IntakeValveDiameter = 0.042f, // matched to intake pipe
|
||||
IntakeValveLift = 0.015f,
|
||||
ExhaustValveDiameter = 0.040f,
|
||||
ExhaustValveLift = 0.013f
|
||||
};
|
||||
|
||||
// ── Pipe geometry ────────────────────────────────────────────────────
|
||||
//
|
||||
// Layout (all lengths in mm):
|
||||
// Intake path: airbox stub 100 mm | runner 180 mm
|
||||
// Exhaust path: expansion chamber tuned to ~9 000 RPM power peak
|
||||
// header 170 mm Ø 40 mm
|
||||
// diffuser 280 mm Ø 40 → 72 mm
|
||||
// belly 200 mm Ø 72 mm
|
||||
// convergent 130 mm Ø 72 → 28 mm
|
||||
// stinger 70 mm Ø 28 mm
|
||||
// total 850 mm
|
||||
//
|
||||
// Cell sizing: ~14 mm/cell.
|
||||
// CFL: c_sound ≈ 550 m/s, dx=0.014 m → dt_max ≈ 25 µs
|
||||
// at 44100 Hz dt = 22.7 µs → SubStepCount=4 keeps CFL safely ≤ 1
|
||||
|
||||
// --- Cell counts ---
|
||||
int intakeCells = 7; // 100 mm stub → ~14 mm/cell
|
||||
int runnerCells = 13; // 180 mm runner → ~14 mm/cell
|
||||
int exhaustCells = 60; // 850 mm total → ~14 mm/cell
|
||||
|
||||
int totalCells = intakeCells + runnerCells + exhaustCells;
|
||||
int[] pipeStart = { 0, intakeCells, intakeCells + runnerCells };
|
||||
int[] pipeEnd = { intakeCells, intakeCells + runnerCells, totalCells };
|
||||
|
||||
float[] area = new float[totalCells];
|
||||
float[] dx = new float[totalCells];
|
||||
|
||||
// --- Intake ---
|
||||
float intakeDia = 0.042f; // matches throttle body
|
||||
float intakeStubLen = 0.100f;
|
||||
float intakeRunnerLen= 0.160f; // shorter runner → less pumping loss
|
||||
intakePipeArea = MathF.PI * 0.25f * intakeDia * intakeDia;
|
||||
|
||||
for (int i = 0; i < intakeCells; i++)
|
||||
{ area[i] = intakePipeArea; dx[i] = intakeStubLen / intakeCells; }
|
||||
|
||||
for (int i = intakeCells; i < intakeCells + runnerCells; i++)
|
||||
{ area[i] = intakePipeArea; dx[i] = intakeRunnerLen / runnerCells; }
|
||||
|
||||
// Expansion chamber tuned for ~8 500 RPM power peak.
|
||||
// Return-pulse travel distance = 0.5 × c_avg × (60 / RPM_target)
|
||||
// c_avg ≈ 480 m/s → distance = 0.5 × 480 × (60/8500) ≈ 1.69 m round-trip
|
||||
// → one-way pipe length ≈ 0.84 m (matches total below)
|
||||
float headerDia = 0.040f; float headerLen = 0.130f; // shorter header → earlier pulse
|
||||
float diffEndDia = 0.070f; float diffuserLen = 0.250f; // slightly narrower belly
|
||||
float bellyDia = 0.070f; float bellyLen = 0.220f;
|
||||
float convEndDia = 0.028f; float convergentLen= 0.160f; // longer convergent → stronger return pulse
|
||||
float stingerDia = 0.028f; float stingerLen = 0.080f;
|
||||
// total = 0.13+0.25+0.22+0.16+0.08 = 0.84 m
|
||||
|
||||
exhaustHeaderArea = MathF.PI * 0.25f * headerDia * headerDia;
|
||||
float bellyArea = MathF.PI * 0.25f * bellyDia * bellyDia;
|
||||
float stingerArea = MathF.PI * 0.25f * stingerDia * stingerDia;
|
||||
|
||||
// Distribute cells proportionally by section length
|
||||
int headerCells = Math.Max(1, (int)MathF.Round(exhaustCells * headerLen / 0.84f));
|
||||
int diffuserCells = Math.Max(1, (int)MathF.Round(exhaustCells * diffuserLen / 0.84f));
|
||||
int bellyCells = Math.Max(1, (int)MathF.Round(exhaustCells * bellyLen / 0.84f));
|
||||
int convergentCells = Math.Max(1, (int)MathF.Round(exhaustCells * convergentLen/ 0.84f));
|
||||
int stingerCells = exhaustCells - headerCells - diffuserCells
|
||||
- bellyCells - convergentCells;
|
||||
if (stingerCells < 1) stingerCells = 1;
|
||||
|
||||
int exhBase = intakeCells + runnerCells;
|
||||
int idx = 0;
|
||||
for (int i = exhBase; i < totalCells; i++, idx++)
|
||||
{
|
||||
if (idx < headerCells)
|
||||
{
|
||||
area[i] = exhaustHeaderArea;
|
||||
dx[i] = headerLen / headerCells;
|
||||
}
|
||||
else if (idx < headerCells + diffuserCells)
|
||||
{
|
||||
float t = (idx - headerCells) / (float)(diffuserCells - 1);
|
||||
// Smooth cosine taper instead of linear for better wave reflection
|
||||
float ct = 0.5f * (1f - MathF.Cos(MathF.PI * t));
|
||||
float dia = headerDia + (diffEndDia - headerDia) * ct;
|
||||
area[i] = MathF.PI * 0.25f * dia * dia;
|
||||
dx[i] = diffuserLen / diffuserCells;
|
||||
}
|
||||
else if (idx < headerCells + diffuserCells + bellyCells)
|
||||
{
|
||||
area[i] = bellyArea;
|
||||
dx[i] = bellyLen / bellyCells;
|
||||
}
|
||||
else if (idx < headerCells + diffuserCells + bellyCells + convergentCells)
|
||||
{
|
||||
float t = (idx - headerCells - diffuserCells - bellyCells)
|
||||
/ (float)(convergentCells - 1);
|
||||
// Steeper cosine convergent for a sharper return pulse
|
||||
float ct = 0.5f * (1f - MathF.Cos(MathF.PI * t));
|
||||
float dia = bellyDia + (convEndDia - bellyDia) * ct;
|
||||
area[i] = MathF.PI * 0.25f * dia * dia;
|
||||
dx[i] = convergentLen / convergentCells;
|
||||
}
|
||||
else
|
||||
{
|
||||
area[i] = stingerArea;
|
||||
dx[i] = stingerLen / stingerCells;
|
||||
}
|
||||
}
|
||||
|
||||
pipeSystem = new PipeSystem(totalCells, pipeStart, pipeEnd, area, dx,
|
||||
1.225f, 0f, 101325f);
|
||||
pipeSystem.DampingMultiplier = 0.8f; // slightly less damping → stronger pulses
|
||||
pipeSystem.EnergyRelaxationRate = 0.4f;
|
||||
pipeSystem.AmbientPressure = 101325f;
|
||||
|
||||
// ── 0-D Volumes ──────────────────────────────────────────────────────
|
||||
// Intake plenum: acts as a small airbox resonator (8 cc)
|
||||
intakePlenum = new Volume0D(8e-3f, 101325f, 300f);
|
||||
plenumInlet = intakePlenum.CreatePort();
|
||||
plenumOutlet = intakePlenum.CreatePort();
|
||||
|
||||
// Exhaust silencer volume: 600 cc is realistic for a small-bore muffler
|
||||
exhaustMuffler = new Volume0D(600e-6f, 101325f, 650f);
|
||||
mufflerIn = exhaustMuffler.CreatePort();
|
||||
mufflerOut = exhaustMuffler.CreatePort();
|
||||
|
||||
// ── Boundary system ───────────────────────────────────────────────────
|
||||
boundaries = new BoundarySystem(pipeSystem, maxOrifices: 4, maxOpenEnds: 2);
|
||||
throttleAreaIdx = 0;
|
||||
plenumRunnerIdx = 1;
|
||||
intakeValveIdx = 2;
|
||||
exhaustValveIdx = 3;
|
||||
|
||||
// Open ends: atmosphere at both extremes
|
||||
boundaries.AddOpenEnd(pipeIndex: 0, isLeftEnd: true, 101325f, intakePipeArea);
|
||||
intakeOpenIdx = 0;
|
||||
boundaries.AddOpenEnd(pipeIndex: 2, isLeftEnd: false, 101325f, stingerArea);
|
||||
exhaustOpenIdx = 1;
|
||||
|
||||
// Orifices: throttle → plenum → runner → cylinder → exhaust pipe
|
||||
boundaries.AddOrifice(plenumInlet, 0, false, throttleAreaIdx, 0.72f);
|
||||
boundaries.AddOrifice(plenumOutlet, 1, true, plenumRunnerIdx, 1.00f);
|
||||
boundaries.AddOrifice(cylinder.IntakePort, 1, false, intakeValveIdx, 0.68f);
|
||||
boundaries.AddOrifice(cylinder.ExhaustPort, 2, true, exhaustValveIdx, 0.70f);
|
||||
|
||||
orificeAreas = new float[4];
|
||||
orificeAreas[plenumRunnerIdx] = intakePipeArea; // runner always fully open
|
||||
|
||||
// ── Solver ────────────────────────────────────────────────────────────
|
||||
// SubStepCount = 4 keeps CFL ≤ 1 for 5 mm cells at 44 100 Hz
|
||||
solver = new Solver { SubStepCount = 4, EnableProfiling = false };
|
||||
solver.SetTimeStep(dt);
|
||||
solver.SetPipeSystem(pipeSystem);
|
||||
solver.SetBoundarySystem(boundaries);
|
||||
solver.AddComponent(cylinder);
|
||||
solver.AddComponent(intakePlenum);
|
||||
solver.AddComponent(exhaustMuffler);
|
||||
|
||||
// ── Sound ─────────────────────────────────────────────────────────────
|
||||
exhaustSound = new SoundProcessor(sampleRate, 1f) { Gain = 4.5f };
|
||||
intakeSound = new SoundProcessor(sampleRate, 1f) { Gain = 4.5f };
|
||||
reverb = new OutdoorExhaustReverb(sampleRate);
|
||||
|
||||
stepCount = 0;
|
||||
Console.WriteLine("125cc Two-Stroke – expansion chamber tuned for ~8 500 RPM power peak");
|
||||
Console.WriteLine($" Exhaust cells: {exhaustCells} | header {headerCells} diffuser {diffuserCells}" +
|
||||
$" belly {bellyCells} convergent {convergentCells} stinger {stingerCells}");
|
||||
}
|
||||
|
||||
public override float Process()
|
||||
{
|
||||
float engineRpm = crankshaft.AngularVelocity * 60f / (2f * MathF.PI);
|
||||
|
||||
vehicle.ClutchInput = Clutch;
|
||||
|
||||
var (clutchTorque, effectiveInertia) = vehicle.Update(engineRpm, crankshaft.Inertia, (float)dt);
|
||||
crankshaft.SetEffectiveInertia(effectiveInertia);
|
||||
crankshaft.SetLoadTorque(clutchTorque);
|
||||
|
||||
crankshaft.Step((float)dt);
|
||||
cylinder.PreStep((float)dt);
|
||||
|
||||
float throttledArea = _maxThrottleArea * Math.Clamp(Throttle, 0.001f, 1f);
|
||||
orificeAreas[throttleAreaIdx] = throttledArea;
|
||||
orificeAreas[intakeValveIdx] = cylinder.IntakeValveArea;
|
||||
orificeAreas[exhaustValveIdx] = cylinder.ExhaustValveArea;
|
||||
boundaries.SetOrificeAreas(orificeAreas);
|
||||
|
||||
solver.Step();
|
||||
stepCount++;
|
||||
|
||||
float exhaustFlow = boundaries.GetOpenEndMassFlow(exhaustOpenIdx);
|
||||
float intakeFlow = boundaries.GetOpenEndMassFlow(intakeOpenIdx);
|
||||
|
||||
float exhaustDry = exhaustSound.Process(exhaustFlow);
|
||||
float intakeDry = intakeSound.Process(intakeFlow);
|
||||
|
||||
if (stepCount % 2000 == 0)
|
||||
{
|
||||
float rpm = crankshaft.AngularVelocity * 60f / (2f * MathF.PI);
|
||||
float powerKw = crankshaft.AveragePower * 1e-3f;
|
||||
float torqueNm = crankshaft.AverageTorque;
|
||||
Console.WriteLine($"Step {stepCount,7} | RPM={rpm,6:F0} | Power={powerKw,5:F2} kW" +
|
||||
$" | Torque={torqueNm,5:F1} Nm | Gear={vehicle.CurrentGear}" +
|
||||
$" | Speed={vehicle.SpeedKmh,4:F0} km/h");
|
||||
}
|
||||
|
||||
return reverb.Process((intakeDry + exhaustDry) * 0.5f);
|
||||
}
|
||||
|
||||
// ── Drawing ───────────────────────────────────────────────────────────────
|
||||
public override void Draw(RenderWindow target)
|
||||
{
|
||||
float winW = target.GetView().Size.X;
|
||||
float winH = target.GetView().Size.Y;
|
||||
|
||||
float intakeY = winH / 2f - 40f;
|
||||
float exhaustY = winH / 2f + 80f;
|
||||
float openEndX = 40f;
|
||||
|
||||
// Intake stub
|
||||
float x = openEndX;
|
||||
float w = 120f;
|
||||
DrawPipe(target, pipeSystem, 0, intakeY, x, x + w);
|
||||
|
||||
// Throttle body
|
||||
float throttleX = x + w + 5f;
|
||||
var throttleRect = new RectangleShape(new Vector2f(8f, 30f))
|
||||
{
|
||||
FillColor = Color.Yellow,
|
||||
Position = new Vector2f(throttleX, intakeY - 15f)
|
||||
};
|
||||
target.Draw(throttleRect);
|
||||
|
||||
// Plenum
|
||||
float plenW = 40f, plenH = 60f;
|
||||
float plenX = throttleX + 10f;
|
||||
DrawVolume(target, intakePlenum, plenX + plenW / 2f, intakeY - plenH / 2f, plenW, plenH);
|
||||
|
||||
// Runner
|
||||
float runnerStartX = plenX + plenW + 5f;
|
||||
DrawPipe(target, pipeSystem, 1, intakeY, runnerStartX, runnerStartX + 100f);
|
||||
|
||||
// Cylinder
|
||||
float cylCX = runnerStartX + 150f;
|
||||
float cylTopY = intakeY - 120f;
|
||||
DrawCylinder(target, cylinder, cylCX, cylTopY, 80f, 240f);
|
||||
|
||||
// Exhaust pipe (expansion chamber)
|
||||
float exhStartX = cylCX + 40f + 20f;
|
||||
DrawPipe(target, pipeSystem, 2, exhaustY, exhStartX, winW - 60f, areaScale: 800f);
|
||||
|
||||
// HUD labels
|
||||
float rpm = crankshaft.AngularVelocity * 60f / (2f * MathF.PI);
|
||||
float powerKw = crankshaft.AveragePower * 1e-3f;
|
||||
float torqueNm = crankshaft.AverageTorque;
|
||||
|
||||
DrawLabel(target, $"RPM: {rpm:F0}", new Vector2f(20, 90), Color.White, 24);
|
||||
DrawLabel(target, $"Power: {powerKw:F2} kW", new Vector2f(20, 115), Color.White, 24);
|
||||
DrawLabel(target, $"Torque: {torqueNm:F1} Nm",new Vector2f(20, 140), Color.White, 20);
|
||||
|
||||
string gearText = vehicle.CurrentGear == 0 ? "N" : vehicle.CurrentGear.ToString();
|
||||
DrawLabel(target, $"Gear: {gearText}", new Vector2f(20, 162), Color.Cyan, 20);
|
||||
DrawLabel(target, $"Speed: {vehicle.SpeedKmh:F0} km/h",
|
||||
new Vector2f(20, 184), Color.Cyan, 20);
|
||||
DrawLabel(target, vehicle.Engagement > 0.99f ? "Clutch: Locked" : "Clutch: Slipping",
|
||||
new Vector2f(20, 204), Color.Cyan, 14);
|
||||
|
||||
// Dyno curve
|
||||
UpdateDynoCurve(rpm, powerKw, torqueNm);
|
||||
DrawDynoCurve(target, winW - 410f, winH - 260f, 400f, 250f, rpm, powerKw);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user