6 Commits

Author SHA1 Message Date
maxwes08
bc4e077924 added valves display 2026-05-06 14:05:37 +02:00
d6b1d214f5 tuff 2026-05-05 19:39:11 +02:00
608dabff12 sound fixed 2026-05-05 16:10:06 +02:00
547e8706f1 update 2026-05-05 14:02:07 +02:00
f16a1aa763 insane engine sound 2026-05-05 11:24:32 +02:00
d963032e74 General testing 2026-05-05 10:32:30 +02:00
17 changed files with 1764 additions and 591 deletions

26
.vscode/launch.json vendored Normal file
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{
"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",
// If you have changed target frameworks, make sure to update the program path.
"program": "${workspaceFolder}/bin/Debug/net10.0/FluidSim.dll",
"args": [],
"cwd": "${workspaceFolder}",
// 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 Normal file
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{
"version": "2.0.0",
"tasks": [
{
"label": "build",
"command": "dotnet",
"type": "process",
"args": [
"build",
"${workspaceFolder}/FluidSim.csproj",
"/property:GenerateFullPaths=true",
"/consoleloggerparameters:NoSummary;ForceNoAlign"
],
"problemMatcher": "$msCompile"
},
{
"label": "publish",
"command": "dotnet",
"type": "process",
"args": [
"publish",
"${workspaceFolder}/FluidSim.csproj",
"/property:GenerateFullPaths=true",
"/consoleloggerparameters:NoSummary;ForceNoAlign"
],
"problemMatcher": "$msCompile"
},
{
"label": "watch",
"command": "dotnet",
"type": "process",
"args": [
"watch",
"run",
"--project",
"${workspaceFolder}/FluidSim.csproj"
],
"problemMatcher": "$msCompile"
}
]
}

54
Components/Crankshaft.cs Normal file
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// Components/Crankshaft.cs
using System;
namespace FluidSim.Components
{
public class Crankshaft
{
public double AngularVelocity { get; set; } // rad/s
public double CrankAngle { get; set; } // rad, 0 … 4π (fourstroke cycle)
public double PreviousAngle { get; set; } // ← now has public setter
public double Inertia { get; set; } = 0.2;
public double FrictionConstant { get; set; } = 2.0; // N·m
public double FrictionViscous { get; set; } = 0.005; // N·m per rad/s
private double externalTorque;
public Crankshaft(double initialRPM = 400.0)
{
AngularVelocity = initialRPM * 2.0 * Math.PI / 60.0;
CrankAngle = 0.0;
PreviousAngle = 0.0;
}
public void AddTorque(double torque) => externalTorque += torque;
public void Step(double dt)
{
// Catch NaN before it propagates
if (double.IsNaN(AngularVelocity) || double.IsInfinity(AngularVelocity))
AngularVelocity = 0.0;
if (double.IsNaN(externalTorque) || double.IsInfinity(externalTorque))
externalTorque = 0.0;
PreviousAngle = CrankAngle;
double friction = FrictionConstant * Math.Sign(AngularVelocity) + FrictionViscous * AngularVelocity;
double netTorque = externalTorque - friction;
double alpha = netTorque / Inertia;
AngularVelocity += alpha * dt;
if (AngularVelocity < 0) AngularVelocity = 0;
CrankAngle += AngularVelocity * dt;
if (CrankAngle >= 4.0 * Math.PI)
CrankAngle -= 4.0 * Math.PI;
else if (CrankAngle < 0)
CrankAngle += 4.0 * Math.PI;
externalTorque = 0.0;
}
}
}

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@@ -0,0 +1,249 @@
using System;
using FluidSim.Components;
namespace FluidSim.Core
{
public class EngineCylinder
{
public Volume0D Cylinder { get; private set; }
private Crankshaft crankshaft;
private double bore, stroke, conRodLength, compressionRatio;
private double pistonArea;
public double V_disp { get; private set; }
public double V_clear { get; private set; }
public bool ignition = false;
// ---- Exhaust valve ----
private double exhMaxOrificeArea;
private double exhValveOpenStart = 130.0 * Math.PI / 180.0;
private double exhValveOpenEnd = 390.0 * Math.PI / 180.0;
private double exhValveRampWidth = 30.0 * Math.PI / 180.0;
public double ExhaustOrificeArea => ExhaustValveLift() * exhMaxOrificeArea;
public double ExhaustValveLiftCurrent => ExhaustValveLift();
// ---- Intake valve ----
private double intMaxOrificeArea;
private double intValveOpenStart = 340.0 * Math.PI / 180.0;
private double intValveOpenEnd = 600.0 * Math.PI / 180.0;
private double intValveRampWidth = 30.0 * Math.PI / 180.0;
public double IntakeOrificeArea => IntakeValveLift() * intMaxOrificeArea;
public double IntakeValveLiftCurrent => IntakeValveLift();
// ---- Combustion ----
public double TargetPeakPressure { get; set; } = 50.0 * 101325.0;
private const double PeakTemperature = 2500.0;
private bool burnInProgress = false;
private double burnStartAngle; // cycle angle (04π)
private double burnDuration = 40.0 * Math.PI / 180.0;
private double targetBurnEnergy;
private double preIgnitionMass, preIgnitionInternalEnergy;
private Random rand = new Random();
public double MisfireProbability { get; set; } = 0.02;
private bool misfireCurrent = false;
public int CombustionCount { get; private set; }
public int MisfireCount { get; private set; }
// Cycleaware angle (0 4π)
public double CycleAngle => crankshaft.CrankAngle % (4.0 * Math.PI);
private double prevCycleAngle;
// Piston position fraction (0 = TDC, 1 = BDC)
public double PistonPositionFraction
{
get
{
double currentVol = Cylinder.Volume;
if (currentVol <= V_clear) return 0.0;
if (currentVol >= V_clear + V_disp) return 1.0;
return (currentVol - V_clear) / V_disp;
}
}
public EngineCylinder(Crankshaft crankshaft,
double bore, double stroke, double compressionRatio,
double exhPipeArea, double intPipeArea, int sampleRate)
{
this.crankshaft = crankshaft;
this.bore = bore;
this.stroke = stroke;
conRodLength = 2.0 * stroke;
this.compressionRatio = compressionRatio;
exhMaxOrificeArea = exhPipeArea * 0.5;
intMaxOrificeArea = intPipeArea * 0.5;
pistonArea = Math.PI / 4.0 * bore * bore;
V_disp = pistonArea * stroke;
V_clear = V_disp / (compressionRatio - 1.0);
// Start at BDC with fresh ambient charge
double V_bdc = V_clear + V_disp;
double p_amb = 101325.0;
double T_amb = 300.0;
double rho0 = p_amb / (287.0 * T_amb);
double mass0 = rho0 * V_bdc;
double energy0 = p_amb * V_bdc / (1.4 - 1.0);
Cylinder = new Volume0D(V_bdc, p_amb, T_amb, sampleRate)
{
Gamma = 1.4,
GasConstant = 287.0
};
Cylinder.Volume = V_bdc;
Cylinder.Mass = mass0;
Cylinder.InternalEnergy = energy0;
prevCycleAngle = CycleAngle;
preIgnitionMass = Cylinder.Mass;
preIgnitionInternalEnergy = Cylinder.InternalEnergy;
}
// ---- Piston kinematics ----
private (double volume, double dvdt) PistonKinematics(double cycleAngle)
{
double theta = cycleAngle % (2.0 * Math.PI);
double R = stroke / 2.0;
double cosT = Math.Cos(theta);
double sinT = Math.Sin(theta);
double L = conRodLength;
double s = R * (1 - cosT) + L - Math.Sqrt(L * L - R * R * sinT * sinT);
double V = V_clear + pistonArea * s;
double sqrtTerm = Math.Sqrt(L * L - R * R * sinT * sinT);
double dVdθ = pistonArea * (R * sinT + (R * R * sinT * cosT) / sqrtTerm);
double dvdt = dVdθ * crankshaft.AngularVelocity;
return (V, dvdt);
}
// ---- Valve lifts (cycleaware) ----
private double ExhaustValveLift()
{
double a = CycleAngle;
if (a < exhValveOpenStart || a > exhValveOpenEnd) return 0.0;
double duration = exhValveOpenEnd - exhValveOpenStart;
double ramp = exhValveRampWidth;
double t = (a - exhValveOpenStart) / duration;
double rampFrac = ramp / duration;
if (t < rampFrac) return t / rampFrac;
if (t > 1.0 - rampFrac) return (1.0 - t) / rampFrac;
return 1.0;
}
private double IntakeValveLift()
{
double a = CycleAngle;
if (a < intValveOpenStart || a > intValveOpenEnd) return 0.0;
double duration = intValveOpenEnd - intValveOpenStart;
double ramp = intValveRampWidth;
double t = (a - intValveOpenStart) / duration;
double rampFrac = ramp / duration;
if (t < rampFrac) return t / rampFrac;
if (t > 1.0 - rampFrac) return (1.0 - t) / rampFrac;
return 1.0;
}
// ---- Wiebe burn fraction ----
private double WiebeFraction(double angleFromIgnition)
{
if (angleFromIgnition >= burnDuration) return 1.0;
double a = 5.0, m = 2.0;
double x = angleFromIgnition / burnDuration;
return 1.0 - Math.Exp(-a * Math.Pow(x, m + 1));
}
// ---- Torque from pressure ----
private double ComputeTorque()
{
double p = Cylinder.Pressure;
double ambient = 101325.0;
double force = (p - ambient) * pistonArea;
if (force <= 0) return 0.0;
double theta = crankshaft.CrankAngle % (2.0 * Math.PI);
double R = stroke / 2.0;
double L = conRodLength;
double sinT = Math.Sin(theta);
double cosT = Math.Cos(theta);
double sqrtTerm = Math.Sqrt(L * L - R * R * sinT * sinT);
double lever = R * sinT * (1.0 + (R * cosT) / sqrtTerm);
return force * lever;
}
// ---- TDC detection (power stroke, at angle 0 mod 4π) ----
private bool DetectTDCPowerStroke()
{
double current = CycleAngle;
double previous = prevCycleAngle;
prevCycleAngle = current;
return (previous > 3.8 * Math.PI && current < 0.2 * Math.PI);
}
public void Step(double dt)
{
bool crossingTDC = DetectTDCPowerStroke();
if (crossingTDC)
{
misfireCurrent = rand.NextDouble() < MisfireProbability;
// *** Always capture the state at TDC, whether we burn or not ***
preIgnitionMass = Cylinder.Mass;
preIgnitionInternalEnergy = Cylinder.InternalEnergy;
if (misfireCurrent)
{
MisfireCount++;
}
else if (ignition)
{
double V = Cylinder.Volume;
targetBurnEnergy = TargetPeakPressure * V / (Cylinder.Gamma - 1.0);
if (double.IsNaN(targetBurnEnergy))
targetBurnEnergy = 101325.0 * V / (Cylinder.Gamma - 1.0);
burnInProgress = true;
burnStartAngle = CycleAngle;
CombustionCount++;
}
}
if (burnInProgress)
{
double angleFromIgnition = CycleAngle - burnStartAngle;
if (angleFromIgnition < 0) angleFromIgnition += 4.0 * Math.PI;
if (angleFromIgnition >= burnDuration)
{
Cylinder.InternalEnergy = targetBurnEnergy;
burnInProgress = false;
}
else
{
double fraction = WiebeFraction(angleFromIgnition);
Cylinder.InternalEnergy = preIgnitionInternalEnergy * (1.0 - fraction)
+ targetBurnEnergy * fraction;
Cylinder.Mass = preIgnitionMass;
}
}
var (vol, dvdt) = PistonKinematics(CycleAngle);
Cylinder.Volume = vol;
Cylinder.Dvdt = dvdt;
if (double.IsNaN(Cylinder.Pressure) || double.IsNaN(Cylinder.Temperature) || Cylinder.Mass < 1e-9)
{
double V = Math.Max(vol, V_clear);
Cylinder.Mass = 1.225 * V;
Cylinder.InternalEnergy = 101325.0 * V / (1.4 - 1.0);
}
double torque = ComputeTorque();
crankshaft.AddTorque(torque);
}
}
}

46
Components/Nozzleflow.cs Normal file
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using System;
namespace FluidSim.Components
{
public static class NozzleFlow
{
/// <summary>
/// Computes the nozzleexit primitive state and mass flow rate from a
/// volume to a pipe, using isentropic relations. Follows ensim4's flow() logic.
/// </summary>
public static void Compute(double Pt_high, double Tt_high,
double P_low, double gamma, double R, double area,
out double rhoExit, out double uExit,
out double pExit, out double mdot)
{
double gm1 = gamma - 1.0;
double Pt_over_Ps = Pt_high / P_low;
// Mach number (subsonic, clamped to 1)
double M = Math.Sqrt(Math.Max(0.0,
(2.0 / gm1) * (Math.Pow(Pt_over_Ps, gm1 / gamma) - 1.0)));
if (M > 1.0) M = 1.0;
double T_star = Tt_high / (1.0 + 0.5 * gm1 * M * M);
double a_star = Math.Sqrt(gamma * R * T_star);
double u_star = M * a_star;
pExit = Pt_high * Math.Pow(1.0 + 0.5 * gm1 * M * M, -gamma / gm1);
rhoExit = pExit / (R * T_star);
uExit = u_star; // positive away from highpressure side
mdot = rhoExit * uExit * area;
}
/// <summary>
/// Ambient cell for nonreflecting open end (ensim4 calc_ambient_cell).
/// </summary>
public static void ComputeAmbientCell(double rhoInt, double uInt, double pInt,
double pAmbient, double gamma,
out double rhoAmb, out double uAmb,
out double pAmb)
{
pAmb = pAmbient;
uAmb = uInt;
rhoAmb = rhoInt * Math.Pow(pAmb / pInt, 1.0 / gamma);
}
}
}

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@@ -1,13 +1,15 @@
using System;
using System.Numerics;
using FluidSim.Interfaces;
namespace FluidSim.Components
{
public enum BoundaryType
{
VolumeCoupling,
OpenEnd,
ClosedEnd
ZeroPressureOpen,
ClosedEnd,
GhostCell
}
public class Pipe1D
@@ -17,404 +19,598 @@ namespace FluidSim.Components
public double Area => _area;
public double DampingMultiplier { get; set; } = 1.0;
private int _n;
private double _dx, _dt, _gamma, _area, _diameter;
private double[] _rho, _rhou, _E;
private int _n; // number of real cells
private float _dx, _dt; // spatial step, global time step
private float _area, _diameter; // crosssection, diameter
private float _gamma; // ratio of specific heats (1.4)
// Volumecoupling ghost states for boundaries A and B
private double _rhoA, _pA;
private double _rhoB, _pB;
private bool _aBCSet, _bBCSet;
// Conserved variables arrays sized [_n] (only real cells, ghosts handled externally)
private float[] _rho;
private float[] _rhou;
private float[] _E;
private BoundaryType _aBCType = BoundaryType.VolumeCoupling;
private BoundaryType _bBCType = BoundaryType.VolumeCoupling;
// Flux arrays for faces 0 .. _n (face i is between cell i-1 and i)
private float[] _fluxM; // mass flux
private float[] _fluxP; // momentum flux
private float[] _fluxE; // energy flux
private double _aAmbientPressure = 101325.0;
private double _bAmbientPressure = 101325.0;
// Ghost cell states
private float _rhoGhostL, _uGhostL, _pGhostL;
private float _rhoGhostR, _uGhostR, _pGhostR;
private bool _ghostLSet, _ghostRSet;
private const double CflTarget = 0.8;
private const double ReferenceSoundSpeed = 340.0;
private BoundaryType _aBCType = BoundaryType.GhostCell;
private BoundaryType _bBCType = BoundaryType.GhostCell;
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);
private float _aAmbientPressure = 101325f;
private float _bAmbientPressure = 101325f;
public BoundaryType ABCType => _aBCType;
public BoundaryType BBCType => _bBCType;
// CFL / sub-stepping
private const float CflTarget = 0.8f;
private const float ReferenceSoundSpeed = 340f;
private float _lastMassFlow = 0f;
// Precomputed for damping
private float _laminarCoeff; // 8*mu / r^2, then multiplied by DampingMultiplier
// ---- Energy loss (Newton cooling) ----
private float _ambientEnergyReference; // total energy density at ambient (Pamb / (γ-1))
public float EnergyRelaxationRate { get; set; } = 0.0f; // 1/s
public Pipe1D(double length, double area, int sampleRate, int forcedCellCount = 0)
{
double dtGlobal = 1.0 / sampleRate;
float dtGlobal = 1f / sampleRate;
int nCells;
float dxTarget = ReferenceSoundSpeed * dtGlobal / CflTarget;
if (forcedCellCount > 1)
{
nCells = forcedCellCount;
}
else
{
double dxTarget = ReferenceSoundSpeed * dtGlobal * CflTarget;
nCells = Math.Max(2, (int)Math.Round(length / dxTarget, MidpointRounding.AwayFromZero));
while (length / nCells > dxTarget * 1.01 && nCells < int.MaxValue - 1)
nCells = Math.Max(2, (int)Math.Round((float)length / dxTarget, MidpointRounding.AwayFromZero));
while (length / nCells > dxTarget * 1.01f && nCells < int.MaxValue - 1)
nCells++;
}
_n = nCells;
_dx = length / _n;
_dx = (float)(length / nCells);
_dt = dtGlobal;
_area = area;
_gamma = 1.4;
_area = (float)area;
_diameter = (float)(2.0 * Math.Sqrt(area / Math.PI));
_gamma = 1.4f;
// Hydraulic diameter for a circular pipe
_diameter = 2.0 * Math.Sqrt(area / Math.PI);
_rho = new float[_n];
_rhou = new float[_n];
_E = new float[_n];
_rho = new double[_n];
_rhou = new double[_n];
_E = new double[_n];
// +1 because there are _n+1 faces
_fluxM = new float[_n + 1];
_fluxP = new float[_n + 1];
_fluxE = new float[_n + 1];
// Precompute laminar damping coefficient (using air at 20°C)
float mu_air = 1.8e-5f;
float radius = _diameter * 0.5f;
_laminarCoeff = 8f * mu_air / (radius * radius); // will be multiplied by DampingMultiplier at each step
// Ambient reference energy (internal energy per unit volume at 101325 Pa)
_ambientEnergyReference = 101325f / (_gamma - 1f); // ≈ 253312.5 J/m³
PortA = new Port();
PortB = new Port();
}
// ==================== PUBLIC API ============================
public void SetABoundaryType(BoundaryType type) => _aBCType = type;
public void SetBBoundaryType(BoundaryType type) => _bBCType = type;
public void SetAAmbientPressure(double p) => _aAmbientPressure = p;
public void SetBAmbientPressure(double p) => _bAmbientPressure = p;
public void SetAAmbientPressure(double p) => _aAmbientPressure = (float)p;
public void SetBAmbientPressure(double p) => _bAmbientPressure = (float)p;
public float GetFaceMassFlux(int faceIndex)
{
if (faceIndex < 0 || faceIndex > _n) return 0f;
return _fluxM[faceIndex];
}
public void SetGhostLeft(double rho, double u, double p)
{
_rhoGhostL = (float)rho;
_uGhostL = (float)u;
_pGhostL = (float)p;
_ghostLSet = true;
}
public void SetGhostRight(double rho, double u, double p)
{
_rhoGhostR = (float)rho;
_uGhostR = (float)u;
_pGhostR = (float)p;
_ghostRSet = true;
}
public void ClearGhostFlag()
{
_ghostLSet = false;
_ghostRSet = false;
}
public void SetUniformState(double rho, double u, double p)
{
double e = p / ((_gamma - 1) * rho);
double Etot = rho * e + 0.5 * rho * u * u;
float r = (float)rho;
float vel = (float)u;
float pr = (float)p;
float e = pr / ((_gamma - 1f) * r);
float Etot = r * e + 0.5f * r * vel * vel;
for (int i = 0; i < _n; i++)
{
_rho[i] = rho;
_rhou[i] = rho * u;
_rho[i] = r;
_rhou[i] = r * vel;
_E[i] = Etot;
}
}
public void SetCellState(int i, double rho, double u, double p)
public int GetCellCount() => _n;
public double GetCellDensity(int i) => _rho[i];
public double GetCellVelocity(int i)
{
if (i < 0 || i >= _n) return;
_rho[i] = rho;
_rhou[i] = rho * u;
double e = p / ((_gamma - 1) * rho);
_E[i] = rho * e + 0.5 * rho * u * u;
float rho = Math.Max(_rho[i], 1e-12f);
return _rhou[i] / rho;
}
public void SetAVolumeState(double rhoVol, double pVol)
public double GetCellPressure(int i)
{
_rhoA = rhoVol;
_pA = pVol;
_aBCSet = true;
}
public void SetBVolumeState(double rhoVol, double pVol)
{
_rhoB = rhoVol;
_pB = pVol;
_bBCSet = true;
}
public void ClearBC() => _aBCSet = _bBCSet = false;
public int GetRequiredSubSteps(double dtGlobal, double cflTarget = 0.8)
{
double maxW = 0.0;
for (int i = 0; i < _n; i++)
{
double rho = _rho[i];
double u = Math.Abs(_rhou[i] / Math.Max(rho, 1e-12));
double c = Math.Sqrt(_gamma * Pressure(i) / Math.Max(rho, 1e-12));
double local = u + c;
if (local > maxW) maxW = local;
}
maxW = Math.Max(maxW, 1e-8);
return Math.Max(1, (int)Math.Ceiling(dtGlobal * maxW / (cflTarget * _dx)));
}
public void SimulateSingleStep(double dtSub)
{
int n = _n;
double[] Fm = new double[n + 1];
double[] Fp = new double[n + 1];
double[] Fe = new double[n + 1];
// ---------- Boundary A (face 0, left) ----------
double rhoIntA = _rho[0];
double uIntA = _rhou[0] / Math.Max(rhoIntA, 1e-12);
double pIntA = Pressure(0);
switch (_aBCType)
{
case BoundaryType.VolumeCoupling:
if (_aBCSet)
{
HLLCFlux(_rhoA, 0.0, _pA,
rhoIntA, uIntA, pIntA,
out Fm[0], out Fp[0], out Fe[0]);
}
else
{
Fm[0] = 0; Fp[0] = pIntA; Fe[0] = 0;
}
break;
case BoundaryType.OpenEnd:
OpenEndFluxA(rhoIntA, uIntA, pIntA, _aAmbientPressure,
out Fm[0], out Fp[0], out Fe[0]);
break;
case BoundaryType.ClosedEnd:
ClosedEndFlux(rhoIntA, uIntA, pIntA, isRightBoundary: false,
out Fm[0], out Fp[0], out Fe[0]);
break;
}
// ---------- Internal faces ----------
for (int i = 0; i < n - 1; i++)
{
double rhoL = _rho[i];
double uL = _rhou[i] / Math.Max(rhoL, 1e-12);
double pL = Pressure(i);
double rhoR = _rho[i + 1];
double uR = _rhou[i + 1] / Math.Max(rhoR, 1e-12);
double pR = Pressure(i + 1);
HLLCFlux(rhoL, uL, pL, rhoR, uR, pR,
out Fm[i + 1], out Fp[i + 1], out Fe[i + 1]);
}
// ---------- Boundary B (face n, right) ----------
double rhoIntB = _rho[n - 1];
double uIntB = _rhou[n - 1] / Math.Max(rhoIntB, 1e-12);
double pIntB = Pressure(n - 1);
switch (_bBCType)
{
case BoundaryType.VolumeCoupling:
if (_bBCSet)
{
HLLCFlux(rhoIntB, uIntB, pIntB,
_rhoB, 0.0, _pB,
out Fm[n], out Fp[n], out Fe[n]);
}
else
{
Fm[n] = 0; Fp[n] = pIntB; Fe[n] = 0;
}
break;
case BoundaryType.OpenEnd:
OpenEndFluxB(rhoIntB, uIntB, pIntB, _bAmbientPressure,
out Fm[n], out Fp[n], out Fe[n]);
break;
case BoundaryType.ClosedEnd:
ClosedEndFlux(rhoIntB, uIntB, pIntB, isRightBoundary: true,
out Fm[n], out Fp[n], out Fe[n]);
break;
}
// ---- Cell update with linear laminar damping ----
double radius = _diameter / 2.0;
double mu_air = 1.8e-5;
double laminarCoeff = DampingMultiplier * 8.0 * mu_air / (radius * radius);
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] -= dtSub * dM;
_rhou[i] -= dtSub * dP;
_E[i] -= dtSub * dE;
double rho = Math.Max(_rho[i], 1e-12);
double dampingRate = laminarCoeff / rho;
double dampingFactor = Math.Exp(-dampingRate * dtSub);
_rhou[i] *= dampingFactor;
if (_rho[i] < 1e-12) _rho[i] = 1e-12;
double kinetic = 0.5 * _rhou[i] * _rhou[i] / _rho[i];
double pMin = 100.0;
double eMin = pMin / ((_gamma - 1) * _rho[i]) + kinetic;
if (_E[i] < eMin) _E[i] = eMin;
}
// ---------- Port quantities ----------
double mdotA_sub = _aBCType == BoundaryType.VolumeCoupling && _aBCSet ? Fm[0] * _area : 0.0;
double mdotB_sub = _bBCType == BoundaryType.VolumeCoupling && _bBCSet ? -Fm[n] * _area : 0.0;
PortA.MassFlowRate = mdotA_sub;
PortB.MassFlowRate = mdotB_sub;
PortA.Pressure = pIntA;
PortB.Pressure = pIntB;
PortA.Density = _rho[0];
PortB.Density = _rho[n - 1];
// Corrected enthalpy for both directions
if (_aBCType == BoundaryType.VolumeCoupling && _aBCSet)
{
PortA.SpecificEnthalpy = mdotA_sub < 0
? GetCellTotalSpecificEnthalpy(0)
: (_gamma / (_gamma - 1.0)) * _pA / Math.Max(_rhoA, 1e-12);
}
if (_bBCType == BoundaryType.VolumeCoupling && _bBCSet)
{
PortB.SpecificEnthalpy = mdotB_sub < 0
? GetCellTotalSpecificEnthalpy(_n - 1)
: (_gamma / (_gamma - 1.0)) * _pB / Math.Max(_rhoB, 1e-12);
}
}
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;
}
private double Pressure(int i) =>
(_gamma - 1.0) * (_E[i] - 0.5 * _rhou[i] * _rhou[i] / Math.Max(_rho[i], 1e-12));
// ========== Characteristicbased Open End ==========
private void OpenEndFluxA(double rhoInt, double uInt, double pInt, double pAmb,
out double fm, out double fp, out double fe)
{
double cInt = Math.Sqrt(_gamma * pInt / Math.Max(rhoInt, 1e-12));
// Subsonic inflow (uInt ≤ 0, so flow inside pipe ←)
if (uInt <= -cInt) // supersonic inflow use interior state as ghost
{
fm = rhoInt * uInt;
fp = rhoInt * uInt * uInt + pInt;
fe = (rhoInt * (pInt / ((_gamma - 1) * rhoInt) + 0.5 * uInt * uInt) + pInt) * uInt;
return;
}
else if (uInt <= 0) // subsonic inflow
{
// Reservoir condition: p = pAmb, T = 300K, u = 0
double T0 = 300.0;
double R = 287.0;
double rhoGhost = pAmb / (R * T0);
HLLCFlux(rhoGhost, 0.0, pAmb, rhoInt, uInt, pInt, out fm, out fp, out fe);
return;
}
else // subsonic outflow (uInt > 0)
{
// Ghost pressure forced to pAmb
double s = pInt / Math.Pow(rhoInt, _gamma);
double rhoGhost = Math.Pow(pAmb / s, 1.0 / _gamma);
double cGhost = Math.Sqrt(_gamma * pAmb / rhoGhost);
// Outgoing Riemann invariant J⁻ = uInt - 2*cInt/(γ-1) (for left boundary)
double J_minus = uInt - 2.0 * cInt / (_gamma - 1.0);
double uGhost = J_minus + 2.0 * cGhost / (_gamma - 1.0);
// Prevent spurious inflow by clipping to zero
if (uGhost < 0) uGhost = 0;
HLLCFlux(rhoGhost, uGhost, pAmb, rhoInt, uInt, pInt, out fm, out fp, out fe);
}
}
private void OpenEndFluxB(double rhoInt, double uInt, double pInt, double pAmb,
out double fm, out double fp, out double fe)
{
double cInt = Math.Sqrt(_gamma * pInt / Math.Max(rhoInt, 1e-12));
if (uInt >= cInt) // supersonic outflow (extrapolation)
{
fm = rhoInt * uInt;
fp = rhoInt * uInt * uInt + pInt;
fe = (rhoInt * (pInt / ((_gamma - 1) * rhoInt) + 0.5 * uInt * uInt) + pInt) * uInt;
return;
}
else if (uInt >= 0) // subsonic outflow
{
double s = pInt / Math.Pow(rhoInt, _gamma);
double rhoGhost = Math.Pow(pAmb / s, 1.0 / _gamma);
double cGhost = Math.Sqrt(_gamma * pAmb / rhoGhost);
// Outgoing Riemann invariant J⁺ = uInt + 2*cInt/(γ-1) (for right boundary)
double J_plus = uInt + 2.0 * cInt / (_gamma - 1.0);
double uGhost = J_plus - 2.0 * cGhost / (_gamma - 1.0);
// Clip to zero to prevent inflow
if (uGhost > 0) uGhost = 0;
HLLCFlux(rhoInt, uInt, pInt, rhoGhost, uGhost, pAmb, out fm, out fp, out fe);
}
else // subsonic inflow
{
double T0 = 300.0;
double R = 287.0;
double rhoGhost = pAmb / (R * T0);
HLLCFlux(rhoInt, uInt, pInt, rhoGhost, 0.0, pAmb, out fm, out fp, out fe);
}
}
// ========== Closed end (mirror) ==========
private void ClosedEndFlux(double rhoInt, double uInt, double pInt, bool isRightBoundary,
out double fm, out double fp, out double fe)
{
double rhoGhost = rhoInt;
double pGhost = pInt;
double uGhost = -uInt; // mirror velocity
if (isRightBoundary)
HLLCFlux(rhoInt, uInt, pInt, rhoGhost, uGhost, pGhost, out fm, out fp, out fe);
else
HLLCFlux(rhoGhost, uGhost, pGhost, rhoInt, uInt, pInt, out fm, out fp, out fe);
}
// ========== Standard HLLC flux ==========
private void HLLCFlux(double rL, double uL, double pL,
double rR, double uR, double pR,
out double fm, out double fp, out double fe)
{
double cL = Math.Sqrt(_gamma * pL / Math.Max(rL, 1e-12));
double cR = Math.Sqrt(_gamma * pR / Math.Max(rR, 1e-12));
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 Ss = (pR - pL + rL * uL * (SL - uL) - rR * uR * (SR - uR))
/ (rL * (SL - uL) - rR * (SR - uR));
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 rsL = rL * (SL - uL) / (SL - Ss);
double ps = pL + rL * (SL - uL) * (Ss - uL);
double EsL = EL + (Ss - uL) * (Ss + pL / (rL * (SL - uL)));
fm = rsL * Ss; fp = rsL * Ss * Ss + ps; fe = (rsL * EsL + ps) * Ss;
}
else
{
double rsR = rR * (SR - uR) / (SR - Ss);
double ps = pL + rL * (SL - uL) * (Ss - uL);
double EsR = ER + (Ss - uR) * (Ss + pR / (rR * (SR - uR)));
fm = rsR * Ss; fp = rsR * Ss * Ss + ps; fe = (rsR * EsR + ps) * Ss;
}
float rho = Math.Max(_rho[i], 1e-12f);
return (_gamma - 1f) * (_E[i] - 0.5f * _rhou[i] * _rhou[i] / rho);
}
public double GetPressureAtFraction(double fraction)
{
int i = (int)(fraction * (_n - 1));
i = Math.Clamp(i, 0, _n - 1);
return Pressure(i);
return GetCellPressure(i);
}
public void SetCellState(int i, double rho, double u, double p)
{
if (i < 0 || i >= _n) return;
float r = (float)rho;
float vel = (float)u;
float pr = (float)p;
_rho[i] = r;
_rhou[i] = r * vel;
float e = pr / ((_gamma - 1f) * r);
_E[i] = r * e + 0.5f * r * vel * vel;
}
public double GetOpenEndMassFlow()
{
if (_bBCType != BoundaryType.OpenEnd && _bBCType != BoundaryType.ZeroPressureOpen)
return 0.0;
int lastCell = _n - 1;
float rho = _rho[lastCell];
float u = _rhou[lastCell] / Math.Max(rho, 1e-12f);
float p = PressureScalar(lastCell);
float c = MathF.Sqrt(_gamma * p / rho);
float uFace = u;
float rhoFace = rho;
float pFace = p;
if (uFace > 0 && uFace < c) // subsonic outflow
{
float s = p / MathF.Pow(rho, _gamma);
float rhoAmb = MathF.Pow(_bAmbientPressure / s, 1f / _gamma);
float cAmb = MathF.Sqrt(_gamma * _bAmbientPressure / rhoAmb);
float J_plus = u + 2f * c / (_gamma - 1f);
float uFaceNew = J_plus - 2f * cAmb / (_gamma - 1f);
if (uFaceNew > 0) uFace = uFaceNew;
if (uFace < 0) uFace = 0;
rhoFace = rhoAmb;
pFace = _bAmbientPressure;
}
return rhoFace * uFace * _area;
}
public double GetAndStoreMassFlowForDerivative()
{
float current = (float)GetOpenEndMassFlow();
double derivative = (current - _lastMassFlow) / _dt;
_lastMassFlow = current;
return derivative;
}
public int GetRequiredSubSteps(double dtGlobal, double cflTarget = 0.8f)
{
float maxW = 0f;
for (int i = 0; i < _n; i++)
{
float rho = _rho[i];
float u = MathF.Abs(_rhou[i] / Math.Max(rho, 1e-12f));
float p = PressureScalar(i);
float c = MathF.Sqrt(_gamma * p / Math.Max(rho, 1e-12f));
float local = u + c;
if (local > maxW) maxW = local;
}
maxW = Math.Max(maxW, 1e-8f);
return Math.Max(1, (int)Math.Ceiling((float)dtGlobal * maxW / ((float)cflTarget * _dx)));
}
// ==================== MAIN SIMULATION ==================================
public void SimulateSingleStep(double dtSub)
{
float dt = (float)dtSub;
int n = _n;
// --- 1. Left boundary face (index 0) scalar -----------------------
float rhoL = _rho[0];
float uL = _rhou[0] / Math.Max(rhoL, 1e-12f);
float pL = PressureScalar(0);
ComputeLeftBoundaryFlux(rhoL, uL, pL, out _fluxM[0], out _fluxP[0], out _fluxE[0]);
// --- 2. Internal faces (1 .. n-1) SIMD ---------------------------
int vectorSize = Vector<float>.Count;
int lastSimdFace = n - vectorSize; // highest face index that starts a full vector block
for (int f = 1; f <= lastSimdFace; f += vectorSize)
{
SimdInternalFluxBlock(f, vectorSize);
}
// Scalar remainder for faces f .. n-1
for (int f = Math.Max(1, lastSimdFace + 1); f < n; f++)
{
float rhoLi = _rho[f - 1];
float uLi = _rhou[f - 1] / Math.Max(rhoLi, 1e-12f);
float pLi = PressureScalar(f - 1);
float rhoRi = _rho[f];
float uRi = _rhou[f] / Math.Max(rhoRi, 1e-12f);
float pRi = PressureScalar(f);
HLLCFluxScalar(rhoLi, uLi, pLi, rhoRi, uRi, pRi,
out _fluxM[f], out _fluxP[f], out _fluxE[f]);
}
// --- 3. Right boundary face (index n) scalar --------------------
float rhoR = _rho[n - 1];
float uR = _rhou[n - 1] / Math.Max(rhoR, 1e-12f);
float pR = PressureScalar(n - 1);
ComputeRightBoundaryFlux(rhoR, uR, pR, out _fluxM[n], out _fluxP[n], out _fluxE[n]);
// --- 4. Cell update + damping + energy loss SIMD -----------------
SimdCellUpdate(dt);
}
// ==================== PRIVATE SCALAR HELPERS ===========================
private float PressureScalar(int i)
{
float rho = Math.Max(_rho[i], 1e-12f);
return (_gamma - 1f) * (_E[i] - 0.5f * _rhou[i] * _rhou[i] / rho);
}
private void ComputeLeftBoundaryFlux(float rhoInt, float uInt, float pInt,
out float fm, out float fp, out float fe)
{
if (_aBCType == BoundaryType.GhostCell && _ghostLSet)
HLLCFluxScalar(_rhoGhostL, _uGhostL, _pGhostL, rhoInt, uInt, pInt, out fm, out fp, out fe);
else if (_aBCType == BoundaryType.OpenEnd)
OpenEndFluxLeft(rhoInt, uInt, pInt, _aAmbientPressure, out fm, out fp, out fe);
else if (_aBCType == BoundaryType.ZeroPressureOpen)
{
float rhoFace = rhoInt;
float uFace = uInt;
float pFace = _aAmbientPressure;
HLLCFluxScalar(rhoFace, uFace, pFace, rhoInt, uInt, pInt, out fm, out fp, out fe);
}
else if (_aBCType == BoundaryType.ClosedEnd)
ClosedEndFlux(rhoInt, uInt, pInt, false, out fm, out fp, out fe);
else
{ fm = 0; fp = pInt; fe = 0; }
}
private void ComputeRightBoundaryFlux(float rhoInt, float uInt, float pInt,
out float fm, out float fp, out float fe)
{
if (_bBCType == BoundaryType.GhostCell && _ghostRSet)
HLLCFluxScalar(rhoInt, uInt, pInt, _rhoGhostR, _uGhostR, _pGhostR, out fm, out fp, out fe);
else if (_bBCType == BoundaryType.OpenEnd)
OpenEndFluxRight(rhoInt, uInt, pInt, _bAmbientPressure, out fm, out fp, out fe);
else if (_bBCType == BoundaryType.ZeroPressureOpen)
{
float rhoFace = rhoInt;
float uFace = uInt;
float pFace = _bAmbientPressure;
HLLCFluxScalar(rhoInt, uInt, pInt, rhoFace, uFace, pFace, out fm, out fp, out fe);
}
else if (_bBCType == BoundaryType.ClosedEnd)
ClosedEndFlux(rhoInt, uInt, pInt, true, out fm, out fp, out fe);
else
{ fm = 0; fp = pInt; fe = 0; }
}
// ==================== SCALAR HLLC & BOUNDARY FLUX ======================
private void HLLCFluxScalar(float rL, float uL, float pL, float rR, float uR, float pR,
out float fm, out float fp, out float fe)
{
float cL = MathF.Sqrt(_gamma * pL / Math.Max(rL, 1e-12f));
float cR = MathF.Sqrt(_gamma * pR / Math.Max(rR, 1e-12f));
float EL = pL / ((_gamma - 1f) * rL) + 0.5f * uL * uL;
float ER = pR / ((_gamma - 1f) * rR) + 0.5f * uR * uR;
float SL = Math.Min(uL - cL, uR - cR);
float SR = Math.Max(uL + cL, uR + cR);
float denom = rL * (SL - uL) - rR * (SR - uR);
float Ss = (pR - pL + rL * uL * (SL - uL) - rR * uR * (SR - uR)) / denom;
float FrL_m = rL * uL, FrL_p = rL * uL * uL + pL, FrL_e = (rL * EL + pL) * uL;
float 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)
{
float rsL = rL * (SL - uL) / (SL - Ss);
float ps = pL + rL * (SL - uL) * (Ss - uL);
float EsL = EL + (Ss - uL) * (Ss + pL / (rL * (SL - uL)));
fm = rsL * Ss; fp = rsL * Ss * Ss + ps; fe = (rsL * EsL + ps) * Ss;
}
else
{
float rsR = rR * (SR - uR) / (SR - Ss);
float ps = pR + rR * (SR - uR) * (Ss - uR);
float EsR = ER + (Ss - uR) * (Ss + pR / (rR * (SR - uR)));
fm = rsR * Ss; fp = rsR * Ss * Ss + ps; fe = (rsR * EsR + ps) * Ss;
}
}
private void OpenEndFluxLeft(float rhoInt, float uInt, float pInt, float pAmb,
out float fm, out float fp, out float fe)
{
float cInt = MathF.Sqrt(_gamma * pInt / Math.Max(rhoInt, 1e-12f));
if (uInt <= -cInt) // supersonic inflow
{
fm = rhoInt * uInt;
fp = rhoInt * uInt * uInt + pInt;
fe = (rhoInt * (pInt / ((_gamma - 1f) * rhoInt) + 0.5f * uInt * uInt) + pInt) * uInt;
return;
}
if (uInt <= 0) // subsonic inflow
{
float T0 = 300f, R = 287f;
float ghostRho = pAmb / (R * T0);
HLLCFluxScalar(ghostRho, 0f, pAmb, rhoInt, uInt, pInt, out fm, out fp, out fe);
return;
}
// subsonic outflow
float s = pInt / MathF.Pow(rhoInt, _gamma);
float ghostRho2 = MathF.Pow(pAmb / s, 1f / _gamma);
float cGhost = MathF.Sqrt(_gamma * pAmb / ghostRho2);
float J_minus = uInt - 2f * cInt / (_gamma - 1f);
float uGhost = J_minus + 2f * cGhost / (_gamma - 1f);
if (uGhost < 0) uGhost = 0;
HLLCFluxScalar(ghostRho2, uGhost, pAmb, rhoInt, uInt, pInt, out fm, out fp, out fe);
}
private void OpenEndFluxRight(float rhoInt, float uInt, float pInt, float pAmb,
out float fm, out float fp, out float fe)
{
float cInt = MathF.Sqrt(_gamma * pInt / Math.Max(rhoInt, 1e-12f));
if (uInt >= cInt) // supersonic outflow
{
fm = rhoInt * uInt;
fp = rhoInt * uInt * uInt + pInt;
fe = (rhoInt * (pInt / ((_gamma - 1f) * rhoInt) + 0.5f * uInt * uInt) + pInt) * uInt;
return;
}
if (uInt >= 0) // subsonic outflow
{
float s = pInt / MathF.Pow(rhoInt, _gamma);
float ghostRho = MathF.Pow(pAmb / s, 1f / _gamma);
float cGhost = MathF.Sqrt(_gamma * pAmb / ghostRho);
float J_plus = uInt + 2f * cInt / (_gamma - 1f);
float uGhost = J_plus - 2f * cGhost / (_gamma - 1f);
if (uGhost > 0) uGhost = 0;
HLLCFluxScalar(rhoInt, uInt, pInt, ghostRho, uGhost, pAmb, out fm, out fp, out fe);
return;
}
// subsonic inflow
float T0 = 300f, R = 287f;
float ghostRho2 = pAmb / (R * T0);
HLLCFluxScalar(rhoInt, uInt, pInt, ghostRho2, 0f, pAmb, out fm, out fp, out fe);
}
private void ClosedEndFlux(float rhoInt, float uInt, float pInt, bool isRight,
out float fm, out float fp, out float fe)
{
float rhoGhost = rhoInt, pGhost = pInt, uGhost = -uInt;
if (isRight)
HLLCFluxScalar(rhoInt, uInt, pInt, rhoGhost, uGhost, pGhost, out fm, out fp, out fe);
else
HLLCFluxScalar(rhoGhost, uGhost, pGhost, rhoInt, uInt, pInt, out fm, out fp, out fe);
}
// ==================== SIMD INTERNAL FACE ROUTINE ========================
private void SimdInternalFluxBlock(int startFace, int count)
{
int leftIdx = startFace - 1;
int rightIdx = startFace;
Vector<float> rL = new Vector<float>(_rho, leftIdx);
Vector<float> ruL = new Vector<float>(_rhou, leftIdx);
Vector<float> EL = new Vector<float>(_E, leftIdx);
Vector<float> rR = new Vector<float>(_rho, rightIdx);
Vector<float> ruR = new Vector<float>(_rhou, rightIdx);
Vector<float> ER = new Vector<float>(_E, rightIdx);
Vector<float> uL = ruL / rL;
Vector<float> uR = ruR / rR;
Vector<float> half = new Vector<float>(0.5f);
Vector<float> gammaMinus1 = new Vector<float>(_gamma - 1f);
Vector<float> gammaVec = new Vector<float>(_gamma);
Vector<float> pL = gammaMinus1 * (EL - half * ruL * ruL / rL);
Vector<float> pR = gammaMinus1 * (ER - half * ruR * ruR / rR);
Vector<float> cL = Vector.SquareRoot(gammaVec * pL / rL);
Vector<float> cR = Vector.SquareRoot(gammaVec * pR / rR);
Vector<float> SL = Vector.Min(uL - cL, uR - cR);
Vector<float> SR = Vector.Max(uL + cL, uR + cR);
Vector<float> num = (pR - pL) + rL * uL * (SL - uL) - rR * uR * (SR - uR);
Vector<float> den = rL * (SL - uL) - rR * (SR - uR);
Vector<float> Ss = num / den;
Vector<float> eL = EL / rL;
Vector<float> eR = ER / rR;
// Left flux
Vector<float> Fm_L = ruL;
Vector<float> Fp_L = ruL * uL + pL;
Vector<float> Fe_L = (EL + pL) * uL;
// Right flux
Vector<float> Fm_R = ruR;
Vector<float> Fp_R = ruR * uR + pR;
Vector<float> Fe_R = (ER + pR) * uR;
// Starleft fluxes
Vector<float> diffL = SL - uL;
Vector<float> dL_den = SL - Ss;
Vector<float> rsL = rL * diffL / dL_den;
Vector<float> psSL = pL + rL * diffL * (Ss - uL);
Vector<float> EsL = eL + (Ss - uL) * (Ss + pL / (rL * diffL));
Vector<float> Fm_starL = rsL * Ss;
Vector<float> Fp_starL = rsL * Ss * Ss + psSL;
Vector<float> Fe_starL = (rsL * EsL + psSL) * Ss;
// Starright fluxes
Vector<float> diffR = SR - uR;
Vector<float> dR_den = SR - Ss;
Vector<float> rsR = rR * diffR / dR_den;
Vector<float> psSR = pR + rR * diffR * (Ss - uR);
Vector<float> EsR = eR + (Ss - uR) * (Ss + pR / (rR * diffR));
Vector<float> Fm_starR = rsR * Ss;
Vector<float> Fp_starR = rsR * Ss * Ss + psSR;
Vector<float> Fe_starR = (rsR * EsR + psSR) * Ss;
var maskSLge0 = Vector.GreaterThanOrEqual(SL, Vector<float>.Zero);
var maskSRle0 = Vector.LessThanOrEqual(SR, Vector<float>.Zero);
var maskMiddle = ~(maskSLge0 | maskSRle0);
var maskStarL = maskMiddle & Vector.GreaterThanOrEqual(Ss, Vector<float>.Zero);
var maskStarR = maskMiddle & Vector.LessThan(Ss, Vector<float>.Zero);
Vector<float> fm = Vector.ConditionalSelect(maskSLge0, Fm_L,
Vector.ConditionalSelect(maskSRle0, Fm_R,
Vector.ConditionalSelect(maskStarL, Fm_starL,
Vector.ConditionalSelect(maskStarR, Fm_starR, Vector<float>.Zero))));
Vector<float> fp = Vector.ConditionalSelect(maskSLge0, Fp_L,
Vector.ConditionalSelect(maskSRle0, Fp_R,
Vector.ConditionalSelect(maskStarL, Fp_starL,
Vector.ConditionalSelect(maskStarR, Fp_starR, Vector<float>.Zero))));
Vector<float> fe = Vector.ConditionalSelect(maskSLge0, Fe_L,
Vector.ConditionalSelect(maskSRle0, Fe_R,
Vector.ConditionalSelect(maskStarL, Fe_starL,
Vector.ConditionalSelect(maskStarR, Fe_starR, Vector<float>.Zero))));
fm.CopyTo(_fluxM, startFace);
fp.CopyTo(_fluxP, startFace);
fe.CopyTo(_fluxE, startFace);
}
// ==================== SIMD CELL UPDATE + DAMPING + ENERGY LOSS =========
private void SimdCellUpdate(float dt)
{
float dt_dx = dt / _dx;
Vector<float> vDtDx = new Vector<float>(dt_dx);
float coeff = _laminarCoeff * (float)DampingMultiplier;
Vector<float> vCoeff = new Vector<float>(coeff);
Vector<float> vDt = new Vector<float>(dt);
int vectorSize = Vector<float>.Count;
int n = _n;
int lastSimdCell = n - vectorSize;
// Predefined constants used in clamping
Vector<float> half = new Vector<float>(0.5f);
Vector<float> gammaMinus1 = new Vector<float>(_gamma - 1f);
Vector<float> ambientEnergyVec = new Vector<float>(_ambientEnergyReference);
Vector<float> energyRelaxRateVec = new Vector<float>(EnergyRelaxationRate);
for (int i = 0; i <= lastSimdCell; i += vectorSize)
{
// Load conserved
Vector<float> r = new Vector<float>(_rho, i);
Vector<float> ru = new Vector<float>(_rhou, i);
Vector<float> E = new Vector<float>(_E, i);
// Load fluxes at faces i (left) and i+1 (right)
Vector<float> flxM_L = new Vector<float>(_fluxM, i);
Vector<float> flxM_R = new Vector<float>(_fluxM, i + 1);
Vector<float> flxP_L = new Vector<float>(_fluxP, i);
Vector<float> flxP_R = new Vector<float>(_fluxP, i + 1);
Vector<float> flxE_L = new Vector<float>(_fluxE, i);
Vector<float> flxE_R = new Vector<float>(_fluxE, i + 1);
// Update conserved: Q_new = Q - dt/dx * (flux_right - flux_left)
Vector<float> newR = r - vDtDx * (flxM_R - flxM_L);
Vector<float> newRu = ru - vDtDx * (flxP_R - flxP_L);
Vector<float> newE = E - vDtDx * (flxE_R - flxE_L);
// Damping
Vector<float> dampingFactor = Vector.Exp(-vCoeff / r * vDt);
newRu *= dampingFactor;
// Energy loss (Newton cooling toward ambient)
Vector<float> relaxFactor = Vector.Exp(-energyRelaxRateVec * vDt);
newE = ambientEnergyVec + (newE - ambientEnergyVec) * relaxFactor;
// Clamp density
newR = Vector.Max(newR, new Vector<float>(1e-12f));
// Enforce minimal pressure (100 Pa) -> minimal energy
Vector<float> kinE = half * newRu * newRu / newR;
Vector<float> eMin = new Vector<float>(100f) / gammaMinus1 + kinE;
newE = Vector.Max(newE, eMin);
newR.CopyTo(_rho, i);
newRu.CopyTo(_rhou, i);
newE.CopyTo(_E, i);
}
// Scalar remainder
float relaxRate = EnergyRelaxationRate;
for (int i = Math.Max(0, lastSimdCell + 1); i < n; i++)
{
float r = _rho[i];
float ru = _rhou[i];
float E = _E[i];
float dM = _fluxM[i + 1] - _fluxM[i];
float dP = _fluxP[i + 1] - _fluxP[i];
float dE_flux = _fluxE[i + 1] - _fluxE[i];
float newR = r - dt_dx * dM;
float newRu = ru - dt_dx * dP;
float newE = E - dt_dx * dE_flux;
// Damping
float dampingFactor = MathF.Exp(-coeff / Math.Max(r, 1e-12f) * dt);
newRu *= dampingFactor;
// Energy loss
float relaxFactor = MathF.Exp(-relaxRate * dt);
newE = _ambientEnergyReference + (newE - _ambientEnergyReference) * relaxFactor;
// Clamps
if (newR < 1e-12f) newR = 1e-12f;
float kin = 0.5f * newRu * newRu / newR;
float emin = 100f / (_gamma - 1f) + kin;
if (newE < emin) newE = emin;
_rho[i] = newR;
_rhou[i] = newRu;
_E[i] = newE;
}
}
}
}

View File

@@ -1,28 +1,27 @@
using System;
using FluidSim.Interfaces;
using FluidSim.Utils;
using System;
namespace FluidSim.Components
{
public class Volume0D
{
public Port Port { get; private set; }
public double Mass { get; private set; }
public double InternalEnergy { get; private set; }
public double Mass { get; set; }
public double InternalEnergy { get; set; }
public double Gamma { get; set; } = 1.4;
public double GasConstant { get; set; } = 287.0;
public double Volume { get; set; }
public double dVdt { get; set; }
public double Dvdt { get; set; }
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 double Density => Mass / Math.Max(Volume, 1e-12);
public double Pressure => (Gamma - 1.0) * InternalEnergy / Math.Max(Volume, 1e-12);
public double Temperature => Pressure / Math.Max(Density * GasConstant, 1e-12);
public double SpecificEnthalpy => Gamma / (Gamma - 1.0) * Pressure / Math.Max(Density, 1e-12);
public double MassFlowRateIn { get; set; }
public double SpecificEnthalpyIn { get; set; }
public Volume0D(double initialVolume, double initialPressure,
double initialTemperature, int sampleRate,
@@ -31,54 +30,40 @@ namespace FluidSim.Components
GasConstant = gasConstant;
Gamma = gamma;
Volume = initialVolume;
dVdt = 0.0;
Dvdt = 0.0;
_dt = 1.0 / sampleRate;
double rho0 = initialPressure / (GasConstant * initialTemperature);
Mass = rho0 * Volume;
InternalEnergy = (initialPressure * Volume) / (Gamma - 1.0);
Port = new Port();
PushStateToPort();
}
public void PushStateToPort()
{
Port.Pressure = Pressure;
Port.Density = Density;
Port.Temperature = Temperature;
Port.SpecificEnthalpy = SpecificEnthalpy;
}
// Original integrate (uses the constructors sample rate)
public void Integrate()
{
Integrate(_dt);
}
public void SetPressure(double newPressure)
{
InternalEnergy = newPressure * Volume / (Gamma - 1.0);
// Mass stays the same, so density is unchanged
}
// New overload: integrate with a custom time step (for substeps)
public void Integrate(double dtOverride)
{
double mdot = Port.MassFlowRate;
double h_in = Port.SpecificEnthalpy;
double dm = mdot * dtOverride;
double dE = (mdot * h_in) * dtOverride - Pressure * dVdt * dtOverride;
double dm = MassFlowRateIn * dtOverride;
double dE = (MassFlowRateIn * SpecificEnthalpyIn) * dtOverride - Pressure * Dvdt * dtOverride;
Mass += dm;
InternalEnergy += dE;
// Hard physical bounds prevent NaN and unphysical states
if (Mass < 1e-12) Mass = 1e-12;
if (InternalEnergy < 1e-12) InternalEnergy = 1e-12;
// ---- ABSOLUTE SAFEGUARD: keep at least 1 µg of gas at ambient pressure ----
double minMass = 1e-9;
double V = Math.Max(Volume, 1e-12);
if (Mass < minMass)
{
Mass = minMass;
InternalEnergy = 5000.0 * V / (Gamma - 1.0); // 0.05 bar, not ambient
}
else if (InternalEnergy < 0.0)
{
InternalEnergy = 101325.0 * V / (Gamma - 1.0);
}
PushStateToPort();
// Final nonnegative clamp
if (Mass < 0.0) Mass = 0.0;
if (InternalEnergy < 0.0) InternalEnergy = 0.0;
}
public void Integrate() => Integrate(_dt);
}
}

11
Core/Constants.cs Normal file
View File

@@ -0,0 +1,11 @@
namespace FluidSim.Core
{
public static class Constants
{
public const double Gamma = 1.4;
public const double R_gas = 287.0; // J/(kg·K)
public const double P_amb = 101325.0; // Pa
public const double T_amb = 300.0; // K
public static readonly double Rho_amb = P_amb / (R_gas * T_amb); // ≈ 1.177 kg/m³
}
}

72
Core/NozzleFlow.cs Normal file
View File

@@ -0,0 +1,72 @@
using System;
using FluidSim.Components;
namespace FluidSim.Core
{
public static class NozzleFlow
{
public static void Compute(Volume0D vol, double area, double downstreamPressure,
out double massFlow, out double rhoFace, out double uFace, out double pFace,
double gamma = 1.4)
{
massFlow = 0.0;
rhoFace = 0.0;
uFace = 0.0;
pFace = 0.0;
if (vol == null || vol.Mass <= 0 || vol.Volume <= 0)
return;
double p0 = vol.Pressure;
double T0 = vol.Temperature;
double R = vol.GasConstant;
double rho0 = vol.Density;
if (double.IsNaN(p0) || double.IsNaN(T0) || double.IsNaN(rho0) ||
p0 <= 0 || T0 <= 0 || rho0 <= 0)
return;
double pr = downstreamPressure / p0;
double choked = Math.Pow(2.0 / (gamma + 1.0), gamma / (gamma - 1.0));
// If pr > 1, flow is INTO the cylinder (reverse), so we swap the roles.
bool reverse = (pr > 1.0);
if (reverse)
{
// Treat the cylinder as the downstream, the pipe as the upstream.
double p_up = downstreamPressure;
double T_up = 300.0; // pipe temperature (ambient)
double rho_up = downstreamPressure / (R * T_up);
double pr_rev = p0 / p_up; // now cylinder / pipe
if (pr_rev < choked) pr_rev = choked;
double M = Math.Sqrt((2.0 / (gamma - 1.0)) * (Math.Pow(pr_rev, -(gamma - 1.0) / gamma) - 1.0));
if (double.IsNaN(M)) return;
// Flow from pipe INTO cylinder (positive mass flow into volume)
uFace = M * Math.Sqrt(gamma * R * T_up);
rhoFace = rho_up * Math.Pow(pr_rev, 1.0 / gamma);
pFace = p_up * pr_rev;
massFlow = rhoFace * uFace * area;
// massFlow is positive = into cylinder
}
else
{
// Normal flow out of cylinder
if (pr < choked) pr = choked;
double M = Math.Sqrt((2.0 / (gamma - 1.0)) * (Math.Pow(pr, -(gamma - 1.0) / gamma) - 1.0));
if (double.IsNaN(M)) return;
uFace = M * Math.Sqrt(gamma * R * T0);
rhoFace = rho0 * Math.Pow(pr, 1.0 / gamma);
pFace = p0 * pr;
massFlow = -rhoFace * uFace * area; // negative = out of cylinder
}
if (double.IsNaN(massFlow) || double.IsInfinity(massFlow))
massFlow = 0.0;
}
}
}

View File

@@ -0,0 +1,187 @@
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;
public float EarlyMix { get; set; } = 0.5f;
public float TailMix { get; set; } = 0.9f;
public float Feedback { get; set; } = 0.75f; // safe range 0.70.9
public float DampingFreq { get; set; } = 6000f; // Hz
public OutdoorExhaustReverb(int sampleRate)
{
// Early reflections left/right offset by ~12 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 (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];
}
}
}
}

View File

@@ -0,0 +1,22 @@
using FluidSim.Components;
namespace FluidSim.Core
{
public class PipeVolumeConnection
{
public Volume0D Volume { get; }
public Pipe1D Pipe { get; }
public bool IsPipeLeftEnd { get; }
public double OrificeArea { get; set; }
public double LastMassFlowIntoVolume { get; set; }
public PipeVolumeConnection(Volume0D vol, Pipe1D pipe, bool isPipeLeftEnd, double orificeArea)
{
Volume = vol;
Pipe = pipe;
IsPipeLeftEnd = isPipeLeftEnd;
OrificeArea = orificeArea;
}
}
}

View File

@@ -1,7 +1,6 @@
using System;
using System.Collections.Generic;
using FluidSim.Components;
using FluidSim.Interfaces;
namespace FluidSim.Core
{
@@ -9,162 +8,113 @@ namespace FluidSim.Core
{
private readonly List<Volume0D> _volumes = new();
private readonly List<Pipe1D> _pipes = new();
private readonly List<Connection> _connections = new();
private readonly List<PipeVolumeConnection> _connections = new();
private double _dt;
private double _ambientPressure = 101325.0;
public void SetAmbientPressure(double p) => _ambientPressure = p;
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 AddConnection(PipeVolumeConnection c) => _connections.Add(c);
public void SetTimeStep(double dt) => _dt = dt;
/// <summary>
/// Set boundary type for a pipe end. isA = true for port A (left), false for port B (right).
/// </summary>
public void SetPipeBoundary(Pipe1D pipe, bool isA, BoundaryType type, double ambientPressure = 101325.0)
{
if (isA)
{
pipe.SetABoundaryType(type);
if (type == BoundaryType.OpenEnd)
pipe.SetAAmbientPressure(ambientPressure);
if (type == BoundaryType.OpenEnd) pipe.SetAAmbientPressure(ambientPressure);
}
else
{
pipe.SetBBoundaryType(type);
if (type == BoundaryType.OpenEnd)
pipe.SetBAmbientPressure(ambientPressure);
if (type == BoundaryType.OpenEnd) pipe.SetBAmbientPressure(ambientPressure);
}
}
public float Step()
{
// 1. Volumes publish state
foreach (var v in _volumes)
v.PushStateToPort();
// 2. Set volume BCs for volumecoupled ends
// 1. For each connection, handle flow or closed wall
foreach (var conn in _connections)
{
if (IsPipePort(conn.PortA) && IsVolumePort(conn.PortB))
double area = conn.OrificeArea;
if (area < 1e-12) // valve closed → treat as solid wall
{
var pipe = GetPipe(conn.PortA);
bool isA = pipe.PortA == conn.PortA;
if ((isA && pipe.ABCType == BoundaryType.VolumeCoupling) ||
(!isA && pipe.BBCType == BoundaryType.VolumeCoupling))
SetVolumeBC(conn.PortA, conn.PortB);
conn.Volume.MassFlowRateIn = 0.0;
conn.Volume.SpecificEnthalpyIn = conn.Volume.SpecificEnthalpy; // not used
// Set ghost to a reflective wall (u = -u_pipe, same p, ρ)
int cellIdx = conn.IsPipeLeftEnd ? 0 : conn.Pipe.GetCellCount() - 1;
double rho = Math.Max(conn.Pipe.GetCellDensity(cellIdx), 1e-6);
double p = Math.Max(conn.Pipe.GetCellPressure(cellIdx), 100.0);
double u = conn.Pipe.GetCellVelocity(cellIdx);
if (conn.IsPipeLeftEnd)
conn.Pipe.SetGhostLeft(rho, -u, p);
else
conn.Pipe.SetGhostRight(rho, -u, p);
continue;
}
else if (IsVolumePort(conn.PortA) && IsPipePort(conn.PortB))
// Valve open → use the nozzle model
double downstreamPressure = conn.IsPipeLeftEnd
? conn.Pipe.GetCellPressure(0)
: conn.Pipe.GetCellPressure(conn.Pipe.GetCellCount() - 1);
NozzleFlow.Compute(conn.Volume, area, downstreamPressure,
out double mdot, out double rhoFace, out double uFace, out double pFace,
gamma: conn.Volume.Gamma);
// Clamp mdot to available mass
double maxMdot = conn.Volume.Mass / _dt;
conn.LastMassFlowIntoVolume = mdot;
if (mdot > maxMdot) mdot = maxMdot;
if (mdot < -maxMdot) mdot = -maxMdot;
conn.Volume.MassFlowRateIn = mdot;
// enthalpy: if inflow, use pipe enthalpy; if outflow, use cylinder enthalpy
if (mdot >= 0)
{
var pipe = GetPipe(conn.PortB);
bool isA = pipe.PortB == conn.PortB;
if ((isA && pipe.ABCType == BoundaryType.VolumeCoupling) ||
(!isA && pipe.BBCType == BoundaryType.VolumeCoupling))
SetVolumeBC(conn.PortB, conn.PortA);
int cellIdx = conn.IsPipeLeftEnd ? 0 : conn.Pipe.GetCellCount() - 1;
double pPipe = Math.Max(conn.Pipe.GetCellPressure(cellIdx), 100.0);
double rhoPipe = Math.Max(conn.Pipe.GetCellDensity(cellIdx), 1e-6);
conn.Volume.SpecificEnthalpyIn = (conn.Volume.Gamma / (conn.Volume.Gamma - 1.0)) * pPipe / rhoPipe;
}
else
{
conn.Volume.SpecificEnthalpyIn = conn.Volume.SpecificEnthalpy;
}
// Integrate the volume
conn.Volume.Integrate(_dt);
// Set ghost from nozzle face state (but don't allow zero density)
if (rhoFace < 1e-6) rhoFace = Constants.Rho_amb;
if (pFace < 100.0) pFace = Constants.P_amb;
if (conn.IsPipeLeftEnd)
conn.Pipe.SetGhostLeft(rhoFace, uFace, pFace);
else
conn.Pipe.SetGhostRight(rhoFace, uFace, pFace);
}
// 3. Substeps
// 2. Substep pipes
int nSub = 1;
foreach (var p in _pipes)
nSub = Math.Max(nSub, p.GetRequiredSubSteps(_dt));
double dtSub = _dt / nSub;
for (int sub = 0; sub < nSub; sub++)
{
foreach (var p in _pipes)
p.SimulateSingleStep(dtSub);
foreach (var conn in _connections)
{
if (IsPipePort(conn.PortA) && IsVolumePort(conn.PortB))
{
var pipe = GetPipe(conn.PortA);
bool isA = pipe.PortA == conn.PortA;
if ((isA && pipe.ABCType == BoundaryType.VolumeCoupling) ||
(!isA && pipe.BBCType == BoundaryType.VolumeCoupling))
TransferAndIntegrate(conn.PortA, conn.PortB, dtSub);
}
else if (IsVolumePort(conn.PortA) && IsPipePort(conn.PortB))
{
var pipe = GetPipe(conn.PortB);
bool isA = pipe.PortB == conn.PortB;
if ((isA && pipe.ABCType == BoundaryType.VolumeCoupling) ||
(!isA && pipe.BBCType == BoundaryType.VolumeCoupling))
TransferAndIntegrate(conn.PortB, conn.PortA, dtSub);
}
}
if (sub < nSub - 1)
{
foreach (var v in _volumes)
v.PushStateToPort();
foreach (var conn in _connections)
{
if (IsPipePort(conn.PortA) && IsVolumePort(conn.PortB))
{
var pipe = GetPipe(conn.PortA);
bool isA = pipe.PortA == conn.PortA;
if ((isA && pipe.ABCType == BoundaryType.VolumeCoupling) ||
(!isA && pipe.BBCType == BoundaryType.VolumeCoupling))
SetVolumeBC(conn.PortA, conn.PortB);
}
else if (IsVolumePort(conn.PortA) && IsPipePort(conn.PortB))
{
var pipe = GetPipe(conn.PortB);
bool isA = pipe.PortB == conn.PortB;
if ((isA && pipe.ABCType == BoundaryType.VolumeCoupling) ||
(!isA && pipe.BBCType == BoundaryType.VolumeCoupling))
SetVolumeBC(conn.PortB, conn.PortA);
}
}
}
}
// 5. Audio samples (none for now, but placeholder)
var audioSamples = new List<float>();
foreach (var conn in _connections)
{
if (conn is SoundConnection sc)
audioSamples.Add(sc.GetAudioSample());
}
// 6. Clear BC flags
// 3. Clear ghost flags
foreach (var p in _pipes)
p.ClearBC();
p.ClearGhostFlag();
return SoundProcessor.MixAndClip(audioSamples.ToArray());
}
private bool IsVolumePort(Port p) => _volumes.Exists(v => v.Port == p);
private bool IsPipePort(Port p) => _pipes.Exists(pp => pp.PortA == p || pp.PortB == p);
private Pipe1D GetPipe(Port p) => _pipes.Find(pp => pp.PortA == p || pp.PortB == p);
private Volume0D GetVolume(Port p) => _volumes.Find(v => v.Port == p);
private void SetVolumeBC(Port pipePort, Port volPort)
{
var pipe = GetPipe(pipePort);
if (pipe == null) return;
bool isA = pipe.PortA == pipePort;
if (isA)
pipe.SetAVolumeState(volPort.Density, volPort.Pressure);
else
pipe.SetBVolumeState(volPort.Density, volPort.Pressure);
}
private void TransferAndIntegrate(Port pipePort, Port volPort, double dtSub)
{
double mdot = pipePort.MassFlowRate;
volPort.MassFlowRate = -mdot;
if (mdot < 0) // pipe → volume
{
volPort.SpecificEnthalpy = pipePort.SpecificEnthalpy;
}
// else volumes own enthalpy (from PushStateToPort) is used
GetVolume(volPort)?.Integrate(dtSub);
// 4. Return exhaust tailpipe mass flow
if (_pipes.Count > 0)
return (float)_pipes[0].GetOpenEndMassFlow();
return 0f;
}
}
}

View File

@@ -1,23 +1,48 @@
namespace FluidSim.Core
{
/// <summary>
/// Mixes multiple audio samples and applies a softclipping tanh.
/// </summary>
public static class SoundProcessor
{
/// <summary>Overall gain applied after mixing (before tanh).</summary>
public static float MasterGain { get; set; } = 0.01f;
using System;
using FluidSim.Interfaces;
/// <summary>
/// Mixes an array of raw audio samples and returns a single sample in [1, 1].
/// </summary>
public static float MixAndClip(params float[] samples)
namespace FluidSim.Core
{
public class SoundProcessor
{
private readonly double dt;
private readonly double scaleFactor; // 1 / (4π r) and a user gain
private double prevMassFlowOut;
// Simple lowpass for derivative smoothing (≈ 23 ms)
private double smoothDMdt;
private readonly double alpha;
public float Gain { get; set; } = 1.0f;
public SoundProcessor(int sampleRate, double listenerDistanceMeters = 1.0)
{
float sum = 0f;
foreach (float s in samples)
sum += s;
sum *= MasterGain;
return sum;
dt = 1.0 / sampleRate;
scaleFactor = 1.0 / (4.0 * Math.PI * listenerDistanceMeters);
// Smoothing time constant ~ 2 ms, blocks singlesample spikes
double tau = 0.002;
alpha = Math.Exp(-dt / tau);
}
public float Process(Port port)
{
// Outflow mass flow (positive = leaving pipe)
double flowOut = -port.MassFlowRate;
// Derivative
double rawDerivative = (flowOut - prevMassFlowOut) / dt;
prevMassFlowOut = flowOut;
// Smooth the derivative to kill isolated spikes
smoothDMdt = alpha * smoothDMdt + (1.0 - alpha) * rawDerivative;
// Farfield monopole pressure
double pressure = smoothDMdt * scaleFactor * Gain;
// Soft clip to ±1 for audio output (safe limit)
float sample = (float)Math.Tanh(pressure);
return sample;
}
}
}

View File

@@ -5,7 +5,7 @@
<TargetFramework>net10.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<PublishAot>true</PublishAot>
<PublishAot>false</PublishAot>
<InvariantGlobalization>true</InvariantGlobalization>
</PropertyGroup>

View File

@@ -12,37 +12,37 @@ public class Program
private const double DrawFrequency = 60.0;
private static Scenario scenario;
// Speed control
//private static double desiredSpeed = 1.0;
private static double desiredSpeed = 0.0001;
// Speed control (existing + new throttle)
private static double desiredSpeed = 0.01;
private static double currentSpeed = desiredSpeed;
private const double MinSpeed = 0.0001;
private const double MaxSpeed = 1.0;
private const double ScrollFactor = 1.1;
// Spacetoggle state
private static double lastDesiredSpeed = 0.1; // remembers the last non1.0 scroll speed
private static bool isRealTime = true; // true when desiredSpeed == 1.0
private static double lastDesiredSpeed = 0.1;
private static bool isRealTime = false;
// Throttle smoothing
private static double targetThrottle = 0.0; // 1.0 when W is pressed, 0.0 otherwise
private static double currentThrottle = 0.0;
private const double ThrottleSmoothing = 20.0; // rate of change
private static volatile bool running = true;
public static void Main()
{
var mode = new VideoMode(new Vector2u(1280, 720));
var window = new RenderWindow(mode, "Pipe Resonator");
var window = new RenderWindow(mode, "FluidSim - Engine (W = throttle)");
window.SetVerticalSyncEnabled(true);
window.Closed += (_, _) => { running = false; window.Close(); };
window.MouseWheelScrolled += OnMouseWheel;
window.KeyPressed += OnKeyPressed;
var soundEngine = new SoundEngine(bufferCapacity: 16384);
soundEngine.Volume = 70;
soundEngine.Volume = 100;
soundEngine.Start();
//scenario = new PipeResonatorScenario();
//scenario = new HelmholtzResonatorScenario();
scenario = new SodShockTubeScenario();
scenario = new EngineScenario();
scenario.Initialize(SampleRate);
var stopwatch = Stopwatch.StartNew();
@@ -50,17 +50,13 @@ public class Program
double drawInterval = 1.0 / DrawFrequency;
double lastSpeedUpdateTime = stopwatch.Elapsed.TotalSeconds;
// Resampling buffer
List<float> simBuffer = new List<float>(4096);
var simBuffer = new List<float>(4096);
double readIndex = 0.0;
for (int i = 0; i < 4; i++)
simBuffer.Add(scenario.Process());
long totalSimSteps = simBuffer.Count;
long totalOutputSamples = 0;
double lastRealTime = stopwatch.Elapsed.TotalSeconds;
const int outputChunk = 256;
float[] outputBuf = new float[outputChunk];
@@ -69,17 +65,22 @@ public class Program
window.DispatchEvents();
double currentRealTime = stopwatch.Elapsed.TotalSeconds;
double dtSpeed = currentRealTime - lastSpeedUpdateTime;
double dtClock = currentRealTime - lastSpeedUpdateTime;
lastSpeedUpdateTime = currentRealTime;
// Smoothly transition currentSpeed → desiredSpeed
// When toggling, desiredSpeed jumps, but currentSpeed follows with a smooth lerp
double smoothingRate = 8.0; // higher = faster catchup
currentSpeed += (desiredSpeed - currentSpeed) * (1.0 - Math.Exp(-smoothingRate * dtSpeed));
// Smooth simulation speed
double speedSmoothing = 8.0;
currentSpeed += (desiredSpeed - currentSpeed) * (1.0 - Math.Exp(-speedSmoothing * dtClock));
// ---------- Generate audio ----------
// ---- THROTTLE INPUT ----
targetThrottle = Keyboard.IsKeyPressed(Keyboard.Key.W) ? 1.0 : 0.0;
currentThrottle += (targetThrottle - currentThrottle) * (1.0 - Math.Exp(-ThrottleSmoothing * dtClock));
// Push to engine scenario (if it's an EngineScenario)
if (scenario is EngineScenario engine)
engine.Throttle = currentThrottle;
// Generate audio
double targetAudioClock = currentRealTime + 0.05;
while (totalOutputSamples < targetAudioClock * SampleRate && running)
{
int toGenerate = (int)Math.Min(
@@ -101,11 +102,9 @@ public class Program
int i0 = (int)readIndex;
int i1 = i0 + 1;
double frac = readIndex - i0;
float y0 = simBuffer[Math.Clamp(i0, 0, simBuffer.Count - 1)];
float y1 = simBuffer[Math.Clamp(i1, 0, simBuffer.Count - 1)];
outputBuf[i] = (float)(y0 + (y1 - y0) * frac);
readIndex += currentSpeed;
while (readIndex >= 1.0 && simBuffer.Count > 2)
@@ -117,23 +116,23 @@ public class Program
int accepted = soundEngine.WriteSamples(outputBuf, toGenerate);
totalOutputSamples += accepted;
if (accepted < toGenerate)
break;
}
// ---------- Drawing & title ----------
// Drawing & title
if (currentRealTime - lastDrawTime >= drawInterval)
{
double actualSpeed = totalOutputSamples / (currentRealTime * SampleRate);
double simTime = totalSimSteps / (double)SampleRate;
string toggleHint = isRealTime ? "[Space] slow mo" : "[Space] real time";
string throttleHint = Keyboard.IsKeyPressed(Keyboard.Key.W) ? "W held" : "W released";
window.SetTitle(
$"{toggleHint} Sim: {simTime:F2}s | " +
$"Speed: {currentSpeed:F4}x → {desiredSpeed:F4}x | " +
$"Actual: {actualSpeed:F2}x"
$"{toggleHint} {throttleHint} " +
$"Thr: {currentThrottle:F2} " +
$"Speed: {currentSpeed:F3}x → {desiredSpeed:F3}x " +
$"Act: {actualSpeed:F2}x"
);
window.Clear(Color.Black);
scenario.Draw(window);
window.Display();
@@ -145,22 +144,18 @@ public class Program
window.Dispose();
}
// (Mouse wheel, space toggle unchanged)
private static void OnMouseWheel(object? sender, MouseWheelScrollEventArgs e)
{
bool wasRealTime = Math.Abs(desiredSpeed - 1.0) < 1e-6;
if (e.Delta > 0)
desiredSpeed *= ScrollFactor;
else if (e.Delta < 0)
desiredSpeed /= ScrollFactor;
desiredSpeed = Math.Clamp(desiredSpeed, MinSpeed, MaxSpeed);
// Update the remembered slow-mo speed (unless we are exactly at 1.0)
if (!wasRealTime || Math.Abs(desiredSpeed - 1.0) > 1e-6)
lastDesiredSpeed = desiredSpeed;
// Update isRealTime flag
isRealTime = Math.Abs(desiredSpeed - 1.0) < 1e-6;
}
@@ -169,15 +164,9 @@ public class Program
if (e.Code == Keyboard.Key.Space)
{
if (isRealTime)
{
// Switch to the remembered slow speed
desiredSpeed = lastDesiredSpeed;
}
else
{
// Switch back to real time
desiredSpeed = 1.0;
}
isRealTime = !isRealTime;
}
}

325
Scenarios/EngineScenario.cs Normal file
View File

@@ -0,0 +1,325 @@
using System;
using FluidSim.Components;
using FluidSim.Utils;
using FluidSim.Interfaces;
using SFML.Graphics;
using SFML.System;
namespace FluidSim.Core
{
public class EngineScenario : Scenario
{
private Solver solver;
private Crankshaft crankshaft;
private EngineCylinder engineCyl;
private Pipe1D exhaustPipe;
private Pipe1D intakePipe;
private PipeVolumeConnection couplingExhaust;
private PipeVolumeConnection couplingIntake;
private SoundProcessor exhaustSoundProcessor;
private SoundProcessor intakeSoundProcessor;
private OutdoorExhaustReverb reverb;
private Port exhaustPort = new Port();
private Port intakePort = new Port();
private double dt;
private double exhPipeArea, intPipeArea;
private const double AmbientPressure = 101325.0;
private double time;
private int stepCount = 0;
private const int LogInterval = 1000;
public double Throttle { get; set; } = 0.15;
private const double FullLoadPeakPressure = 140.0 * Units.bar;
public override void Initialize(int sampleRate)
{
dt = 1.0 / sampleRate;
// Crankshaft
crankshaft = new Crankshaft(initialRPM: 2000.0)
{
Inertia = 0.05,
FrictionConstant = 0.2,
FrictionViscous = 0.025
};
// Exhaust pipe (longer, larger)
double exhLength = 0.5;
double exhRadius = 1.5 * Units.cm;
exhPipeArea = Math.PI * exhRadius * exhRadius;
exhaustPipe = new Pipe1D(exhLength, exhPipeArea, sampleRate, forcedCellCount: 30);
exhaustPipe.SetUniformState(1.225, 0.0, AmbientPressure);
exhaustPipe.DampingMultiplier = 0.0;
exhaustPipe.EnergyRelaxationRate = 100.0f;
// Intake pipe (shorter, narrower)
double intLength = 0.1;
double intRadius = 1 * Units.cm;
intPipeArea = Math.PI * intRadius * intRadius;
intakePipe = new Pipe1D(intLength, intPipeArea, sampleRate, forcedCellCount: 10);
intakePipe.SetUniformState(1.225, 0.0, AmbientPressure);
// Cylinder (starts at BDC, fresh charge)
engineCyl = new EngineCylinder(crankshaft,
bore: 56 * Units.mm, stroke: 57 * Units.mm, compressionRatio: 9.5,
exhPipeArea: exhPipeArea, intPipeArea: intPipeArea, sampleRate: sampleRate);
engineCyl.ignition = true;
// Set crank to BDC (180°) and sync
crankshaft.CrankAngle = Math.PI;
crankshaft.PreviousAngle = Math.PI; // make sure this property is settable (public setter)
// Couplings
couplingExhaust = new PipeVolumeConnection(engineCyl.Cylinder, exhaustPipe, true, orificeArea: 0.0);
couplingIntake = new PipeVolumeConnection(engineCyl.Cylinder, intakePipe, false, orificeArea: 0.0);
// Solver
solver = new Solver();
solver.SetTimeStep(dt);
solver.AddVolume(engineCyl.Cylinder);
solver.AddPipe(exhaustPipe);
solver.AddPipe(intakePipe);
solver.AddConnection(couplingExhaust);
solver.AddConnection(couplingIntake);
solver.SetPipeBoundary(exhaustPipe, false, BoundaryType.OpenEnd, AmbientPressure);
solver.SetPipeBoundary(intakePipe, true, BoundaryType.GhostCell); // cylinder side left
solver.SetPipeBoundary(intakePipe, false, BoundaryType.OpenEnd, AmbientPressure); // ambient side right
// Sound
exhaustSoundProcessor = new SoundProcessor(sampleRate, exhRadius * 2);
exhaustSoundProcessor.Gain = 0.001f;
intakeSoundProcessor = new SoundProcessor(sampleRate, intRadius * 2);
intakeSoundProcessor.Gain = 0.001f;
// Reverb
reverb = new OutdoorExhaustReverb(sampleRate);
reverb.DryMix = 1.0f;
reverb.EarlyMix = 0.5f;
reverb.TailMix = 0.9f;
reverb.Feedback = 0.9f;
reverb.DampingFreq = 6000f;
Console.WriteLine("=== Engine with intake & cycleaware valves ===");
}
public override float Process()
{
double idleThrottle = 0.1;
if (crankshaft.AngularVelocity < 80) idleThrottle = 0.2;
double throttle = Math.Clamp(Throttle, idleThrottle, 1.0);
double targetPressure = throttle * FullLoadPeakPressure;
engineCyl.TargetPeakPressure = targetPressure;
engineCyl.Step(dt);
crankshaft.Step(dt);
couplingExhaust.OrificeArea = engineCyl.ExhaustOrificeArea;
couplingIntake.OrificeArea = engineCyl.IntakeOrificeArea;
solver.Step();
UpdateExhaustPort();
UpdateIntakePort();
float dryExhaust = exhaustSoundProcessor.Process(exhaustPort);
float dryIntake = intakeSoundProcessor.Process(intakePort);
float dry = dryExhaust + dryIntake;
float wet = reverb.Process(dry);
if (++stepCount % LogInterval == 0) Log();
return wet;
}
private void Log()
{
double rpm = crankshaft.AngularVelocity * 60.0 / (2.0 * Math.PI);
double cycleDeg = (engineCyl.CycleAngle * 180.0 / Math.PI) % 720.0;
string stroke = cycleDeg < 180.0 ? "Power" :
cycleDeg < 360.0 ? "Exhaust" :
cycleDeg < 540.0 ? "Intake" : "Compression";
// Cylinder
double pCyl = engineCyl.Cylinder.Pressure;
double TCyl = engineCyl.Cylinder.Temperature;
double VCyl = engineCyl.Cylinder.Volume;
double mCyl = engineCyl.Cylinder.Mass;
double exhArea = engineCyl.ExhaustOrificeArea * 1e6; // mm²
double intArea = engineCyl.IntakeOrificeArea * 1e6; // mm²
// Exhaust pipe
int exhLast = exhaustPipe.GetCellCount() - 1;
double pExhEnd = exhaustPipe.GetCellPressure(exhLast);
double mdotExhOut = exhaustPipe.GetOpenEndMassFlow(); // positive out
// Intake pipe
double mdotIntIn = couplingIntake.LastMassFlowIntoVolume;
double pIntAmbEnd = intakePort.Pressure;
Console.WriteLine(
$"{stepCount,8} {stroke,-11} {cycleDeg,6:F1}° " +
$"RPM:{rpm,5:F0} " +
$"Cyl: p={pCyl/1e5,6:F3}bar T={TCyl,6:F0}K V={VCyl*1e6,6:F0}cm³ m={mCyl*1e3,6:F6}g " +
$"Valves: Exh={exhArea,5:F0}mm² Int={intArea,5:F0}mm² " +
$"Intake: p_end={pIntAmbEnd/1e5,6:F3}bar mdot_in={mdotIntIn,7:F4}kg/s " +
$"Exhaust: p_end={pExhEnd/1e5,6:F3}bar mdot_out={mdotExhOut,7:F4}kg/s");
}
private void UpdateExhaustPort()
{
int last = exhaustPipe.GetCellCount() - 1;
double p = exhaustPipe.GetCellPressure(last);
double rho = exhaustPipe.GetCellDensity(last);
double vel = exhaustPipe.GetCellVelocity(last);
// Safety clamps
rho = Math.Clamp(rho, 0.01, 50.0);
vel = Math.Clamp(vel, -500.0, 500.0);
p = Math.Clamp(p, 1e4, 2e6);
double outflowMassFlow = rho * vel * exhPipeArea;
exhaustPort.Pressure = p;
exhaustPort.Density = rho;
exhaustPort.Temperature = p / (rho * 287.05);
exhaustPort.MassFlowRate = -outflowMassFlow;
exhaustPort.SpecificEnthalpy = 0.0;
}
private void UpdateIntakePort()
{
// Use the actual valve mass flow (positive = into cylinder)
double mdotIntoEngine = couplingIntake.LastMassFlowIntoVolume;
// Use cylinder pressure/density for the port state (or intake pipe last cell)
double pCyl = engineCyl.Cylinder.Pressure;
double rhoCyl = engineCyl.Cylinder.Density;
intakePort.Pressure = Math.Max(pCyl, 100);
intakePort.Density = Math.Max(rhoCyl, 1e-6);
intakePort.Temperature = engineCyl.Cylinder.Temperature;
intakePort.MassFlowRate = mdotIntoEngine;
intakePort.SpecificEnthalpy = 0.0;
}
// ==================== Drawing ====================
public override void Draw(RenderWindow target)
{
float winW = target.GetView().Size.X;
float winH = target.GetView().Size.Y;
float centerY = winH / 2f;
const float T_ambient = 293.15f;
const float T_hot = 1500f;
const float T_cold = 0f;
const float R = 287.05f;
float deltaHot = T_hot - T_ambient;
float deltaCold = T_ambient - T_cold;
float NormaliseTemperature(double T)
{
double t;
if (T >= T_ambient)
t = (T - T_ambient) / deltaHot;
else
t = (T - T_ambient) / deltaCold;
return (float)Math.Clamp(t, -1.0, 1.0);
}
// ---- Cylinder ----
float cylW = 80f, cylH = 150f;
var cylRect = new RectangleShape(new Vector2f(cylW, cylH));
cylRect.Position = new Vector2f(200f, centerY - cylH / 2f);
double tempCyl = engineCyl.Cylinder.Temperature;
float tnCyl = NormaliseTemperature(tempCyl);
byte rC = (byte)(tnCyl > 0 ? 255 * tnCyl : 0);
byte bC = (byte)(tnCyl < 0 ? -255 * tnCyl : 0);
byte gC = (byte)(255 * (1 - Math.Abs(tnCyl)));
cylRect.FillColor = new Color(rC, gC, bC);
target.Draw(cylRect);
// ---- Piston ----
float pistonWidth = cylW - 12f;
float pistonHeight = 16f;
float pistonFraction = (float)engineCyl.PistonPositionFraction;
float pistonTopY = cylRect.Position.Y + pistonFraction * (cylH - pistonHeight);
var pistonRect = new RectangleShape(new Vector2f(pistonWidth, pistonHeight))
{
Position = new Vector2f(cylRect.Position.X + 6f, pistonTopY),
FillColor = new Color(80, 80, 80)
};
target.Draw(pistonRect);
// ---------- NEW: Valve lift indicators ----------
float barWidth = 30f;
float barHeight = 10f;
float exhLift = (float)engineCyl.ExhaustValveLiftCurrent;
float intLift = (float)engineCyl.IntakeValveLiftCurrent;
// Exhaust valve indicator (right side of cylinder)
var exhBar = new RectangleShape(new Vector2f(barWidth, barHeight))
{
Position = new Vector2f(cylRect.Position.X + cylW - 10,
cylRect.Position.Y - 20 - exhLift * 20),
FillColor = new Color(200, 200, 200)
};
target.Draw(exhBar);
// Intake valve indicator (left side of cylinder)
var intBar = new RectangleShape(new Vector2f(barWidth, barHeight))
{
Position = new Vector2f(cylRect.Position.X - 20,
cylRect.Position.Y - 20 - intLift * 20),
FillColor = new Color(200, 200, 200)
};
target.Draw(intBar);
// ---- Exhaust pipe (rightwards) ----
DrawPipe(target, exhaustPipe, startX: 280f, endX: winW - 60f, centerY + 10 - cylRect.Size.Y / 2,
T_ambient, T_hot, T_cold, R, NormaliseTemperature, true);
// ---- Intake pipe (leftwards) ----
DrawPipe(target, intakePipe, startX: 200f, endX: 20f, centerY + 10 - cylRect.Size.Y / 2,
T_ambient, T_hot, T_cold, R, NormaliseTemperature, false);
}
private void DrawPipe(RenderWindow target, Pipe1D pipe,
float startX, float endX, float centerY,
float T_ambient, float T_hot, float T_cold, float R,
Func<double, float> normaliseTemp, bool leftToRight)
{
int n = pipe.GetCellCount();
float dir = leftToRight ? 1f : -1f;
float pipeLen = Math.Abs(endX - startX);
float dx = pipeLen / (n - 1) * dir;
float baseRadius = leftToRight ? 20f : 14f; // exhaust thicker, intake thinner
var vertices = new Vertex[n * 2];
float ambPress = 101325f;
for (int i = 0; i < n; i++)
{
float x = startX + i * dx;
double p = pipe.GetCellPressure(i);
double rho = pipe.GetCellDensity(i);
double T = p / (rho * R);
float r = baseRadius * 0.2f * (float)(1.0 + (p - ambPress) / ambPress);
if (r < 2f) r = 2f;
float tn = normaliseTemp(T);
byte rC = (byte)(tn > 0 ? 255 * tn : 0);
byte bC = (byte)(tn < 0 ? -255 * tn : 0);
byte gC = (byte)(255 * (1 - Math.Abs(tn)));
var col = new Color(rC, gC, bC);
vertices[i * 2] = new Vertex(new Vector2f(x, centerY - r), col);
vertices[i * 2 + 1] = new Vertex(new Vector2f(x, centerY + r), col);
}
target.Draw(vertices, PrimitiveType.TriangleStrip);
}
}
}

View File

@@ -1,6 +1,5 @@
using System;
using FluidSim.Components;
using FluidSim.Interfaces;
using FluidSim.Utils;
using SFML.Graphics;
using SFML.System;
@@ -12,7 +11,7 @@ namespace FluidSim.Core
private Solver solver;
private Volume0D cavity;
private Pipe1D neck;
private Connection coupling;
private PipeVolumeConnection coupling;
private int stepCount;
private double time;
private double dt;
@@ -38,12 +37,8 @@ namespace FluidSim.Core
neck = new Pipe1D(neckLength, neckArea, sampleRate, forcedCellCount: 40);
neck.SetUniformState(1.225, 0.0, ambientPressure);
coupling = new Connection(neck.PortA, cavity.Port)
{
Area = neckArea,
DischargeCoefficient = 0.62,
Gamma = 1.4
};
// Create the coupling between cavity and left end of the neck (PortA)
coupling = new PipeVolumeConnection(cavity, neck, isPipeLeftEnd: true, orificeArea: neckArea);
solver = new Solver();
solver.SetTimeStep(dt);
@@ -51,8 +46,8 @@ namespace FluidSim.Core
solver.AddPipe(neck);
solver.AddConnection(coupling);
// Port A (left) = volume coupling, Port B (right) = open end
solver.SetPipeBoundary(neck, isA: true, BoundaryType.VolumeCoupling);
// Left boundary (PortA) is volumecoupled via ghost cell, right boundary (PortB) is open end
solver.SetPipeBoundary(neck, isA: true, BoundaryType.GhostCell);
solver.SetPipeBoundary(neck, isA: false, BoundaryType.OpenEnd, ambientPressure);
}
@@ -68,11 +63,11 @@ namespace FluidSim.Core
if (stepCount % 20 == 0)
{
double pCav = cavity.Pressure;
double mdotA = neck.PortA.MassFlowRate; // positive = into pipe (leaving cavity)
// Mass flow rate is not directly available we can compute from pressure difference or skip
Console.WriteLine(
$"t={time * 1e3:F2} ms step={stepCount} " +
$"P_cav={pCav:F1} Pa, P_open={pOpen:F1} Pa, " +
$"mdot_A={mdotA * 1e3:F4} g/s, audio={audio:F4}");
$"audio={audio:F4}");
}
return audio;
@@ -100,7 +95,7 @@ namespace FluidSim.Core
float dx = neckLenPx / (n - 1);
float baseRadius = 20f;
Vertex[] vertices = new Vertex[n * 2];
var vertices = new Vertex[n * 2];
for (int i = 0; i < n; i++)
{
float x = neckStartX + i * dx;