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5 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| ff4c4aef23 | |||
| 7dfc8fa2d2 | |||
| c427c1f7d3 | |||
| a006a07049 | |||
| 3926ed7ef9 |
@@ -3,33 +3,71 @@ using FluidSim.Interfaces;
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namespace FluidSim.Components
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{
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public enum BoundaryType
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{
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VolumeCoupling,
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OpenEnd,
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ClosedEnd
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}
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public class Pipe1D
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{
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public Port PortA { get; }
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public Port PortB { get; }
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public double Area => _area;
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public double DampingMultiplier { get; set; } = 1.0;
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private int _n;
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private double _dx, _dt, _gamma = 1.4, _area;
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private double _dx, _dt, _gamma, _area, _diameter;
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private double[] _rho, _rhou, _E;
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// Volume states at boundaries
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private double _rhoLeft, _pLeft, _rhoRight, _pRight;
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private bool _leftBCSet, _rightBCSet;
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// Volume‑coupling ghost states for boundaries A and B
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private double _rhoA, _pA;
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private double _rhoB, _pB;
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private bool _aBCSet, _bBCSet;
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public double FrictionFactor { get; set; } = 0.02;
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private BoundaryType _aBCType = BoundaryType.VolumeCoupling;
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private BoundaryType _bBCType = BoundaryType.VolumeCoupling;
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private double _aAmbientPressure = 101325.0;
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private double _bAmbientPressure = 101325.0;
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private const double CflTarget = 0.8;
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private const double ReferenceSoundSpeed = 340.0;
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public int GetCellCount() => _n;
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public double GetCellDensity(int i) => _rho[i];
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public double GetCellPressure(int i) => Pressure(i);
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public double GetCellVelocity(int i) => _rhou[i] / Math.Max(_rho[i], 1e-12);
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public Pipe1D(double length, double area, int nCells, int sampleRate)
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public BoundaryType ABCType => _aBCType;
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public BoundaryType BBCType => _bBCType;
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public Pipe1D(double length, double area, int sampleRate, int forcedCellCount = 0)
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{
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double dtGlobal = 1.0 / sampleRate;
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int nCells;
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if (forcedCellCount > 1)
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{
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nCells = forcedCellCount;
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}
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else
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{
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double dxTarget = ReferenceSoundSpeed * dtGlobal * CflTarget;
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nCells = Math.Max(2, (int)Math.Round(length / dxTarget, MidpointRounding.AwayFromZero));
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while (length / nCells > dxTarget * 1.01 && nCells < int.MaxValue - 1)
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nCells++;
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}
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_n = nCells;
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_dx = length / nCells;
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_dt = 1.0 / sampleRate;
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_dx = length / _n;
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_dt = dtGlobal;
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_area = area;
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_gamma = 1.4;
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// Hydraulic diameter for a circular pipe
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_diameter = 2.0 * Math.Sqrt(area / Math.PI);
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_rho = new double[_n];
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_rhou = new double[_n];
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@@ -39,6 +77,11 @@ namespace FluidSim.Components
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PortB = new Port();
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}
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public void SetABoundaryType(BoundaryType type) => _aBCType = type;
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public void SetBBoundaryType(BoundaryType type) => _bBCType = type;
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public void SetAAmbientPressure(double p) => _aAmbientPressure = p;
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public void SetBAmbientPressure(double p) => _bAmbientPressure = p;
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public void SetUniformState(double rho, double u, double p)
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{
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double e = p / ((_gamma - 1) * rho);
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@@ -51,24 +94,181 @@ namespace FluidSim.Components
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}
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}
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public double GetLeftPressure() => Pressure(0);
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public double GetRightPressure() => Pressure(_n - 1);
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public double GetLeftDensity() => _rho[0];
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public double GetRightDensity() => _rho[_n - 1];
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// ★ New: pass both density and pressure from the volume
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public void SetLeftVolumeState(double rhoVol, double pVol)
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public void SetCellState(int i, double rho, double u, double p)
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{
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_rhoLeft = rhoVol;
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_pLeft = pVol;
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_leftBCSet = true;
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if (i < 0 || i >= _n) return;
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_rho[i] = rho;
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_rhou[i] = rho * u;
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double e = p / ((_gamma - 1) * rho);
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_E[i] = rho * e + 0.5 * rho * u * u;
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}
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public void SetRightVolumeState(double rhoVol, double pVol)
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public void SetAVolumeState(double rhoVol, double pVol)
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{
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_rhoRight = rhoVol;
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_pRight = pVol;
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_rightBCSet = true;
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_rhoA = rhoVol;
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_pA = pVol;
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_aBCSet = true;
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}
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public void SetBVolumeState(double rhoVol, double pVol)
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{
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_rhoB = rhoVol;
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_pB = pVol;
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_bBCSet = true;
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}
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public void ClearBC() => _aBCSet = _bBCSet = false;
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public int GetRequiredSubSteps(double dtGlobal, double cflTarget = 0.8)
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{
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double maxW = 0.0;
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for (int i = 0; i < _n; i++)
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{
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double rho = _rho[i];
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double u = Math.Abs(_rhou[i] / Math.Max(rho, 1e-12));
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double c = Math.Sqrt(_gamma * Pressure(i) / Math.Max(rho, 1e-12));
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double local = u + c;
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if (local > maxW) maxW = local;
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}
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maxW = Math.Max(maxW, 1e-8);
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return Math.Max(1, (int)Math.Ceiling(dtGlobal * maxW / (cflTarget * _dx)));
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}
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public void SimulateSingleStep(double dtSub)
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{
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int n = _n;
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double[] Fm = new double[n + 1];
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double[] Fp = new double[n + 1];
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double[] Fe = new double[n + 1];
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// ---------- Boundary A (face 0, left) ----------
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double rhoIntA = _rho[0];
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double uIntA = _rhou[0] / Math.Max(rhoIntA, 1e-12);
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double pIntA = Pressure(0);
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switch (_aBCType)
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{
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case BoundaryType.VolumeCoupling:
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if (_aBCSet)
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{
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HLLCFlux(_rhoA, 0.0, _pA,
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rhoIntA, uIntA, pIntA,
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out Fm[0], out Fp[0], out Fe[0]);
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}
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else
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{
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Fm[0] = 0; Fp[0] = pIntA; Fe[0] = 0;
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}
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break;
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case BoundaryType.OpenEnd:
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OpenEndFluxA(rhoIntA, uIntA, pIntA, _aAmbientPressure,
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out Fm[0], out Fp[0], out Fe[0]);
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break;
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case BoundaryType.ClosedEnd:
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ClosedEndFlux(rhoIntA, uIntA, pIntA, isRightBoundary: false,
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out Fm[0], out Fp[0], out Fe[0]);
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break;
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}
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// ---------- Internal faces ----------
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for (int i = 0; i < n - 1; i++)
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{
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double rhoL = _rho[i];
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double uL = _rhou[i] / Math.Max(rhoL, 1e-12);
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double pL = Pressure(i);
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double rhoR = _rho[i + 1];
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double uR = _rhou[i + 1] / Math.Max(rhoR, 1e-12);
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double pR = Pressure(i + 1);
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HLLCFlux(rhoL, uL, pL, rhoR, uR, pR,
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out Fm[i + 1], out Fp[i + 1], out Fe[i + 1]);
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}
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// ---------- Boundary B (face n, right) ----------
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double rhoIntB = _rho[n - 1];
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double uIntB = _rhou[n - 1] / Math.Max(rhoIntB, 1e-12);
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double pIntB = Pressure(n - 1);
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switch (_bBCType)
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{
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case BoundaryType.VolumeCoupling:
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if (_bBCSet)
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{
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HLLCFlux(rhoIntB, uIntB, pIntB,
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_rhoB, 0.0, _pB,
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out Fm[n], out Fp[n], out Fe[n]);
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}
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else
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{
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Fm[n] = 0; Fp[n] = pIntB; Fe[n] = 0;
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}
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break;
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case BoundaryType.OpenEnd:
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OpenEndFluxB(rhoIntB, uIntB, pIntB, _bAmbientPressure,
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out Fm[n], out Fp[n], out Fe[n]);
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break;
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case BoundaryType.ClosedEnd:
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ClosedEndFlux(rhoIntB, uIntB, pIntB, isRightBoundary: true,
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out Fm[n], out Fp[n], out Fe[n]);
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break;
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}
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// ---- Cell update with linear laminar damping ----
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double radius = _diameter / 2.0;
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double mu_air = 1.8e-5;
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double laminarCoeff = DampingMultiplier * 8.0 * mu_air / (radius * radius);
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for (int i = 0; i < n; i++)
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{
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double dM = (Fm[i + 1] - Fm[i]) / _dx;
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double dP = (Fp[i + 1] - Fp[i]) / _dx;
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double dE = (Fe[i + 1] - Fe[i]) / _dx;
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_rho[i] -= dtSub * dM;
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_rhou[i] -= dtSub * dP;
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_E[i] -= dtSub * dE;
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double rho = Math.Max(_rho[i], 1e-12);
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double dampingRate = laminarCoeff / rho;
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double dampingFactor = Math.Exp(-dampingRate * dtSub);
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_rhou[i] *= dampingFactor;
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if (_rho[i] < 1e-12) _rho[i] = 1e-12;
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double kinetic = 0.5 * _rhou[i] * _rhou[i] / _rho[i];
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double pMin = 100.0;
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double eMin = pMin / ((_gamma - 1) * _rho[i]) + kinetic;
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if (_E[i] < eMin) _E[i] = eMin;
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}
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// ---------- Port quantities ----------
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double mdotA_sub = _aBCType == BoundaryType.VolumeCoupling && _aBCSet ? Fm[0] * _area : 0.0;
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double mdotB_sub = _bBCType == BoundaryType.VolumeCoupling && _bBCSet ? -Fm[n] * _area : 0.0;
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PortA.MassFlowRate = mdotA_sub;
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PortB.MassFlowRate = mdotB_sub;
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PortA.Pressure = pIntA;
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PortB.Pressure = pIntB;
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PortA.Density = _rho[0];
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PortB.Density = _rho[n - 1];
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// Corrected enthalpy for both directions
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if (_aBCType == BoundaryType.VolumeCoupling && _aBCSet)
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{
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PortA.SpecificEnthalpy = mdotA_sub < 0
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? GetCellTotalSpecificEnthalpy(0)
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: (_gamma / (_gamma - 1.0)) * _pA / Math.Max(_rhoA, 1e-12);
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}
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if (_bBCType == BoundaryType.VolumeCoupling && _bBCSet)
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{
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PortB.SpecificEnthalpy = mdotB_sub < 0
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? GetCellTotalSpecificEnthalpy(_n - 1)
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: (_gamma / (_gamma - 1.0)) * _pB / Math.Max(_rhoB, 1e-12);
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}
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}
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private double GetCellTotalSpecificEnthalpy(int i)
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@@ -80,95 +280,104 @@ namespace FluidSim.Components
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return h + 0.5 * u * u;
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}
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public void Simulate()
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{
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int n = _n;
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double[] Fm = new double[n + 1], Fp = new double[n + 1], Fe = new double[n + 1];
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// --- Left boundary (face 0) ---
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if (_leftBCSet)
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{
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// Ghost = actual volume state (ρ_vol, u=0, p_vol)
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double rhoL = _rhoLeft;
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double uL = 0.0;
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double pL = _pLeft;
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double rhoR = _rho[0];
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double uR = _rhou[0] / Math.Max(rhoR, 1e-12);
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double pR = Pressure(0);
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HLLCFlux(rhoL, uL, pL, rhoR, uR, pR, out Fm[0], out Fp[0], out Fe[0]);
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}
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else
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{
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Fm[0] = 0;
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Fp[0] = Pressure(0);
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Fe[0] = 0;
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}
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// --- Internal faces ---
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for (int i = 0; i < n - 1; i++)
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{
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double uL = _rhou[i] / Math.Max(_rho[i], 1e-12);
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double uR = _rhou[i + 1] / Math.Max(_rho[i + 1], 1e-12);
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HLLCFlux(_rho[i], uL, Pressure(i), _rho[i + 1], uR, Pressure(i + 1),
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out Fm[i + 1], out Fp[i + 1], out Fe[i + 1]);
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}
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// --- Right boundary (face n) ---
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if (_rightBCSet)
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{
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double rhoL = _rho[n - 1];
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double uL = _rhou[n - 1] / Math.Max(rhoL, 1e-12);
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double pL = Pressure(n - 1);
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// Ghost = actual volume state (ρ_vol, u=0, p_vol)
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double rhoR = _rhoRight;
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double uR = 0.0;
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double pR = _pRight;
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HLLCFlux(rhoL, uL, pL, rhoR, uR, pR, out Fm[n], out Fp[n], out Fe[n]);
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}
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else
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{
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Fm[n] = 0;
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Fp[n] = Pressure(n - 1);
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Fe[n] = 0;
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}
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// --- Cell update ---
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for (int i = 0; i < n; i++)
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{
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double dM = (Fm[i + 1] - Fm[i]) / _dx;
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double dP = (Fp[i + 1] - Fp[i]) / _dx;
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double dE = (Fe[i + 1] - Fe[i]) / _dx;
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_rho[i] -= _dt * dM;
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_rhou[i] -= _dt * dP;
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_E[i] -= _dt * dE;
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if (_rho[i] < 1e-12) _rho[i] = 1e-12;
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double kinetic = 0.5 * _rhou[i] * _rhou[i] / _rho[i];
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if (_E[i] < kinetic) _E[i] = kinetic;
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}
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// --- Friction disabled ---
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// if (FrictionFactor > 0) { … }
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// --- Port flows ---
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PortA.MassFlowRate = _leftBCSet ? Fm[0] * _area : 0.0;
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PortB.MassFlowRate = _rightBCSet ? -Fm[n] * _area : 0.0;
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PortA.SpecificEnthalpy = GetCellTotalSpecificEnthalpy(0);
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PortB.SpecificEnthalpy = GetCellTotalSpecificEnthalpy(_n - 1);
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_leftBCSet = _rightBCSet = false;
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}
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double Pressure(int i) =>
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private double Pressure(int i) =>
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(_gamma - 1.0) * (_E[i] - 0.5 * _rhou[i] * _rhou[i] / Math.Max(_rho[i], 1e-12));
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void HLLCFlux(double rL, double uL, double pL, double rR, double uR, double pR,
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out double fm, out double fp, out double fe)
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// ========== Characteristic‑based Open End ==========
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private void OpenEndFluxA(double rhoInt, double uInt, double pInt, double pAmb,
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out double fm, out double fp, out double fe)
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{
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double cInt = Math.Sqrt(_gamma * pInt / Math.Max(rhoInt, 1e-12));
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// Subsonic inflow (uInt ≤ 0, so flow inside pipe ←)
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if (uInt <= -cInt) // supersonic inflow – use interior state as ghost
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{
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fm = rhoInt * uInt;
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fp = rhoInt * uInt * uInt + pInt;
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fe = (rhoInt * (pInt / ((_gamma - 1) * rhoInt) + 0.5 * uInt * uInt) + pInt) * uInt;
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return;
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}
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else if (uInt <= 0) // subsonic inflow
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{
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// Reservoir condition: p = pAmb, T = 300K, u = 0
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double T0 = 300.0;
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double R = 287.0;
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double rhoGhost = pAmb / (R * T0);
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HLLCFlux(rhoGhost, 0.0, pAmb, rhoInt, uInt, pInt, out fm, out fp, out fe);
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return;
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}
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else // subsonic outflow (uInt > 0)
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{
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// Ghost pressure forced to pAmb
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double s = pInt / Math.Pow(rhoInt, _gamma);
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double rhoGhost = Math.Pow(pAmb / s, 1.0 / _gamma);
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double cGhost = Math.Sqrt(_gamma * pAmb / rhoGhost);
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// Outgoing Riemann invariant J⁻ = uInt - 2*cInt/(γ-1) (for left boundary)
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double J_minus = uInt - 2.0 * cInt / (_gamma - 1.0);
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double uGhost = J_minus + 2.0 * cGhost / (_gamma - 1.0);
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// Prevent spurious inflow by clipping to zero
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if (uGhost < 0) uGhost = 0;
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HLLCFlux(rhoGhost, uGhost, pAmb, rhoInt, uInt, pInt, out fm, out fp, out fe);
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}
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}
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private void OpenEndFluxB(double rhoInt, double uInt, double pInt, double pAmb,
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out double fm, out double fp, out double fe)
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{
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double cInt = Math.Sqrt(_gamma * pInt / Math.Max(rhoInt, 1e-12));
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if (uInt >= cInt) // supersonic outflow (extrapolation)
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{
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fm = rhoInt * uInt;
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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));
|
||||
@@ -176,6 +385,7 @@ namespace FluidSim.Components
|
||||
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));
|
||||
|
||||
@@ -199,5 +409,12 @@ namespace FluidSim.Components
|
||||
fm = rsR * Ss; fp = rsR * Ss * Ss + ps; fe = (rsR * EsR + ps) * Ss;
|
||||
}
|
||||
}
|
||||
|
||||
public double GetPressureAtFraction(double fraction)
|
||||
{
|
||||
int i = (int)(fraction * (_n - 1));
|
||||
i = Math.Clamp(i, 0, _n - 1);
|
||||
return Pressure(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -50,13 +50,26 @@ namespace FluidSim.Components
|
||||
Port.SpecificEnthalpy = SpecificEnthalpy;
|
||||
}
|
||||
|
||||
// Original integrate (uses the constructor’s 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 sub‑steps)
|
||||
public void Integrate(double dtOverride)
|
||||
{
|
||||
double mdot = Port.MassFlowRate;
|
||||
double h_in = Port.SpecificEnthalpy;
|
||||
|
||||
double dm = mdot * _dt;
|
||||
double dE = (mdot * h_in) * _dt - Pressure * dVdt * _dt;
|
||||
double dm = mdot * dtOverride;
|
||||
double dE = (mdot * h_in) * dtOverride - Pressure * dVdt * dtOverride;
|
||||
|
||||
Mass += dm;
|
||||
InternalEnergy += dE;
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
using System;
|
||||
using FluidSim.Components;
|
||||
using FluidSim.Interfaces;
|
||||
|
||||
namespace FluidSim.Core
|
||||
{
|
||||
|
||||
@@ -1,67 +0,0 @@
|
||||
using System;
|
||||
using FluidSim.Components;
|
||||
using FluidSim.Utils;
|
||||
|
||||
namespace FluidSim.Core
|
||||
{
|
||||
public static class Simulation
|
||||
{
|
||||
private static Solver solver;
|
||||
private static Volume0D volA, volB;
|
||||
private static Pipe1D pipe;
|
||||
private static Connection connA, connB;
|
||||
private static int stepCount;
|
||||
private static double time;
|
||||
private static double dt;
|
||||
|
||||
public static void Initialize(int sampleRate)
|
||||
{
|
||||
dt = 1.0 / sampleRate;
|
||||
|
||||
double V = 5.0 * Units.L;
|
||||
volA = new Volume0D(V, 1.1 * Units.atm, Units.Celsius(20), sampleRate);
|
||||
volB = new Volume0D(V, 1.0 * Units.atm, Units.Celsius(20), sampleRate);
|
||||
|
||||
double length = 150 * Units.mm;
|
||||
double diameter = 25 * Units.mm;
|
||||
double area = Units.AreaFromDiameter(25, Units.mm);
|
||||
int nCells = 10;
|
||||
|
||||
pipe = new Pipe1D(length, area, nCells, sampleRate);
|
||||
pipe.SetUniformState(volA.Density, 0.0, volA.Pressure);
|
||||
pipe.FrictionFactor = 0.02;
|
||||
|
||||
// Connections with orifice area equal to pipe area (flange joint)
|
||||
connA = new Connection(volA.Port, pipe.PortA) { Area = area, DischargeCoefficient = 1.0, Gamma = 1.4 };
|
||||
connB = new Connection(pipe.PortB, volB.Port) { Area = area, DischargeCoefficient = 1.0, Gamma = 1.4 };
|
||||
|
||||
solver = new Solver();
|
||||
solver.AddVolume(volA);
|
||||
solver.AddVolume(volB);
|
||||
solver.AddPipe(pipe);
|
||||
solver.AddConnection(connA);
|
||||
solver.AddConnection(connB);
|
||||
}
|
||||
|
||||
public static float Process()
|
||||
{
|
||||
solver.Step();
|
||||
time += dt;
|
||||
stepCount++;
|
||||
Log();
|
||||
return 0f;
|
||||
}
|
||||
|
||||
public static void Log()
|
||||
{
|
||||
if (stepCount <= 50 || stepCount % 200 == 0)
|
||||
{
|
||||
Console.WriteLine(
|
||||
$"t = {time * 1e3:F3} ms Step {stepCount:D4}: " +
|
||||
$"PA = {volA.Pressure / 1e5:F6} bar, " +
|
||||
$"PB = {volB.Pressure / 1e5:F6} bar, " +
|
||||
$"FlowA = {pipe.PortA.MassFlowRate * 1e3:F2} g/s");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
151
Core/Solver.cs
151
Core/Solver.cs
@@ -1,4 +1,5 @@
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using FluidSim.Components;
|
||||
using FluidSim.Interfaces;
|
||||
|
||||
@@ -10,70 +11,160 @@ namespace FluidSim.Core
|
||||
private readonly List<Pipe1D> _pipes = new();
|
||||
private readonly List<Connection> _connections = new();
|
||||
|
||||
private double _dt;
|
||||
|
||||
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 SetTimeStep(double dt) => _dt = dt;
|
||||
|
||||
public void Step()
|
||||
/// <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)
|
||||
{
|
||||
// 1. Volumes publish state to their ports
|
||||
if (isA)
|
||||
{
|
||||
pipe.SetABoundaryType(type);
|
||||
if (type == BoundaryType.OpenEnd)
|
||||
pipe.SetAAmbientPressure(ambientPressure);
|
||||
}
|
||||
else
|
||||
{
|
||||
pipe.SetBBoundaryType(type);
|
||||
if (type == BoundaryType.OpenEnd)
|
||||
pipe.SetBAmbientPressure(ambientPressure);
|
||||
}
|
||||
}
|
||||
|
||||
public float Step()
|
||||
{
|
||||
// 1. Volumes publish state
|
||||
foreach (var v in _volumes)
|
||||
v.PushStateToPort();
|
||||
|
||||
// 2. Set volume states as boundary conditions on pipes
|
||||
// 2. Set volume BCs for volume‑coupled ends
|
||||
foreach (var conn in _connections)
|
||||
{
|
||||
if (IsPipePort(conn.PortA) && IsVolumePort(conn.PortB))
|
||||
SetVolumeBC(conn.PortA, 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))
|
||||
SetVolumeBC(conn.PortB, conn.PortA);
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
// 3. Run pipe simulations
|
||||
// 3. Sub‑steps
|
||||
int nSub = 1;
|
||||
foreach (var p in _pipes)
|
||||
p.Simulate();
|
||||
nSub = Math.Max(nSub, p.GetRequiredSubSteps(_dt));
|
||||
double dtSub = _dt / nSub;
|
||||
|
||||
// 4. Transfer pipe‑port flows to volume ports
|
||||
foreach (var conn in _connections)
|
||||
for (int sub = 0; sub < nSub; sub++)
|
||||
{
|
||||
if (IsPipePort(conn.PortA) && IsVolumePort(conn.PortB))
|
||||
TransferPipeToVolume(conn.PortA, conn.PortB);
|
||||
else if (IsVolumePort(conn.PortA) && IsPipePort(conn.PortB))
|
||||
TransferPipeToVolume(conn.PortB, conn.PortA);
|
||||
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. Integrate volumes
|
||||
foreach (var v in _volumes)
|
||||
v.Integrate();
|
||||
// 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
|
||||
foreach (var p in _pipes)
|
||||
p.ClearBC();
|
||||
|
||||
return SoundProcessor.MixAndClip(audioSamples.ToArray());
|
||||
}
|
||||
|
||||
bool IsVolumePort(Port p) => _volumes.Exists(v => v.Port == p);
|
||||
bool IsPipePort(Port p) => _pipes.Exists(pp => pp.PortA == p || pp.PortB == p);
|
||||
Pipe1D GetPipe(Port p) => _pipes.Find(pp => pp.PortA == p || pp.PortB == p);
|
||||
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);
|
||||
|
||||
void SetVolumeBC(Port pipePort, Port volPort)
|
||||
private void SetVolumeBC(Port pipePort, Port volPort)
|
||||
{
|
||||
Pipe1D pipe = GetPipe(pipePort);
|
||||
var pipe = GetPipe(pipePort);
|
||||
if (pipe == null) return;
|
||||
bool isLeft = pipe.PortA == pipePort;
|
||||
|
||||
if (isLeft)
|
||||
pipe.SetLeftVolumeState(volPort.Density, volPort.Pressure);
|
||||
bool isA = pipe.PortA == pipePort;
|
||||
if (isA)
|
||||
pipe.SetAVolumeState(volPort.Density, volPort.Pressure);
|
||||
else
|
||||
pipe.SetRightVolumeState(volPort.Density, volPort.Pressure);
|
||||
pipe.SetBVolumeState(volPort.Density, volPort.Pressure);
|
||||
}
|
||||
|
||||
void TransferPipeToVolume(Port pipePort, Port volPort)
|
||||
private void TransferAndIntegrate(Port pipePort, Port volPort, double dtSub)
|
||||
{
|
||||
double mdot = pipePort.MassFlowRate;
|
||||
volPort.MassFlowRate = -mdot;
|
||||
|
||||
if (mdot < 0) // pipe → volume
|
||||
{
|
||||
// pipePort.SpecificEnthalpy is already total (h + ½u²)
|
||||
volPort.SpecificEnthalpy = pipePort.SpecificEnthalpy;
|
||||
}
|
||||
// else: volume → pipe, volume’s own static enthalpy is used (already set)
|
||||
// else volume’s own enthalpy (from PushStateToPort) is used
|
||||
|
||||
GetVolume(volPort)?.Integrate(dtSub);
|
||||
}
|
||||
}
|
||||
}
|
||||
23
Core/SoundProcessor.cs
Normal file
23
Core/SoundProcessor.cs
Normal file
@@ -0,0 +1,23 @@
|
||||
namespace FluidSim.Core
|
||||
{
|
||||
/// <summary>
|
||||
/// Mixes multiple audio samples and applies a soft‑clipping tanh.
|
||||
/// </summary>
|
||||
public static class SoundProcessor
|
||||
{
|
||||
/// <summary>Overall gain applied after mixing (before tanh).</summary>
|
||||
public static float MasterGain { get; set; } = 0.01f;
|
||||
|
||||
/// <summary>
|
||||
/// Mixes an array of raw audio samples and returns a single sample in [‑1, 1].
|
||||
/// </summary>
|
||||
public static float MixAndClip(params float[] samples)
|
||||
{
|
||||
float sum = 0f;
|
||||
foreach (float s in samples)
|
||||
sum += s;
|
||||
sum *= MasterGain;
|
||||
return sum;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,4 @@
|
||||
using FluidSim.Interfaces;
|
||||
|
||||
namespace FluidSim.Components
|
||||
namespace FluidSim.Interfaces
|
||||
{
|
||||
/// <summary>Pure data link between two ports, with orifice parameters.</summary>
|
||||
public class Connection
|
||||
25
Interfaces/SoundConnection.cs
Normal file
25
Interfaces/SoundConnection.cs
Normal file
@@ -0,0 +1,25 @@
|
||||
namespace FluidSim.Interfaces
|
||||
{
|
||||
/// <summary>
|
||||
/// A Connection that also produces an audio sample from the pressure drop across it.
|
||||
/// </summary>
|
||||
public class SoundConnection : Connection
|
||||
{
|
||||
/// <summary>Gain applied to the normalised pressure difference.</summary>
|
||||
public float Gain { get; set; } = 1.0f;
|
||||
|
||||
/// <summary>Reference pressure used for normalisation (Pa). Default: 1 atm.</summary>
|
||||
public double ReferencePressure { get; set; } = 101325.0;
|
||||
|
||||
public SoundConnection(Port a, Port b) : base(a, b) { }
|
||||
|
||||
/// <summary>
|
||||
/// Returns a normalised audio sample proportional to the pressure difference.
|
||||
/// </summary>
|
||||
public float GetAudioSample()
|
||||
{
|
||||
double dp = PortA.Pressure - PortB.Pressure;
|
||||
return (float)(dp / ReferencePressure) * Gain;
|
||||
}
|
||||
}
|
||||
}
|
||||
161
Program.cs
161
Program.cs
@@ -9,61 +9,176 @@ namespace FluidSim;
|
||||
public class Program
|
||||
{
|
||||
private const int SampleRate = 44100;
|
||||
private const double DrawFrequency = 60.0;
|
||||
private static Scenario scenario;
|
||||
|
||||
// Speed control
|
||||
//private static double desiredSpeed = 1.0;
|
||||
private static double desiredSpeed = 0.0001;
|
||||
private static double currentSpeed = desiredSpeed;
|
||||
private const double MinSpeed = 0.0001;
|
||||
private const double MaxSpeed = 1.0;
|
||||
private const double ScrollFactor = 1.1;
|
||||
|
||||
// Space‑toggle state
|
||||
private static double lastDesiredSpeed = 0.1; // remembers the last non‑1.0 scroll speed
|
||||
private static bool isRealTime = true; // true when desiredSpeed == 1.0
|
||||
|
||||
private static volatile bool running = true;
|
||||
|
||||
public static void Main()
|
||||
{
|
||||
var mode = new VideoMode(new Vector2u(1280, 720));
|
||||
var window = new RenderWindow(mode, "Fluid Simulation");
|
||||
var window = new RenderWindow(mode, "Pipe Resonator");
|
||||
window.SetVerticalSyncEnabled(true);
|
||||
window.Closed += (_, _) => { running = false; window.Close(); };
|
||||
window.MouseWheelScrolled += OnMouseWheel;
|
||||
window.KeyPressed += OnKeyPressed;
|
||||
|
||||
var soundEngine = new SoundEngine(bufferCapacity: 2048);
|
||||
var soundEngine = new SoundEngine(bufferCapacity: 16384);
|
||||
soundEngine.Volume = 70;
|
||||
soundEngine.Start();
|
||||
|
||||
double lastAudioTime = 0.0;
|
||||
//scenario = new PipeResonatorScenario();
|
||||
//scenario = new HelmholtzResonatorScenario();
|
||||
scenario = new SodShockTubeScenario();
|
||||
|
||||
scenario.Initialize(SampleRate);
|
||||
|
||||
var stopwatch = Stopwatch.StartNew();
|
||||
double lastDrawTime = 0.0;
|
||||
double drawInterval = 1.0 / DrawFrequency;
|
||||
double lastSpeedUpdateTime = stopwatch.Elapsed.TotalSeconds;
|
||||
|
||||
int warmupSamples = SampleRate / 2;
|
||||
float[] warmup = new float[warmupSamples];
|
||||
for (int i = 0; i < warmupSamples; i++)
|
||||
warmup[i] = 0;
|
||||
// Resampling buffer
|
||||
List<float> simBuffer = new List<float>(4096);
|
||||
double readIndex = 0.0;
|
||||
|
||||
soundEngine.WriteSamples(warmup, warmupSamples);
|
||||
lastAudioTime = stopwatch.Elapsed.TotalSeconds;
|
||||
for (int i = 0; i < 4; i++)
|
||||
simBuffer.Add(scenario.Process());
|
||||
|
||||
const int chunkSize = 2048;
|
||||
float[] buffer = new float[chunkSize];
|
||||
long totalSimSteps = simBuffer.Count;
|
||||
long totalOutputSamples = 0;
|
||||
|
||||
Simulation.Initialize(SampleRate);
|
||||
double lastRealTime = stopwatch.Elapsed.TotalSeconds;
|
||||
const int outputChunk = 256;
|
||||
float[] outputBuf = new float[outputChunk];
|
||||
|
||||
while (window.IsOpen)
|
||||
{
|
||||
window.DispatchEvents();
|
||||
|
||||
double currentTime = stopwatch.Elapsed.TotalSeconds;
|
||||
double elapsed = currentTime - lastAudioTime;
|
||||
int samplesNeeded = (int)(elapsed * SampleRate);
|
||||
double currentRealTime = stopwatch.Elapsed.TotalSeconds;
|
||||
double dtSpeed = currentRealTime - lastSpeedUpdateTime;
|
||||
lastSpeedUpdateTime = currentRealTime;
|
||||
|
||||
while (samplesNeeded > 0 && running)
|
||||
// Smoothly transition currentSpeed → desiredSpeed
|
||||
// When toggling, desiredSpeed jumps, but currentSpeed follows with a smooth lerp
|
||||
double smoothingRate = 8.0; // higher = faster catch‑up
|
||||
currentSpeed += (desiredSpeed - currentSpeed) * (1.0 - Math.Exp(-smoothingRate * dtSpeed));
|
||||
|
||||
// ---------- Generate audio ----------
|
||||
double targetAudioClock = currentRealTime + 0.05;
|
||||
|
||||
while (totalOutputSamples < targetAudioClock * SampleRate && running)
|
||||
{
|
||||
int toGenerate = Math.Min(samplesNeeded, chunkSize);
|
||||
int toGenerate = (int)Math.Min(
|
||||
(long)outputChunk,
|
||||
(long)(targetAudioClock * SampleRate) - totalOutputSamples
|
||||
);
|
||||
if (toGenerate <= 0) break;
|
||||
|
||||
double maxIndex = readIndex + (toGenerate - 1) * currentSpeed + 2;
|
||||
int requiredSimIndex = (int)Math.Ceiling(maxIndex);
|
||||
while (simBuffer.Count - 1 < requiredSimIndex)
|
||||
{
|
||||
simBuffer.Add(scenario.Process());
|
||||
totalSimSteps++;
|
||||
}
|
||||
|
||||
for (int i = 0; i < toGenerate; i++)
|
||||
{
|
||||
buffer[i] = Simulation.Process();
|
||||
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)
|
||||
{
|
||||
simBuffer.RemoveAt(0);
|
||||
readIndex -= 1.0;
|
||||
}
|
||||
}
|
||||
soundEngine.WriteSamples(buffer, toGenerate);
|
||||
samplesNeeded -= toGenerate;
|
||||
|
||||
int accepted = soundEngine.WriteSamples(outputBuf, toGenerate);
|
||||
totalOutputSamples += accepted;
|
||||
|
||||
if (accepted < toGenerate)
|
||||
break;
|
||||
}
|
||||
|
||||
lastAudioTime = currentTime;
|
||||
// ---------- 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";
|
||||
window.SetTitle(
|
||||
$"{toggleHint} Sim: {simTime:F2}s | " +
|
||||
$"Speed: {currentSpeed:F4}x → {desiredSpeed:F4}x | " +
|
||||
$"Actual: {actualSpeed:F2}x"
|
||||
);
|
||||
|
||||
window.Clear(Color.Black);
|
||||
window.Display();
|
||||
window.Clear(Color.Black);
|
||||
scenario.Draw(window);
|
||||
window.Display();
|
||||
lastDrawTime = currentRealTime;
|
||||
}
|
||||
}
|
||||
|
||||
soundEngine.Dispose();
|
||||
window.Dispose();
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
private static void OnKeyPressed(object? sender, KeyEventArgs e)
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
133
Scenarios/HelmholtzResonatorScenario.cs
Normal file
133
Scenarios/HelmholtzResonatorScenario.cs
Normal file
@@ -0,0 +1,133 @@
|
||||
using System;
|
||||
using FluidSim.Components;
|
||||
using FluidSim.Interfaces;
|
||||
using FluidSim.Utils;
|
||||
using SFML.Graphics;
|
||||
using SFML.System;
|
||||
|
||||
namespace FluidSim.Core
|
||||
{
|
||||
public class HelmholtzResonatorScenario : Scenario
|
||||
{
|
||||
private Solver solver;
|
||||
private Volume0D cavity;
|
||||
private Pipe1D neck;
|
||||
private Connection coupling;
|
||||
private int stepCount;
|
||||
private double time;
|
||||
private double dt;
|
||||
private double ambientPressure = 1.0 * Units.atm;
|
||||
|
||||
public override void Initialize(int sampleRate)
|
||||
{
|
||||
dt = 1.0 / sampleRate;
|
||||
|
||||
// 1‑litre cavity, 10% over‑pressure
|
||||
double cavityVolume = 1e-3;
|
||||
double initialCavityPressure = 1.1 * ambientPressure;
|
||||
cavity = new Volume0D(cavityVolume, initialCavityPressure, 300.0, sampleRate)
|
||||
{
|
||||
Gamma = 1.4,
|
||||
GasConstant = 287.0
|
||||
};
|
||||
|
||||
// Neck: length 10 cm, radius 1 cm
|
||||
double neckLength = 0.1;
|
||||
double neckRadius = 0.01;
|
||||
double neckArea = Math.PI * neckRadius * neckRadius;
|
||||
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
|
||||
};
|
||||
|
||||
solver = new Solver();
|
||||
solver.SetTimeStep(dt);
|
||||
solver.AddVolume(cavity);
|
||||
solver.AddPipe(neck);
|
||||
solver.AddConnection(coupling);
|
||||
|
||||
// Port A (left) = volume coupling, Port B (right) = open end
|
||||
solver.SetPipeBoundary(neck, isA: true, BoundaryType.VolumeCoupling);
|
||||
solver.SetPipeBoundary(neck, isA: false, BoundaryType.OpenEnd, ambientPressure);
|
||||
}
|
||||
|
||||
public override float Process()
|
||||
{
|
||||
float sample = solver.Step();
|
||||
time += dt;
|
||||
stepCount++;
|
||||
|
||||
double pOpen = neck.GetCellPressure(neck.GetCellCount() - 1);
|
||||
float audio = (float)((pOpen - ambientPressure) / ambientPressure);
|
||||
|
||||
if (stepCount % 20 == 0)
|
||||
{
|
||||
double pCav = cavity.Pressure;
|
||||
double mdotA = neck.PortA.MassFlowRate; // positive = into pipe (leaving cavity)
|
||||
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}");
|
||||
}
|
||||
|
||||
return audio;
|
||||
}
|
||||
|
||||
public override void Draw(RenderWindow target)
|
||||
{
|
||||
float winW = target.GetView().Size.X;
|
||||
float winH = target.GetView().Size.Y;
|
||||
float centerY = winH / 2f;
|
||||
|
||||
// Cavity rectangle
|
||||
float cavityWidth = 120f;
|
||||
float cavityHeight = 180f;
|
||||
var cavityRect = new RectangleShape(new Vector2f(cavityWidth, cavityHeight));
|
||||
cavityRect.Position = new Vector2f(40f, centerY - cavityHeight / 2f);
|
||||
cavityRect.FillColor = PressureColor(cavity.Pressure);
|
||||
target.Draw(cavityRect);
|
||||
|
||||
// Neck drawn as tapered pipe
|
||||
int n = neck.GetCellCount();
|
||||
float neckStartX = 40f + cavityWidth + 10f;
|
||||
float neckEndX = winW - 60f;
|
||||
float neckLenPx = neckEndX - neckStartX;
|
||||
float dx = neckLenPx / (n - 1);
|
||||
float baseRadius = 20f;
|
||||
|
||||
Vertex[] vertices = new Vertex[n * 2];
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
float x = neckStartX + i * dx;
|
||||
double p = neck.GetCellPressure(i);
|
||||
float r = baseRadius * (float)(0.5 + 0.5 * Math.Tanh((p - ambientPressure) / (ambientPressure * 0.2)));
|
||||
if (r < 4f) r = 4f;
|
||||
Color col = PressureColor(p);
|
||||
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);
|
||||
|
||||
// Open end indicator
|
||||
var arrow = new CircleShape(8f);
|
||||
arrow.Position = new Vector2f(neckEndX - 4f, centerY - 4f);
|
||||
arrow.FillColor = Color.White;
|
||||
target.Draw(arrow);
|
||||
}
|
||||
|
||||
private Color PressureColor(double pressure)
|
||||
{
|
||||
double range = ambientPressure * 0.1;
|
||||
double t = Math.Clamp((pressure - ambientPressure) / range, -1.0, 1.0);
|
||||
byte r = (byte)(t > 0 ? 255 * t : 0);
|
||||
byte b = (byte)(t < 0 ? -255 * t : 0);
|
||||
byte g = (byte)(255 * (1 - Math.Abs(t)));
|
||||
return new Color(r, g, b);
|
||||
}
|
||||
}
|
||||
}
|
||||
184
Scenarios/PipeResonatorScenario.cs
Normal file
184
Scenarios/PipeResonatorScenario.cs
Normal file
@@ -0,0 +1,184 @@
|
||||
using FluidSim.Components;
|
||||
using FluidSim.Interfaces;
|
||||
using FluidSim.Utils;
|
||||
using SFML.Graphics;
|
||||
using SFML.System;
|
||||
using System;
|
||||
|
||||
namespace FluidSim.Core
|
||||
{
|
||||
public class PipeResonatorScenario : Scenario
|
||||
{
|
||||
private Solver solver;
|
||||
private Pipe1D pipe;
|
||||
private int stepCount;
|
||||
private double time;
|
||||
private double dt;
|
||||
private double ambientPressure = 1.0 * Units.atm;
|
||||
private bool enableLogging = true;
|
||||
|
||||
public override void Initialize(int sampleRate)
|
||||
{
|
||||
dt = 1.0 / sampleRate;
|
||||
|
||||
double length = 2;
|
||||
double radius = 50 * Units.mm;
|
||||
double area = Units.AreaFromDiameter(radius);
|
||||
|
||||
pipe = new Pipe1D(length, area, sampleRate, forcedCellCount: 80);
|
||||
pipe.SetUniformState(1.225, 0.0, ambientPressure);
|
||||
|
||||
solver = new Solver();
|
||||
solver.SetTimeStep(dt);
|
||||
solver.AddPipe(pipe);
|
||||
// Open end at port A (left), closed end at port B (right)
|
||||
solver.SetPipeBoundary(pipe, isA: true, BoundaryType.OpenEnd, ambientPressure);
|
||||
solver.SetPipeBoundary(pipe, isA: false, BoundaryType.ClosedEnd);
|
||||
|
||||
// Initial pressure pulse
|
||||
int pulseCells = 5;
|
||||
double pulsePressure = 2 * ambientPressure;
|
||||
for (int i = 0; i < pulseCells; i++)
|
||||
pipe.SetCellState(i, 1.225, 0.0, pulsePressure);
|
||||
}
|
||||
|
||||
public override float Process()
|
||||
{
|
||||
float sample = solver.Step();
|
||||
time += dt;
|
||||
stepCount++;
|
||||
|
||||
double pMid = pipe.GetPressureAtFraction(0.5);
|
||||
sample = (float)((pMid - ambientPressure) / ambientPressure);
|
||||
|
||||
Log(sample);
|
||||
return sample;
|
||||
}
|
||||
|
||||
private void Log(float sample)
|
||||
{
|
||||
if (!enableLogging) return;
|
||||
if (stepCount % 10 == 0 && stepCount < 1000)
|
||||
{
|
||||
double pMid = pipe.GetPressureAtFraction(0.5);
|
||||
double pOpen = pipe.GetCellPressure(0);
|
||||
double pClosed = pipe.GetCellPressure(pipe.GetCellCount() - 1);
|
||||
Console.WriteLine(
|
||||
$"t = {time * 1e3:F3} ms Step {stepCount:D4}: " +
|
||||
$"sample = {sample:F3}, " +
|
||||
$"P_mid = {pMid:F2} Pa ({pMid / ambientPressure:F4} atm), " +
|
||||
$"P_open = {pOpen:F2} Pa, P_closed = {pClosed:F2} Pa");
|
||||
}
|
||||
}
|
||||
|
||||
public override void Draw(RenderWindow target)
|
||||
{
|
||||
float winWidth = target.GetView().Size.X;
|
||||
float winHeight = target.GetView().Size.Y;
|
||||
|
||||
float pipeCenterY = winHeight / 2f;
|
||||
float margin = 60f;
|
||||
float pipeStartX = margin;
|
||||
float pipeEndX = winWidth - margin;
|
||||
float pipeLengthPx = pipeEndX - pipeStartX;
|
||||
int n = pipe.GetCellCount();
|
||||
float dx = pipeLengthPx / (n - 1); // spacing between cell centres
|
||||
|
||||
float baseRadius = 25f;
|
||||
float rangeFactor = 1f;
|
||||
float scaleFactor = 5f;
|
||||
|
||||
// ----- smoothstep helper -----
|
||||
static float SmoothStep(float edge0, float edge1, float x)
|
||||
{
|
||||
float t = Math.Clamp((x - edge0) / (edge1 - edge0), 0f, 1f);
|
||||
return t * t * (3f - 2f * t);
|
||||
}
|
||||
|
||||
// ----- Pre‑compute cell positions and radii -----
|
||||
var centers = new float[n];
|
||||
var radii = new float[n];
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
double p = pipe.GetCellPressure(i);
|
||||
float deviation = (float)Math.Tanh((p - ambientPressure) / ambientPressure / rangeFactor);
|
||||
radii[i] = baseRadius * (1f + deviation * scaleFactor);
|
||||
if (radii[i] < 2f) radii[i] = 2f;
|
||||
centers[i] = pipeStartX + i * dx;
|
||||
}
|
||||
|
||||
// ----- Build triangle‑strip vertices -----
|
||||
int segmentsPerCell = 8; // smoothness
|
||||
int totalPoints = n + (n - 1) * segmentsPerCell;
|
||||
Vertex[] stripVertices = new Vertex[totalPoints * 2]; // top + bottom for each point
|
||||
int idx = 0;
|
||||
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
// ---- Cell centre ----
|
||||
float x = centers[i];
|
||||
float r = radii[i];
|
||||
double p = pipe.GetCellPressure(i);
|
||||
Color col = PressureColor(p);
|
||||
|
||||
stripVertices[idx++] = new Vertex(new Vector2f(x, pipeCenterY - r), col);
|
||||
stripVertices[idx++] = new Vertex(new Vector2f(x, pipeCenterY + r), col);
|
||||
|
||||
// ---- Intermediate segments after this cell (if not last) ----
|
||||
if (i < n - 1)
|
||||
{
|
||||
for (int s = 1; s <= segmentsPerCell; s++)
|
||||
{
|
||||
float t = s / (float)segmentsPerCell;
|
||||
float st = SmoothStep(0f, 1f, t);
|
||||
float xi = centers[i] + (centers[i + 1] - centers[i]) * t;
|
||||
float ri = radii[i] + (radii[i + 1] - radii[i]) * st;
|
||||
double pi = pipe.GetCellPressure(i) * (1 - t) + pipe.GetCellPressure(i + 1) * t;
|
||||
Color coli = PressureColor(pi);
|
||||
|
||||
stripVertices[idx++] = new Vertex(new Vector2f(xi, pipeCenterY - ri), coli);
|
||||
stripVertices[idx++] = new Vertex(new Vector2f(xi, pipeCenterY + ri), coli);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Draw the pipe as a triangle strip
|
||||
var pipeMesh = new VertexArray(PrimitiveType.TriangleStrip, (uint)stripVertices.Length);
|
||||
for (int i = 0; i < stripVertices.Length; i++)
|
||||
pipeMesh[(uint)i] = stripVertices[i];
|
||||
target.Draw(pipeMesh);
|
||||
|
||||
// ----- Closed end indicator (right) -----
|
||||
float wallThickness = 8f;
|
||||
var wall = new RectangleShape(new Vector2f(wallThickness, winHeight * 0.6f));
|
||||
wall.Position = new Vector2f(pipeEndX, pipeCenterY - winHeight * 0.6f / 2f);
|
||||
wall.FillColor = new Color(180, 180, 180);
|
||||
target.Draw(wall);
|
||||
}
|
||||
|
||||
/// <summary>Blue (low) → Green (ambient) → Red (high).</summary>
|
||||
private Color PressureColor(double pressure)
|
||||
{
|
||||
double range = ambientPressure * 0.05; // ±5% gives full colour swing
|
||||
double t = (pressure - ambientPressure) / range;
|
||||
t = Math.Clamp(t, -1.0, 1.0);
|
||||
|
||||
byte r, g, b;
|
||||
if (t < 0)
|
||||
{
|
||||
double factor = -t;
|
||||
r = 0;
|
||||
g = (byte)(255 * (1 - factor));
|
||||
b = (byte)(255 * factor);
|
||||
}
|
||||
else
|
||||
{
|
||||
double factor = t;
|
||||
r = (byte)(255 * factor);
|
||||
g = (byte)(255 * (1 - factor));
|
||||
b = 0;
|
||||
}
|
||||
return new Color(r, g, b);
|
||||
}
|
||||
}
|
||||
}
|
||||
23
Scenarios/Scenario.cs
Normal file
23
Scenarios/Scenario.cs
Normal file
@@ -0,0 +1,23 @@
|
||||
using SFML.Graphics;
|
||||
|
||||
namespace FluidSim.Core
|
||||
{
|
||||
public abstract class Scenario
|
||||
{
|
||||
/// <summary>
|
||||
/// Initialize the scenario with a given audio sample rate.
|
||||
/// </summary>
|
||||
public abstract void Initialize(int sampleRate);
|
||||
|
||||
/// <summary>
|
||||
/// Advance one simulation step and return an audio sample.
|
||||
/// The step size is 1 / sampleRate seconds.
|
||||
/// </summary>
|
||||
public abstract float Process();
|
||||
|
||||
/// <summary>
|
||||
/// Draw the current simulation state onto the given SFML render target.
|
||||
/// </summary>
|
||||
public abstract void Draw(RenderWindow target);
|
||||
}
|
||||
}
|
||||
158
Scenarios/SodShockTubeScenario.cs
Normal file
158
Scenarios/SodShockTubeScenario.cs
Normal file
@@ -0,0 +1,158 @@
|
||||
using System;
|
||||
using FluidSim.Components;
|
||||
using FluidSim.Utils;
|
||||
using SFML.Graphics;
|
||||
using SFML.System;
|
||||
|
||||
namespace FluidSim.Core
|
||||
{
|
||||
public class SodShockTubeScenario : Scenario
|
||||
{
|
||||
private Solver solver;
|
||||
private Pipe1D pipe;
|
||||
private int stepCount;
|
||||
private double time;
|
||||
private double dt;
|
||||
private double ambientPressure = 1.0 * Units.atm;
|
||||
private const double GasConstant = 287.0;
|
||||
|
||||
public override void Initialize(int sampleRate)
|
||||
{
|
||||
dt = 1.0 / sampleRate;
|
||||
double length = 1.0;
|
||||
double area = 1.0;
|
||||
int nCells = 200;
|
||||
|
||||
pipe = new Pipe1D(length, area, sampleRate, forcedCellCount: nCells);
|
||||
pipe.SetUniformState(0.125, 0.0, 0.1 * ambientPressure); // right state
|
||||
|
||||
// Left half high pressure
|
||||
for (int i = 0; i < nCells / 2; i++)
|
||||
pipe.SetCellState(i, 1.0, 0.0, ambientPressure);
|
||||
|
||||
solver = new Solver();
|
||||
solver.SetTimeStep(dt);
|
||||
solver.AddPipe(pipe);
|
||||
solver.SetPipeBoundary(pipe, isA: true, BoundaryType.ClosedEnd);
|
||||
solver.SetPipeBoundary(pipe, isA: false, BoundaryType.ClosedEnd);
|
||||
}
|
||||
|
||||
public override float Process()
|
||||
{
|
||||
float sample = solver.Step();
|
||||
time += dt;
|
||||
stepCount++;
|
||||
|
||||
double pMid = pipe.GetPressureAtFraction(0.5);
|
||||
float audio = (float)((pMid - ambientPressure) / ambientPressure);
|
||||
|
||||
bool log = true;
|
||||
|
||||
if (log)
|
||||
{
|
||||
int n = pipe.GetCellCount();
|
||||
Console.WriteLine($"step {stepCount}:");
|
||||
Console.WriteLine("i rho (kg/m³) p (Pa) T (K) u (m/s)");
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
if (i % 10 == 0)
|
||||
{
|
||||
double rho = pipe.GetCellDensity(i);
|
||||
double p = pipe.GetCellPressure(i);
|
||||
double u = pipe.GetCellVelocity(i);
|
||||
double T = p / (rho * GasConstant); // GasConstant = 287.0
|
||||
Console.WriteLine($"{i,-4} {rho,10:F4} {p,10:F1} {T,8:F2} {u,10:F4}");
|
||||
}
|
||||
}
|
||||
Console.WriteLine();
|
||||
}
|
||||
|
||||
return audio;
|
||||
}
|
||||
|
||||
public override void Draw(RenderWindow target)
|
||||
{
|
||||
float winW = target.GetView().Size.X;
|
||||
float winH = target.GetView().Size.Y;
|
||||
float centerY = winH / 2f;
|
||||
float margin = 40f;
|
||||
float pipeStartX = margin;
|
||||
float pipeEndX = winW - margin;
|
||||
float pipeLenPx = pipeEndX - pipeStartX;
|
||||
int n = pipe.GetCellCount();
|
||||
float dx = pipeLenPx / (n - 1);
|
||||
float baseRadius = 60f;
|
||||
|
||||
Vertex[] vertices = new Vertex[n * 2];
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
float x = pipeStartX + i * dx;
|
||||
|
||||
double p = pipe.GetCellPressure(i);
|
||||
double rho = pipe.GetCellDensity(i);
|
||||
double T = p / (rho * GasConstant); // temperature in Kelvin
|
||||
|
||||
// Radius from pressure (exaggerated deviation)
|
||||
float r = baseRadius * (float)(p / ambientPressure * 2);
|
||||
if (r < 4f) r = 4f;
|
||||
|
||||
// Colour from temperature
|
||||
Color col = TemperatureColor(T);
|
||||
|
||||
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);
|
||||
|
||||
// Diaphragm marker (faint white line at initial interface)
|
||||
float diaphragmX = pipeStartX + (n / 2) * dx;
|
||||
var line = new RectangleShape(new Vector2f(2f, winH * 0.5f));
|
||||
line.Position = new Vector2f(diaphragmX - 1f, centerY - winH * 0.25f);
|
||||
line.FillColor = new Color(255, 255, 255, 80);
|
||||
target.Draw(line);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Custom temperature‑to‑hue mapping that matches the given Sod‑tube hue values:
|
||||
/// 250 K → 176, 300 K → 122, 350 K → 120?, 450 K → 71.
|
||||
/// Interpolates piecewise linearly, clamping outside [250,450].
|
||||
/// </summary>
|
||||
private Color TemperatureColor(double T)
|
||||
{
|
||||
// 1. Map temperature to hue (0–360)
|
||||
double[] Tknots = { 250, 282, 353, 450 };
|
||||
double[] Hknots = { 176, 179, 122, 71 };
|
||||
double hue;
|
||||
if (T <= Tknots[0]) hue = Hknots[0];
|
||||
else if (T >= Tknots[^1]) hue = Hknots[^1];
|
||||
else
|
||||
{
|
||||
int i = 0;
|
||||
while (i < Tknots.Length - 1 && T > Tknots[i + 1]) i++;
|
||||
double frac = (T - Tknots[i]) / (Tknots[i + 1] - Tknots[i]);
|
||||
hue = Hknots[i] + frac * (Hknots[i + 1] - Hknots[i]);
|
||||
}
|
||||
|
||||
// 2. Convert hue to RGB (S = 1, V = 1)
|
||||
double h = hue / 60.0;
|
||||
int sector = (int)Math.Floor(h);
|
||||
double f = h - sector;
|
||||
byte p = 0;
|
||||
byte q = (byte)(255 * (1 - f));
|
||||
byte tByte = (byte)(255 * f);
|
||||
byte v = 255;
|
||||
|
||||
byte r, g, b;
|
||||
switch (sector % 6)
|
||||
{
|
||||
case 0: r = v; g = tByte; b = p; break;
|
||||
case 1: r = q; g = v; b = p; break;
|
||||
case 2: r = p; g = v; b = tByte; break;
|
||||
case 3: r = p; g = q; b = v; break;
|
||||
case 4: r = tByte; g = p; b = v; break;
|
||||
default: r = v; g = p; b = q; break;
|
||||
}
|
||||
return new Color(r, g, b);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -21,10 +21,10 @@ namespace FluidSim.Utils
|
||||
|
||||
public static double Celsius(double tC) => tC + 273.15;
|
||||
|
||||
public static double AreaFromRadius(double radius, double unit = mm) =>
|
||||
Math.PI * (radius * unit) * (radius * unit);
|
||||
public static double AreaFromRadius(double radius) =>
|
||||
Math.PI * (radius) * (radius);
|
||||
|
||||
public static double AreaFromDiameter(double diameter, double unit = mm) =>
|
||||
Math.PI * 0.25 * (diameter * unit) * (diameter * unit);
|
||||
public static double AreaFromDiameter(double diameter) =>
|
||||
Math.PI * 0.25 * (diameter) * (diameter);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user