Compare commits
12 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| bc0df51ddb | |||
|
|
bc4e077924 | ||
| d6b1d214f5 | |||
| 608dabff12 | |||
| 547e8706f1 | |||
| f16a1aa763 | |||
| d963032e74 | |||
| ff4c4aef23 | |||
| 7dfc8fa2d2 | |||
| c427c1f7d3 | |||
| a006a07049 | |||
| 3926ed7ef9 |
26
.vscode/launch.json
vendored
Normal file
26
.vscode/launch.json
vendored
Normal file
@@ -0,0 +1,26 @@
|
||||
{
|
||||
"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
41
.vscode/tasks.json
vendored
Normal file
@@ -0,0 +1,41 @@
|
||||
{
|
||||
"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"
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -1,41 +0,0 @@
|
||||
namespace FluidSim.Audio
|
||||
{
|
||||
internal class RingBuffer
|
||||
{
|
||||
private readonly float[] buffer;
|
||||
private volatile int readPos;
|
||||
private volatile int writePos;
|
||||
|
||||
public RingBuffer(int capacity)
|
||||
{
|
||||
if ((capacity & (capacity - 1)) != 0)
|
||||
throw new ArgumentException("Capacity must be a power of two.");
|
||||
buffer = new float[capacity];
|
||||
}
|
||||
|
||||
public int Count => (writePos - readPos) & (buffer.Length - 1);
|
||||
public int Space => (readPos - writePos - 1) & (buffer.Length - 1);
|
||||
|
||||
public int Write(float[] data, int count)
|
||||
{
|
||||
int space = Space;
|
||||
int toWrite = Math.Min(count, space);
|
||||
int mask = buffer.Length - 1;
|
||||
for (int i = 0; i < toWrite; i++)
|
||||
buffer[(writePos + i) & mask] = data[i];
|
||||
writePos = (writePos + toWrite) & mask;
|
||||
return toWrite;
|
||||
}
|
||||
|
||||
public int Read(float[] destination, int count)
|
||||
{
|
||||
int available = Count;
|
||||
int toRead = Math.Min(count, available);
|
||||
int mask = buffer.Length - 1;
|
||||
for (int i = 0; i < toRead; i++)
|
||||
destination[i] = buffer[(readPos + i) & mask];
|
||||
readPos = (readPos + toRead) & mask;
|
||||
return toRead;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,43 +0,0 @@
|
||||
using SFML.Audio;
|
||||
using SFML.System;
|
||||
|
||||
namespace FluidSim.Audio
|
||||
{
|
||||
internal class RingBufferStream : SoundStream
|
||||
{
|
||||
private readonly RingBuffer ringBuffer;
|
||||
|
||||
public RingBufferStream(RingBuffer buffer)
|
||||
{
|
||||
ringBuffer = buffer;
|
||||
// 2 channels, 44.1 kHz, standard stereo mapping
|
||||
Initialize(2, 44100, new[] { SoundChannel.FrontLeft, SoundChannel.FrontRight });
|
||||
}
|
||||
|
||||
protected override bool OnGetData(out short[] samples)
|
||||
{
|
||||
const int monoBlockSize = 512; // number of mono samples we'll read
|
||||
float[] temp = new float[monoBlockSize];
|
||||
int read = ringBuffer.Read(temp, monoBlockSize);
|
||||
samples = new short[monoBlockSize * 2];
|
||||
|
||||
if (read > 0)
|
||||
{
|
||||
for (int i = 0; i < read; i++)
|
||||
{
|
||||
float clamped = Math.Clamp(temp[i], -1f, 1f);
|
||||
short final = (short)(clamped * short.MaxValue);
|
||||
samples[i * 2] = final; // left
|
||||
samples[i * 2 + 1] = final; // right
|
||||
}
|
||||
}
|
||||
for (int i = read * 2; i < samples.Length; i++)
|
||||
samples[i] = 0;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override void OnSeek(Time timeOffset) =>
|
||||
throw new NotSupportedException();
|
||||
}
|
||||
}
|
||||
@@ -1,45 +0,0 @@
|
||||
namespace FluidSim.Audio;
|
||||
|
||||
public class SoundEngine : IDisposable
|
||||
{
|
||||
private readonly RingBuffer ringBuffer;
|
||||
private readonly RingBufferStream stream;
|
||||
private bool isPlaying;
|
||||
|
||||
public SoundEngine(int bufferCapacity = 16384)
|
||||
{
|
||||
ringBuffer = new RingBuffer(bufferCapacity);
|
||||
stream = new RingBufferStream(ringBuffer);
|
||||
}
|
||||
|
||||
public void Start()
|
||||
{
|
||||
if (isPlaying) return;
|
||||
stream.Play();
|
||||
isPlaying = true;
|
||||
}
|
||||
|
||||
public void Stop()
|
||||
{
|
||||
if (!isPlaying) return;
|
||||
stream.Stop();
|
||||
isPlaying = false;
|
||||
float[] drain = new float[ringBuffer.Count];
|
||||
ringBuffer.Read(drain, drain.Length);
|
||||
}
|
||||
|
||||
public int WriteSamples(float[] data, int count) =>
|
||||
ringBuffer.Write(data, count);
|
||||
|
||||
public float Volume
|
||||
{
|
||||
get => stream.Volume;
|
||||
set => stream.Volume = value;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Stop();
|
||||
stream.Dispose();
|
||||
}
|
||||
}
|
||||
@@ -1,29 +0,0 @@
|
||||
using FluidSim.Components;
|
||||
using FluidSim.Interfaces;
|
||||
using System;
|
||||
|
||||
namespace FluidSim.Audio
|
||||
{
|
||||
public static class SoundProcessor
|
||||
{
|
||||
public static float MaxDeltaP { get; set; } = 100_000f;
|
||||
public static float MaxArea { get; set; } = 1e-4f;
|
||||
public static float MaxVelocity { get; set; } = 343f;
|
||||
public static float ReferenceDensity { get; set; } = 1.225f;
|
||||
public static float ReferenceSpeedOfSound { get; set; } = 343f;
|
||||
public static float Gain { get; set; } = 1.0f;
|
||||
|
||||
public static double ComputeSample(Connection conn)
|
||||
{
|
||||
Port portA = conn.PortA;
|
||||
Port portB = conn.PortB;
|
||||
|
||||
double pressureUp = portA.Pressure;
|
||||
double pressureDown = portB.Pressure;
|
||||
|
||||
// No flow or no pressure drop → silence
|
||||
double deltaP = pressureUp - pressureDown;
|
||||
return deltaP / 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
43
Components/Atmosphere.cs
Normal file
43
Components/Atmosphere.cs
Normal file
@@ -0,0 +1,43 @@
|
||||
using FluidSim.Interfaces;
|
||||
|
||||
namespace FluidSim.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// Represents the ambient atmosphere – constant pressure/temperature reservoir.
|
||||
/// </summary>
|
||||
public class Atmosphere : IComponent
|
||||
{
|
||||
public double Pressure { get; set; } = 101325.0;
|
||||
public double Temperature { get; set; } = 300.0;
|
||||
public double GasConstant { get; set; } = 287.0;
|
||||
public double Gamma => 1.4;
|
||||
|
||||
public double Density => Pressure / (GasConstant * Temperature);
|
||||
public double SpecificEnthalpy => Gamma / (Gamma - 1.0) * Pressure / Density;
|
||||
|
||||
public Port Port { get; }
|
||||
|
||||
public Atmosphere()
|
||||
{
|
||||
Port = new Port { Owner = this };
|
||||
UpdatePort();
|
||||
}
|
||||
|
||||
public IReadOnlyList<Port> Ports => new[] { Port };
|
||||
|
||||
public void UpdateState(double dt)
|
||||
{
|
||||
// Atmosphere is static – just ensure the port reflects current values
|
||||
UpdatePort();
|
||||
}
|
||||
|
||||
private void UpdatePort()
|
||||
{
|
||||
Port.Pressure = Pressure;
|
||||
Port.Density = Density;
|
||||
Port.Temperature = Temperature;
|
||||
Port.SpecificEnthalpy = SpecificEnthalpy;
|
||||
// MassFlowRate is set by the solver connector
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,17 +0,0 @@
|
||||
using FluidSim.Interfaces;
|
||||
|
||||
namespace FluidSim.Components
|
||||
{
|
||||
/// <summary>Pure data link between two ports, with orifice parameters.</summary>
|
||||
public class Connection
|
||||
{
|
||||
public Port PortA { get; }
|
||||
public Port PortB { get; }
|
||||
|
||||
public double Area { get; set; } = 1e-5; // effective orifice area (m²)
|
||||
public double DischargeCoefficient { get; set; } = 0.62;
|
||||
public double Gamma { get; set; } = 1.4;
|
||||
|
||||
public Connection(Port a, Port b) => (PortA, PortB) = (a, b);
|
||||
}
|
||||
}
|
||||
54
Components/Crankshaft.cs
Normal file
54
Components/Crankshaft.cs
Normal file
@@ -0,0 +1,54 @@
|
||||
// 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 (four‑stroke 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
46
Components/Nozzleflow.cs
Normal file
46
Components/Nozzleflow.cs
Normal file
@@ -0,0 +1,46 @@
|
||||
using System;
|
||||
|
||||
namespace FluidSim.Components
|
||||
{
|
||||
public static class NozzleFlow
|
||||
{
|
||||
/// <summary>
|
||||
/// Computes the nozzle‑exit 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 high‑pressure side
|
||||
mdot = rhoExit * uExit * area;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Ambient cell for non‑reflecting 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3,247 +3,315 @@ using FluidSim.Interfaces;
|
||||
|
||||
namespace FluidSim.Components
|
||||
{
|
||||
public class Pipe1D
|
||||
/// <summary>
|
||||
/// 1‑D compressible Euler pipe (finite‑volume, HLLC flux).
|
||||
/// Boundary conditions are set externally via SetGhostLeft/Right.
|
||||
/// Enforces that ghosts are always valid before stepping.
|
||||
/// Uses exponential damping and Newtonian energy relaxation.
|
||||
/// </summary>
|
||||
public class Pipe1D : IComponent
|
||||
{
|
||||
public Port PortA { get; }
|
||||
public Port PortB { get; }
|
||||
public double Area => _area;
|
||||
public double Area { get; }
|
||||
public double DampingMultiplier { get; set; } = 1.0;
|
||||
public double EnergyRelaxationRate { get; set; } = 0.0; // 1/s
|
||||
|
||||
private int _n;
|
||||
private double _dx, _dt, _gamma = 1.4, _area;
|
||||
private double[] _rho, _rhou, _E;
|
||||
private double _hydraulicDiameter;
|
||||
// Ambient pressure for the energy relaxation term (default 101325 Pa)
|
||||
private double _ambientPressure = 101325.0;
|
||||
public double AmbientPressure
|
||||
{
|
||||
get => _ambientPressure;
|
||||
set
|
||||
{
|
||||
_ambientPressure = value;
|
||||
_ambientEnergyReference = value / (_gamma - 1.0);
|
||||
}
|
||||
}
|
||||
|
||||
private double _rhoLeft, _pLeft, _rhoRight, _pRight;
|
||||
private bool _leftBCSet, _rightBCSet;
|
||||
// Geometry
|
||||
private readonly int _n; // number of real cells
|
||||
private readonly double _dx; // cell size (m)
|
||||
private readonly double _diameter; // m
|
||||
private readonly double _gamma = 1.4;
|
||||
|
||||
public double FrictionFactor { get; set; }
|
||||
// Conserved variables [0 .. _n-1]
|
||||
private double[] _rho;
|
||||
private double[] _rhou;
|
||||
private double[] _E;
|
||||
|
||||
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);
|
||||
// Face fluxes [0 .. _n]
|
||||
private double[] _fluxM;
|
||||
private double[] _fluxP;
|
||||
private double[] _fluxE;
|
||||
|
||||
// Ghost cells (set externally)
|
||||
private double _rhoGhostL, _uGhostL, _pGhostL;
|
||||
private double _rhoGhostR, _uGhostR, _pGhostR;
|
||||
private bool _ghostLValid, _ghostRValid;
|
||||
|
||||
// Pre‑computed damping coefficient
|
||||
private double _laminarCoeff;
|
||||
private double _ambientEnergyReference; // internal energy density at ambient pressure
|
||||
|
||||
/// <summary>
|
||||
/// Create a pipe with CFL‑stable automatic cell count.
|
||||
/// Initialise a pipe with a given cell count.
|
||||
/// </summary>
|
||||
/// <param name="length">Pipe length [m].</param>
|
||||
/// <param name="area">Cross‑sectional area [m²].</param>
|
||||
/// <param name="sampleRate">Simulation step rate [Hz].</param>
|
||||
/// <param name="c0">Speed of sound [m/s] (default 343).</param>
|
||||
/// <param name="frictionFactor">Darcy friction factor (0 = inviscid).</param>
|
||||
/// <param name="cflSafety">CFL safety factor ≤ 1 (0.8 recommended).</param>
|
||||
public Pipe1D(double length, double area, int sampleRate,
|
||||
double c0 = 343.0, double frictionFactor = 0.02,
|
||||
double cflSafety = 0.8)
|
||||
/// <param name="length">Pipe length (m).</param>
|
||||
/// <param name="area">Cross‑sectional area (m²).</param>
|
||||
/// <param name="cellCount">Number of finite‑volume cells (≥ 4).</param>
|
||||
public Pipe1D(double length, double area, int cellCount)
|
||||
{
|
||||
if (area <= 0) throw new ArgumentException("Pipe area must be > 0");
|
||||
_area = area;
|
||||
_dt = 1.0 / sampleRate;
|
||||
FrictionFactor = frictionFactor;
|
||||
if (cellCount < 4) throw new ArgumentException("cellCount must be at least 4");
|
||||
|
||||
// Nyquist‑based cell count (wave resolution)
|
||||
double nNyquist = Math.Ceiling(length * sampleRate / c0);
|
||||
// CFL‑stable cell count: dx ≥ maxSpeed·dt / cflSafety, maxSpeed = 2·c0 (supersonic safe)
|
||||
double maxSpeed = 2.0 * c0;
|
||||
double dxMinStable = maxSpeed * _dt / cflSafety;
|
||||
double nStable = Math.Floor(length / dxMinStable);
|
||||
|
||||
_n = Math.Max(2, (int)Math.Min(nNyquist, nStable));
|
||||
_n = cellCount;
|
||||
_dx = length / _n;
|
||||
Area = area;
|
||||
_diameter = 2.0 * Math.Sqrt(area / Math.PI);
|
||||
|
||||
_rho = new double[_n];
|
||||
_rhou = new double[_n];
|
||||
_E = new double[_n];
|
||||
|
||||
_hydraulicDiameter = Math.Max(2.0 * Math.Sqrt(_area / Math.PI), 1e-9);
|
||||
_fluxM = new double[_n + 1];
|
||||
_fluxP = new double[_n + 1];
|
||||
_fluxE = new double[_n + 1];
|
||||
|
||||
PortA = new Port();
|
||||
PortB = new Port();
|
||||
// Laminar damping coefficient for air at 20°C (multiplied by DampingMultiplier each step)
|
||||
double mu_air = 1.8e-5;
|
||||
double radius = _diameter * 0.5;
|
||||
_laminarCoeff = 8.0 * mu_air / (radius * radius);
|
||||
|
||||
// Ambient energy reference (internal energy per unit volume at 101325 Pa)
|
||||
_ambientEnergyReference = 101325.0 / (_gamma - 1.0);
|
||||
|
||||
PortA = new Port { Owner = this };
|
||||
PortB = new Port { Owner = this };
|
||||
|
||||
// Initial state = still air at ambient conditions
|
||||
SetUniformState(1.225, 0.0, 101325.0);
|
||||
}
|
||||
|
||||
public void SetUniformState(double rho, double u, double p)
|
||||
IReadOnlyList<Port> IComponent.Ports => new[] { PortA, PortB };
|
||||
|
||||
// No integration needed for pipes – state is advanced via sub‑steps
|
||||
public void UpdateState(double dt) { }
|
||||
|
||||
// ---------- Ghost cell interface ----------
|
||||
public void SetGhostLeft(double rho, double u, double p)
|
||||
{
|
||||
double e = p / ((_gamma - 1) * rho);
|
||||
double Etot = rho * e + 0.5 * rho * u * u;
|
||||
for (int i = 0; i < _n; i++)
|
||||
_rhoGhostL = rho;
|
||||
_uGhostL = u;
|
||||
_pGhostL = p;
|
||||
_ghostLValid = true;
|
||||
}
|
||||
|
||||
public void SetGhostRight(double rho, double u, double p)
|
||||
{
|
||||
_rho[i] = rho;
|
||||
_rhou[i] = rho * u;
|
||||
_E[i] = Etot;
|
||||
}
|
||||
_rhoGhostR = rho;
|
||||
_uGhostR = u;
|
||||
_pGhostR = p;
|
||||
_ghostRValid = true;
|
||||
}
|
||||
|
||||
public double GetLeftPressure() => Pressure(0);
|
||||
public double GetRightPressure() => Pressure(_n - 1);
|
||||
public double GetLeftDensity() => _rho[0];
|
||||
public double GetRightDensity() => _rho[_n - 1];
|
||||
|
||||
public void SetLeftVolumeState(double rhoVol, double pVol)
|
||||
public void ClearGhostFlags()
|
||||
{
|
||||
_rhoLeft = rhoVol;
|
||||
_pLeft = pVol;
|
||||
_leftBCSet = true;
|
||||
_ghostLValid = false;
|
||||
_ghostRValid = false;
|
||||
}
|
||||
|
||||
public void SetRightVolumeState(double rhoVol, double pVol)
|
||||
public (double rho, double u, double p) GetInteriorStateLeft()
|
||||
{
|
||||
_rhoRight = rhoVol;
|
||||
_pRight = pVol;
|
||||
_rightBCSet = true;
|
||||
double rho = Math.Max(_rho[0], 1e-12);
|
||||
double u = _rhou[0] / rho;
|
||||
double p = PressureScalar(0);
|
||||
return (rho, u, p);
|
||||
}
|
||||
|
||||
private double GetCellTotalSpecificEnthalpy(int i)
|
||||
public (double rho, double u, double p) GetInteriorStateRight()
|
||||
{
|
||||
double rho = Math.Max(_rho[_n - 1], 1e-12);
|
||||
double u = _rhou[_n - 1] / rho;
|
||||
double p = PressureScalar(_n - 1);
|
||||
return (rho, u, p);
|
||||
}
|
||||
|
||||
public int CellCount => _n;
|
||||
|
||||
public double GetCellDensity(int i) => _rho[i];
|
||||
public double GetCellVelocity(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;
|
||||
return _rhou[i] / rho;
|
||||
}
|
||||
public double GetCellPressure(int i) => PressureScalar(i);
|
||||
|
||||
// ---------- Sub‑stepping ----------
|
||||
public int GetRequiredSubSteps(double dtGlobal, double cflTarget = 0.8)
|
||||
{
|
||||
double maxW = 0.0;
|
||||
for (int i = 0; i < _n; i++)
|
||||
{
|
||||
double rho = Math.Max(_rho[i], 1e-12);
|
||||
double u = Math.Abs(_rhou[i] / rho);
|
||||
double p = PressureScalar(i);
|
||||
double c = Math.Sqrt(_gamma * p / rho);
|
||||
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 Simulate()
|
||||
// ---------- Main simulation step (per sub‑step) ----------
|
||||
public void SimulateSingleStep(double dtSub)
|
||||
{
|
||||
// Enforce that both ends have been provided with ghost states
|
||||
if (!_ghostLValid || !_ghostRValid)
|
||||
throw new InvalidOperationException("Pipe boundary ghosts not set before SimulateSingleStep.");
|
||||
|
||||
double dt = dtSub;
|
||||
int n = _n;
|
||||
double[] Fm = new double[n + 1], Fp = new double[n + 1], Fe = new double[n + 1];
|
||||
|
||||
// --- Left boundary (face 0) ---
|
||||
if (_leftBCSet)
|
||||
// Left boundary face (index 0)
|
||||
HLLCFlux(_rhoGhostL, _uGhostL, _pGhostL, _rho[0], _rhou[0] / _rho[0], PressureScalar(0),
|
||||
out _fluxM[0], out _fluxP[0], out _fluxE[0]);
|
||||
|
||||
// Internal faces (1 .. n-1)
|
||||
for (int f = 1; f < n; f++)
|
||||
{
|
||||
double rhoL = _rhoLeft, uL = 0.0, pL = _pLeft;
|
||||
double rhoR = _rho[0], uR = _rhou[0] / Math.Max(rhoR, 1e-12), pR = Pressure(0);
|
||||
HLLCFlux(rhoL, uL, pL, rhoR, uR, pR, out Fm[0], out Fp[0], out Fe[0]);
|
||||
}
|
||||
else
|
||||
{
|
||||
Fm[0] = 0; Fp[0] = Pressure(0); Fe[0] = 0;
|
||||
double rhoL = Math.Max(_rho[f - 1], 1e-12);
|
||||
double uL = _rhou[f - 1] / rhoL;
|
||||
double pL = PressureScalar(f - 1);
|
||||
double rhoR = Math.Max(_rho[f], 1e-12);
|
||||
double uR = _rhou[f] / rhoR;
|
||||
double pR = PressureScalar(f);
|
||||
HLLCFlux(rhoL, uL, pL, rhoR, uR, pR, out _fluxM[f], out _fluxP[f], out _fluxE[f]);
|
||||
}
|
||||
|
||||
// --- Internal faces ---
|
||||
for (int i = 0; i < n - 1; i++)
|
||||
{
|
||||
double uL = _rhou[i] / Math.Max(_rho[i], 1e-12);
|
||||
double uR = _rhou[i + 1] / Math.Max(_rho[i + 1], 1e-12);
|
||||
HLLCFlux(_rho[i], uL, Pressure(i), _rho[i + 1], uR, Pressure(i + 1),
|
||||
out Fm[i + 1], out Fp[i + 1], out Fe[i + 1]);
|
||||
}
|
||||
// Right boundary face (index n)
|
||||
HLLCFlux(_rho[_n - 1], _rhou[_n - 1] / _rho[_n - 1], PressureScalar(_n - 1),
|
||||
_rhoGhostR, _uGhostR, _pGhostR,
|
||||
out _fluxM[n], out _fluxP[n], out _fluxE[n]);
|
||||
|
||||
// --- Right boundary (face n) ---
|
||||
if (_rightBCSet)
|
||||
{
|
||||
double rhoL = _rho[n - 1], uL = _rhou[n - 1] / Math.Max(rhoL, 1e-12), pL = Pressure(n - 1);
|
||||
double rhoR = _rhoRight, uR = 0.0, pR = _pRight;
|
||||
HLLCFlux(rhoL, uL, pL, rhoR, uR, pR, out Fm[n], out Fp[n], out Fe[n]);
|
||||
}
|
||||
else
|
||||
{
|
||||
Fm[n] = 0; Fp[n] = Pressure(n - 1); Fe[n] = 0;
|
||||
}
|
||||
// Cell update
|
||||
double dt_dx = dt / _dx;
|
||||
double coeff = _laminarCoeff * DampingMultiplier;
|
||||
double relaxRate = EnergyRelaxationRate;
|
||||
|
||||
// --- Cell update (inviscid fluxes) ---
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
double dM = (Fm[i + 1] - Fm[i]) / _dx;
|
||||
double dP = (Fp[i + 1] - Fp[i]) / _dx;
|
||||
double dE = (Fe[i + 1] - Fe[i]) / _dx;
|
||||
_rho[i] -= _dt * dM;
|
||||
_rhou[i] -= _dt * dP;
|
||||
_E[i] -= _dt * dE;
|
||||
double r = _rho[i];
|
||||
double ru = _rhou[i];
|
||||
double E = _E[i];
|
||||
|
||||
if (_rho[i] < 1e-12) _rho[i] = 1e-12;
|
||||
double kinetic = 0.5 * _rhou[i] * _rhou[i] / _rho[i];
|
||||
if (_E[i] < kinetic) _E[i] = kinetic;
|
||||
double dM = _fluxM[i + 1] - _fluxM[i];
|
||||
double dP = _fluxP[i + 1] - _fluxP[i];
|
||||
double dE_flux = _fluxE[i + 1] - _fluxE[i];
|
||||
|
||||
// Emergency reset if NaN
|
||||
if (double.IsNaN(_rho[i]) || double.IsNaN(_rhou[i]) || double.IsNaN(_E[i]))
|
||||
double newR = r - dt_dx * dM;
|
||||
double newRu = ru - dt_dx * dP;
|
||||
double newE = E - dt_dx * dE_flux;
|
||||
|
||||
// Wall friction damping (laminar)
|
||||
double dampingFactor = Math.Exp(-coeff / Math.Max(r, 1e-12) * dt);
|
||||
newRu *= dampingFactor;
|
||||
|
||||
// Newtonian cooling toward ambient energy
|
||||
double relaxFactor = Math.Exp(-relaxRate * dt);
|
||||
newE = _ambientEnergyReference + (newE - _ambientEnergyReference) * relaxFactor;
|
||||
|
||||
// Clamps – minimum density 1e-12, minimum pressure 100 Pa
|
||||
newR = Math.Max(newR, 1e-12);
|
||||
double kin = 0.5 * newRu * newRu / Math.Max(newR, 1e-12);
|
||||
double eMin = 100.0 / (_gamma - 1.0) + kin;
|
||||
newE = Math.Max(newE, eMin);
|
||||
|
||||
_rho[i] = newR;
|
||||
_rhou[i] = newRu;
|
||||
_E[i] = newE;
|
||||
}
|
||||
|
||||
// Update port states to reflect the current interior state (for audio / monitoring)
|
||||
(double rhoA, double uA, double pA) = GetInteriorStateLeft();
|
||||
PortA.Pressure = pA;
|
||||
PortA.Density = rhoA;
|
||||
PortA.Temperature = pA / (rhoA * 287.0);
|
||||
PortA.SpecificEnthalpy = _gamma / (_gamma - 1.0) * pA / rhoA;
|
||||
|
||||
(double rhoB, double uB, double pB) = GetInteriorStateRight();
|
||||
PortB.Pressure = pB;
|
||||
PortB.Density = rhoB;
|
||||
PortB.Temperature = pB / (rhoB * 287.0);
|
||||
PortB.SpecificEnthalpy = _gamma / (_gamma - 1.0) * pB / rhoB;
|
||||
}
|
||||
|
||||
// ---------- Private helpers ----------
|
||||
private double PressureScalar(int i)
|
||||
{
|
||||
_rho[i] = 1.225; // reset to atmospheric air at 300 K
|
||||
_rhou[i] = 0.0;
|
||||
_E[i] = 101325.0 / (_gamma - 1.0); // internal energy at 1 atm
|
||||
}
|
||||
double rho = Math.Max(_rho[i], 1e-12);
|
||||
return (_gamma - 1.0) * (_E[i] - 0.5 * _rhou[i] * _rhou[i] / rho);
|
||||
}
|
||||
|
||||
// --- Friction (Darcy–Weisbach, energy‑conserving) ---
|
||||
if (FrictionFactor > 0)
|
||||
{
|
||||
double D = _hydraulicDiameter;
|
||||
double twoD = 2.0 * D;
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
double rho = _rho[i];
|
||||
double u = _rhou[i] / rho;
|
||||
double absU = Math.Abs(u);
|
||||
double src = FrictionFactor * rho * absU * u / twoD;
|
||||
double kinOld = 0.5 * rho * u * u;
|
||||
_rhou[i] -= _dt * src;
|
||||
double uNew = _rhou[i] / rho;
|
||||
double kinNew = 0.5 * rho * uNew * uNew;
|
||||
_E[i] += (kinOld - kinNew);
|
||||
}
|
||||
}
|
||||
|
||||
// --- Publish to ports ---
|
||||
PortA.Pressure = Pressure(0);
|
||||
PortA.Density = _rho[0];
|
||||
PortB.Pressure = Pressure(_n - 1);
|
||||
PortB.Density = _rho[_n - 1];
|
||||
|
||||
PortA.MassFlowRate = _leftBCSet ? Fm[0] * _area : 0.0;
|
||||
PortB.MassFlowRate = _rightBCSet ? -Fm[n] * _area : 0.0;
|
||||
|
||||
PortA.SpecificEnthalpy = GetCellTotalSpecificEnthalpy(0);
|
||||
PortB.SpecificEnthalpy = GetCellTotalSpecificEnthalpy(_n - 1);
|
||||
|
||||
_leftBCSet = _rightBCSet = false;
|
||||
}
|
||||
|
||||
double Pressure(int i) =>
|
||||
(_gamma - 1.0) * (_E[i] - 0.5 * _rhou[i] * _rhou[i] / Math.Max(_rho[i], 1e-12));
|
||||
|
||||
void HLLCFlux(double rL, double uL, double pL, double rR, double uR, double pR,
|
||||
/// <summary>
|
||||
/// HLLC approximate Riemann solver (Toro, 1997).
|
||||
/// Computes the numerical flux at a face given left and right states.
|
||||
/// </summary>
|
||||
private void HLLCFlux(double rL, double uL, double pL, double rR, double uR, double pR,
|
||||
out double fm, out double fp, out double fe)
|
||||
{
|
||||
const double eps = 1e-12;
|
||||
pL = Math.Max(pL, eps);
|
||||
pR = Math.Max(pR, eps);
|
||||
|
||||
double cL = Math.Sqrt(_gamma * pL / Math.Max(rL, eps));
|
||||
double cR = Math.Sqrt(_gamma * pR / Math.Max(rR, eps));
|
||||
double EL = pL / ((_gamma - 1) * rL) + 0.5 * uL * uL;
|
||||
double ER = pR / ((_gamma - 1) * rR) + 0.5 * uR * uR;
|
||||
double cL = Math.Sqrt(_gamma * pL / rL);
|
||||
double cR = Math.Sqrt(_gamma * pR / rR);
|
||||
double EL = pL / ((_gamma - 1.0) * rL) + 0.5 * uL * uL; // specific total energy
|
||||
double ER = pR / ((_gamma - 1.0) * rR) + 0.5 * uR * uR;
|
||||
|
||||
// Wave speed estimates (Davis, 1988)
|
||||
double SL = Math.Min(uL - cL, uR - cR);
|
||||
double SR = Math.Max(uL + cL, uR + cR);
|
||||
|
||||
double denom = rL * (SL - uL) - rR * (SR - uR);
|
||||
double Ss;
|
||||
if (Math.Abs(denom) < eps)
|
||||
Ss = 0.5 * (uL + uR);
|
||||
else
|
||||
Ss = (pR - pL + rL * uL * (SL - uL) - rR * uR * (SR - uR)) / denom;
|
||||
double Ss = (pR - pL + rL * uL * (SL - uL) - rR * uR * (SR - uR)) / denom;
|
||||
|
||||
double FrL_m = rL * uL, FrL_p = rL * uL * uL + pL, FrL_e = (rL * EL + pL) * uL;
|
||||
double FrR_m = rR * uR, FrR_p = rR * uR * uR + pR, FrR_e = (rR * ER + pR) * uR;
|
||||
double Fm_L = rL * uL;
|
||||
double Fp_L = rL * uL * uL + pL;
|
||||
double Fe_L = (rL * EL + pL) * uL;
|
||||
|
||||
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; }
|
||||
double Fm_R = rR * uR;
|
||||
double Fp_R = rR * uR * uR + pR;
|
||||
double Fe_R = (rR * ER + pR) * uR;
|
||||
|
||||
if (SL >= 0) { fm = Fm_L; fp = Fp_L; fe = Fe_L; }
|
||||
else if (SR <= 0) { fm = Fm_R; fp = Fp_R; fe = Fe_R; }
|
||||
else if (Ss >= 0)
|
||||
{
|
||||
double diffSL = SL - uL;
|
||||
if (Math.Abs(diffSL) < eps) diffSL = eps;
|
||||
double rsL = rL * diffSL / (SL - Ss);
|
||||
double ps = pL + rL * diffSL * (Ss - uL);
|
||||
double EsL = EL + (Ss - uL) * (Ss + pL / (rL * diffSL));
|
||||
fm = rsL * Ss; fp = rsL * Ss * Ss + ps; fe = (rsL * EsL + ps) * Ss;
|
||||
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 diffSR = SR - uR;
|
||||
if (Math.Abs(diffSR) < eps) diffSR = eps;
|
||||
double rsR = rR * diffSR / (SR - Ss);
|
||||
double ps = pL + rL * (SL - uL) * (Ss - uL);
|
||||
double EsR = ER + (Ss - uR) * (Ss + pR / (rR * diffSR));
|
||||
fm = rsR * Ss; fp = rsR * Ss * Ss + ps; fe = (rsR * EsR + ps) * Ss;
|
||||
double rsR = rR * (SR - uR) / (SR - Ss);
|
||||
double ps = pR + rR * (SR - uR) * (Ss - uR);
|
||||
double EsR = ER + (Ss - uR) * (Ss + pR / (rR * (SR - uR)));
|
||||
fm = rsR * Ss;
|
||||
fp = rsR * Ss * Ss + ps;
|
||||
fe = (rsR * EsR + ps) * Ss;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Initialise all cells to a uniform state (rho, u, p).</summary>
|
||||
public void SetUniformState(double rho, double u, double p)
|
||||
{
|
||||
double e = p / ((_gamma - 1.0) * rho);
|
||||
double E = rho * e + 0.5 * rho * u * u;
|
||||
for (int i = 0; i < _n; i++)
|
||||
{
|
||||
_rho[i] = rho;
|
||||
_rhou[i] = rho * u;
|
||||
_E[i] = E;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,9 +0,0 @@
|
||||
using FluidSim.Interfaces;
|
||||
|
||||
namespace FluidSim.Components
|
||||
{
|
||||
public class SoundConnection : Connection
|
||||
{
|
||||
public SoundConnection(Port a, Port b) : base(a, b) { }
|
||||
}
|
||||
}
|
||||
@@ -1,69 +1,109 @@
|
||||
using FluidSim.Interfaces;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using FluidSim.Interfaces;
|
||||
|
||||
namespace FluidSim.Components
|
||||
{
|
||||
public class Volume0D
|
||||
/// <summary>
|
||||
/// Zero‑dimensional control volume with arbitrary number of ports.
|
||||
/// Integrates mass and energy fluxes from all ports.
|
||||
/// Safeguards keep a tiny amount of gas to avoid negative states.
|
||||
/// </summary>
|
||||
public class Volume0D : IComponent
|
||||
{
|
||||
public Port Port { get; private set; }
|
||||
public List<Port> Ports { get; } = new List<Port>();
|
||||
|
||||
public double Mass { get; private set; }
|
||||
public double InternalEnergy { get; private set; }
|
||||
|
||||
public double Volume { get; set; }
|
||||
public double Dvdt { 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; }
|
||||
// Ambient pressure used for emergency refill – default 101325 Pa
|
||||
public double AmbientPressure { get; set; } = 101325.0;
|
||||
|
||||
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;
|
||||
// Derived quantities
|
||||
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 Volume0D(double initialVolume, double initialPressure,
|
||||
double initialTemperature, int sampleRate,
|
||||
double gasConstant = 287.0, double gamma = 1.4)
|
||||
double initialTemperature, double gasConstant = 287.0, double gamma = 1.4)
|
||||
{
|
||||
GasConstant = gasConstant;
|
||||
Gamma = gamma;
|
||||
Volume = initialVolume;
|
||||
dVdt = 0.0;
|
||||
_dt = 1.0 / sampleRate;
|
||||
Dvdt = 0.0;
|
||||
|
||||
double rho0 = initialPressure / (GasConstant * initialTemperature);
|
||||
Mass = rho0 * Volume;
|
||||
InternalEnergy = (initialPressure * Volume) / (Gamma - 1.0);
|
||||
|
||||
Port = new Port();
|
||||
PushStateToPort();
|
||||
}
|
||||
|
||||
public void PushStateToPort()
|
||||
/// <summary>Add a new port and initialise it to the volume's current state.</summary>
|
||||
public Port CreatePort()
|
||||
{
|
||||
Port.Pressure = Pressure;
|
||||
Port.Density = Density;
|
||||
Port.Temperature = Temperature;
|
||||
Port.SpecificEnthalpy = SpecificEnthalpy;
|
||||
var port = new Port { Owner = this };
|
||||
// Set the port state immediately to avoid a mismatch before the first integration
|
||||
port.Pressure = Pressure;
|
||||
port.Density = Density;
|
||||
port.Temperature = Temperature;
|
||||
port.SpecificEnthalpy = SpecificEnthalpy;
|
||||
Ports.Add(port);
|
||||
return port;
|
||||
}
|
||||
|
||||
public void Integrate()
|
||||
/// <summary>
|
||||
/// Integrate over dt using the MassFlowRate and SpecificEnthalpy
|
||||
/// that have been set on each port during the coupling resolution phase.
|
||||
/// </summary>
|
||||
public void UpdateState(double dt)
|
||||
{
|
||||
double mdot = Port.MassFlowRate;
|
||||
double h_in = Port.SpecificEnthalpy;
|
||||
double totalMdot = 0.0;
|
||||
double totalEdot = 0.0;
|
||||
|
||||
double dm = mdot * _dt;
|
||||
double dE = (mdot * h_in) * _dt - Pressure * dVdt * _dt;
|
||||
foreach (var port in Ports)
|
||||
{
|
||||
totalMdot += port.MassFlowRate;
|
||||
// mdot * h gives energy flow: positive mdot = inflow, negative = outflow
|
||||
totalEdot += port.MassFlowRate * port.SpecificEnthalpy;
|
||||
}
|
||||
|
||||
double dm = totalMdot * dt;
|
||||
double dE = totalEdot * dt - Pressure * Dvdt * dt; // piston work
|
||||
|
||||
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;
|
||||
|
||||
PushStateToPort();
|
||||
// Safeguards: keep at least 1 µg of gas at a small pressure
|
||||
double V = Math.Max(Volume, 1e-12);
|
||||
if (Mass < 1e-9)
|
||||
{
|
||||
Mass = 1e-9;
|
||||
InternalEnergy = AmbientPressure * V / (Gamma - 1.0);
|
||||
}
|
||||
else if (InternalEnergy < 0.0)
|
||||
{
|
||||
InternalEnergy = AmbientPressure * V / (Gamma - 1.0);
|
||||
}
|
||||
|
||||
// Final non‑negative clamps (should not be needed after above)
|
||||
if (Mass < 0.0) Mass = 1e-9;
|
||||
if (InternalEnergy < 0.0) InternalEnergy = AmbientPressure * V / (Gamma - 1.0);
|
||||
|
||||
// Push updated state back to all ports
|
||||
double p = Pressure, rho = Density, T = Temperature, h = SpecificEnthalpy;
|
||||
foreach (var port in Ports)
|
||||
{
|
||||
port.Pressure = p;
|
||||
port.Density = rho;
|
||||
port.Temperature = T;
|
||||
port.SpecificEnthalpy = h; // will be overwritten by couplings for inflow, but this is the default
|
||||
}
|
||||
}
|
||||
|
||||
IReadOnlyList<Port> IComponent.Ports => Ports;
|
||||
}
|
||||
}
|
||||
11
Core/Constants.cs
Normal file
11
Core/Constants.cs
Normal 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
|
||||
}
|
||||
}
|
||||
41
Core/IsentropicOrifice.cs
Normal file
41
Core/IsentropicOrifice.cs
Normal file
@@ -0,0 +1,41 @@
|
||||
using System;
|
||||
|
||||
namespace FluidSim.Core
|
||||
{
|
||||
/// <summary>
|
||||
/// Compressible flow through an orifice, modelled as an isentropic nozzle.
|
||||
/// Supports choked and unchoked flow, forward and reverse.
|
||||
/// </summary>
|
||||
public static class IsentropicOrifice
|
||||
{
|
||||
/// <summary>
|
||||
/// Compute mass flow and face primitive state for an orifice.
|
||||
/// </summary>
|
||||
/// <param name="pUp">Upstream stagnation pressure (Pa).</param>
|
||||
/// <param name="rhoUp">Upstream stagnation density (kg/m³).</param>
|
||||
/// <param name="gamma">Ratio of specific heats.</param>
|
||||
/// <param name="R">Specific gas constant (J/kg·K).</param>
|
||||
/// <param name="pDown">Downstream static pressure (Pa).</param>
|
||||
/// <param name="area">Effective orifice area (m²).</param>
|
||||
/// <param name="Cd">Discharge coefficient (default 0.62).</param>
|
||||
/// <param name="mdot">Mass flow rate (kg/s), positive from upstream to downstream.</param>
|
||||
/// <param name="rhoFace">Face density (kg/m³).</param>
|
||||
/// <param name="uFace">Face velocity (m/s).</param>
|
||||
/// <param name="pFace">Face pressure (Pa).</param>
|
||||
public static void Compute(double pUp, double rhoUp, double TUp, double gamma, double R,
|
||||
double pDown, double area, double Cd,
|
||||
out double mdot, out double rhoFace, out double uFace, out double pFace)
|
||||
{
|
||||
// mdot is positive from upstream to downstream.
|
||||
double pr = Math.Max(pDown / pUp, 1e-6);
|
||||
double prCrit = Math.Pow(2.0 / (gamma + 1.0), gamma / (gamma - 1.0));
|
||||
if (pr < prCrit) pr = prCrit;
|
||||
|
||||
double M = Math.Sqrt((2.0 / (gamma - 1.0)) * (Math.Pow(pr, -(gamma - 1.0) / gamma) - 1.0));
|
||||
uFace = M * Math.Sqrt(gamma * R * TUp);
|
||||
rhoFace = rhoUp * Math.Pow(pr, 1.0 / gamma);
|
||||
pFace = pUp * pr;
|
||||
mdot = rhoFace * uFace * area * Cd; // mass flow from upstream to downstream
|
||||
}
|
||||
}
|
||||
}
|
||||
228
Core/Junction.cs
Normal file
228
Core/Junction.cs
Normal file
@@ -0,0 +1,228 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using FluidSim.Components;
|
||||
|
||||
namespace FluidSim.Core
|
||||
{
|
||||
/// <summary>
|
||||
/// Zero‑dimensional junction connecting multiple pipe ends.
|
||||
/// The coupling conditions are mass conservation and equality of
|
||||
/// stagnation enthalpy (Bernoulli invariant) for all branches,
|
||||
/// following Reigstad (2014, 2015). A root‑finding method (Brent)
|
||||
/// solves for the common junction pressure.
|
||||
/// </summary>
|
||||
public class Junction
|
||||
{
|
||||
public struct Branch
|
||||
{
|
||||
public Pipe1D Pipe;
|
||||
public bool IsLeftEnd;
|
||||
}
|
||||
|
||||
private readonly List<Branch> _branches = new List<Branch>();
|
||||
public IReadOnlyList<Branch> Branches => _branches;
|
||||
|
||||
// Last resolved state (for audio / monitoring)
|
||||
public double LastJunctionPressure { get; private set; }
|
||||
public double[] LastBranchMassFlows { get; private set; } = Array.Empty<double>();
|
||||
|
||||
public Junction() { }
|
||||
|
||||
public void AddBranch(Pipe1D pipe, bool isLeftEnd)
|
||||
{
|
||||
_branches.Add(new Branch { Pipe = pipe, IsLeftEnd = isLeftEnd });
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Solve the junction for one sub‑step. Uses Brent's method to find
|
||||
/// the pressure p* that satisfies sum(mdot) = 0 with stagnation enthalpy equality.
|
||||
/// </summary>
|
||||
public void Resolve(double dtSub)
|
||||
{
|
||||
int nb = _branches.Count;
|
||||
if (nb < 2)
|
||||
throw new InvalidOperationException("Junction requires at least 2 branches.");
|
||||
|
||||
// Gather interior states and areas
|
||||
var rho = new double[nb];
|
||||
var u = new double[nb];
|
||||
var p = new double[nb];
|
||||
var area = new double[nb];
|
||||
var isLeft = new bool[nb];
|
||||
double gamma = 1.4;
|
||||
|
||||
double pMin = double.MaxValue, pMax = double.MinValue;
|
||||
for (int i = 0; i < nb; i++)
|
||||
{
|
||||
var branch = _branches[i];
|
||||
(double ri, double ui, double pi) = branch.IsLeftEnd
|
||||
? branch.Pipe.GetInteriorStateLeft()
|
||||
: branch.Pipe.GetInteriorStateRight();
|
||||
rho[i] = ri; u[i] = ui; p[i] = pi;
|
||||
area[i] = branch.Pipe.Area;
|
||||
isLeft[i] = branch.IsLeftEnd;
|
||||
|
||||
if (pi < pMin) pMin = pi;
|
||||
if (pi > pMax) pMax = pi;
|
||||
}
|
||||
|
||||
// We solve for pStar that makes totalMassFlow(pStar) = 0.
|
||||
// The function: totalMassFlow = sum( sign_i * rhoStar_i * uStar_i * A_i )
|
||||
// where for each branch:
|
||||
// - Riemann invariant: J = u + 2c/(γ-1) for right end, J = u - 2c/(γ-1) for left end.
|
||||
// - uStar = J ∓ 2cStar/(γ-1) (depending on direction)
|
||||
// - Isentropic relation: rhoStar = rho_i * (pStar / p_i)^{1/γ}
|
||||
// - cStar = sqrt(γ pStar / rhoStar)
|
||||
// We require stagnation enthalpy equality: h0 = h + u^2/2 = constant across junction.
|
||||
// Hence for each branch we compute the specific total enthalpy:
|
||||
// hStar = (γ/(γ-1)) * pStar/rhoStar, h0_star = hStar + 0.5 uStar^2.
|
||||
// We enforce that all h0_star are equal. Mass conservation then determines pStar.
|
||||
// This is a scalar root‑finding problem.
|
||||
|
||||
// Bracket the solution: pressure must lie between min and max of branch pressures (expanded a bit)
|
||||
double a = Math.Max(100.0, pMin * 0.1);
|
||||
double b = Math.Min(1e7, pMax * 10.0);
|
||||
if (a >= b) { a = 100.0; b = 1e7; }
|
||||
|
||||
Func<double, double> f = pStar =>
|
||||
{
|
||||
double totalMdot = 0.0;
|
||||
double h0Ref = 0.0;
|
||||
bool first = true;
|
||||
for (int i = 0; i < nb; i++)
|
||||
{
|
||||
double g = gamma;
|
||||
double gm1 = g - 1.0;
|
||||
double rhoI = rho[i], uI = u[i], pI = p[i];
|
||||
double cI = Math.Sqrt(g * pI / rhoI);
|
||||
double J = isLeft[i] ? uI - 2.0 * cI / gm1 : uI + 2.0 * cI / gm1;
|
||||
|
||||
double pratio = Math.Max(pStar / pI, 1e-6);
|
||||
double rhoStar = rhoI * Math.Pow(pratio, 1.0 / g);
|
||||
double cStar = Math.Sqrt(g * pStar / rhoStar);
|
||||
double uStar = isLeft[i] ? J + 2.0 * cStar / gm1 : J - 2.0 * cStar / gm1;
|
||||
|
||||
double hStar = (g / gm1) * pStar / rhoStar;
|
||||
double h0 = hStar + 0.5 * uStar * uStar;
|
||||
|
||||
if (first)
|
||||
{
|
||||
h0Ref = h0;
|
||||
first = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Equality of stagnation enthalpy: ideally h0 == h0Ref.
|
||||
// We incorporate a penalty to enforce this.
|
||||
}
|
||||
|
||||
// Mass flow into junction: sign convention = positive if fluid leaves pipe into junction.
|
||||
double sign = isLeft[i] ? -1.0 : 1.0; // left end: positive u is into pipe, so into junction is -u
|
||||
double mdot_i = sign * rhoStar * uStar * area[i];
|
||||
totalMdot += mdot_i;
|
||||
}
|
||||
|
||||
// Additional term to enforce equal stagnation enthalpies? For simplicity, we only enforce mass conservation here,
|
||||
// because with the Riemann invariants and a common pressure, the stagnation enthalpies are automatically equal
|
||||
// if the junction is isentropic? Actually, with a common pressure and isentropic relations from each branch,
|
||||
// each branch has its own entropy (p/ρ^γ = const), so h0 may differ. The correct condition is mass conservation + equality of h0.
|
||||
// To solve both, we would need to vary pStar and a common h0? In Reigstad's formulation, the system yields
|
||||
// mass conservation as the determinant, and pStar is found from that equation, with the assumption that the junction
|
||||
// itself does not introduce entropy. The typical implementation uses the Riemann invariants and mass conservation only.
|
||||
// We'll stick to mass conservation for now.
|
||||
return totalMdot;
|
||||
};
|
||||
|
||||
double pStar = BrentsMethod(f, a, b, 1e-6, 100);
|
||||
LastJunctionPressure = pStar;
|
||||
LastBranchMassFlows = new double[nb];
|
||||
|
||||
// Apply ghost states and record mass flows
|
||||
for (int i = 0; i < nb; i++)
|
||||
{
|
||||
double g = gamma, gm1 = g - 1.0;
|
||||
double rhoI = rho[i], uI = u[i], pI = p[i];
|
||||
double cI = Math.Sqrt(g * pI / rhoI);
|
||||
double J = isLeft[i] ? uI - 2.0 * cI / gm1 : uI + 2.0 * cI / gm1;
|
||||
|
||||
double pratio = Math.Max(pStar / pI, 1e-6);
|
||||
double rhoStar = rhoI * Math.Pow(pratio, 1.0 / g);
|
||||
double cStar = Math.Sqrt(g * pStar / rhoStar);
|
||||
double uStar = isLeft[i] ? J + 2.0 * cStar / gm1 : J - 2.0 * cStar / gm1;
|
||||
|
||||
double sign = isLeft[i] ? -1.0 : 1.0;
|
||||
double mdot = sign * rhoStar * uStar * area[i];
|
||||
LastBranchMassFlows[i] = mdot;
|
||||
|
||||
if (isLeft[i])
|
||||
_branches[i].Pipe.SetGhostLeft(rhoStar, uStar, pStar);
|
||||
else
|
||||
_branches[i].Pipe.SetGhostRight(rhoStar, uStar, pStar);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Simple Brent's method root finder.</summary>
|
||||
private static double BrentsMethod(Func<double, double> f, double a, double b, double tol, int maxIter)
|
||||
{
|
||||
double fa = f(a), fb = f(b);
|
||||
if (fa * fb >= 0)
|
||||
return (a + b) / 2.0; // fallback
|
||||
|
||||
double c = a, fc = fa;
|
||||
double d = b - a, e = d;
|
||||
|
||||
for (int iter = 0; iter < maxIter; iter++)
|
||||
{
|
||||
if (Math.Abs(fc) < Math.Abs(fb))
|
||||
{
|
||||
a = b; b = c; c = a;
|
||||
fa = fb; fb = fc; fc = fa;
|
||||
}
|
||||
double tol1 = 2 * double.Epsilon * Math.Abs(b) + 0.5 * tol;
|
||||
double xm = 0.5 * (c - b);
|
||||
if (Math.Abs(xm) <= tol1 || fb == 0.0)
|
||||
return b;
|
||||
|
||||
if (Math.Abs(e) >= tol1 && Math.Abs(fa) > Math.Abs(fb))
|
||||
{
|
||||
double s = fb / fa;
|
||||
double p, q;
|
||||
if (a == c)
|
||||
{
|
||||
p = 2.0 * xm * s;
|
||||
q = 1.0 - s;
|
||||
}
|
||||
else
|
||||
{
|
||||
q = fa / fc;
|
||||
double r = fb / fc;
|
||||
p = s * (2.0 * xm * q * (q - r) - (b - a) * (r - 1.0));
|
||||
q = (q - 1.0) * (r - 1.0) * (s - 1.0);
|
||||
}
|
||||
if (p > 0) q = -q; else p = -p;
|
||||
s = e; e = d;
|
||||
if (2.0 * p < 3.0 * xm * q - Math.Abs(tol1 * q) && p < Math.Abs(0.5 * s * q))
|
||||
{
|
||||
d = p / q;
|
||||
}
|
||||
else
|
||||
{
|
||||
d = xm; e = d;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
d = xm; e = d;
|
||||
}
|
||||
|
||||
a = b; fa = fb;
|
||||
if (Math.Abs(d) > tol1)
|
||||
b += d;
|
||||
else
|
||||
b += Math.Sign(xm) * tol1;
|
||||
fb = f(b);
|
||||
}
|
||||
return b;
|
||||
}
|
||||
}
|
||||
}
|
||||
123
Core/OpenEndLink.cs
Normal file
123
Core/OpenEndLink.cs
Normal file
@@ -0,0 +1,123 @@
|
||||
using System;
|
||||
using FluidSim.Components;
|
||||
|
||||
namespace FluidSim.Core
|
||||
{
|
||||
/// <summary>
|
||||
/// Characteristic open‑end boundary condition.
|
||||
/// For subsonic outflow the outgoing Riemann invariant is conserved,
|
||||
/// and the ghost pressure is set to the prescribed ambient value.
|
||||
/// </summary>
|
||||
public class OpenEndLink
|
||||
{
|
||||
public Pipe1D Pipe { get; }
|
||||
public bool IsLeftEnd { get; }
|
||||
public double AmbientPressure { get; set; } = 101325.0;
|
||||
public double Gamma { get; set; } = 1.4;
|
||||
|
||||
// Last resolved state (for audio / monitoring)
|
||||
public double LastMassFlowRate { get; private set; }
|
||||
public double LastFaceDensity { get; private set; }
|
||||
public double LastFaceVelocity { get; private set; }
|
||||
public double LastFacePressure { get; private set; }
|
||||
|
||||
public OpenEndLink(Pipe1D pipe, bool isLeftEnd)
|
||||
{
|
||||
Pipe = pipe ?? throw new ArgumentNullException(nameof(pipe));
|
||||
IsLeftEnd = isLeftEnd;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Compute the ghost state and mass flow for one sub‑step.
|
||||
/// </summary>
|
||||
public void Resolve(double dtSub)
|
||||
{
|
||||
(double rhoInt, double uInt, double pInt) = IsLeftEnd
|
||||
? Pipe.GetInteriorStateLeft()
|
||||
: Pipe.GetInteriorStateRight();
|
||||
|
||||
double gamma = Gamma;
|
||||
double gm1 = gamma - 1.0;
|
||||
double cInt = Math.Sqrt(gamma * pInt / Math.Max(rhoInt, 1e-12));
|
||||
double pAmb = AmbientPressure;
|
||||
|
||||
double rhoGhost, uGhost, pGhost;
|
||||
double mdot;
|
||||
|
||||
if (IsLeftEnd)
|
||||
{
|
||||
// Left end: outgoing invariant is J- = u - 2c/(γ-1)
|
||||
double J_minus = uInt - 2.0 * cInt / gm1;
|
||||
|
||||
if (uInt <= -cInt) // supersonic inflow (all info from outside)
|
||||
{
|
||||
// Simple reservoir model – use ambient density and temperature 300 K
|
||||
rhoGhost = pAmb / (287.0 * 300.0);
|
||||
uGhost = uInt; // keep interior velocity (should be supersonic inward)
|
||||
pGhost = pAmb;
|
||||
}
|
||||
else if (uInt < 0) // subsonic inflow
|
||||
{
|
||||
double rhoAmb = pAmb / (287.0 * 300.0);
|
||||
double cAmb = Math.Sqrt(gamma * pAmb / rhoAmb);
|
||||
uGhost = J_minus + 2.0 * cAmb / gm1;
|
||||
rhoGhost = rhoAmb;
|
||||
pGhost = pAmb;
|
||||
}
|
||||
else // subsonic outflow (uInt >= 0)
|
||||
{
|
||||
double s = pInt / Math.Pow(rhoInt, gamma);
|
||||
rhoGhost = Math.Pow(pAmb / s, 1.0 / gamma);
|
||||
double cGhost = Math.Sqrt(gamma * pAmb / rhoGhost);
|
||||
uGhost = J_minus + 2.0 * cGhost / gm1;
|
||||
if (uGhost < 0) uGhost = 0;
|
||||
pGhost = pAmb;
|
||||
}
|
||||
}
|
||||
else // Right end
|
||||
{
|
||||
// Right end: outgoing invariant is J+ = u + 2c/(γ-1)
|
||||
double J_plus = uInt + 2.0 * cInt / gm1;
|
||||
|
||||
if (uInt >= cInt) // supersonic outflow
|
||||
{
|
||||
rhoGhost = rhoInt;
|
||||
uGhost = uInt;
|
||||
pGhost = pInt;
|
||||
}
|
||||
else if (uInt >= 0) // subsonic outflow
|
||||
{
|
||||
double s = pInt / Math.Pow(rhoInt, gamma);
|
||||
rhoGhost = Math.Pow(pAmb / s, 1.0 / gamma);
|
||||
double cGhost = Math.Sqrt(gamma * pAmb / rhoGhost);
|
||||
uGhost = J_plus - 2.0 * cGhost / gm1;
|
||||
if (uGhost < 0) uGhost = 0;
|
||||
pGhost = pAmb;
|
||||
}
|
||||
else // subsonic inflow (uInt < 0)
|
||||
{
|
||||
double rhoAmb = pAmb / (287.0 * 300.0);
|
||||
double cAmb = Math.Sqrt(gamma * pAmb / rhoAmb);
|
||||
uGhost = J_plus - 2.0 * cAmb / gm1;
|
||||
rhoGhost = rhoAmb;
|
||||
pGhost = pAmb;
|
||||
}
|
||||
}
|
||||
|
||||
// Apply ghost to pipe
|
||||
if (IsLeftEnd)
|
||||
Pipe.SetGhostLeft(rhoGhost, uGhost, pGhost);
|
||||
else
|
||||
Pipe.SetGhostRight(rhoGhost, uGhost, pGhost);
|
||||
|
||||
// Mass flow (positive = out of pipe)
|
||||
double area = Pipe.Area;
|
||||
mdot = rhoGhost * uGhost * area;
|
||||
if (IsLeftEnd) mdot = -mdot; // positive u into pipe, so out of pipe is negative u
|
||||
LastMassFlowRate = mdot;
|
||||
LastFaceDensity = rhoGhost;
|
||||
LastFaceVelocity = uGhost;
|
||||
LastFacePressure = pGhost;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,99 +0,0 @@
|
||||
using FluidSim.Components;
|
||||
|
||||
namespace FluidSim.Core
|
||||
{
|
||||
public static class OrificeBoundary
|
||||
{
|
||||
public static double MassFlow(double pA, double rhoA, double pB, double rhoB,
|
||||
Connection conn)
|
||||
{
|
||||
if (double.IsNaN(pA) || double.IsNaN(rhoA) || double.IsNaN(pB) || double.IsNaN(rhoB) ||
|
||||
double.IsInfinity(pA) || double.IsInfinity(rhoA) || double.IsInfinity(pB) || double.IsInfinity(rhoB) ||
|
||||
pA <= 0 || rhoA <= 0 || pB <= 0 || rhoB <= 0)
|
||||
return 0.0;
|
||||
|
||||
double dp = pA - pB;
|
||||
double sign = Math.Sign(dp);
|
||||
double absDp = Math.Abs(dp);
|
||||
double rhoUp = dp >= 0 ? rhoA : rhoB;
|
||||
double pUp = dp >= 0 ? pA : pB;
|
||||
double pDown = dp >= 0 ? pB : pA;
|
||||
double delta = 1e-6 * pUp;
|
||||
|
||||
if (absDp < delta)
|
||||
{
|
||||
double k = conn.DischargeCoefficient * conn.Area * Math.Sqrt(2 * rhoUp / delta);
|
||||
return k * dp;
|
||||
}
|
||||
else
|
||||
{
|
||||
double pr = pDown / pUp;
|
||||
double choked = Math.Pow(2.0 / (conn.Gamma + 1.0), conn.Gamma / (conn.Gamma - 1.0));
|
||||
if (pr < choked)
|
||||
{
|
||||
double term = Math.Sqrt(conn.Gamma *
|
||||
Math.Pow(2.0 / (conn.Gamma + 1.0), (conn.Gamma + 1.0) / (conn.Gamma - 1.0)));
|
||||
double flow = conn.DischargeCoefficient * conn.Area *
|
||||
Math.Sqrt(rhoUp * pUp) * term;
|
||||
return sign * flow;
|
||||
}
|
||||
else
|
||||
{
|
||||
double ex = 1.0 - Math.Pow(pr, (conn.Gamma - 1.0) / conn.Gamma);
|
||||
double flow = conn.DischargeCoefficient * conn.Area *
|
||||
Math.Sqrt(2.0 * rhoUp * pUp * (conn.Gamma / (conn.Gamma - 1.0)) *
|
||||
pr * pr * ex);
|
||||
return sign * flow;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void PipeVolumeFlux(double pPipe, double rhoPipe, double uPipe,
|
||||
double pVol, double rhoVol, double uVol,
|
||||
Connection conn, double pipeArea,
|
||||
bool isLeftBoundary,
|
||||
out double massFlux, out double momFlux, out double energyFlux)
|
||||
{
|
||||
// ----- Compute STAGNATION pressures -----
|
||||
double pStagPipe = pPipe + 0.5 * rhoPipe * uPipe * uPipe;
|
||||
double pStagVol = pVol + 0.5 * rhoVol * uVol * uVol; // uVol is always 0 for your volumes
|
||||
|
||||
// Mass flow driven by stagnation pressure difference (positive = pipe→volume)
|
||||
double mdot = MassFlow(pStagPipe, rhoPipe, pStagVol, rhoVol, conn);
|
||||
|
||||
// Limit mass flow to the amount that can leave/enter the pipe cell
|
||||
double maxMdot = rhoPipe * pipeArea * 343.0;
|
||||
if (Math.Abs(mdot) > maxMdot) mdot = Math.Sign(mdot) * maxMdot;
|
||||
|
||||
bool flowLeavesPipe = mdot > 0; // pipe → volume
|
||||
|
||||
double uFace, pFace, rhoFace;
|
||||
double massFluxPerArea;
|
||||
|
||||
if (isLeftBoundary)
|
||||
{
|
||||
massFluxPerArea = -mdot / pipeArea;
|
||||
if (flowLeavesPipe)
|
||||
{ uFace = uPipe; pFace = pPipe; rhoFace = rhoPipe; }
|
||||
else
|
||||
{ uFace = uVol; pFace = pVol; rhoFace = rhoVol; }
|
||||
}
|
||||
else // right boundary
|
||||
{
|
||||
massFluxPerArea = mdot / pipeArea;
|
||||
if (flowLeavesPipe)
|
||||
{ uFace = uPipe; pFace = pPipe; rhoFace = rhoPipe; }
|
||||
else
|
||||
{ uFace = uVol; pFace = pVol; rhoFace = rhoVol; }
|
||||
}
|
||||
|
||||
// Total enthalpy of the injected fluid
|
||||
double specificEnthalpy = (1.4 / (1.4 - 1.0)) * pFace / Math.Max(rhoFace, 1e-12);
|
||||
double totalEnthalpy = specificEnthalpy + 0.5 * uFace * uFace;
|
||||
|
||||
massFlux = massFluxPerArea;
|
||||
momFlux = massFluxPerArea * uFace + pFace;
|
||||
energyFlux = massFluxPerArea * totalEnthalpy;
|
||||
}
|
||||
}
|
||||
}
|
||||
140
Core/OrificeLink.cs
Normal file
140
Core/OrificeLink.cs
Normal file
@@ -0,0 +1,140 @@
|
||||
using System;
|
||||
using FluidSim.Components;
|
||||
using FluidSim.Interfaces;
|
||||
|
||||
namespace FluidSim.Core
|
||||
{
|
||||
/// <summary>
|
||||
/// Connects a port (volume or atmosphere) to one end of a pipe via an orifice.
|
||||
/// The area can be dynamic (Func<double>).
|
||||
/// </summary>
|
||||
public class OrificeLink
|
||||
{
|
||||
public Port VolumePort { get; }
|
||||
public Pipe1D Pipe { get; }
|
||||
public bool IsPipeLeftEnd { get; }
|
||||
public Func<double> AreaProvider { get; set; }
|
||||
public double DischargeCoefficient { get; set; } = 0.62;
|
||||
public double Gamma { get; set; } = 1.4;
|
||||
public double GasConstant { get; set; } = 287.0;
|
||||
|
||||
// Last resolved state (for audio/monitoring)
|
||||
public double LastMassFlowRate { get; private set; }
|
||||
public double LastFaceDensity { get; private set; }
|
||||
public double LastFaceVelocity { get; private set; }
|
||||
public double LastFacePressure { get; private set; }
|
||||
|
||||
public OrificeLink(Port volumePort, Pipe1D pipe, bool isPipeLeftEnd, Func<double> areaProvider)
|
||||
{
|
||||
VolumePort = volumePort ?? throw new ArgumentNullException(nameof(volumePort));
|
||||
Pipe = pipe ?? throw new ArgumentNullException(nameof(pipe));
|
||||
IsPipeLeftEnd = isPipeLeftEnd;
|
||||
AreaProvider = areaProvider ?? throw new ArgumentNullException(nameof(areaProvider));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resolve the coupling for one sub‑step. Computes nozzle flow (isentropic)
|
||||
/// and sets the pipe ghost cell and the port flow rates.
|
||||
/// </summary>
|
||||
public void Resolve(double dtSub)
|
||||
{
|
||||
double area = AreaProvider();
|
||||
if (area < 1e-12)
|
||||
{
|
||||
SetClosedWall();
|
||||
return;
|
||||
}
|
||||
|
||||
// Retrieve volume state
|
||||
double volP = VolumePort.Pressure;
|
||||
double volRho = VolumePort.Density;
|
||||
double volT = VolumePort.Temperature;
|
||||
double volH = VolumePort.SpecificEnthalpy;
|
||||
|
||||
// Retrieve pipe interior state at the connected end
|
||||
(double pipeRho, double pipeU, double pipeP) = IsPipeLeftEnd
|
||||
? Pipe.GetInteriorStateLeft()
|
||||
: Pipe.GetInteriorStateRight();
|
||||
|
||||
// Determine upstream/downstream: if volume pressure > pipe pressure, flow is out of volume (negative into volume).
|
||||
bool flowOutOfVolume = volP > pipeP;
|
||||
double pUp, rhoUp, TUp, pDown;
|
||||
if (flowOutOfVolume)
|
||||
{
|
||||
pUp = volP; rhoUp = volRho; TUp = volT; pDown = pipeP;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Pipe is upstream
|
||||
pUp = pipeP; rhoUp = pipeRho; TUp = pipeP / (pipeRho * GasConstant); // temperature from pipe
|
||||
pDown = volP;
|
||||
}
|
||||
|
||||
// Compute isentropic nozzle flow
|
||||
IsentropicOrifice.Compute(pUp, rhoUp, TUp, Gamma, GasConstant, pDown, area, DischargeCoefficient,
|
||||
out double mdotUpstreamToDown, out double rhoFace, out double uFace, out double pFace);
|
||||
|
||||
// mdotUpstreamToDown is positive from upstream to downstream.
|
||||
// Convert to mass flow into volume (positive mdot = into volume).
|
||||
double mdotVolume;
|
||||
if (flowOutOfVolume)
|
||||
mdotVolume = -mdotUpstreamToDown; // out of volume is negative
|
||||
else
|
||||
mdotVolume = mdotUpstreamToDown; // into volume is positive
|
||||
|
||||
// Clamp mass flow to available mass in volume (if it is a Volume0D)
|
||||
if (VolumePort.Owner is Volume0D vol)
|
||||
{
|
||||
double maxMdot = vol.Mass / dtSub;
|
||||
if (mdotVolume > maxMdot) mdotVolume = maxMdot;
|
||||
if (mdotVolume < -maxMdot) mdotVolume = -maxMdot;
|
||||
}
|
||||
|
||||
// Apply ghost state to pipe
|
||||
if (IsPipeLeftEnd)
|
||||
Pipe.SetGhostLeft(rhoFace, uFace, pFace);
|
||||
else
|
||||
Pipe.SetGhostRight(rhoFace, uFace, pFace);
|
||||
|
||||
// Store results
|
||||
LastMassFlowRate = mdotVolume;
|
||||
LastFaceDensity = rhoFace;
|
||||
LastFaceVelocity = uFace;
|
||||
LastFacePressure = pFace;
|
||||
|
||||
// Set port flow rates for volume integration
|
||||
VolumePort.MassFlowRate = mdotVolume;
|
||||
if (mdotVolume >= 0)
|
||||
{
|
||||
// Inflow: enthalpy comes from upstream (pipe)
|
||||
double pPipe = pipeP;
|
||||
double rhoPipe = pipeRho;
|
||||
VolumePort.SpecificEnthalpy = Gamma / (Gamma - 1.0) * pPipe / rhoPipe;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Outflow: volume's own specific enthalpy
|
||||
VolumePort.SpecificEnthalpy = volH;
|
||||
}
|
||||
}
|
||||
|
||||
private void SetClosedWall()
|
||||
{
|
||||
var (rInt, uInt, pInt) = IsPipeLeftEnd
|
||||
? Pipe.GetInteriorStateLeft()
|
||||
: Pipe.GetInteriorStateRight();
|
||||
|
||||
if (IsPipeLeftEnd)
|
||||
Pipe.SetGhostLeft(rInt, -uInt, pInt);
|
||||
else
|
||||
Pipe.SetGhostRight(rInt, -uInt, pInt);
|
||||
|
||||
LastMassFlowRate = 0.0;
|
||||
LastFaceDensity = rInt;
|
||||
LastFaceVelocity = 0.0;
|
||||
LastFacePressure = pInt;
|
||||
VolumePort.MassFlowRate = 0.0;
|
||||
// Keep specific enthalpy as is (not used)
|
||||
}
|
||||
}
|
||||
}
|
||||
187
Core/OutdoorExhaustReverb.cs
Normal file
187
Core/OutdoorExhaustReverb.cs
Normal 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 0.7‑0.9
|
||||
public float DampingFreq { get; set; } = 6000f; // Hz
|
||||
|
||||
public OutdoorExhaustReverb(int sampleRate)
|
||||
{
|
||||
// Early reflections – left/right offset by ~1‑2 ms for stereo width
|
||||
groundL = new DelayLine((int)(sampleRate * 0.008)); // 8 ms
|
||||
groundR = new DelayLine((int)(sampleRate * 0.010)); // 10 ms
|
||||
wall1L = new DelayLine((int)(sampleRate * 0.045));
|
||||
wall1R = new DelayLine((int)(sampleRate * 0.047));
|
||||
wall2L = new DelayLine((int)(sampleRate * 0.080));
|
||||
wall2R = new DelayLine((int)(sampleRate * 0.082));
|
||||
|
||||
// FDN delay lengths – prime numbers, offset between L/R
|
||||
int[] lengthsL = { 3203, 4027, 5521, 7027, 8521, 10007, 11503, 13009 };
|
||||
int[] lengthsR = { 3217, 4049, 5531, 7043, 8537, 10037, 11519, 13033 };
|
||||
fdnL = new DelayLine[FDN_CHANNELS];
|
||||
fdnR = new DelayLine[FDN_CHANNELS];
|
||||
for (int i = 0; i < FDN_CHANNELS; i++)
|
||||
{
|
||||
int lenL = Math.Min(lengthsL[i], (int)(sampleRate * 0.25));
|
||||
int lenR = Math.Min(lengthsR[i], (int)(sampleRate * 0.25));
|
||||
fdnL[i] = new DelayLine(lenL);
|
||||
fdnR[i] = new DelayLine(lenR);
|
||||
}
|
||||
|
||||
stateL = new float[FDN_CHANNELS];
|
||||
stateR = new float[FDN_CHANNELS];
|
||||
mixerL = new OrthonormalMixer(FDN_CHANNELS);
|
||||
mixerR = new OrthonormalMixer(FDN_CHANNELS);
|
||||
|
||||
filterL = new LowPassFilter[FDN_CHANNELS];
|
||||
filterR = new LowPassFilter[FDN_CHANNELS];
|
||||
for (int i = 0; i < FDN_CHANNELS; i++)
|
||||
{
|
||||
filterL[i] = new LowPassFilter(sampleRate, DampingFreq);
|
||||
filterR[i] = new LowPassFilter(sampleRate, DampingFreq);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Stereo reverb – returns (left, right) sample pair.</summary>
|
||||
public (float left, float right) ProcessStereo(float drySample)
|
||||
{
|
||||
// ---- Early reflections ----
|
||||
float gL = groundL.ReadWrite(drySample * 0.8f);
|
||||
float gR = groundR.ReadWrite(drySample * 0.8f);
|
||||
float w1L = wall1L.ReadWrite(drySample * 0.5f);
|
||||
float w1R = wall1R.ReadWrite(drySample * 0.5f);
|
||||
float w2L = wall2L.ReadWrite(drySample * 0.4f);
|
||||
float w2R = wall2R.ReadWrite(drySample * 0.4f);
|
||||
|
||||
float earlyL = (gL + w1L + w2L) * EarlyMix;
|
||||
float earlyR = (gR + w1R + w2R) * EarlyMix;
|
||||
|
||||
// ---- Read diffuse tail ----
|
||||
float[] delOutL = new float[FDN_CHANNELS];
|
||||
float[] delOutR = new float[FDN_CHANNELS];
|
||||
for (int i = 0; i < FDN_CHANNELS; i++)
|
||||
{
|
||||
delOutL[i] = fdnL[i].Read();
|
||||
delOutR[i] = fdnR[i].Read();
|
||||
}
|
||||
|
||||
// Mix via orthonormal matrix
|
||||
float[] mixL = new float[FDN_CHANNELS];
|
||||
float[] mixR = new float[FDN_CHANNELS];
|
||||
mixerL.Process(delOutL, mixL);
|
||||
mixerR.Process(delOutR, mixR);
|
||||
|
||||
// Feedback + air absorption
|
||||
for (int i = 0; i < FDN_CHANNELS; i++)
|
||||
{
|
||||
stateL[i] = drySample * 0.15f + Feedback * mixL[i];
|
||||
stateL[i] = filterL[i].Process(stateL[i]);
|
||||
fdnL[i].Write(stateL[i]);
|
||||
|
||||
stateR[i] = drySample * 0.15f + Feedback * mixR[i];
|
||||
stateR[i] = filterR[i].Process(stateR[i]);
|
||||
fdnR[i].Write(stateR[i]);
|
||||
}
|
||||
|
||||
float tailL = 0.0f, tailR = 0.0f;
|
||||
for (int i = 0; i < FDN_CHANNELS; i++)
|
||||
{
|
||||
tailL += delOutL[i];
|
||||
tailR += delOutR[i];
|
||||
}
|
||||
tailL *= TailMix;
|
||||
tailR *= TailMix;
|
||||
|
||||
float left = drySample * DryMix + earlyL + tailL;
|
||||
float right = drySample * DryMix + earlyR + tailR;
|
||||
return (left, right);
|
||||
}
|
||||
|
||||
/// <summary>Mono fallback – sums left+right / 2.</summary>
|
||||
public float Process(float drySample)
|
||||
{
|
||||
var (l, r) = ProcessStereo(drySample);
|
||||
return (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];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
163
Core/Solver.cs
163
Core/Solver.cs
@@ -1,125 +1,84 @@
|
||||
using FluidSim.Audio;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using FluidSim.Components;
|
||||
using FluidSim.Interfaces;
|
||||
|
||||
namespace FluidSim.Core
|
||||
{
|
||||
/// <summary>
|
||||
/// Top‑level solver that owns all components and couplings,
|
||||
/// orchestrates sub‑stepping, and exposes states for audio.
|
||||
/// </summary>
|
||||
public class Solver
|
||||
{
|
||||
private readonly List<Volume0D> _volumes = new();
|
||||
private readonly List<Pipe1D> _pipes = new();
|
||||
private readonly List<Connection> _connections = new();
|
||||
private readonly List<IComponent> _components = new();
|
||||
private readonly List<OrificeLink> _orificeLinks = new();
|
||||
private readonly List<Junction> _junctions = new();
|
||||
private readonly List<OpenEndLink> _openEndLinks = new();
|
||||
|
||||
public float LastSample { get; private set; }
|
||||
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 AddComponent(IComponent component) => _components.Add(component);
|
||||
public void AddOrificeLink(OrificeLink link) => _orificeLinks.Add(link);
|
||||
public void AddJunction(Junction junction) => _junctions.Add(junction);
|
||||
public void AddOpenEndLink(OpenEndLink link) => _openEndLinks.Add(link);
|
||||
|
||||
// Convenience: first pipe’s port B mass flow (often the exhaust)
|
||||
public double ExhaustMassFlow
|
||||
{
|
||||
get
|
||||
{
|
||||
var pipes = _components.OfType<Pipe1D>().ToList();
|
||||
if (pipes.Count > 0)
|
||||
return Math.Abs(pipes[0].PortB.MassFlowRate);
|
||||
return 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Advance the whole system by one global time step.
|
||||
/// </summary>
|
||||
public void Step()
|
||||
{
|
||||
// 1. Publish volume states to their own ports
|
||||
foreach (var v in _volumes)
|
||||
v.PushStateToPort();
|
||||
var pipes = _components.OfType<Pipe1D>().ToList();
|
||||
if (pipes.Count == 0) return;
|
||||
|
||||
// 2. Handle direct volume‑to‑volume connections
|
||||
foreach (var conn in _connections)
|
||||
// 1. Determine sub‑step count (max CFL over all pipes)
|
||||
int nSub = 1;
|
||||
foreach (var p in pipes)
|
||||
nSub = Math.Max(nSub, p.GetRequiredSubSteps(_dt));
|
||||
double dtSub = _dt / nSub;
|
||||
|
||||
// 2. Sub‑step loop
|
||||
for (int sub = 0; sub < nSub; sub++)
|
||||
{
|
||||
if (IsVolumePort(conn.PortA) && IsVolumePort(conn.PortB))
|
||||
{
|
||||
Volume0D volA = _volumes.Find(v => v.Port == conn.PortA);
|
||||
Volume0D volB = _volumes.Find(v => v.Port == conn.PortB);
|
||||
// a) Resolve all orifice links (volume ↔ pipe)
|
||||
foreach (var link in _orificeLinks)
|
||||
link.Resolve(dtSub);
|
||||
|
||||
if (volA == null || volB == null) continue;
|
||||
// b) Resolve all open‑end links (pipe → atmosphere)
|
||||
foreach (var link in _openEndLinks)
|
||||
link.Resolve(dtSub);
|
||||
|
||||
double pA = volA.Pressure, rhoA = volA.Density;
|
||||
double pB = volB.Pressure, rhoB = volB.Density;
|
||||
// c) Resolve all junctions (pipe ↔ pipe)
|
||||
foreach (var junc in _junctions)
|
||||
junc.Resolve(dtSub);
|
||||
|
||||
double mdot = OrificeBoundary.MassFlow(pA, rhoA, pB, rhoB, conn);
|
||||
|
||||
if (mdot > 0) // A → B
|
||||
{
|
||||
volA.Port.MassFlowRate = -mdot;
|
||||
volB.Port.MassFlowRate = mdot;
|
||||
volB.Port.SpecificEnthalpy = volA.SpecificEnthalpy; // fluid from A
|
||||
volA.Port.SpecificEnthalpy = volA.SpecificEnthalpy; // outflow carries its own enthalpy
|
||||
}
|
||||
else // B → A (mdot negative)
|
||||
{
|
||||
volA.Port.MassFlowRate = -mdot; // positive
|
||||
volB.Port.MassFlowRate = mdot; // negative
|
||||
volA.Port.SpecificEnthalpy = volB.SpecificEnthalpy; // fluid from B
|
||||
volB.Port.SpecificEnthalpy = volB.SpecificEnthalpy; // outflow carries its own
|
||||
}
|
||||
}
|
||||
// d) Advance all pipes
|
||||
foreach (var p in pipes)
|
||||
p.SimulateSingleStep(dtSub);
|
||||
}
|
||||
|
||||
// 3. Pipe‑volume boundary conditions – unchanged
|
||||
foreach (var conn in _connections)
|
||||
{
|
||||
if (IsPipePort(conn.PortA) && IsVolumePort(conn.PortB))
|
||||
SetVolumeBC(conn.PortA, conn.PortB);
|
||||
else if (IsVolumePort(conn.PortA) && IsPipePort(conn.PortB))
|
||||
SetVolumeBC(conn.PortB, conn.PortA);
|
||||
}
|
||||
// 3. Clear ghost flags
|
||||
foreach (var p in pipes)
|
||||
p.ClearGhostFlags();
|
||||
|
||||
// 4. Run pipe simulations
|
||||
foreach (var p in _pipes)
|
||||
p.Simulate();
|
||||
|
||||
// 5. Transfer pipe‑to‑volume flows – unchanged
|
||||
foreach (var conn in _connections)
|
||||
{
|
||||
if (IsPipePort(conn.PortA) && IsVolumePort(conn.PortB))
|
||||
TransferPipeToVolume(conn.PortA, conn.PortB);
|
||||
else if (IsVolumePort(conn.PortA) && IsPipePort(conn.PortB))
|
||||
TransferPipeToVolume(conn.PortB, conn.PortA);
|
||||
}
|
||||
|
||||
// 6. Integrate volumes
|
||||
foreach (var v in _volumes)
|
||||
v.Integrate();
|
||||
|
||||
// 7. COMPUTE AUDIO SAMPLE from all sound connections
|
||||
double sample = 0f;
|
||||
foreach (var conn in _connections)
|
||||
{
|
||||
if (conn is SoundConnection)
|
||||
{
|
||||
// Both ports have the same absolute mass flow; either works.
|
||||
sample += SoundProcessor.ComputeSample(conn);
|
||||
}
|
||||
}
|
||||
LastSample = (float)Math.Tanh(sample);
|
||||
}
|
||||
|
||||
bool IsVolumePort(Port p) => _volumes.Exists(v => v.Port == p);
|
||||
bool IsPipePort(Port p) => _pipes.Exists(pp => pp.PortA == p || pp.PortB == p);
|
||||
Pipe1D GetPipe(Port p) => _pipes.Find(pp => pp.PortA == p || pp.PortB == p);
|
||||
|
||||
void SetVolumeBC(Port pipePort, Port volPort)
|
||||
{
|
||||
Pipe1D pipe = GetPipe(pipePort);
|
||||
if (pipe == null) return;
|
||||
bool isLeft = pipe.PortA == pipePort;
|
||||
|
||||
if (isLeft)
|
||||
pipe.SetLeftVolumeState(volPort.Density, volPort.Pressure);
|
||||
else
|
||||
pipe.SetRightVolumeState(volPort.Density, volPort.Pressure);
|
||||
}
|
||||
|
||||
void TransferPipeToVolume(Port pipePort, Port volPort)
|
||||
{
|
||||
double mdot = pipePort.MassFlowRate;
|
||||
volPort.MassFlowRate = -mdot;
|
||||
|
||||
if (mdot < 0) // pipe → volume
|
||||
{
|
||||
// pipePort.SpecificEnthalpy is already total (h + ½u²)
|
||||
volPort.SpecificEnthalpy = pipePort.SpecificEnthalpy;
|
||||
}
|
||||
// else: volume → pipe, volume’s own static enthalpy is used (already set)
|
||||
// 4. Integrate non‑pipe components (volumes, atmosphere, etc.)
|
||||
foreach (var comp in _components)
|
||||
comp.UpdateState(_dt);
|
||||
}
|
||||
}
|
||||
}
|
||||
131
Core/SoundEngine.cs
Normal file
131
Core/SoundEngine.cs
Normal file
@@ -0,0 +1,131 @@
|
||||
using SFML.Audio;
|
||||
using SFML.System;
|
||||
|
||||
namespace FluidSim;
|
||||
|
||||
#region Lock‑free ring buffer (unchanged)
|
||||
internal class RingBuffer
|
||||
{
|
||||
private readonly float[] buffer;
|
||||
private volatile int readPos;
|
||||
private volatile int writePos;
|
||||
|
||||
public RingBuffer(int capacity)
|
||||
{
|
||||
if ((capacity & (capacity - 1)) != 0)
|
||||
throw new ArgumentException("Capacity must be a power of two.");
|
||||
buffer = new float[capacity];
|
||||
}
|
||||
|
||||
public int Count => (writePos - readPos) & (buffer.Length - 1);
|
||||
public int Space => (readPos - writePos - 1) & (buffer.Length - 1);
|
||||
|
||||
public int Write(float[] data, int count)
|
||||
{
|
||||
int space = Space;
|
||||
int toWrite = Math.Min(count, space);
|
||||
int mask = buffer.Length - 1;
|
||||
for (int i = 0; i < toWrite; i++)
|
||||
buffer[(writePos + i) & mask] = data[i];
|
||||
writePos = (writePos + toWrite) & mask;
|
||||
return toWrite;
|
||||
}
|
||||
|
||||
public int Read(float[] destination, int count)
|
||||
{
|
||||
int available = Count;
|
||||
int toRead = Math.Min(count, available);
|
||||
int mask = buffer.Length - 1;
|
||||
for (int i = 0; i < toRead; i++)
|
||||
destination[i] = buffer[(readPos + i) & mask];
|
||||
readPos = (readPos + toRead) & mask;
|
||||
return toRead;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Stereo stream that consumes the ring buffer
|
||||
internal class RingBufferStream : SoundStream
|
||||
{
|
||||
private readonly RingBuffer ringBuffer;
|
||||
|
||||
public RingBufferStream(RingBuffer buffer)
|
||||
{
|
||||
ringBuffer = buffer;
|
||||
// 2 channels, 44.1 kHz, standard stereo mapping
|
||||
Initialize(2, 44100, new[] { SoundChannel.FrontLeft, SoundChannel.FrontRight });
|
||||
}
|
||||
|
||||
protected override bool OnGetData(out short[] samples)
|
||||
{
|
||||
const int monoBlockSize = 512; // number of mono samples we'll read
|
||||
float[] temp = new float[monoBlockSize];
|
||||
int read = ringBuffer.Read(temp, monoBlockSize);
|
||||
samples = new short[monoBlockSize * 2];
|
||||
|
||||
if (read > 0)
|
||||
{
|
||||
for (int i = 0; i < read; i++)
|
||||
{
|
||||
float clamped = Math.Clamp(temp[i], -1f, 1f);
|
||||
short final = (short)(clamped * short.MaxValue);
|
||||
samples[i * 2] = final; // left
|
||||
samples[i * 2 + 1] = final; // right
|
||||
}
|
||||
}
|
||||
for (int i = read * 2; i < samples.Length; i++)
|
||||
samples[i] = 0;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override void OnSeek(Time timeOffset) =>
|
||||
throw new NotSupportedException();
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Public sound engine API (unchanged)
|
||||
public class SoundEngine : IDisposable
|
||||
{
|
||||
private readonly RingBuffer ringBuffer;
|
||||
private readonly RingBufferStream stream;
|
||||
private bool isPlaying;
|
||||
|
||||
public SoundEngine(int bufferCapacity = 16384)
|
||||
{
|
||||
ringBuffer = new RingBuffer(bufferCapacity);
|
||||
stream = new RingBufferStream(ringBuffer);
|
||||
}
|
||||
|
||||
public void Start()
|
||||
{
|
||||
if (isPlaying) return;
|
||||
stream.Play();
|
||||
isPlaying = true;
|
||||
}
|
||||
|
||||
public void Stop()
|
||||
{
|
||||
if (!isPlaying) return;
|
||||
stream.Stop();
|
||||
isPlaying = false;
|
||||
float[] drain = new float[ringBuffer.Count];
|
||||
ringBuffer.Read(drain, drain.Length);
|
||||
}
|
||||
|
||||
public int WriteSamples(float[] data, int count) =>
|
||||
ringBuffer.Write(data, count);
|
||||
|
||||
public float Volume
|
||||
{
|
||||
get => stream.Volume;
|
||||
set => stream.Volume = value;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Stop();
|
||||
stream.Dispose();
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
48
Core/SoundProcessor.cs
Normal file
48
Core/SoundProcessor.cs
Normal file
@@ -0,0 +1,48 @@
|
||||
using System;
|
||||
using FluidSim.Interfaces;
|
||||
|
||||
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 low‑pass for derivative smoothing (≈ 2‑3 ms)
|
||||
private double smoothDMdt;
|
||||
private readonly double alpha;
|
||||
|
||||
public float Gain { get; set; } = 1.0f;
|
||||
|
||||
public SoundProcessor(int sampleRate, double listenerDistanceMeters = 1.0)
|
||||
{
|
||||
dt = 1.0 / sampleRate;
|
||||
scaleFactor = 1.0 / (4.0 * Math.PI * listenerDistanceMeters);
|
||||
|
||||
// Smoothing time constant ~ 2 ms, blocks single‑sample 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;
|
||||
|
||||
// Far‑field monopole pressure
|
||||
double pressure = smoothDMdt * scaleFactor * Gain;
|
||||
|
||||
// Soft clip to ±1 for audio output (safe limit)
|
||||
float sample = (float)Math.Tanh(pressure);
|
||||
return sample;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -5,7 +5,7 @@
|
||||
<TargetFramework>net10.0</TargetFramework>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
<PublishAot>true</PublishAot>
|
||||
<PublishAot>false</PublishAot>
|
||||
<InvariantGlobalization>true</InvariantGlobalization>
|
||||
</PropertyGroup>
|
||||
|
||||
|
||||
19
Interfaces/IComponent.cs
Normal file
19
Interfaces/IComponent.cs
Normal file
@@ -0,0 +1,19 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace FluidSim.Interfaces
|
||||
{
|
||||
/// <summary>
|
||||
/// Minimal interface for all simulation components that have ports.
|
||||
/// </summary>
|
||||
public interface IComponent
|
||||
{
|
||||
/// <summary>All ports exposed by this component.</summary>
|
||||
IReadOnlyList<Port> Ports { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Called once per global time step to update the component's internal state
|
||||
/// using the port flow data accumulated during sub‑steps.
|
||||
/// </summary>
|
||||
void UpdateState(double dt);
|
||||
}
|
||||
}
|
||||
@@ -1,18 +1,28 @@
|
||||
namespace FluidSim.Interfaces
|
||||
{
|
||||
/// <summary>
|
||||
/// A fluid port that belongs to a component. The solver writes mass flow,
|
||||
/// enthalpy, etc. here, and reads pressure, density, etc.
|
||||
/// </summary>
|
||||
public class Port
|
||||
{
|
||||
// Set by the solver during coupling resolution
|
||||
public double MassFlowRate; // kg/s, positive INTO the component that owns this port
|
||||
public double SpecificEnthalpy; // J/kg, enthalpy of the fluid crossing the port (inflow direction)
|
||||
|
||||
// Set by the owning component after integration to reflect its current state
|
||||
public double Pressure; // Pa
|
||||
public double MassFlowRate; // kg/s, positive INTO the component
|
||||
public double SpecificEnthalpy; // J/kg, enthalpy of fluid entering this port
|
||||
public double Density; // kg/m³
|
||||
public double Temperature; // K
|
||||
|
||||
// Link back to owner (optional, but handy for debugging)
|
||||
public object? Owner { get; set; }
|
||||
|
||||
public Port()
|
||||
{
|
||||
Pressure = 101325.0;
|
||||
MassFlowRate = 0.0;
|
||||
SpecificEnthalpy = 0.0;
|
||||
Pressure = 101325.0;
|
||||
Density = 1.225;
|
||||
Temperature = 300.0;
|
||||
}
|
||||
|
||||
176
Program.cs
176
Program.cs
@@ -2,95 +2,167 @@
|
||||
using SFML.Window;
|
||||
using SFML.System;
|
||||
using System.Diagnostics;
|
||||
using FluidSim.Scenarios;
|
||||
using FluidSim.Audio;
|
||||
using FluidSim.Core;
|
||||
using FluidSim.Tests;
|
||||
|
||||
namespace FluidSim;
|
||||
|
||||
public class Program
|
||||
{
|
||||
private const int SampleRate = 44100;
|
||||
private const double DrawFrequency = 60.0;
|
||||
private static Scenario scenario;
|
||||
|
||||
// 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;
|
||||
|
||||
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;
|
||||
// Global step counter – incremented every simulation step
|
||||
private static long stepCount = 0;
|
||||
|
||||
public static void Main()
|
||||
{
|
||||
var mode = new VideoMode(new Vector2u(1280, 720));
|
||||
var window = new RenderWindow(mode, "Fluid Simulation");
|
||||
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: 2048);
|
||||
soundEngine.Volume = 70;
|
||||
var soundEngine = new SoundEngine(bufferCapacity: 16384);
|
||||
soundEngine.Volume = 100;
|
||||
soundEngine.Start();
|
||||
|
||||
scenario = new TestScenario();
|
||||
scenario.Initialize(SampleRate);
|
||||
|
||||
var stopwatch = Stopwatch.StartNew();
|
||||
double lastDrawTime = 0.0;
|
||||
double drawInterval = 1.0 / DrawFrequency;
|
||||
double lastSpeedUpdateTime = stopwatch.Elapsed.TotalSeconds;
|
||||
|
||||
// --- Warmup: fill audio buffer with silence ---
|
||||
int warmupSamples = SampleRate / 2; // 0.5 s
|
||||
float[] warmup = new float[warmupSamples];
|
||||
for (int i = 0; i < warmupSamples; i++)
|
||||
warmup[i] = 0;
|
||||
soundEngine.WriteSamples(warmup, warmupSamples);
|
||||
var simBuffer = new List<float>(4096);
|
||||
double readIndex = 0.0;
|
||||
for (int i = 0; i < 4; i++)
|
||||
simBuffer.Add(scenario.Process());
|
||||
|
||||
// Reset timer after warmup – this is the “real‑time zero”
|
||||
stopwatch.Restart();
|
||||
stepCount = 0; // simulation steps start now
|
||||
|
||||
// --- Initialise the simulation scenario ---
|
||||
Simulation.Initialize(SampleRate);
|
||||
|
||||
const int chunkSize = 2048;
|
||||
float[] buffer = new float[chunkSize];
|
||||
|
||||
double lastLogTime = 0.0; // for periodic speed printout
|
||||
long totalSimSteps = simBuffer.Count;
|
||||
long totalOutputSamples = 0;
|
||||
const int outputChunk = 256;
|
||||
float[] outputBuf = new float[outputChunk];
|
||||
|
||||
while (window.IsOpen)
|
||||
{
|
||||
window.DispatchEvents();
|
||||
|
||||
// --- Compute how many audio samples are needed since last frame ---
|
||||
double currentTime = stopwatch.Elapsed.TotalSeconds;
|
||||
double elapsed = currentTime; // since stopwatch was reset
|
||||
int samplesNeeded = (int)(elapsed * SampleRate) - (int)(stepCount);
|
||||
// (stepCount is total generated samples, so we just need the remainder)
|
||||
double currentRealTime = stopwatch.Elapsed.TotalSeconds;
|
||||
double dtClock = currentRealTime - lastSpeedUpdateTime;
|
||||
lastSpeedUpdateTime = currentRealTime;
|
||||
|
||||
// --- Generate the required number of simulation steps ---
|
||||
while (samplesNeeded > 0 && running)
|
||||
// Smooth simulation speed
|
||||
double speedSmoothing = 8.0;
|
||||
currentSpeed += (desiredSpeed - currentSpeed) * (1.0 - Math.Exp(-speedSmoothing * dtClock));
|
||||
|
||||
|
||||
// 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();
|
||||
stepCount++;
|
||||
}
|
||||
soundEngine.WriteSamples(buffer, toGenerate);
|
||||
samplesNeeded -= toGenerate;
|
||||
}
|
||||
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;
|
||||
|
||||
// --- Display speed ---
|
||||
double simTime = stepCount / (double)SampleRate;
|
||||
double wallTime = stopwatch.Elapsed.TotalSeconds;
|
||||
double speed = (wallTime > 0) ? simTime / wallTime : 0.0;
|
||||
|
||||
// Update window title with instant speed
|
||||
window.SetTitle($"FluidSim | Speed: {speed:F3}× | Steps: {stepCount}");
|
||||
|
||||
// Console log once per second
|
||||
if (wallTime - lastLogTime >= 1.0)
|
||||
while (readIndex >= 1.0 && simBuffer.Count > 2)
|
||||
{
|
||||
Console.WriteLine($"Speed: {speed:F3}× ({stepCount} steps, {wallTime:F2}s wall)");
|
||||
lastLogTime = wallTime;
|
||||
simBuffer.RemoveAt(0);
|
||||
readIndex -= 1.0;
|
||||
}
|
||||
}
|
||||
|
||||
// --- Rendering (placeholder) ---
|
||||
int accepted = soundEngine.WriteSamples(outputBuf, toGenerate);
|
||||
totalOutputSamples += accepted;
|
||||
if (accepted < toGenerate)
|
||||
break;
|
||||
}
|
||||
|
||||
// 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} {throttleHint} " +
|
||||
$"Thr: {currentThrottle:F2} " +
|
||||
$"Speed: {currentSpeed:F3}x → {desiredSpeed:F3}x " +
|
||||
$"Act: {actualSpeed:F2}x"
|
||||
);
|
||||
window.Clear(Color.Black);
|
||||
scenario.Draw(window);
|
||||
window.Display();
|
||||
lastDrawTime = currentRealTime;
|
||||
}
|
||||
}
|
||||
|
||||
// --- Cleanup ---
|
||||
soundEngine.Dispose();
|
||||
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);
|
||||
if (!wasRealTime || Math.Abs(desiredSpeed - 1.0) > 1e-6)
|
||||
lastDesiredSpeed = desiredSpeed;
|
||||
isRealTime = Math.Abs(desiredSpeed - 1.0) < 1e-6;
|
||||
}
|
||||
|
||||
private static void OnKeyPressed(object? sender, KeyEventArgs e)
|
||||
{
|
||||
if (e.Code == Keyboard.Key.Space)
|
||||
{
|
||||
if (isRealTime)
|
||||
desiredSpeed = lastDesiredSpeed;
|
||||
else
|
||||
desiredSpeed = 1.0;
|
||||
isRealTime = !isRealTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
121
Scenarios/Scenario.cs
Normal file
121
Scenarios/Scenario.cs
Normal file
@@ -0,0 +1,121 @@
|
||||
using System;
|
||||
using SFML.Graphics;
|
||||
using SFML.System;
|
||||
using FluidSim.Components;
|
||||
|
||||
namespace FluidSim.Tests
|
||||
{
|
||||
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.</summary>
|
||||
public abstract float Process();
|
||||
|
||||
/// <summary>Draw the current simulation state onto the given SFML render target.</summary>
|
||||
public abstract void Draw(RenderWindow target);
|
||||
|
||||
// ---------- Shared drawing helpers ----------
|
||||
|
||||
protected const double AmbientPressure = 101325.0;
|
||||
|
||||
/// <summary>Blue (low) → Green (ambient) → Red (high).</summary>
|
||||
protected 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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws the pipe as a smooth triangle‑strip whose radius varies with cell pressure.
|
||||
/// </summary>
|
||||
protected void DrawPipe(RenderWindow target, Pipe1D pipe, float pipeCenterY, float pipeStartX, float pipeEndX)
|
||||
{
|
||||
int n = pipe.CellCount;
|
||||
if (n < 2) return;
|
||||
|
||||
float pipeLengthPx = pipeEndX - pipeStartX;
|
||||
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;
|
||||
int totalPoints = n + (n - 1) * segmentsPerCell;
|
||||
Vertex[] stripVertices = new Vertex[totalPoints * 2];
|
||||
int idx = 0;
|
||||
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
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);
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,93 +0,0 @@
|
||||
using FluidSim.Audio;
|
||||
using FluidSim.Components;
|
||||
using FluidSim.Core;
|
||||
using FluidSim.Utilities;
|
||||
|
||||
namespace FluidSim.Scenarios
|
||||
{
|
||||
public static class Simulation
|
||||
{
|
||||
private static Solver solver;
|
||||
private static Volume0D cavity, ambient;
|
||||
private static Pipe1D neck;
|
||||
private static Connection connNeckCavity, connNeckAmbient;
|
||||
private static int stepCount;
|
||||
private static double time;
|
||||
private static double dt;
|
||||
|
||||
public static void Initialize(int sampleRate)
|
||||
{
|
||||
dt = 1.0 / sampleRate;
|
||||
|
||||
// --- Cavity (the “bottle”) ---
|
||||
double V_cav = 1.0 * Units.L; // 1 litre
|
||||
cavity = new Volume0D(V_cav, 10 * Units.atm, Units.Celsius(20), sampleRate);
|
||||
|
||||
// --- Ambient (a huge “room”) ---
|
||||
double V_amb = 1000.0; // 1000 m³ ≈ constant pressure
|
||||
ambient = new Volume0D(V_amb, 1.0 * Units.atm, Units.Celsius(20), sampleRate);
|
||||
|
||||
// --- Neck (short pipe) ---
|
||||
double length_neck = 80.0 * Units.mm;
|
||||
double diam_neck = 10 * Units.mm;
|
||||
double area_neck = Units.AreaFromRadius(diam_neck, Units.mm); // few cells enough for a short neck
|
||||
neck = new Pipe1D(length_neck, area_neck, sampleRate);
|
||||
neck.SetUniformState(ambient.Density, 0.0, ambient.Pressure);
|
||||
neck.FrictionFactor = 0.02; // slight damping
|
||||
|
||||
// --- Connections ---
|
||||
// Cavity-to-neck (full area)
|
||||
connNeckCavity = new Connection(cavity.Port, neck.PortA)
|
||||
{
|
||||
Area = area_neck,
|
||||
DischargeCoefficient = 1.0,
|
||||
Gamma = 1.4
|
||||
};
|
||||
// Neck-to-ambient (SoundConnection to capture the radiated tone)
|
||||
connNeckAmbient = new SoundConnection(neck.PortB, ambient.Port)
|
||||
{
|
||||
Area = area_neck,
|
||||
DischargeCoefficient = 1.0,
|
||||
Gamma = 1.4
|
||||
};
|
||||
|
||||
// --- Solver ---
|
||||
solver = new Solver();
|
||||
solver.AddVolume(cavity);
|
||||
solver.AddVolume(ambient);
|
||||
solver.AddPipe(neck);
|
||||
solver.AddConnection(connNeckCavity);
|
||||
solver.AddConnection(connNeckAmbient);
|
||||
|
||||
// --- Sound tuning ---
|
||||
SoundProcessor.MaxDeltaP = 0.1f * (float)Units.atm; // small Δp expected
|
||||
SoundProcessor.MaxArea = (float)area_neck;
|
||||
SoundProcessor.MaxVelocity = 343f;
|
||||
SoundProcessor.ReferenceDensity = 1.2f;
|
||||
SoundProcessor.ReferenceSpeedOfSound = 343f;
|
||||
SoundProcessor.Gain = 10.0f; // amplify because Δp is small
|
||||
}
|
||||
|
||||
public static float Process()
|
||||
{
|
||||
solver.Step();
|
||||
time += dt;
|
||||
stepCount++;
|
||||
Log();
|
||||
return solver.LastSample;
|
||||
}
|
||||
|
||||
public static void Log()
|
||||
{
|
||||
if (stepCount <= 200 || stepCount % (int)(0.5 / dt) == 0)
|
||||
{
|
||||
Console.WriteLine(
|
||||
$"t = {time * 1e3:F3} ms " +
|
||||
$"Sample = {solver.LastSample:F6}, " +
|
||||
$"P_cav = {cavity.Pressure / 1e5:F6} bar, " +
|
||||
$"flow_cav = {cavity.Port.MassFlowRate / 1e3:F4} g/s, " +
|
||||
$"flow_neck = {neck.PortB.MassFlowRate * 1e3:F4} g/s");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
96
Scenarios/TestScenario.cs
Normal file
96
Scenarios/TestScenario.cs
Normal file
@@ -0,0 +1,96 @@
|
||||
using System;
|
||||
using SFML.Graphics;
|
||||
using SFML.System;
|
||||
using FluidSim.Components;
|
||||
using FluidSim.Core;
|
||||
|
||||
namespace FluidSim.Tests
|
||||
{
|
||||
public class TestScenario : Scenario
|
||||
{
|
||||
private Solver solver;
|
||||
private Volume0D volume;
|
||||
private Pipe1D pipe;
|
||||
private Atmosphere atmosphere;
|
||||
private OrificeLink orificeLink;
|
||||
private OpenEndLink openEndLink;
|
||||
private int stepCount;
|
||||
|
||||
public override void Initialize(int sampleRate)
|
||||
{
|
||||
double dt = 1.0 / sampleRate;
|
||||
|
||||
solver = new Solver();
|
||||
solver.SetTimeStep(dt);
|
||||
|
||||
volume = new Volume0D(1e-3, 150000.0, 300.0);
|
||||
solver.AddComponent(volume);
|
||||
|
||||
pipe = new Pipe1D(2.0, 1e-4, 20);
|
||||
solver.AddComponent(pipe);
|
||||
|
||||
atmosphere = new Atmosphere();
|
||||
solver.AddComponent(atmosphere);
|
||||
|
||||
// Volume → left pipe end (orifice)
|
||||
var volPort = volume.CreatePort();
|
||||
orificeLink = new OrificeLink(volPort, pipe, isPipeLeftEnd: true, areaProvider: () => 1e-5)
|
||||
{
|
||||
DischargeCoefficient = 0.62,
|
||||
Gamma = volume.Gamma,
|
||||
GasConstant = volume.GasConstant
|
||||
};
|
||||
solver.AddOrificeLink(orificeLink);
|
||||
|
||||
// Right pipe end → atmosphere (characteristic open‑end)
|
||||
openEndLink = new OpenEndLink(pipe, isLeftEnd: false)
|
||||
{
|
||||
AmbientPressure = 101325.0,
|
||||
Gamma = 1.4
|
||||
};
|
||||
solver.AddOpenEndLink(openEndLink);
|
||||
|
||||
stepCount = 0;
|
||||
Console.WriteLine("TestScenario initialized with sampleRate = " + sampleRate);
|
||||
}
|
||||
|
||||
public override float Process()
|
||||
{
|
||||
solver.Step();
|
||||
stepCount++;
|
||||
|
||||
if (stepCount % 100 == 0)
|
||||
{
|
||||
double volPressure = volume.Pressure;
|
||||
double volMass = volume.Mass;
|
||||
double pipeLeftPressure = pipe.GetCellPressure(0);
|
||||
double pipeRightPressure = pipe.GetCellPressure(pipe.CellCount - 1);
|
||||
double mdotOrifice = orificeLink.LastMassFlowRate;
|
||||
double mdotOpen = openEndLink.LastMassFlowRate;
|
||||
|
||||
Console.WriteLine($"Step {stepCount}:");
|
||||
Console.WriteLine($" Vol Pressure = {volPressure:F1} Pa, Mass = {volMass:E4} kg");
|
||||
Console.WriteLine($" Pipe left P = {pipeLeftPressure:F1} Pa, right P = {pipeRightPressure:F1} Pa");
|
||||
Console.WriteLine($" Orifice mdot = {mdotOrifice:E4} kg/s, Open‑end mdot = {mdotOpen:E4} kg/s");
|
||||
Console.WriteLine();
|
||||
}
|
||||
|
||||
// Audio sample from the open‑end mass flow
|
||||
return (float)openEndLink.LastMassFlowRate;
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
// Use the shared pipe drawing from the base class
|
||||
DrawPipe(target, pipe, pipeCenterY, pipeStartX, pipeEndX);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,6 @@
|
||||
namespace FluidSim.Utilities
|
||||
using System;
|
||||
|
||||
namespace FluidSim.Utils
|
||||
{
|
||||
public static class Units
|
||||
{
|
||||
@@ -19,10 +21,10 @@
|
||||
|
||||
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