Compare commits
5 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| ff4c4aef23 | |||
| 7dfc8fa2d2 | |||
| c427c1f7d3 | |||
| a006a07049 | |||
| 3926ed7ef9 |
@@ -1,41 +0,0 @@
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namespace FluidSim.Audio
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{
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internal class RingBuffer
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{
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private readonly float[] buffer;
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private volatile int readPos;
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private volatile int writePos;
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public RingBuffer(int capacity)
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{
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if ((capacity & (capacity - 1)) != 0)
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throw new ArgumentException("Capacity must be a power of two.");
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buffer = new float[capacity];
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}
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public int Count => (writePos - readPos) & (buffer.Length - 1);
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public int Space => (readPos - writePos - 1) & (buffer.Length - 1);
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public int Write(float[] data, int count)
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{
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int space = Space;
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int toWrite = Math.Min(count, space);
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int mask = buffer.Length - 1;
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for (int i = 0; i < toWrite; i++)
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buffer[(writePos + i) & mask] = data[i];
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writePos = (writePos + toWrite) & mask;
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return toWrite;
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}
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public int Read(float[] destination, int count)
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{
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int available = Count;
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int toRead = Math.Min(count, available);
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int mask = buffer.Length - 1;
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for (int i = 0; i < toRead; i++)
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destination[i] = buffer[(readPos + i) & mask];
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readPos = (readPos + toRead) & mask;
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return toRead;
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}
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}
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}
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@@ -1,43 +0,0 @@
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using SFML.Audio;
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using SFML.System;
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namespace FluidSim.Audio
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{
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internal class RingBufferStream : SoundStream
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{
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private readonly RingBuffer ringBuffer;
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public RingBufferStream(RingBuffer buffer)
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{
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ringBuffer = buffer;
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// 2 channels, 44.1 kHz, standard stereo mapping
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Initialize(2, 44100, new[] { SoundChannel.FrontLeft, SoundChannel.FrontRight });
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}
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protected override bool OnGetData(out short[] samples)
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{
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const int monoBlockSize = 512; // number of mono samples we'll read
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float[] temp = new float[monoBlockSize];
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int read = ringBuffer.Read(temp, monoBlockSize);
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samples = new short[monoBlockSize * 2];
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if (read > 0)
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{
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for (int i = 0; i < read; i++)
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{
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float clamped = Math.Clamp(temp[i], -1f, 1f);
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short final = (short)(clamped * short.MaxValue);
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samples[i * 2] = final; // left
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samples[i * 2 + 1] = final; // right
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}
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}
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for (int i = read * 2; i < samples.Length; i++)
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samples[i] = 0;
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return true;
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}
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protected override void OnSeek(Time timeOffset) =>
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throw new NotSupportedException();
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}
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}
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@@ -1,45 +0,0 @@
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namespace FluidSim.Audio;
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public class SoundEngine : IDisposable
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{
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private readonly RingBuffer ringBuffer;
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private readonly RingBufferStream stream;
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private bool isPlaying;
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public SoundEngine(int bufferCapacity = 16384)
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{
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ringBuffer = new RingBuffer(bufferCapacity);
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stream = new RingBufferStream(ringBuffer);
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}
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public void Start()
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{
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if (isPlaying) return;
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stream.Play();
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isPlaying = true;
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}
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public void Stop()
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{
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if (!isPlaying) return;
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stream.Stop();
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isPlaying = false;
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float[] drain = new float[ringBuffer.Count];
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ringBuffer.Read(drain, drain.Length);
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}
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public int WriteSamples(float[] data, int count) =>
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ringBuffer.Write(data, count);
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public float Volume
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{
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get => stream.Volume;
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set => stream.Volume = value;
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}
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public void Dispose()
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{
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Stop();
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stream.Dispose();
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}
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}
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@@ -1,29 +0,0 @@
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using FluidSim.Components;
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using FluidSim.Interfaces;
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using System;
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namespace FluidSim.Audio
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{
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public static class SoundProcessor
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{
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public static float MaxDeltaP { get; set; } = 100_000f;
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public static float MaxArea { get; set; } = 1e-4f;
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public static float MaxVelocity { get; set; } = 343f;
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public static float ReferenceDensity { get; set; } = 1.225f;
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public static float ReferenceSpeedOfSound { get; set; } = 343f;
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public static float Gain { get; set; } = 1.0f;
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public static double ComputeSample(Connection conn)
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{
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Port portA = conn.PortA;
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Port portB = conn.PortB;
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double pressureUp = portA.Pressure;
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double pressureDown = portB.Pressure;
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// No flow or no pressure drop → silence
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double deltaP = pressureUp - pressureDown;
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return deltaP / 1;
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}
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}
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}
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@@ -3,65 +3,85 @@ using FluidSim.Interfaces;
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namespace FluidSim.Components
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namespace FluidSim.Components
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{
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{
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public enum BoundaryType
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{
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VolumeCoupling,
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OpenEnd,
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ClosedEnd
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}
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public class Pipe1D
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public class Pipe1D
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{
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{
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public Port PortA { get; }
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public Port PortA { get; }
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public Port PortB { get; }
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public Port PortB { get; }
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public double Area => _area;
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public double Area => _area;
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public double DampingMultiplier { get; set; } = 1.0;
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private int _n;
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private int _n;
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private double _dx, _dt, _gamma = 1.4, _area;
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private double _dx, _dt, _gamma, _area, _diameter;
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private double[] _rho, _rhou, _E;
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private double[] _rho, _rhou, _E;
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private double _hydraulicDiameter;
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private double _rhoLeft, _pLeft, _rhoRight, _pRight;
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// Volume‑coupling ghost states for boundaries A and B
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private bool _leftBCSet, _rightBCSet;
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private double _rhoA, _pA;
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private double _rhoB, _pB;
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private bool _aBCSet, _bBCSet;
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public double FrictionFactor { get; set; }
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private BoundaryType _aBCType = BoundaryType.VolumeCoupling;
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private BoundaryType _bBCType = BoundaryType.VolumeCoupling;
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private double _aAmbientPressure = 101325.0;
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private double _bAmbientPressure = 101325.0;
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private const double CflTarget = 0.8;
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private const double ReferenceSoundSpeed = 340.0;
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public int GetCellCount() => _n;
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public int GetCellCount() => _n;
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public double GetCellDensity(int i) => _rho[i];
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public double GetCellDensity(int i) => _rho[i];
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public double GetCellPressure(int i) => Pressure(i);
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public double GetCellPressure(int i) => Pressure(i);
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public double GetCellVelocity(int i) => _rhou[i] / Math.Max(_rho[i], 1e-12);
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public double GetCellVelocity(int i) => _rhou[i] / Math.Max(_rho[i], 1e-12);
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/// <summary>
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public BoundaryType ABCType => _aBCType;
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/// Create a pipe with CFL‑stable automatic cell count.
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public BoundaryType BBCType => _bBCType;
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/// </summary>
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/// <param name="length">Pipe length [m].</param>
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public Pipe1D(double length, double area, int sampleRate, int forcedCellCount = 0)
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/// <param name="area">Cross‑sectional area [m²].</param>
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/// <param name="sampleRate">Simulation step rate [Hz].</param>
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/// <param name="c0">Speed of sound [m/s] (default 343).</param>
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/// <param name="frictionFactor">Darcy friction factor (0 = inviscid).</param>
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/// <param name="cflSafety">CFL safety factor ≤ 1 (0.8 recommended).</param>
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public Pipe1D(double length, double area, int sampleRate,
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double c0 = 343.0, double frictionFactor = 0.02,
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double cflSafety = 0.8)
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{
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{
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if (area <= 0) throw new ArgumentException("Pipe area must be > 0");
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double dtGlobal = 1.0 / sampleRate;
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_area = area;
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int nCells;
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_dt = 1.0 / sampleRate;
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FrictionFactor = frictionFactor;
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// Nyquist‑based cell count (wave resolution)
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if (forcedCellCount > 1)
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double nNyquist = Math.Ceiling(length * sampleRate / c0);
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{
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// CFL‑stable cell count: dx ≥ maxSpeed·dt / cflSafety, maxSpeed = 2·c0 (supersonic safe)
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nCells = forcedCellCount;
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double maxSpeed = 2.0 * c0;
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}
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double dxMinStable = maxSpeed * _dt / cflSafety;
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else
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double nStable = Math.Floor(length / dxMinStable);
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{
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double dxTarget = ReferenceSoundSpeed * dtGlobal * CflTarget;
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nCells = Math.Max(2, (int)Math.Round(length / dxTarget, MidpointRounding.AwayFromZero));
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while (length / nCells > dxTarget * 1.01 && nCells < int.MaxValue - 1)
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nCells++;
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}
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_n = Math.Max(2, (int)Math.Min(nNyquist, nStable));
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_n = nCells;
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_dx = length / _n;
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_dx = length / _n;
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_dt = dtGlobal;
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_area = area;
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_gamma = 1.4;
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// Hydraulic diameter for a circular pipe
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_diameter = 2.0 * Math.Sqrt(area / Math.PI);
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_rho = new double[_n];
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_rho = new double[_n];
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_rhou = new double[_n];
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_rhou = new double[_n];
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_E = new double[_n];
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_E = new double[_n];
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_hydraulicDiameter = Math.Max(2.0 * Math.Sqrt(_area / Math.PI), 1e-9);
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PortA = new Port();
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PortA = new Port();
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PortB = new Port();
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PortB = new Port();
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}
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}
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public void SetABoundaryType(BoundaryType type) => _aBCType = type;
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public void SetBBoundaryType(BoundaryType type) => _bBCType = type;
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public void SetAAmbientPressure(double p) => _aAmbientPressure = p;
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public void SetBAmbientPressure(double p) => _bAmbientPressure = p;
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public void SetUniformState(double rho, double u, double p)
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public void SetUniformState(double rho, double u, double p)
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{
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{
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double e = p / ((_gamma - 1) * rho);
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double e = p / ((_gamma - 1) * rho);
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@@ -74,23 +94,181 @@ namespace FluidSim.Components
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}
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}
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}
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}
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public double GetLeftPressure() => Pressure(0);
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public void SetCellState(int i, double rho, double u, double p)
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public double GetRightPressure() => Pressure(_n - 1);
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public double GetLeftDensity() => _rho[0];
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public double GetRightDensity() => _rho[_n - 1];
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public void SetLeftVolumeState(double rhoVol, double pVol)
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{
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{
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_rhoLeft = rhoVol;
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if (i < 0 || i >= _n) return;
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_pLeft = pVol;
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_rho[i] = rho;
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_leftBCSet = true;
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_rhou[i] = rho * u;
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double e = p / ((_gamma - 1) * rho);
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_E[i] = rho * e + 0.5 * rho * u * u;
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}
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}
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public void SetRightVolumeState(double rhoVol, double pVol)
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public void SetAVolumeState(double rhoVol, double pVol)
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{
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{
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_rhoRight = rhoVol;
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_rhoA = rhoVol;
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_pRight = pVol;
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_pA = pVol;
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_rightBCSet = true;
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_aBCSet = true;
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}
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public void SetBVolumeState(double rhoVol, double pVol)
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{
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_rhoB = rhoVol;
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_pB = pVol;
|
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_bBCSet = true;
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}
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public void ClearBC() => _aBCSet = _bBCSet = false;
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public int GetRequiredSubSteps(double dtGlobal, double cflTarget = 0.8)
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{
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double maxW = 0.0;
|
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for (int i = 0; i < _n; i++)
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{
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double rho = _rho[i];
|
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double u = Math.Abs(_rhou[i] / Math.Max(rho, 1e-12));
|
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double c = Math.Sqrt(_gamma * Pressure(i) / Math.Max(rho, 1e-12));
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|
double local = u + c;
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|
if (local > maxW) maxW = local;
|
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|
}
|
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|
maxW = Math.Max(maxW, 1e-8);
|
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|
return Math.Max(1, (int)Math.Ceiling(dtGlobal * maxW / (cflTarget * _dx)));
|
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|
}
|
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|
||||||
|
public void SimulateSingleStep(double dtSub)
|
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|
{
|
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|
int n = _n;
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|
double[] Fm = new double[n + 1];
|
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|
double[] Fp = new double[n + 1];
|
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double[] Fe = new double[n + 1];
|
||||||
|
|
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|
// ---------- Boundary A (face 0, left) ----------
|
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|
double rhoIntA = _rho[0];
|
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|
double uIntA = _rhou[0] / Math.Max(rhoIntA, 1e-12);
|
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|
double pIntA = Pressure(0);
|
||||||
|
|
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|
switch (_aBCType)
|
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|
{
|
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|
case BoundaryType.VolumeCoupling:
|
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|
if (_aBCSet)
|
||||||
|
{
|
||||||
|
HLLCFlux(_rhoA, 0.0, _pA,
|
||||||
|
rhoIntA, uIntA, pIntA,
|
||||||
|
out Fm[0], out Fp[0], out Fe[0]);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Fm[0] = 0; Fp[0] = pIntA; Fe[0] = 0;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case BoundaryType.OpenEnd:
|
||||||
|
OpenEndFluxA(rhoIntA, uIntA, pIntA, _aAmbientPressure,
|
||||||
|
out Fm[0], out Fp[0], out Fe[0]);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case BoundaryType.ClosedEnd:
|
||||||
|
ClosedEndFlux(rhoIntA, uIntA, pIntA, isRightBoundary: false,
|
||||||
|
out Fm[0], out Fp[0], out Fe[0]);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---------- Internal faces ----------
|
||||||
|
for (int i = 0; i < n - 1; i++)
|
||||||
|
{
|
||||||
|
double rhoL = _rho[i];
|
||||||
|
double uL = _rhou[i] / Math.Max(rhoL, 1e-12);
|
||||||
|
double pL = Pressure(i);
|
||||||
|
|
||||||
|
double rhoR = _rho[i + 1];
|
||||||
|
double uR = _rhou[i + 1] / Math.Max(rhoR, 1e-12);
|
||||||
|
double pR = Pressure(i + 1);
|
||||||
|
|
||||||
|
HLLCFlux(rhoL, uL, pL, rhoR, uR, pR,
|
||||||
|
out Fm[i + 1], out Fp[i + 1], out Fe[i + 1]);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---------- Boundary B (face n, right) ----------
|
||||||
|
double rhoIntB = _rho[n - 1];
|
||||||
|
double uIntB = _rhou[n - 1] / Math.Max(rhoIntB, 1e-12);
|
||||||
|
double pIntB = Pressure(n - 1);
|
||||||
|
|
||||||
|
switch (_bBCType)
|
||||||
|
{
|
||||||
|
case BoundaryType.VolumeCoupling:
|
||||||
|
if (_bBCSet)
|
||||||
|
{
|
||||||
|
HLLCFlux(rhoIntB, uIntB, pIntB,
|
||||||
|
_rhoB, 0.0, _pB,
|
||||||
|
out Fm[n], out Fp[n], out Fe[n]);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Fm[n] = 0; Fp[n] = pIntB; Fe[n] = 0;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case BoundaryType.OpenEnd:
|
||||||
|
OpenEndFluxB(rhoIntB, uIntB, pIntB, _bAmbientPressure,
|
||||||
|
out Fm[n], out Fp[n], out Fe[n]);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case BoundaryType.ClosedEnd:
|
||||||
|
ClosedEndFlux(rhoIntB, uIntB, pIntB, isRightBoundary: true,
|
||||||
|
out Fm[n], out Fp[n], out Fe[n]);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---- Cell update with linear laminar damping ----
|
||||||
|
double radius = _diameter / 2.0;
|
||||||
|
double mu_air = 1.8e-5;
|
||||||
|
double laminarCoeff = DampingMultiplier * 8.0 * mu_air / (radius * radius);
|
||||||
|
|
||||||
|
for (int i = 0; i < n; i++)
|
||||||
|
{
|
||||||
|
double dM = (Fm[i + 1] - Fm[i]) / _dx;
|
||||||
|
double dP = (Fp[i + 1] - Fp[i]) / _dx;
|
||||||
|
double dE = (Fe[i + 1] - Fe[i]) / _dx;
|
||||||
|
|
||||||
|
_rho[i] -= dtSub * dM;
|
||||||
|
_rhou[i] -= dtSub * dP;
|
||||||
|
_E[i] -= dtSub * dE;
|
||||||
|
|
||||||
|
double rho = Math.Max(_rho[i], 1e-12);
|
||||||
|
double dampingRate = laminarCoeff / rho;
|
||||||
|
double dampingFactor = Math.Exp(-dampingRate * dtSub);
|
||||||
|
_rhou[i] *= dampingFactor;
|
||||||
|
|
||||||
|
if (_rho[i] < 1e-12) _rho[i] = 1e-12;
|
||||||
|
double kinetic = 0.5 * _rhou[i] * _rhou[i] / _rho[i];
|
||||||
|
double pMin = 100.0;
|
||||||
|
double eMin = pMin / ((_gamma - 1) * _rho[i]) + kinetic;
|
||||||
|
if (_E[i] < eMin) _E[i] = eMin;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---------- Port quantities ----------
|
||||||
|
double mdotA_sub = _aBCType == BoundaryType.VolumeCoupling && _aBCSet ? Fm[0] * _area : 0.0;
|
||||||
|
double mdotB_sub = _bBCType == BoundaryType.VolumeCoupling && _bBCSet ? -Fm[n] * _area : 0.0;
|
||||||
|
|
||||||
|
PortA.MassFlowRate = mdotA_sub;
|
||||||
|
PortB.MassFlowRate = mdotB_sub;
|
||||||
|
PortA.Pressure = pIntA;
|
||||||
|
PortB.Pressure = pIntB;
|
||||||
|
PortA.Density = _rho[0];
|
||||||
|
PortB.Density = _rho[n - 1];
|
||||||
|
|
||||||
|
// Corrected enthalpy for both directions
|
||||||
|
if (_aBCType == BoundaryType.VolumeCoupling && _aBCSet)
|
||||||
|
{
|
||||||
|
PortA.SpecificEnthalpy = mdotA_sub < 0
|
||||||
|
? GetCellTotalSpecificEnthalpy(0)
|
||||||
|
: (_gamma / (_gamma - 1.0)) * _pA / Math.Max(_rhoA, 1e-12);
|
||||||
|
}
|
||||||
|
if (_bBCType == BoundaryType.VolumeCoupling && _bBCSet)
|
||||||
|
{
|
||||||
|
PortB.SpecificEnthalpy = mdotB_sub < 0
|
||||||
|
? GetCellTotalSpecificEnthalpy(_n - 1)
|
||||||
|
: (_gamma / (_gamma - 1.0)) * _pB / Math.Max(_rhoB, 1e-12);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private double GetCellTotalSpecificEnthalpy(int i)
|
private double GetCellTotalSpecificEnthalpy(int i)
|
||||||
@@ -102,125 +280,114 @@ namespace FluidSim.Components
|
|||||||
return h + 0.5 * u * u;
|
return h + 0.5 * u * u;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Simulate()
|
private double Pressure(int i) =>
|
||||||
{
|
|
||||||
int n = _n;
|
|
||||||
double[] Fm = new double[n + 1], Fp = new double[n + 1], Fe = new double[n + 1];
|
|
||||||
|
|
||||||
// --- Left boundary (face 0) ---
|
|
||||||
if (_leftBCSet)
|
|
||||||
{
|
|
||||||
double rhoL = _rhoLeft, uL = 0.0, pL = _pLeft;
|
|
||||||
double rhoR = _rho[0], uR = _rhou[0] / Math.Max(rhoR, 1e-12), pR = Pressure(0);
|
|
||||||
HLLCFlux(rhoL, uL, pL, rhoR, uR, pR, out Fm[0], out Fp[0], out Fe[0]);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Fm[0] = 0; Fp[0] = Pressure(0); Fe[0] = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
// --- Internal faces ---
|
|
||||||
for (int i = 0; i < n - 1; i++)
|
|
||||||
{
|
|
||||||
double uL = _rhou[i] / Math.Max(_rho[i], 1e-12);
|
|
||||||
double uR = _rhou[i + 1] / Math.Max(_rho[i + 1], 1e-12);
|
|
||||||
HLLCFlux(_rho[i], uL, Pressure(i), _rho[i + 1], uR, Pressure(i + 1),
|
|
||||||
out Fm[i + 1], out Fp[i + 1], out Fe[i + 1]);
|
|
||||||
}
|
|
||||||
|
|
||||||
// --- Right boundary (face n) ---
|
|
||||||
if (_rightBCSet)
|
|
||||||
{
|
|
||||||
double rhoL = _rho[n - 1], uL = _rhou[n - 1] / Math.Max(rhoL, 1e-12), pL = Pressure(n - 1);
|
|
||||||
double rhoR = _rhoRight, uR = 0.0, pR = _pRight;
|
|
||||||
HLLCFlux(rhoL, uL, pL, rhoR, uR, pR, out Fm[n], out Fp[n], out Fe[n]);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Fm[n] = 0; Fp[n] = Pressure(n - 1); Fe[n] = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
// --- Cell update (inviscid fluxes) ---
|
|
||||||
for (int i = 0; i < n; i++)
|
|
||||||
{
|
|
||||||
double dM = (Fm[i + 1] - Fm[i]) / _dx;
|
|
||||||
double dP = (Fp[i + 1] - Fp[i]) / _dx;
|
|
||||||
double dE = (Fe[i + 1] - Fe[i]) / _dx;
|
|
||||||
_rho[i] -= _dt * dM;
|
|
||||||
_rhou[i] -= _dt * dP;
|
|
||||||
_E[i] -= _dt * dE;
|
|
||||||
|
|
||||||
if (_rho[i] < 1e-12) _rho[i] = 1e-12;
|
|
||||||
double kinetic = 0.5 * _rhou[i] * _rhou[i] / _rho[i];
|
|
||||||
if (_E[i] < kinetic) _E[i] = kinetic;
|
|
||||||
|
|
||||||
// Emergency reset if NaN
|
|
||||||
if (double.IsNaN(_rho[i]) || double.IsNaN(_rhou[i]) || double.IsNaN(_E[i]))
|
|
||||||
{
|
|
||||||
_rho[i] = 1.225; // reset to atmospheric air at 300 K
|
|
||||||
_rhou[i] = 0.0;
|
|
||||||
_E[i] = 101325.0 / (_gamma - 1.0); // internal energy at 1 atm
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// --- Friction (Darcy–Weisbach, energy‑conserving) ---
|
|
||||||
if (FrictionFactor > 0)
|
|
||||||
{
|
|
||||||
double D = _hydraulicDiameter;
|
|
||||||
double twoD = 2.0 * D;
|
|
||||||
for (int i = 0; i < n; i++)
|
|
||||||
{
|
|
||||||
double rho = _rho[i];
|
|
||||||
double u = _rhou[i] / rho;
|
|
||||||
double absU = Math.Abs(u);
|
|
||||||
double src = FrictionFactor * rho * absU * u / twoD;
|
|
||||||
double kinOld = 0.5 * rho * u * u;
|
|
||||||
_rhou[i] -= _dt * src;
|
|
||||||
double uNew = _rhou[i] / rho;
|
|
||||||
double kinNew = 0.5 * rho * uNew * uNew;
|
|
||||||
_E[i] += (kinOld - kinNew);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// --- Publish to ports ---
|
|
||||||
PortA.Pressure = Pressure(0);
|
|
||||||
PortA.Density = _rho[0];
|
|
||||||
PortB.Pressure = Pressure(_n - 1);
|
|
||||||
PortB.Density = _rho[_n - 1];
|
|
||||||
|
|
||||||
PortA.MassFlowRate = _leftBCSet ? Fm[0] * _area : 0.0;
|
|
||||||
PortB.MassFlowRate = _rightBCSet ? -Fm[n] * _area : 0.0;
|
|
||||||
|
|
||||||
PortA.SpecificEnthalpy = GetCellTotalSpecificEnthalpy(0);
|
|
||||||
PortB.SpecificEnthalpy = GetCellTotalSpecificEnthalpy(_n - 1);
|
|
||||||
|
|
||||||
_leftBCSet = _rightBCSet = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
double Pressure(int i) =>
|
|
||||||
(_gamma - 1.0) * (_E[i] - 0.5 * _rhou[i] * _rhou[i] / Math.Max(_rho[i], 1e-12));
|
(_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,
|
// ========== Characteristic‑based Open End ==========
|
||||||
|
private void OpenEndFluxA(double rhoInt, double uInt, double pInt, double pAmb,
|
||||||
out double fm, out double fp, out double fe)
|
out double fm, out double fp, out double fe)
|
||||||
{
|
{
|
||||||
const double eps = 1e-12;
|
double cInt = Math.Sqrt(_gamma * pInt / Math.Max(rhoInt, 1e-12));
|
||||||
pL = Math.Max(pL, eps);
|
|
||||||
pR = Math.Max(pR, eps);
|
|
||||||
|
|
||||||
double cL = Math.Sqrt(_gamma * pL / Math.Max(rL, eps));
|
// Subsonic inflow (uInt ≤ 0, so flow inside pipe ←)
|
||||||
double cR = Math.Sqrt(_gamma * pR / Math.Max(rR, eps));
|
if (uInt <= -cInt) // supersonic inflow – use interior state as ghost
|
||||||
|
{
|
||||||
|
fm = rhoInt * uInt;
|
||||||
|
fp = rhoInt * uInt * uInt + pInt;
|
||||||
|
fe = (rhoInt * (pInt / ((_gamma - 1) * rhoInt) + 0.5 * uInt * uInt) + pInt) * uInt;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
else if (uInt <= 0) // subsonic inflow
|
||||||
|
{
|
||||||
|
// Reservoir condition: p = pAmb, T = 300K, u = 0
|
||||||
|
double T0 = 300.0;
|
||||||
|
double R = 287.0;
|
||||||
|
double rhoGhost = pAmb / (R * T0);
|
||||||
|
HLLCFlux(rhoGhost, 0.0, pAmb, rhoInt, uInt, pInt, out fm, out fp, out fe);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
else // subsonic outflow (uInt > 0)
|
||||||
|
{
|
||||||
|
// Ghost pressure forced to pAmb
|
||||||
|
double s = pInt / Math.Pow(rhoInt, _gamma);
|
||||||
|
double rhoGhost = Math.Pow(pAmb / s, 1.0 / _gamma);
|
||||||
|
double cGhost = Math.Sqrt(_gamma * pAmb / rhoGhost);
|
||||||
|
|
||||||
|
// Outgoing Riemann invariant J⁻ = uInt - 2*cInt/(γ-1) (for left boundary)
|
||||||
|
double J_minus = uInt - 2.0 * cInt / (_gamma - 1.0);
|
||||||
|
double uGhost = J_minus + 2.0 * cGhost / (_gamma - 1.0);
|
||||||
|
|
||||||
|
// Prevent spurious inflow by clipping to zero
|
||||||
|
if (uGhost < 0) uGhost = 0;
|
||||||
|
|
||||||
|
HLLCFlux(rhoGhost, uGhost, pAmb, rhoInt, uInt, pInt, out fm, out fp, out fe);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OpenEndFluxB(double rhoInt, double uInt, double pInt, double pAmb,
|
||||||
|
out double fm, out double fp, out double fe)
|
||||||
|
{
|
||||||
|
double cInt = Math.Sqrt(_gamma * pInt / Math.Max(rhoInt, 1e-12));
|
||||||
|
|
||||||
|
if (uInt >= cInt) // supersonic outflow (extrapolation)
|
||||||
|
{
|
||||||
|
fm = rhoInt * uInt;
|
||||||
|
fp = rhoInt * uInt * uInt + pInt;
|
||||||
|
fe = (rhoInt * (pInt / ((_gamma - 1) * rhoInt) + 0.5 * uInt * uInt) + pInt) * uInt;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
else if (uInt >= 0) // subsonic outflow
|
||||||
|
{
|
||||||
|
double s = pInt / Math.Pow(rhoInt, _gamma);
|
||||||
|
double rhoGhost = Math.Pow(pAmb / s, 1.0 / _gamma);
|
||||||
|
double cGhost = Math.Sqrt(_gamma * pAmb / rhoGhost);
|
||||||
|
|
||||||
|
// Outgoing Riemann invariant J⁺ = uInt + 2*cInt/(γ-1) (for right boundary)
|
||||||
|
double J_plus = uInt + 2.0 * cInt / (_gamma - 1.0);
|
||||||
|
double uGhost = J_plus - 2.0 * cGhost / (_gamma - 1.0);
|
||||||
|
|
||||||
|
// Clip to zero to prevent inflow
|
||||||
|
if (uGhost > 0) uGhost = 0;
|
||||||
|
|
||||||
|
HLLCFlux(rhoInt, uInt, pInt, rhoGhost, uGhost, pAmb, out fm, out fp, out fe);
|
||||||
|
}
|
||||||
|
else // subsonic inflow
|
||||||
|
{
|
||||||
|
double T0 = 300.0;
|
||||||
|
double R = 287.0;
|
||||||
|
double rhoGhost = pAmb / (R * T0);
|
||||||
|
HLLCFlux(rhoInt, uInt, pInt, rhoGhost, 0.0, pAmb, out fm, out fp, out fe);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ========== Closed end (mirror) ==========
|
||||||
|
private void ClosedEndFlux(double rhoInt, double uInt, double pInt, bool isRightBoundary,
|
||||||
|
out double fm, out double fp, out double fe)
|
||||||
|
{
|
||||||
|
double rhoGhost = rhoInt;
|
||||||
|
double pGhost = pInt;
|
||||||
|
double uGhost = -uInt; // mirror velocity
|
||||||
|
|
||||||
|
if (isRightBoundary)
|
||||||
|
HLLCFlux(rhoInt, uInt, pInt, rhoGhost, uGhost, pGhost, out fm, out fp, out fe);
|
||||||
|
else
|
||||||
|
HLLCFlux(rhoGhost, uGhost, pGhost, rhoInt, uInt, pInt, out fm, out fp, out fe);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ========== Standard HLLC flux ==========
|
||||||
|
private void HLLCFlux(double rL, double uL, double pL,
|
||||||
|
double rR, double uR, double pR,
|
||||||
|
out double fm, out double fp, out double fe)
|
||||||
|
{
|
||||||
|
double cL = Math.Sqrt(_gamma * pL / Math.Max(rL, 1e-12));
|
||||||
|
double cR = Math.Sqrt(_gamma * pR / Math.Max(rR, 1e-12));
|
||||||
double EL = pL / ((_gamma - 1) * rL) + 0.5 * uL * uL;
|
double EL = pL / ((_gamma - 1) * rL) + 0.5 * uL * uL;
|
||||||
double ER = pR / ((_gamma - 1) * rR) + 0.5 * uR * uR;
|
double ER = pR / ((_gamma - 1) * rR) + 0.5 * uR * uR;
|
||||||
|
|
||||||
double SL = Math.Min(uL - cL, uR - cR);
|
double SL = Math.Min(uL - cL, uR - cR);
|
||||||
double SR = Math.Max(uL + cL, uR + cR);
|
double SR = Math.Max(uL + cL, uR + cR);
|
||||||
|
|
||||||
double denom = rL * (SL - uL) - rR * (SR - uR);
|
double Ss = (pR - pL + rL * uL * (SL - uL) - rR * uR * (SR - uR))
|
||||||
double Ss;
|
/ (rL * (SL - uL) - rR * (SR - uR));
|
||||||
if (Math.Abs(denom) < eps)
|
|
||||||
Ss = 0.5 * (uL + uR);
|
|
||||||
else
|
|
||||||
Ss = (pR - pL + rL * uL * (SL - uL) - rR * uR * (SR - uR)) / denom;
|
|
||||||
|
|
||||||
double FrL_m = rL * uL, FrL_p = rL * uL * uL + pL, FrL_e = (rL * EL + pL) * uL;
|
double 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 FrR_m = rR * uR, FrR_p = rR * uR * uR + pR, FrR_e = (rR * ER + pR) * uR;
|
||||||
@@ -229,22 +396,25 @@ namespace FluidSim.Components
|
|||||||
else if (SR <= 0) { fm = FrR_m; fp = FrR_p; fe = FrR_e; }
|
else if (SR <= 0) { fm = FrR_m; fp = FrR_p; fe = FrR_e; }
|
||||||
else if (Ss >= 0)
|
else if (Ss >= 0)
|
||||||
{
|
{
|
||||||
double diffSL = SL - uL;
|
double rsL = rL * (SL - uL) / (SL - Ss);
|
||||||
if (Math.Abs(diffSL) < eps) diffSL = eps;
|
double ps = pL + rL * (SL - uL) * (Ss - uL);
|
||||||
double rsL = rL * diffSL / (SL - Ss);
|
double EsL = EL + (Ss - uL) * (Ss + pL / (rL * (SL - uL)));
|
||||||
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;
|
fm = rsL * Ss; fp = rsL * Ss * Ss + ps; fe = (rsL * EsL + ps) * Ss;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
double diffSR = SR - uR;
|
double rsR = rR * (SR - uR) / (SR - Ss);
|
||||||
if (Math.Abs(diffSR) < eps) diffSR = eps;
|
|
||||||
double rsR = rR * diffSR / (SR - Ss);
|
|
||||||
double ps = pL + rL * (SL - uL) * (Ss - uL);
|
double ps = pL + rL * (SL - uL) * (Ss - uL);
|
||||||
double EsR = ER + (Ss - uR) * (Ss + pR / (rR * diffSR));
|
double EsR = ER + (Ss - uR) * (Ss + pR / (rR * (SR - uR)));
|
||||||
fm = rsR * Ss; fp = rsR * Ss * Ss + ps; fe = (rsR * EsR + ps) * Ss;
|
fm = rsR * Ss; fp = rsR * Ss * Ss + ps; fe = (rsR * EsR + ps) * Ss;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public double GetPressureAtFraction(double fraction)
|
||||||
|
{
|
||||||
|
int i = (int)(fraction * (_n - 1));
|
||||||
|
i = Math.Clamp(i, 0, _n - 1);
|
||||||
|
return Pressure(i);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
using FluidSim.Interfaces;
|
|
||||||
|
|
||||||
namespace FluidSim.Components
|
|
||||||
{
|
|
||||||
public class SoundConnection : Connection
|
|
||||||
{
|
|
||||||
public SoundConnection(Port a, Port b) : base(a, b) { }
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,4 +1,6 @@
|
|||||||
using FluidSim.Interfaces;
|
using System;
|
||||||
|
using FluidSim.Interfaces;
|
||||||
|
using FluidSim.Utils;
|
||||||
|
|
||||||
namespace FluidSim.Components
|
namespace FluidSim.Components
|
||||||
{
|
{
|
||||||
@@ -48,13 +50,26 @@ namespace FluidSim.Components
|
|||||||
Port.SpecificEnthalpy = SpecificEnthalpy;
|
Port.SpecificEnthalpy = SpecificEnthalpy;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Original integrate (uses the constructor’s sample rate)
|
||||||
public void Integrate()
|
public void Integrate()
|
||||||
|
{
|
||||||
|
Integrate(_dt);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetPressure(double newPressure)
|
||||||
|
{
|
||||||
|
InternalEnergy = newPressure * Volume / (Gamma - 1.0);
|
||||||
|
// Mass stays the same, so density is unchanged
|
||||||
|
}
|
||||||
|
|
||||||
|
// New overload: integrate with a custom time step (for sub‑steps)
|
||||||
|
public void Integrate(double dtOverride)
|
||||||
{
|
{
|
||||||
double mdot = Port.MassFlowRate;
|
double mdot = Port.MassFlowRate;
|
||||||
double h_in = Port.SpecificEnthalpy;
|
double h_in = Port.SpecificEnthalpy;
|
||||||
|
|
||||||
double dm = mdot * _dt;
|
double dm = mdot * dtOverride;
|
||||||
double dE = (mdot * h_in) * _dt - Pressure * dVdt * _dt;
|
double dE = (mdot * h_in) * dtOverride - Pressure * dVdt * dtOverride;
|
||||||
|
|
||||||
Mass += dm;
|
Mass += dm;
|
||||||
InternalEnergy += dE;
|
InternalEnergy += dE;
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using FluidSim.Components;
|
using System;
|
||||||
|
using FluidSim.Interfaces;
|
||||||
|
|
||||||
namespace FluidSim.Core
|
namespace FluidSim.Core
|
||||||
{
|
{
|
||||||
|
|||||||
173
Core/Solver.cs
173
Core/Solver.cs
@@ -1,4 +1,5 @@
|
|||||||
using FluidSim.Audio;
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
using FluidSim.Components;
|
using FluidSim.Components;
|
||||||
using FluidSim.Interfaces;
|
using FluidSim.Interfaces;
|
||||||
|
|
||||||
@@ -10,116 +11,160 @@ namespace FluidSim.Core
|
|||||||
private readonly List<Pipe1D> _pipes = new();
|
private readonly List<Pipe1D> _pipes = new();
|
||||||
private readonly List<Connection> _connections = new();
|
private readonly List<Connection> _connections = new();
|
||||||
|
|
||||||
public float LastSample { get; private set; }
|
private double _dt;
|
||||||
|
|
||||||
public void AddVolume(Volume0D v) => _volumes.Add(v);
|
public void AddVolume(Volume0D v) => _volumes.Add(v);
|
||||||
public void AddPipe(Pipe1D p) => _pipes.Add(p);
|
public void AddPipe(Pipe1D p) => _pipes.Add(p);
|
||||||
public void AddConnection(Connection c) => _connections.Add(c);
|
public void AddConnection(Connection c) => _connections.Add(c);
|
||||||
|
public void SetTimeStep(double dt) => _dt = dt;
|
||||||
|
|
||||||
public void Step()
|
/// <summary>
|
||||||
|
/// Set boundary type for a pipe end. isA = true for port A (left), false for port B (right).
|
||||||
|
/// </summary>
|
||||||
|
public void SetPipeBoundary(Pipe1D pipe, bool isA, BoundaryType type, double ambientPressure = 101325.0)
|
||||||
{
|
{
|
||||||
// 1. Publish volume states to their own ports
|
if (isA)
|
||||||
|
{
|
||||||
|
pipe.SetABoundaryType(type);
|
||||||
|
if (type == BoundaryType.OpenEnd)
|
||||||
|
pipe.SetAAmbientPressure(ambientPressure);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
pipe.SetBBoundaryType(type);
|
||||||
|
if (type == BoundaryType.OpenEnd)
|
||||||
|
pipe.SetBAmbientPressure(ambientPressure);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public float Step()
|
||||||
|
{
|
||||||
|
// 1. Volumes publish state
|
||||||
foreach (var v in _volumes)
|
foreach (var v in _volumes)
|
||||||
v.PushStateToPort();
|
v.PushStateToPort();
|
||||||
|
|
||||||
// 2. Handle direct volume‑to‑volume connections
|
// 2. Set volume BCs for volume‑coupled ends
|
||||||
foreach (var conn in _connections)
|
|
||||||
{
|
|
||||||
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);
|
|
||||||
|
|
||||||
if (volA == null || volB == null) continue;
|
|
||||||
|
|
||||||
double pA = volA.Pressure, rhoA = volA.Density;
|
|
||||||
double pB = volB.Pressure, rhoB = volB.Density;
|
|
||||||
|
|
||||||
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
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// 3. Pipe‑volume boundary conditions – unchanged
|
|
||||||
foreach (var conn in _connections)
|
foreach (var conn in _connections)
|
||||||
{
|
{
|
||||||
if (IsPipePort(conn.PortA) && IsVolumePort(conn.PortB))
|
if (IsPipePort(conn.PortA) && IsVolumePort(conn.PortB))
|
||||||
|
{
|
||||||
|
var pipe = GetPipe(conn.PortA);
|
||||||
|
bool isA = pipe.PortA == conn.PortA;
|
||||||
|
if ((isA && pipe.ABCType == BoundaryType.VolumeCoupling) ||
|
||||||
|
(!isA && pipe.BBCType == BoundaryType.VolumeCoupling))
|
||||||
SetVolumeBC(conn.PortA, conn.PortB);
|
SetVolumeBC(conn.PortA, conn.PortB);
|
||||||
|
}
|
||||||
else if (IsVolumePort(conn.PortA) && IsPipePort(conn.PortB))
|
else if (IsVolumePort(conn.PortA) && IsPipePort(conn.PortB))
|
||||||
|
{
|
||||||
|
var pipe = GetPipe(conn.PortB);
|
||||||
|
bool isA = pipe.PortB == conn.PortB;
|
||||||
|
if ((isA && pipe.ABCType == BoundaryType.VolumeCoupling) ||
|
||||||
|
(!isA && pipe.BBCType == BoundaryType.VolumeCoupling))
|
||||||
SetVolumeBC(conn.PortB, conn.PortA);
|
SetVolumeBC(conn.PortB, conn.PortA);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// 4. Run pipe simulations
|
// 3. Sub‑steps
|
||||||
|
int nSub = 1;
|
||||||
foreach (var p in _pipes)
|
foreach (var p in _pipes)
|
||||||
p.Simulate();
|
nSub = Math.Max(nSub, p.GetRequiredSubSteps(_dt));
|
||||||
|
double dtSub = _dt / nSub;
|
||||||
|
|
||||||
|
for (int sub = 0; sub < nSub; sub++)
|
||||||
|
{
|
||||||
|
foreach (var p in _pipes)
|
||||||
|
p.SimulateSingleStep(dtSub);
|
||||||
|
|
||||||
// 5. Transfer pipe‑to‑volume flows – unchanged
|
|
||||||
foreach (var conn in _connections)
|
foreach (var conn in _connections)
|
||||||
{
|
{
|
||||||
if (IsPipePort(conn.PortA) && IsVolumePort(conn.PortB))
|
if (IsPipePort(conn.PortA) && IsVolumePort(conn.PortB))
|
||||||
TransferPipeToVolume(conn.PortA, conn.PortB);
|
{
|
||||||
|
var pipe = GetPipe(conn.PortA);
|
||||||
|
bool isA = pipe.PortA == conn.PortA;
|
||||||
|
if ((isA && pipe.ABCType == BoundaryType.VolumeCoupling) ||
|
||||||
|
(!isA && pipe.BBCType == BoundaryType.VolumeCoupling))
|
||||||
|
TransferAndIntegrate(conn.PortA, conn.PortB, dtSub);
|
||||||
|
}
|
||||||
else if (IsVolumePort(conn.PortA) && IsPipePort(conn.PortB))
|
else if (IsVolumePort(conn.PortA) && IsPipePort(conn.PortB))
|
||||||
TransferPipeToVolume(conn.PortB, conn.PortA);
|
{
|
||||||
|
var pipe = GetPipe(conn.PortB);
|
||||||
|
bool isA = pipe.PortB == conn.PortB;
|
||||||
|
if ((isA && pipe.ABCType == BoundaryType.VolumeCoupling) ||
|
||||||
|
(!isA && pipe.BBCType == BoundaryType.VolumeCoupling))
|
||||||
|
TransferAndIntegrate(conn.PortB, conn.PortA, dtSub);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// 6. Integrate volumes
|
if (sub < nSub - 1)
|
||||||
|
{
|
||||||
foreach (var v in _volumes)
|
foreach (var v in _volumes)
|
||||||
v.Integrate();
|
v.PushStateToPort();
|
||||||
|
|
||||||
// 7. COMPUTE AUDIO SAMPLE from all sound connections
|
|
||||||
double sample = 0f;
|
|
||||||
foreach (var conn in _connections)
|
foreach (var conn in _connections)
|
||||||
{
|
{
|
||||||
if (conn is SoundConnection)
|
if (IsPipePort(conn.PortA) && IsVolumePort(conn.PortB))
|
||||||
{
|
{
|
||||||
// Both ports have the same absolute mass flow; either works.
|
var pipe = GetPipe(conn.PortA);
|
||||||
sample += SoundProcessor.ComputeSample(conn);
|
bool isA = pipe.PortA == conn.PortA;
|
||||||
|
if ((isA && pipe.ABCType == BoundaryType.VolumeCoupling) ||
|
||||||
|
(!isA && pipe.BBCType == BoundaryType.VolumeCoupling))
|
||||||
|
SetVolumeBC(conn.PortA, conn.PortB);
|
||||||
|
}
|
||||||
|
else if (IsVolumePort(conn.PortA) && IsPipePort(conn.PortB))
|
||||||
|
{
|
||||||
|
var pipe = GetPipe(conn.PortB);
|
||||||
|
bool isA = pipe.PortB == conn.PortB;
|
||||||
|
if ((isA && pipe.ABCType == BoundaryType.VolumeCoupling) ||
|
||||||
|
(!isA && pipe.BBCType == BoundaryType.VolumeCoupling))
|
||||||
|
SetVolumeBC(conn.PortB, conn.PortA);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
LastSample = (float)Math.Tanh(sample);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
bool IsVolumePort(Port p) => _volumes.Exists(v => v.Port == p);
|
// 5. Audio samples (none for now, but placeholder)
|
||||||
bool IsPipePort(Port p) => _pipes.Exists(pp => pp.PortA == p || pp.PortB == p);
|
var audioSamples = new List<float>();
|
||||||
Pipe1D GetPipe(Port p) => _pipes.Find(pp => pp.PortA == p || pp.PortB == p);
|
foreach (var conn in _connections)
|
||||||
|
|
||||||
void SetVolumeBC(Port pipePort, Port volPort)
|
|
||||||
{
|
{
|
||||||
Pipe1D pipe = GetPipe(pipePort);
|
if (conn is SoundConnection sc)
|
||||||
|
audioSamples.Add(sc.GetAudioSample());
|
||||||
|
}
|
||||||
|
|
||||||
|
// 6. Clear BC flags
|
||||||
|
foreach (var p in _pipes)
|
||||||
|
p.ClearBC();
|
||||||
|
|
||||||
|
return SoundProcessor.MixAndClip(audioSamples.ToArray());
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool IsVolumePort(Port p) => _volumes.Exists(v => v.Port == p);
|
||||||
|
private bool IsPipePort(Port p) => _pipes.Exists(pp => pp.PortA == p || pp.PortB == p);
|
||||||
|
private Pipe1D GetPipe(Port p) => _pipes.Find(pp => pp.PortA == p || pp.PortB == p);
|
||||||
|
private Volume0D GetVolume(Port p) => _volumes.Find(v => v.Port == p);
|
||||||
|
|
||||||
|
private void SetVolumeBC(Port pipePort, Port volPort)
|
||||||
|
{
|
||||||
|
var pipe = GetPipe(pipePort);
|
||||||
if (pipe == null) return;
|
if (pipe == null) return;
|
||||||
bool isLeft = pipe.PortA == pipePort;
|
bool isA = pipe.PortA == pipePort;
|
||||||
|
if (isA)
|
||||||
if (isLeft)
|
pipe.SetAVolumeState(volPort.Density, volPort.Pressure);
|
||||||
pipe.SetLeftVolumeState(volPort.Density, volPort.Pressure);
|
|
||||||
else
|
else
|
||||||
pipe.SetRightVolumeState(volPort.Density, volPort.Pressure);
|
pipe.SetBVolumeState(volPort.Density, volPort.Pressure);
|
||||||
}
|
}
|
||||||
|
|
||||||
void TransferPipeToVolume(Port pipePort, Port volPort)
|
private void TransferAndIntegrate(Port pipePort, Port volPort, double dtSub)
|
||||||
{
|
{
|
||||||
double mdot = pipePort.MassFlowRate;
|
double mdot = pipePort.MassFlowRate;
|
||||||
volPort.MassFlowRate = -mdot;
|
volPort.MassFlowRate = -mdot;
|
||||||
|
|
||||||
if (mdot < 0) // pipe → volume
|
if (mdot < 0) // pipe → volume
|
||||||
{
|
{
|
||||||
// pipePort.SpecificEnthalpy is already total (h + ½u²)
|
|
||||||
volPort.SpecificEnthalpy = pipePort.SpecificEnthalpy;
|
volPort.SpecificEnthalpy = pipePort.SpecificEnthalpy;
|
||||||
}
|
}
|
||||||
// else: volume → pipe, volume’s own static enthalpy is used (already set)
|
// else volume’s own enthalpy (from PushStateToPort) is used
|
||||||
|
|
||||||
|
GetVolume(volPort)?.Integrate(dtSub);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
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
|
||||||
23
Core/SoundProcessor.cs
Normal file
23
Core/SoundProcessor.cs
Normal file
@@ -0,0 +1,23 @@
|
|||||||
|
namespace FluidSim.Core
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Mixes multiple audio samples and applies a soft‑clipping tanh.
|
||||||
|
/// </summary>
|
||||||
|
public static class SoundProcessor
|
||||||
|
{
|
||||||
|
/// <summary>Overall gain applied after mixing (before tanh).</summary>
|
||||||
|
public static float MasterGain { get; set; } = 0.01f;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Mixes an array of raw audio samples and returns a single sample in [‑1, 1].
|
||||||
|
/// </summary>
|
||||||
|
public static float MixAndClip(params float[] samples)
|
||||||
|
{
|
||||||
|
float sum = 0f;
|
||||||
|
foreach (float s in samples)
|
||||||
|
sum += s;
|
||||||
|
sum *= MasterGain;
|
||||||
|
return sum;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,6 +1,4 @@
|
|||||||
using FluidSim.Interfaces;
|
namespace FluidSim.Interfaces
|
||||||
|
|
||||||
namespace FluidSim.Components
|
|
||||||
{
|
{
|
||||||
/// <summary>Pure data link between two ports, with orifice parameters.</summary>
|
/// <summary>Pure data link between two ports, with orifice parameters.</summary>
|
||||||
public class Connection
|
public class Connection
|
||||||
25
Interfaces/SoundConnection.cs
Normal file
25
Interfaces/SoundConnection.cs
Normal file
@@ -0,0 +1,25 @@
|
|||||||
|
namespace FluidSim.Interfaces
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// A Connection that also produces an audio sample from the pressure drop across it.
|
||||||
|
/// </summary>
|
||||||
|
public class SoundConnection : Connection
|
||||||
|
{
|
||||||
|
/// <summary>Gain applied to the normalised pressure difference.</summary>
|
||||||
|
public float Gain { get; set; } = 1.0f;
|
||||||
|
|
||||||
|
/// <summary>Reference pressure used for normalisation (Pa). Default: 1 atm.</summary>
|
||||||
|
public double ReferencePressure { get; set; } = 101325.0;
|
||||||
|
|
||||||
|
public SoundConnection(Port a, Port b) : base(a, b) { }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns a normalised audio sample proportional to the pressure difference.
|
||||||
|
/// </summary>
|
||||||
|
public float GetAudioSample()
|
||||||
|
{
|
||||||
|
double dp = PortA.Pressure - PortB.Pressure;
|
||||||
|
return (float)(dp / ReferencePressure) * Gain;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
182
Program.cs
182
Program.cs
@@ -2,95 +2,183 @@
|
|||||||
using SFML.Window;
|
using SFML.Window;
|
||||||
using SFML.System;
|
using SFML.System;
|
||||||
using System.Diagnostics;
|
using System.Diagnostics;
|
||||||
using FluidSim.Scenarios;
|
using FluidSim.Core;
|
||||||
using FluidSim.Audio;
|
|
||||||
|
|
||||||
namespace FluidSim;
|
namespace FluidSim;
|
||||||
|
|
||||||
public class Program
|
public class Program
|
||||||
{
|
{
|
||||||
private const int SampleRate = 44100;
|
private const int SampleRate = 44100;
|
||||||
|
private const double DrawFrequency = 60.0;
|
||||||
|
private static Scenario scenario;
|
||||||
|
|
||||||
|
// Speed control
|
||||||
|
//private static double desiredSpeed = 1.0;
|
||||||
|
private static double desiredSpeed = 0.0001;
|
||||||
|
private static double currentSpeed = desiredSpeed;
|
||||||
|
private const double MinSpeed = 0.0001;
|
||||||
|
private const double MaxSpeed = 1.0;
|
||||||
|
private const double ScrollFactor = 1.1;
|
||||||
|
|
||||||
|
// Space‑toggle state
|
||||||
|
private static double lastDesiredSpeed = 0.1; // remembers the last non‑1.0 scroll speed
|
||||||
|
private static bool isRealTime = true; // true when desiredSpeed == 1.0
|
||||||
|
|
||||||
private static volatile bool running = true;
|
private static volatile bool running = true;
|
||||||
// Global step counter – incremented every simulation step
|
|
||||||
private static long stepCount = 0;
|
|
||||||
|
|
||||||
public static void Main()
|
public static void Main()
|
||||||
{
|
{
|
||||||
var mode = new VideoMode(new Vector2u(1280, 720));
|
var mode = new VideoMode(new Vector2u(1280, 720));
|
||||||
var window = new RenderWindow(mode, "Fluid Simulation");
|
var window = new RenderWindow(mode, "Pipe Resonator");
|
||||||
window.SetVerticalSyncEnabled(true);
|
window.SetVerticalSyncEnabled(true);
|
||||||
window.Closed += (_, _) => { running = false; window.Close(); };
|
window.Closed += (_, _) => { running = false; window.Close(); };
|
||||||
|
window.MouseWheelScrolled += OnMouseWheel;
|
||||||
|
window.KeyPressed += OnKeyPressed;
|
||||||
|
|
||||||
var soundEngine = new SoundEngine(bufferCapacity: 2048);
|
var soundEngine = new SoundEngine(bufferCapacity: 16384);
|
||||||
soundEngine.Volume = 70;
|
soundEngine.Volume = 70;
|
||||||
soundEngine.Start();
|
soundEngine.Start();
|
||||||
|
|
||||||
|
//scenario = new PipeResonatorScenario();
|
||||||
|
//scenario = new HelmholtzResonatorScenario();
|
||||||
|
scenario = new SodShockTubeScenario();
|
||||||
|
|
||||||
|
scenario.Initialize(SampleRate);
|
||||||
|
|
||||||
var stopwatch = Stopwatch.StartNew();
|
var stopwatch = Stopwatch.StartNew();
|
||||||
|
double lastDrawTime = 0.0;
|
||||||
|
double drawInterval = 1.0 / DrawFrequency;
|
||||||
|
double lastSpeedUpdateTime = stopwatch.Elapsed.TotalSeconds;
|
||||||
|
|
||||||
// --- Warmup: fill audio buffer with silence ---
|
// Resampling buffer
|
||||||
int warmupSamples = SampleRate / 2; // 0.5 s
|
List<float> simBuffer = new List<float>(4096);
|
||||||
float[] warmup = new float[warmupSamples];
|
double readIndex = 0.0;
|
||||||
for (int i = 0; i < warmupSamples; i++)
|
|
||||||
warmup[i] = 0;
|
|
||||||
soundEngine.WriteSamples(warmup, warmupSamples);
|
|
||||||
|
|
||||||
// Reset timer after warmup – this is the “real‑time zero”
|
for (int i = 0; i < 4; i++)
|
||||||
stopwatch.Restart();
|
simBuffer.Add(scenario.Process());
|
||||||
stepCount = 0; // simulation steps start now
|
|
||||||
|
|
||||||
// --- Initialise the simulation scenario ---
|
long totalSimSteps = simBuffer.Count;
|
||||||
Simulation.Initialize(SampleRate);
|
long totalOutputSamples = 0;
|
||||||
|
|
||||||
const int chunkSize = 2048;
|
double lastRealTime = stopwatch.Elapsed.TotalSeconds;
|
||||||
float[] buffer = new float[chunkSize];
|
const int outputChunk = 256;
|
||||||
|
float[] outputBuf = new float[outputChunk];
|
||||||
double lastLogTime = 0.0; // for periodic speed printout
|
|
||||||
|
|
||||||
while (window.IsOpen)
|
while (window.IsOpen)
|
||||||
{
|
{
|
||||||
window.DispatchEvents();
|
window.DispatchEvents();
|
||||||
|
|
||||||
// --- Compute how many audio samples are needed since last frame ---
|
double currentRealTime = stopwatch.Elapsed.TotalSeconds;
|
||||||
double currentTime = stopwatch.Elapsed.TotalSeconds;
|
double dtSpeed = currentRealTime - lastSpeedUpdateTime;
|
||||||
double elapsed = currentTime; // since stopwatch was reset
|
lastSpeedUpdateTime = currentRealTime;
|
||||||
int samplesNeeded = (int)(elapsed * SampleRate) - (int)(stepCount);
|
|
||||||
// (stepCount is total generated samples, so we just need the remainder)
|
|
||||||
|
|
||||||
// --- Generate the required number of simulation steps ---
|
// Smoothly transition currentSpeed → desiredSpeed
|
||||||
while (samplesNeeded > 0 && running)
|
// When toggling, desiredSpeed jumps, but currentSpeed follows with a smooth lerp
|
||||||
|
double smoothingRate = 8.0; // higher = faster catch‑up
|
||||||
|
currentSpeed += (desiredSpeed - currentSpeed) * (1.0 - Math.Exp(-smoothingRate * dtSpeed));
|
||||||
|
|
||||||
|
// ---------- Generate audio ----------
|
||||||
|
double targetAudioClock = currentRealTime + 0.05;
|
||||||
|
|
||||||
|
while (totalOutputSamples < targetAudioClock * SampleRate && running)
|
||||||
{
|
{
|
||||||
int toGenerate = Math.Min(samplesNeeded, chunkSize);
|
int toGenerate = (int)Math.Min(
|
||||||
|
(long)outputChunk,
|
||||||
|
(long)(targetAudioClock * SampleRate) - totalOutputSamples
|
||||||
|
);
|
||||||
|
if (toGenerate <= 0) break;
|
||||||
|
|
||||||
|
double maxIndex = readIndex + (toGenerate - 1) * currentSpeed + 2;
|
||||||
|
int requiredSimIndex = (int)Math.Ceiling(maxIndex);
|
||||||
|
while (simBuffer.Count - 1 < requiredSimIndex)
|
||||||
|
{
|
||||||
|
simBuffer.Add(scenario.Process());
|
||||||
|
totalSimSteps++;
|
||||||
|
}
|
||||||
|
|
||||||
for (int i = 0; i < toGenerate; i++)
|
for (int i = 0; i < toGenerate; i++)
|
||||||
{
|
{
|
||||||
buffer[i] = Simulation.Process();
|
int i0 = (int)readIndex;
|
||||||
stepCount++;
|
int i1 = i0 + 1;
|
||||||
}
|
double frac = readIndex - i0;
|
||||||
soundEngine.WriteSamples(buffer, toGenerate);
|
|
||||||
samplesNeeded -= toGenerate;
|
|
||||||
}
|
|
||||||
|
|
||||||
// --- Display speed ---
|
float y0 = simBuffer[Math.Clamp(i0, 0, simBuffer.Count - 1)];
|
||||||
double simTime = stepCount / (double)SampleRate;
|
float y1 = simBuffer[Math.Clamp(i1, 0, simBuffer.Count - 1)];
|
||||||
double wallTime = stopwatch.Elapsed.TotalSeconds;
|
outputBuf[i] = (float)(y0 + (y1 - y0) * frac);
|
||||||
double speed = (wallTime > 0) ? simTime / wallTime : 0.0;
|
|
||||||
|
|
||||||
// Update window title with instant speed
|
readIndex += currentSpeed;
|
||||||
window.SetTitle($"FluidSim | Speed: {speed:F3}× | Steps: {stepCount}");
|
|
||||||
|
|
||||||
// Console log once per second
|
while (readIndex >= 1.0 && simBuffer.Count > 2)
|
||||||
if (wallTime - lastLogTime >= 1.0)
|
|
||||||
{
|
{
|
||||||
Console.WriteLine($"Speed: {speed:F3}× ({stepCount} steps, {wallTime:F2}s wall)");
|
simBuffer.RemoveAt(0);
|
||||||
lastLogTime = wallTime;
|
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";
|
||||||
|
window.SetTitle(
|
||||||
|
$"{toggleHint} Sim: {simTime:F2}s | " +
|
||||||
|
$"Speed: {currentSpeed:F4}x → {desiredSpeed:F4}x | " +
|
||||||
|
$"Actual: {actualSpeed:F2}x"
|
||||||
|
);
|
||||||
|
|
||||||
window.Clear(Color.Black);
|
window.Clear(Color.Black);
|
||||||
|
scenario.Draw(window);
|
||||||
window.Display();
|
window.Display();
|
||||||
|
lastDrawTime = currentRealTime;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// --- Cleanup ---
|
|
||||||
soundEngine.Dispose();
|
soundEngine.Dispose();
|
||||||
window.Dispose();
|
window.Dispose();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private static void OnMouseWheel(object? sender, MouseWheelScrollEventArgs e)
|
||||||
|
{
|
||||||
|
bool wasRealTime = Math.Abs(desiredSpeed - 1.0) < 1e-6;
|
||||||
|
|
||||||
|
if (e.Delta > 0)
|
||||||
|
desiredSpeed *= ScrollFactor;
|
||||||
|
else if (e.Delta < 0)
|
||||||
|
desiredSpeed /= ScrollFactor;
|
||||||
|
|
||||||
|
desiredSpeed = Math.Clamp(desiredSpeed, MinSpeed, MaxSpeed);
|
||||||
|
|
||||||
|
// Update the remembered slow-mo speed (unless we are exactly at 1.0)
|
||||||
|
if (!wasRealTime || Math.Abs(desiredSpeed - 1.0) > 1e-6)
|
||||||
|
lastDesiredSpeed = desiredSpeed;
|
||||||
|
|
||||||
|
// Update isRealTime flag
|
||||||
|
isRealTime = Math.Abs(desiredSpeed - 1.0) < 1e-6;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void OnKeyPressed(object? sender, KeyEventArgs e)
|
||||||
|
{
|
||||||
|
if (e.Code == Keyboard.Key.Space)
|
||||||
|
{
|
||||||
|
if (isRealTime)
|
||||||
|
{
|
||||||
|
// Switch to the remembered slow speed
|
||||||
|
desiredSpeed = lastDesiredSpeed;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Switch back to real time
|
||||||
|
desiredSpeed = 1.0;
|
||||||
|
}
|
||||||
|
isRealTime = !isRealTime;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
133
Scenarios/HelmholtzResonatorScenario.cs
Normal file
133
Scenarios/HelmholtzResonatorScenario.cs
Normal file
@@ -0,0 +1,133 @@
|
|||||||
|
using System;
|
||||||
|
using FluidSim.Components;
|
||||||
|
using FluidSim.Interfaces;
|
||||||
|
using FluidSim.Utils;
|
||||||
|
using SFML.Graphics;
|
||||||
|
using SFML.System;
|
||||||
|
|
||||||
|
namespace FluidSim.Core
|
||||||
|
{
|
||||||
|
public class HelmholtzResonatorScenario : Scenario
|
||||||
|
{
|
||||||
|
private Solver solver;
|
||||||
|
private Volume0D cavity;
|
||||||
|
private Pipe1D neck;
|
||||||
|
private Connection coupling;
|
||||||
|
private int stepCount;
|
||||||
|
private double time;
|
||||||
|
private double dt;
|
||||||
|
private double ambientPressure = 1.0 * Units.atm;
|
||||||
|
|
||||||
|
public override void Initialize(int sampleRate)
|
||||||
|
{
|
||||||
|
dt = 1.0 / sampleRate;
|
||||||
|
|
||||||
|
// 1‑litre cavity, 10% over‑pressure
|
||||||
|
double cavityVolume = 1e-3;
|
||||||
|
double initialCavityPressure = 1.1 * ambientPressure;
|
||||||
|
cavity = new Volume0D(cavityVolume, initialCavityPressure, 300.0, sampleRate)
|
||||||
|
{
|
||||||
|
Gamma = 1.4,
|
||||||
|
GasConstant = 287.0
|
||||||
|
};
|
||||||
|
|
||||||
|
// Neck: length 10 cm, radius 1 cm
|
||||||
|
double neckLength = 0.1;
|
||||||
|
double neckRadius = 0.01;
|
||||||
|
double neckArea = Math.PI * neckRadius * neckRadius;
|
||||||
|
neck = new Pipe1D(neckLength, neckArea, sampleRate, forcedCellCount: 40);
|
||||||
|
neck.SetUniformState(1.225, 0.0, ambientPressure);
|
||||||
|
|
||||||
|
coupling = new Connection(neck.PortA, cavity.Port)
|
||||||
|
{
|
||||||
|
Area = neckArea,
|
||||||
|
DischargeCoefficient = 0.62,
|
||||||
|
Gamma = 1.4
|
||||||
|
};
|
||||||
|
|
||||||
|
solver = new Solver();
|
||||||
|
solver.SetTimeStep(dt);
|
||||||
|
solver.AddVolume(cavity);
|
||||||
|
solver.AddPipe(neck);
|
||||||
|
solver.AddConnection(coupling);
|
||||||
|
|
||||||
|
// Port A (left) = volume coupling, Port B (right) = open end
|
||||||
|
solver.SetPipeBoundary(neck, isA: true, BoundaryType.VolumeCoupling);
|
||||||
|
solver.SetPipeBoundary(neck, isA: false, BoundaryType.OpenEnd, ambientPressure);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override float Process()
|
||||||
|
{
|
||||||
|
float sample = solver.Step();
|
||||||
|
time += dt;
|
||||||
|
stepCount++;
|
||||||
|
|
||||||
|
double pOpen = neck.GetCellPressure(neck.GetCellCount() - 1);
|
||||||
|
float audio = (float)((pOpen - ambientPressure) / ambientPressure);
|
||||||
|
|
||||||
|
if (stepCount % 20 == 0)
|
||||||
|
{
|
||||||
|
double pCav = cavity.Pressure;
|
||||||
|
double mdotA = neck.PortA.MassFlowRate; // positive = into pipe (leaving cavity)
|
||||||
|
Console.WriteLine(
|
||||||
|
$"t={time * 1e3:F2} ms step={stepCount} " +
|
||||||
|
$"P_cav={pCav:F1} Pa, P_open={pOpen:F1} Pa, " +
|
||||||
|
$"mdot_A={mdotA * 1e3:F4} g/s, audio={audio:F4}");
|
||||||
|
}
|
||||||
|
|
||||||
|
return audio;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Draw(RenderWindow target)
|
||||||
|
{
|
||||||
|
float winW = target.GetView().Size.X;
|
||||||
|
float winH = target.GetView().Size.Y;
|
||||||
|
float centerY = winH / 2f;
|
||||||
|
|
||||||
|
// Cavity rectangle
|
||||||
|
float cavityWidth = 120f;
|
||||||
|
float cavityHeight = 180f;
|
||||||
|
var cavityRect = new RectangleShape(new Vector2f(cavityWidth, cavityHeight));
|
||||||
|
cavityRect.Position = new Vector2f(40f, centerY - cavityHeight / 2f);
|
||||||
|
cavityRect.FillColor = PressureColor(cavity.Pressure);
|
||||||
|
target.Draw(cavityRect);
|
||||||
|
|
||||||
|
// Neck drawn as tapered pipe
|
||||||
|
int n = neck.GetCellCount();
|
||||||
|
float neckStartX = 40f + cavityWidth + 10f;
|
||||||
|
float neckEndX = winW - 60f;
|
||||||
|
float neckLenPx = neckEndX - neckStartX;
|
||||||
|
float dx = neckLenPx / (n - 1);
|
||||||
|
float baseRadius = 20f;
|
||||||
|
|
||||||
|
Vertex[] vertices = new Vertex[n * 2];
|
||||||
|
for (int i = 0; i < n; i++)
|
||||||
|
{
|
||||||
|
float x = neckStartX + i * dx;
|
||||||
|
double p = neck.GetCellPressure(i);
|
||||||
|
float r = baseRadius * (float)(0.5 + 0.5 * Math.Tanh((p - ambientPressure) / (ambientPressure * 0.2)));
|
||||||
|
if (r < 4f) r = 4f;
|
||||||
|
Color col = PressureColor(p);
|
||||||
|
vertices[i * 2] = new Vertex(new Vector2f(x, centerY - r), col);
|
||||||
|
vertices[i * 2 + 1] = new Vertex(new Vector2f(x, centerY + r), col);
|
||||||
|
}
|
||||||
|
target.Draw(vertices, PrimitiveType.TriangleStrip);
|
||||||
|
|
||||||
|
// Open end indicator
|
||||||
|
var arrow = new CircleShape(8f);
|
||||||
|
arrow.Position = new Vector2f(neckEndX - 4f, centerY - 4f);
|
||||||
|
arrow.FillColor = Color.White;
|
||||||
|
target.Draw(arrow);
|
||||||
|
}
|
||||||
|
|
||||||
|
private Color PressureColor(double pressure)
|
||||||
|
{
|
||||||
|
double range = ambientPressure * 0.1;
|
||||||
|
double t = Math.Clamp((pressure - ambientPressure) / range, -1.0, 1.0);
|
||||||
|
byte r = (byte)(t > 0 ? 255 * t : 0);
|
||||||
|
byte b = (byte)(t < 0 ? -255 * t : 0);
|
||||||
|
byte g = (byte)(255 * (1 - Math.Abs(t)));
|
||||||
|
return new Color(r, g, b);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
184
Scenarios/PipeResonatorScenario.cs
Normal file
184
Scenarios/PipeResonatorScenario.cs
Normal file
@@ -0,0 +1,184 @@
|
|||||||
|
using FluidSim.Components;
|
||||||
|
using FluidSim.Interfaces;
|
||||||
|
using FluidSim.Utils;
|
||||||
|
using SFML.Graphics;
|
||||||
|
using SFML.System;
|
||||||
|
using System;
|
||||||
|
|
||||||
|
namespace FluidSim.Core
|
||||||
|
{
|
||||||
|
public class PipeResonatorScenario : Scenario
|
||||||
|
{
|
||||||
|
private Solver solver;
|
||||||
|
private Pipe1D pipe;
|
||||||
|
private int stepCount;
|
||||||
|
private double time;
|
||||||
|
private double dt;
|
||||||
|
private double ambientPressure = 1.0 * Units.atm;
|
||||||
|
private bool enableLogging = true;
|
||||||
|
|
||||||
|
public override void Initialize(int sampleRate)
|
||||||
|
{
|
||||||
|
dt = 1.0 / sampleRate;
|
||||||
|
|
||||||
|
double length = 2;
|
||||||
|
double radius = 50 * Units.mm;
|
||||||
|
double area = Units.AreaFromDiameter(radius);
|
||||||
|
|
||||||
|
pipe = new Pipe1D(length, area, sampleRate, forcedCellCount: 80);
|
||||||
|
pipe.SetUniformState(1.225, 0.0, ambientPressure);
|
||||||
|
|
||||||
|
solver = new Solver();
|
||||||
|
solver.SetTimeStep(dt);
|
||||||
|
solver.AddPipe(pipe);
|
||||||
|
// Open end at port A (left), closed end at port B (right)
|
||||||
|
solver.SetPipeBoundary(pipe, isA: true, BoundaryType.OpenEnd, ambientPressure);
|
||||||
|
solver.SetPipeBoundary(pipe, isA: false, BoundaryType.ClosedEnd);
|
||||||
|
|
||||||
|
// Initial pressure pulse
|
||||||
|
int pulseCells = 5;
|
||||||
|
double pulsePressure = 2 * ambientPressure;
|
||||||
|
for (int i = 0; i < pulseCells; i++)
|
||||||
|
pipe.SetCellState(i, 1.225, 0.0, pulsePressure);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override float Process()
|
||||||
|
{
|
||||||
|
float sample = solver.Step();
|
||||||
|
time += dt;
|
||||||
|
stepCount++;
|
||||||
|
|
||||||
|
double pMid = pipe.GetPressureAtFraction(0.5);
|
||||||
|
sample = (float)((pMid - ambientPressure) / ambientPressure);
|
||||||
|
|
||||||
|
Log(sample);
|
||||||
|
return sample;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Log(float sample)
|
||||||
|
{
|
||||||
|
if (!enableLogging) return;
|
||||||
|
if (stepCount % 10 == 0 && stepCount < 1000)
|
||||||
|
{
|
||||||
|
double pMid = pipe.GetPressureAtFraction(0.5);
|
||||||
|
double pOpen = pipe.GetCellPressure(0);
|
||||||
|
double pClosed = pipe.GetCellPressure(pipe.GetCellCount() - 1);
|
||||||
|
Console.WriteLine(
|
||||||
|
$"t = {time * 1e3:F3} ms Step {stepCount:D4}: " +
|
||||||
|
$"sample = {sample:F3}, " +
|
||||||
|
$"P_mid = {pMid:F2} Pa ({pMid / ambientPressure:F4} atm), " +
|
||||||
|
$"P_open = {pOpen:F2} Pa, P_closed = {pClosed:F2} Pa");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Draw(RenderWindow target)
|
||||||
|
{
|
||||||
|
float winWidth = target.GetView().Size.X;
|
||||||
|
float winHeight = target.GetView().Size.Y;
|
||||||
|
|
||||||
|
float pipeCenterY = winHeight / 2f;
|
||||||
|
float margin = 60f;
|
||||||
|
float pipeStartX = margin;
|
||||||
|
float pipeEndX = winWidth - margin;
|
||||||
|
float pipeLengthPx = pipeEndX - pipeStartX;
|
||||||
|
int n = pipe.GetCellCount();
|
||||||
|
float dx = pipeLengthPx / (n - 1); // spacing between cell centres
|
||||||
|
|
||||||
|
float baseRadius = 25f;
|
||||||
|
float rangeFactor = 1f;
|
||||||
|
float scaleFactor = 5f;
|
||||||
|
|
||||||
|
// ----- smoothstep helper -----
|
||||||
|
static float SmoothStep(float edge0, float edge1, float x)
|
||||||
|
{
|
||||||
|
float t = Math.Clamp((x - edge0) / (edge1 - edge0), 0f, 1f);
|
||||||
|
return t * t * (3f - 2f * t);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ----- Pre‑compute cell positions and radii -----
|
||||||
|
var centers = new float[n];
|
||||||
|
var radii = new float[n];
|
||||||
|
for (int i = 0; i < n; i++)
|
||||||
|
{
|
||||||
|
double p = pipe.GetCellPressure(i);
|
||||||
|
float deviation = (float)Math.Tanh((p - ambientPressure) / ambientPressure / rangeFactor);
|
||||||
|
radii[i] = baseRadius * (1f + deviation * scaleFactor);
|
||||||
|
if (radii[i] < 2f) radii[i] = 2f;
|
||||||
|
centers[i] = pipeStartX + i * dx;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ----- Build triangle‑strip vertices -----
|
||||||
|
int segmentsPerCell = 8; // smoothness
|
||||||
|
int totalPoints = n + (n - 1) * segmentsPerCell;
|
||||||
|
Vertex[] stripVertices = new Vertex[totalPoints * 2]; // top + bottom for each point
|
||||||
|
int idx = 0;
|
||||||
|
|
||||||
|
for (int i = 0; i < n; i++)
|
||||||
|
{
|
||||||
|
// ---- Cell centre ----
|
||||||
|
float x = centers[i];
|
||||||
|
float r = radii[i];
|
||||||
|
double p = pipe.GetCellPressure(i);
|
||||||
|
Color col = PressureColor(p);
|
||||||
|
|
||||||
|
stripVertices[idx++] = new Vertex(new Vector2f(x, pipeCenterY - r), col);
|
||||||
|
stripVertices[idx++] = new Vertex(new Vector2f(x, pipeCenterY + r), col);
|
||||||
|
|
||||||
|
// ---- Intermediate segments after this cell (if not last) ----
|
||||||
|
if (i < n - 1)
|
||||||
|
{
|
||||||
|
for (int s = 1; s <= segmentsPerCell; s++)
|
||||||
|
{
|
||||||
|
float t = s / (float)segmentsPerCell;
|
||||||
|
float st = SmoothStep(0f, 1f, t);
|
||||||
|
float xi = centers[i] + (centers[i + 1] - centers[i]) * t;
|
||||||
|
float ri = radii[i] + (radii[i + 1] - radii[i]) * st;
|
||||||
|
double pi = pipe.GetCellPressure(i) * (1 - t) + pipe.GetCellPressure(i + 1) * t;
|
||||||
|
Color coli = PressureColor(pi);
|
||||||
|
|
||||||
|
stripVertices[idx++] = new Vertex(new Vector2f(xi, pipeCenterY - ri), coli);
|
||||||
|
stripVertices[idx++] = new Vertex(new Vector2f(xi, pipeCenterY + ri), coli);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw the pipe as a triangle strip
|
||||||
|
var pipeMesh = new VertexArray(PrimitiveType.TriangleStrip, (uint)stripVertices.Length);
|
||||||
|
for (int i = 0; i < stripVertices.Length; i++)
|
||||||
|
pipeMesh[(uint)i] = stripVertices[i];
|
||||||
|
target.Draw(pipeMesh);
|
||||||
|
|
||||||
|
// ----- Closed end indicator (right) -----
|
||||||
|
float wallThickness = 8f;
|
||||||
|
var wall = new RectangleShape(new Vector2f(wallThickness, winHeight * 0.6f));
|
||||||
|
wall.Position = new Vector2f(pipeEndX, pipeCenterY - winHeight * 0.6f / 2f);
|
||||||
|
wall.FillColor = new Color(180, 180, 180);
|
||||||
|
target.Draw(wall);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>Blue (low) → Green (ambient) → Red (high).</summary>
|
||||||
|
private Color PressureColor(double pressure)
|
||||||
|
{
|
||||||
|
double range = ambientPressure * 0.05; // ±5% gives full colour swing
|
||||||
|
double t = (pressure - ambientPressure) / range;
|
||||||
|
t = Math.Clamp(t, -1.0, 1.0);
|
||||||
|
|
||||||
|
byte r, g, b;
|
||||||
|
if (t < 0)
|
||||||
|
{
|
||||||
|
double factor = -t;
|
||||||
|
r = 0;
|
||||||
|
g = (byte)(255 * (1 - factor));
|
||||||
|
b = (byte)(255 * factor);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
double factor = t;
|
||||||
|
r = (byte)(255 * factor);
|
||||||
|
g = (byte)(255 * (1 - factor));
|
||||||
|
b = 0;
|
||||||
|
}
|
||||||
|
return new Color(r, g, b);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
23
Scenarios/Scenario.cs
Normal file
23
Scenarios/Scenario.cs
Normal file
@@ -0,0 +1,23 @@
|
|||||||
|
using SFML.Graphics;
|
||||||
|
|
||||||
|
namespace FluidSim.Core
|
||||||
|
{
|
||||||
|
public abstract class Scenario
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Initialize the scenario with a given audio sample rate.
|
||||||
|
/// </summary>
|
||||||
|
public abstract void Initialize(int sampleRate);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Advance one simulation step and return an audio sample.
|
||||||
|
/// The step size is 1 / sampleRate seconds.
|
||||||
|
/// </summary>
|
||||||
|
public abstract float Process();
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Draw the current simulation state onto the given SFML render target.
|
||||||
|
/// </summary>
|
||||||
|
public abstract void Draw(RenderWindow target);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -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");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
158
Scenarios/SodShockTubeScenario.cs
Normal file
158
Scenarios/SodShockTubeScenario.cs
Normal file
@@ -0,0 +1,158 @@
|
|||||||
|
using System;
|
||||||
|
using FluidSim.Components;
|
||||||
|
using FluidSim.Utils;
|
||||||
|
using SFML.Graphics;
|
||||||
|
using SFML.System;
|
||||||
|
|
||||||
|
namespace FluidSim.Core
|
||||||
|
{
|
||||||
|
public class SodShockTubeScenario : Scenario
|
||||||
|
{
|
||||||
|
private Solver solver;
|
||||||
|
private Pipe1D pipe;
|
||||||
|
private int stepCount;
|
||||||
|
private double time;
|
||||||
|
private double dt;
|
||||||
|
private double ambientPressure = 1.0 * Units.atm;
|
||||||
|
private const double GasConstant = 287.0;
|
||||||
|
|
||||||
|
public override void Initialize(int sampleRate)
|
||||||
|
{
|
||||||
|
dt = 1.0 / sampleRate;
|
||||||
|
double length = 1.0;
|
||||||
|
double area = 1.0;
|
||||||
|
int nCells = 200;
|
||||||
|
|
||||||
|
pipe = new Pipe1D(length, area, sampleRate, forcedCellCount: nCells);
|
||||||
|
pipe.SetUniformState(0.125, 0.0, 0.1 * ambientPressure); // right state
|
||||||
|
|
||||||
|
// Left half high pressure
|
||||||
|
for (int i = 0; i < nCells / 2; i++)
|
||||||
|
pipe.SetCellState(i, 1.0, 0.0, ambientPressure);
|
||||||
|
|
||||||
|
solver = new Solver();
|
||||||
|
solver.SetTimeStep(dt);
|
||||||
|
solver.AddPipe(pipe);
|
||||||
|
solver.SetPipeBoundary(pipe, isA: true, BoundaryType.ClosedEnd);
|
||||||
|
solver.SetPipeBoundary(pipe, isA: false, BoundaryType.ClosedEnd);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override float Process()
|
||||||
|
{
|
||||||
|
float sample = solver.Step();
|
||||||
|
time += dt;
|
||||||
|
stepCount++;
|
||||||
|
|
||||||
|
double pMid = pipe.GetPressureAtFraction(0.5);
|
||||||
|
float audio = (float)((pMid - ambientPressure) / ambientPressure);
|
||||||
|
|
||||||
|
bool log = true;
|
||||||
|
|
||||||
|
if (log)
|
||||||
|
{
|
||||||
|
int n = pipe.GetCellCount();
|
||||||
|
Console.WriteLine($"step {stepCount}:");
|
||||||
|
Console.WriteLine("i rho (kg/m³) p (Pa) T (K) u (m/s)");
|
||||||
|
for (int i = 0; i < n; i++)
|
||||||
|
{
|
||||||
|
if (i % 10 == 0)
|
||||||
|
{
|
||||||
|
double rho = pipe.GetCellDensity(i);
|
||||||
|
double p = pipe.GetCellPressure(i);
|
||||||
|
double u = pipe.GetCellVelocity(i);
|
||||||
|
double T = p / (rho * GasConstant); // GasConstant = 287.0
|
||||||
|
Console.WriteLine($"{i,-4} {rho,10:F4} {p,10:F1} {T,8:F2} {u,10:F4}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Console.WriteLine();
|
||||||
|
}
|
||||||
|
|
||||||
|
return audio;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Draw(RenderWindow target)
|
||||||
|
{
|
||||||
|
float winW = target.GetView().Size.X;
|
||||||
|
float winH = target.GetView().Size.Y;
|
||||||
|
float centerY = winH / 2f;
|
||||||
|
float margin = 40f;
|
||||||
|
float pipeStartX = margin;
|
||||||
|
float pipeEndX = winW - margin;
|
||||||
|
float pipeLenPx = pipeEndX - pipeStartX;
|
||||||
|
int n = pipe.GetCellCount();
|
||||||
|
float dx = pipeLenPx / (n - 1);
|
||||||
|
float baseRadius = 60f;
|
||||||
|
|
||||||
|
Vertex[] vertices = new Vertex[n * 2];
|
||||||
|
for (int i = 0; i < n; i++)
|
||||||
|
{
|
||||||
|
float x = pipeStartX + i * dx;
|
||||||
|
|
||||||
|
double p = pipe.GetCellPressure(i);
|
||||||
|
double rho = pipe.GetCellDensity(i);
|
||||||
|
double T = p / (rho * GasConstant); // temperature in Kelvin
|
||||||
|
|
||||||
|
// Radius from pressure (exaggerated deviation)
|
||||||
|
float r = baseRadius * (float)(p / ambientPressure * 2);
|
||||||
|
if (r < 4f) r = 4f;
|
||||||
|
|
||||||
|
// Colour from temperature
|
||||||
|
Color col = TemperatureColor(T);
|
||||||
|
|
||||||
|
vertices[i * 2] = new Vertex(new Vector2f(x, centerY - r), col);
|
||||||
|
vertices[i * 2 + 1] = new Vertex(new Vector2f(x, centerY + r), col);
|
||||||
|
}
|
||||||
|
target.Draw(vertices, PrimitiveType.TriangleStrip);
|
||||||
|
|
||||||
|
// Diaphragm marker (faint white line at initial interface)
|
||||||
|
float diaphragmX = pipeStartX + (n / 2) * dx;
|
||||||
|
var line = new RectangleShape(new Vector2f(2f, winH * 0.5f));
|
||||||
|
line.Position = new Vector2f(diaphragmX - 1f, centerY - winH * 0.25f);
|
||||||
|
line.FillColor = new Color(255, 255, 255, 80);
|
||||||
|
target.Draw(line);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Custom temperature‑to‑hue mapping that matches the given Sod‑tube hue values:
|
||||||
|
/// 250 K → 176, 300 K → 122, 350 K → 120?, 450 K → 71.
|
||||||
|
/// Interpolates piecewise linearly, clamping outside [250,450].
|
||||||
|
/// </summary>
|
||||||
|
private Color TemperatureColor(double T)
|
||||||
|
{
|
||||||
|
// 1. Map temperature to hue (0–360)
|
||||||
|
double[] Tknots = { 250, 282, 353, 450 };
|
||||||
|
double[] Hknots = { 176, 179, 122, 71 };
|
||||||
|
double hue;
|
||||||
|
if (T <= Tknots[0]) hue = Hknots[0];
|
||||||
|
else if (T >= Tknots[^1]) hue = Hknots[^1];
|
||||||
|
else
|
||||||
|
{
|
||||||
|
int i = 0;
|
||||||
|
while (i < Tknots.Length - 1 && T > Tknots[i + 1]) i++;
|
||||||
|
double frac = (T - Tknots[i]) / (Tknots[i + 1] - Tknots[i]);
|
||||||
|
hue = Hknots[i] + frac * (Hknots[i + 1] - Hknots[i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 2. Convert hue to RGB (S = 1, V = 1)
|
||||||
|
double h = hue / 60.0;
|
||||||
|
int sector = (int)Math.Floor(h);
|
||||||
|
double f = h - sector;
|
||||||
|
byte p = 0;
|
||||||
|
byte q = (byte)(255 * (1 - f));
|
||||||
|
byte tByte = (byte)(255 * f);
|
||||||
|
byte v = 255;
|
||||||
|
|
||||||
|
byte r, g, b;
|
||||||
|
switch (sector % 6)
|
||||||
|
{
|
||||||
|
case 0: r = v; g = tByte; b = p; break;
|
||||||
|
case 1: r = q; g = v; b = p; break;
|
||||||
|
case 2: r = p; g = v; b = tByte; break;
|
||||||
|
case 3: r = p; g = q; b = v; break;
|
||||||
|
case 4: r = tByte; g = p; b = v; break;
|
||||||
|
default: r = v; g = p; b = q; break;
|
||||||
|
}
|
||||||
|
return new Color(r, g, b);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
10
Sources/EffortSource.cs
Normal file
10
Sources/EffortSource.cs
Normal file
@@ -0,0 +1,10 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Text;
|
||||||
|
|
||||||
|
namespace FluidSim.Sources
|
||||||
|
{
|
||||||
|
internal class EffortSource
|
||||||
|
{
|
||||||
|
}
|
||||||
|
}
|
||||||
10
Sources/FlowSource.cs
Normal file
10
Sources/FlowSource.cs
Normal file
@@ -0,0 +1,10 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Text;
|
||||||
|
|
||||||
|
namespace FluidSim.Sources
|
||||||
|
{
|
||||||
|
internal class FlowSource
|
||||||
|
{
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,4 +1,6 @@
|
|||||||
namespace FluidSim.Utilities
|
using System;
|
||||||
|
|
||||||
|
namespace FluidSim.Utils
|
||||||
{
|
{
|
||||||
public static class Units
|
public static class Units
|
||||||
{
|
{
|
||||||
@@ -19,10 +21,10 @@
|
|||||||
|
|
||||||
public static double Celsius(double tC) => tC + 273.15;
|
public static double Celsius(double tC) => tC + 273.15;
|
||||||
|
|
||||||
public static double AreaFromRadius(double radius, double unit = mm) =>
|
public static double AreaFromRadius(double radius) =>
|
||||||
Math.PI * (radius * unit) * (radius * unit);
|
Math.PI * (radius) * (radius);
|
||||||
|
|
||||||
public static double AreaFromDiameter(double diameter, double unit = mm) =>
|
public static double AreaFromDiameter(double diameter) =>
|
||||||
Math.PI * 0.25 * (diameter * unit) * (diameter * unit);
|
Math.PI * 0.25 * (diameter) * (diameter);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
Reference in New Issue
Block a user