using System; using SFML.Graphics; using SFML.System; using FluidSim.Components; namespace FluidSim.Tests { public abstract class Scenario { /// Initialize the scenario with a given audio sample rate. public abstract void Initialize(int sampleRate); /// Advance one simulation step and return an audio sample. public abstract float Process(); /// Draw the current simulation state onto the given SFML render target. public abstract void Draw(RenderWindow target); // ---------- Shared drawing helpers ---------- protected const double AmbientPressure = 101325.0; /// Blue (low) → Green (ambient) → Red (high). protected Color PressureColor(double pressure) { double range = AmbientPressure * 0.05; // ±5% gives full colour swing double t = (pressure - AmbientPressure) / range; t = Math.Clamp(t, -1.0, 1.0); byte r, g, b; if (t < 0) { double factor = -t; r = 0; g = (byte)(255 * (1 - factor)); b = (byte)(255 * factor); } else { double factor = t; r = (byte)(255 * factor); g = (byte)(255 * (1 - factor)); b = 0; } return new Color(r, g, b); } /// /// Draws the pipe as a smooth triangle‑strip whose radius varies with cell pressure. /// protected void DrawPipe(RenderWindow target, Pipe1D pipe, float pipeCenterY, float pipeStartX, float pipeEndX) { int n = pipe.CellCount; if (n < 2) return; float pipeLengthPx = pipeEndX - pipeStartX; float dx = pipeLengthPx / (n - 1); // spacing between cell centres float baseRadius = 25f; float rangeFactor = 1f; float scaleFactor = 5f; // ----- smoothstep helper ----- static float SmoothStep(float edge0, float edge1, float x) { float t = Math.Clamp((x - edge0) / (edge1 - edge0), 0f, 1f); return t * t * (3f - 2f * t); } // ----- Pre‑compute cell positions and radii ----- var centers = new float[n]; var radii = new float[n]; for (int i = 0; i < n; i++) { double p = pipe.GetCellPressure(i); float deviation = (float)Math.Tanh((p - AmbientPressure) / AmbientPressure / rangeFactor); radii[i] = baseRadius * (1f + deviation * scaleFactor); if (radii[i] < 2f) radii[i] = 2f; centers[i] = pipeStartX + i * dx; } // ----- Build triangle‑strip vertices ----- int segmentsPerCell = 8; int totalPoints = n + (n - 1) * segmentsPerCell; Vertex[] stripVertices = new Vertex[totalPoints * 2]; int idx = 0; for (int i = 0; i < n; i++) { float x = centers[i]; float r = radii[i]; double p = pipe.GetCellPressure(i); Color col = PressureColor(p); stripVertices[idx++] = new Vertex(new Vector2f(x, pipeCenterY - r), col); stripVertices[idx++] = new Vertex(new Vector2f(x, pipeCenterY + r), col); if (i < n - 1) { for (int s = 1; s <= segmentsPerCell; s++) { float t = s / (float)segmentsPerCell; float st = SmoothStep(0f, 1f, t); float xi = centers[i] + (centers[i + 1] - centers[i]) * t; float ri = radii[i] + (radii[i + 1] - radii[i]) * st; double pi = pipe.GetCellPressure(i) * (1 - t) + pipe.GetCellPressure(i + 1) * t; Color coli = PressureColor(pi); stripVertices[idx++] = new Vertex(new Vector2f(xi, pipeCenterY - ri), coli); stripVertices[idx++] = new Vertex(new Vector2f(xi, pipeCenterY + ri), coli); } } } var pipeMesh = new VertexArray(PrimitiveType.TriangleStrip, (uint)stripVertices.Length); for (int i = 0; i < stripVertices.Length; i++) pipeMesh[(uint)i] = stripVertices[i]; target.Draw(pipeMesh); } } }