Files
FluidSim/Scenarios/Scenario.cs
2026-05-09 01:44:35 +02:00

161 lines
6.2 KiB
C#

using SFML.Graphics;
using SFML.System;
using FluidSim.Core;
using FluidSim.Components;
namespace FluidSim.Tests
{
public abstract class Scenario
{
protected const float AmbientPressure = 101325f;
protected const float AmbientTemperature = 300f;
public float Throttle { get; set; }
public abstract void Initialize(int sampleRate);
public abstract float Process();
public abstract void Draw(RenderWindow target);
protected Color PressureColor(float pressurePa)
{
float bar = pressurePa / 1e5f;
byte r, g, b;
if (bar < 1f)
{
float f = Math.Clamp(bar, 0f, 1f);
r = 0; g = (byte)(255 * f); b = (byte)(255 * (1 - f));
}
else
{
float f = Math.Min((bar - 1f) / 9f, 1f);
r = (byte)(255 * f); g = (byte)(255 * (1 - f)); b = 0;
}
return new Color(r, g, b);
}
protected Color TemperatureColor(float t)
{
t = Math.Clamp(t, 0f, 2000f);
byte r, g, b;
if (t < AmbientTemperature)
{
float f = t / AmbientTemperature;
r = 0; g = (byte)(255 * f); b = (byte)(255 * (1 - f));
}
else
{
float f = (t - AmbientTemperature) / (2000f - AmbientTemperature);
r = (byte)(255 * f); g = (byte)(255 * (1 - f)); b = 0;
}
return new Color(r, g, b);
}
protected void DrawVolume(RenderWindow target, Volume0D volume,
float centerX, float topY, float width, float height)
{
var rect = new RectangleShape(new Vector2f(width, height))
{
FillColor = PressureColor(volume.Pressure),
Position = new Vector2f(centerX - width / 2f, topY)
};
target.Draw(rect);
var border = new RectangleShape(new Vector2f(width, height))
{
FillColor = Color.Transparent,
OutlineColor = Color.White,
OutlineThickness = 1f,
Position = rect.Position
};
target.Draw(border);
}
protected void DrawCylinder(RenderWindow target, Cylinder cylinder,
float centerX, float topY, float width, float maxHeight)
{
float fraction = cylinder.PistonFraction;
float currentHeight = maxHeight * fraction;
var wall = new RectangleShape(new Vector2f(width, maxHeight))
{
FillColor = new Color(60, 60, 60),
Position = new Vector2f(centerX - width / 2f, topY)
};
target.Draw(wall);
var gas = new RectangleShape(new Vector2f(width, currentHeight))
{
FillColor = PressureColor(cylinder.Pressure),
Position = new Vector2f(centerX - width / 2f, topY)
};
target.Draw(gas);
var piston = new RectangleShape(new Vector2f(width, 4f))
{
FillColor = Color.White,
Position = new Vector2f(centerX - width / 2f, topY + currentHeight)
};
target.Draw(piston);
float valveW = 6f, valveH = 10f, valveY = topY + 4f;
var iv = new RectangleShape(new Vector2f(valveW, valveH))
{
FillColor = cylinder.IntakeValveArea > 0f ? Color.Green : Color.Red,
Position = new Vector2f(centerX - width / 2f - valveW - 2f, valveY)
};
target.Draw(iv);
var ev = new RectangleShape(new Vector2f(valveW, valveH))
{
FillColor = cylinder.ExhaustValveArea > 0f ? Color.Green : Color.Red,
Position = new Vector2f(centerX + width / 2f + 2f, valveY)
};
target.Draw(ev);
}
protected void DrawPipe(RenderWindow target, PipeSystem pipeSystem, int pipeIndex,
float pipeCenterY, float pipeStartX, float pipeEndX)
{
int start = pipeSystem.GetPipeStart(pipeIndex);
int end = pipeSystem.GetPipeEnd(pipeIndex);
int n = end - start;
if (n < 2) return;
float pipeLen = pipeEndX - pipeStartX;
float dx = pipeLen / (n - 1);
float baseRadius = 25f;
var centers = new float[n];
var radii = new float[n];
var temps = new float[n];
for (int i = 0; i < n; i++)
{
int cell = start + i;
float p = pipeSystem.GetCellPressure(cell);
float rho = pipeSystem.GetCellDensity(cell);
temps[i] = p / MathF.Max(rho * 287f, 1e-12f);
float dev = MathF.Tanh((p - AmbientPressure) / AmbientPressure * 0.5f);
radii[i] = baseRadius * (1f + dev * 2f);
if (radii[i] < 2f) radii[i] = 2f;
centers[i] = pipeStartX + i * dx;
}
int segments = 8;
var va = new VertexArray(PrimitiveType.TriangleStrip);
for (int i = 0; i < n; i++)
{
float x = centers[i], r = radii[i];
Color col = TemperatureColor(temps[i]);
va.Append(new Vertex(new Vector2f(x, pipeCenterY - r), col));
va.Append(new Vertex(new Vector2f(x, pipeCenterY + r), col));
if (i < n - 1)
{
for (int s = 1; s <= segments; s++)
{
float t = s / (float)segments;
float xi = centers[i] + (centers[i + 1] - centers[i]) * t;
float ri = radii[i] + (radii[i + 1] - radii[i]) * t;
float Ti = temps[i] + (temps[i + 1] - temps[i]) * t;
Color colS = TemperatureColor(Ti);
va.Append(new Vertex(new Vector2f(xi, pipeCenterY - ri), colS));
va.Append(new Vertex(new Vector2f(xi, pipeCenterY + ri), colS));
}
}
}
target.Draw(va);
}
}
}