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FluidSim/Scenarios/SodShockTubeScenario.cs
2026-05-03 20:33:30 +02:00

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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 temperaturetohue mapping that matches the given Sodtube hue values:
/// 250K → 176, 300K → 122, 350K → 120?, 450K → 71.
/// Interpolates piecewise linearly, clamping outside [250,450].
/// </summary>
private Color TemperatureColor(double T)
{
// 1. Map temperature to hue (0360)
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);
}
}
}