Improve physical geometry, fluid solvers, audio, and profiling

This commit is contained in:
max
2026-10-30 18:57:56 +01:00
parent bf8621ad39
commit eb2b6366c2
130 changed files with 14649 additions and 862 deletions

View File

@@ -1,9 +1,12 @@
#pragma once
#include "FluidSim/MeshResolution.hpp"
#include "FluidSim/Engine.hpp"
#include "FluidSim/Ecu.hpp"
#include "FluidSim/Vehicle.hpp"
#include "FluidSim/Carburetor.hpp"
#include "FluidSim/PhysicalGeometry.hpp"
#include <string>
#include <array>
#include <vector>
namespace fluidsim::port {
@@ -17,11 +20,14 @@ struct PipeConfig {
float diameter{}, length{}; // metres
int cells{}, count{1};
bool silenced{};
bool operator==(const PipeConfig&) const = default;
};
// Parsed calibration only. Runtime state belongs to the scenario components.
// Dimensional fields use SI units after loading.
struct EngineConfig {
PhysicalGeometry geometry;
float cells_per_meter{}; // Zero retains legacy programmatic meshes. TOML scenarios specify a density.
int cylinders{};
EngineLayout layout{EngineLayout::Inline};
ExhaustTopology topology{ExhaustTopology::Collector};
@@ -31,6 +37,9 @@ struct EngineConfig {
EcuConfig ecu;
VehicleConfig vehicle;
CarburetorConfig fuel;
FourStrokeCylinder::CamProfile intake_cam,exhaust_cam;
FourStrokeCylinder::ValveDynamics intake_valve,exhaust_valve;
struct ValveSound { float mode_hz{3600}, effective_mass_kg{0.18f}, radiation_area{0.001f}, damping_ratio{0.9f}; } valve_sound;
bool carbureted{}, initialize_phased_charge{true};
float initial_rpm{}, starter_torque{}, maximum_load_torque{};
float plenum_volume{}, collector_volume{}, throttle_diameter{}, pipe_damping{};
@@ -45,7 +54,14 @@ struct EngineConfig {
int header_groups() const { return cylinders==3?1:2; }
};
struct JunctionBranchConfig {
int pipe{}; bool left{};
std::array<float,3> direction{};
};
struct JunctionConfig {
std::string model{"volume"}; // volume, characteristic, or legacy
float turning_loss{0};
std::vector<JunctionBranchConfig> branches;
bool h_pipe{true};
float junction_volume{50e-6f};
};