Esempio n. 1
0
//////////////////////////////////////////////////////////////////////
// project into divergence free field
//////////////////////////////////////////////////////////////////////
void FLUID_3D_MIC::project()
{
  TIMER functionTimer(__FUNCTION__);
	int index, x, y, z;
	setObstacleBoundaries();

	// copy out the boundaries
	if(_domainBcLeft == 0)  
    _velocity.setNeumannX();
	else 
    _velocity.setZeroX();

	if(_domainBcTop == 0)
    _velocity.setNeumannY();
	else 
    _velocity.setZeroY();

	if(_domainBcFront == 0) 
    _velocity.setNeumannZ();
	else
    _velocity.setZeroZ();

	// calculate divergence
	index = _slabSize + _xRes + 1;
	for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
		for (y = 1; y < _yRes - 1; y++, index += 2)
			for (x = 1; x < _xRes - 1; x++, index++)
			{
				Real xright = _velocity[index + 1][0];
				Real xleft  = _velocity[index - 1][0];
				Real yup    = _velocity[index + _xRes][1];
				Real ydown  = _velocity[index - _xRes][1];
				Real ztop   = _velocity[index + _slabSize][2];
				Real zbottom = _velocity[index - _slabSize][2];

				if(_obstacles[index+1]) xright = - _velocity[index][0];
				if(_obstacles[index-1]) xleft  = - _velocity[index][0];
				if(_obstacles[index+_xRes]) yup    = - _velocity[index][1];
				if(_obstacles[index-_xRes]) ydown  = - _velocity[index][1];
				if(_obstacles[index+_slabSize]) ztop    = - _velocity[index][2];
				if(_obstacles[index-_slabSize]) zbottom = - _velocity[index][2];

				_divergence[index] = -_dx * 0.5f * (
						xright - xleft +
						yup - ydown + 
						ztop - zbottom );
				_pressure[index] = 0.0f;
			}
	_pressure.copyBorderAll();

  _cachedDivergence = _divergence;

	// solve Poisson equation
	solvePoisson(_pressure, _divergence, _obstacles, false);

  _cachedPressure = _pressure;

	// project out solution -- more matrix-friendly version
	Real invDx = 1.0f / _dx;
	index = _slabSize + _xRes + 1;
	for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
		for (y = 1; y < _yRes - 1; y++, index += 2)
			for (x = 1; x < _xRes - 1; x++, index++)
			{
        if (x == 1)
				  _velocity[index][0] -= (_pressure[index + 1] - _pressure[index]) * invDx;
        else if (x == _xRes - 2)
				  _velocity[index][0] -= (_pressure[index] - _pressure[index - 1]) * invDx;
        else
				  _velocity[index][0] -= 0.5f * (_pressure[index + 1]     - _pressure[index - 1])     * invDx;

        if (y == 1)
  				_velocity[index][1] -= (_pressure[index + _xRes]  - _pressure[index]) * invDx;
        else if (y == _yRes - 2)
  				_velocity[index][1] -= (_pressure[index]  - _pressure[index - _xRes]) * invDx;
        else
				  _velocity[index][1] -= 0.5f * (_pressure[index + _xRes]  - _pressure[index - _xRes]) * invDx;

        if (z == 1)
				  _velocity[index][2] -= (_pressure[index + _slabSize] - _pressure[index]) * invDx;
        else if (z == _zRes - 2)
				  _velocity[index][2] -= (_pressure[index] - _pressure[index - _slabSize]) * invDx;
        else
				  _velocity[index][2] -= 0.5f * (_pressure[index + _slabSize] - _pressure[index - _slabSize]) * invDx;
			}
}
Esempio n. 2
0
//////////////////////////////////////////////////////////////////////
// project into divergence free field
//////////////////////////////////////////////////////////////////////
void FLUID_3D::project()
{
	int x, y, z;
	size_t index;

	float *_pressure = new float[_totalCells];
	float *_divergence   = new float[_totalCells];

	memset(_pressure, 0, sizeof(float)*_totalCells);
	memset(_divergence, 0, sizeof(float)*_totalCells);

	setObstacleBoundaries(_pressure);

	// copy out the boundaries
	if(DOMAIN_BC_LEFT == 0)  setNeumannX(_xVelocity, _res);
	else setZeroX(_xVelocity, _res); 

	if(DOMAIN_BC_TOP == 0)   setNeumannY(_yVelocity, _res);
	else setZeroY(_yVelocity, _res); 

	if(DOMAIN_BC_FRONT == 0) setNeumannZ(_zVelocity, _res);
	else setZeroZ(_zVelocity, _res);

	// calculate divergence
	index = _slabSize + _xRes + 1;
	for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
		for (y = 1; y < _yRes - 1; y++, index += 2)
			for (x = 1; x < _xRes - 1; x++, index++)
			{
				float xright = _xVelocity[index + 1];
				float xleft  = _xVelocity[index - 1];
				float yup    = _yVelocity[index + _xRes];
				float ydown  = _yVelocity[index - _xRes];
				float ztop   = _zVelocity[index + _slabSize];
				float zbottom = _zVelocity[index - _slabSize];

				if(_obstacles[index+1]) xright = - _xVelocity[index];
				if(_obstacles[index-1]) xleft  = - _xVelocity[index];
				if(_obstacles[index+_xRes]) yup    = - _yVelocity[index];
				if(_obstacles[index-_xRes]) ydown  = - _yVelocity[index];
				if(_obstacles[index+_slabSize]) ztop    = - _zVelocity[index];
				if(_obstacles[index-_slabSize]) zbottom = - _zVelocity[index];

				_divergence[index] = -_dx * 0.5f * (
						xright - xleft +
						yup - ydown +
						ztop - zbottom );

				// DG: commenting this helps CG to get a better start, 10-20% speed improvement
				// _pressure[index] = 0.0f;
			}
	copyBorderAll(_pressure);

	// solve Poisson equation
	solvePressurePre(_pressure, _divergence, _obstacles);

	setObstaclePressure(_pressure);

	// project out solution
	float invDx = 1.0f / _dx;
	index = _slabSize + _xRes + 1;
	for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
		for (y = 1; y < _yRes - 1; y++, index += 2)
			for (x = 1; x < _xRes - 1; x++, index++)
			{
				if(!_obstacles[index])
				{
					_xVelocity[index] -= 0.5f * (_pressure[index + 1]     - _pressure[index - 1]) * invDx;
					_yVelocity[index] -= 0.5f * (_pressure[index + _xRes]  - _pressure[index - _xRes]) * invDx;
					_zVelocity[index] -= 0.5f * (_pressure[index + _slabSize] - _pressure[index - _slabSize]) * invDx;
				}
			}

	if (_pressure) delete[] _pressure;
	if (_divergence) delete[] _divergence;
}