void MacCormackClamp(FlagGrid& flags, MACGrid& vel, Grid<T>& dst, Grid<T>& orig, Grid<T>& fwd, Real dt)
{
	if (flags.isObstacle(i,j,k))
		return;
	if ( isNotFluid(flags,i,j,k) ) {
		dst(i,j,k) = fwd(i,j,k);
		return;
	}

	T     dval       = dst(i,j,k);
	Vec3i upperClamp = flags.getSize() - 1;
	
	// lookup forward/backward
	Vec3i posFwd = toVec3i( Vec3(i,j,k) - vel.getCentered(i,j,k) * dt );
	Vec3i posBwd = toVec3i( Vec3(i,j,k) + vel.getCentered(i,j,k) * dt );
	
	dval = doClampComponent<T>(upperClamp, orig, dval, posFwd );
	
	// test if lookups point out of grid or into obstacle
	if (posFwd.x < 0 || posFwd.y < 0 || posFwd.z < 0 ||
		posBwd.x < 0 || posBwd.y < 0 || posBwd.z < 0 ||
		posFwd.x > upperClamp.x || posFwd.y > upperClamp.y || ((posFwd.z > upperClamp.z)&&flags.is3D()) ||
		posBwd.x > upperClamp.x || posBwd.y > upperClamp.y || ((posBwd.z > upperClamp.z)&&flags.is3D()) ||
		flags.isObstacle(posFwd) || flags.isObstacle(posBwd) ) 
	{        
		dval = fwd(i,j,k);
	}
	dst(i,j,k) = dval;
}
void SemiLagrangeMAC(FlagGrid& flags, MACGrid& vel, MACGrid& dst, MACGrid& src, Real dt) 
{
	if (flags.isObstacle(i,j,k)) {
		dst(i,j,k) = 0;
		return;
	}
//	std::cout << " Don't worry, I MADE IT till here " << std::endl ;
	if ( isNotFluidMAC(flags,i,j,k) ) {
		dst(i,j,k) = src(i,j,k);
		return;
	}
	
//	std::cout << " Don't worry, I REACHED till here " << std::endl ;

	// get currect velocity at MAC position
	// no need to shift xpos etc. as lookup field is also shifted
	Vec3 xpos = Vec3(i+0.5f,j+0.5f,k+0.5f) - vel.getAtMACX(i,j,k) * dt;
	Real vx = src.getInterpolatedComponent<0>(xpos);
	Vec3 ypos = Vec3(i+0.5f,j+0.5f,k+0.5f) - vel.getAtMACY(i,j,k) * dt;
	Real vy = src.getInterpolatedComponent<1>(ypos);
	Vec3 zpos = Vec3(i+0.5f,j+0.5f,k+0.5f) - vel.getAtMACZ(i,j,k) * dt;
	Real vz = src.getInterpolatedComponent<2>(zpos);
	
//	std::cout << " Don't worry, I CAN till here " << std::endl ;

	dst(i,j,k) = Vec3(vx,vy,vz);

//	std::cout << " Don't worry, I COULD till here " << std::endl ;

}
//! set no-stick wall boundary condition between ob/fl and ob/ob cells
KERNEL void KnSetWallBcs(FlagGrid& flags, MACGrid& vel, Vector3D<bool> lo, Vector3D<bool> up, bool admm) {

	bool curFluid = flags.isFluid(i,j,k);
    bool curObstacle = flags.isObstacle(i,j,k);
	if (!curFluid && !curObstacle) return;

	// MLE 2014-07-04
	// if not admm, leave it as in orig
	// if openBound, don't correct anything (solid is as empty)
	// if admm, correct if vel is pointing outwards
	
	// if "inner" obstacle vel
	if(i>0 && curObstacle && !flags.isFluid(i-1,j,k)) vel(i,j,k).x = 0;
	if(j>0 && curObstacle && !flags.isFluid(i,j-1,k)) vel(i,j,k).y = 0;

	// check lo.x
	if(!lo.x && i>0 && curFluid && flags.isObstacle(i-1,j,k) && ((admm&&vel(i,j,k).x<0)||!admm)) vel(i,j,k).x = 0;
	// check up.x
	if(!up.x && i>0 && curObstacle && flags.isFluid(i-1,j,k) && ((admm&&vel(i,j,k).x>0)||!admm)) vel(i,j,k).x = 0;
	// check lo.y
	if(!lo.y && j>0 && curFluid && flags.isObstacle(i,j-1,k) && ((admm&&vel(i,j,k).y<0)||!admm)) vel(i,j,k).y = 0;
	// check up.y
	if(!up.y && j>0 && curObstacle && flags.isFluid(i,j-1,k) && ((admm&&vel(i,j,k).y>0)||!admm)) vel(i,j,k).y = 0;
	// check lo.z
	if(!lo.z && k>0 && curFluid && flags.isObstacle(i,j,k-1) && ((admm&&vel(i,j,k).z<0)||!admm)) vel(i,j,k).z = 0;
	// check up.z
	if(!up.z && k>0 && curObstacle && flags.isFluid(i,j,k-1) && ((admm&&vel(i,j,k).z>0)||!admm)) vel(i,j,k).z = 0;
	

	/* MLE consider later	
	if (curFluid) {
		if ((i>0 && flags.isStick(i-1,j,k)) || (i<flags.getSizeX()-1 && flags.isStick(i+1,j,k)))
			vel(i,j,k).y = vel(i,j,k).z = 0;
		if ((j>0 && flags.isStick(i,j-1,k)) || (j<flags.getSizeY()-1 && flags.isStick(i,j+1,k)))
			vel(i,j,k).x = vel(i,j,k).z = 0;
		if (vel.is3D() && ((k>0 && flags.isStick(i,j,k-1)) || (k<flags.getSizeZ()-1 && flags.isStick(i,j,k+1))))
			vel(i,j,k).x = vel(i,j,k).y = 0;
	}
	*/
}
Esempio n. 4
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void CorrectVelocity(FlagGrid& flags, MACGrid& vel, Grid<Real>& pressure) 
{
    // correct all faces between fluid-fluid and fluid-empty cells
	// skip everything with obstacles...
	if (flags.isObstacle(i,j,k))
        return;
    
    // skip faces between two empty cells
	const bool curEmpty = flags.isEmpty(i,j,k);
    const Real p = pressure(i,j,k);

    if (!curEmpty || !flags.isEmpty(i-1,j,k)) vel(i,j,k).x -= (p - pressure(i-1,j,k));
    if (!curEmpty || !flags.isEmpty(i,j-1,k)) vel(i,j,k).y -= (p - pressure(i,j-1,k));
    if (!curEmpty || !flags.isEmpty(i,j,k-1)) vel(i,j,k).z -= (p - pressure(i,j,k-1));
}
Esempio n. 5
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void CorrectVelGhostFluid (FlagGrid& flags, MACGrid& vel, Grid<Real>& pressure) //, Grid<Real>& phi)
{
    bool curFluid = flags.isFluid(i,j,k);
    if (!curFluid && !flags.isEmpty(i,j,k))
        return;
    
    const Real curPress = pressure(i,j,k);

    //const Real curPhi = phi(i,j,k);
	// TODO - include ghost fluid factor  NT_DEBUG
    
    // in contrast to old implementation:
    // make sure to add gradient for all fluid-empty or fluid-fluid combinations
    // of neighbors...

    if (!flags.isObstacle(i-1,j,k) && (curFluid || flags.isFluid(i-1,j,k)))
        vel(i,j,k).x -= curPress - pressure(i-1,j,k);
    
    if (!flags.isObstacle(i,j-1,k) && (curFluid || flags.isFluid(i,j-1,k)))
        vel(i,j,k).y -= curPress - pressure(i,j-1,k);
    
    if (flags.is3D() && (!flags.isObstacle(i,j,k-1) && (curFluid || flags.isFluid(i,j,k-1))))
        vel(i,j,k).z -= curPress - pressure(i,j,k-1);
}
void SemiLagrange (FlagGrid& flags, MACGrid& vel, Grid<T>& dst, Grid<T>& src, Real dt, bool isLevelset) 
{
	if (flags.isObstacle(i,j,k)) {
		dst(i,j,k) = 0;
		return;
	}
	if (!isLevelset && isNotFluid(flags,i,j,k) ) {
		dst(i,j,k) = src(i,j,k);
		return;
	}
	
	// SL traceback
	Vec3 pos = Vec3(i+0.5f,j+0.5f,k+0.5f) - vel.getCentered(i,j,k) * dt;
	dst(i,j,k) = src.getInterpolated(pos);
}
void MacCormackClampMAC (FlagGrid& flags, MACGrid& vel, MACGrid& dst, MACGrid& orig, MACGrid& fwd, Real dt)
{
	if (flags.isObstacle(i,j,k))
		return;
	if ( isNotFluidMAC(flags,i,j,k) ) {
		dst(i,j,k) = fwd(i,j,k);
		return;
	}
	
	Vec3  pos(i,j,k);
	Vec3  dval       = dst(i,j,k);
	Vec3i upperClamp = flags.getSize() - 1;
	
	// get total fwd lookup
	Vec3i posFwd = toVec3i( Vec3(i,j,k) - vel.getCentered(i,j,k) * dt );
	Vec3i posBwd = toVec3i( Vec3(i,j,k) + vel.getCentered(i,j,k) * dt );
	
	// clamp individual components
	dval.x = doClampComponentMAC<0>(upperClamp, orig, dval.x, toVec3i( pos - vel.getAtMACX(i,j,k) * dt) );
	dval.y = doClampComponentMAC<1>(upperClamp, orig, dval.y, toVec3i( pos - vel.getAtMACY(i,j,k) * dt) );
	dval.z = doClampComponentMAC<2>(upperClamp, orig, dval.z, toVec3i( pos - vel.getAtMACZ(i,j,k) * dt) );
	
	// test if lookups point out of grid or into obstacle
	if (posFwd.x < 0 || posFwd.y < 0 || posFwd.z < 0 ||
		posBwd.x < 0 || posBwd.y < 0 || posBwd.z < 0 ||
		posFwd.x > upperClamp.x || posFwd.y > upperClamp.y || ((posFwd.z > upperClamp.z)&&flags.is3D()) ||
		posBwd.x > upperClamp.x || posBwd.y > upperClamp.y || ((posBwd.z > upperClamp.z)&&flags.is3D()) 
		//|| flags.isObstacle(posFwd) || flags.isObstacle(posBwd)  // note - this unfortunately introduces asymmetry... TODO update
		) 
	{        
		dval = fwd(i,j,k);
	}
 
	// writeback
	dst(i,j,k) = dval;
}
void TurbulenceParticleSystem::deleteInObstacle(FlagGrid& flags) {
	for (int i=0; i<size(); i++)
		if (flags.isObstacle(mData[i].pos))
			mData[i].flag |= PDELETE;
	compress();
}