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; } */ }
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)); }
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(); }