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 ; }
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; }