//! add Forces between fl/fl and fl/em cells KERNEL(bnd=1) void KnAddForce(FlagGrid& flags, MACGrid& vel, Vec3 force) { bool curFluid = flags.isFluid(i,j,k); bool curEmpty = flags.isEmpty(i,j,k); if (!curFluid && !curEmpty) return; if (flags.isFluid(i-1,j,k) || (curFluid && flags.isEmpty(i-1,j,k))) vel(i,j,k).x += force.x; if (flags.isFluid(i,j-1,k) || (curFluid && flags.isEmpty(i,j-1,k))) vel(i,j,k).y += force.y; if (vel.is3D() && (flags.isFluid(i,j,k-1) || (curFluid && flags.isEmpty(i,j,k-1)))) vel(i,j,k).z += force.z; }
void ApplyGhostFluid (FlagGrid& flags, Grid<Real>& phi, Grid<Real>& A0, Real accuracy) { if (!flags.isFluid(i,j,k)) return; const Real curPhi = phi(i,j,k); if (flags.isEmpty(i-1,j,k)) A0(i,j,k) += getGhostMatrixAddition( phi(i-1,j,k), curPhi, accuracy); if (flags.isEmpty(i+1,j,k)) A0(i,j,k) += getGhostMatrixAddition( curPhi, phi(i+1,j,k), accuracy); if (flags.isEmpty(i,j-1,k)) A0(i,j,k) += getGhostMatrixAddition( phi(i,j-1,k), curPhi, accuracy); if (flags.isEmpty(i,j+1,k)) A0(i,j,k) += getGhostMatrixAddition( curPhi, phi(i,j+1,k), accuracy); if (flags.is3D() && flags.isEmpty(i,j,k-1)) A0(i,j,k) += getGhostMatrixAddition( phi(i,j,k-1), curPhi, accuracy); if (flags.is3D() && flags.isEmpty(i,j,k+1)) A0(i,j,k) += getGhostMatrixAddition( curPhi, phi(i,j,k+1), accuracy); }
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); }