示例#1
0
    /*
     *  Stretch and tilt vortons using velocity field
     *  timeStep - amount of time by which to advance simulation
     *  uFrame - frame counter
     *
     *  see J. T. Beale, A convergent three-dimensional vortex method with
     *          grid-free stretching, Math. Comp. 46 (1986), 401-24, April.
     *
     *  This routine assumes CreateInfluenceTree has already executed.
     *
     */
    void StretchAndTiltVortons(float timeStep)
    {
        if ((0.0f == mVelGrid.GetExtent().x) ||
            (0.0f == mVelGrid.GetExtent().y) ||
            (0.0f == mVelGrid.GetExtent().z))
        {   // Domain is 2D, so stretching & tilting does not occur.
            return;
        }

        // Compute all gradients of all components of velocity.
        UniformGrid <Matrix3x3> velocityJacobianGrid = new UniformGrid <Matrix3x3>(mVelGrid);

        velocityJacobianGrid.Init();

        UniformGridMath.ComputeJacobian(ref velocityJacobianGrid, mVelGrid);

        int numVortons = mVortons.Count;

        for (int offset = 0; offset < numVortons; ++offset)
        {                                                                // For each vorton...
            Matrix3x3 velJac      = (Matrix3x3)velocityJacobianGrid.Interpolate(mVortons[offset].position);
            Vector3   stretchTilt = mVortons[offset].vorticity * velJac; // Usual way to compute stretching & tilting
            mVortons[offset].vorticity += /* fudge factor for stability */ 0.5f * stretchTilt * timeStep;
        }
    }
示例#2
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    /*
     *  Create base layer of vorton influence tree.
     *
     *  This is the leaf layer, where each grid cell corresponds(on average) to
     *  a single vorton.Some cells might contain multiple vortons and some zero.
     *
     *  Each cell effectively has a single "supervorton" which its parent layers
     *  in the influence tree will in turn aggregate.
     *
     *  This implementation of gridifying the base layer is NOT suitable
     *  for Eulerian operations like approximating spatial derivatives
     *
     *  of vorticity or solving a vector Poisson equation, because this
     *  routine associates each vortex with a single corner point of the
     *  grid cell that contains it.  To create a grid for Eulerian calculations,
     *  each vorton would contribute to all 8 corner points of the grid
     *  cell that contains it.
     *
     *  We could rewrite this to suit "Eulerian" operations, in which case
     *  we would want to omit "size" and "position" since the grid would
     *
     *  implicitly represent that information.  That concern goes hand-in-hand
     *  with the method used to compute velocity from vorticity.
     *
     *  Ultimately we need to make sure theoretically conserved quantities behave as expected.
     *
     *  This method assumes the influence tree skeleton has already been created,
     *  and the leaf layer initialized to all "zeros", meaning it contains no vortons.
     */
    public void MakeBaseVortonGrid()
    {
        int numVortons = mVortons.Count;

        UniformGrid <VortonClusterAux> ugAux = new UniformGrid <VortonClusterAux>(mInfluenceTree[0]); // Temporary auxilliary information used during aggregation.

        ugAux.Init();

        // Compute preliminary vorticity grid.
        for (int uVorton = 0; uVorton < numVortons; ++uVorton)
        {   // For each vorton in this simulation...
            Vector3 position = mVortons[uVorton].position;
            uint    uOffset  = mInfluenceTree[0].OffsetOfPosition(position);

            float vortMag = mVortons[uVorton].vorticity.magnitude;

            mInfluenceTree[0][uOffset].position  += mVortons[uVorton].position * vortMag; // Compute weighted position -- to be normalized later.
            mInfluenceTree[0][uOffset].vorticity += mVortons[uVorton].vorticity;          // Tally vorticity sum.
            mInfluenceTree[0][uOffset].radius     = mVortons[uVorton].radius;             // Assign volume element size.
            // OBSOLETE. See comments below: UpdateBoundingBox( rVortonAux.mMinCorner , rVortonAux.mMaxCorner , rVorton.mPosition ) ;
            ugAux[uOffset].mVortNormSum += vortMag;                                       // Accumulate vorticity on the VortonClusterAux
        }

        // Post-process preliminary grid (VortonClusterAux); normalize center-of-vorticity and compute sizes, for each grid cell.
        uint[] num =
        {
            mInfluenceTree[0].GetNumPoints(0),
            mInfluenceTree[0].GetNumPoints(1),
            mInfluenceTree[0].GetNumPoints(2)
        };
        uint numXY = num[0] * num[1];

        uint[] idx = new uint[3];
        for (idx[2] = 0; idx[2] < num[2]; ++idx[2])
        {
            uint zShift = idx[2] * numXY;
            for (idx[1] = 0; idx[1] < num[1]; ++idx[1])
            {
                uint yzShift = idx[1] * num[0] + zShift;
                for (idx[0] = 0; idx[0] < num[0]; ++idx[0])
                {
                    uint             offset     = idx[0] + yzShift;
                    VortonClusterAux rVortonAux = ugAux[offset];
                    if (rVortonAux.mVortNormSum != float.Epsilon)
                    {   // This cell contains at least one vorton.
                        // Normalize weighted position sum to obtain center-of-vorticity.
                        mInfluenceTree[0][offset].position /= rVortonAux.mVortNormSum;
                    }
                }
            }
        }
    }
示例#3
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    /*
     *  Compute velocity due to vortons, for every point in a uniform grid
     *  This routine assumes CreateInfluenceTree has already executed.
     */
    void ComputeVelocityGrid()
    {
        mVelGrid.Clear();                                // Clear any stale velocity information
        mVelGrid.CopyShape(mInfluenceTree[0]);           // Use same shape as base vorticity grid. (Note: could differ if you want.)
        mVelGrid.Init();                                 // Reserve memory for velocity grid.

        uint numZ = mVelGrid.GetNumPoints(2);

        if (mUseMultithreads)
        {
            // Estimate grain size based on size of problem and number of processors.
            int grainSize = (int)Mathf.Max(1, numZ / numberOfProcessors);

            List <ManualResetEvent> handles = new List <ManualResetEvent>();
            for (var i = 0; i < numberOfProcessors; i++)
            {
                ManualResetEvent handle = new ManualResetEvent(false);
                handles.Add(handle);

                // Send the custom object to the threaded method.
                ThreadInfo threadInfo = new ThreadInfo();
                threadInfo.begin     = i * grainSize;
                threadInfo.end       = (i + 1) * grainSize;
                threadInfo.timeStep  = 0;
                threadInfo.vortonSim = this;
                threadInfo.handle    = handle;

                WaitCallback callBack = new WaitCallback(ComputeVelocityGridSliceThreaded);
                Nyahoon.ThreadPool.QueueUserWorkItem(callBack, threadInfo);
            }

            WaitHandle.WaitAll(handles.ToArray());
        }
        else
        {
            ComputeVelocityGridSlice(0, numZ);
        }
    }
示例#4
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    /*
     *  Diffuse vorticity using a particle strength exchange method.
     *
     *  This routine partitions space into cells using the same grid
     *  as the "base vorton" grid.  Each vorton gets assigned to the
     *  cell that contains it.  Then, each vorton exchanges some
     *  of its vorticity with its neighbors in adjacent cells.
     *
     *  This routine makes some simplifying assumptions to speed execution:
     *
     *      -   Distance does not influence the amount of vorticity exchanged,
     *          except in as much as only vortons within a certain region of
     *          each other exchange vorticity.  This amounts to saying our kernel,
     *          eta, is a top-hat function.
     *
     *      -   Theoretically, if an adjacent cell contains no vortons
     *          then this simulation should generate vorticity within
     *          that cell, e.g. by creating a new vorton in the adjacent cell.
     *
     *      -   This simulation reduces the vorticity of each vorton, alleging
     *          that this vorticity is dissipated analogously to how energy
     *          dissipates at Kolmogorov microscales.  This treatment is not
     *          realistic but it retains qualitative characteristics that we
     *          want, e.g. that the flow dissipates at a rate related to viscosity.
     *          Dissipation in real flows is a more complicated phenomenon.
     *
     *  see Degond & Mas-Gallic (1989): The weighted particle method for
     *      convection-diffusion equations, part 1: the case of an isotropic viscosity.
     *      Math. Comput., v. 53, n. 188, pp. 485-507, October.
     *
     *  timeStep - amount of time by which to advance simulation
     *
     *  This routine assumes CreateInfluenceTree has already executed.
     *
     */
    void DiffuseVorticityPSE(float timeStep)
    {
        // Phase 1: Partition vortons

        // Create a spatial partition for the vortons.
        // Each cell contains a dynamic array of integers
        // whose values are offsets into mVortons.
        UniformGrid <IntList> ugVortRef = new UniformGrid <IntList>(mInfluenceTree[0]);

        ugVortRef.Init();

        int numVortons = mVortons.Count;

        for (int offset = 0 /* Start at 0th vorton */; offset < numVortons; ++offset)
        {   // For each vorton...
            // Insert the vorton's offset into the spatial partition.
            ugVortRef[mVortons[offset].position].list.Add(offset);
        }

        // Phase 2: Exchange vorticity with nearest neighbors

        uint nx   = ugVortRef.GetNumPoints(0);
        uint nxm1 = nx - 1;
        uint ny   = ugVortRef.GetNumPoints(1);
        uint nym1 = ny - 1;
        uint nxy  = nx * ny;
        uint nz   = ugVortRef.GetNumPoints(2);
        uint nzm1 = nz - 1;

        uint[] idx = new uint[3];
        for (idx[2] = 0; idx[2] < nzm1; ++idx[2])
        {   // For all points along z except the last...
            uint offsetZ0 = idx[2] * nxy;
            uint offsetZp = (idx[2] + 1) * nxy;

            for (idx[1] = 0; idx[1] < nym1; ++idx[1])
            {   // For all points along y except the last...
                uint offsetY0Z0 = idx[1] * nx + offsetZ0;
                uint offsetYpZ0 = (idx[1] + 1) * nx + offsetZ0;
                uint offsetY0Zp = idx[1] * nx + offsetZp;

                for (idx[0] = 0; idx[0] < nxm1; ++idx[0])
                {   // For all points along x except the last...
                    uint offsetX0Y0Z0 = idx[0] + offsetY0Z0;

                    for (int ivHere = 0; ivHere < ugVortRef[offsetX0Y0Z0].list.Count; ++ivHere)
                    {   // For each vorton in this gridcell...
                        int     rVortIdxHere   = ugVortRef[offsetX0Y0Z0].list[ivHere];
                        Vorton  rVortonHere    = mVortons[rVortIdxHere];
                        Vector3 rVorticityHere = rVortonHere.vorticity;

                        // Diffuse vorticity with other vortons in this same cell:
                        for (int ivThere = ivHere + 1; ivThere < ugVortRef[offsetX0Y0Z0].list.Count; ++ivThere)
                        {   // For each OTHER vorton within this same cell...
                            int     rVortIdxThere   = ugVortRef[offsetX0Y0Z0].list[ivThere];
                            Vorton  rVortonThere    = mVortons[rVortIdxThere];
                            Vector3 rVorticityThere = rVortonThere.vorticity;

                            Vector3 vortDiff = rVorticityHere - rVorticityThere;
                            Vector3 exchange = 2.0f * mViscosity * timeStep * vortDiff; // Amount of vorticity to exchange between particles.

                            mVortons[rVortIdxHere].vorticity  -= exchange;              // Make "here" vorticity a little closer to "there".
                            mVortons[rVortIdxThere].vorticity += exchange;              // Make "there" vorticity a little closer to "here".
                        }

                        // Diffuse vorticity with vortons in adjacent cells:
                        {
                            uint offsetXpY0Z0 = idx[0] + 1 + offsetY0Z0; // offset of adjacent cell in +X direction
                            for (int ivThere = 0; ivThere < ugVortRef[offsetXpY0Z0].list.Count; ++ivThere)
                            {                                            // For each vorton in the adjacent cell in +X direction...
                                int     rVortIdxThere   = ugVortRef[offsetXpY0Z0].list[ivThere];
                                Vorton  rVortonThere    = mVortons[rVortIdxThere];
                                Vector3 rVorticityThere = rVortonThere.vorticity;

                                Vector3 vortDiff = rVorticityHere - rVorticityThere;
                                Vector3 exchange = mViscosity * timeStep * vortDiff; // Amount of vorticity to exchange between particles.

                                mVortons[rVortIdxHere].vorticity  -= exchange;       // Make "here" vorticity a little closer to "there".
                                mVortons[rVortIdxThere].vorticity += exchange;       // Make "there" vorticity a little closer to "here".
                            }
                        }

                        {
                            uint offsetX0YpZ0 = idx[0] + offsetYpZ0; // offset of adjacent cell in +Y direction
                            for (int ivThere = 0; ivThere < ugVortRef[offsetX0YpZ0].list.Count; ++ivThere)
                            {                                        // For each vorton in the adjacent cell in +Y direction...
                                int     rVortIdxThere   = ugVortRef[offsetX0YpZ0].list[ivThere];
                                Vorton  rVortonThere    = mVortons[rVortIdxThere];
                                Vector3 rVorticityThere = rVortonThere.vorticity;

                                Vector3 vortDiff = rVorticityHere - rVorticityThere;
                                Vector3 exchange = mViscosity * timeStep * vortDiff; // Amount of vorticity to exchange between particles.

                                mVortons[rVortIdxHere].vorticity  -= exchange;       // Make "here" vorticity a little closer to "there".
                                mVortons[rVortIdxThere].vorticity += exchange;       // Make "there" vorticity a little closer to "here".
                            }
                        }

                        {
                            uint offsetX0Y0Zp = idx[0] + offsetY0Zp; // offset of adjacent cell in +Z direction
                            for (int ivThere = 0; ivThere < ugVortRef[offsetX0Y0Zp].list.Count; ++ivThere)
                            {                                        // For each vorton in the adjacent cell in +Z direction...
                                int     rVortIdxThere   = ugVortRef[offsetX0Y0Zp].list[ivThere];
                                Vorton  rVortonThere    = mVortons[rVortIdxThere];
                                Vector3 rVorticityThere = rVortonThere.vorticity;

                                Vector3 vortDiff = rVorticityHere - rVorticityThere;
                                Vector3 exchange = mViscosity * timeStep * vortDiff; // Amount of vorticity to exchange between particles.

                                mVortons[rVortIdxHere].vorticity  -= exchange;       // Make "here" vorticity a little closer to "there".
                                mVortons[rVortIdxThere].vorticity += exchange;       // Make "there" vorticity a little closer to "here".
                            }
                        }

                        // Dissipate vorticity.  See notes in header comment.
                        mVortons[rVortIdxHere].vorticity -= mViscosity * timeStep * mVortons[rVortIdxHere].vorticity;   // Reduce "here" vorticity.
                    }
                }
            }
        }
    }