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Fluid_Simulation.pde
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113 lines (92 loc) · 3.6 KB
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PVector gravity;
int num_of_particles = 1000;
float particle_size = 5;
float particle_radius = particle_size / 2;
PVector[] positions = new PVector[num_of_particles];
PVector[] velocities = new PVector[num_of_particles];
float[] densities = new float[num_of_particles];
float target_density = 5;
float pressure_multiplier = 50;
float lastTime;
float deltaTime;
float collision_damp = 0.8;
float smoothing_radius = 120;
float mass = 10;
PVector pressure_acceleration = new PVector (0,0);
void checkBounds(PVector position, PVector velocity) {
if (particle_radius > position.x) {
position.x = particle_radius;
velocity.x *= -1 * collision_damp;
}
else if (width - particle_radius < position.x) {
position.x = width - particle_radius;
velocity.x *= -1 * collision_damp;
}
if (particle_radius > position.y) {
position.y = particle_radius;
velocity.y *= -1 * collision_damp;
}
else if (height - particle_radius < position.y) {
position.y = height - particle_radius;
velocity.y *= -1 * collision_damp;
}
}
float smoothingKernel(float radius, float distance) {
if (distance >= radius) return 0;
float volume = (PI * pow(radius, 4)) / 6;
return (radius - distance) * (radius - distance) / volume;
}
float smoothingKernelDerivative(float radius, float distance) {
if (distance >= radius) return 0;
float scale = 12 / (PI * pow(radius, 4));
return (distance - radius) * scale;
}
float calculateDensity(PVector current_position) {
float density = 0;
for (PVector position : positions) {
PVector difference = PVector.sub(position, current_position);
float distance = difference.mag();
float influence = smoothingKernel(smoothing_radius, distance);
density += mass * influence;
}
return density;
}
float convertDensityToPressure(float density) {
float density_error = density - target_density;
float pressure = density_error * pressure_multiplier;
return pressure;
}
// a property gradient could be a gradient of anything, pressure, viscosity etc...
PVector calculatePressureForce(int particle_index) {
PVector pressure_force = new PVector(0,0);
for (int other_particle_index = 0; other_particle_index < num_of_particles; other_particle_index++) {
if (other_particle_index != particle_index)
{
PVector difference = PVector.sub(positions[other_particle_index], positions[particle_index]);
float distance = difference.mag();
PVector direction = PVector.sub(positions[other_particle_index], positions[particle_index]);
if (distance == 0) {
distance = 0.0001;
}
direction.div(distance);
float slope = smoothingKernelDerivative(smoothing_radius, distance);
float density = densities[other_particle_index];
if (density == 0) {
density = 0.001;
}
// -float * PVector * float * float / float
float shared_pressure = calculateSharedPressure(density, densities[particle_index]);
direction.mult(shared_pressure);
direction.mult(slope);
direction.mult(mass);
direction.div(density);
pressure_force.add(direction);
}
}
return pressure_force;
}
float calculateSharedPressure(float densityA, float densityB) {
float pressureA = convertDensityToPressure(densityA);
float pressureB = convertDensityToPressure(densityB);
return (pressureA + pressureB) / 2;
}