From 0dcf867ea5b8a41e74161686ac69109f833f7b66 Mon Sep 17 00:00:00 2001 From: Lol3rrr Date: Sun, 28 Dec 2025 12:08:05 +0100 Subject: [PATCH] Switch to using wgpu for vis --- Cargo.lock | 2355 ++++++++++++++++++++++++++++++++++++- Cargo.toml | 6 + README.md | 7 + src/main.rs | 649 ++++++++-- src/shader.wgsl | 33 + src/ten_minute_physics.rs | 63 +- 6 files changed, 2987 insertions(+), 126 deletions(-) create mode 100644 src/shader.wgsl diff --git a/Cargo.lock b/Cargo.lock index 6f2c3b7..d43aa52 100644 --- a/Cargo.lock +++ b/Cargo.lock @@ -2,18 +2,275 @@ # It is not intended for manual editing. version = 4 +[[package]] +name = "ab_glyph" +version = "0.2.32" +source = "registry+https://github.com/rust-lang/crates.io-index" +checksum = "01c0457472c38ea5bd1c3b5ada5e368271cb550be7a4ca4a0b4634e9913f6cc2" +dependencies = [ + "ab_glyph_rasterizer", + "owned_ttf_parser", +] + +[[package]] +name = "ab_glyph_rasterizer" +version = "0.1.10" +source = 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b/Cargo.toml index 9dc15b1..928236d 100644 --- a/Cargo.toml +++ b/Cargo.toml @@ -6,3 +6,9 @@ edition = "2024" [dependencies] crossterm = "0.29.0" ratatui = "0.29.0" + +env_logger = "0.11" +pollster = "0.4" +wgpu = "28.0.0" +winit = { version = "0.30.8", features = ["android-native-activity"] } +bytemuck = { version = "1.24", features = ["derive"] } diff --git a/README.md b/README.md index 750d41e..4db430a 100644 --- a/README.md +++ b/README.md @@ -4,3 +4,10 @@ A simple 2D fluid simulation ## References - [Website from Ten Minute Physics](https://matthias-research.github.io/pages/tenMinutePhysics/17-fluidSim.html) - [PDF from Ten Minute Physics](https://matthias-research.github.io/pages/tenMinutePhysics/17-fluidSim.pdf) + +## Debug on Macos +- Build in release mode +- Start XCode +- Debug Executable -> Select newly build binary +- Start task +- Click on Metal Logo and Capture a single frame diff --git a/src/main.rs b/src/main.rs index 3830b9d..766e5c8 100644 --- a/src/main.rs +++ b/src/main.rs @@ -1,96 +1,579 @@ -use crossterm::event::{self, Event}; -use ratatui::{text::Text, Frame, widgets::canvas::Canvas, widgets::canvas::Points, widgets::canvas::Rectangle}; +use std::sync::Arc; +use std::borrow::Cow; -use fluidsim::{Domain, simulate}; +use winit::{ + application::ApplicationHandler, + event::WindowEvent, + keyboard::Key, + event_loop::{ActiveEventLoop, ControlFlow, EventLoop, OwnedDisplayHandle}, + window::{Window, WindowId}, +}; +use wgpu::util::DeviceExt; -fn main() { - let width = 140; - let height = 60; +struct State { + window: Arc, + device: wgpu::Device, + queue: Arc, + size: winit::dpi::PhysicalSize, + surface: wgpu::Surface<'static>, + surface_format: wgpu::TextureFormat, - let mut t_domain = fluidsim::ten_minute_physics::Domain::new(1000.0, width, height); - t_domain.set_s_with(|x, y| { - 1.0 - }); - t_domain.set_u_with(|x, y| { - if x == 0 { - 2.0 - } else { - 0.0 - } - }); + render_pipeline: wgpu::RenderPipeline, - t_domain.set_s_with(|x, y| { - if x > 40 && x < 50 && y > 20 && y < 30 { - return 0.0; - } - - 1.0 - }); - - let domain_mtx_1 = std::sync::Arc::new(std::sync::Mutex::new(t_domain.clone())); - let domain_mtx = domain_mtx_1.clone(); - std::thread::spawn(move || { - let mut start = t_domain; - - for i in 0.. { - // println!("Iteration {}", i); - - start.reset_pressure(); - - start.solve_incompressibility(100, 0.01); - start.extrapolate(); - start.advect_vel(0.01); - start.advect_smoke(0.01); - - if let Ok(mut mtx) = domain_mtx.try_lock() { - *mtx = start.clone(); - } - - std::thread::sleep(std::time::Duration::from_millis(10)); - } - }); - - let domain_mtx = domain_mtx_1; - let mut domain = domain_mtx.lock().unwrap().clone(); - - let mut terminal = ratatui::init(); - loop { - domain = domain_mtx.lock().unwrap().clone(); - - terminal.draw(|frame| { - draw(frame, &domain) - }).expect("failed to draw frame"); - match event::read().expect("failed to read event") { - Event::Key(k) if k.code == crossterm::event::KeyCode::Esc => { - break; - } - _ => {} - }; - } - ratatui::restore(); + vertices: Vec, + vertex_buffer: Arc, + texture: Arc, + diffuse_bind_group: wgpu::BindGroup, } -fn draw(frame: &mut Frame, domain: &fluidsim::ten_minute_physics::Domain) { - let (width, height) = domain.inner_dims(); +#[repr(C)] +#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)] +struct Vertex { + position: [f32; 3], + world_pos: [f32; 3], +} - let canvas = Canvas::default().x_bounds([0.0, width as f64]).y_bounds([0.0, height as f64]).paint(|ctx| { - let (min_v, max_v) = domain.smoke_iter().fold((f32::MAX, f32::MIN), |(mip, map), v| { - (mip.min(v.2), map.max(v.2)) +impl Vertex { + fn desc() -> wgpu::VertexBufferLayout<'static> { + wgpu::VertexBufferLayout { + array_stride: std::mem::size_of::() as wgpu::BufferAddress, + step_mode: wgpu::VertexStepMode::Vertex, + attributes: &[ + wgpu::VertexAttribute { + offset: 0, + shader_location: 0, + format: wgpu::VertexFormat::Float32x3, + }, + wgpu::VertexAttribute { + offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress, + shader_location: 1, + format: wgpu::VertexFormat::Float32x3, + } + ] + } + } +} + + +impl State { + async fn new(display: OwnedDisplayHandle, window: Arc, domain: &fluidsim::ten_minute_physics::Domain) -> State { + let instance = wgpu::Instance::new( + &wgpu::InstanceDescriptor::default(), + ); + let adapter = instance + .request_adapter(&wgpu::RequestAdapterOptions::default()) + .await + .unwrap(); + let (device, queue) = adapter + .request_device(&wgpu::DeviceDescriptor::default()) + .await + .unwrap(); + + let size = window.inner_size(); + + let surface = instance.create_surface(window.clone()).unwrap(); + let cap = surface.get_capabilities(&adapter); + let surface_format = cap.formats[0]; + + let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { + label: Some("Shader"), + source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()), + }); + + let (ig_width, ig_height) = domain.inner_dims(); + let (g_width, g_height) = (ig_width as f32+2.0, ig_height as f32 + 2.0); + let vertices: Vec = domain.all_grid_iter().flat_map(|(x, y)| { + let left_bound = ((x as f32 / g_width) - 0.5)*2.0; + let upper_bound = ((y as f32 / g_height) - 0.5)*-2.0; + + let h_step = 2.0 / g_height; + let w_step = 2.0 / g_width; + + [ + Vertex { + position: [left_bound, upper_bound, 0.0], + world_pos: [x as f32 / g_width, y as f32 / g_height, 0.0], + }, + Vertex { + position: [left_bound+w_step/2.0, upper_bound+h_step/2.0, 0.0], + world_pos: [x as f32 / g_width, y as f32 / g_height, 0.0], + }, + Vertex { + position: [left_bound, upper_bound+h_step, 0.0], + world_pos: [x as f32 / g_width, y as f32 / g_height, 0.0], + } + ] + }).collect(); + + let vertex_buffer = device.create_buffer_init( + &wgpu::util::BufferInitDescriptor { + label: Some("Vertex Buffer"), + contents: bytemuck::cast_slice(&vertices), + usage: wgpu::BufferUsages::VERTEX, + } + ); + + + let texture_size = wgpu::Extent3d { + width: domain.inner_dims().0 as u32 + 2, + height: domain.inner_dims().1 as u32 + 2, + depth_or_array_layers: 1, + }; + let diffuse_texture = device.create_texture( + &wgpu::TextureDescriptor { + size: texture_size, + mip_level_count: 1, // We'll talk about this a little later + sample_count: 1, + dimension: wgpu::TextureDimension::D2, + // Most images are stored using sRGB, so we need to reflect that here. + format: wgpu::TextureFormat::Rgba8Unorm, + // TEXTURE_BINDING tells wgpu that we want to use this texture in shaders + // COPY_DST means that we want to copy data to this texture + usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST, + label: Some("diffuse_texture"), + // This is the same as with the SurfaceConfig. It + // specifies what texture formats can be used to + // create TextureViews for this texture. The base + // texture format (Rgba8UnormSrgb in this case) is + // always supported. Note that using a different + // texture format is not supported on the WebGL2 + // backend. + view_formats: &[], + } + ); + + // We don't need to configure the texture view much, so let's + // let wgpu define it. + let diffuse_texture_view = diffuse_texture.create_view(&wgpu::TextureViewDescriptor::default()); + let diffuse_sampler = device.create_sampler(&wgpu::SamplerDescriptor { + address_mode_u: wgpu::AddressMode::ClampToEdge, + address_mode_v: wgpu::AddressMode::ClampToEdge, + address_mode_w: wgpu::AddressMode::ClampToEdge, + mag_filter: wgpu::FilterMode::Linear, + min_filter: wgpu::FilterMode::Nearest, + mipmap_filter: wgpu::MipmapFilterMode::Nearest, + ..Default::default() + }); + + let texture_bind_group_layout = + device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { + entries: &[ + wgpu::BindGroupLayoutEntry { + binding: 0, + visibility: wgpu::ShaderStages::FRAGMENT, + ty: wgpu::BindingType::Texture { + multisampled: false, + view_dimension: wgpu::TextureViewDimension::D2, + sample_type: wgpu::TextureSampleType::Float { filterable: true }, + }, + count: None, + }, + wgpu::BindGroupLayoutEntry { + binding: 1, + visibility: wgpu::ShaderStages::FRAGMENT, + // This should match the filterable field of the + // corresponding Texture entry above. + ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering), + count: None, + }, + ], + label: Some("texture_bind_group_layout"), + }); + + let diffuse_bind_group = device.create_bind_group( + &wgpu::BindGroupDescriptor { + layout: &texture_bind_group_layout, + entries: &[ + wgpu::BindGroupEntry { + binding: 0, + resource: wgpu::BindingResource::TextureView(&diffuse_texture_view), + }, + wgpu::BindGroupEntry { + binding: 1, + resource: wgpu::BindingResource::Sampler(&diffuse_sampler), + } + ], + label: Some("diffuse_bind_group"), + } + ); + + let render_pipeline_layout = + device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { + label: Some("Render Pipeline Layout"), + bind_group_layouts: &[&texture_bind_group_layout], + immediate_size: 0, + }); + + let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { + label: Some("Render Pipeline"), + layout: Some(&render_pipeline_layout), + vertex: wgpu::VertexState { + module: &shader, + entry_point: Some("vs_main"), // 1. + buffers: &[ + Vertex::desc() + ], // 2. + compilation_options: wgpu::PipelineCompilationOptions::default(), + }, + fragment: Some(wgpu::FragmentState { // 3. + module: &shader, + entry_point: Some("fs_main"), + targets: &[Some(wgpu::ColorTargetState { // 4. + format: surface_format, + blend: Some(wgpu::BlendState::REPLACE), + write_mask: wgpu::ColorWrites::ALL, + })], + compilation_options: wgpu::PipelineCompilationOptions::default(), + }), + // continued ... + primitive: wgpu::PrimitiveState { + topology: wgpu::PrimitiveTopology::TriangleList, // 1. + strip_index_format: None, + front_face: wgpu::FrontFace::Ccw, // 2. + cull_mode: Some(wgpu::Face::Back), + // Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE + polygon_mode: wgpu::PolygonMode::Fill, + // Requires Features::DEPTH_CLIP_CONTROL + unclipped_depth: false, + // Requires Features::CONSERVATIVE_RASTERIZATION + conservative: false, + }, + // continued ... + depth_stencil: None, // 1. + multisample: wgpu::MultisampleState { + count: 1, // 2. + mask: !0, // 3. + alpha_to_coverage_enabled: false, // 4. + }, + // multiview: None, // 5. + multiview_mask: None, + cache: None, // 6. }); - for (x, y, d) in domain.smoke_iter() { - let inter = ((d - min_v) / (max_v - min_v)).sqrt(); - let color = ratatui::style::Color::Rgb((255.0*inter) as u8, (255.0*inter) as u8, 0); - ctx.draw(&Points { - coords: &[(-0.5 + x as f64, -0.5 + y as f64)], - color: color, - }) - } - }); - frame.render_widget(canvas, frame.area()); + let state = State { + window, + device, + queue: Arc::new(queue), + size, + surface, + surface_format, + render_pipeline, + vertex_buffer: Arc::new(vertex_buffer), + vertices, + texture: Arc::new(diffuse_texture), + diffuse_bind_group, + }; - // let text = Text::raw("Hello World!"); - // frame.render_widget(text, frame.area()); + // Configure surface for the first time + state.configure_surface(); + + state + } + + fn get_window(&self) -> &Window { + &self.window + } + + fn configure_surface(&self) { + let surface_config = wgpu::SurfaceConfiguration { + usage: wgpu::TextureUsages::RENDER_ATTACHMENT, + format: self.surface_format, + // Request compatibility with the sRGB-format texture view we‘re going to create later. + view_formats: vec![self.surface_format.add_srgb_suffix()], + alpha_mode: wgpu::CompositeAlphaMode::Auto, + width: self.size.width, + height: self.size.height, + desired_maximum_frame_latency: 2, + present_mode: wgpu::PresentMode::AutoVsync, + }; + self.surface.configure(&self.device, &surface_config); + } + + fn resize(&mut self, new_size: winit::dpi::PhysicalSize) { + self.size = new_size; + + // reconfigure the surface + self.configure_surface(); + } + + fn render(&mut self) { + // Create texture view + let surface_texture = self + .surface + .get_current_texture() + .expect("failed to acquire next swapchain texture"); + let texture_view = surface_texture + .texture + .create_view(&wgpu::TextureViewDescriptor { + // Without add_srgb_suffix() the image we will be working with + // might not be "gamma correct". + format: Some(self.surface_format.add_srgb_suffix()), + ..Default::default() + }); + + + // Renders a GREEN screen + let mut encoder = self.device.create_command_encoder(&Default::default()); + // Create the renderpass which will clear the screen. + let mut renderpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { + label: None, + color_attachments: &[Some(wgpu::RenderPassColorAttachment { + view: &texture_view, + depth_slice: None, + resolve_target: None, + ops: wgpu::Operations { + load: wgpu::LoadOp::Clear(wgpu::Color::BLACK), + store: wgpu::StoreOp::Store, + }, + })], + depth_stencil_attachment: None, + timestamp_writes: None, + occlusion_query_set: None, + multiview_mask: None, + }); + + // If you wanted to call any drawing commands, they would go here. + renderpass.set_pipeline(&self.render_pipeline); + + renderpass.set_bind_group(0, &self.diffuse_bind_group, &[]); + renderpass.set_vertex_buffer(0, self.vertex_buffer.slice(..)); + renderpass.draw(0..self.vertices.len() as u32, 0..1); + + // End the renderpass. + drop(renderpass); + + // Submit the command in the queue to execute + self.queue.submit([encoder.finish()]); + self.window.pre_present_notify(); + surface_texture.present(); + } +} + +#[derive(Default)] +struct App { + state: Option, + vis: Arc, +} + +impl ApplicationHandler for App { + fn resumed(&mut self, event_loop: &ActiveEventLoop) { + // Create window object + let window = Arc::new( + event_loop + .create_window(Window::default_attributes()) + .unwrap(), + ); + + let mut domain = fluidsim::ten_minute_physics::Domain::new(100.0, 100, 100); + domain.set_s_with(|x, y| { + if x > 30 && x < 40 && y > 40 && y < 60 { + return 0.0; + } + + 1.0 + }); + domain.set_u_with(|x, y| { + if x == 0 { + 2.0 + } else { + 0.0 + } + }); + domain.set_smoke_with(|x, y| { + if x == 0 { + 2.0 + } else { + 0.0 + } + }); + + + let state = pollster::block_on(State::new( + event_loop.owned_display_handle(), + window.clone(), + &domain + )); + + let vis = Arc::new(std::sync::atomic::AtomicU8::new(Visualisations::AbsoluteVelocity as u8)); + + let queue = state.queue.clone(); + let texture = state.texture.clone(); + let vis_clone = vis.clone(); + + std::thread::spawn(move || { + simulate(domain, queue, texture, vis_clone); + }); + + self.state = Some(state); + self.vis = vis; + + window.request_redraw(); + } + + fn window_event(&mut self, event_loop: &ActiveEventLoop, _id: WindowId, event: WindowEvent) { + let state = self.state.as_mut().unwrap(); + match event { + WindowEvent::CloseRequested => { + println!("The close button was pressed; stopping"); + event_loop.exit(); + } + WindowEvent::RedrawRequested => { + state.render(); + // Emits a new redraw requested event. + state.get_window().request_redraw(); + } + WindowEvent::Resized(size) => { + // Reconfigures the size of the surface. We do not re-render + // here as this event is always followed up by redraw request. + state.resize(size); + } + WindowEvent::KeyboardInput { device_id, event, is_synthetic } => { + match event.logical_key.as_ref() { + Key::Character("1") => { + self.vis.store(Visualisations::AbsoluteVelocity.into(), std::sync::atomic::Ordering::SeqCst); + } + Key::Character("2") => { + self.vis.store(Visualisations::Smoke.into(), std::sync::atomic::Ordering::SeqCst); + } + Key::Character("3") => { + self.vis.store(Visualisations::Pressure.into(), std::sync::atomic::Ordering::SeqCst); + } + _ => {} + }; + } + _ => (), + } + } +} + +#[repr(u8)] +enum Visualisations { + AbsoluteVelocity, + Smoke, + Pressure, +} + +impl From for Visualisations { + fn from(value: u8) -> Self { + match value { + 0 => Self::AbsoluteVelocity, + 1 => Self::Smoke, + 2 => Self::Pressure, + other => panic!("{}", other), + } + } +} +impl Into for Visualisations { + fn into(self) -> u8 { + match self { + Self::AbsoluteVelocity => 0, + Self::Smoke => 1, + Self::Pressure => 2, + } + } +} + +fn simulate(mut domain: fluidsim::ten_minute_physics::Domain, queue: Arc, texture: Arc, vis: Arc) { + for i in 0.. { + println!("Iteration: {}", i); + + domain.reset_pressure(); + + domain.solve_incompressibility(75, 0.01); + // domain.extrapolate(); + domain.advect_vel(0.01); + domain.advect_smoke(0.01); + + let data = match Visualisations::from(vis.load(std::sync::atomic::Ordering::SeqCst)) { + Visualisations::AbsoluteVelocity => { + let (min_div, max_div) = domain.vel_iter().fold((f32::MAX, f32::MIN), |acc, (_, _, v)| { + let v = (v.0*v.0 + v.1*v.1).sqrt(); + (acc.0.min(v), acc.1.max(v)) + }); + domain.vel_iter().flat_map(|(_, _, v)| { + let v = (v.0*v.0 + v.1*v.1).sqrt(); + let v = (v - min_div) / (max_div - min_div); + + [(v * 255.0) as u8, 0, 0, 255] + }).collect::>() + } + Visualisations::Smoke => { + let (min_div, max_div) = domain.smoke_iter().fold((f32::MAX, f32::MIN), |acc, (_, _, v)| { + (acc.0.min(v), acc.1.max(v)) + }); + domain.smoke_iter().flat_map(|(_, _, v)| { + let v = (v - min_div) / (max_div - min_div); + + [(v * 255.0) as u8, 0, 0, 255] + }).collect::>() + } + Visualisations::Pressure => { + let (min_div, max_div) = domain.pressure_iter().fold((f32::MAX, f32::MIN), |acc, (_, _, v)| { + (acc.0.min(v), acc.1.max(v)) + }); + domain.pressure_iter().flat_map(|(_, _, v)| { + let v = (v - min_div) / (max_div - min_div); + + [(v * 255.0) as u8, 0, 0, 255] + }).collect::>() + } + }; + + let dims = domain.inner_dims(); + let texture_size = wgpu::Extent3d { + width: domain.inner_dims().0 as u32 + 2, + height: domain.inner_dims().1 as u32 + 2, + depth_or_array_layers: 1, + }; + + assert_eq!(data.len() as u32, texture_size.width*texture_size.height*4); + + queue.write_texture( + // Tells wgpu where to copy the pixel data + wgpu::TexelCopyTextureInfo { + texture: &texture, + mip_level: 0, + origin: wgpu::Origin3d::ZERO, + aspect: wgpu::TextureAspect::All, + }, + // The actual pixel data + &data, + // The layout of the texture + wgpu::TexelCopyBufferLayout { + offset: 0, + bytes_per_row: Some(4 * (dims.0 as u32 + 2)), + rows_per_image: Some(dims.1 as u32 + 2), + }, + texture_size, + ); + queue.submit([]); + + } +} + +fn main() { + // wgpu uses `log` for all of our logging, so we initialize a logger with the `env_logger` crate. + // + // To change the log level, set the `RUST_LOG` environment variable. See the `env_logger` + // documentation for more information. + env_logger::init(); + + let event_loop = EventLoop::new().unwrap(); + + // When the current loop iteration finishes, immediately begin a new + // iteration regardless of whether or not new events are available to + // process. Preferred for applications that want to render as fast as + // possible, like games. + event_loop.set_control_flow(ControlFlow::Poll); + + // When the current loop iteration finishes, suspend the thread until + // another event arrives. Helps keeping CPU utilization low if nothing + // is happening, which is preferred if the application might be idling in + // the background. + // event_loop.set_control_flow(ControlFlow::Wait); + + let mut app = App::default(); + event_loop.run_app(&mut app).unwrap(); } diff --git a/src/shader.wgsl b/src/shader.wgsl new file mode 100644 index 0000000..13a399d --- /dev/null +++ b/src/shader.wgsl @@ -0,0 +1,33 @@ +// Vertex shader + +struct VertexInput { + @location(0) position: vec3, + @location(1) world_pos: vec3, +}; + +struct VertexOutput { + @builtin(position) clip_position: vec4, + @location(0) world_pos: vec3, +}; + +@vertex +fn vs_main( + model: VertexInput, +) -> VertexOutput { + var out: VertexOutput; + out.world_pos = model.world_pos; + out.clip_position = vec4(model.position, 1.0); + return out; +} + +// Fragment shader + +@group(0) @binding(0) +var t_diffuse: texture_2d; +@group(0) @binding(1) +var s_diffuse: sampler; + +@fragment +fn fs_main(in: VertexOutput) -> @location(0) vec4 { + return textureSample(t_diffuse, s_diffuse, vec2(in.world_pos[0], in.world_pos[1])); +} diff --git a/src/ten_minute_physics.rs b/src/ten_minute_physics.rs index 11e3adc..33c248b 100644 --- a/src/ten_minute_physics.rs +++ b/src/ten_minute_physics.rs @@ -31,7 +31,7 @@ impl Domain { v: vec![0.0; num_cells], s: vec![0.0; num_cells], p: vec![0.0; num_cells], - m: vec![1.0; num_cells], + m: vec![0.0; num_cells], } } @@ -60,54 +60,65 @@ impl Domain { } } } + pub fn set_smoke_with(&mut self, func: F) where F: Fn(usize, usize) -> f32 { + for i in 1..self.width+1 { + for j in 1..self.height+1 { + self.m[i*(self.height+2)+j] = func(i-1, j-1); + } + } + } + pub fn inner_dims(&self) -> (usize, usize) { (self.width, self.height) } + pub fn all_grid_iter(&self) -> impl Iterator { + (0..self.height+2).flat_map(|y| (0..self.width+2).zip(core::iter::repeat(y))) + } pub fn div_iter(&self) -> impl Iterator { let n = self.height + 2; - (1..self.width+1) - .flat_map(|x| core::iter::repeat(x).zip(1..self.height+1)) - .map(move |(x, y)| { - let div = self.u[(x+1)*n + y] - self.u[x*n + y] + self.v[x*n + y + 1] - self.v[x*n+y]; + self.all_grid_iter().map(move |(x, y)| { + if x == 0 || x == self.width+1 || y == 0 || y == self.height+1 { + return (x, y, 0.0); + } - (x - 1, y - 1, div) - }) + let div = self.u[(x+1)*n + y] - self.u[x*n + y] + self.v[x*n + y + 1] - self.v[x*n+y]; + + (x, y, div) + }) } - pub fn vel_iter(&self) -> impl Iterator { + pub fn vel_iter(&self) -> impl Iterator { let n = self.height + 2; - (1..self.width+1) - .flat_map(|x| core::iter::repeat(x).zip(1..self.height+1)) - .map(move |(x, y)| { - let u = self.u[x*n+y]; - let v = self.v[x*n+y]; + self.all_grid_iter().map(move |(x ,y)| { + if self.s[x*n+y] == 0.0 { + return (x, y, (0.0, 0.0)); + } - (x - 1, y - 1, (u*u + v*v).sqrt()) - }) + let u = self.u[x*n+y]; + let v = self.v[x*n+y]; + + (x, y, (u, v)) + }) } pub fn pressure_iter(&self) -> impl Iterator { let n = self.height + 2; - (1..self.width+1) - .flat_map(|x| core::iter::repeat(x).zip(1..self.height+1)) - .map(move |(i, j)| { - (i - 1, j - 1, self.p[i*n+j]) - }) + self.all_grid_iter().map(move |(x, y)| { + (x, y, self.p[x*n + y]) + }) } pub fn smoke_iter(&self) -> impl Iterator { let n = self.height + 2; - (1..self.width+1) - .flat_map(|x| core::iter::repeat(x).zip(1..self.height+1)) - .map(move |(i, j)| { - (i - 1, j - 1, self.m[i*n+j]) - }) + self.all_grid_iter().map(move |(x, y)| { + (x, y, self.m[x*n+y]) + }) } pub fn solve_incompressibility(&mut self, num_iters: usize, dT: f32) { @@ -135,7 +146,7 @@ impl Domain { let div = self.u[(i+1)*n + j] - self.u[i*n + j] + self.v[i*n + j + 1] - self.v[i*n+j]; let p = -div / s; - let p = p * 1.9; + // let p = p * 1.4; self.p[i*n+j] += cp * p; self.u[i*n + j] -= sx0 * p;