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// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.0 (2010/01/01)
#include "Smoke2D.h"
#include "Wm5Memory.h"
//----------------------------------------------------------------------------
template <typename Real>
Smoke2D<Real>::Smoke2D (Real x0, Real y0, Real x1, Real y1, Real dt,
Real denViscosity, Real velViscosity, int imax, int jmax,
int numGaussSeidelIterations, bool densityDirichlet, int numVortices)
:
FLUIDBASE(x0, y0, x1, y1, dt, denViscosity, velViscosity, imax, jmax,
numGaussSeidelIterations, densityDirichlet),
mNumVortices(numVortices),
mNumActive(0),
mGravity((Real)0)
{
mVortexCenter = new1<Vector2<Real> >(mNumVortices);
mVortexVariance = new1<Real>(mNumVortices);
mVortexAmplitude = new1<Real>(mNumVortices);
mTimelessDensity = new2<Real>(mIMaxP1, mJMaxP1);
mTimelessVortex = new3<Vector2<Real> >(mNumVortices, mIMaxP1, mJMaxP1);
mTimelessWind = new2<Vector2<Real> >(mIMaxP1, mJMaxP1);
int v;
for (v = 0; v < mNumVortices; ++v)
{
mVortexCenter[v][0] = Math<Real>::UnitRandom();
mVortexCenter[v][1] = Math<Real>::UnitRandom();
mVortexVariance[v] = Math<Real>::IntervalRandom((Real)0.001,
(Real)0.01);
mVortexAmplitude[v] = Math<Real>::IntervalRandom((Real)128,
(Real)256);
if (Math<Real>::SymmetricRandom() < (Real)0)
{
mVortexAmplitude[v] *= (Real)-1;
}
}
for (int j = 0; j <= mJMax; ++j)
{
Real y = mY[j];
for (int i = 0; i <= mIMax; ++i)
{
Real x = mX[i];
// density source
Real dx = x - (Real)0.25;
Real dy = y - (Real)0.75;
Real arg = -(dx*dx + dy*dy)/(Real)0.01;
mTimelessDensity[j][i] = ((Real)2)*Math<Real>::Exp(arg);
// density sink
dx = x - (Real)0.75;
dy = y - (Real)0.25;
arg = -(dx*dx + dy*dy)/(Real)0.01;
mTimelessDensity[j][i] -= ((Real)2)*Math<Real>::Exp(arg);
// velocity vortex source
for (v = 0; v < mNumVortices; ++v)
{
dx = x - mVortexCenter[v][0];
dy = y - mVortexCenter[v][1];
arg = -(dx*dx + dy*dy)/mVortexVariance[v];
Vector2<Real> vortex(dy, -dx);
vortex *= mVortexAmplitude[v]*Math<Real>::Exp(arg);
mTimelessVortex[j][i][v] = vortex;
}
// velocity wind source
Real diff = y - (Real)0.5;
Real ampl = ((Real)32)*Math<Real>::Exp(-diff*diff/(Real)0.001);
Vector2<Real> wind(ampl, (Real)0);
mTimelessWind[j][i] = wind;
}
}
}
//----------------------------------------------------------------------------
template <typename Real>
Smoke2D<Real>::~Smoke2D ()
{
delete1(mVortexCenter);
delete1(mVortexVariance);
delete1(mVortexAmplitude);
delete2(mTimelessDensity);
delete3(mTimelessVortex);
delete2(mTimelessWind);
}
//----------------------------------------------------------------------------
template <typename Real>
Real Smoke2D<Real>::InitialDensity (Real, Real, int, int)
{
return Math<Real>::UnitRandom();
}
//----------------------------------------------------------------------------
template <typename Real>
Vector2<Real> Smoke2D<Real>::InitialVelocity (Real, Real, int, int)
{
return Vector2<Real>::ZERO;
}
//----------------------------------------------------------------------------
template <typename Real>
Real Smoke2D<Real>::SourceDensity (Real, Real, Real, int i, int j)
{
return mTimelessDensity[j][i];
}
//----------------------------------------------------------------------------
template <typename Real>
Vector2<Real> Smoke2D<Real>::SourceVelocity (Real, Real, Real, int i, int j)
{
Vector2<Real> impulse =
Vector2<Real>((Real)0, -mGravity) +
mTimelessWind[j][i];
for (int v = 0; v < mNumActive; ++v)
{
impulse += mTimelessVortex[j][i][v];
}
return impulse;
}
//----------------------------------------------------------------------------
template <typename Real>
void Smoke2D<Real>::SetNumActiveVortices (int numActive)
{
if (0 <= numActive && numActive <= mNumVortices)
{
mNumActive = numActive;
}
else
{
mNumActive = 0;
}
}
//----------------------------------------------------------------------------
template <typename Real>
void Smoke2D<Real>::SetGravity (Real gravity)
{
if (gravity > (Real)0)
{
mGravity = gravity;
}
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// Explicit instantiation.
//----------------------------------------------------------------------------
template class Smoke2D<float>;
template class Smoke2D<double>;
//----------------------------------------------------------------------------
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