From e829edebbe6a6147058bab77dfcedaf2f85480c4 Mon Sep 17 00:00:00 2001 From: Sebastien Soudan Date: Thu, 19 Oct 2023 22:20:39 +0000 Subject: [PATCH] feat: slider for inlet velocity --- .gitignore | 3 ++- index.html | 4 ++++ index.js | 10 ++++++++-- src/lib.rs | 37 +++++++++++++++++++++++-------------- src/simu.rs | 23 +++++++++++++++++------ 5 files changed, 54 insertions(+), 23 deletions(-) diff --git a/.gitignore b/.gitignore index d8fcca8..e828b8c 100644 --- a/.gitignore +++ b/.gitignore @@ -1,4 +1,5 @@ node_modules/ target/ pkg/ -dist/ \ No newline at end of file +dist/ +.DS_Store diff --git a/index.html b/index.html index 5f76c01..6ceb046 100644 --- a/index.html +++ b/index.html @@ -26,6 +26,10 @@

Eulerian Fluid Simulation

+ + + +
diff --git a/index.js b/index.js index c7da8ba..f53aad5 100644 --- a/index.js +++ b/index.js @@ -17,6 +17,9 @@ import('./pkg') // Get the streamlines_spacing slider const streamlines_spacing_slider = document.getElementById("streamlines_spacing"); + // Get the in_vel slider + const in_vel_slider = document.getElementById("in_vel"); + // Get the colormap selector const colormap_selector = document.getElementById("colormap"); @@ -58,10 +61,12 @@ import('./pkg') const overrelaxation = 1.9; - const gravity = -9.81; + const gravity = 0.; + + const in_vel = 0.8; // Create the fluid simulation - const fluid = wasm.Fluid.create(gravity, numX, numY, h, density) + const fluid = wasm.Fluid.create(gravity, in_vel, numX, numY, h, density) // Setup the obstacles fluid.clear_obstacles(); @@ -71,6 +76,7 @@ import('./pkg') simu_canvas, scenario_selector, pressure_checkbox, streamlines_checkbox, streamlines_num_seg_slider, streamlines_spacing_slider, + in_vel_slider, colormap_selector, sim_to_canvas_ratio) diff --git a/src/lib.rs b/src/lib.rs index 720508f..38f9fb1 100644 --- a/src/lib.rs +++ b/src/lib.rs @@ -39,6 +39,7 @@ pub fn run_with_selector( streamlines_checkbox: web_sys::HtmlInputElement, streamlines_num_segs: web_sys::HtmlInputElement, streamlines_spacing: web_sys::HtmlInputElement, + in_vel: web_sys::HtmlInputElement, colormap_selector: web_sys::HtmlSelectElement, sim_to_canvas_ratio: u32, ) -> Result<(), JsValue> { @@ -47,7 +48,7 @@ pub fn run_with_selector( let previous_frame = Rc::new(RefCell::new(Instant::now())); - let scenario = Rc::new(RefCell::new(None::)); + let scenario = Rc::new(RefCell::new(None::<(String, f32)>)); let context = canvas .get_context("2d") @@ -75,6 +76,8 @@ pub fn run_with_selector( let streamlines_num_segs = streamlines_num_segs.value_as_number() as usize; let streamlines_spacing = streamlines_spacing.value_as_number() as usize; + let in_vel = in_vel.value_as_number() as f32; + let options = DrawOptions { pressure, obstacle: true, @@ -90,27 +93,33 @@ pub fn run_with_selector( // If the scenario is not set or has changed, update the fluid. let mut scenario = scenario.borrow_mut(); match scenario.as_ref() { - Some(sv) if sv == scenario_value.as_str() => {} + Some((sv, in_vel_)) if (sv == scenario_value.as_str()) && (*in_vel_ == in_vel) => {} _ => { - scenario.replace(scenario_value.clone()); + scenario.replace((scenario_value.clone(), in_vel)); match scenario_value.as_str() { "rectangular" => { fluid.clear_obstacles(); - fluid.vortex_shedding(vec![ObstacleType::Rectangular { - x: 0.2, - y: 0.5, - w: 0.1, - h: 0.3, - }]); + fluid.vortex_shedding( + in_vel, + vec![ObstacleType::Rectangular { + x: 0.2, + y: 0.5, + w: 0.1, + h: 0.3, + }], + ); } _ => { fluid.clear_obstacles(); - fluid.vortex_shedding(vec![ObstacleType::Circular { - x: 0.5, - y: 0.5, - r: 0.2, - }]); + fluid.vortex_shedding( + in_vel, + vec![ObstacleType::Circular { + x: 0.5, + y: 0.5, + r: 0.2, + }], + ); } } } diff --git a/src/simu.rs b/src/simu.rs index 3c259a3..888d62a 100644 --- a/src/simu.rs +++ b/src/simu.rs @@ -35,6 +35,8 @@ use web_sys::CanvasRenderingContext2d; pub struct Fluid { /// gravity gravity: f32, + /// in_vel - horizontal velocity at the inlet + in_vel: f32, /// density of the fluid density: f32, @@ -357,10 +359,12 @@ impl Fluid { let r = ctx.put_image_data(&data, 0.0, 0.0); let text = format!( - "min: {:>8.1}\tmax: {:>8.1}\t{:>8.1} fps", + "min: {:>8.1}\tmax: {:>8.1}\t{:>8.1} fps\tin_vel: {:>4.2}\t gravity: {:>4.2}", min_p, max_p, - 1. / dt + 1. / dt, + self.in_vel, + self.gravity ); let _ = ctx.fill_text(&text, 12., 12.); @@ -488,12 +492,10 @@ impl Fluid { } /// flow in a pipe and around obstacles with no gravity - pub fn vortex_shedding(&mut self, obstacles: Vec) { + pub fn vortex_shedding(&mut self, in_vel: f32, obstacles: Vec) { const FLUID: f32 = 1.0; const OBSTACLE: f32 = 0.0; - let in_vel = 2.0; - let n = self.num_y; for i in 0..self.num_x { @@ -521,6 +523,7 @@ impl Fluid { } self.gravity = 0.; + self.in_vel = in_vel; self.add_obstacles(obstacles.into_iter().map(|x| x.into()).collect()); } @@ -596,7 +599,14 @@ impl Fluid { #[wasm_bindgen] impl Fluid { - pub fn create(gravity: f32, num_x: usize, num_y: usize, h: f32, density: f32) -> Fluid { + pub fn create( + gravity: f32, + in_vel: f32, + num_x: usize, + num_y: usize, + h: f32, + density: f32, + ) -> Fluid { let num_x = num_x + 2; // 2 border cells let num_y = num_y + 2; @@ -611,6 +621,7 @@ impl Fluid { let new_m = vec![0.0; num_cells]; Fluid { gravity, + in_vel, density, num_x, num_y,