Smoke: test commit of PCG
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@@ -96,6 +96,8 @@ FLUID_3D::FLUID_3D(int *res, int amplify, float *p0, float dt) :
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_xVorticity = new float[_totalCells];
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_yVorticity = new float[_totalCells];
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_zVorticity = new float[_totalCells];
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_h = new float[_totalCells];
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_Precond = new float[_totalCells];
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for (int x = 0; x < _totalCells; x++)
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{
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@@ -118,6 +120,8 @@ FLUID_3D::FLUID_3D(int *res, int amplify, float *p0, float dt) :
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_yVorticity[x] = 0.0f;
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_zVorticity[x] = 0.0f;
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_residual[x] = 0.0f;
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_h[x] = 0.0f;
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_Precond[x] = 0.0f;
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_obstacles[x] = false;
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}
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@@ -189,6 +193,8 @@ FLUID_3D::~FLUID_3D()
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if (_yVorticity) delete[] _yVorticity;
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if (_zVorticity) delete[] _zVorticity;
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if (_vorticity) delete[] _vorticity;
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if (_h) delete[] _h;
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if (_Precond) delete[] _Precond;
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if (_obstacles) delete[] _obstacles;
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if (_wTurbulence) delete _wTurbulence;
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@@ -414,7 +420,7 @@ void FLUID_3D::project()
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copyBorderAll(_pressure);
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// solve Poisson equation
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solvePressure(_pressure, _divergence, _obstacles);
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solvePressurePre(_pressure, _divergence, _obstacles);
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setObstaclePressure();
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@@ -96,6 +96,8 @@ class FLUID_3D
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float* _yVorticity;
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float* _zVorticity;
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float* _vorticity;
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float* _h;
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float* _Precond;
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unsigned char* _obstacles;
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// CG fields
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@@ -128,6 +130,7 @@ class FLUID_3D
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void project();
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void diffuseHeat();
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void solvePressure(float* field, float* b, unsigned char* skip);
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void solvePressurePre(float* field, float* b, unsigned char* skip);
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void solveHeat(float* field, float* b, unsigned char* skip);
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// handle obstacle boundaries
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@@ -21,8 +21,171 @@
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//////////////////////////////////////////////////////////////////////
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#include "FLUID_3D.h"
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#define SOLVER_ACCURACY 1e-06
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void FLUID_3D::solvePressurePre(float* field, float* b, unsigned char* skip)
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{
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int x, y, z, index;
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// i = 0
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int i = 0;
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// r = b - Ax
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index = _slabSize + _xRes + 1;
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for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
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for (y = 1; y < _yRes - 1; y++, index += 2)
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for (x = 1; x < _xRes - 1; x++, index++)
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{
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// if the cell is a variable
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float Acenter = 0.0f;
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if (!skip[index])
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{
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// set the matrix to the Poisson stencil in order
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if (!skip[index + 1]) Acenter += 1.;
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if (!skip[index - 1]) Acenter += 1.;
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if (!skip[index + _xRes]) Acenter += 1.;
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if (!skip[index - _xRes]) Acenter += 1.;
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if (!skip[index + _slabSize]) Acenter += 1.;
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if (!skip[index - _slabSize]) Acenter += 1.;
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}
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_residual[index] = b[index] - (Acenter * field[index] +
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field[index - 1] * (skip[index - 1] ? 0.0 : -1.0f)+
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field[index + 1] * (skip[index + 1] ? 0.0 : -1.0f)+
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field[index - _xRes] * (skip[index - _xRes] ? 0.0 : -1.0f)+
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field[index + _xRes] * (skip[index + _xRes] ? 0.0 : -1.0f)+
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field[index - _slabSize] * (skip[index - _slabSize] ? 0.0 : -1.0f)+
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field[index + _slabSize] * (skip[index + _slabSize] ? 0.0 : -1.0f) );
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_residual[index] = (skip[index]) ? 0.0f : _residual[index];
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// P^-1
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if(Acenter < 1.0)
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_Precond[index] = 0.0;
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else
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_Precond[index] = 1.0 / Acenter;
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// p = P^-1 * r
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_direction[index] = _residual[index] * _Precond[index];
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}
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// deltaNew = transpose(r) * p
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float deltaNew = 0.0f;
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index = _slabSize + _xRes + 1;
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for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
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for (y = 1; y < _yRes - 1; y++, index += 2)
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for (x = 1; x < _xRes - 1; x++, index++)
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deltaNew += _residual[index] * _direction[index];
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// delta0 = deltaNew
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float delta0 = deltaNew;
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// While deltaNew > (eps^2) * delta0
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const float eps = SOLVER_ACCURACY;
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//while ((i < _iterations) && (deltaNew > eps*delta0))
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float maxR = 2.0f * eps;
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// while (i < _iterations)
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while ((i < _iterations) && (maxR > eps))
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{
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// (s) q = Ad (p)
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index = _slabSize + _xRes + 1;
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for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
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for (y = 1; y < _yRes - 1; y++, index += 2)
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for (x = 1; x < _xRes - 1; x++, index++)
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{
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// if the cell is a variable
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float Acenter = 0.0f;
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if (!skip[index])
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{
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// set the matrix to the Poisson stencil in order
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if (!skip[index + 1]) Acenter += 1.;
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if (!skip[index - 1]) Acenter += 1.;
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if (!skip[index + _xRes]) Acenter += 1.;
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if (!skip[index - _xRes]) Acenter += 1.;
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if (!skip[index + _slabSize]) Acenter += 1.;
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if (!skip[index - _slabSize]) Acenter += 1.;
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}
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_q[index] = Acenter * _direction[index] +
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_direction[index - 1] * (skip[index - 1] ? 0.0 : -1.0f) +
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_direction[index + 1] * (skip[index + 1] ? 0.0 : -1.0f) +
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_direction[index - _xRes] * (skip[index - _xRes] ? 0.0 : -1.0f) +
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_direction[index + _xRes] * (skip[index + _xRes] ? 0.0 : -1.0f)+
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_direction[index - _slabSize] * (skip[index - _slabSize] ? 0.0 : -1.0f) +
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_direction[index + _slabSize] * (skip[index + _slabSize] ? 0.0 : -1.0f);
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_q[index] = (skip[index]) ? 0.0f : _q[index];
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}
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// alpha = deltaNew / (transpose(d) * q)
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float alpha = 0.0f;
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index = _slabSize + _xRes + 1;
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for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
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for (y = 1; y < _yRes - 1; y++, index += 2)
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for (x = 1; x < _xRes - 1; x++, index++)
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alpha += _direction[index] * _q[index];
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if (fabs(alpha) > 0.0f)
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alpha = deltaNew / alpha;
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// x = x + alpha * d
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index = _slabSize + _xRes + 1;
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for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
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for (y = 1; y < _yRes - 1; y++, index += 2)
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for (x = 1; x < _xRes - 1; x++, index++)
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field[index] += alpha * _direction[index];
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// r = r - alpha * q
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maxR = 0.0;
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index = _slabSize + _xRes + 1;
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for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
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for (y = 1; y < _yRes - 1; y++, index += 2)
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for (x = 1; x < _xRes - 1; x++, index++)
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{
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_residual[index] -= alpha * _q[index];
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// maxR = (_residual[index] > maxR) ? _residual[index] : maxR;
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}
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// if(maxR <= eps)
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// break;
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// h = P^-1 * r
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index = _slabSize + _xRes + 1;
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for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
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for (y = 1; y < _yRes - 1; y++, index += 2)
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for (x = 1; x < _xRes - 1; x++, index++)
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{
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_h[index] = _Precond[index] * _residual[index];
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}
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// deltaOld = deltaNew
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float deltaOld = deltaNew;
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// deltaNew = transpose(r) * h
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deltaNew = 0.0f;
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index = _slabSize + _xRes + 1;
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for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
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for (y = 1; y < _yRes - 1; y++, index += 2)
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for (x = 1; x < _xRes - 1; x++, index++)
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{
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deltaNew += _residual[index] * _h[index];
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maxR = (_residual[index]* _h[index] > maxR) ? _residual[index]* _h[index] : maxR;
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}
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// beta = deltaNew / deltaOld
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float beta = deltaNew / deltaOld;
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// d = h + beta * d
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index = _slabSize + _xRes + 1;
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for (z = 1; z < _zRes - 1; z++, index += 2 * _xRes)
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for (y = 1; y < _yRes - 1; y++, index += 2)
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for (x = 1; x < _xRes - 1; x++, index++)
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_direction[index] = _h[index] + beta * _direction[index];
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// i = i + 1
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i++;
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}
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cout << i << " iterations converged to " << maxR << endl;
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}
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//////////////////////////////////////////////////////////////////////
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// solve the poisson equation with CG
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//////////////////////////////////////////////////////////////////////
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@@ -61,6 +224,7 @@ void FLUID_3D::solvePressure(float* field, float* b, unsigned char* skip)
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field[index + _slabSize] * (skip[index + _slabSize] ? 0.0 : -1.0f) );
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_residual[index] = (skip[index]) ? 0.0f : _residual[index];
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}
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// d = r
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index = _slabSize + _xRes + 1;
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@@ -314,6 +478,6 @@ void FLUID_3D::solveHeat(float* field, float* b, unsigned char* skip)
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// i = i + 1
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i++;
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}
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cout << i << " iterations converged to " << maxR << endl;
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// cout << i << " iterations converged to " << maxR << endl;
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}
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