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authorJedidiah Barber <contact@jedbarber.id.au>2022-11-16 01:06:13 +1300
committerJedidiah Barber <contact@jedbarber.id.au>2022-11-16 01:06:13 +1300
commit0d8f4e413ba7a1f64753d73b757d7cc45e363369 (patch)
tree0ae7c956f21015b507f5090afa0f852fa63a84df /src/fluid_simulator.adb
Initial attempt
Diffstat (limited to 'src/fluid_simulator.adb')
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diff --git a/src/fluid_simulator.adb b/src/fluid_simulator.adb
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+
+with
+
+ Ada.Numerics.Generic_Complex_Types,
+ Ada.Containers.Vectors,
+ Ada.Characters.Latin_1,
+ Ada.Text_IO;
+
+procedure Fluid_Simulator is
+
+ package Latin renames Ada.Characters.Latin_1;
+ package IO renames Ada.Text_IO;
+
+ procedure Clear_Screen is
+ begin
+ -- ANSI control sequence Erase in Display
+ -- Variant to clear entire screen
+ IO.Put (Latin.ESC & "[2J");
+ end Clear_Screen;
+
+ procedure Reset_Cursor is
+ begin
+ -- ANSI control sequence Cursor Position
+ -- Parameters to move cursor to top left corner
+ IO.Put (Latin.ESC & "[1;1H");
+ end Reset_Cursor;
+
+
+
+ type Quantity is digits 18;
+
+ package Fixed is new Ada.Numerics.Generic_Complex_Types (Real => Quantity);
+ use type Fixed.Complex;
+
+ type Particle is record
+ Place : Fixed.Complex;
+ Solid : Boolean;
+ Density : Quantity := 0.0;
+ Acceleration : Fixed.Complex := Fixed.Compose_From_Cartesian (0.0, 0.0);
+ Velocity : Fixed.Complex := Fixed.Compose_From_Cartesian (0.0, 0.0);
+ end record;
+
+ function Create
+ (X, Y : Quantity;
+ Solid : in Boolean)
+ return Particle is
+ begin
+ return (Place => Fixed.Compose_From_Cartesian (X, Y), Solid => Solid, others => <>);
+ end Create;
+
+
+
+ -- Constant properties of particles
+ Particle_Radius : constant Quantity := 2.0;
+ Particle_Mass : constant Quantity := 1.0;
+
+ -- Constant used in calculating fluid interaction forces
+ P0 : constant Quantity := 1.5;
+
+ -- Other constant force factors
+ Gravity_Factor : constant Fixed.Complex := Fixed.Compose_From_Cartesian (0.0, 1.0);
+ Pressure_Factor : constant Quantity := 4.0;
+ Viscosity_Factor : constant Quantity := 8.0;
+
+
+
+ package Particle_Vectors is new Ada.Containers.Vectors
+ (Index_Type => Positive,
+ Element_Type => Particle);
+
+ Particles : Particle_Vectors.Vector := Particle_Vectors.Empty_Vector;
+
+
+
+ function Marching_Squares
+ (Input : in Particle_Vectors.Vector)
+ return String
+ is
+ Liquid_Chars : String (1 .. 16) := " .,_`/[/']\\-/\#";
+ Grid : array (0 .. 80, 0 .. 25) of Boolean := (others => (others => False));
+ Output : String (1 .. 2025);
+ X, Y : Integer;
+ begin
+ for P of Input loop
+ X := Integer (Fixed.Re (P.Place));
+ Y := Integer (Fixed.Im (P.Place));
+ if X >= 0 and X <= 80 and Y >= 0 and Y <= 25 then
+ Grid (X, Y) := True;
+ end if;
+ end loop;
+ for J in Integer range 1 .. 25 loop
+ for I in Integer range 1 .. 80 loop
+ Output ((J - 1) * 81 + I) := Liquid_Chars
+ (Boolean'Pos (Grid (I - 1, J)) + 1 +
+ Boolean'Pos (Grid (I, J)) * 2 +
+ Boolean'Pos (Grid (I, J - 1)) * 4 +
+ Boolean'Pos (Grid (I - 1, J - 1)) * 8);
+ end loop;
+ Output (J * 81) := Latin.LF;
+ end loop;
+ return Output;
+ end Marching_Squares;
+
+begin
+
+ declare
+ Input : Character;
+ X, Y : Quantity := 1.0;
+ begin
+ while not IO.End_Of_File (IO.Standard_Input) loop
+ IO.Get_Immediate (Input);
+ if Input = Latin.LF then
+ X := 1.0;
+ Y := Y + 1.0;
+ else
+ if Input > Latin.Space and Input < Latin.DEL then
+ Particles.Append (Create (X, Y, (Input = '#')));
+ end if;
+ X := X + 1.0;
+ end if;
+ end loop;
+ end;
+
+ loop
+ -- Calculate density
+ for P of Particles loop
+ if P.Solid then
+ P.Density := 9.0;
+ else
+ P.Density := 0.0;
+ end if;
+ for Q of Particles loop
+ declare
+ Rij : Quantity := Fixed.Modulus (P.Place - Q.Place);
+ W : Quantity := (Rij / Particle_Radius - 1.0) ** 2;
+ begin
+ if Rij < Particle_Radius then
+ P.Density := P.Density + Particle_Mass * W;
+ end if;
+ end;
+ end loop;
+ end loop;
+
+ -- Calculate interaction forces
+ for P of Particles loop
+ P.Acceleration := Gravity_Factor;
+ for Q of Particles loop
+ declare
+ Displacement : Fixed.Complex := P.Place - Q.Place;
+ Rij : Quantity := Fixed.Modulus (Displacement);
+ begin
+ if Rij < Particle_Radius then
+ declare
+ Pressure : Fixed.Complex :=
+ (P.Density + Q.Density - 2.0 * P0) * Pressure_Factor * Displacement;
+ Viscosity : Fixed.Complex :=
+ (P.Velocity - Q.Velocity) * Viscosity_Factor;
+ begin
+ P.Acceleration := P.Acceleration +
+ Fixed.Compose_From_Cartesian (1.0 - Rij / Particle_Radius) /
+ P.Density * (Pressure - Viscosity);
+ end;
+ end if;
+ end;
+ end loop;
+ end loop;
+
+ -- Render using marching squares
+ Clear_Screen;
+ Reset_Cursor;
+ IO.Put (Marching_Squares (Particles));
+
+ -- Update acceleration, velocity, and position
+ for P of Particles loop
+ if not P.Solid then
+ P.Velocity := P.Velocity + P.Acceleration / 10.0;
+ P.Place := P.Place + P.Velocity;
+ end if;
+ end loop;
+
+ -- Cull particles going out of bounds before any overflows happen
+ for C in reverse Particles.First_Index .. Particles.Last_Index loop
+ if Fixed.Re (Particles (C).Place) < -50.0 or
+ Fixed.Re (Particles (C).Place) > 130.0 or
+ Fixed.Im (Particles (C).Place) < -50.0 or
+ Fixed.Im (Particles (C).Place) > 75.0
+ then
+ Particles.Delete (C);
+ end if;
+ end loop;
+
+ -- Sleep for a bit
+ delay 0.012321;
+ end loop;
+
+end Fluid_Simulator;
+