Fluid API reference¶
Classes¶
Vortex2D::Fluid::Advection
Vortex2D::Fluid::Circle
Vortex2D::Fluid::ConjugateGradient
Vortex2D::Fluid::Density
Vortex2D::Fluid::Depth
Vortex2D::Fluid::Diagonal
Vortex2D::Fluid::Dimensions
Vortex2D::Fluid::DistanceField
Vortex2D::Fluid::Extrapolation
Vortex2D::Fluid::GaussSeidel
Vortex2D::Fluid::IncompletePoisson
Vortex2D::Fluid::Jacobi
Vortex2D::Fluid::LevelSet
Vortex2D::Fluid::LinearSolver
Vortex2D::Fluid::LocalGaussSeidel
Vortex2D::Fluid::Multigrid
Vortex2D::Fluid::ParticleCount
Vortex2D::Fluid::Polygon
Vortex2D::Fluid::Preconditioner
Vortex2D::Fluid::Pressure
Vortex2D::Fluid::Rectangle
Vortex2D::Fluid::Reduce
Vortex2D::Fluid::ReduceJ
Vortex2D::Fluid::ReduceMax
Vortex2D::Fluid::ReduceSum
Vortex2D::Fluid::RigidBody
Vortex2D::Fluid::SmokeWorld
Vortex2D::Fluid::Transfer
Vortex2D::Fluid::Velocity
Vortex2D::Fluid::WaterWorld
Vortex2D::Fluid::World
API Reference¶
-
namespace
Fluid
¶ Functions
-
Renderer::ComputeSize
MakeLocalSize
(const glm::ivec2 &size)¶
Variables
-
VORTEX2D_API vk::PipelineColorBlendAttachmentState Vortex2D::Fluid::IntersectionBlend
= vk::PipelineColorBlendAttachmentState()
.setBlendEnable(true)
.setColorBlendOp(vk::BlendOp::eMax)
.setSrcColorBlendFactor(vk::BlendFactor::eOne)
.setDstColorBlendFactor(vk::BlendFactor::eOne)
.setColorWriteMask(vk::ColorComponentFlagBits::eR)
-
VORTEX2D_API vk::PipelineColorBlendAttachmentState Vortex2D::Fluid::UnionBlend
= vk::PipelineColorBlendAttachmentState()
.setBlendEnable(true)
.setColorBlendOp(vk::BlendOp::eMin)
.setSrcColorBlendFactor(vk::BlendFactor::eOne)
.setDstColorBlendFactor(vk::BlendFactor::eOne)
.setColorWriteMask(vk::ColorComponentFlagBits::eR)
-
VORTEX2D_API Renderer::Clear Vortex2D::Fluid::BoundariesClear
= Vortex2D::Renderer::Clear({10000.0f, 0.0f, 0.0f, 0.0f})
-
class
Advection
¶ - #include <Advection.h>
Advects particles, velocity field or any field using a velocity field.
Public Functions
-
Advection
(const Renderer::Device &device, const glm::ivec2 &size, float dt, Velocity &velocity)¶ Initialize advection kernels and related object.
- Parameters
device
: vulkan devicesize
: size of velocity fielddt
: delta time for integrationvelocity
: velocity field
-
void
AdvectVelocity
()¶ Self advect velocity.
-
void
AdvectBind
(Density &density)¶ Binds a density field to be advected.
- Parameters
density
: density field
-
void
Advect
()¶ Performs an advection of the density field. Asynchronous operation.
-
void
AdvectParticleBind
(Renderer::GenericBuffer &particles, Renderer::Texture &levelSet, Renderer::IndirectBuffer<Renderer::DispatchParams> &dispatchParams)¶ Binds praticles to be advected. Also use a level set to project out the particles if they enter it.
- Parameters
particles
: particles to be advectedlevelSet
: level set to project out particlesdispatchParams
: contains number of particles
-
void
AdvectParticles
()¶ Advect particles. Asynchrounous operation.
-
-
class
Circle
: public Vortex2D::Renderer::Transformable, public Vortex2D::Renderer::Drawable¶ - #include <Boundaries.h>
Signed distance field of circle.
Public Functions
-
Circle
(const Renderer::Device &device, float radius, float extent = 10.0f)¶ Initialize the circle with radius and extend of signed distance.
- Parameters
device
: vulkan device.radius
: radius of circle.extent
: extend how far from the circle the signed distance field is calculated.
-
void
Initialize
(const Renderer::RenderState &renderState)¶ Initialize the drawable for a particular state. This might include creating the correct pipeline. If it was already initialized, it will do nothing.
- Parameters
renderState
: the state to initialize with.
-
void
Update
(const glm::mat4 &projection, const glm::mat4 &view)¶ Update the MVP matrix of the drawable.
- Parameters
projection
: the projection matrixview
: the view matrix
-
void
Draw
(vk::CommandBuffer commandBuffer, const Renderer::RenderState &renderState)¶ Draw for the given render state. This has to be initialized before.
- Parameters
commandBuffer
: the command buffer to record into.renderState
: the render state to use.
-
-
class
ConjugateGradient
: public Vortex2D::Fluid::LinearSolver¶ - #include <ConjugateGradient.h>
An iterative preconditioned conjugate linear solver. The preconditioner can be specified.
Public Functions
-
ConjugateGradient
(const Renderer::Device &device, const glm::ivec2 &size, Preconditioner &preconditioner)¶ Initialize the solver with a size and preconditioner.
- Parameters
device
: vulkan devicesize
:preconditioner
:
-
void
Bind
(Renderer::GenericBuffer &d, Renderer::GenericBuffer &l, Renderer::GenericBuffer &b, Renderer::GenericBuffer &x)¶ Bind the buffers for the linear solver.
- Parameters
d
: the diagonal of the matrxil
: the lower matrixb
: the right hand sidex
: the unknowns
-
void
Solve
(Parameters ¶ms)¶ Solve iteratively solve the linear equations in data.
-
-
class
Density
: public Vortex2D::Renderer::RenderTexture, public Vortex2D::Renderer::Sprite¶ - #include <Density.h>
Density field, used to represent smoke swirling.
Public Functions
Friends
-
friend
Vortex2D::Fluid::Advection
-
friend
-
class
Depth
¶ - #include <Multigrid.h>
Contains the sizes of the multigrid hierarchy.
Public Functions
-
Depth
(const glm::ivec2 &size)¶ Initialize with the finest size.
- Parameters
size
: the base size.
-
int
GetMaxDepth
() const¶ The calculated depth of the multigrid.
- Return
- the depth.
-
glm::ivec2
GetDepthSize
(std::size_t i) const¶ Gets the depth for a given level.
- Return
- the size
- Parameters
i
: the level
-
-
class
Diagonal
: public Vortex2D::Fluid::Preconditioner¶ - #include <Diagonal.h>
Diagonal preconditioner. Simplest of preconditioner, useful to verify if the preconditioned conjugate gradient works.
Public Functions
-
void
Bind
(Renderer::GenericBuffer &d, Renderer::GenericBuffer &l, Renderer::GenericBuffer &b, Renderer::GenericBuffer &x)¶ Bind the linear equation buffers.
- Parameters
d
: the diagonal of the matrixl
: the lower matrixb
: the right hand sidex
: the unknown buffer
-
void
Record
(vk::CommandBuffer commandBuffer)¶ Record the preconditioner.
- Parameters
commandBuffer
: the command buffer to record into.
-
void
-
struct
Dimensions
¶ - #include <Size.h>
Represents the size of the fluid grid. This is useful if we want a different resolution or scale than one grid cell per pixel.
Public Functions
-
Dimensions
(const glm::ivec2 &size, const float scale)¶ The grid size will be: size/scale.
- Parameters
size
: the size at which we will draw boundaries, forces, etcscale
: the scale of the actual grid
-
-
class
DistanceField
: public Vortex2D::Renderer::AbstractSprite¶ - #include <Boundaries.h>
Sprite of a distance field.
Public Functions
-
DistanceField
(const Renderer::Device &device, Renderer::RenderTexture &levelSet, float scale = 1.0f)¶ Initialize the price with the level set and scale.
- Parameters
device
: vulkan devicelevelSet
: level set to use as spritescale
: scale of the level set
-
void
Draw
(vk::CommandBuffer commandBuffer, const Renderer::RenderState &renderState)¶ Draw for the given render state. This has to be initialized before.
- Parameters
commandBuffer
: the command buffer to record into.renderState
: the render state to use.
-
-
class
Extrapolation
¶ - #include <Extrapolation.h>
Class to extrapolate values into the neumann and/or dirichlet boundaries.
Public Functions
-
Extrapolation
(const Renderer::Device &device, const glm::ivec2 &size, Renderer::GenericBuffer &valid, Velocity &velocity, int iterations = 10)¶
-
void
Extrapolate
()¶ Will extrapolate values from buffer into the dirichlet and neumann boundaries.
-
void
ConstrainBind
(Renderer::Texture &solidPhi)¶ Binds a solid level set to use later and constrain the velocity against.
- Parameters
solidPhi
: solid level set
-
void
ConstrainVelocity
()¶ Constrain the velocity, i.e. ensure that the velocity normal to the solid level set is 0.
-
-
class
GaussSeidel
: public Vortex2D::Fluid::LinearSolver, public Vortex2D::Fluid::Preconditioner¶ - #include <GaussSeidel.h>
An iterative black and red successive over relaxation linear solver.
Public Functions
-
void
Bind
(Renderer::GenericBuffer &d, Renderer::GenericBuffer &l, Renderer::GenericBuffer &b, Renderer::GenericBuffer &x)¶ Bind the buffers for the linear solver.
- Parameters
d
: the diagonal of the matrxil
: the lower matrixb
: the right hand sidex
: the unknowns
-
void
Solve
(Parameters ¶ms)¶ Iterative solving of the linear equations in data.
-
void
Record
(vk::CommandBuffer commandBuffer)¶ Record the preconditioner.
- Parameters
commandBuffer
: the command buffer to record into.
-
void
Record
(vk::CommandBuffer commandBuffer, int iterations)¶ Record a determined number of iterations.
- Parameters
commandBuffer
:iterations
:
-
void
SetW
(float w)¶ Set the w factor of the GS iterations : x_new = w * x_new + (1-w) * x_old.
- Parameters
w
:
-
void
SetPreconditionerIterations
(int iterations)¶ set number of iterations to be used when GS is a preconditioner
- Parameters
iterations
:
-
void
-
class
IncompletePoisson
: public Vortex2D::Fluid::Preconditioner¶ - #include <IncompletePoisson.h>
Incomplete poisson preconditioner. Slightly better than a simple diagonal preconditioner.
Public Functions
-
void
Bind
(Renderer::GenericBuffer &d, Renderer::GenericBuffer &l, Renderer::GenericBuffer &b, Renderer::GenericBuffer &x)¶ Bind the linear equation buffers.
- Parameters
d
: the diagonal of the matrixl
: the lower matrixb
: the right hand sidex
: the unknown buffer
-
void
Record
(vk::CommandBuffer commandBuffer)¶ Record the preconditioner.
- Parameters
commandBuffer
: the command buffer to record into.
-
void
-
struct
J
¶
-
class
Jacobi
: public Vortex2D::Fluid::Preconditioner¶ - #include <Jacobi.h>
An iterative jacobi linear solver.
Public Functions
-
void
Bind
(Renderer::GenericBuffer &d, Renderer::GenericBuffer &l, Renderer::GenericBuffer &b, Renderer::GenericBuffer &x)¶ Bind the linear equation buffers.
- Parameters
d
: the diagonal of the matrixl
: the lower matrixb
: the right hand sidex
: the unknown buffer
-
void
Record
(vk::CommandBuffer commandBuffer)¶ Record the preconditioner.
- Parameters
commandBuffer
: the command buffer to record into.
-
void
Record
(vk::CommandBuffer commandBuffer, int iterations)¶
-
void
SetW
(float w)¶ Set the w factor of the GS iterations : x_new = w * x_new + (1-w) * x_old.
- Parameters
w
:
-
void
SetPreconditionerIterations
(int iterations)¶ set number of iterations to be used when GS is a preconditioner
- Parameters
iterations
:
-
void
-
class
LevelSet
: public Vortex2D::Renderer::RenderTexture¶ - #include <LevelSet.h>
A signed distance field, which can be re-initialized. In other words, a level set.
Public Functions
-
void
ExtrapolateBind
(Renderer::Texture &solidPhi)¶ Bind a solid level set, which will be used to extrapolate into this level set.
- Parameters
solidPhi
:
-
void
Reinitialise
()¶ Reinitialise the level set, i.e. ensure it is a correct signed distance field.
-
void
Extrapolate
()¶ Extrapolate this level set into the solid level set it was attached to. This only performs a single cell extrapolation.
-
void
ExtrapolateRecord
(vk::CommandBuffer commandBuffer)¶ Same as Extrapolate but to be recorded as part of other commands.
- Parameters
commandBuffer
:
-
void
-
struct
LinearSolver
¶ - #include <LinearSolver.h>
An interface to represent a linear solver.
Subclassed by Vortex2D::Fluid::ConjugateGradient, Vortex2D::Fluid::GaussSeidel
Public Functions
-
virtual
~LinearSolver
()¶
-
virtual void
Bind
(Renderer::GenericBuffer &d, Renderer::GenericBuffer &l, Renderer::GenericBuffer &b, Renderer::GenericBuffer &x) = 0¶ Bind the buffers for the linear solver.
- Parameters
d
: the diagonal of the matrxil
: the lower matrixb
: the right hand sidex
: the unknowns
-
virtual void
Solve
(Parameters ¶ms) = 0¶ Solves the linear equations.
-
struct
Data
¶ - #include <LinearSolver.h>
The various parts of linear equations.
Public Functions
-
struct
Parameters
¶ - #include <LinearSolver.h>
Parameters for an iterative linear solvers.
Public Functions
-
Parameters
(unsigned iterations, float errorTolerance = 0.0f)¶ Construct parameters with max iterations and max error.
- Parameters
iterations
: max number of iterations to performerrorTolerance
: solver stops when the error is smaller than this.
-
bool
IsFinished
(unsigned iterations, float error) const¶ Checks if we’ve reacched the parameters.
- Return
- if we can stop the linear solver.
- Parameters
iterations
: the current number of iterationserror
: the current error
-
-
virtual
-
class
LocalGaussSeidel
: public Vortex2D::Fluid::Preconditioner¶ - #include <GaussSeidel.h>
A version of the gauss seidel that can only be applied on sizes (16,16) or smaller.
Public Functions
-
void
Bind
(Renderer::GenericBuffer &d, Renderer::GenericBuffer &l, Renderer::GenericBuffer &b, Renderer::GenericBuffer &x)¶ Bind the linear equation buffers.
- Parameters
d
: the diagonal of the matrixl
: the lower matrixb
: the right hand sidex
: the unknown buffer
-
void
Record
(vk::CommandBuffer commandBuffer)¶ Record the preconditioner.
- Parameters
commandBuffer
: the command buffer to record into.
-
void
-
class
Multigrid
: public Vortex2D::Fluid::Preconditioner¶ - #include <Multigrid.h>
Multigrid preconditioner. It creates a hierarchy of twice as small set of linear equations. It applies a few iterations of jacobi on each level and transfers the error on the level above. It then copies the error down, adds to the current solution and apply a few more iterations of jacobi.
Public Functions
-
Multigrid
(const Renderer::Device &device, const glm::ivec2 &size, float delta)¶ Initialize multigrid for given size and delta.
- Parameters
device
: vulkan devicesize
: of the linear equationsdelta
: timestep delta
-
void
Bind
(Renderer::GenericBuffer &d, Renderer::GenericBuffer &l, Renderer::GenericBuffer &b, Renderer::GenericBuffer &x)¶ Bind the linear equation buffers.
- Parameters
d
: the diagonal of the matrixl
: the lower matrixb
: the right hand sidex
: the unknown buffer
-
void
BuildHierarchiesBind
(Pressure &pressure, Renderer::Texture &solidPhi, Renderer::Texture &liquidPhi)¶ Bind the level sets from which the hierarchy is built.
- Parameters
pressure
: The current linear equationssolidPhi
: the solid level setliquidPhi
: the liquid level set
-
void
BuildHierarchies
()¶ Computes the hierarchy to be used by the multigrid. Asynchronous operation.
-
void
Record
(vk::CommandBuffer commandBuffer)¶ Record the preconditioner.
- Parameters
commandBuffer
: the command buffer to record into.
-
-
struct
Particle
¶
-
class
ParticleCount
: public Vortex2D::Renderer::RenderTexture¶ - #include <Particles.h>
Container for particles used in the advection of the fluid simulation. Also a level set that is built from the particles.
Public Functions
-
ParticleCount
(const Renderer::Device &device, const glm::ivec2 &size, Renderer::GenericBuffer &particles, const Renderer::DispatchParams ¶ms = {0}, float alpha = 1.0f)¶
-
void
Scan
()¶ Count the number of particles and update the internal data structures.
-
int
GetTotalCount
()¶ Calculate the total number of particles and return it.
- Return
-
Renderer::IndirectBuffer<Renderer::DispatchParams> &
GetDispatchParams
()¶ Calculate the dispatch parameters to use on the particle buffer.
- Return
-
void
LevelSetBind
(LevelSet &levelSet)¶ Bind a solid level set, which will be used to interpolate the particles out of.
- Parameters
levelSet
:
-
void
Phi
()¶ Calculate the level set from the particles.
-
void
VelocitiesBind
(Velocity &velocity, Renderer::GenericBuffer &valid)¶ Bind the velocities, used for advection of the particles.
- Parameters
velocity
:valid
:
-
void
TransferToGrid
()¶ Interpolate the velocities of the particles to the velocities field.
-
void
TransferFromGrid
()¶ Interpolate the velocities field in to the particles’ velocity.
-
-
class
Polygon
: public Vortex2D::Renderer::Transformable, public Vortex2D::Renderer::Drawable¶ - #include <Boundaries.h>
Signed distance field of a poylgon.
Subclassed by Vortex2D::Fluid::Rectangle
Public Functions
-
Polygon
(const Renderer::Device &device, std::vector<glm::vec2> points, bool inverse = false, float extent = 10.0f)¶ Initialize polygon with set of points and extent of signed distance.
- Parameters
device
: vulkan devicepoints
: clockwise oriented set of points (mininum 3).inverse
: flag if the distance field should be inversed.extent
: extend how far from the poylon the signed distance field is calculated.
-
void
Initialize
(const Renderer::RenderState &renderState)¶ Initialize the drawable for a particular state. This might include creating the correct pipeline. If it was already initialized, it will do nothing.
- Parameters
renderState
: the state to initialize with.
-
void
Update
(const glm::mat4 &projection, const glm::mat4 &view)¶ Update the MVP matrix of the drawable.
- Parameters
projection
: the projection matrixview
: the view matrix
-
void
Draw
(vk::CommandBuffer commandBuffer, const Renderer::RenderState &renderState)¶ Draw for the given render state. This has to be initialized before.
- Parameters
commandBuffer
: the command buffer to record into.renderState
: the render state to use.
-
-
struct
Preconditioner
¶ - #include <Preconditioner.h>
An interface to represent a linear solver preconditioner.
Subclassed by Vortex2D::Fluid::Diagonal, Vortex2D::Fluid::GaussSeidel, Vortex2D::Fluid::IncompletePoisson, Vortex2D::Fluid::Jacobi, Vortex2D::Fluid::LocalGaussSeidel, Vortex2D::Fluid::Multigrid
Public Functions
-
virtual
~Preconditioner
()¶
-
virtual void
Bind
(Renderer::GenericBuffer &d, Renderer::GenericBuffer &l, Renderer::GenericBuffer &b, Renderer::GenericBuffer &x) = 0¶ Bind the linear equation buffers.
- Parameters
d
: the diagonal of the matrixl
: the lower matrixb
: the right hand sidex
: the unknown buffer
-
virtual void
Record
(vk::CommandBuffer commandBuffer) = 0¶ Record the preconditioner.
- Parameters
commandBuffer
: the command buffer to record into.
-
virtual
-
class
PrefixScan
¶ - #include <PrefixScan.h>
The prefix sum operator.
void PrefixSym(int input[], int n, int output[]) { output[0] = input[0]; for (int i = 1; i < n; i++) output[i] = output[i-1] + input[i]; }
Public Functions
-
PrefixScan::Bound
Bind
(Renderer::GenericBuffer &input, Renderer::GenericBuffer &output, Renderer::GenericBuffer &dispatchParams)¶
-
PrefixScan::Bound
-
class
Pressure
¶ - #include <Pressure.h>
build the linear equation and compute the divergence from the resulting solution.
Public Functions
-
Pressure
(const Renderer::Device &device, float dt, const glm::ivec2 &size, LinearSolver::Data &data, Velocity &velocity, Renderer::Texture &solidPhi, Renderer::Texture &liquidPhi, Renderer::GenericBuffer &valid)¶
-
Renderer::Work::Bound
BindMatrixBuild
(const glm::ivec2 &size, Renderer::GenericBuffer &diagonal, Renderer::GenericBuffer &lower, Renderer::Texture &liquidPhi, Renderer::Texture &solidPhi)¶ Bind the various buffes for the linear system Ax = b.
- Return
- Parameters
size
: size of the linear systemdiagonal
: diagonal of Alower
: lower matrix of AliquidPhi
: liquid level setsolidPhi
: solid level set
-
void
BuildLinearEquation
()¶ Build the matrix A and right hand side b.
-
void
ApplyPressure
()¶ Apply the solution of the equation Ax = b, i.e. the pressure to the velocity to make it non-divergent.
-
-
class
Rectangle
: public Vortex2D::Fluid::Polygon¶ - #include <Boundaries.h>
Signed distance field of a rectangle.
Public Functions
-
Rectangle
(const Renderer::Device &device, const glm::vec2 &size, bool inverse = false, float extent = 10.0f)¶ Initialize rectangle with size and extend of signed distance.
- Parameters
device
: vulkan device.size
: rectangle sizeinverse
: flag if the distance field should be inverted.extent
: extent how far from the rectangle the signed distance field is calculated.
-
-
class
Reduce
¶ - #include <Reduce.h>
Parallel reduction of a buffer into one value. The operator and type of data is specified by inheriting the class.
Subclassed by Vortex2D::Fluid::ReduceJ, Vortex2D::Fluid::ReduceMax, Vortex2D::Fluid::ReduceSum
Public Functions
-
virtual
~Reduce
()¶
-
Reduce::Bound
Bind
(Renderer::GenericBuffer &input, Renderer::GenericBuffer &output)¶ Bind the reduce operation.
- Return
- a bound object that can be recorded in a command buffer.
- Parameters
input
: input bufferoutput
: output buffer
-
virtual
-
class
ReduceJ
: public Vortex2D::Fluid::Reduce¶ - #include <Reduce.h>
Reduce operation on a struct with a 2d vector and 1 float (i.e. 3 floats) with addition.
-
class
ReduceMax
: public Vortex2D::Fluid::Reduce¶ - #include <Reduce.h>
Reduce operation on float with max of absolute.
-
class
ReduceSum
: public Vortex2D::Fluid::Reduce¶ - #include <Reduce.h>
Reduce operation on float with addition.
-
class
RigidBody
: public Vortex2D::Renderer::Transformable¶ - #include <Rigidbody.h>
Rigidbody that can interact with the fluid: either be push by it, or influence it, or both.
Public Functions
-
RigidBody
(const Renderer::Device &device, const Dimensions &dimensions, Renderer::Drawable &drawable, const glm::vec2 ¢re, Renderer::RenderTexture &phi, vk::Flags<Type> type)¶
-
void
SetVelocities
(const glm::vec2 &velocity, float angularVelocity)¶ sets the velocities and angular velocities of the body
- Parameters
velocity
:angularVelocity
:
-
void
UpdatePosition
()¶ Upload the transform matrix to the GPU.
-
void
RenderPhi
()¶ Render the current object orientation in an internal texture and the external one.
-
void
BindDiv
(Renderer::GenericBuffer &div, Renderer::GenericBuffer &diagonal, Renderer::Texture &fluidLevelSet)¶ Bind a the right hand side and diagonal of the linear system Ax = b. This is to apply the rigid body influence to the system.
- Parameters
div
: right hand side of the linear system Ax=bdiagonal
: diagonal of matrix AfluidLevelSet
: fluid level set
-
void
BindVelocityConstrain
(Fluid::Velocity &velocity)¶ Bind velocities to constrain based on the body’s velocity.
- Parameters
velocity
:
-
void
BindPressure
(Renderer::Texture &fluidLevelSet, Renderer::GenericBuffer &pressure, Renderer::GenericBuffer &force)¶ Bind pressure, to have the pressure update the body’s forces.
- Parameters
fluidLevelSet
: fluid level set, to know if the pressure is applicablepressure
: solved pressure bufferforce
: a scratch buffer where the forces will be set
-
void
Div
()¶ Apply the body’s velocities to the linear equations matrix A and right hand side b.
-
void
Pressure
()¶ Apply the pressure to body, updating its forces.
-
void
VelocityConstrain
()¶ Constrain the velocities field based on the body’s velocity.
-
Renderer::RenderTexture &
Phi
()¶ the local level set of the body
- Return
-
struct
Velocity
¶
-
-
class
SmokeWorld
: public Vortex2D::Fluid::World¶ - #include <World.h>
A concrete implementation of World to simulate ‘smoke’, or more accurately dye in a liquid. The liquid cannot change location or size.
-
class
Transfer
¶ - #include <Transfer.h>
Prolongates or restrict a level set on a finer or coarser level set.
Public Functions
-
Transfer
(const Renderer::Device &device)¶ Initialize prolongate and restrict compute pipelines.
- Parameters
device
:
-
void
ProlongateBind
(std::size_t level, const glm::ivec2 &fineSize, Renderer::GenericBuffer &fine, Renderer::GenericBuffer &fineDiagonal, Renderer::GenericBuffer &coarse, Renderer::GenericBuffer &coarseDiagonal)¶ Prolongate a level set on a finer level set. Setting the 4 cells to the value of the coarser grid. Multiple level sets can be bound and indexed.
- Parameters
level
: the index of the bound level set to prolongatefineSize
: size of the finer level setfine
: the finer level setfineDiagonal
: the diagonal of the linear equation matrix at sizefineSize
coarse
: the coarse level setcoarseDiagonal
: the diagonal of the linear equation matrix at size half offineSize
-
void
RestrictBind
(std::size_t level, const glm::ivec2 &fineSize, Renderer::GenericBuffer &fine, Renderer::GenericBuffer &fineDiagonal, Renderer::GenericBuffer &coarse, Renderer::GenericBuffer &coarseDiagonal)¶ Restricing the level set on a coarser level set. Averages 4 cells into one. Multiple level sets can be bound and indexed.
- Parameters
level
: the index of the bound level set to prolongatefineSize
: size of the finer level setfine
: the finer level setfineDiagonal
: the diagonal of the linear equation matrix at sizefineSize
coarse
: the coarse level setcoarseDiagonal
: the diagonal of the linear equation matrix at size half offineSize
-
void
Prolongate
(vk::CommandBuffer commandBuffer, std::size_t level)¶ Prolongate the level set, using the bound level sets at the specified index.
- Parameters
commandBuffer
: command buffer to record into.level
: index of bound level sets.
-
void
Restrict
(vk::CommandBuffer commandBuffer, std::size_t level)¶ Restrict the level set, using the bound level sets at the specified index.
- Parameters
commandBuffer
: command buffer to record into.level
: index of bound level sets.
-
-
class
Velocity
: public Vortex2D::Renderer::RenderTexture¶ - #include <Velocity.h>
The Velocity field. Can be used to calculate a difference between different states. Contains three fields: intput and output, used for ping-pong algorithms, and d, the difference between two velocity fields.
Public Functions
-
Renderer::Texture &
Output
()¶ An output texture used for algorithms that used the velocity as input and need to create a new velocity field.
- Return
-
Renderer::Texture &
D
()¶ A difference velocity field, calculated with the difference between this velocity field, and the output velocity field.
- Return
-
void
CopyBack
(vk::CommandBuffer commandBuffer)¶ Copy the output field to the main field.
- Parameters
commandBuffer
:
-
void
Clear
(vk::CommandBuffer commandBuffer)¶ Clear the velocity field.
- Parameters
commandBuffer
:
-
void
SaveCopy
()¶ Copy to the difference field.
-
void
VelocityDiff
()¶ Calculate the difference between the difference field and this velocity field, store it in the diference field.
-
Renderer::Texture &
-
class
WaterWorld
: public Vortex2D::Fluid::World¶ - #include <World.h>
A concrete implementation of World to simulate water.
Public Functions
-
WaterWorld
(const Renderer::Device &device, Dimensions dimensions, float dt)¶
-
void
Solve
()¶ Perform one step of the simulation.
-
Renderer::RenderCommand
RecordParticleCount
(Renderer::RenderTarget::DrawableList drawables)¶ The water simulation uses particles to define the water area. In fact, the level set is built from the particles. This means to be able to set an area, we can’t use RecordLiquidPhi. To define the particle area, simply draw a regular shape. The colour r is used to determine if we add or remove particles, use r = 4 to add and r = -4 to remove.
- Return
- render command
- Parameters
drawables
: list of drawables object with colour 4 or -4
-
-
class
World
¶ - #include <World.h>
The main class of the framework. Each instance manages a grid and this class is used to set forces, define boundaries, solve the incompressbility equations and do the advection.
Subclassed by Vortex2D::Fluid::SmokeWorld, Vortex2D::Fluid::WaterWorld
Public Functions
-
World
(const Renderer::Device &device, Dimensions dimensions, float dt)¶ Construct an Engine with a size and time step.
- Parameters
device
: vulkan devicedimensions
: dimensions of the simulationdt
: timestamp of the simulation, e.g. 0.016 for 60FPS simulations.
-
virtual
~World
()¶
-
virtual void
Solve
() = 0¶ Perform one step of the simulation.
-
Renderer::RenderCommand
RecordVelocity
(Renderer::RenderTarget::DrawableList drawables)¶ Record drawables to the velocity field. The colour (r,g) will be used as the velocity (x, y)
- Return
- render command
- Parameters
drawables
: a list of drawable field
-
void
SubmitVelocity
(Renderer::RenderCommand &renderCommand)¶ submit the render command created with RecordVelocity
- Parameters
renderCommand
: the render command
-
Renderer::RenderCommand
RecordLiquidPhi
(Renderer::RenderTarget::DrawableList drawables)¶ Record drawables to the liquid level set, i.e. to define the fluid area. The drawables need to make a signed distance field, if not the result is undefined.
- Return
- render command
- Parameters
drawables
: a list of signed distance field drawables
-
Renderer::RenderCommand
RecordStaticSolidPhi
(Renderer::RenderTarget::DrawableList drawables)¶ Record drawables to the solid level set, i.e. to define the boundary area. The drawables need to make a signed distance field, if not the result is undefined.
- Return
- render command
- Parameters
drawables
: a list of signed distance field drawables
-
DistanceField
LiquidDistanceField
()¶ Create sprite that can be rendered to visualize the liquid level set.
- Return
- a sprite
-
DistanceField
SolidDistanceField
()¶ Create sprite that can be rendered to visualize the solid level set.
- Return
- a sprite
-
RigidBody *
CreateRigidbody
(vk::Flags<RigidBody::Type> type, Renderer::Drawable &drawable, const glm::vec2 ¢re)¶ Create a rigid body and add it to the World. The lifetime of the rigidbody is tied to the lifetime of the World.
- Return
- a pointer to the rigid body.
- Parameters
type
: type of the rigidbody: static, weak or strongdrawable
: a drawable that renders a signed distance field. This can be the sprite of a level set.centre
: the centre of the drawable. Use for rotations.
-
-
Renderer::ComputeSize