World

The world classes are the centre of the engine, where the fluid gets animated. They contain essentially three fields:

  • The velocity field
  • The liquid phi field
  • The solid phi field

The first one contain the velocity of the fluid at every point, the second one defines where the fluid is. This is a signed distance field where a negative value indicates this is a fluid location. Finally the last one contains the location of solid obstacles, again as a signed distance field where the negative values indicate the solid’s location.

Each can be visualised as a texture with the getters:

Renderer::RenderTexture& GetVelocity();
DistanceField LiquidDistanceField();
DistanceField SolidDistanceField();

Of course, to get interesting fluid simulations, we need to set values on them. Setting the signed distance fields is straightword (see Level sets):

Renderer::RenderCommand RecordLiquidPhi(Renderer::RenderTarget::DrawableList drawables);
Renderer::RenderCommand RecordStaticSolidPhi(Renderer::RenderTarget::DrawableList drawables);

Note that this only has to be done once.

For velocities however, the simulation needs to set the velocities at a specific time during the simulation, so instead of ourselves calling Vortex2D::Renderer::RenderCommand::Submit() we pass the Vortex2D::Renderer::RenderCommand() to the World::Fluid::World() class:

Renderer::RenderCommand RecordVelocity(Renderer::RenderTarget::DrawableList drawables);
void SubmitVelocity(Renderer::RenderCommand& renderCommand);

Stepping through the simulation is done with the Vortex2D::Fluid::World::Step() function, which takes as parameter the number of iterations used in the linear solver. This can either be a fixed number of steps, or until the error reaches a certain threshhold.

auto iterations = Fluid::FixedParams(12);
world.Step(iterations);

Smoke World

This is a type of fluid simulation where the fluid area doesn’t move. This is used to simulate smoke type effects by having a colored texture be advected by the velocity field.

The class Vortex2D::Fluid::Density is used for this, it is simply a texture that can be rendered (i.e. a sprite).

The simulation is setup as so:

Fluid::Density density(device, size, vk::Format::eR8G8B8A8);
Fluid::SmokeWorld world(device, size, 0.033);
world.FieldBind(density);

Water World

This is a classical water type of fluid simulation. This has a fluid area which evoles over time, i.e. a area of water moving. The area of water and non-water can be specified by rendering onto the word, where each pixel indicates the number of particles to add/substract.

Renderer::RenderCommand RecordParticleCount(Renderer::RenderTarget::DrawableList drawables);

The constraint is that the drawable needs to render integer values, which is provided for example by Vortec2D::Renderer::IntRectangle and used:

Renderer::IntRectangle fluid(device, {150.0f, 50.0f});
fluid.Position = {50.0f, 25.0f};
fluid.Colour = glm::vec4(4); // can also be -4

world.RecordParticleCount({fluid}).Submit().Wait();