Games103 浅波模型
简介
其实流体力学就是专有名词多, 比如流固耦合. 其实就是流体对固体的一个作用. 固体对流体的一个作用而已. 搞得神神秘秘的服了.
使用诺依曼边界条件的建议水滴代码
using UnityEngine;
using System.Collections;
public class wave_motion : MonoBehaviour
{
int size = 100;
float rate = 0.005f; // like alpha ?
float gamma = 0.004f;
float damping = 0.996f;
float[,] old_h;
float[,] low_h; // ei
float[,] vh;
float[,] b;
bool [,] cg_mask;
float[,] cg_p;
float[,] cg_r;
float[,] cg_Ap;
bool tag=true;
Vector3 cube_v = Vector3.zero;
Vector3 cube_w = Vector3.zero;
int[,] dirs;
// Use this for initialization
void Start ()
{
Mesh mesh = GetComponent ().mesh;
mesh.Clear ();
Vector3[] X=new Vector3[size*size];
for (int i=0; i=0 && j>=0 && i=0 && j>=0 && i=0 && j>=0 && i=0 && j>=0 && i=0 && j>=0 && i().mesh;
Vector3[] X = mesh.vertices;
int li = (int)Mathf.Ceil((p.x - 0.5f + 5f) / 0.1f);
int lj = (int)Mathf.Ceil((p.z - 0.5f + 5f) / 0.1f);
int ui = (int)Mathf.Floor((p.x + 0.5f + 5f) / 0.1f);
int uj = (int)Mathf.Floor((p.z + 0.5f + 5f) / 0.1f);
// for block 1, calculate low_h;
for (int i = li; i <= ui; i++)
for (int j = lj; j <= uj; j++)
if(i >= 0 && j >= 0 && i < size && j < size)
{
cg_mask[i, j] = true;
low_h[i, j] = 0f;
}
else
{
cg_mask[i, j] = false;
low_h[i, j] = new_h[i, j];
}
// then set up b and cg_mask for conjugate gradient.
for(int i=0; i 0 ? h[i - 1, j] : h[i, j];
float hi1j = i + 1 < size ? h[i + 1, j] : h[i, j];
float hij_1 = j > 0 ? h[i, j - 1] : h[i, j];
float hij1 = j + 1 < size ? h[i, j + 1] : h[i, j];
new_h[i, j] = h[i, j] + (h[i, j] - old_h[i, j]) * damping +
rate * (hi1j + hij1 + hi_1j + hij_1 - 4 * h[i, j]);
}
}
//Step 2: Block->Water coupling
//for (int i = 0; i < size; i++)
//{
// for (int j = 0; j < size; j++)
// {
// vh[i, j] = 0;
// }
//}
//TODO: for block 1, calculate low_h.
//TODO: then set up b and cg_mask for conjugate gradient.
//TODO: Solve the Poisson equation to obtain vh (virtual height).
//get_vh(new_h, 1);
//TODO: for block 2, calculate low_h.
//TODO: then set up b and cg_mask for conjugate gradient.
//TODO: Solve the Poisson equation to obtain vh (virtual height).
//get_vh(new_h, 2);
//TODO: Diminish vh.
//TODO: Update new_h by vh.
//for (int i = 0; i < size; i++)
// for (int j = 0; j < size; j++)
// if (i >= 0 && j >= 0 && i < size && j < size)
// {
// if (i != 0) new_h[i, j] += (vh[i - 1, j] - vh[i, j]) * rate;
// if (i != size - 1) new_h[i, j] += (vh[i + 1, j] - vh[i, j]) * rate;
// if (j != 0) new_h[i, j] += (vh[i, j - 1] - vh[i, j]) * rate;
// if (j != size - 1) new_h[i, j] += (vh[i, j + 1] - vh[i, j]) * rate;
// }
//Step 3
//TODO: old_h <- h; h <- new_h;
for (int i = 0; i < size; i++)
{
for (int j = 0; j < size; j++)
{
old_h[i, j] = h[i, j];
h[i, j] = new_h[i, j];
}
}
//Step 4: Water->Block coupling.
//More TODO here.
}
// Update is called once per frame
void Update ()
{
Mesh mesh = GetComponent ().mesh;
Vector3[] X = mesh.vertices;
float[,] new_h = new float[size, size];
float[,] h = new float[size, size];
//TODO: Load X.y into h.
for (int i = 0; i < size; i++)
{
for (int j = 0; j < size; j++)
{
h[i, j] = X[i * size + j].y;
}
}
if (Input.GetKeyDown ("r"))
{
//TODO: Add random water.
int i = Random.Range(0, size);
int j = Random.Range(0, size);
float rt = Random.value;
float r = 0;
for (int k = 0; k < 4; k++)
{
int ni = i + dirs[k, 0];
int nj = j + dirs[k, 1];
if (ni >= 0 && ni < size && nj >= 0 && nj < size)
{
r += h[ni, nj] * rt;
h[ni, nj] -= h[ni, nj] * rt;
}
}
//Debug.Log("add_r:" + r);
h[i, j] += r;
}
for(int l=0; l<8; l++)
{
Shallow_Wave(old_h, h, new_h);
}
//TODO: Store h back into X.y and recalculate normal.
for (int i = 0; i < size; i++)
{
for (int j = 0; j < size; j++)
{
X[i * size + j].y = h[i, j];
}
}
mesh.vertices = X;
mesh.RecalculateNormals();
}
}
波动效果的公式
\[h_{i, j}^{\text {new }} \leftarrow h_{i, j}+\left(h_{i, j}-h_{i, j}^{\text {old }}\right) * \text { damping }+\left(h_{i-1, j}+h_{i+1, j}+h_{i, j-1}+h_{i, j+1}-4 h_{i, j}\right) * \text { rate. } \]波动公式
经过转换其中的变量
这里简化ei=0 即 cube 块 直接和底面进行接触, 如果只考虑一个固体->流体的情况
vh 表示 虚拟高度
接下来就使用这张image
上面的图其实类似
只不过一个是真实高度一个是虚拟高度引起的江河湖海的高度变化.