#include #include #include #include "util/render_window.h" #include "util/texture.h" #include "util/colormap.h" #include "util/volumetric_example.h" #include "sampler/velocity_norm.h" #include "sampler/curl_norm.h" #include "sampler/shear_layer.h" using T = float; using DESCRIPTOR = descriptor::D3Q19; int main() { if (cuda::device::count() == 0) { std::cerr << "No CUDA devices on this system" << std::endl; return -1; } auto current = cuda::device::current::get(); const descriptor::Cuboid cuboid(500, 96, 96); Lattice lattice(cuboid); CellMaterials materials(cuboid, [&cuboid](uint3 p) -> int { if (p.x == 0 || p.x == cuboid.nX-1) { return 2; } else { return 1; } }); auto inner_cylinder = [cuboid] __host__ __device__ (float3 p) -> float { float3 q = p - make_float3(0, cuboid.nY/2, cuboid.nZ/2); return sdf::sphere(make_float2(q.y,q.z), cuboid.nY/T{4.5}); }; auto geometry = [cuboid,inner_cylinder] __host__ __device__ (float3 p) -> float { float3 q = p - make_float3(0, cuboid.nY/2, cuboid.nZ/2); return sdf::add(-sdf::sphere(make_float2(q.y,q.z), cuboid.nY/T{2.14}), inner_cylinder(p)); }; materials.sdf(geometry, 0); SignedDistanceBoundary bouzidi(lattice, materials, geometry, 1, 0); const float wall = 0.2; bouzidi.setVelocity([cuboid,wall](float3 p) -> float3 { float3 q = p - make_float3(0, cuboid.nY/2, cuboid.nZ/2); if (length(make_float2(q.y,q.z)) < cuboid.nY/T{2.5}) { return wall * normalize(make_float3(0, -q.z, q.y)); } else { return make_float3(0); } }); auto bulk_mask = materials.mask_of_material(1); auto bulk_list = materials.list_of_material(1); auto wall_mask = materials.mask_of_material(2); auto wall_list = materials.list_of_material(2); cuda::synchronize(current); VolumetricExample renderer(cuboid); renderer.add(lattice, bulk_mask, inner_cylinder); renderer.add(lattice, bulk_mask, inner_cylinder, make_float3(1,0,0)); renderer.run([&](std::size_t iStep) { const float tau = 0.55; lattice.apply(bulk_list, tau); lattice.apply(wall_list); lattice.apply(bouzidi.getCount(), bouzidi.getConfig()); lattice.stream(); }); }