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#include <LLBM/base.h>
#include <LLBM/bulk.h>
#include <LLBM/boundary.h>
#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/q_criterion.h"
using T = float;
using DESCRIPTOR = descriptor::D3Q19;
int main() {
cudaSetDevice(0);
const descriptor::Cuboid<DESCRIPTOR> cuboid(448, 64, 64);
Lattice<DESCRIPTOR,T> lattice(cuboid);
CellMaterials<DESCRIPTOR> materials(cuboid, [&cuboid](uint3 p) -> int {
if (p.z == 0 || p.z == cuboid.nZ-1) {
return 2; // boundary cell
} else if (p.y == 0 || p.y == cuboid.nY-1) {
return 3; // boundary cell
} else if (p.x == 0) {
return 4; // inflow cell
} else if (p.x == cuboid.nX-1) {
return 5; // outflow cell
} else {
return 1; // bulk
}
});
for (std::size_t iX=0; iX < cuboid.nX; ++iX) {
materials.set(gid(cuboid, iX, 0, 0), 6);
materials.set(gid(cuboid, iX, cuboid.nY-1, 0), 6);
materials.set(gid(cuboid, iX, 0, cuboid.nZ-1), 6);
materials.set(gid(cuboid, iX, cuboid.nY-1, cuboid.nZ-1), 6);
}
auto obstacle = [cuboid] __host__ __device__ (float3 p) -> float {
float3 q = p - make_float3(cuboid.nX/6, cuboid.nY/2, cuboid.nZ/2);
return sdf::sphere(q, cuboid.nY/T{5});
};
materials.sdf(obstacle, 0);
SignedDistanceBoundary bouzidi(lattice, materials, obstacle, 1, 0);
auto bulk_mask = materials.mask_of_material(1);
auto wall_mask_z = materials.mask_of_material(2);
auto wall_mask_y = materials.mask_of_material(3);
auto inflow_mask = materials.mask_of_material(4);
auto outflow_mask = materials.mask_of_material(5);
auto edge_mask = materials.mask_of_material(6);
lattice.apply(Operator(InitializeO(), bulk_mask),
Operator(InitializeO(), wall_mask_z),
Operator(InitializeO(), wall_mask_y),
Operator(InitializeO(), inflow_mask),
Operator(InitializeO(), outflow_mask),
Operator(InitializeO(), edge_mask));
cudaDeviceSynchronize();
VolumetricExample renderer(cuboid);
renderer.add<QCriterionS>(lattice, bulk_mask, obstacle);
renderer.add<CurlNormS>(lattice, bulk_mask, obstacle);
renderer.add<VelocityNormS>(lattice, bulk_mask, obstacle);
renderer.run([&](std::size_t iStep) {
const float tau = 0.51;
const float inflow = 0.05;
lattice.apply(Operator(BgkCollideO(), bulk_mask, tau),
Operator(BounceBackFreeSlipO(), wall_mask_z, WallNormal<0,0,1>()),
Operator(BounceBackFreeSlipO(), wall_mask_y, WallNormal<0,1,0>()),
Operator(EquilibriumVelocityWallO(), inflow_mask, std::min(iStep*1e-4, 1.0)*inflow, WallNormal<1,0,0>()),
Operator(EquilibriumDensityWallO(), outflow_mask, 1, WallNormal<-1,0,0>()),
Operator(BounceBackO(), edge_mask));
lattice.apply<BouzidiO>(bouzidi.getCount(), bouzidi.getConfig());
lattice.stream();
});
}
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