demezy / sphsimulation Goto Github PK
View Code? Open in Web Editor NEWPhysical based liquid simulation tool written in haskell
License: BSD 3-Clause "New" or "Revised" License
Physical based liquid simulation tool written in haskell
License: BSD 3-Clause "New" or "Revised" License
find usual ways to simulate liquids
findNeighbors :: [Particle] -> Position -> smothering Length -> [Particle]
findNeighbors particles' position len = ...
this function find all particles in particles' in the area of the radius len and center in position.
applyVelocity :: Particle -> time -> Particle
this function move point according to its velocity
combine:
InterpolationFunction :: value -> value -> phase -> value
This function takes two values and return new value between arguments with respect to phase.
Common example is gradient.
implement data storage and access methods for:
if/any questions, contact @Demezy or @Skril3366
This is base for future rendering system.
renderParticle :: Particle -> Picture
for now just place gradient circle in the position of particle.
For gradient use:
valueAtPoint :: Position -> smothering Length -> Kernel function -> Ai (see below) -> value
Ai :: (Particle -> Position -> value)
formulas are available in pdf.
if/any question, contact @Demezy
Provide code guideline for:
Requirements:
implement data storage and access methods for:
if/any questions, contact @Demezy
provide:
implement functional required in Object.hs (kernel functions)
Implement walls as a segments (preferable) or lines. You can think of it as of 1-dimensional border. Implement the following features:
Make sure to test collisions (i. e. spawn particles with pre-defined velocity and make them collide against the wall)
define signatures for functions in #23
Implement time passing, assuming University as a state.
Make sure to test it out (i. e. spawn several particles with pre-defined velocity, all of them should be moved and displayed properly)
Implement mechanism to clean particles, that fly out of the screen bounds.
Criteria:
pressureOfParticle :: Particle -> Enviroment -> value
formula is available in pdf.
You should use:
criteria:
applyForce :: Particle -> Force -> time -> Particle
this function change velocity according to applied force
You should clean up namespace. Move helper functions to separate module
criteria:
The model:
You need to determine is this model more suitable or not. Then, contact @Demezy
criteria:
density for each particle is currently computing 1 time for each force (pressure, viscosity, tension)
Fix that
develop model to store particle objects.
determine place for:
Properties:
criteria:
implement data storage and access methods for:
if/any questions, contact @Demezy
densityOfParticle :: Particle -> Double
formula is available in our pdf.
Form a knowledge base for current project.
criteria:
You need to change FluidConfig to get real water near result.
You may use settings provided in the pdf with formulas or found new ones
combine:
implement the universe type with following attributes:
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