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
valueAtPoint :: Position -> smothering Length -> Kernel function -> Ai (see below) -> value
Ai :: (Particle -> Position -> value)
formulas are available in pdf.
if/any question, contact @Demezy
combine:
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
This is base for future rendering system.
renderParticle :: Particle -> Picture
for now just place gradient circle in the position of particle.
For gradient use:
Form a knowledge base for current project.
criteria:
combine:
implement data storage and access methods for:
if/any questions, contact @Demezy or @Skril3366
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.
density for each particle is currently computing 1 time for each force (pressure, viscosity, tension)
Fix that
The model:
You need to determine is this model more suitable or not. Then, contact @Demezy
You should clean up namespace. Move helper functions to separate module
criteria:
define signatures for functions in #23
implement the universe type with following attributes:
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)
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 mechanism to clean particles, that fly out of the screen bounds.
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)
implement data storage and access methods for:
if/any questions, contact @Demezy
criteria:
criteria:
Criteria:
densityOfParticle :: Particle -> Double
formula is available in our pdf.
implement data storage and access methods for:
if/any questions, contact @Demezy
applyVelocity :: Particle -> time -> Particle
this function move point according to its velocity
provide:
implement functional required in Object.hs (kernel functions)
develop model to store particle objects.
determine place for:
Properties:
criteria:
find usual ways to simulate liquids
Provide code guideline for:
Requirements:
pressureOfParticle :: Particle -> Enviroment -> value
formula is available in pdf.
You should use:
applyForce :: Particle -> Force -> time -> Particle
this function change velocity according to applied force
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