以前ここのページで紹介した、格子ボルツマン法(LBM:Lattice Boltzmann Method)シミュレーションのコードをopenGLによる可視化に改良してみた。
import numpy
import time
import math
import matplotlib.pyplot
import matplotlib.animation
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
numpy.set_printoptions(threshold=numpy.inf)
#--Define constants--
# lattice dimensions
height = 80
width = 200
# fluid viscosity
viscosity = 0.02
# "relaxation" parameter
omega = 1 / (3*viscosity + 0.5)
u0 = 0.10
four9ths = 4.0/9.0
one9th = 1.0/9.0
one36th = 1.0/36.0
performanceData = False
count = 1
n0 = four9ths * (numpy.ones((height,width)) - 1.5*u0**2)
nN = one9th * (numpy.ones((height,width)) - 1.5*u0**2)
nS = one9th * (numpy.ones((height,width)) - 1.5*u0**2)
nE = one9th * (numpy.ones((height,width)) + 3*u0 + 4.5*u0**2 - 1.5*u0**2)
nW = one9th * (numpy.ones((height,width)) - 3*u0 + 4.5*u0**2 - 1.5*u0**2)
nNE = one36th * (numpy.ones((height,width)) + 3*u0 + 4.5*u0**2 - 1.5*u0**2)
nSE = one36th * (numpy.ones((height,width)) + 3*u0 + 4.5*u0**2 - 1.5*u0**2)
nNW = one36th * (numpy.ones((height,width)) - 3*u0 + 4.5*u0**2 - 1.5*u0**2)
nSW = one36th * (numpy.ones((height,width)) - 3*u0 + 4.5*u0**2 - 1.5*u0**2)
rho = n0 + nN + nS + nE + nW + nNE + nSE + nNW + nSW
ux = (nE + nNE + nSE - nW - nNW - nSW) / rho
uy = (nN + nNE + nNW - nS - nSE - nSW) / rho
# Initialize barriers:
barrier = numpy.zeros((height,width), bool)
barrier[int(height/2)-8:int(height/2)+8, int(height/2)] = True
barrier[int(height/2)-8, int(height/2)+1] = True
barrierN = numpy.roll(barrier, 1, axis=0)
barrierS = numpy.roll(barrier, -1, axis=0)
barrierE = numpy.roll(barrier, 1, axis=1)
barrierW = numpy.roll(barrier, -1, axis=1)
barrierNE = numpy.roll(barrierN, 1, axis=1)
barrierNW = numpy.roll(barrierN, -1, axis=1)
barrierSE = numpy.roll(barrierS, 1, axis=1)
barrierSW = numpy.roll(barrierS, -1, axis=1)
def stream():
global nN, nS, nE, nW, nNE, nNW, nSE, nSW
nN = numpy.roll(nN, 1, axis=0)
nNE = numpy.roll(nNE, 1, axis=0)
nNW = numpy.roll(nNW, 1, axis=0)
nS = numpy.roll(nS, -1, axis=0)
nSE = numpy.roll(nSE, -1, axis=0)
nSW = numpy.roll(nSW, -1, axis=0)
nE = numpy.roll(nE, 1, axis=1)
nNE = numpy.roll(nNE, 1, axis=1)
nSE = numpy.roll(nSE, 1, axis=1)
nW = numpy.roll(nW, -1, axis=1)
nNW = numpy.roll(nNW, -1, axis=1)
nSW = numpy.roll(nSW, -1, axis=1)
nN[barrierN] = nS[barrier]
nS[barrierS] = nN[barrier]
nE[barrierE] = nW[barrier]
nW[barrierW] = nE[barrier]
nNE[barrierNE] = nSW[barrier]
nNW[barrierNW] = nSE[barrier]
nSE[barrierSE] = nNW[barrier]
nSW[barrierSW] = nNE[barrier]
def collide():
global rho, ux, uy, n0, nN, nS, nE, nW, nNE, nNW, nSE, nSW, u2
rho = n0 + nN + nS + nE + nW + nNE + nSE + nNW + nSW
ux = (nE + nNE + nSE - nW - nNW - nSW) / rho
uy = (nN + nNE + nNW - nS - nSE - nSW) / rho
ux2 = ux * ux
uy2 = uy * uy
u2 = ux2 + uy2
omu215 = 1 - 1.5*u2
uxuy = ux * uy
n0 = (1-omega)*n0 + omega * four9ths * rho * omu215
nN = (1-omega)*nN + omega * one9th * rho * (omu215 + 3*uy + 4.5*uy2)
nS = (1-omega)*nS + omega * one9th * rho * (omu215 - 3*uy + 4.5*uy2)
nE = (1-omega)*nE + omega * one9th * rho * (omu215 + 3*ux + 4.5*ux2)
nW = (1-omega)*nW + omega * one9th * rho * (omu215 - 3*ux + 4.5*ux2)
nNE = (1-omega)*nNE + omega * one36th * rho * (omu215 + 3*(ux+uy) + 4.5*(u2+2*uxuy))
nNW = (1-omega)*nNW + omega * one36th * rho * (omu215 + 3*(-ux+uy) + 4.5*(u2-2*uxuy))
nSE = (1-omega)*nSE + omega * one36th * rho * (omu215 + 3*(ux-uy) + 4.5*(u2-2*uxuy))
nSW = (1-omega)*nSW + omega * one36th * rho * (omu215 + 3*(-ux-uy) + 4.5*(u2+2*uxuy))
nE[:,0] = one9th * (1 + 3*u0 + 4.5*u0**2 - 1.5*u0**2)
nW[:,0] = one9th * (1 - 3*u0 + 4.5*u0**2 - 1.5*u0**2)
nNE[:,0] = one36th * (1 + 3*u0 + 4.5*u0**2 - 1.5*u0**2)
nSE[:,0] = one36th * (1 + 3*u0 + 4.5*u0**2 - 1.5*u0**2)
nNW[:,0] = one36th * (1 - 3*u0 + 4.5*u0**2 - 1.5*u0**2)
nSW[:,0] = one36th * (1 - 3*u0 + 4.5*u0**2 - 1.5*u0**2)
def curl(ux, uy):
return numpy.roll(uy,-1,axis=1) - numpy.roll(uy,1,axis=1) - numpy.roll(ux,-1,axis=0) + numpy.roll(ux,1,axis=0)
def draw():
global count
glClearColor(0.0, 0.0, 0.0, 1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
count += 1
stream()
collide()
if count % 30 == 0:
glPointSize(10);
L2 = curl(ux,uy)
vmin = L2.min()
vmax = L2.max()
vv = abs(vmax) if abs(vmax) > abs(vmin) else abs(vmin)
L3 = 2*L2/vv
x = y = xi = yi = 0
kk = 0
glBegin(GL_POINTS)
for i in L3:
for j in i:
if x == width:
y += 1
x = 0
else:
pass
if j >0:
glColor3f(j,0,0)
else:
glColor3f(0,-j,0)
glVertex2d(x,y)
x += 1
#end for
#end for
glEnd()
glutSwapBuffers()
#endif
def init():
glClearColor(0.7, 0.7, 0.7, 0.7)
def idle():
glutPostRedisplay()
def reshape(w, h):
glViewport(0,0, w, h)
glLoadIdentity()
glOrtho(-2, width+2, -2, height+2, -10.0, 10.0)
if __name__ == "__main__":
glutInit(sys.argv)
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH)
glutInitWindowSize(width*3, height*3)
glutCreateWindow("pyOpenGL TEST")
glutDisplayFunc(draw)
glutReshapeFunc(reshape)
init()
glutIdleFunc(idle)
glutMainLoop()
