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import{_ as i,c as t,a as l,o as a}from"./app-DRp0Qaqg.js";const o="/images/2014/08/sph_45.jpg",r={};function n(h,e){return a(),t("div",null,e[0]||(e[0]=[l('<p>上几节,我们推导出一大推复杂无比的公式,似乎有点纸上谈兵,这节来点真的,写一个可以运行的SPH系统,下面就是SPH基本的运算流程</p><ol><li>初始化粒子,为每个粒子赋上初始位置</li><li>根据公式3.7计算每个粒子的密度</li><li>根据公式3.10计算每个粒子的压强</li><li>根据公式3.18计算每个粒子的加速度</li><li>根据临界条件调整加速度</li><li>根据加速度计算每个粒子的速度变化</li><li>根据速度计算粒子位置的变化</li><li>绘制粒子</li><li>回到步骤2 下面有个简单的示例程序,运行效果如下</li></ol><figure><img src="'+o+'" alt="" tabindex="0" loading="lazy"><figcaption></figcaption></figure><p>这个程序基本上没有怎么考虑效率,只是让系统跑起来,所以比较适合拿来对照公式学习,按照惯例,放出源代码和可执行程序<br> Github:<a href="https://github.com/thejinchao/fluid" target="_blank" rel="noopener noreferrer">https://github.com/thejinchao/fluid</a><br> 可执行程序下载: <a href="https://github.com/thejinchao/fluid/releases/download/v1.0/fluid_relase_x64.zip" target="_blank" rel="noopener noreferrer">fluid_relase_x64.zip</a>(132KB)<br> SPH还有很多细节值得讨论,比如表面张力、并行计算、构建网格、真实材质的水渲染等,这些部分我会抽时间再写一些东西出来介绍。</p>',4)]))}const s=i(r,[["render",n],["__file","SPH004.html.vue"]]),m=JSON.parse('{"path":"/blog/2025/02/SPH004.html","title":" SPH算法简介(四): 算法实现","lang":"zh-CN","frontmatter":{"title":" SPH算法简介(四): 算法实现","tags":"数学 流体 程序 算法"},"headers":[],"git":{"updatedTime":1740225290000,"contributors":[{"name":"thejinchao","username":"thejinchao","email":"thejinchao@gmail.com","commits":1,"url":"https://github.com/thejinchao"}]},"filePathRelative":"blog/2025/02/SPH004.md"}');export{s as comp,m as data};