mirror of
https://github.com/NVIDIA/cuda-samples.git
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287 lines
7.8 KiB
C
287 lines
7.8 KiB
C
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/* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of NVIDIA CORPORATION nor the names of its
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* contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef __BODYSYSTEM_H__
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#define __BODYSYSTEM_H__
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#include <algorithm>
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enum NBodyConfig {
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NBODY_CONFIG_RANDOM,
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NBODY_CONFIG_SHELL,
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NBODY_CONFIG_EXPAND,
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NBODY_NUM_CONFIGS
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};
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enum BodyArray {
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BODYSYSTEM_POSITION,
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BODYSYSTEM_VELOCITY,
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};
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template <typename T>
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struct vec3 {
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typedef float Type;
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}; // dummy
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template <>
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struct vec3<float> {
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typedef float3 Type;
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};
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template <>
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struct vec3<double> {
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typedef double3 Type;
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};
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template <typename T>
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struct vec4 {
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typedef float Type;
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}; // dummy
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template <>
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struct vec4<float> {
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typedef float4 Type;
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};
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template <>
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struct vec4<double> {
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typedef double4 Type;
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};
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class string;
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// BodySystem abstract base class
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template <typename T>
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class BodySystem {
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public: // methods
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BodySystem(int numBodies) {}
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virtual ~BodySystem() {}
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virtual void loadTipsyFile(const std::string &filename) = 0;
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virtual void update(T deltaTime) = 0;
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virtual void setSoftening(T softening) = 0;
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virtual void setDamping(T damping) = 0;
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virtual T *getArray(BodyArray array) = 0;
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virtual void setArray(BodyArray array, const T *data) = 0;
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virtual unsigned int getCurrentReadBuffer() const = 0;
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virtual unsigned int getNumBodies() const = 0;
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virtual void synchronizeThreads() const {};
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protected: // methods
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BodySystem() {} // default constructor
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virtual void _initialize(int numBodies) = 0;
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virtual void _finalize() = 0;
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};
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inline float3 scalevec(float3 &vector, float scalar) {
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float3 rt = vector;
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rt.x *= scalar;
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rt.y *= scalar;
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rt.z *= scalar;
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return rt;
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}
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inline float normalize(float3 &vector) {
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float dist =
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sqrtf(vector.x * vector.x + vector.y * vector.y + vector.z * vector.z);
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if (dist > 1e-6) {
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vector.x /= dist;
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vector.y /= dist;
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vector.z /= dist;
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}
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return dist;
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}
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inline float dot(float3 v0, float3 v1) {
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return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
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}
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inline float3 cross(float3 v0, float3 v1) {
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float3 rt;
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rt.x = v0.y * v1.z - v0.z * v1.y;
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rt.y = v0.z * v1.x - v0.x * v1.z;
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rt.z = v0.x * v1.y - v0.y * v1.x;
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return rt;
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}
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// utility function
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template <typename T>
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void randomizeBodies(NBodyConfig config, T *pos, T *vel, float *color,
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float clusterScale, float velocityScale, int numBodies,
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bool vec4vel) {
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switch (config) {
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default:
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case NBODY_CONFIG_RANDOM: {
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float scale = clusterScale * std::max<float>(1.0f, numBodies / (1024.0f));
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float vscale = velocityScale * scale;
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int p = 0, v = 0;
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int i = 0;
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while (i < numBodies) {
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float3 point;
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// const int scale = 16;
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point.x = rand() / (float)RAND_MAX * 2 - 1;
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point.y = rand() / (float)RAND_MAX * 2 - 1;
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point.z = rand() / (float)RAND_MAX * 2 - 1;
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float lenSqr = dot(point, point);
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if (lenSqr > 1) continue;
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float3 velocity;
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velocity.x = rand() / (float)RAND_MAX * 2 - 1;
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velocity.y = rand() / (float)RAND_MAX * 2 - 1;
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velocity.z = rand() / (float)RAND_MAX * 2 - 1;
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lenSqr = dot(velocity, velocity);
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if (lenSqr > 1) continue;
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pos[p++] = point.x * scale; // pos.x
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pos[p++] = point.y * scale; // pos.y
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pos[p++] = point.z * scale; // pos.z
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pos[p++] = 1.0f; // mass
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vel[v++] = velocity.x * vscale; // pos.x
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vel[v++] = velocity.y * vscale; // pos.x
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vel[v++] = velocity.z * vscale; // pos.x
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if (vec4vel) vel[v++] = 1.0f; // inverse mass
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i++;
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}
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} break;
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case NBODY_CONFIG_SHELL: {
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float scale = clusterScale;
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float vscale = scale * velocityScale;
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float inner = 2.5f * scale;
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float outer = 4.0f * scale;
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int p = 0, v = 0;
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int i = 0;
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while (i < numBodies) // for(int i=0; i < numBodies; i++)
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{
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float x, y, z;
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x = rand() / (float)RAND_MAX * 2 - 1;
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y = rand() / (float)RAND_MAX * 2 - 1;
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z = rand() / (float)RAND_MAX * 2 - 1;
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float3 point = {x, y, z};
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float len = normalize(point);
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if (len > 1) continue;
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pos[p++] =
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point.x * (inner + (outer - inner) * rand() / (float)RAND_MAX);
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pos[p++] =
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point.y * (inner + (outer - inner) * rand() / (float)RAND_MAX);
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pos[p++] =
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point.z * (inner + (outer - inner) * rand() / (float)RAND_MAX);
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pos[p++] = 1.0f;
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x = 0.0f; // * (rand() / (float) RAND_MAX * 2 - 1);
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y = 0.0f; // * (rand() / (float) RAND_MAX * 2 - 1);
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z = 1.0f; // * (rand() / (float) RAND_MAX * 2 - 1);
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float3 axis = {x, y, z};
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normalize(axis);
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if (1 - dot(point, axis) < 1e-6) {
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axis.x = point.y;
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axis.y = point.x;
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normalize(axis);
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}
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// if (point.y < 0) axis = scalevec(axis, -1);
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float3 vv = {(float)pos[4 * i], (float)pos[4 * i + 1],
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(float)pos[4 * i + 2]};
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vv = cross(vv, axis);
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vel[v++] = vv.x * vscale;
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vel[v++] = vv.y * vscale;
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vel[v++] = vv.z * vscale;
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if (vec4vel) vel[v++] = 1.0f;
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i++;
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}
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} break;
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case NBODY_CONFIG_EXPAND: {
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float scale = clusterScale * numBodies / (1024.f);
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if (scale < 1.0f) scale = clusterScale;
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float vscale = scale * velocityScale;
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int p = 0, v = 0;
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for (int i = 0; i < numBodies;) {
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float3 point;
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point.x = rand() / (float)RAND_MAX * 2 - 1;
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point.y = rand() / (float)RAND_MAX * 2 - 1;
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point.z = rand() / (float)RAND_MAX * 2 - 1;
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float lenSqr = dot(point, point);
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if (lenSqr > 1) continue;
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pos[p++] = point.x * scale; // pos.x
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pos[p++] = point.y * scale; // pos.y
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pos[p++] = point.z * scale; // pos.z
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pos[p++] = 1.0f; // mass
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vel[v++] = point.x * vscale; // pos.x
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vel[v++] = point.y * vscale; // pos.x
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vel[v++] = point.z * vscale; // pos.x
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if (vec4vel) vel[v++] = 1.0f; // inverse mass
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i++;
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}
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} break;
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}
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if (color) {
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int v = 0;
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for (int i = 0; i < numBodies; i++) {
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// const int scale = 16;
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color[v++] = rand() / (float)RAND_MAX;
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color[v++] = rand() / (float)RAND_MAX;
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color[v++] = rand() / (float)RAND_MAX;
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color[v++] = 1.0f;
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}
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}
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}
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#endif // __BODYSYSTEM_H__
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