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