mirror of
https://github.com/NVIDIA/cuda-samples.git
synced 2024-11-24 18:39:16 +08:00
287 lines
7.8 KiB
C++
287 lines
7.8 KiB
C++
/* 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 <algorithm>
|
|
|
|
enum NBodyConfig {
|
|
NBODY_CONFIG_RANDOM,
|
|
NBODY_CONFIG_SHELL,
|
|
NBODY_CONFIG_EXPAND,
|
|
NBODY_NUM_CONFIGS
|
|
};
|
|
|
|
enum BodyArray {
|
|
BODYSYSTEM_POSITION,
|
|
BODYSYSTEM_VELOCITY,
|
|
};
|
|
|
|
template <typename T>
|
|
struct vec3 {
|
|
typedef float Type;
|
|
}; // dummy
|
|
template <>
|
|
struct vec3<float> {
|
|
typedef float3 Type;
|
|
};
|
|
template <>
|
|
struct vec3<double> {
|
|
typedef double3 Type;
|
|
};
|
|
|
|
template <typename T>
|
|
struct vec4 {
|
|
typedef float Type;
|
|
}; // dummy
|
|
template <>
|
|
struct vec4<float> {
|
|
typedef float4 Type;
|
|
};
|
|
template <>
|
|
struct vec4<double> {
|
|
typedef double4 Type;
|
|
};
|
|
|
|
class string;
|
|
|
|
// BodySystem abstract base class
|
|
template <typename T>
|
|
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 <typename T>
|
|
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<float>(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__
|