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316 lines
10 KiB
Plaintext
316 lines
10 KiB
Plaintext
/* Copyright (c) 2022, 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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/*
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* CUDA particle system kernel code.
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*/
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#ifndef _PARTICLES_KERNEL_H_
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#define _PARTICLES_KERNEL_H_
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#include <stdio.h>
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#include <math.h>
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#include <cooperative_groups.h>
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namespace cg = cooperative_groups;
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#include "helper_math.h"
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#include "math_constants.h"
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#include "particles_kernel.cuh"
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// simulation parameters in constant memory
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__constant__ SimParams params;
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struct integrate_functor {
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float deltaTime;
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__host__ __device__ integrate_functor(float delta_time)
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: deltaTime(delta_time) {}
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template <typename Tuple>
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__device__ void operator()(Tuple t) {
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volatile float4 posData = thrust::get<0>(t);
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volatile float4 velData = thrust::get<1>(t);
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float3 pos = make_float3(posData.x, posData.y, posData.z);
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float3 vel = make_float3(velData.x, velData.y, velData.z);
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vel += params.gravity * deltaTime;
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vel *= params.globalDamping;
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// new position = old position + velocity * deltaTime
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pos += vel * deltaTime;
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// set this to zero to disable collisions with cube sides
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#if 1
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if (pos.x > 1.0f - params.particleRadius) {
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pos.x = 1.0f - params.particleRadius;
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vel.x *= params.boundaryDamping;
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}
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if (pos.x < -1.0f + params.particleRadius) {
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pos.x = -1.0f + params.particleRadius;
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vel.x *= params.boundaryDamping;
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}
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if (pos.y > 1.0f - params.particleRadius) {
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pos.y = 1.0f - params.particleRadius;
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vel.y *= params.boundaryDamping;
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}
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if (pos.z > 1.0f - params.particleRadius) {
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pos.z = 1.0f - params.particleRadius;
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vel.z *= params.boundaryDamping;
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}
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if (pos.z < -1.0f + params.particleRadius) {
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pos.z = -1.0f + params.particleRadius;
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vel.z *= params.boundaryDamping;
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}
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#endif
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if (pos.y < -1.0f + params.particleRadius) {
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pos.y = -1.0f + params.particleRadius;
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vel.y *= params.boundaryDamping;
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}
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// store new position and velocity
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thrust::get<0>(t) = make_float4(pos, posData.w);
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thrust::get<1>(t) = make_float4(vel, velData.w);
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}
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};
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// calculate position in uniform grid
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__device__ int3 calcGridPos(float3 p) {
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int3 gridPos;
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gridPos.x = floorf((p.x - params.worldOrigin.x) / params.cellSize.x);
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gridPos.y = floorf((p.y - params.worldOrigin.y) / params.cellSize.y);
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gridPos.z = floorf((p.z - params.worldOrigin.z) / params.cellSize.z);
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return gridPos;
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}
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// calculate address in grid from position (clamping to edges)
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__device__ uint calcGridHash(int3 gridPos) {
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gridPos.x = gridPos.x &
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(params.gridSize.x - 1); // wrap grid, assumes size is power of 2
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gridPos.y = gridPos.y & (params.gridSize.y - 1);
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gridPos.z = gridPos.z & (params.gridSize.z - 1);
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return __umul24(__umul24(gridPos.z, params.gridSize.y), params.gridSize.x) +
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__umul24(gridPos.y, params.gridSize.x) + gridPos.x;
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}
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// calculate grid hash value for each particle
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__global__ void calcHashD(uint *gridParticleHash, // output
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uint *gridParticleIndex, // output
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float4 *pos, // input: positions
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uint numParticles) {
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uint index = __umul24(blockIdx.x, blockDim.x) + threadIdx.x;
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if (index >= numParticles) return;
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volatile float4 p = pos[index];
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// get address in grid
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int3 gridPos = calcGridPos(make_float3(p.x, p.y, p.z));
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uint hash = calcGridHash(gridPos);
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// store grid hash and particle index
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gridParticleHash[index] = hash;
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gridParticleIndex[index] = index;
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}
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// rearrange particle data into sorted order, and find the start of each cell
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// in the sorted hash array
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__global__ void reorderDataAndFindCellStartD(
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uint *cellStart, // output: cell start index
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uint *cellEnd, // output: cell end index
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float4 *sortedPos, // output: sorted positions
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float4 *sortedVel, // output: sorted velocities
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uint *gridParticleHash, // input: sorted grid hashes
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uint *gridParticleIndex, // input: sorted particle indices
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float4 *oldPos, // input: sorted position array
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float4 *oldVel, // input: sorted velocity array
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uint numParticles) {
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// Handle to thread block group
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cg::thread_block cta = cg::this_thread_block();
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extern __shared__ uint sharedHash[]; // blockSize + 1 elements
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uint index = __umul24(blockIdx.x, blockDim.x) + threadIdx.x;
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uint hash;
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// handle case when no. of particles not multiple of block size
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if (index < numParticles) {
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hash = gridParticleHash[index];
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// Load hash data into shared memory so that we can look
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// at neighboring particle's hash value without loading
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// two hash values per thread
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sharedHash[threadIdx.x + 1] = hash;
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if (index > 0 && threadIdx.x == 0) {
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// first thread in block must load neighbor particle hash
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sharedHash[0] = gridParticleHash[index - 1];
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}
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}
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cg::sync(cta);
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if (index < numParticles) {
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// If this particle has a different cell index to the previous
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// particle then it must be the first particle in the cell,
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// so store the index of this particle in the cell.
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// As it isn't the first particle, it must also be the cell end of
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// the previous particle's cell
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if (index == 0 || hash != sharedHash[threadIdx.x]) {
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cellStart[hash] = index;
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if (index > 0) cellEnd[sharedHash[threadIdx.x]] = index;
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}
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if (index == numParticles - 1) {
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cellEnd[hash] = index + 1;
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}
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// Now use the sorted index to reorder the pos and vel data
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uint sortedIndex = gridParticleIndex[index];
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float4 pos = oldPos[sortedIndex];
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float4 vel = oldVel[sortedIndex];
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sortedPos[index] = pos;
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sortedVel[index] = vel;
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}
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}
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// collide two spheres using DEM method
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__device__ float3 collideSpheres(float3 posA, float3 posB, float3 velA,
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float3 velB, float radiusA, float radiusB,
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float attraction) {
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// calculate relative position
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float3 relPos = posB - posA;
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float dist = length(relPos);
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float collideDist = radiusA + radiusB;
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float3 force = make_float3(0.0f);
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if (dist < collideDist) {
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float3 norm = relPos / dist;
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// relative velocity
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float3 relVel = velB - velA;
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// relative tangential velocity
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float3 tanVel = relVel - (dot(relVel, norm) * norm);
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// spring force
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force = -params.spring * (collideDist - dist) * norm;
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// dashpot (damping) force
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force += params.damping * relVel;
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// tangential shear force
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force += params.shear * tanVel;
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// attraction
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force += attraction * relPos;
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}
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return force;
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}
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// collide a particle against all other particles in a given cell
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__device__ float3 collideCell(int3 gridPos, uint index, float3 pos, float3 vel,
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float4 *oldPos, float4 *oldVel, uint *cellStart,
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uint *cellEnd) {
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uint gridHash = calcGridHash(gridPos);
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// get start of bucket for this cell
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uint startIndex = cellStart[gridHash];
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float3 force = make_float3(0.0f);
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if (startIndex != 0xffffffff) // cell is not empty
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{
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// iterate over particles in this cell
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uint endIndex = cellEnd[gridHash];
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for (uint j = startIndex; j < endIndex; j++) {
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if (j != index) // check not colliding with self
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{
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float3 pos2 = make_float3(oldPos[j]);
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float3 vel2 = make_float3(oldVel[j]);
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// collide two spheres
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force += collideSpheres(pos, pos2, vel, vel2, params.particleRadius,
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params.particleRadius, params.attraction);
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}
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}
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}
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return force;
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}
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__global__ void collideD(
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float4 *newVel, // output: new velocity
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float4 *oldPos, // input: sorted positions
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float4 *oldVel, // input: sorted velocities
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uint *gridParticleIndex, // input: sorted particle indices
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uint *cellStart, uint *cellEnd, uint numParticles) {
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uint index = __mul24(blockIdx.x, blockDim.x) + threadIdx.x;
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if (index >= numParticles) return;
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// read particle data from sorted arrays
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float3 pos = make_float3(oldPos[index]);
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float3 vel = make_float3(oldVel[index]);
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// get address in grid
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int3 gridPos = calcGridPos(pos);
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// examine neighbouring cells
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float3 force = make_float3(0.0f);
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for (int z = -1; z <= 1; z++) {
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for (int y = -1; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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int3 neighbourPos = gridPos + make_int3(x, y, z);
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force += collideCell(neighbourPos, index, pos, vel, oldPos, oldVel,
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cellStart, cellEnd);
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}
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}
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}
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// collide with cursor sphere
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force += collideSpheres(pos, params.colliderPos, vel,
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make_float3(0.0f, 0.0f, 0.0f), params.particleRadius,
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params.colliderRadius, 0.0f);
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// write new velocity back to original unsorted location
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uint originalIndex = gridParticleIndex[index];
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newVel[originalIndex] = make_float4(vel + force, 0.0f);
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}
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#endif
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