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main.cu
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1112 lines (830 loc) · 32.4 KB
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/*! \page Vector_7_sph_dlb_gpu_more_opt Vector 7 SPH Dam break simulation with Dynamic load balacing on Multi-GPU (more optimized version)
*
*
* [TOC]
*
*
* # SPH with Dynamic load Balancing on GPU (More Optimized) # {#SPH_dlb_gpu_more_opt}
*
*
* This example show the classical SPH Dam break simulation with load balancing and dynamic load balancing. The main difference with
* \ref{SPH_dlb_gpu_opt} is that here we use 2 kernel to calculate forces one for fluid and one for boundaries. Also we use the function
* get_indexes_by_type to get the indexes of the fluid and boundary particles and use these two set to launch two distinct kernel
* (one over fluid and one over boundary) to calculate forces and density change. set. Simulate 1.5 second should be duable on mobile
* 1050Ti in about 1 hour and 7 minutes
*
* \htmlonly
* <a href="#" onclick="hide_show('vector-video-3')" >Simulation video 1</a><br>
* <div style="display:none" id="vector-video-3">
* <video id="vid3" width="1200" height="576" controls> <source src="http://openfpm.mpi-cbg.de/web/images/examples/7_SPH_dlb/sph_gpu1.mp4" type="video/mp4"></video>
* </div>
* <a href="#" onclick="hide_show('vector-video-4')" >Simulation video 2</a><br>
* <div style="display:none" id="vector-video-4">
* <video id="vid4" width="1200" height="576" controls> <source src="http://openfpm.mpi-cbg.de/web/images/examples/7_SPH_dlb/sph_gpu2.mp4" type="video/mp4"></video>
* </div>
* <a href="#" onclick="hide_show('vector-video-15')" >Simulation video 3</a><br>
* <div style="display:none" id="vector-video-15">
* <video id="vid15" width="1200" height="576" controls> <source src="http://openfpm.mpi-cbg.de/web/images/examples/7_SPH_dlb/sph_gpu3.mp4" type="video/mp4"></video>
* </div>
* \endhtmlonly
*
*
* ## get_indexes_by_type ## {#e7_sph_more_opt_gibt}
*
* This function can be used to get the indexes of a certain type on a particle set and save such indexes in an openfpm::vector<aggregate<unsigned int>>
* the constructed set of indices can be used to run a kernel on a specific set of particles.
*
* \snippet Vector/7_SPH_dlb_gpu_more_opt/main.cu get indexes by type
*
* the function get_indexes_by_type has three arguments the first is the vector of the properties of the particles. In
* this case because we use the sorted particles to calculate forces, so we have to get the indexes for the sorted
* particles with vd.getPropVector() when enabled with flag CL_GPU_REORDER. The second argument is the output containing
* the indexes of the particles types we want to get. Because the vector can contain
* ghost particles and real particles setting with the third argument we indicate we want only real particles and no ghost particles
* The last argument is the GPU context handle
*
* we report the full code here
*
*
*/
#ifdef __NVCC__
#define PRINT_STACKTRACE
#define STOP_ON_ERROR
#define OPENMPI
//#define SE_CLASS1
#include "Vector/vector_dist.hpp"
#include <math.h>
#include "Draw/DrawParticles.hpp"
typedef float real_number;
// A constant to indicate boundary particles
#define BOUNDARY 0
// A constant to indicate fluid particles
#define FLUID 1
// initial spacing between particles dp in the formulas
const real_number dp = 0.0085;
// Maximum height of the fluid water
// is going to be calculated and filled later on
real_number h_swl = 0.0;
// c_s in the formulas (constant used to calculate the sound speed)
const real_number coeff_sound = 20.0;
// gamma in the formulas
const real_number gamma_ = 7.0;
// sqrt(3.0*dp*dp) support of the kernel
const real_number H = 0.0147224318643;
// Eta in the formulas
const real_number Eta2 = 0.01 * H*H;
const real_number FourH2 = 4.0 * H*H;
// alpha in the formula
const real_number visco = 0.1;
// cbar in the formula (calculated later)
real_number cbar = 0.0;
// Mass of the fluid particles
const real_number MassFluid = 0.000614125;
// Mass of the boundary particles
const real_number MassBound = 0.000614125;
//
// End simulation time
#ifdef TEST_RUN
const real_number t_end = 0.001;
#else
const real_number t_end = 1.5;
#endif
// Gravity acceleration
const real_number gravity = 9.81;
// Reference densitu 1000Kg/m^3
const real_number rho_zero = 1000.0;
// Filled later require h_swl, it is b in the formulas
real_number B = 0.0;
// Constant used to define time integration
const real_number CFLnumber = 0.2;
// Minimum T
const real_number DtMin = 0.00001;
// Minimum Rho allowed
const real_number RhoMin = 700.0;
// Maximum Rho allowed
const real_number RhoMax = 1300.0;
// Filled in initialization
real_number max_fluid_height = 0.0;
// Properties
// FLUID or BOUNDARY
const size_t type = 0;
// Density
const int rho = 1;
// Density at step n-1
const int rho_prev = 2;
// Pressure
const int Pressure = 3;
// Delta rho calculated in the force calculation
const int drho = 4;
// calculated force
const int force = 5;
// velocity
const int velocity = 6;
// velocity at previous step
const int velocity_prev = 7;
const int red = 8;
const int red2 = 9;
// Type of the vector containing particles
typedef vector_dist_gpu<3,real_number,aggregate<unsigned int,real_number, real_number, real_number, real_number, real_number[3], real_number[3], real_number[3], real_number, real_number>> particles;
// | | | | | | | | | |
// | | | | | | | | | |
// type density density Pressure delta force velocity velocity reduction another
// at n-1 density at n - 1 buffer reduction buffer
struct ModelCustom
{
template<typename Decomposition, typename vector> inline void addComputation(
Decomposition & dec,
vector & vd,
size_t v,
size_t p)
{
if (vd.template getProp<type>(p) == FLUID)
dec.addComputationCost(v,4);
else
dec.addComputationCost(v,3);
}
template<typename Decomposition> inline void applyModel(Decomposition & dec, size_t v)
{
dec.setSubSubDomainComputationCost(v, dec.getSubSubDomainComputationCost(v) * dec.getSubSubDomainComputationCost(v));
}
real_number distributionTol()
{
return 1.01;
}
};
template<typename vd_type>
__global__ void EqState_gpu(vd_type vd, real_number B)
{
auto a = GET_PARTICLE(vd);
real_number rho_a = vd.template getProp<rho>(a);
real_number rho_frac = rho_a / rho_zero;
vd.template getProp<Pressure>(a) = B*( rho_frac*rho_frac*rho_frac*rho_frac*rho_frac*rho_frac*rho_frac - 1.0);
}
inline void EqState(particles & vd)
{
auto it = vd.getDomainIteratorGPU();
CUDA_LAUNCH(EqState_gpu,it,vd.toKernel(),B);
}
const real_number a2 = 1.0/M_PI/H/H/H;
inline __device__ __host__ real_number Wab(real_number r)
{
r /= H;
if (r < 1.0)
return (1.0 - 3.0/2.0*r*r + 3.0/4.0*r*r*r)*a2;
else if (r < 2.0)
return (1.0/4.0*(2.0 - r)*(2.0 - r)*(2.0 - r))*a2;
else
return 0.0;
}
const real_number c1 = -3.0/M_PI/H/H/H/H;
const real_number d1 = 9.0/4.0/M_PI/H/H/H/H;
const real_number c2 = -3.0/4.0/M_PI/H/H/H/H;
const real_number a2_4 = 0.25*a2;
// Filled later
real_number W_dap = 0.0;
inline __device__ __host__ void DWab(Point<3,real_number> & dx, Point<3,real_number> & DW, real_number r)
{
const real_number qq=r/H;
real_number qq2 = qq * qq;
real_number fac1 = (c1*qq + d1*qq2)/r;
real_number b1 = (qq < 1.0f)?1.0f:0.0f;
real_number wqq = (2.0f - qq);
real_number fac2 = c2 * wqq * wqq / r;
real_number b2 = (qq >= 1.0f && qq < 2.0f)?1.0f:0.0f;
real_number factor = (b1*fac1 + b2*fac2);
DW.get(0) = factor * dx.get(0);
DW.get(1) = factor * dx.get(1);
DW.get(2) = factor * dx.get(2);
}
// Tensile correction
inline __device__ __host__ real_number Tensile(real_number r, real_number rhoa, real_number rhob, real_number prs1, real_number prs2, real_number W_dap)
{
const real_number qq=r/H;
//-Cubic Spline kernel
real_number wab;
if(r>H)
{
real_number wqq1=2.0f-qq;
real_number wqq2=wqq1*wqq1;
wab=a2_4*(wqq2*wqq1);
}
else
{
real_number wqq2=qq*qq;
real_number wqq3=wqq2*qq;
wab=a2*(1.0f-1.5f*wqq2+0.75f*wqq3);
}
//-Tensile correction.
real_number fab=wab*W_dap;
fab*=fab; fab*=fab; //fab=fab^4
const real_number tensilp1=(prs1/(rhoa*rhoa))*(prs1>0.0f? 0.01f: -0.2f);
const real_number tensilp2=(prs2/(rhob*rhob))*(prs2>0.0f? 0.01f: -0.2f);
return (fab*(tensilp1+tensilp2));
}
inline __device__ __host__ real_number Pi(const Point<3,real_number> & dr, real_number rr2, Point<3,real_number> & dv, real_number rhoa, real_number rhob, real_number massb, real_number cbar, real_number & visc)
{
const real_number dot = dr.get(0)*dv.get(0) + dr.get(1)*dv.get(1) + dr.get(2)*dv.get(2);
const real_number dot_rr2 = dot/(rr2+Eta2);
visc=(dot_rr2 < visc)?visc:dot_rr2;
if(dot < 0)
{
const float amubar=H*dot_rr2;
const float robar=(rhoa+rhob)*0.5f;
const float pi_visc=(-visco*cbar*amubar/robar);
return pi_visc;
}
else
return 0.0f;
}
template<typename particles_type, typename fluid_ids_type,typename NN_type>
__global__ void calc_forces_fluid_gpu(particles_type vd, fluid_ids_type fids, NN_type NN, real_number W_dap, real_number cbar)
{
// ... a
unsigned int a;
GET_PARTICLE_BY_ID(a,fids);
real_number max_visc = 0.0f;
// Get the position xp of the particle
Point<3,real_number> xa = vd.getPos(a);
// Type of the particle
unsigned int typea = vd.template getProp<type>(a);
// Get the density of the of the particle a
real_number rhoa = vd.template getProp<rho>(a);
// Get the pressure of the particle a
real_number Pa = vd.template getProp<Pressure>(a);
// Get the Velocity of the particle a
Point<3,real_number> va = vd.template getProp<velocity>(a);
Point<3,real_number> force_;
force_.get(0) = 0.0f;
force_.get(1) = 0.0f;
force_.get(2) = -gravity;
real_number drho_ = 0.0f;
// Get an iterator over the neighborhood particles of p
auto Np = NN.getNNIteratorBox(NN.getCell(xa));
// For each neighborhood particle
while (Np.isNext() == true)
{
// ... q
auto b = Np.get_sort();
// Get the position xp of the particle
Point<3,real_number> xb = vd.getPos(b);
// if (p == q) skip this particle this condition should be done in the r^2 = 0
//if (a == b) {++Np; continue;};
unsigned int typeb = vd.template getProp<type>(b);
real_number massb = (typeb == FLUID)?MassFluid:MassBound;
Point<3,real_number> vb = vd.template getProp<velocity>(b);
real_number Pb = vd.template getProp<Pressure>(b);
real_number rhob = vd.template getProp<rho>(b);
// Get the distance between p and q
Point<3,real_number> dr = xa - xb;
// take the norm of this vector
real_number r2 = norm2(dr);
// if they interact
if (r2 < FourH2 && r2 >= 1e-16)
{
real_number r = sqrtf(r2);
Point<3,real_number> v_rel = va - vb;
Point<3,real_number> DW;
DWab(dr,DW,r);
real_number factor = - massb*((Pa + Pb) / (rhoa * rhob) + Tensile(r,rhoa,rhob,Pa,Pb,W_dap) + Pi(dr,r2,v_rel,rhoa,rhob,massb,cbar,max_visc));
// Bound - Bound does not produce any change
factor = (typea == BOUNDARY && typeb == BOUNDARY)?0.0f:factor;
force_.get(0) += factor * DW.get(0);
force_.get(1) += factor * DW.get(1);
force_.get(2) += factor * DW.get(2);
real_number scal = massb*(v_rel.get(0)*DW.get(0)+v_rel.get(1)*DW.get(1)+v_rel.get(2)*DW.get(2));
scal = (typea == BOUNDARY && typeb == BOUNDARY)?0.0f:scal;
drho_ += scal;
}
++Np;
}
vd.template getProp<red>(a) = max_visc;
vd.template getProp<force>(a)[0] = force_.get(0);
vd.template getProp<force>(a)[1] = force_.get(1);
vd.template getProp<force>(a)[2] = force_.get(2);
vd.template getProp<drho>(a) = drho_;
}
template<typename particles_type, typename fluid_ids_type,typename NN_type>
__global__ void calc_forces_border_gpu(particles_type vd, fluid_ids_type fbord, NN_type NN, real_number W_dap, real_number cbar)
{
// ... a
unsigned int a;
GET_PARTICLE_BY_ID(a,fbord);
real_number max_visc = 0.0f;
// Get the position xp of the particle
Point<3,real_number> xa = vd.getPos(a);
// Type of the particle
unsigned int typea = vd.template getProp<type>(a);
// Get the Velocity of the particle a
Point<3,real_number> va = vd.template getProp<velocity>(a);
real_number drho_ = 0.0f;
// Get an iterator over the neighborhood particles of p
auto Np = NN.getNNIteratorBox(NN.getCell(xa));
// For each neighborhood particle
while (Np.isNext() == true)
{
// ... q
auto b = Np.get_sort();
// Get the position xp of the particle
Point<3,real_number> xb = vd.getPos(b);
// if (p == q) skip this particle this condition should be done in the r^2 = 0
//if (a == b) {++Np; continue;};
unsigned int typeb = vd.template getProp<type>(b);
real_number massb = (typeb == FLUID)?MassFluid:MassBound;
Point<3,real_number> vb = vd.template getProp<velocity>(b);
// Get the distance between p and q
Point<3,real_number> dr = xa - xb;
Point<3,real_number> v_rel = va - vb;
// take the norm of this vector
real_number r2 = norm2(dr);
// if they interact
if (r2 < FourH2 && r2 >= 1e-16)
{
real_number r = sqrtf(r2);
Point<3,real_number> DW;
DWab(dr,DW,r);
real_number scal = massb*(v_rel.get(0)*DW.get(0)+v_rel.get(1)*DW.get(1)+v_rel.get(2)*DW.get(2));
scal = (typea == BOUNDARY && typeb == BOUNDARY)?0.0f:scal;
drho_ += scal;
}
++Np;
}
vd.template getProp<red>(a) = max_visc;
vd.template getProp<drho>(a) = drho_;
}
struct type_is_fluid
{
__device__ static bool check(int c)
{
return c == FLUID;
}
};
struct type_is_border
{
__device__ static bool check(int c)
{
return c == BOUNDARY;
}
};
template<typename CellList> inline void calc_forces(particles & vd, CellList & NN, real_number & max_visc, size_t cnt, openfpm::vector_gpu<aggregate<int>> & fluid_ids, openfpm::vector_gpu<aggregate<int>> & border_ids)
{
// Update the cell-list
vd.template updateCellListGPU<type,rho,Pressure,velocity>(NN);
//! \cond [get indexes by type] \endcond
// get the particles fluid ids
get_indexes_by_type<type,type_is_fluid>(vd.getPropVector(),fluid_ids,vd.size_local(),vd.getVC().getGpuContext());
// get the particles fluid ids
get_indexes_by_type<type,type_is_border>(vd.getPropVector(),border_ids,vd.size_local(),vd.getVC().getGpuContext());
auto part = fluid_ids.getGPUIterator(96);
CUDA_LAUNCH(calc_forces_fluid_gpu,part,vd.toKernel(),fluid_ids.toKernel(),NN.toKernel(),W_dap,cbar);
part = border_ids.getGPUIterator(96);
CUDA_LAUNCH(calc_forces_border_gpu,part,vd.toKernel(),border_ids.toKernel(),NN.toKernel(),W_dap,cbar);
//! \cond [get indexes by type] \endcond
vd.template restoreOrder<drho,force,red>(NN);
max_visc = reduce_local<red,_max_>(vd);
}
template<typename vector_type>
__global__ void max_acceleration_and_velocity_gpu(vector_type vd)
{
auto a = GET_PARTICLE(vd);
Point<3,real_number> acc(vd.template getProp<force>(a));
vd.template getProp<red>(a) = norm(acc);
Point<3,real_number> vel(vd.template getProp<velocity>(a));
vd.template getProp<red2>(a) = norm(vel);
}
void max_acceleration_and_velocity(particles & vd, real_number & max_acc, real_number & max_vel)
{
// Calculate the maximum acceleration
auto part = vd.getDomainIteratorGPU();
CUDA_LAUNCH(max_acceleration_and_velocity_gpu,part,vd.toKernel());
max_acc = reduce_local<red,_max_>(vd);
max_vel = reduce_local<red2,_max_>(vd);
Vcluster<> & v_cl = create_vcluster();
v_cl.max(max_acc);
v_cl.max(max_vel);
v_cl.execute();
}
real_number calc_deltaT(particles & vd, real_number ViscDtMax)
{
real_number Maxacc = 0.0;
real_number Maxvel = 0.0;
max_acceleration_and_velocity(vd,Maxacc,Maxvel);
//-dt1 depends on force per unit mass.
const real_number dt_f = (Maxacc)?sqrt(H/Maxacc):std::numeric_limits<float>::max();
//-dt2 combines the Courant and the viscous time-step controls.
const real_number dt_cv = H/(std::max(cbar,Maxvel*10.f) + H*ViscDtMax);
//-dt new value of time step.
real_number dt=real_number(CFLnumber)*std::min(dt_f,dt_cv);
if(dt<real_number(DtMin))
{dt=real_number(DtMin);}
return dt;
}
template<typename vector_dist_type>
__global__ void verlet_int_gpu(vector_dist_type vd, real_number dt, real_number dt2, real_number dt205)
{
// ... a
auto a = GET_PARTICLE(vd);
// if the particle is boundary
if (vd.template getProp<type>(a) == BOUNDARY)
{
// Update rho
real_number rhop = vd.template getProp<rho>(a);
// Update only the density
vd.template getProp<velocity>(a)[0] = 0.0;
vd.template getProp<velocity>(a)[1] = 0.0;
vd.template getProp<velocity>(a)[2] = 0.0;
real_number rhonew = vd.template getProp<rho_prev>(a) + dt2*vd.template getProp<drho>(a);
vd.template getProp<rho>(a) = (rhonew < rho_zero)?rho_zero:rhonew;
vd.template getProp<rho_prev>(a) = rhop;
vd.template getProp<red>(a) = 0;
return;
}
//-Calculate displacement and update position
real_number dx = vd.template getProp<velocity>(a)[0]*dt + vd.template getProp<force>(a)[0]*dt205;
real_number dy = vd.template getProp<velocity>(a)[1]*dt + vd.template getProp<force>(a)[1]*dt205;
real_number dz = vd.template getProp<velocity>(a)[2]*dt + vd.template getProp<force>(a)[2]*dt205;
vd.getPos(a)[0] += dx;
vd.getPos(a)[1] += dy;
vd.getPos(a)[2] += dz;
real_number velX = vd.template getProp<velocity>(a)[0];
real_number velY = vd.template getProp<velocity>(a)[1];
real_number velZ = vd.template getProp<velocity>(a)[2];
real_number rhop = vd.template getProp<rho>(a);
vd.template getProp<velocity>(a)[0] = vd.template getProp<velocity_prev>(a)[0] + vd.template getProp<force>(a)[0]*dt2;
vd.template getProp<velocity>(a)[1] = vd.template getProp<velocity_prev>(a)[1] + vd.template getProp<force>(a)[1]*dt2;
vd.template getProp<velocity>(a)[2] = vd.template getProp<velocity_prev>(a)[2] + vd.template getProp<force>(a)[2]*dt2;
vd.template getProp<rho>(a) = vd.template getProp<rho_prev>(a) + dt2*vd.template getProp<drho>(a);
// Check if the particle go out of range in space and in density
if (vd.getPos(a)[0] < 0.0 || vd.getPos(a)[1] < 0.0 || vd.getPos(a)[2] < 0.0 ||
vd.getPos(a)[0] > 1.61 || vd.getPos(a)[1] > 0.68 || vd.getPos(a)[2] > 0.50 ||
vd.template getProp<rho>(a) < RhoMin || vd.template getProp<rho>(a) > RhoMax)
{
vd.template getProp<red>(a) = 1;
}
else
{
vd.template getProp<red>(a) = 0;
}
vd.template getProp<velocity_prev>(a)[0] = velX;
vd.template getProp<velocity_prev>(a)[1] = velY;
vd.template getProp<velocity_prev>(a)[2] = velZ;
vd.template getProp<rho_prev>(a) = rhop;
}
size_t cnt = 0;
void verlet_int(particles & vd, real_number dt)
{
// particle iterator
auto part = vd.getDomainIteratorGPU();
real_number dt205 = dt*dt*0.5;
real_number dt2 = dt*2.0;
CUDA_LAUNCH(verlet_int_gpu,part,vd.toKernel(),dt,dt2,dt205);
// remove the particles marked
remove_marked<red>(vd);
// increment the iteration counter
cnt++;
}
template<typename vector_type>
__global__ void euler_int_gpu(vector_type vd,real_number dt, real_number dt205)
{
// ... a
auto a = GET_PARTICLE(vd);
// if the particle is boundary
if (vd.template getProp<type>(a) == BOUNDARY)
{
// Update rho
real_number rhop = vd.template getProp<rho>(a);
// Update only the density
vd.template getProp<velocity>(a)[0] = 0.0;
vd.template getProp<velocity>(a)[1] = 0.0;
vd.template getProp<velocity>(a)[2] = 0.0;
real_number rhonew = vd.template getProp<rho>(a) + dt*vd.template getProp<drho>(a);
vd.template getProp<rho>(a) = (rhonew < rho_zero)?rho_zero:rhonew;
vd.template getProp<rho_prev>(a) = rhop;
vd.template getProp<red>(a) = 0;
return;
}
//-Calculate displacement and update position / Calcula desplazamiento y actualiza posicion.
real_number dx = vd.template getProp<velocity>(a)[0]*dt + vd.template getProp<force>(a)[0]*dt205;
real_number dy = vd.template getProp<velocity>(a)[1]*dt + vd.template getProp<force>(a)[1]*dt205;
real_number dz = vd.template getProp<velocity>(a)[2]*dt + vd.template getProp<force>(a)[2]*dt205;
vd.getPos(a)[0] += dx;
vd.getPos(a)[1] += dy;
vd.getPos(a)[2] += dz;
real_number velX = vd.template getProp<velocity>(a)[0];
real_number velY = vd.template getProp<velocity>(a)[1];
real_number velZ = vd.template getProp<velocity>(a)[2];
real_number rhop = vd.template getProp<rho>(a);
vd.template getProp<velocity>(a)[0] = vd.template getProp<velocity>(a)[0] + vd.template getProp<force>(a)[0]*dt;
vd.template getProp<velocity>(a)[1] = vd.template getProp<velocity>(a)[1] + vd.template getProp<force>(a)[1]*dt;
vd.template getProp<velocity>(a)[2] = vd.template getProp<velocity>(a)[2] + vd.template getProp<force>(a)[2]*dt;
vd.template getProp<rho>(a) = vd.template getProp<rho>(a) + dt*vd.template getProp<drho>(a);
// Check if the particle go out of range in space and in density
if (vd.getPos(a)[0] < 0.0 || vd.getPos(a)[1] < 0.0 || vd.getPos(a)[2] < 0.0 ||
vd.getPos(a)[0] > 1.61 || vd.getPos(a)[1] > 0.68 || vd.getPos(a)[2] > 0.50 ||
vd.template getProp<rho>(a) < RhoMin || vd.template getProp<rho>(a) > RhoMax)
{vd.template getProp<red>(a) = 1;}
else
{vd.template getProp<red>(a) = 0;}
vd.template getProp<velocity_prev>(a)[0] = velX;
vd.template getProp<velocity_prev>(a)[1] = velY;
vd.template getProp<velocity_prev>(a)[2] = velZ;
vd.template getProp<rho_prev>(a) = rhop;
}
void euler_int(particles & vd, real_number dt)
{
// particle iterator
auto part = vd.getDomainIteratorGPU();
real_number dt205 = dt*dt*0.5;
CUDA_LAUNCH(euler_int_gpu,part,vd.toKernel(),dt,dt205);
// remove the particles
remove_marked<red>(vd);
cnt++;
}
template<typename vector_type, typename NN_type>
__global__ void sensor_pressure_gpu(vector_type vd, NN_type NN, Point<3,real_number> probe, real_number * press_tmp)
{
real_number tot_ker = 0.0;
// Get the position of the probe i
Point<3,real_number> xp = probe;
// get the iterator over the neighbohood particles of the probes position
auto itg = NN.getNNIteratorBox(NN.getCell(xp));
while (itg.isNext())
{
auto q = itg.get_sort();
// Only the fluid particles are importants
if (vd.template getProp<type>(q) != FLUID)
{
++itg;
continue;
}
// Get the position of the neighborhood particle q
Point<3,real_number> xq = vd.getPos(q);
// Calculate the contribution of the particle to the pressure
// of the probe
real_number r = sqrt(norm2(xp - xq));
real_number ker = Wab(r) * (MassFluid / rho_zero);
// Also keep track of the calculation of the summed
// kernel
tot_ker += ker;
// Add the total pressure contribution
*press_tmp += vd.template getProp<Pressure>(q) * ker;
// next neighborhood particle
++itg;
}
// We calculate the pressure normalizing the
// sum over all kernels
if (tot_ker == 0.0)
{*press_tmp = 0.0;}
else
{*press_tmp = 1.0 / tot_ker * *press_tmp;}
}
template<typename Vector, typename CellList>
inline void sensor_pressure(Vector & vd,
CellList & NN,
openfpm::vector<openfpm::vector<real_number>> & press_t,
openfpm::vector<Point<3,real_number>> & probes)
{
Vcluster<> & v_cl = create_vcluster();
press_t.add();
for (size_t i = 0 ; i < probes.size() ; i++)
{
// A float variable to calculate the pressure of the problem
CudaMemory press_tmp_(sizeof(real_number));
real_number press_tmp;
// if the probe is inside the processor domain
if (vd.getDecomposition().isLocal(probes.get(i)) == true)
{
vd.template updateCellListGPU<type,Pressure>(NN);
Point<3,real_number> probe = probes.get(i);
CUDA_LAUNCH_DIM3(sensor_pressure_gpu,1,1,vd.toKernel(),NN.toKernel(),probe,(real_number *)press_tmp_.toKernel());
vd.template restoreOrder<>(NN);
// move calculated pressure on
press_tmp_.deviceToHost();
press_tmp = *(real_number *)press_tmp_.getPointer();
}
// This is not necessary in principle, but if you
// want to make all processor aware of the history of the calculated
// pressure we have to execute this
v_cl.sum(press_tmp);
v_cl.execute();
// We add the calculated pressure into the history
press_t.last().add(press_tmp);
}
}
int main(int argc, char* argv[])
{
// initialize the library
openfpm_init(&argc,&argv);
openfpm::vector_gpu<aggregate<int>> fluid_ids;
openfpm::vector_gpu<aggregate<int>> border_ids;
#ifdef CUDIFY_USE_CUDA
cudaDeviceSetCacheConfig(cudaFuncCachePreferL1);
#endif
// It contain for each time-step the value detected by the probes
openfpm::vector<openfpm::vector<real_number>> press_t;
openfpm::vector<Point<3,real_number>> probes;
probes.add({0.8779f,0.3f,0.02f});
probes.add({0.754f,0.31f,0.02f});
// Here we define our domain a 2D box with internals from 0 to 1.0 for x and y
Box<3,real_number> domain({-0.05f,-0.05f,-0.05f},{1.7010f,0.7065f,0.511f});
size_t sz[3] = {207,90,66};
// Fill W_dap
W_dap = 1.0/Wab(H/1.5);
// Here we define the boundary conditions of our problem
size_t bc[3]={NON_PERIODIC,NON_PERIODIC,NON_PERIODIC};
// extended boundary around the domain, and the processor domain
Ghost<3,real_number> g(2*H);
particles vd(0,domain,bc,g,DEC_GRAN(128));
//! \cond [draw fluid] \endcond
// You can ignore all these dp/2.0 is a trick to reach the same initialization
// of Dual-SPH that use a different criteria to draw particles
Box<3,real_number> fluid_box({dp/2.0f,dp/2.0f,dp/2.0f},{0.4f+dp/2.0f,0.67f-dp/2.0f,0.3f+dp/2.0f});
// return an iterator to the fluid particles to add to vd
auto fluid_it = DrawParticles::DrawBox(vd,sz,domain,fluid_box);
// here we fill some of the constants needed by the simulation
max_fluid_height = fluid_it.getBoxMargins().getHigh(2);
h_swl = fluid_it.getBoxMargins().getHigh(2) - fluid_it.getBoxMargins().getLow(2);
B = (coeff_sound)*(coeff_sound)*gravity*h_swl*rho_zero / gamma_;
cbar = coeff_sound * sqrt(gravity * h_swl);
// for each particle inside the fluid box ...
while (fluid_it.isNext())
{
// ... add a particle ...
vd.add();
// ... and set it position ...
vd.getLastPos()[0] = fluid_it.get().get(0);
vd.getLastPos()[1] = fluid_it.get().get(1);
vd.getLastPos()[2] = fluid_it.get().get(2);
// and its type.
vd.template getLastProp<type>() = FLUID;
// We also initialize the density of the particle and the hydro-static pressure given by
//
// rho_zero*g*h = P
//
// rho_p = (P/B + 1)^(1/Gamma) * rho_zero
//
vd.template getLastProp<Pressure>() = rho_zero * gravity * (max_fluid_height - fluid_it.get().get(2));
vd.template getLastProp<rho>() = pow(vd.template getLastProp<Pressure>() / B + 1, 1.0/gamma_) * rho_zero;
vd.template getLastProp<rho_prev>() = vd.template getLastProp<rho>();
vd.template getLastProp<velocity>()[0] = 0.0;
vd.template getLastProp<velocity>()[1] = 0.0;
vd.template getLastProp<velocity>()[2] = 0.0;
vd.template getLastProp<velocity_prev>()[0] = 0.0;
vd.template getLastProp<velocity_prev>()[1] = 0.0;
vd.template getLastProp<velocity_prev>()[2] = 0.0;
// next fluid particle
++fluid_it;
}
// Recipient
Box<3,real_number> recipient1({0.0f,0.0f,0.0f},{1.6f+dp/2.0f,0.67f+dp/2.0f,0.4f+dp/2.0f});
Box<3,real_number> recipient2({dp,dp,dp},{1.6f-dp/2.0f,0.67f-dp/2.0f,0.4f+dp/2.0f});
Box<3,real_number> obstacle1({0.9f,0.24f-dp/2.0f,0.0f},{1.02f+dp/2.0f,0.36f,0.45f+dp/2.0f});
Box<3,real_number> obstacle2({0.9f+dp,0.24f+dp/2.0f,0.0f},{1.02f-dp/2.0f,0.36f-dp,0.45f-dp/2.0f});
Box<3,real_number> obstacle3({0.9f+dp,0.24f,0.0f},{1.02f,0.36f,0.45f});
openfpm::vector<Box<3,real_number>> holes;
holes.add(recipient2);
holes.add(obstacle1);
auto bound_box = DrawParticles::DrawSkin(vd,sz,domain,holes,recipient1);
while (bound_box.isNext())
{
vd.add();
vd.getLastPos()[0] = bound_box.get().get(0);
vd.getLastPos()[1] = bound_box.get().get(1);
vd.getLastPos()[2] = bound_box.get().get(2);
vd.template getLastProp<type>() = BOUNDARY;
vd.template getLastProp<rho>() = rho_zero;
vd.template getLastProp<rho_prev>() = rho_zero;
vd.template getLastProp<velocity>()[0] = 0.0;
vd.template getLastProp<velocity>()[1] = 0.0;
vd.template getLastProp<velocity>()[2] = 0.0;
vd.template getLastProp<velocity_prev>()[0] = 0.0;
vd.template getLastProp<velocity_prev>()[1] = 0.0;
vd.template getLastProp<velocity_prev>()[2] = 0.0;
++bound_box;
}
auto obstacle_box = DrawParticles::DrawSkin(vd,sz,domain,obstacle2,obstacle1);
while (obstacle_box.isNext())
{
vd.add();
vd.getLastPos()[0] = obstacle_box.get().get(0);
vd.getLastPos()[1] = obstacle_box.get().get(1);
vd.getLastPos()[2] = obstacle_box.get().get(2);
vd.template getLastProp<type>() = BOUNDARY;
vd.template getLastProp<rho>() = rho_zero;
vd.template getLastProp<rho_prev>() = rho_zero;
vd.template getLastProp<velocity>()[0] = 0.0;
vd.template getLastProp<velocity>()[1] = 0.0;
vd.template getLastProp<velocity>()[2] = 0.0;
vd.template getLastProp<velocity_prev>()[0] = 0.0;
vd.template getLastProp<velocity_prev>()[1] = 0.0;
vd.template getLastProp<velocity_prev>()[2] = 0.0;
++obstacle_box;
}
vd.map();
// Now that we fill the vector with particles
ModelCustom md;
vd.addComputationCosts(md);
vd.getDecomposition().decompose();
vd.map();
///////////////////////////
// Ok the initialization is done on CPU on GPU we are doing the main loop, so first we offload all properties on GPU
vd.hostToDevicePos();
vd.template hostToDeviceProp<type,rho,rho_prev,Pressure,velocity>();
vd.ghost_get<type,rho,Pressure,velocity>(RUN_ON_DEVICE);
auto NN = vd.getCellListGPU/*<CELLLIST_GPU_SPARSE<3,float>>*/(2*H / 2.0, CL_NON_SYMMETRIC | CL_GPU_REORDER, 2);
timer tot_sim;
tot_sim.start();
size_t write = 0;
size_t it = 0;
size_t it_reb = 0;
real_number t = 0.0;
while (t <= t_end)
{
Vcluster<> & v_cl = create_vcluster();
timer it_time;
it_time.start();
////// Do rebalancing every 200 timesteps
it_reb++;
if (it_reb == 300)
{
vd.map(RUN_ON_DEVICE);
// Rebalancer for now work on CPU , so move to CPU
vd.deviceToHostPos();