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305 lines (278 loc) · 12.4 KB
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#include <omp.h>
#include <cmath>
#include <fstream>
#include <vector>
#include <iostream>
#include "collision.h"
#include "io.h"
#include "sim_validator.h"
//Cell to contain particles
struct Cell {
std::vector<int> particlesId;
};
struct CollideList {
std::vector<int> particlesId;
};
void updatePositions(std::vector<Particle>& particles) {
int numOfParticles = particles.size();
#pragma omp parallel for
for(int i = 0; i < numOfParticles; i++) {
particles[i].loc.x += particles[i].vel.x;
particles[i].loc.y += particles[i].vel.y;
}
}
void allocateParticlesInCell(std::vector<std::vector<Cell>>& grid, std::vector<Particle>& particles, int cellSize, int numOfCells) {
int N = particles.size();
//reset particles allocate in grid
#pragma omp parallel for collapse(2)
for(int i = 0; i < numOfCells; i++) {
for(int j = 0; j < numOfCells; j++) {
grid[i][j].particlesId.clear();
}
}
//allocate particles into cells
for(int i = 0; i < N; i++) {
int xCellId = particles[i].loc.x/cellSize;
xCellId = std::max(xCellId, 0);
xCellId = std::min(xCellId, numOfCells - 1);
int yCellId = particles[i].loc.y/cellSize;
yCellId = std::max(yCellId, 0);
yCellId = std::min(yCellId, numOfCells - 1);
grid[xCellId][yCellId].particlesId.push_back(i);
}
}
bool getCollideWallList(int N, std::vector<Particle>& particles, std::vector<int>& collideWallList, int squareSize, int radius) {
bool isCollide = false;
for(int id = 0; id < N; id++) {
auto &p = particles[id];
if(is_wall_overlap(p.loc, squareSize, radius)) {
isCollide = true;
collideWallList.push_back(id);
}
}
return isCollide;
}
bool getCollideListInCell(std::vector<std::vector<Cell>>& grid, std::vector<Particle>& particles, int numOfCells, int radius, int xCellId, int yCellId, std::vector<CollideList>& collideGrid) {
bool isCollide = false;
auto &cell = grid[xCellId][yCellId];
int N = cell.particlesId.size();
//save overlap particles within a cell
for(int id1 = 0; id1 < N; id1++) {
for(int id2 = 0; id2 < N; id2++) {
auto &collideList = collideGrid[cell.particlesId[id1]].particlesId;
auto &p1 = particles[cell.particlesId[id1]];
auto &p2 = particles[cell.particlesId[id2]];
if(is_particle_overlap(p1.loc, p2.loc, radius)) {
isCollide = true;
collideList.push_back(cell.particlesId[id2]);
}
}
}
//save particles overlap with adjacent cell
for(int xCellId1 = xCellId - 1; xCellId1 <= xCellId + 1; xCellId1++) {
for(int yCellId1 = yCellId; yCellId1 <= yCellId + 1; yCellId1++) {
bool invalid = (xCellId1<0) | (yCellId1<0) | (xCellId1>=numOfCells) | (yCellId1>=numOfCells) | ((yCellId1 == yCellId) & (xCellId1 <= xCellId));
if(invalid) {
continue;
}
auto &cell1 = grid[xCellId1][yCellId1];
int N1 = cell1.particlesId.size();
for(int id1 = 0; id1 < N; id1++) {
auto &collideList = collideGrid[cell.particlesId[id1]].particlesId;
for(int id2 = 0; id2 < N1; id2++) {
auto &p1 = particles[cell.particlesId[id1]];
auto &p2 = particles[cell1.particlesId[id2]];
if(is_particle_overlap(p1.loc, p2.loc, radius)) {
isCollide = true;
collideList.push_back(cell1.particlesId[id2]);
}
}
}
}
}
return isCollide;
}
bool getCollideList(std::vector<std::vector<Cell>>& grid, std::vector<Particle>& particles, int radius, int xStartId, int yStartId, int numOfCells, std::vector<CollideList>& collideGrid) {
bool isCollide = false;
#pragma omp parallel for collapse(2)
for(int xCellId = xStartId; xCellId < numOfCells; xCellId+=2) {
for(int yCellId = yStartId; yCellId < numOfCells; yCellId+=2) {
bool isCollideInCell = getCollideListInCell(grid, particles, numOfCells, radius, xCellId, yCellId, collideGrid);
#pragma omp atomic
isCollide |= isCollideInCell;
}
}
return isCollide;
}
bool resolveWallCollide(std::vector<Particle>& particles, int squareSize, std::vector<int>& collideWallList, int radius) {
bool isCollide = false;
#pragma omp parallel for
for(int pId : collideWallList) {
auto &p = particles[pId];
if(is_wall_collision(p.loc, p.vel, squareSize, radius)) {
isCollide = true;
resolve_wall_collision(p.loc, p.vel, squareSize, radius);
}
}
return isCollide;
}
bool resolveCollisionInCell(std::vector<std::vector<Cell>>& grid, std::vector<Particle>& particles, int radius, int xCellId, int yCellId, std::vector<CollideList>& collideGrid) {
bool isCollide = false;
auto &cell = grid[xCellId][yCellId];
int N = cell.particlesId.size();
for(int id = 0; id < N; id++) {
int pId1 = cell.particlesId[id];
auto &p1 = particles[pId1];
auto &collideList = collideGrid[pId1].particlesId;
for(int pId2 : collideList) {
auto &p2 = particles[pId2];
if(is_particle_collision(p1.loc, p1.vel, p2.loc, p2.vel, radius)) {
isCollide = true;
resolve_particle_collision(p1.loc, p1.vel, p2.loc, p2.vel);
}
}
}
return isCollide;
}
void resetCollideList(std::vector<CollideList>& collideGrid, std::vector<int>& collideWallList) {
#pragma omp parallel for
for(auto &collideList : collideGrid) {
collideList.particlesId.clear();
}
collideWallList.clear();
}
bool resolveCollideInCell(std::vector<std::vector<Cell>>& grid, std::vector<Particle>& particles, int squareSize, int numOfCells, int radius, int xCellId, int yCellId) {
bool isCollide = false;
auto &cell = grid[xCellId][yCellId];
int N = cell.particlesId.size();
// #pragma omp parallel for
for(int id = 0; id < N; id++) {
auto &p = particles[cell.particlesId[id]];
//resolve wall collision
if(is_wall_collision(p.loc, p.vel, squareSize, radius)) {
isCollide = true;
resolve_wall_collision(p.loc, p.vel, squareSize, radius);
}
}
//refolve collide within this cell
for(int id1 = 0; id1 < N; id1++) {
for(int id2 = 0; id2 < N; id2++) {
auto &p1 = particles[cell.particlesId[id1]];
auto &p2 = particles[cell.particlesId[id2]];
if(is_particle_collision(p1.loc, p1.vel, p2.loc, p2.vel, radius)) {
isCollide = true;
resolve_particle_collision(p1.loc, p1.vel, p2.loc, p2.vel);
}
}
}
//resolve collide with adjacent cell
for(int xCellId1 = xCellId - 1; xCellId1 <= xCellId + 1; xCellId1++) {
for(int yCellId1 = yCellId; yCellId1 <= yCellId + 1; yCellId1++) {
bool invalid = (xCellId1<0) | (yCellId1<0) | (xCellId1>=numOfCells) | (yCellId1>=numOfCells) | ((yCellId1 == yCellId) & (xCellId1 <= xCellId));
if(invalid) {
continue;
}
auto &cell1 = grid[xCellId1][yCellId1];
int N1 = cell1.particlesId.size();
for(int id1 = 0; id1 < N; id1++) {
for(int id2 = 0; id2 < N1; id2++) {
auto &p1 = particles[cell.particlesId[id1]];
auto &p2 = particles[cell1.particlesId[id2]];
if(is_particle_collision(p1.loc, p1.vel, p2.loc, p2.vel, radius)) {
isCollide = true;
resolve_particle_collision(p1.loc, p1.vel, p2.loc, p2.vel);
}
}
}
}
}
return isCollide;
}
bool resolveCollide(std::vector<std::vector<Cell>>& grid, std::vector<Particle>& particles, int squareSize, int radius, int xStartId, int yStartId, int numOfCells) {
bool isCollide = false;
#pragma omp parallel for collapse(2)
for(int xCellId = xStartId; xCellId < numOfCells; xCellId+=2) {
for(int yCellId = yStartId; yCellId < numOfCells; yCellId+=2) {
bool isCollideInCell = resolveCollideInCell(grid, particles, squareSize, numOfCells, radius, xCellId, yCellId);
#pragma omp atomic
isCollide |= isCollideInCell;
}
}
return isCollide;
}
bool resolveCollision(std::vector<std::vector<Cell>>& grid, std::vector<Particle>& particles, int squareSize, int radius, int xStartId, int yStartId, int numOfCells, std::vector<int>& collideWallList, std::vector<CollideList>& collideGrid) {
bool isCollide = false;
isCollide |= resolveWallCollide(particles, squareSize, collideWallList, radius);
#pragma omp parallel for collapse(2)
for(int xCellId = xStartId; xCellId < numOfCells; xCellId+=2) {
for(int yCellId = yStartId; yCellId < numOfCells; yCellId+=2) {
bool isCollideInCell = resolveCollisionInCell(grid, particles, radius, xCellId, yCellId, collideGrid);
#pragma omp atomic
isCollide |= isCollideInCell;
}
}
return isCollide;
}
int main(int argc, char* argv[]) {
// Read arguments and input file
Params params{};
std::vector<Particle> particles;
read_args(argc, argv, params, particles);
// Set number of threads
omp_set_num_threads(params.param_threads);
#if CHECK == 1
// Initialize collision checker
SimulationValidator validator(params.param_particles, params.square_size, params.param_radius, params.param_steps);
// Initialize with starting positions
validator.initialize(particles);
// Uncomment the line below to enable visualization (makes program much slower)
// validator.enable_viz_output("test.out");
#endif
// TODO: this is the part where you simulate particle behavior.
int N = params.param_particles;
int L = params.square_size;
int r = params.param_radius;
int S = params.param_steps;
int cellSize = 4*r;
int numOfCells = static_cast<int>(std::ceil(L/cellSize));
std::vector<CollideList> collideGrid(N);
std::vector<int> collideWallList;
//initialize grid
std::vector<std::vector<Cell>> grid(numOfCells, std::vector<Cell>(numOfCells));
for(int i = 0; i < S; i++) {
updatePositions(particles);
allocateParticlesInCell(grid, particles, cellSize, numOfCells);
resetCollideList(collideGrid, collideWallList);
// bool isCollide = true;
// //divide grid into 4 regions to process
// while(isCollide) {
// isCollide = resolveCollide(grid, particles, L, r, 0, 0, numOfCells) |
// resolveCollide(grid, particles, L, r, 0, 1, numOfCells) |
// resolveCollide(grid, particles, L, r, 1, 0, numOfCells) |
// resolveCollide(grid, particles, L, r, 1, 1, numOfCells);
// }
bool isCollide = getCollideWallList(N, particles, collideWallList, L, r) |
getCollideList(grid, particles, r, 0, 0, numOfCells, collideGrid) |
getCollideList(grid, particles, r, 0, 1, numOfCells, collideGrid) |
getCollideList(grid, particles, r, 1, 0, numOfCells, collideGrid) |
getCollideList(grid, particles, r, 1, 1, numOfCells, collideGrid);
while(isCollide) {
isCollide = resolveCollision(grid, particles, L, r, 0, 0, numOfCells, collideWallList, collideGrid) |
resolveCollision(grid, particles, L, r, 0, 1, numOfCells, collideWallList, collideGrid) |
resolveCollision(grid, particles, L, r, 1, 0, numOfCells, collideWallList, collideGrid) |
resolveCollision(grid, particles, L, r, 1, 1, numOfCells, collideWallList, collideGrid);
}
#if CHECK == 1
validator.validate_step(particles);
#endif
}
/*
After simulating each timestep, you must call this exact block below.
Make sure that your final submission has both the validation logic above and below included, within the #if
#if CHECK == 1
validator.validate_step(particles);
#endif
*/
std::printf("successfully");
return 0;
}