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Physics_kernels.cu
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913 lines (726 loc) · 31.1 KB
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#include <Meta/CUDA.h>
#include "Solid.h"
#include "VboManager.h"
#include "eig3.h"
#include "ColorRamp.h"
#define BLOCKSIZE 128
__global__ void calculateDrivingForces_k
(Point *points, float *masses, float4 *externalForces, unsigned int numPoints) {
int me_idx = blockIdx.x * blockDim.x + threadIdx.x;
if (me_idx>=numPoints)
return;
externalForces[me_idx] =
make_float4(0, -9.820*masses[me_idx], 0, 0); // for m.
}
void calculateGravityForces(Solid* solid) {
int pointSize = (int)ceil(((float)solid->vertexpool->size)/BLOCKSIZE);
calculateDrivingForces_k
<<<make_uint3(pointSize,1,1), make_uint3(BLOCKSIZE,1,1)>>>
(solid->vertexpool->data, solid->vertexpool->mass,
solid->vertexpool->externalForces, solid->vertexpool->size);
CHECK_FOR_CUDA_ERROR();
}
__global__ void testCollision_k
(Point* points, unsigned int numPoints,
float4* displacements, float4* oldDisplacements,
float4* vertices, float4* normals, unsigned int numFaces,
bool* intersect) {
int pointIdx = blockIdx.x * blockDim.x + threadIdx.x;
int faceIdx = blockIdx.y * blockDim.y + threadIdx.y;
if( pointIdx >= numPoints || faceIdx >= numFaces ) return;
// Get point
float3 point = make_float3(points[pointIdx]+displacements[pointIdx]);
// Get point on plane
float3 pointOnPlane = make_float3(vertices[faceIdx*3]);
// Get normal to plane
float3 planeNorm = make_float3(normals[faceIdx*3]);
// Point plane distance: D = planeNormal dot (point - pointOnPlane)
float distance = dot( planeNorm, (point - pointOnPlane) );
// if point is in front of just one plane it is not intersection.
if( distance > 0 ){
intersect[pointIdx] = false;
}
}
void testCollision(Solid* solid, PolyShape* bVolume, bool* intersect) {
int pBlocks = (int)ceil(((float)solid->vertexpool->size)/BLOCKSIZE);
int numFaces = (int)((float)bVolume->numVertices/3);
// Start kernel for each point in solid times each face in poly shape
testCollision_k
<<<make_uint3(pBlocks, numFaces,1), make_uint3(BLOCKSIZE,1,1)>>>
(solid->vertexpool->data,
solid->vertexpool->size,
solid->vertexpool->Ui_t,
solid->vertexpool->Ui_tminusdt,
bVolume->vertices,
bVolume->normals,
numFaces,
intersect);
CHECK_FOR_CUDA_ERROR();
}
__global__ void constrainIntersectingPoints_k
(Point* points, unsigned int numPoints,
float4* displacements, float4* oldDisplacements,
bool* intersect) {
int pointIdx = blockIdx.x * blockDim.x + threadIdx.x;
if( pointIdx >= numPoints ) return;
if( intersect[pointIdx] )
displacements[pointIdx] += 1.0 * (oldDisplacements[pointIdx] - displacements[pointIdx]);
}
void constrainIntersectingPoints(Solid* solid, bool* intersect) {
int pBlocks = (int)ceil(((float)solid->vertexpool->size)/BLOCKSIZE);
// Start kernel for each point in solid times each face in poly shape
constrainIntersectingPoints_k
<<<make_uint3(pBlocks, 1,1), make_uint3(BLOCKSIZE,1,1)>>>
(solid->vertexpool->data,
solid->vertexpool->size,
solid->vertexpool->Ui_t,
solid->vertexpool->Ui_tminusdt,
intersect);
CHECK_FOR_CUDA_ERROR();
}
__global__ void fixIntersectingPoints_k
(Point* points, unsigned int numPoints,
float4* displacements, float4* oldDisplacements,
bool* intersect) {
int pointIdx = blockIdx.x * blockDim.x + threadIdx.x;
if( pointIdx >= numPoints ) return;
if( intersect[pointIdx] )
displacements[pointIdx] = oldDisplacements[pointIdx];
}
void fixIntersectingPoints(Solid* solid, bool* intersect) {
int pBlocks = (int)ceil(((float)solid->vertexpool->size)/BLOCKSIZE);
// Start kernel for each point in solid times each face in poly shape
constrainIntersectingPoints_k
<<<make_uint3(pBlocks, 1,1), make_uint3(BLOCKSIZE,1,1)>>>
(solid->vertexpool->data,
solid->vertexpool->size,
solid->vertexpool->Ui_t,
solid->vertexpool->Ui_tminusdt,
intersect);
CHECK_FOR_CUDA_ERROR();
}
__global__ void applyForceToIntersectingNodes_k
(float* masses, float4* extForces, float4 force, bool* intersect, unsigned int numPoints) {
int me_idx = blockIdx.x * blockDim.x + threadIdx.x;
if( me_idx >= numPoints )
return;
/*
if( intersect[me_idx] ){
printf("[Physics] selected %i, total %i\n", me_idx);
}
*/
// if( me_idx == 3 && intersect[me_idx] )
if( intersect[me_idx] )
extForces[me_idx] = force;
else
extForces[me_idx] = make_float4(0);
}
void applyForceToIntersectingNodes(Solid* solid, float3 force, bool* intersect) {
int gridSize = (int)ceil(((float)solid->vertexpool->size)/BLOCKSIZE);
// Start kernel for each point in solid times each face in poly shape
applyForceToIntersectingNodes_k
<<<make_uint3(gridSize, 1,1), make_uint3(BLOCKSIZE,1,1)>>>
(solid->vertexpool->mass,
solid->vertexpool->externalForces,
make_float4(force),
intersect,
solid->vertexpool->size);
CHECK_FOR_CUDA_ERROR();
}
__global__ void applyDisplacementToIntersectingNodes_k
(float* masses, float4* displacements, float4* oldDisplacements,
float4 disp, bool* intersect, unsigned int numPoints) {
int me_idx = blockIdx.x * blockDim.x + threadIdx.x;
if( me_idx >= numPoints )
return;
if( intersect[me_idx] ){
displacements[me_idx] += disp;
}
}
void applyDisplacementToIntersectingNodes(Solid* solid, float3 disp, bool* intersect){
int gridSize = (int)ceil(((float)solid->vertexpool->size)/BLOCKSIZE);
// Start kernel for each point in solid times each face in poly shape
applyDisplacementToIntersectingNodes_k
<<<make_uint3(gridSize, 1,1), make_uint3(BLOCKSIZE,1,1)>>>
(solid->vertexpool->mass,
solid->vertexpool->Ui_t,
solid->vertexpool->Ui_tminusdt,
make_float4(disp),
intersect,
solid->vertexpool->size);
CHECK_FOR_CUDA_ERROR();
}
__global__
void moveIntersectingNodeToSurface_k
(Point* points, unsigned int numPoints,
float4* displacements, float4* oldDisplacements,
float4* vertices, float4* normals, unsigned int numFaces,
bool* intersect) {
int pointIdx = blockIdx.x * blockDim.x + threadIdx.x;
if( pointIdx >= numPoints || !intersect[pointIdx] ) return;
// If the point intersects with the volume iterate through all faces
// to find shortest distance to plane and project the point onto the plane.
float surfDist = 9e9; // float::max
int faceIdxWithShortestDist = -1;
for( int i=0; i<numFaces; i++ ) {
int faceIdx = blockIdx.y * blockDim.y + i;
// Get point
float3 point = make_float3(points[pointIdx]+displacements[pointIdx]);
// Get point on plane
float3 pointOnPlane = make_float3(vertices[faceIdx*3]);
// Get normal to plane
float3 planeNorm = make_float3(normals[faceIdx*3]);
// Point plane distance: D = planeNormal dot (point - pointOnPlane)
float dist = dot( planeNorm, (point - pointOnPlane));
if( abs(dist) < surfDist ) {
surfDist = abs(dist);
faceIdxWithShortestDist = faceIdx;
}
}
// Project the point onto the plane with shortest distance
if( faceIdxWithShortestDist > -1 ){
float3 point = make_float3(points[pointIdx]+displacements[pointIdx]);
// Get normal to plane
float3 planeNorm = make_float3(normals[faceIdxWithShortestDist*3]);
//planeNorm = normalize(planeNorm);
float3 diff = (planeNorm * surfDist);
diff *= 0.001f;
//printf("PlaneNorm %f %f %f - surfDist %f - diff %f,%f,%f\n", planeNorm.x, planeNorm.y, planeNorm.z, surfDist, diff.x, diff.y, diff.z);
displacements[pointIdx].x += diff.x;
displacements[pointIdx].y += diff.y;
displacements[pointIdx].z += diff.z;
}
}
void moveIntersectingNodeToSurface(Solid* solid, PolyShape* bVolume, bool* intersect){
int pBlocks = (int)ceil(((float)solid->vertexpool->size)/BLOCKSIZE);
int numFaces = (int)((float)bVolume->numVertices/3);
// Start kernel for each point in solid times each face in poly shape
moveIntersectingNodeToSurface_k
<<<make_uint3(pBlocks, 1, 1), make_uint3(BLOCKSIZE,1,1)>>>
(solid->vertexpool->data,
solid->vertexpool->size,
solid->vertexpool->Ui_t,
solid->vertexpool->Ui_tminusdt,
bVolume->vertices,
bVolume->normals,
numFaces,
intersect);
CHECK_FOR_CUDA_ERROR();
}
__global__ void colorSelection_k
(Tetrahedron* tetra, unsigned int numTets,
float4* colArray, unsigned int size,
bool* intersect) {
int me_idx = blockIdx.x * blockDim.x + threadIdx.x;
if (me_idx>=numTets) return;
float4 color = make_float4(0.5,0.5,0.5,1.0);
Tetrahedron e = tetra[me_idx];
if( intersect[e.x] || intersect[e.y] || intersect[e.z] || intersect[e.w] ){
int colr_idx = me_idx*12;
for( int i=0; i<12; i++ )
colArray[colr_idx++] = color;
}
}
void colorSelection(Solid* solid, VisualBuffer* colorBuffer, bool* intersect) {
int gridSize = (int)ceil(((float)solid->body->numTetrahedra)/BLOCKSIZE);
// Start kernel for each point in solid times each face in poly shape
colorSelection_k
<<<make_uint3(gridSize, 1,1), make_uint3(BLOCKSIZE,1,1)>>>
(solid->body->tetrahedra,
solid->body->numTetrahedra,
colorBuffer->buf, colorBuffer->numElm,
intersect);
CHECK_FOR_CUDA_ERROR();
}
__global__ void loadArrayIntoVBO_k(float4* array, unsigned int size, float4* vbo) {
int me_idx = blockIdx.x * blockDim.x + threadIdx.x;
if (me_idx >= size) return;
vbo[me_idx] = array[me_idx];
}
void loadArrayIntoVBO(float4* array, unsigned int size, float4* vbo) {
int gridSize = (int)ceil(((float)size)/BLOCKSIZE);
loadArrayIntoVBO_k
<<<make_uint3(gridSize,1,1), make_uint3(BLOCKSIZE,1,1)>>>
(array, size, vbo);
CHECK_FOR_CUDA_ERROR();
}
__global__ void applyGroundConstraint_k
(Point *points, float4 *displacements, float4 *oldDisplacements,
float lowestYValue, unsigned int numPoints) {
int me_idx = blockIdx.x * blockDim.x + threadIdx.x;
if (me_idx>=numPoints)
return;
Point me = points[me_idx];
float4 displacement = displacements[me_idx];
// printf("%f, %f, %f \n", me.x, me.y, me.z);
// printf("%f, %f, %f \n", displacement.x, displacement.y, displacement.z);
if( (me.x+displacement.x > -10.0 && me.x+displacement.x < 10.0) && (me.y+displacement.y)<lowestYValue) {
//if((me.y+displacement.y)<lowestYValue) {
displacements[me_idx].y = lowestYValue - me.y;
//oldDisplacements[me_idx] = displacements[me_idx];
}
}
void applyFloorConstraint(Solid* solid, float floorYPosition) {
int pointSize = (int)ceil(((float)solid->vertexpool->size)/BLOCKSIZE);
applyGroundConstraint_k
<<<make_uint3(pointSize,1,1), make_uint3(BLOCKSIZE,1,1)>>>
(solid->vertexpool->data, solid->vertexpool->Ui_t,
solid->vertexpool->Ui_tminusdt, floorYPosition,
solid->vertexpool->size);
CHECK_FOR_CUDA_ERROR();
}
//note: supposed to be castable to a ShapeFunctionDerivatives object
struct Matrix4x3 { float e[12]; };
struct Matrix3x3 {
float e[9];
// Matrix3x3 *Must* be symmetric. Returns eigenvectors in columns of V
// and corresponding eigenvalues in d.
__device__ void calcEigenDecomposition(double V[3][3], double d[3]) {
double A[3][3];
for(int i=0; i<3; i++)
for(int j=0; j<3; j++)
A[i][j] = e[j+i*3];
// decompose
eigen_decomposition(A,V,d);
}
};
struct Matrix6x3 { float e[6*3]; };
texture<float4, 1, cudaReadModeElementType> Ui_t_1d_tex;
texture<float, 1, cudaReadModeElementType> V0_1d_tex;
//texture<float4, 1, cudaReadModeElementType> _tex;
#define h(i,j) (sfdm.e[(i-1)*3+(j-1)])
#define u(i,j) (displacements.e[(i-1)*3+(j-1)])
#define X(i,j) (deformation_gradients.e[(i-1)*3+(j-1)])
#define B(i,j) (b_tensor.e[(i-1)*3+(j-1)])
#define C(i,j) (cauchy_green_deformation.e[(i-1)*3+(j-1)])
#define CI(i,j) (c_inverted.e[(i-1)*3+(j-1)])
#define S(i,j) (s_tensor.e[(i-1)*3+(j-1)])
#define E(i,j) (e_tensor.e[(i-1)*3+(j-1)])
/* int itrCount=0; */
__global__ void calculateForces_k(Matrix4x3 *shape_function_derivatives,
Tetrahedron *tetrahedra, float4 *Ui_t, float *V_0,
int4 *writeIndices, float4 *pointForces, int maxPointForces,
float mu, float lambda,
float4* principalStress, bool* maxStressExceeded,
unsigned int numTets, float4* colrBuf, float4* tensorColr,
float4* eigenVectors, float4* eigenValues,
float max_streach, float max_compression) {
int me_idx = blockIdx.x * blockDim.x + threadIdx.x;
if (me_idx>=numTets)
return;
Tetrahedron e = tetrahedra[me_idx];
if (e.x < 0)
return;
Matrix4x3 sfdm = shape_function_derivatives[me_idx];
/*if( me_idx == 0 ){
printf("sfdm %f,%f,%f \n", h(1,1),h(1,2),h(1,3));
printf("sfdm %f,%f,%f \n", h(2,1),h(2,2),h(2,3));
printf("sfdm %f,%f,%f \n", h(3,1),h(3,2),h(3,3));
printf("sfdm %f,%f,%f \n", h(4,1),h(4,2),h(4,3));
}*/
Matrix4x3 displacements;
//fill in displacement values in u (displacements)
//crop_last_dim := make_float3(float4);
float3 U1 = make_float3(tex1Dfetch( Ui_t_1d_tex, e.x ));
float3 U2 = make_float3(tex1Dfetch( Ui_t_1d_tex, e.y ));
float3 U3 = make_float3(tex1Dfetch( Ui_t_1d_tex, e.z ));
float3 U4 = make_float3(tex1Dfetch( Ui_t_1d_tex, e.w ));
// printf("U1: %f,%f,%f \n", U1.x, U1.y, U1.z);
displacements.e[0] = U1.x;
displacements.e[1] = U1.y;
displacements.e[2] = U1.z;
displacements.e[3] = U2.x;
displacements.e[4] = U2.y;
displacements.e[5] = U2.z;
displacements.e[6] = U3.x;
displacements.e[7] = U3.y;
displacements.e[8] = U3.z;
displacements.e[9] = U4.x;
displacements.e[10] = U4.y;
displacements.e[11] = U4.z;
/*
displacements.e[0] = Ui_t[e.x].x;
displacements.e[1] = Ui_t[e.x].y;
displacements.e[2] = Ui_t[e.x].z;
displacements.e[3] = Ui_t[e.y].x;
displacements.e[4] = Ui_t[e.y].y;
displacements.e[5] = Ui_t[e.y].z;
displacements.e[6] = Ui_t[e.z].x;
displacements.e[7] = Ui_t[e.z].y;
displacements.e[8] = Ui_t[e.z].z;
displacements.e[9] = Ui_t[e.w].x;
displacements.e[10] = Ui_t[e.w].y;
displacements.e[11] = Ui_t[e.w].z;
*/
Matrix3x3 deformation_gradients;
// [Ref: TLED-article, formel 23]
//Calculate deformation gradients
X(1,1) = (u(1,1)*h(1,1)+u(2,1)*h(2,1)+u(3,1)*h(3,1)+u(4,1)*h(4,1)+1.0f);
X(1,2) = (u(1,1)*h(1,2)+u(2,1)*h(2,2)+u(3,1)*h(3,2)+u(4,1)*h(4,2));
X(1,3) = (u(1,1)*h(1,3)+u(2,1)*h(2,3)+u(3,1)*h(3,3)+u(4,1)*h(4,3));
X(2,1) = (u(1,2)*h(1,1)+u(2,2)*h(2,1)+u(3,2)*h(3,1)+u(4,2)*h(4,1));
X(2,2) = (u(1,2)*h(1,2)+u(2,2)*h(2,2)+u(3,2)*h(3,2)+u(4,2)*h(4,2)+1.0f);
X(2,3) = (u(1,2)*h(1,3)+u(2,2)*h(2,3)+u(3,2)*h(3,3)+u(4,2)*h(4,3));
X(3,1) = (u(1,3)*h(1,1)+u(2,3)*h(2,1)+u(3,3)*h(3,1)+u(4,3)*h(4,1));
X(3,2) = (u(1,3)*h(1,2)+u(2,3)*h(2,2)+u(3,3)*h(3,2)+u(4,3)*h(4,2));
X(3,3) = (u(1,3)*h(1,3)+u(2,3)*h(2,3)+u(3,3)*h(3,3)+u(4,3)*h(4,3)+1.0f);
/*printf("\nDeformation gradient tensor for tetrahedron %i: \n", me_idx);
printf("%f, %f, %f \n", X(1,1), X(1,2), X(1,3));
printf("%f, %f, %f \n", X(2,1), X(2,2), X(2,3));
printf("%f, %f, %f \n", X(3,1), X(3,2), X(3,3));
*/
// [Ref: TLED-article, formel 2]
// X transposed multiplied with self, to obtain tensor without rotation.
// calculate Right Cauchy-Green deformation tensor C
Matrix3x3 cauchy_green_deformation;
C(1,1) = X(1, 1)*X(1, 1) + X(2, 1)*X(2, 1) + X(3, 1)*X(3, 1);
C(1,2) = X(1, 1)*X(1, 2) + X(2, 1)*X(2, 2) + X(3, 1)*X(3, 2);
C(1,3) = X(1, 1)*X(1, 3) + X(2, 1)*X(2, 3) + X(3, 1)*X(3, 3);
C(2,1) = X(1, 1)*X(1, 2) + X(2, 1)*X(2, 2) + X(3, 1)*X(3, 2);
C(2,2) = X(1, 2)*X(1, 2) + X(2, 2)*X(2, 2) + X(3, 2)*X(3, 2);
C(2,3) = X(1, 2)*X(1, 3) + X(2, 2)*X(2, 3) + X(3, 2)*X(3, 3);
C(3,1) = X(1, 1)*X(1, 3) + X(2, 1)*X(2, 3) + X(3, 1)*X(3, 3);
C(3,2) = X(1, 2)*X(1, 3) + X(2, 2)*X(2, 3) + X(3, 2)*X(3, 3);
C(3,3) = X(1, 3)*X(1, 3) + X(2, 3)*X(2, 3) + X(3, 3)*X(3, 3);
/*
printf("\nRight Cauchy-Green deformation tensor for tetrahedron %i: \n", me_idx);
printf("%f, %f, %f \n", C(1,1), C(1,2), C(1,3));
printf("%f, %f, %f \n", C(2,1), C(2,2), C(2,3));
printf("%f, %f, %f \n", C(3,1), C(3,2), C(3,3));
*/
//Invert C
// [Ref. TLED-article] calculated for use in stress tensor
Matrix3x3 c_inverted;
float denominator = (C(3, 1)*C(1, 2)*C(2, 3) - C(3, 1)*C(1, 3)*C(2, 2) - C(2, 1)*C(1, 2)*C(3, 3)
+ C(2, 1)*C(1, 3)*C(3, 2) + C(1, 1)*C(2, 2)*C(3, 3) - C(1, 1)*C(2, 3)*C(3, 2));
CI(1,1) = (C(2, 2)*C(3, 3) - C(2, 3)*C(3, 2))/denominator;
CI(1,2) = (-C(1, 2)*C(3, 3) + C(1, 3)*C(3, 2))/denominator;
CI(1,3) = (C(1, 2)*C(2, 3) - C(1, 3)*C(2, 2))/denominator;
CI(2,1) = (-C(2, 1)*C(3, 3) + C(3, 1)*C(2, 3))/denominator;
CI(2,2) = (-C(3, 1)*C(1, 3) + C(1, 1)*C(3, 3))/denominator;
CI(2,3) = (-C(1, 1)*C(2, 3) + C(2, 1)*C(1, 3))/denominator;
CI(3,1) = (-C(3, 1)*C(2, 2) + C(2, 1)*C(3, 2))/denominator;
CI(3,2) = (-C(1, 1)*C(3, 2) + C(3, 1)*C(1, 2))/denominator;
CI(3,3) = (-C(2, 1)*C(1, 2) + C(1, 1)*C(2, 2))/denominator;
/* printf("\nInverted right Cauchy-Green deformation tensor for tetrahedron %i: \n", me_idx);
printf("%f, %f, %f \n", CI(1,1), CI(1,2), CI(1,3));
printf("%f, %f, %f \n", CI(2,1), CI(2,2), CI(2,3));
printf("%f, %f, %f \n", CI(3,1), CI(3,2), CI(3,3));
*/
//Find the determinant of the deformation gradient
// [Ref: TLED-article, formel 5]
float J = X(1, 1)*X(2, 2)*X(3, 3)-X(1, 1)*X(2, 3)*X(3, 2)+X(2, 1)*X(3, 2)*X(1, 3)-
X(2, 1)*X(1, 2)*X(3, 3)+X(3, 1)*X(1, 2)*X(2, 3)-X(3, 1)*X(2, 2)*X(1, 3);
// printf("\nDeterminant of the deformation gradient for tetrahedron %i: %f\n", me_idx, J);
//Calculate stress tensor S from Neo-Hookean Model
// [Ref: TLED-article, formel 22]
// S(ij) = mu(delta(ij)-(C(ij)^(-1))^)+lambda^J(J-1)((C^(-1))(ij))
// float mu = 1007.0f;
// float lambda = 49329.0f;
Matrix3x3 s_tensor;
S(1,1) = mu*(1.0f-CI(1,1)) + lambda*J*(J-1.0f)*CI(1,1);
S(2,2) = mu*(1.0f-CI(2,2)) + lambda*J*(J-1.0f)*CI(2,2);
S(3,3) = mu*(1.0f-CI(3,3)) + lambda*J*(J-1.0f)*CI(3,3);
S(1,2) = mu*(-CI(1,2)) + lambda*J*(J-1.0f)*CI(1,2);
S(2,3) = mu*(-CI(2,3)) + lambda*J*(J-1.0f)*CI(2,3);
S(1,3) = mu*(-CI(1,3)) + lambda*J*(J-1.0f)*CI(1,3); // IS THIS RIGHT?? (3,1) instead?
// S(1,3) = mu*(-CI(3,1)) + lambda*J*(J-1.0f)*CI(3,1); // IS THIS RIGHT?? (1,3) instead?
// Make s_tensor symmetric
S(2,1) = S(1,2);
S(3,2) = S(2,3);
S(3,1) = S(1,3);
// Calculate eigen vectors and values and map to colors
double eVector[3][3];
double eValue[3];
s_tensor.calcEigenDecomposition(eVector, eValue);
float4 major;
float4 medium;
float4 minor;
// Sort Eigen values by size
if( abs(eValue[0]) > abs(eValue[1]) ){
if( abs(eValue[0]) > abs(eValue[2]) ) {
// 0 is the largest
major = make_float4(eVector[0][0],eVector[1][0],eVector[2][0], eValue[0]);
if( abs(eValue[1]) > abs(eValue[2]) ){
// 0, 1, 2
medium = make_float4(eVector[0][1],eVector[1][1],eVector[2][1], eValue[1]);
minor = make_float4(eVector[0][2],eVector[1][2],eVector[2][2], eValue[2]);
}
else {
// 0, 2, 1
medium = make_float4(eVector[0][2],eVector[1][2],eVector[2][2], eValue[2]);
minor = make_float4(eVector[0][1],eVector[1][1],eVector[2][1], eValue[1]);
}
}
else {
// 2,0,1
major = make_float4(eVector[0][2],eVector[1][2],eVector[2][2], eValue[2]);
medium = make_float4(eVector[0][0],eVector[1][0],eVector[2][0], eValue[0]);
minor = make_float4(eVector[0][1],eVector[1][1],eVector[2][1], eValue[1]);
}
}else if( abs(eValue[1]) > abs(eValue[2]) ){
// 1 is the largest
major = make_float4(eVector[0][1],eVector[1][1],eVector[2][1], eValue[1]);
if( abs(eValue[0]) > abs(eValue[2]) ){
// 1, 0, 2
medium = make_float4(eVector[0][0],eVector[1][0],eVector[2][0], eValue[0]);
minor = make_float4(eVector[0][2],eVector[1][2],eVector[2][2], eValue[2]);
}
else {
// 1, 2, 0
medium = make_float4(eVector[0][2],eVector[1][2],eVector[2][2], eValue[2]);
minor = make_float4(eVector[0][0],eVector[1][0],eVector[2][0], eValue[0]);
}
}else{
// 2 is the largest
major = make_float4(eVector[0][2],eVector[1][2],eVector[2][2], eValue[2]);
// 2, 1, 0
medium = make_float4(eVector[0][1],eVector[1][1],eVector[2][1], eValue[1]);
minor = make_float4(eVector[0][0],eVector[1][0],eVector[2][0], eValue[0]);
}
// Find and save largest Eigen value and corresponding Eigen vector because
// this defines the principal stress
principalStress[me_idx] = major;
Matrix3x3 e_tensor;
E(1,1) = (C(1,1)-1.0)/2.0;
E(2,2) = (C(2,2)-1.0)/2.0;
E(3,3) = (C(3,3)-1.0)/2.0;
E(1,2) = (C(1,2)-1.0)/2.0;
E(2,3) = (C(2,3)-1.0)/2.0;
E(1,3) = (C(1,3)-1.0)/2.0;
// Calculate eigen vectors and values and map to colors
double eVectorStrain[3][3];
double eValueStrain[3];
Matrix3x3 wtf_tensor = e_tensor;
wtf_tensor.calcEigenDecomposition(eVectorStrain, eValueStrain);
//e_tensor = wtf_tensor;
//e_tensor.calcEigenDecomposition(eVectorStrain, eValueStrain);
double maxStrain = max( max( eValueStrain[0], eValueStrain[1]), eValueStrain[2] );
// Data for stress/strain curve
// if( me_idx==654) // && (itrCount++)%100)
// Green-Lagrangian strain measure
// printf("%E \t %E\n", abs(maxStrain), abs(major.w));
// printf("%E \t", (C(1,1)-1.0)/2.0);
// printf("%E \t %E\n", (C(1,1)-1.0)/2.0, abs(major.w));
// Deformation gradient tensor
//printf("%E \t %E\n", abs(X(1,1))-1.0, abs(major.w));
// Inverse cauchy green
//printf("%E \t %E\n", CI(1,1), abs(major.w));
//printf("%E \t %E\n", J, abs(major.w));
// The eigenvalue determines the highest principal stress,
// if it exceeds the max stress we raise a flag.
if( abs(principalStress[me_idx].w) > max_streach )
*maxStressExceeded = true;
//if( principalStress[me_idx].w < -max_compression )
// *maxCompressionExceeded = true;
// Eigen value one corresponds to eigen vector one, etc..
eigenValues[me_idx] = make_float4(eValue[0], eValue[1], eValue[2], 0);
// Clear fourth component being the Eigen value
major.w = medium.w = minor.w = 0;
int e_idx = me_idx * 3;
eigenVectors[e_idx+0] = major;
eigenVectors[e_idx+1] = medium;
eigenVectors[e_idx+2] = minor;
int maxSign = 1;
int minSign = 1;
double maxEv = max( max( eValue[0], eValue[1]), eValue[2] );
double minEv = min( min( eValue[0], eValue[1]), eValue[2] );
if( maxEv < 0 ){
maxSign = -1;
maxEv *= -1;
}
if( minEv < 0 ) {
minSign = -1;
minEv *= -1;
}
double longestEv = maxEv > minEv ? maxEv : minEv;
longestEv *= maxEv > minEv ? maxSign : minSign;
// ---------- COLORS -------------------
//float4 col = make_float4((numTets/me_idx), 0.5, 0.1, 1.0);
//float4 col = GetColor(-longestEv, -1000.0, 1500.0);
float4 col = GetColor(-longestEv, -max_streach, max_streach);
// float4 col = make_float4(1.0, 1.0, 1.0, 1.0);
int colr_idx = me_idx*12;
colrBuf[colr_idx++] = col;
colrBuf[colr_idx++] = col;
colrBuf[colr_idx++] = col;
colrBuf[colr_idx++] = col;
colrBuf[colr_idx++] = col;
colrBuf[colr_idx++] = col;
colrBuf[colr_idx++] = col;
colrBuf[colr_idx++] = col;
colrBuf[colr_idx++] = col;
colrBuf[colr_idx++] = col;
colrBuf[colr_idx++] = col;
colrBuf[colr_idx++] = col;
/* printf("\nHyper-elastic stresses for tetrahedron %i: \n", me_idx);
printf("%f, %f, %f \n", S(1,1), S(1,2), S(1,3));
printf("%f, %f, %f \n", S(2,1), S(2,2), S(2,3));
printf("%f, %f, %f \n", S(3,1), S(3,2), S(3,3));
*/
float4 forces[4];
// float V = V_0[me_idx];//look up volume
float V = tex1Dfetch( V0_1d_tex, me_idx );
// printf("\nVolume for tetrahedron %i: %f\n", me_idx, V);
for (int a=1; a<=4; a++) // all 4 nodes
{
//Calculate B_L from B_L0 and deformation gradients (a is the node number)
Matrix6x3 b_tensor;
B(1,1) = h(a, 1)*X(1, 1);
B(1,2) = h(a, 1)*X(2, 1);
B(1,3) = h(a, 1)*X(3, 1);
B(2,1) = h(a, 2)*X(1, 2);
B(2,2) = h(a, 2)*X(2, 2);
B(2,3) = h(a, 2)*X(3, 2);
B(3,1) = h(a, 3)*X(1, 3);
B(3,2) = h(a, 3)*X(2, 3);
B(3,3) = h(a, 3)*X(3, 3);
B(4,1) = h(a, 2)*X(1, 1) + h(a, 1)*X(1, 2);
B(4,2) = h(a, 2)*X(2, 1) + h(a, 1)*X(2, 2);
B(4,3) = h(a, 2)*X(3, 1) + h(a, 1)*X(3, 2);
B(5,1) = h(a, 3)*X(1, 2) + h(a, 2)*X(1, 3);
B(5,2) = h(a, 3)*X(2, 2) + h(a, 2)*X(2, 3);
B(5,3) = h(a, 3)*X(3, 2) + h(a, 2)*X(3, 3);
B(6,1) = h(a, 3)*X(1, 1) + h(a, 1)*X(1, 3);
B(6,2) = h(a, 3)*X(2, 1) + h(a, 1)*X(2, 3);
B(6,3) = h(a, 3)*X(3, 1) + h(a, 1)*X(3, 3);
/*
printf("\nSubmatrix for a=%i of the stationary strain-displacement matrix for tetrahedron %i: \n", a, me_idx);
printf("%f, %f, %f \n", B(1,1), B(1,2), B(1,3));
printf("%f, %f, %f \n", B(2,1), B(2,2), B(2,3));
printf("%f, %f, %f \n", B(3,1), B(3,2), B(3,3));
printf("%f, %f, %f \n", B(4,1), B(4,2), B(4,3));
printf("%f, %f, %f \n", B(5,1), B(5,2), B(5,3));
printf("%f, %f, %f \n", B(6,1), B(6,2), B(6,3));
*/
//calculate forces
float4 force;
force.x = V*(B(1, 1)*S(1, 1)+B(2, 1)*S(2, 2)+B(3, 1)*S(3, 3)+B(4, 1)*S(1, 2)+B(5, 1)*S(2, 3)+B(6, 1)*S(1, 3));
force.y = V*(B(1, 2)*S(1, 1)+B(2, 2)*S(2, 2)+B(3, 2)*S(3, 3)+B(4, 2)*S(1, 2)+B(5, 2)*S(2, 3)+B(6, 2)*S(1, 3));
force.z = V*(B(1, 3)*S(1, 1)+B(2, 3)*S(2, 2)+B(3, 3)*S(3, 3)+B(4, 3)*S(1, 2)+B(5, 3)*S(2, 3)+B(6, 3)*S(1, 3));
force.w = 0;
//if( me_idx == 0 && a == 1 ){
//printf("forceY = %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f, %f\n", force.y, V, B(1, 2), S(1, 1), B(2, 2), S(2, 2), B(3, 2), S(3, 3), B(4, 2), S(1, 2), B(5, 2), S(2, 3), B(6, 2), S(1, 3));
//printf("h(a, 2) = %f\n", h(a, 2));
//}
//if( me_idx == 0 && a == 1 )
// printf("forceY = %f\n", force.y);
/*
float maxForce = 100000 * 10;
if (length(make_float3(force)) > maxForce)
force = normalize(force) * maxForce;
*/
if(J > 0)
forces[a-1] = force;
else
forces[a-1] = make_float4(0,0,0,0);
}
/* printf("\nFor tetrahedron %i: \n", me_idx);
printf("node1 (%i) force: %f, %f, %f \n", e.x, forces[0].x, forces[0].y, forces[0].z);
printf("node2 (%i) force: %f, %f, %f \n", e.y, forces[1].x, forces[1].y, forces[1].z);
printf("node3 (%i) force: %f, %f, %f \n", e.z, forces[2].x, forces[2].y, forces[2].z);
printf("node4 (%i) force: %f, %f, %f \n", e.w, forces[3].x, forces[3].y, forces[3].z);
*/
/* forces[0].x = 0;
forces[0].y = -0.000001;
forces[0].z = 0;
forces[1].x = 0;
forces[1].y = -0.000001;
forces[1].z = 0;
forces[2].x = 0;
forces[2].y = -0.000001;
forces[2].z = 0;
forces[3].x = 0;
forces[3].y = -0.000001;
forces[3].z = 0;*/
// look up where this tetrahedron is allowed to store its force contribution to a node
// store force-vector
pointForces[maxPointForces * e.x + writeIndices[me_idx].x] = forces[0];
pointForces[maxPointForces * e.y + writeIndices[me_idx].y] = forces[1];
pointForces[maxPointForces * e.z + writeIndices[me_idx].z] = forces[2];
pointForces[maxPointForces * e.w + writeIndices[me_idx].w] = forces[3];
// if( me_idx==1000 ){
// float absForce = (abs(forces[0].x) + abs(forces[1].x) + abs(forces[2].x) + abs(forces[3].x)) / 4.0f;
// printf("%E \t %E\n", abs(principalStress[me_idx].w), absForce);
//}
// printf("Max num forces: %i\n", maxPointForces);
// printf("%i, %i, %i, %i \n", writeIndices[me_idx].x, writeIndices[me_idx].y, writeIndices[me_idx].z, writeIndices[me_idx].w );
}
void calculateInternalForces(Solid* solid, VboManager* vbom) {
Body* mesh = solid->body;
TetrahedralTLEDState *state = solid->state;
// bind state as 1d texture with 4 channels, to enable cache on lookups
cudaChannelFormatDesc channelDesc = cudaCreateChannelDesc<float4>();
cudaBindTexture( 0, Ui_t_1d_tex, solid->vertexpool->Ui_t, channelDesc );
// bind mesh as 1d texture with 1 channel, to enable texture cache on lookups
cudaChannelFormatDesc channelDesc2 = cudaCreateChannelDesc<float>();
cudaBindTexture( 0, V0_1d_tex, mesh->volume, channelDesc2 );
// run kernel (BLOCKSIZE=128)
int tetSize = (int)ceil(((float)mesh->numTetrahedra)/BLOCKSIZE);
calculateForces_k<<<make_uint3(tetSize,1,1), make_uint3(BLOCKSIZE,1,1)>>>
((Matrix4x3 *)mesh->shape_function_deriv,
mesh->tetrahedra,
solid->vertexpool->Ui_t,
mesh->volume,
mesh->writeIndices,
solid->vertexpool->pointForces,
solid->vertexpool->maxNumForces,
state->mu,
state->lambda,
solid->body->principalStress,
solid->body->maxStressExceeded,
mesh->numTetrahedra,
vbom->GetBuf(BODY_COLORS).buf,
vbom->GetBuf(STRESS_TENSOR_COLORS).buf,
vbom->GetBuf(EIGEN_VECTORS).buf,
vbom->GetBuf(EIGEN_VALUES).buf,
solid->mp->max_streach,
solid->mp->max_compression);
// free textures
cudaUnbindTexture( V0_1d_tex );
cudaUnbindTexture( Ui_t_1d_tex );
CHECK_FOR_CUDA_ERROR();
}
__global__ void
updateDisplacements_k(float4 *Ui_t, float4 *Ui_tminusdt, float *M,
float4 *Ri, float4 *Fi, int maxNumForces,
float4 *ABC, unsigned int numPoints)
{
int me_idx = blockIdx.x * blockDim.x + threadIdx.x;
if (me_idx>=numPoints)
return;
float4 F = make_float4(0,0,0,0);
// printf("Max num forces: %i\n", maxNumForces);
for (int i=0; i<maxNumForces; i++)
{
float4 force_to_add = Fi[me_idx*maxNumForces+i];
//float4 force_to_add = Fi[me_idx+maxNumForces]; //test - to coarless
F.x += force_to_add.x;
F.y += force_to_add.y;
F.z += force_to_add.z;
}
// printf("Accumulated node %i force: %f, %f, %f \n", me_idx, F.x, F.y, F.z);
float4 ABCi = ABC[me_idx];
float4 Uit = Ui_t[me_idx];
float4 Uitminusdt = Ui_tminusdt[me_idx];
float4 R = Ri[me_idx];
// printf("R %f, %f, %f \n", R.x, R.y, R.z);
float x = ABCi.x * (R.x - F.x) + ABCi.y * Uit.x + ABCi.z * Uitminusdt.x;
float y = ABCi.x * (R.y - F.y) + ABCi.y * Uit.y + ABCi.z * Uitminusdt.y;
float z = ABCi.x * (R.z - F.z) + ABCi.y * Uit.z + ABCi.z * Uitminusdt.z;
Ui_tminusdt[me_idx] = make_float4(x,y,z,0);
}
void updateDisplacement(Solid* solid) {
int pointSize = (int)ceil(((float)solid->vertexpool->size)/BLOCKSIZE);
updateDisplacements_k
<<<make_uint3(pointSize,1,1), make_uint3(BLOCKSIZE,1,1)>>>
(solid->vertexpool->Ui_t, solid->vertexpool->Ui_tminusdt,
solid->vertexpool->mass, solid->vertexpool->externalForces,
solid->vertexpool->pointForces, solid->vertexpool->maxNumForces,
solid->vertexpool->ABC, solid->vertexpool->size);
CHECK_FOR_CUDA_ERROR();
float4 *temp = solid->vertexpool->Ui_t;
solid->vertexpool->Ui_t = solid->vertexpool->Ui_tminusdt;
solid->vertexpool->Ui_tminusdt = temp;
//printf("Ui_tminusdt[0]: %f, %f, %f\n", temp[0].x, temp[0].y, temp[0].z);
}