Esempio n. 1
0
        public void addLink(int end1, int end2, int linkWeight)
        {
            if (linkArr[end1, end2] == 0)
            {
                int linkNumber = linkList.Count;

                linkList.Add(new Link
                {
                    par1        = end1,
                    par2        = end2,
                    length      = linkSize,
                    force2      = 0,
                    orientation = Vector3.Zero,
                    weight      = linkWeight,
                    linkType    = 0,
                }
                             );

                linkArr[end1, end2] = 1;
                linkArr[end2, end1] = 1;


                if (linkPtrLists.ElementAtOrDefault(end1) == null)
                {
                    linkPtrLists.Insert(end1, new List <int>());
                }
                linkPtrLists[end1].Add(linkNumber);

                if (linkPtrLists.ElementAtOrDefault(end2) == null)
                {
                    linkPtrLists.Insert(end1, new List <int>());
                }
                linkPtrLists[end2].Add(linkNumber);


                Particle3d newPrt1 = ParticleList[end1];
                Particle3d newPrt2 = ParticleList[end2];
                newPrt1.linksCount += 1;
                newPrt2.linksCount += 1;

                if (newPrt1.Type == 3)
                {
                    newPrt1.Charge = 0.02f;
                    newPrt1.Type   = 2;
                }

                if (newPrt2.Type == 3)
                {
                    newPrt2.Charge = 0.02f;
                    newPrt2.Type   = 2;
                }

                ParticleList[end1] = newPrt1;
                ParticleList[end2] = newPrt2;
            }
        }
Esempio n. 2
0
        /// <summary>
        /// This function calculates the following values:
        /// 1. Total energy at (k+1)th iteration (from nextStateBuffer).
        /// 2. Dot product of kth descent vector and (k+1)th energy gradient (which equals minus (k+1)th descent vector)
        /// </summary>
        /// <param name="device"></param>
        /// <param name="currentStateBuffer"></param>
        /// <param name="nextStateBuffer"></param>
        /// <param name="outputValues"></param>
        /// <param name="parameters"></param>
        /// <param name="energy"></param>
        /// <param name="pTgradE"></param>
        public void CalcTotalEnergyAndDotProduct(StructuredBuffer currentStateBuffer,
                                                 StructuredBuffer nextStateBuffer, StructuredBuffer outputValues, ComputeParams parameters,
                                                 out float energy, out float pTgradE, out float checkSum)
        {
            parameters.MaxParticles = (uint)ParticleCount;
            energy   = 0;
            pTgradE  = 0;
            checkSum = 0;

            if (UseGPU)
            {
                // preform reduction on GPU:
                paramsCB.SetData(parameters);
                device.ComputeShaderConstants[0] = paramsCB;
                device.ComputeShaderResources[0] = currentStateBuffer;
                device.ComputeShaderResources[1] = nextStateBuffer;
                device.SetCSRWBuffer(1, outputValues, MathUtil.IntDivUp((int)parameters.MaxParticles, BlockSize));
                device.PipelineState = factory[(int)ComputeFlags.COMPUTE | (int)ComputeFlags.REDUCTION];
                device.Dispatch(MathUtil.IntDivUp((int)parameters.MaxParticles, BlockSize));

                // perform final summation:
                Vector4[] valueBufferCPU = new Vector4[MathUtil.IntDivUp((int)parameters.MaxParticles, BlockSize)];
                outputValues.GetData(valueBufferCPU);
                foreach (var value in valueBufferCPU)
                {
                    energy   += value.X;
                    pTgradE  += value.Y;
                    checkSum += value.Z;
                }
            }
            else             // if not use GPU
            {
                // perform summation on CPU:
                Particle3d[] currentBufferCPU = new Particle3d[parameters.MaxParticles];
                Particle3d[] nextBufferCPU    = new Particle3d[parameters.MaxParticles];

                currentStateBuffer.GetData(currentBufferCPU);
                nextStateBuffer.GetData(nextBufferCPU);


                for (int i = 0; i < parameters.MaxParticles; ++i)
                {
                    Vector3 force1 = currentBufferCPU[i].Force;
                    Vector3 force2 = nextBufferCPU[i].Force;

                    pTgradE  += -1.0f * Vector3.Dot(force1, force2);
                    energy   += nextBufferCPU[i].Energy;
                    checkSum += nextBufferCPU[i].Mass;
                }
            }

            energy /= 2;             // because each pair is counted 2 times
        }
Esempio n. 3
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 public Graph GetGraph()
 {
     if (lay.CurrentStateBuffer != null)
     {
         Particle3d[] particleArray = new Particle3d[lay.ParticleCount];
         lay.CurrentStateBuffer.GetData(particleArray);
         Graph graph = new Graph();
         foreach (var p in particleArray)
         {
             graph.AddNode(new SpatialNode(p.Position, p.Size, new Color(p.Color)));
         }
         foreach (var l in edgeList)
         {
             graph.AddEdge(new Edge((int)l.par1, (int)l.par2, l.length, l.strength));
         }
         return(graph);
     }
     return(new Graph());
 }
Esempio n. 4
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        public void killBankruptLinks()
        {
            //if (bunkruptcounter == 4)
            {
                for (int i = 0; i < cfg.BankNodes; i++)
                {
                    if (ParticleList[i].Type == 4)
                    {
                        Particle3d newPrt1 = ParticleList[i];
                        newPrt1.Type    = 1;
                        ParticleList[i] = newPrt1;
                    }
                }

                //for (int i = cfg.BankNodes; i < ParticleList.Count; i++)
                //{
                //	if (ParticleList[i].Type == 4)
                //	{

                //		Particle3d newPrt1 = ParticleList[i];
                //		newPrt1.Type = 2;
                //		ParticleList[i] = newPrt1;
                //	}

                //}


                for (int i = 0; i < linkList.Count; i++)
                {
                    Link newLink = linkList[i];
                    newLink.linkType = 0;
                    linkList[i]      = newLink;
                }

                //bunkruptcounter = 0;
            }

            //bunkruptcounter++;
        }
Esempio n. 5
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 public Graph GetGraph()
 {
     if (lay.CurrentStateBuffer != null)
     {
         Particle3d[] particleArray = new Particle3d[lay.ParticleCount];
         lay.CurrentStateBuffer.GetData(particleArray);
         Graph graph = new Graph();
         foreach (var p in particleArray)
         {
             graph.AddNode(new SpatialNode(p.Position, p.Size, new Color(p.Color)));
         }
         foreach (var l in edgeList)
         {
             graph.AddEdge(new Graph.Edge((int)l.par1, (int)l.par2, l.length, l.strength));
         }
         return graph;
     }
     return new Graph();
 }
Esempio n. 6
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        /// <summary>
        /// This function calculates the following values:
        /// 1. Total energy at (k+1)th iteration (from nextStateBuffer).
        /// 2. Dot product of kth descent vector and (k+1)th energy gradient (which equals minus (k+1)th descent vector)
        /// </summary>
        /// <param name="device"></param>
        /// <param name="currentStateBuffer"></param>
        /// <param name="nextStateBuffer"></param>
        /// <param name="outputValues"></param>
        /// <param name="parameters"></param>
        /// <param name="energy"></param>
        /// <param name="pTgradE"></param>
        public void CalcTotalEnergyAndDotProduct(StructuredBuffer currentStateBuffer,
			StructuredBuffer nextStateBuffer, StructuredBuffer outputValues, ComputeParams parameters,
			out float energy, out float pTgradE, out float checkSum)
        {
            parameters.MaxParticles = (uint)ParticleCount;
            energy = 0;
            pTgradE = 0;
            checkSum = 0;

            if (UseGPU)
            {
                // preform reduction on GPU:
                paramsCB.SetData(parameters);
                device.ComputeShaderConstants[0] = paramsCB;
                device.ComputeShaderResources[0] = currentStateBuffer;
                device.ComputeShaderResources[1] = nextStateBuffer;
                device.SetCSRWBuffer(1, outputValues, MathUtil.IntDivUp((int)parameters.MaxParticles, BlockSize));
                device.PipelineState = factory[(int)ComputeFlags.COMPUTE | (int)ComputeFlags.REDUCTION];
                device.Dispatch(MathUtil.IntDivUp((int)parameters.MaxParticles, BlockSize));

                // perform final summation:
                Vector4[] valueBufferCPU = new Vector4[MathUtil.IntDivUp((int)parameters.MaxParticles, BlockSize)];
                outputValues.GetData(valueBufferCPU);
                foreach (var value in valueBufferCPU)
                {
                    energy += value.X;
                    pTgradE += value.Y;
                    checkSum += value.Z;
                }
            }
            else // if not use GPU
            {
                // perform summation on CPU:
                Particle3d[] currentBufferCPU = new Particle3d[parameters.MaxParticles];
                Particle3d[] nextBufferCPU = new Particle3d[parameters.MaxParticles];

                currentStateBuffer.GetData(currentBufferCPU);
                nextStateBuffer.GetData(nextBufferCPU);

                for (int i = 0; i < parameters.MaxParticles; ++i)
                {
                    Vector3 force1 = currentBufferCPU[i].Force;
                    Vector3 force2 = nextBufferCPU[i].Force;

                    pTgradE += -1.0f * Vector3.Dot(force1, force2);
                    energy += nextBufferCPU[i].Energy;
                    checkSum += nextBufferCPU[i].Mass;
                }
            }

            energy /= 2; // because each pair is counted 2 times
        }
Esempio n. 7
0
        public void removeLinksFromFile(string fName)
        {
            dstrings = File.ReadAllLines(fName);

            if (dstrings.Length > 0)
            {
                data = new int[dstrings.Length, dstrings[0].Length / 2 - 1];

                for (int i = 0; i < dstrings.Length; i++)
                {
                    string[] split;
                    split = dstrings[i].Split(new Char[] { ' ', ',' });

                    int end1 = int.Parse(split[0]);
                    int end2 = int.Parse(split[1]);

                    //                linkList.RemoveAll(list => list.par1 == end1 && list.par2 == end2);
                    int index = linkList.FindIndex(list => list.par1 == end1 && list.par2 == end2);
                    if (index >= 0)
                    {
                        var link = linkList[index];
                        link.par1       = link.par2;
                        linkList[index] = link;

                        if (linkPtrLists[end1] != null)
                        {
                            //    linkPtrLists[end1].Clear();
                            linkPtrLists[end1].RemoveAll(ind => ind == index);
                        }
                        if (linkPtrLists[end2] != null)
                        {
                            //     linkPtrLists[end2].Clear();
                            linkPtrLists[end2].RemoveAll(ind => ind == index);
                        }

                        linkArr[end1, end2] = 0;
                        linkArr[end2, end1] = 0;

                        Particle3d newPrt1 = ParticleList[end1];
                        Particle3d newPrt2 = ParticleList[end2];
                        newPrt1.linksCount -= 1;
                        newPrt2.linksCount -= 1;

                        if (newPrt1.linksCount == 0)
                        {
                            newPrt1.Charge = 0.04f;
                            newPrt1.Type   = 3;
                        }

                        if (newPrt2.linksCount == 0)
                        {
                            newPrt2.Charge = 0.04f;
                            newPrt2.Type   = 3;
                        }

                        ParticleList[end1] = newPrt1;
                        ParticleList[end2] = newPrt2;
                    }
                }
            }

            setBuffers();
        }