public override void UpdateEnergyTerms(ParticleEnsemble ensemble) { for (int i = 0; i < ensemble.GetNumberOfParticles(); ++i) { for (int j = (i + 1); j < ensemble.GetNumberOfParticles(); ++j) { double MinDistance = 2.0 * (ensemble.GetParticleRadius(i) + ensemble.GetParticleRadius(j)); MinimumDistance[i, j] = MinDistance * MinDistance; MinimumDistance[j, i] = MinimumDistance[i, j]; LJenergyTermA[i, j] = epsilon * Math.Pow(MinDistance, 12.0); LJenergyTermA[j, i] = LJenergyTermA[i, j]; LJenergyTermB[i, j] = -2.0 * epsilon * Math.Pow(MinDistance, 6.0); LJenergyTermB[j, i] = LJenergyTermB[i, j]; LJgradientTermA[i, j] = -12.0 * LJenergyTermA[i, j]; LJgradientTermA[j, i] = LJgradientTermA[i, j]; LJgradientTermB[i, j] = -6.0 * LJenergyTermB[i, j]; LJgradientTermB[j, i] = LJgradientTermB[i, j]; } } }
/// <summary> /// function to calculate Soft Spheres forcefield /// </summary> /// <param name="ensemble"></param> public override void CalculateForceField(ParticleEnsemble ensemble) { // variable declarations int i; double posXi, posYi, radius; double PotentialEnergy = 0.0; // variable initializations int BoxHeight = ensemble.GetBoxHeight(); int BoxWidth = ensemble.GetBoxWidth(); // #pragma omp parallel for for (i = 0; i < ensemble.GetNumberOfParticles(); ++i) { // initialize vectors holding forces xforces[i] = 0.0; // HERE'S THE PROBLEM - THE INDEX WILL OVERRUN THE VECTOR SIZE!!! yforces[i] = 0.0; } //#pragma omp parallel for for (i = 0; i < ensemble.GetNumberOfParticles(); ++i) { posXi = ensemble.GetXParticlePosition(i); posYi = ensemble.GetYParticlePosition(i); radius = ensemble.GetParticleRadius(i); // get pixel vectors along the particle's X & Y axes for getting gradient of image field // there are 2 steps to this process: // (1) do some gaussian smoothing with a user defined width parameter (this determines how // many pixels we need // (2) determine the gradient from linear regression of the 3 surrounding points... // cout << "particle " << i << " Xpos " << posXi << " Ypos " << posYi << endl; // first get the vectors that we need - the length of the vectors depend on the width of the gaussian // if the pixels are near the edge, the pixels beyond them (which arent in the image) are simply returned as zeros // vector < double > AllThePixelsAlongX = pParticleSet->GetAllThePixelsAlongX(posYi,posXi,RangeEitherSide); // xforces[i] = pParticleSet->GetGradientScaleFactor()*GaussianSmoothedSlope(posXi,AllThePixelsAlongX); // cout << "Xposition " << posXi << endl; if (m_CalculateForceField_TempArray.Length < RangeEitherSide + 1) { m_CalculateForceField_TempArray = new double[RangeEitherSide + 1]; } int count; GetSubsetOfPixelsAlongX(posYi, posXi, RangeEitherSide + 1, ref m_CalculateForceField_TempArray, out count); // for(int kk=0; kk<SubsetOfPixelsAlongX.size(); ++kk){ // cout << kk << " " << SubsetOfPixelsAlongX[kk] << endl; // } // cout << "Xposition " << posXi << endl; // for(int kk=1;kk<SubsetOfPixelsAlongX.size();++kk){cout << kk << " " << SubsetOfPixelsAlongX[kk] << endl;} xforces[i] = ensemble.GetGradientScaleFactor() * GaussianSmoothedSlope(posXi, m_CalculateForceField_TempArray, count); // vector < double > AllThePixelsAlongY = pParticleSet->GetAllThePixelsAlongY(posXi,posYi,RangeEitherSide); // cout << "Yposition " << posYi << endl; // for(int kk=0;kk<AllThePixelsAlongY.size();++kk){cout << kk << " " << AllThePixelsAlongY[kk] << endl;} // yforces[i] = pParticleSet->GetGradientScaleFactor()*GaussianSmoothedSlope(posYi,AllThePixelsAlongY); GetSubsetOfPixelsAlongY(posXi, posYi, RangeEitherSide + 1, ref m_CalculateForceField_TempArray, out count); //List<double> SubsetOfPixelsAlongY = GetSubsetOfPixelsAlongY(posXi, posYi, RangeEitherSide + 1); // cout << "Yposition " << endl; yforces[i] = ensemble.GetGradientScaleFactor() * GaussianSmoothedSlope(posYi, m_CalculateForceField_TempArray, count); // cout << "yforces[i] " << i << " " << yforces[i] << endl; // get the gradient scale factor, depending on whether the particle is attractive or repulsive ParticleInfo typeInfo = ParticleStaticObjects.AtomPropertiesDefinition.Lookup[(ensemble.pParticleVector[i]).TypeID]; double attractiveOrRepulsiveFactor = typeInfo.AttractiveOrRepulsive; xforces[i] *= attractiveOrRepulsiveFactor; yforces[i] *= attractiveOrRepulsiveFactor; } ensemble.AddXForces(xforces); // set the forces in the Particle Ensemble Object ensemble.AddYForces(yforces); // set the potential energy ensemble.AddPotentialEnergy(PotentialEnergy); // add in the potential energy }