private void SetupForTesting(int Nparticles) { double gradScaleFactor = 3000.0; double MinRad = 40.0; double MaxRad = 50.0; List<string> FFtype = new List<string>(new string[] { "SoftSpheres", "ExternalField" }); ParticleStaticObjects.AtomPropertiesDefinition.Clear(); ParticleStaticObjects.AtomPropertiesDefinition.addParticleDefinition(2, unchecked((int)0xc00A32FF), 0, 50); // neon blue ParticleStaticObjects.AtomPropertiesDefinition.addParticleDefinition(4, unchecked((int)0xc0FF0A32), 1, 49); // red ParticleStaticObjects.AtomPropertiesDefinition.addParticleDefinition(6, unchecked((int)0xc0320AFF), 2, 45); // purple ParticleStaticObjects.AtomPropertiesDefinition.addParticleDefinition(9.2, unchecked((int)0xc026D8FF), 3, 43); // sky blue // 0xc032FF0A, 3, 43); // green ParticleStaticObjects.AtomPropertiesDefinition.addParticleDefinition(12.6, unchecked((int)0xc0FF320A), 4, 38); // orange ParticleStaticObjects.ReSeedRandom(42); Ensemble1 = new ParticleEnsemble(Nparticles, MinRad, MaxRad, FFtype, m_SizeY, m_SizeX, gradScaleFactor); Field = new ExternalField(Ensemble1); double[] background = new double[m_NumberOfPixels]; for (int i = 0; i < m_NumberOfPixels; i++) { background[i] = 512; } Field.IncrementGrabberCalls(); // increment the number of grabber calls Field.BackgroundCalibration(m_NumberOfPixels, background); // in order to simply set the background to zero Field.SetCalibrating(false); }
// constructor public SoftSpheres(ParticleEnsemble pParticleSet) { epsilon=10.0; // allocate vectors holding positions & forces LJforces = new DPVector[pParticleSet.GetMaxNumberOfParticles()]; // allocate vector holding cutoff distance for calculating Wall-Particle interactions WallDistance = new double[pParticleSet.GetMaxNumberOfParticles()]; // allocate vector holding cutoff distance for calculating particle-particle interaction //Mat_DP tmp(0.0,pParticleSet->GetMaxNumberOfParticles(),pParticleSet->GetMaxNumberOfParticles()); MinimumDistance = new DPMatrix(0, pParticleSet.GetMaxNumberOfParticles(),pParticleSet.GetMaxNumberOfParticles()); // allocate vectors holding particle-particle LJ energy terms LJenergyTermA = new DPMatrix(0, pParticleSet.GetMaxNumberOfParticles(),pParticleSet.GetMaxNumberOfParticles()); // =tmp; LJenergyTermB = new DPMatrix(0, pParticleSet.GetMaxNumberOfParticles(), pParticleSet.GetMaxNumberOfParticles()); // =tmp; LJgradientTermA = new DPMatrix(0, pParticleSet.GetMaxNumberOfParticles(), pParticleSet.GetMaxNumberOfParticles()); // =tmp; LJgradientTermB = new DPMatrix(0, pParticleSet.GetMaxNumberOfParticles(), pParticleSet.GetMaxNumberOfParticles()); // =tmp; CalculateEnergyTerms(pParticleSet); // calculate initial forcefield CalculateForceField(pParticleSet); }
public void ResizeForceArrays(ParticleEnsemble ensemble) { // clear out the forces vectors //xforces.Clear(); //yforces.Clear(); // allocate vectors holding positions & forces //xforces.AddRange(new double[ensemble.GetNumberOfParticles()]); //yforces.AddRange(new double[ensemble.GetNumberOfParticles()]); for (int i = 0; i < MaxParticles; i++) { forces[i] = new DPVector(0, 0); } }
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]; } } }
public ExternalField(ParticleEnsemble ensemble) { GrabberCalls = 0; CalibrationCalls = 1; consecutiveZeroThreshold = 3; BoxHeight = ensemble.GetBoxHeight(); BoxWidth = ensemble.GetBoxWidth(); Calibrating = false; // initialize background pixels BackgroundPixels = new double[BoxHeight * BoxWidth]; // initialize the calibration count vector calibrationCountVector = new double[BoxHeight * BoxWidth]; // initialize timeTpixels timeTpixels = new double[BoxHeight * BoxWidth]; // initialize consecutiveZerosCount consecutiveZerosCount = new double[BoxHeight * BoxWidth]; // allocate vectors holding positions & forces //xforces = new List<double>(new double[ensemble.GetNumberOfParticles()]); //yforces = new List<double>(new double[ensemble.GetNumberOfParticles()]); // set up the gaussian array with the desired smoothing width parameter sigma = 10; nGaussPoints = 2 * (3 * sigma) + 1; RangeEitherSide = 3 * sigma; gaussian = new double[nGaussPoints]; double point = -1.0 * (3.0 * (double)sigma); for (int i = 0; i < nGaussPoints; ++i) { gaussian[i] = Math.Exp(-0.5 * (Math.Pow(point / (double)sigma, 2.0))) / ((double)sigma * Math.Sqrt(2.0 * Math.PI)); // cout << point << " " << gaussian[i] << endl; ++point; } }
public override void CalculateForceField(ParticleEnsemble ensemble) { //variable declarations double posXi, posYi; double posXj, posYj; double LJxf, LJyf; double ijSeparation = 0.0, LJforce = 0.0, PotentialEnergy = 0.0; int j, kk, ctr, dimensions = 2; //variable initializations int BoxHeight = ensemble.GetBoxHeight(); int BoxWidth = ensemble.GetBoxWidth(); double MaxForce = ensemble.GetMaxForceThreshold(); double MinForce = -1.0 * (ensemble.GetMaxForceThreshold()); // initialize vectors holding forces for (int i = 0; i < ensemble.GetNumberOfParticles(); ++i) { LJforces[i] = new DPVector(0, 0); } for (int i = 0; i < ensemble.GetNumberOfParticles(); ++i) { Particle particleI = ensemble.GetParticle(i); for (j = (i + 1); j < ensemble.GetNumberOfParticles(); ++j) { Particle particleJ = ensemble.GetParticle(j); // get the interparticle separation distances ijSeparation = ensemble.GetInterParticleSeparation(i, j); // update the radial distribution function // pParticleSet->UpdateRadialDistributionFunction((int)(ijSeparation)); double cutoffDistance = MinimumDistance[i, j]; if (ijSeparation < cutoffDistance) { // for each particle, change the appropriate element of the setWithinRangeOfAnotherParticle vector to true posXi = particleI.Position.X; //ensemble.GetXParticlePosition(i); posYi = particleI.Position.Y; //ensemble.GetYParticlePosition(i); posXj = particleJ.Position.X; //ensemble.GetXParticlePosition(j); posYj = particleJ.Position.Y; //ensemble.GetYParticlePosition(j); // PotentialEnergy += LJenergyTermA[i][j]/(pow(ijSeparation,12.0))+LJenergyTermB[i][j]/pow(ijSeparation,6.0)+epsilon; LJforce = (posXj - posXi) * (LJgradientTermA[i, j] / Math.Pow(ijSeparation, 13.0) + LJgradientTermB[i, j] / Math.Pow(ijSeparation, 7.0)) / ijSeparation; if (Math.Abs(LJforce) > MaxForce || Math.Abs(LJforce) < MinForce) { LJforce = 0.0; } // error check for real-time stability... else if(double.IsNaN(LJforce) || double.IsInfinity(LJforce)){LJforce = 0.0;} // error check for real-time stability... DPVector newIForce = LJforces[i]; DPVector newJForce = LJforces[j]; newIForce.X += LJforce; newJForce.X += -1.0 * LJforce; // cout << "x "<< i << " " << j << " " << LJforce << endl; // cout << "i " << i << " LJxforces[i] " << LJxforces[i] << " j " << j << " LJxforces[j] " << LJxforces[j] << endl; // cout << "xi:=" << posXi << ";" << "xj:=" << posXj << ";" << "yi:=" << posYi << ";" << "yj:=" << posYj << ";" << LJxforces[i] << endl; LJforce = (posYj - posYi) * (LJgradientTermA[i, j] / Math.Pow(ijSeparation, 13.0) + LJgradientTermB[i, j] / Math.Pow(ijSeparation, 7.0)) / ijSeparation; if (Math.Abs(LJforce) > MaxForce || Math.Abs(LJforce) < MinForce) { LJforce = 0.0; } // error check for real-time stability... else if (double.IsNaN(LJforce) || double.IsInfinity(LJforce)) { LJforce = 0.0; } // error check for real-time stability... newIForce.Y += LJforce; newJForce.Y += -1.0 * LJforce; ensemble.SetParticlesWithinRange(i, j); ensemble.SetParticlesWithinRange(j, i); LJforces[i] = newIForce; LJforces[j] = newJForce; // cout << i << " " << j << endl; } else{ ensemble.SetParticlesNotWithinRange(i, j); ensemble.SetParticlesNotWithinRange(j, i); } } } // set the forces in the Particle Ensemble Object ensemble.AddForces(LJforces); // set the potential energy ensemble.AddPotentialEnergy(PotentialEnergy); }
public override void UpdateEnergyTerms(ParticleEnsemble ensemble) { throw new NotImplementedException(); }
/// <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 forces[i] = new DPVector(0, 0); // HERE'S THE PROBLEM - THE INDEX WILL OVERRUN THE VECTOR SIZE!!! } //#pragma omp parallel for for (i = 0; i < ensemble.GetNumberOfParticles(); ++i) { Particle particle = ensemble.GetParticle(i); posXi = particle.Position.X; //ensemble.GetXParticlePosition(i); posYi = particle.Position.Y; //ensemble.GetYParticlePosition(i); radius = particle.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; DPVector newForce = new DPVector(); 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;} newForce.X = 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; newForce.Y = 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[particle.TypeID]; double attractiveOrRepulsiveFactor = typeInfo.AttractiveOrRepulsive; newForce.X *= attractiveOrRepulsiveFactor; newForce.Y *= attractiveOrRepulsiveFactor; forces[i] = newForce; } ensemble.AddForces(forces); // set the forces in the Particle Ensemble Object ensemble.AddPotentialEnergy(PotentialEnergy); // add in the potential energy }
public abstract void CalculateForceField(ParticleEnsemble ensemble);
public abstract void UpdateEnergyTerms(ParticleEnsemble ensemble);
public abstract void CalculateEnergyTerms(ParticleEnsemble ensemble);