Commit 4b229043 authored by BRAMAS Berenger's avatar BRAMAS Berenger

Remove old style P2PR

parent 17149fd9
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// ===================================================================================
// Copyright ScalFmm 2011 INRIA, Olivier Coulaud, Bérenger Bramas, Matthias Messner
// olivier.coulaud@inria.fr, berenger.bramas@inria.fr
// This software is a computer program whose purpose is to compute the FMM.
//
// This software is governed by the CeCILL-C and LGPL licenses and
// abiding by the rules of distribution of free software.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public and CeCILL-C Licenses for more details.
// "http://www.cecill.info".
// "http://www.gnu.org/licenses".
// ===================================================================================
#ifndef FP2PRCLASSIC_HPP
#define FP2PRCLASSIC_HPP
#include "../../Utils/FGlobal.hpp"
#include "../../Utils/FMath.hpp"
namespace FP2PR{
template <class ContainerClass>
inline void FullMutual(ContainerClass* const FRestrict inTargets, ContainerClass* const inNeighbors[],
const int limiteNeighbors){
const int nbParticlesTargets = inTargets->getNbParticles();
const FReal*const targetsPhysicalValues = inTargets->getPhysicalValues();
const FReal*const targetsX = inTargets->getPositions()[0];
const FReal*const targetsY = inTargets->getPositions()[1];
const FReal*const targetsZ = inTargets->getPositions()[2];
FReal*const targetsForcesX = inTargets->getForcesX();
FReal*const targetsForcesY = inTargets->getForcesY();
FReal*const targetsForcesZ = inTargets->getForcesZ();
FReal*const targetsPotentials = inTargets->getPotentials();
for(int idxNeighbors = 0 ; idxNeighbors < limiteNeighbors ; ++idxNeighbors){
if( inNeighbors[idxNeighbors] ){
const int nbParticlesSources = inNeighbors[idxNeighbors]->getNbParticles();
const FReal*const sourcesPhysicalValues = inNeighbors[idxNeighbors]->getPhysicalValues();
const FReal*const sourcesX = inNeighbors[idxNeighbors]->getPositions()[0];
const FReal*const sourcesY = inNeighbors[idxNeighbors]->getPositions()[1];
const FReal*const sourcesZ = inNeighbors[idxNeighbors]->getPositions()[2];
FReal*const sourcesForcesX = inNeighbors[idxNeighbors]->getForcesX();
FReal*const sourcesForcesY = inNeighbors[idxNeighbors]->getForcesY();
FReal*const sourcesForcesZ = inNeighbors[idxNeighbors]->getForcesZ();
FReal*const sourcesPotentials = inNeighbors[idxNeighbors]->getPotentials();
for(int idxTarget = 0 ; idxTarget < nbParticlesTargets ; ++idxTarget){
for(int idxSource = 0 ; idxSource < nbParticlesSources ; ++idxSource){
FReal dx = sourcesX[idxSource] - targetsX[idxTarget];
FReal dy = sourcesY[idxSource] - targetsY[idxTarget];
FReal dz = sourcesZ[idxSource] - targetsZ[idxTarget];
FReal inv_square_distance = FReal(1.0) / (dx*dx + dy*dy + dz*dz);
const FReal inv_distance = FMath::Sqrt(inv_square_distance);
inv_square_distance *= inv_distance;
inv_square_distance *= targetsPhysicalValues[idxTarget] * sourcesPhysicalValues[idxSource];
dx *= inv_square_distance;
dy *= inv_square_distance;
dz *= inv_square_distance;
targetsForcesX[idxTarget] += dx;
targetsForcesY[idxTarget] += dy;
targetsForcesZ[idxTarget] += dz;
targetsPotentials[idxTarget] += inv_distance * sourcesPhysicalValues[idxSource];
sourcesForcesX[idxSource] -= dx;
sourcesForcesY[idxSource] -= dy;
sourcesForcesZ[idxSource] -= dz;
sourcesPotentials[idxSource] += inv_distance * targetsPhysicalValues[idxTarget];
}
}
}
}
for(int idxTarget = 0 ; idxTarget < nbParticlesTargets ; ++idxTarget){
for(int idxSource = idxTarget + 1 ; idxSource < nbParticlesTargets ; ++idxSource){
FReal dx = targetsX[idxSource] - targetsX[idxTarget];
FReal dy = targetsY[idxSource] - targetsY[idxTarget];
FReal dz = targetsZ[idxSource] - targetsZ[idxTarget];
FReal inv_square_distance = FReal(1.0) / (dx*dx + dy*dy + dz*dz);
const FReal inv_distance = FMath::Sqrt(inv_square_distance);
inv_square_distance *= inv_distance;
inv_square_distance *= targetsPhysicalValues[idxTarget] * targetsPhysicalValues[idxSource];
dx *= inv_square_distance;
dy *= inv_square_distance;
dz *= inv_square_distance;
targetsForcesX[idxTarget] += dx;
targetsForcesY[idxTarget] += dy;
targetsForcesZ[idxTarget] += dz;
targetsPotentials[idxTarget] += inv_distance * targetsPhysicalValues[idxSource];
targetsForcesX[idxSource] -= dx;
targetsForcesY[idxSource] -= dy;
targetsForcesZ[idxSource] -= dz;
targetsPotentials[idxSource] += inv_distance * targetsPhysicalValues[idxTarget];
}
}
}
template <class ContainerClass>
static void FullRemote(ContainerClass* const FRestrict inTargets, ContainerClass* const inNeighbors[],
const int limiteNeighbors){
const int nbParticlesTargets = inTargets->getNbParticles();
const FReal*const targetsPhysicalValues = inTargets->getPhysicalValues();
const FReal*const targetsX = inTargets->getPositions()[0];
const FReal*const targetsY = inTargets->getPositions()[1];
const FReal*const targetsZ = inTargets->getPositions()[2];
FReal*const targetsForcesX = inTargets->getForcesX();
FReal*const targetsForcesY = inTargets->getForcesY();
FReal*const targetsForcesZ = inTargets->getForcesZ();
FReal*const targetsPotentials = inTargets->getPotentials();
for(int idxNeighbors = 0 ; idxNeighbors < limiteNeighbors ; ++idxNeighbors){
if( inNeighbors[idxNeighbors] ){
const int nbParticlesSources = inNeighbors[idxNeighbors]->getNbParticles();
const FReal*const sourcesPhysicalValues = inNeighbors[idxNeighbors]->getPhysicalValues();
const FReal*const sourcesX = inNeighbors[idxNeighbors]->getPositions()[0];
const FReal*const sourcesY = inNeighbors[idxNeighbors]->getPositions()[1];
const FReal*const sourcesZ = inNeighbors[idxNeighbors]->getPositions()[2];
for(int idxTarget = 0 ; idxTarget < nbParticlesTargets ; ++idxTarget){
for(int idxSource = 0 ; idxSource < nbParticlesSources ; ++idxSource){
FReal dx = sourcesX[idxSource] - targetsX[idxTarget];
FReal dy = sourcesY[idxSource] - targetsY[idxTarget];
FReal dz = sourcesZ[idxSource] - targetsZ[idxTarget];
FReal inv_square_distance = FReal(1.0) / (dx*dx + dy*dy + dz*dz);
const FReal inv_distance = FMath::Sqrt(inv_square_distance);
inv_square_distance *= inv_distance;
inv_square_distance *= targetsPhysicalValues[idxTarget] * sourcesPhysicalValues[idxSource];
dx *= inv_square_distance;
dy *= inv_square_distance;
dz *= inv_square_distance;
targetsForcesX[idxTarget] += dx;
targetsForcesY[idxTarget] += dy;
targetsForcesZ[idxTarget] += dz;
targetsPotentials[idxTarget] += inv_distance * sourcesPhysicalValues[idxSource];
}
}
}
}
}
}
#endif //FP2PRCLASSIC_HPP
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