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solverstack
ScalFMM
Commits
d65a2d46
Commit
d65a2d46
authored
9 years ago
by
Berenger Bramas
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Update to have non unif
parent
4f0fa185
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Tests/GroupTree/testBlockedUniform.cpp
+272
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Tests/GroupTree/testBlockedUniform.cpp
with
272 additions
and
1 deletion
Tests/GroupTree/testBlockedUniform.cpp
+
272
−
1
View file @
d65a2d46
...
...
@@ -45,8 +45,275 @@
#define RANDOM_PARTICLES
template
<
class
FReal
>
class
FSphericalRandomLoader
:
public
FAbstractLoader
<
FReal
>
{
protected:
const
int
nbParticles
;
//< the number of particles
const
FReal
boxWidth
;
//< the box width
const
FPoint
<
FReal
>
centerOfBox
;
//< The center of box
const
bool
nu
;
const
bool
snu
;
const
bool
su
;
const
bool
elu
;
const
bool
ssnu
;
const
bool
elsu
;
FReal
rotationMatrix
[
3
][
3
];
void
initRotationMatrix
(){
const
FReal
alpha
=
FMath
::
FPi
<
FReal
>
()
/
8
;
const
FReal
omega
=
FMath
::
FPi
<
FReal
>
()
/
4
;
FReal
yrotation
[
3
][
3
];
yrotation
[
0
][
0
]
=
FMath
::
Cos
(
alpha
);
yrotation
[
0
][
1
]
=
0.0
;
yrotation
[
0
][
2
]
=
FMath
::
Sin
(
alpha
);
yrotation
[
1
][
0
]
=
0.0
;
yrotation
[
1
][
1
]
=
1.0
;
yrotation
[
1
][
2
]
=
0.0
;
yrotation
[
2
][
0
]
=
-
FMath
::
Sin
(
alpha
);
yrotation
[
2
][
1
]
=
0.0
;
yrotation
[
2
][
2
]
=
FMath
::
Cos
(
alpha
);
FReal
zrotation
[
3
][
3
];
zrotation
[
0
][
0
]
=
FMath
::
Cos
(
omega
);
zrotation
[
0
][
1
]
=
-
FMath
::
Sin
(
omega
);
zrotation
[
0
][
2
]
=
0.0
;
zrotation
[
1
][
0
]
=
FMath
::
Sin
(
omega
);
zrotation
[
1
][
1
]
=
FMath
::
Cos
(
omega
);
zrotation
[
1
][
2
]
=
0.0
;
zrotation
[
2
][
0
]
=
0.0
;
zrotation
[
2
][
1
]
=
0.0
;
zrotation
[
2
][
2
]
=
1.0
;
for
(
int
i
=
0
;
i
<
3
;
++
i
){
for
(
int
j
=
0
;
j
<
3
;
++
j
){
FReal
sum
=
0.0
;
for
(
int
k
=
0
;
k
<
3
;
++
k
){
sum
+=
zrotation
[
i
][
k
]
*
yrotation
[
k
][
j
];
}
rotationMatrix
[
i
][
j
]
=
sum
;
}
}
}
public
:
/**
* The constructor need the simulation data
*/
FSphericalRandomLoader
(
const
int
inNbParticles
,
const
bool
inNu
=
false
,
const
bool
inSnu
=
false
,
const
bool
inSu
=
false
,
const
bool
inElu
=
false
,
const
bool
inSsnu
=
false
,
const
bool
inElsu
=
false
)
:
nbParticles
(
inNbParticles
),
boxWidth
(
1.0
),
centerOfBox
(
0
,
0
,
0
),
nu
(
inNu
),
snu
(
inSnu
),
su
(
inSu
),
elu
(
inElu
),
ssnu
(
inSsnu
),
elsu
(
inElsu
)
{
srand48
(
static_cast
<
unsigned
int
>
(
0
));
if
(
!
nu
&&
!
snu
&&
!
su
&&
!
elu
&&
!
ssnu
&&
!
elsu
){
std
::
cout
<<
"UNIFORM"
<<
std
::
endl
;
}
else
if
(
snu
){
std
::
cout
<<
"slightly NON UNIFORM"
<<
std
::
endl
;
}
else
if
(
su
){
std
::
cout
<<
"SPHERICAL UNIFORM"
<<
std
::
endl
;
}
else
if
(
elu
){
std
::
cout
<<
"ELLIPSE UNIFORM"
<<
std
::
endl
;
}
else
if
(
elsu
){
std
::
cout
<<
"ELLIPSE NON UNIFORM"
<<
std
::
endl
;
initRotationMatrix
();
}
else
if
(
ssnu
){
std
::
cout
<<
"spherical Slightly non UNIFORM"
<<
std
::
endl
;
}
else
{
std
::
cout
<<
"NON UNIFORM"
<<
std
::
endl
;
}
}
/**
* Default destructor
*/
virtual
~
FSphericalRandomLoader
(){
}
/**
* @return true
*/
bool
isOpen
()
const
{
return
true
;
}
/**
* To get the number of particles from this loader
* @param the number of particles the loader can fill
*/
FSize
getNumberOfParticles
()
const
{
return
FSize
(
this
->
nbParticles
);
}
/**
* The center of the box
* @return box center
*/
FPoint
<
FReal
>
getCenterOfBox
()
const
{
return
this
->
centerOfBox
;
}
/**
* The box width
* @return box width
*/
FReal
getBoxWidth
()
const
{
return
this
->
boxWidth
;
}
/**
* Fill a particle
* @warning to work with the loader, particles has to expose a setPosition method
* @param the particle to fill
*/
void
fillParticle
(
FPoint
<
FReal
>*
partPtr
){
FPoint
<
FReal
>&
inParticle
=
*
partPtr
;
if
(
!
nu
&&
!
snu
&&
!
su
&&
!
elu
&&
!
ssnu
&&
!
elsu
){
inParticle
.
setPosition
(
(
getRandom
()
*
boxWidth
)
+
centerOfBox
.
getX
()
-
boxWidth
/
2
,
(
getRandom
()
*
boxWidth
)
+
centerOfBox
.
getY
()
-
boxWidth
/
2
,
(
getRandom
()
*
boxWidth
)
+
centerOfBox
.
getZ
()
-
boxWidth
/
2
);
}
else
if
(
snu
){
const
FReal
XCenter
=
centerOfBox
.
getX
();
const
FReal
YCenter
=
centerOfBox
.
getY
();
const
FReal
ZCenter
=
centerOfBox
.
getZ
();
const
FReal
rayon
=
FReal
(
0.4
);
const
FReal
thresh
=
FReal
(
0.15
);
const
FReal
threshDiv2
=
thresh
/
2
;
// Generate particles
const
FReal
theta
=
getRandom
()
*
FMath
::
FPi
<
FReal
>
();
const
FReal
omega
=
getRandom
()
*
FMath
::
FPi
<
FReal
>
()
*
FReal
(
2
);
const
FReal
px
=
rayon
*
FMath
::
Cos
(
omega
)
*
FMath
::
Sin
(
theta
)
+
XCenter
+
thresh
*
getRandom
()
-
threshDiv2
;
const
FReal
py
=
rayon
*
FMath
::
Sin
(
omega
)
*
FMath
::
Sin
(
theta
)
+
YCenter
+
thresh
*
getRandom
()
-
threshDiv2
;
const
FReal
pz
=
rayon
*
FMath
::
Cos
(
theta
)
+
ZCenter
+
thresh
*
getRandom
()
-
threshDiv2
;
inParticle
.
setPosition
(
px
,
py
,
pz
);
}
else
if
(
su
){
//http://www.cs.cmu.edu/~mws/rpos.html
const
FReal
r
=
0.4
;
const
FReal
pz
=
getRandom
()
*
2.0
*
r
-
r
;
const
FReal
omega
=
getRandom
()
*
FMath
::
FPi
<
FReal
>
()
*
FReal
(
2
);
const
FReal
theta
=
FMath
::
ASin
(
pz
/
r
);
const
FReal
px
=
r
*
cos
(
theta
)
*
cos
(
omega
);
const
FReal
py
=
r
*
cos
(
theta
)
*
sin
(
omega
);
inParticle
.
setPosition
(
px
,
py
,
pz
);
}
else
if
(
elu
){
const
FReal
a
=
0.4
;
const
FReal
b
=
0.15
;
const
FReal
maxPerimeter
=
2.0
*
FMath
::
FPi
<
FReal
>
()
*
a
;
FReal
px
=
0
;
// rayon du cercle pour ce x
FReal
subr
=
0
;
do
{
px
=
(
getRandom
()
*
a
*
2
)
-
a
;
subr
=
FMath
::
Sqrt
(
(
1.0
-
((
px
*
px
)
/
(
a
*
a
)))
*
(
b
*
b
)
);
}
while
(
(
getRandom
()
*
maxPerimeter
)
>
subr
);
// on genere un angle
const
FReal
omega
=
getRandom
()
*
FMath
::
FPi
<
FReal
>
()
*
FReal
(
2
);
// on recupere py et pz sur le cercle
const
FReal
py
=
FMath
::
Cos
(
omega
)
*
subr
;
const
FReal
pz
=
FMath
::
Sin
(
omega
)
*
subr
;
inParticle
.
setPosition
(
px
,
py
,
pz
);
}
else
if
(
elsu
){
const
FReal
a
=
0.5
;
const
FReal
b
=
0.1
;
const
FReal
MaxDensity
=
10.0
;
const
FReal
maxPerimeter
=
2.0
*
FMath
::
FPi
<
FReal
>
()
*
a
;
FReal
px
=
0
;
// rayon du cercle pour ce x
FReal
subr
=
0
;
FReal
coef
=
1.0
;
do
{
//px = ( ((getRandom()*8.0+getRandom())/9.0) * a * 2) - a;
px
=
(
getRandom
()
*
a
*
2.0
)
-
a
;
coef
=
FMath
::
Abs
(
px
)
*
MaxDensity
/
a
+
1.0
;
subr
=
FMath
::
Sqrt
(
(
1.0
-
((
px
*
px
)
/
(
a
*
a
)))
*
(
b
*
b
)
);
}
while
(
(
getRandom
()
*
maxPerimeter
)
>
subr
*
coef
);
// on genere un angle
const
FReal
omega
=
getRandom
()
*
FMath
::
FPi
<
FReal
>
()
*
FReal
(
2
);
// on recupere py et pz sur le cercle
const
FReal
py
=
FMath
::
Cos
(
omega
)
*
subr
;
const
FReal
pz
=
FMath
::
Sin
(
omega
)
*
subr
;
// inParticle.setPosition(px,py,pz);
inParticle
.
setPosition
(
px
*
rotationMatrix
[
0
][
0
]
+
py
*
rotationMatrix
[
0
][
1
]
+
pz
*
rotationMatrix
[
0
][
2
],
px
*
rotationMatrix
[
1
][
0
]
+
py
*
rotationMatrix
[
1
][
1
]
+
pz
*
rotationMatrix
[
1
][
2
],
px
*
rotationMatrix
[
2
][
0
]
+
py
*
rotationMatrix
[
2
][
1
]
+
pz
*
rotationMatrix
[
2
][
2
]);
}
else
if
(
ssnu
){
const
FReal
XCenter
=
centerOfBox
.
getX
();
const
FReal
YCenter
=
centerOfBox
.
getY
();
const
FReal
ZCenter
=
centerOfBox
.
getZ
();
const
FReal
rayon
=
FReal
(
0.4
);
// Generate particles
/*static const int NbAcc = 2;
FReal acc = 0;
for(int idx = 0 ; idx < NbAcc ; ++idx){
acc += getRandom()/FReal(NbAcc);
}*/
FReal
acc
=
((
getRandom
()
*
8
)
+
getRandom
())
/
9
;
const
FReal
theta
=
acc
*
FMath
::
FPi
<
FReal
>
();
const
FReal
omega
=
getRandom
()
*
FMath
::
FPi
<
FReal
>
()
*
FReal
(
2
);
const
FReal
px
=
rayon
*
FMath
::
Cos
(
omega
)
*
FMath
::
Sin
(
theta
)
+
XCenter
;
const
FReal
py
=
rayon
*
FMath
::
Sin
(
omega
)
*
FMath
::
Sin
(
theta
)
+
YCenter
;
const
FReal
pz
=
rayon
*
FMath
::
Cos
(
theta
)
+
ZCenter
;
inParticle
.
setPosition
(
px
,
py
,
pz
);
}
else
{
const
FReal
XCenter
=
centerOfBox
.
getX
();
const
FReal
YCenter
=
centerOfBox
.
getY
();
const
FReal
ZCenter
=
centerOfBox
.
getZ
();
const
FReal
rayon
=
FReal
(
0.4
);
const
FReal
theta
=
getRandom
()
*
FMath
::
FPi
<
FReal
>
();
const
FReal
omega
=
getRandom
()
*
FMath
::
FPi
<
FReal
>
()
*
FReal
(
2
);
const
FReal
px
=
rayon
*
FMath
::
Cos
(
omega
)
*
FMath
::
Sin
(
theta
)
+
XCenter
;
const
FReal
py
=
rayon
*
FMath
::
Sin
(
omega
)
*
FMath
::
Sin
(
theta
)
+
YCenter
;
const
FReal
pz
=
rayon
*
FMath
::
Cos
(
theta
)
+
ZCenter
;
inParticle
.
setPosition
(
px
,
py
,
pz
);
}
}
/** Get a random number between 0 & 1 */
FReal
getRandom
()
const
{
return
FReal
(
drand48
());
}
};
extern
"C"
{
int
main
(
int
argc
,
char
*
argv
[]){
const
FParameterNames
LocalOptionProlateNonUnif
{
{
"-prolate-nonunif"
},
"To generate prolate distribution"
};
const
FParameterNames
LocalOptionBlocSize
{
{
"-bs"
},
"The size of the block of the blocked tree"
};
const
FParameterNames
LocalOptionNoValidate
{
{
"-no-validation"
},
"To avoid comparing with direct computation"
};
FHelpDescribeAndExit
(
argc
,
argv
,
"Test the blocked tree by counting the particles."
,
...
...
@@ -57,6 +324,7 @@ int main(int argc, char* argv[]){
FParameterDefinitions
::
InputFile
,
#endif
FParameterDefinitions
::
NbThreads
,
LocalOptionProlateNonUnif
,
LocalOptionBlocSize
,
LocalOptionNoValidate
);
// Initialize the types
...
...
@@ -92,7 +360,10 @@ int main(int argc, char* argv[]){
// Load the particles
#ifdef RANDOM_PARTICLES
FRandomLoader
<
FReal
>
loader
(
FParameters
::
getValue
(
argc
,
argv
,
FParameterDefinitions
::
NbParticles
.
options
,
2000
),
1.0
,
FPoint
<
FReal
>
(
0
,
0
,
0
),
0
);
const
bool
prolatenonunif
=
FParameters
::
existParameter
(
argc
,
argv
,
LocalOptionProlateNonUnif
.
options
);
FSphericalRandomLoader
<
FReal
>
loader
(
FParameters
::
getValue
(
argc
,
argv
,
FParameterDefinitions
::
NbParticles
.
options
,
2000
),
false
,
false
,
false
,
false
,
false
,
prolatenonunif
);
#else
const
char
*
const
filename
=
FParameters
::
getStr
(
argc
,
argv
,
FParameterDefinitions
::
InputFile
.
options
,
"../Data/test20k.fma"
);
FFmaGenericLoader
<
FReal
>
loader
(
filename
);
...
...
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