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vector_tensor.cu
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vector_tensor.cu
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#ifndef VECTOR_TENSOR_H
#define VECTOR_TENSOR_H
#include "FFxtubes.h"
// will want to do #include type.h
// for #define real, qd_or_d
#define real double
int const MAX_TRIS_PER_VERTEX = 20;
#ifdef __CUDACC__
#define QUALIFIERS __host__ __device__ __forceinline__
#define QUALS __host__ __device__ inline
// __host__ == cpu
// __global__ == kernel
// __device__ == call from kernel
#else
#define QUALIFIERS inline
#define QUALS inline
#endif
struct Vector2
{
double x, y;
QUALIFIERS Vector2 (){}
QUALIFIERS Vector2 (double newx,double newy)
{
x = newx; y = newy;
}
real QUALIFIERS dot(const Vector2 &v) const
{
return x*v.x+y*v.y;
}
// NVCC will not put up with forward declaration of friend.
//friend Vector2 operator* (const real h,const Vector2 &v);
//friend Vector2 operator* (const Vector2 &v,const real h);
// Have to try naked definition in cpp file of prefix multiply instead.
// But that's no good for MSVS : the definition/declaration will get
// parsed 0 or several times. Better declare just outside class instead.
Vector2 QUALIFIERS Vector2::operator-() {
return Vector2(-x,-y);
}
Vector2 QUALIFIERS operator -(const Vector2 &v) const
{
Vector2 result;
result.x = x - v.x;
result.y = y - v.y;
return result;
}
Vector2 QUALIFIERS operator +(const Vector2 &v) const
{
Vector2 result;
result.x = x + v.x;
result.y = y + v.y;
return result;
}
Vector2 QUALIFIERS operator* (const real hh) const
{
Vector2 result;
result.x = hh*x; result.y = hh*y;
return result;
}
Vector2 QUALIFIERS operator /(const real h) const
{
Vector2 result;
result.x = x/h;
result.y = y/h;
return result;
}
void QUALIFIERS Vector2::operator += (const Vector2 &v)
{
x += v.x;
y += v.y;
}
void QUALIFIERS Vector2::operator -= (const Vector2 &v)
{
x -= v.x;
y -= v.y;
// Don't think we should try to use return *this in NVCC.
}
void QUALIFIERS Vector2::operator *= (const real alpha)
{
x *= alpha;
y *= alpha;
}
void QUALIFIERS Vector2::operator /= (const real alpha)
{
x /= alpha;
y /= alpha;
}
real QUALIFIERS modulus()
{
return sqrt(x*x+y*y);
}
void QUALIFIERS Normalise()
{
real r = modulus();
x /= r; y /= r;
}
void QUALIFIERS project_to_ins(Vector2 & result) const
{
// If it never gets called, hopefully NVCC won't care what is in that.
real factor = DEVICE_RADIUS_INSULATOR_OUTER/sqrt(x*x+y*y);
result.x = x*factor; result.y = y*factor;
}
void QUALIFIERS Vector2::project_to_radius
(Vector2 & result, real radius)
{
real factor = radius/sqrt(x*x+y*y);
result.x = x*factor; result.y = y*factor;
}
};
Vector2 QUALS operator* (const real hh,const Vector2 &v)
{
return Vector2(hh*v.x,hh*v.y);
}
// NOTE: For MSVC, declaring members inline means that
// they have to be defined in the header - and
// that seems to be okay.
// So we probably should do that with everything here.
struct Vector3
{
real x,y,z;
QUALIFIERS Vector3() {};
QUALIFIERS Vector3(real a, real b, real c)
{
x = a; y = b; z = c;
}
Vector3 QUALIFIERS operator- () const
{
return Vector3 (-x,-y,-z);
}
Vector3 QUALIFIERS cross(const Vector3 & v) const
{
return Vector3(y*v.z-z*v.y,
z*v.x-x*v.z,
x*v.y-y*v.x);
}
Vector3 QUALIFIERS operator +(const Vector3 &v) const
{
return Vector3(x+v.x,y+v.y,z+v.z);
}
Vector3 QUALIFIERS operator -(const Vector3 &v) const
{
return Vector3(x-v.x,y-v.y,z-v.z);
}
Vector3 QUALIFIERS operator* (const real hh) const
{
return Vector3(hh*x,hh*y,hh*z);
}
Vector3 QUALIFIERS operator/ (const real hh) const
{
return Vector3(x/hh,y/hh,z/hh);
}
void QUALIFIERS operator +=(const Vector3 &v)
{
x += v.x; y += v.y; z += v.z;
}
void QUALIFIERS operator -=(const Vector3 &v)
{
x -= v.x; y -= v.y; z -= v.z;
}
void QUALIFIERS operator *=(const real xx)
{
x *= xx; y *= xx; z *= xx;
}
void QUALIFIERS operator /=(const real xx)
{
x /= xx; y /= xx; z /= xx;
}
bool QUALIFIERS Vector3::operator != (const Vector3 &v) const
{
return ((v.x != x) || (v.y != y) || (v.z != z));
}
real QUALIFIERS Vector3::dotxy(const Vector3 &v) const
{
return x*v.x+y*v.y;
}
real QUALIFIERS Vector3::dotxy(const Vector2 &v) const
{
return x*v.x+y*v.y;
}
real QUALIFIERS Vector3::dot(const Vector2 &v) const
{
return x*v.x+y*v.y;
}
real QUALIFIERS Vector3::dot(const Vector3 &v) const
{
return x*v.x+y*v.y+z*v.z;
}
Vector2 QUALIFIERS Vector3::xypart()
{
Vector2 u;
u.x = x;
u.y = y;
return u;
}
real QUALIFIERS modulusxy()
{
return sqrt(x*x+y*y);
}
real QUALIFIERS modulus()
{
return sqrt(x*x+y*y+z*z);
}
void Reflect_radially(Vector2 & centre);
void ZeroRadially(Vector2 & centre);
};
Vector3 QUALS operator* (const real hh,const Vector3 &v)
{
return Vector3(hh*v.x,hh*v.y,hh*v.z);
}
real QUALS dotxy(const Vector2 & v1, const Vector3 & v2)
{
return v1.x*v2.x+v1.y*v2.y;
}
real QUALS dotxy(const Vector3 & v1, const Vector2 & v2)
{
return v1.x*v2.x+v1.y*v2.y;
}
struct Tensor2
{
real xx, xy, yx, yy;
QUALIFIERS Tensor2() {}
QUALIFIERS Tensor2(real x_x, real x_y, real y_x, real y_y)
{
xx = x_x; xy = x_y; yx = y_x; yy = y_y;
}
QUALIFIERS ~Tensor2() {}
QUALIFIERS Tensor2 operator +(const Tensor2 &X) const
{
return Tensor2(
xx + X.xx,
xy + X.xy,
yx + X.yx,
yy + X.yy);
}
QUALIFIERS Tensor2 operator *(const Tensor2 &X) const
{
Tensor2 result;
// did a test: X is the one on the right.
result.xx = xx*X.xx + xy*X.yx;
result.xy = xx*X.xy + xy*X.yy;
result.yx = yx*X.xx + yy*X.yx;
result.yy = yx*X.xy + yy*X.yy;
return result;
}
QUALIFIERS Tensor2 operator *(const real hh) const
{
return Tensor2 (hh*xx,hh*xy,hh*yx, hh*yy);
}
QUALIFIERS Tensor2 operator -(const Tensor2 &X) const
{
return Tensor2(
xx - X.xx, xy-X.xy, yx-X.yx, yy-X.yy
);
}
QUALIFIERS void Tensor2::Inverse(Tensor2 & result) const
{
real overdet = 1.0/(xx*yy-xy*yx);
result.xx = yy*overdet;
result.xy = -xy*overdet;
result.yx = -yx*overdet;
result.yy = xx*overdet;
};
QUALIFIERS Vector2 operator *(const Vector2 &v) const
{
return Vector2(xx*v.x+xy*v.y,yx*v.x+yy*v.y);
}
QUALIFIERS void operator +=(const Tensor2 &X)
{
xx += X.xx; xy += X.xy;
yx += X.yx; yy += X.yy;
}
QUALIFIERS void operator *=(const real hh)
{
xx *= hh; xy *= hh;
yx *= hh; yy *= hh;
}
};
QUALIFIERS Tensor2 operator *(const real hh, const Tensor2 &X)
{
return Tensor2(hh*X.xx,hh*X.xy,hh*X.yx,hh*X.yy);
}
extern Tensor2 ID2x2;
extern Tensor2 zero2x2;
struct Tensor3
{
real xx,xy,xz,yx,yy,yz,zx,zy,zz;
QUALIFIERS Tensor3() {};
QUALIFIERS Tensor3(real x_x, real x_y, real x_z,
real y_x, real y_y, real y_z,
real z_x, real z_y, real z_z)
{
xx = x_x; xy = x_y; xz = x_z;
yx = y_x; yy = y_y; yz = y_z;
zx = z_x; zy = z_y; zz = z_z;
}
QUALIFIERS void Tensor3::MakeCross (const Vector3 om)
{
xx = 0.0;
xy = -om.z;
xz = om.y;
yx = om.z;
yy = 0.0;
yz = -om.x;
zx = -om.y;
zy = om.x;
zz = 0.0;
}
QUALIFIERS Tensor3 Tensor3::Inverse()
{
Tensor3 result;
real det = xx*(yy*zz-yz*zy)
+ xy*(zx*yz-yx*zz)
+ xz*(yx*zy-yy*zx);
// Fill in matrix of minor determinants;
// transposed with applied cofactors (signs)
result.xx = yy*zz-yz*zy;
result.yx = zx*yz-yx*zz;
result.zx = yx*zy-yy*zx;
result.xy = zy*xz-xy*zz;
result.yy = xx*zz-xz*zx;
result.zy = zx*xy-xx*zy;
result.xz = xy*yz-xz*yy;
result.yz = yx*xz-xx*yz;
result.zz = xx*yy-yx*xy;
result = result / det;
return result; // inline so return object doesn't matter
};
QUALIFIERS void Tensor3::Inverse(Tensor3 & result)
{
real over = 1.0/( xx*(yy*zz-yz*zy)
+ xy*(zx*yz-yx*zz)
+ xz*(yx*zy-yy*zx) );
// Fill in matrix of minor determinants;
// transposed with applied cofactors (signs)
result.xx = (yy*zz-yz*zy)*over;
result.yx = (zx*yz-yx*zz)*over;
result.zx = (yx*zy-yy*zx)*over;
result.xy = (zy*xz-xy*zz)*over;
result.yy = (xx*zz-xz*zx)*over;
result.zy = (zx*xy-xx*zy)*over;
result.xz = (xy*yz-xz*yy)*over;
result.yz = (yx*xz-xx*yz)*over;
result.zz = (xx*yy-yx*xy)*over;
//return result; // inline so return object doesn't matter
};
QUALIFIERS Tensor2 Tensor3::xy2x2part () const
{
Tensor2 res;
res.xx = xx;
res.xy = xy;
res.yx = yx;
res.yy = yy;
return res;
}
QUALIFIERS Tensor3 Tensor3::operator- () const
{
Tensor3 res;
res.xx = -xx; res.xy = -xy; res.xz = -xz;
res.yx = -yx; res.yy = -yy; res.yz = -yz;
res.zx = -zx; res.zy = -zy; res.zz = -zz;
return res;
}
QUALIFIERS Vector3 Tensor3::operator* (const Vector3 &v) const
{
Vector3 res;
res.x = xx*v.x + xy*v.y + xz*v.z;
res.y = yx*v.x + yy*v.y + yz*v.z;
res.z = zx*v.x + zy*v.y + zz*v.z;
return res;
}
QUALIFIERS Tensor3 operator* (const real hh) const
{
return Tensor3(
hh*xx, hh*xy, hh*xz,
hh*yx, hh*yy, hh*yz,
hh*zx, hh*zy, hh*zz);
};
QUALIFIERS Tensor3 Tensor3::operator/ (const real r) const
{
Tensor3 result;
// did a test: X is the one on the right.
result.xx = xx/r;
result.xy = xy/r;
result.xz = xz/r;
result.yx = yx/r;
result.yy = yy/r;
result.yz = yz/r;
result.zx = zx/r;
result.zy = zy/r;
result.zz = zz/r;
return result;
}
QUALIFIERS Tensor3 Tensor3::operator +(const Tensor3 &v) const
{
Tensor3 result;
result.xx = xx + v.xx;
result.xy = xy + v.xy;
result.xz = xz + v.xz;
result.yx = yx + v.yx;
result.yy = yy + v.yy;
result.yz = yz + v.yz;
result.zx = zx + v.zx;
result.zy = zy + v.zy;
result.zz = zz + v.zz;
return result;
}
QUALIFIERS Tensor3 Tensor3::operator -(const Tensor3 &v) const
{
Tensor3 result;
result.xx = xx - v.xx;
result.xy = xy - v.xy;
result.xz = xz - v.xz;
result.yx = yx - v.yx;
result.yy = yy - v.yy;
result.yz = yz - v.yz;
result.zx = zx - v.zx;
result.zy = zy - v.zy;
result.zz = zz - v.zz;
return result;
}
QUALIFIERS Tensor3 Tensor3::operator *(const Tensor3 &X) const
{
Tensor3 result;
result.xx = xx*X.xx + xy*X.yx + xz*X.zx;
result.xy = xx*X.xy + xy*X.yy + xz*X.zy;
result.xz = xx*X.xz + xy*X.yz + xz*X.zz;
result.yx = yx*X.xx + yy*X.yx + yz*X.zx;
result.yy = yx*X.xy + yy*X.yy + yz*X.zy;
result.yz = yx*X.xz + yy*X.yz + yz*X.zz;
result.zx = zx*X.xx + zy*X.yx + zz*X.zx;
result.zy = zx*X.xy + zy*X.yy + zz*X.zy;
result.zz = zx*X.xz + zy*X.yz + zz*X.zz;
return result;
}
QUALIFIERS Tensor3 Tensor3::operator +=(const Tensor3 &X)
{
xx += X.xx;
xy += X.xy;
xz += X.xz;
yx += X.yx;
yy += X.yy;
yz += X.yz;
zx += X.zx;
zy += X.zy;
zz += X.zz;
return *this;
}
QUALIFIERS Tensor3 Tensor3::operator -=(const Tensor3 &X)
{
xx -= X.xx;
xy -= X.xy;
xz -= X.xz;
yx -= X.yx;
yy -= X.yy;
yz -= X.yz;
zx -= X.zx;
zy -= X.zy;
zz -= X.zz;
return *this;
}
void Tensor3::Make3DRotationAboutAxis(Vector3 w, real t);
void spitout(void);
};
QUALIFIERS Tensor3 operator* (const real hh,const Tensor3 &X)
{
Tensor3 result;
result.xx = hh*X.xx;
result.xy = hh*X.xy;
result.xz = hh*X.xz;
result.yx = hh*X.yx;
result.yy = hh*X.yy;
result.yz = hh*X.yz;
result.zx = hh*X.zx;
result.zy = hh*X.zy;
result.zz = hh*X.zz;
return result;
}
// Not clear to me : do we want the following for NVCC to be here?
// It actually makes sense to keep "matrix" here!
struct Matrix3
{
real a[3][3];
QUALIFIERS void Matrix3::Inverse(Matrix3 & result)
{
// find+replace on the above
real det = a[0][0]*(a[1][1]*a[2][2]-a[1][2]*a[2][1])
+ a[0][1]*(a[2][0]*a[1][2]-a[1][0]*a[2][2])
+ a[0][2]*(a[1][0]*a[2][1]-a[1][1]*a[2][0]);
// Fill in matrix of minor determinants;
// transposed with applied cofactors (signs)
result.a[0][0] = a[1][1]*a[2][2]-a[1][2]*a[2][1];
result.a[1][0] = a[2][0]*a[1][2]-a[1][0]*a[2][2];
result.a[2][0] = a[1][0]*a[2][1]-a[1][1]*a[2][0];
result.a[0][1] = a[2][1]*a[0][2]-a[0][1]*a[2][2];
result.a[1][1] = a[0][0]*a[2][2]-a[0][2]*a[2][0];
result.a[2][1] = a[2][0]*a[0][1]-a[0][0]*a[2][1];
result.a[0][2] = a[0][1]*a[1][2]-a[0][2]*a[1][1];
result.a[1][2] = a[1][0]*a[0][2]-a[0][0]*a[1][2];
result.a[2][2] = a[0][0]*a[1][1]-a[1][0]*a[0][1];
//real * ptr = (real *)(result.a);
for (int i = 0; i < 3; i++)
for (int j = 0; j < 3; j++)
{
result.a[i][j] /= det; // 99% sure static array elems are contiguous but hey.
}
};
QUALIFIERS void Matrix3::multiply(real RHS[3], real output[3])
{
output[0] = a[0][0]*RHS[0] + a[0][1]*RHS[1] + a[0][2]*RHS[2];
output[1] = a[1][0]*RHS[0] + a[1][1]*RHS[1] + a[1][2]*RHS[2];
output[2] = a[2][0]*RHS[0] + a[2][1]*RHS[1] + a[2][2]*RHS[2];
};
};
extern Tensor3 ID3x3;
extern Tensor3 zero3x3;
Vector3 QUALS Make3(Vector2 & v, real scalar)
{
Vector3 result;
result.x = v.x;
result.y = v.y;
result.z = scalar;
return result;
};
// Never used? :
struct Symmetric3
{
real xx,yy,zz,xy,xz,yz;
Symmetric3() ;
Symmetric3(real x_x, real x_y, real y_y, real x_z, real y_z, real z_z) ;
Vector3 QUALIFIERS operator* (const Vector3 &v) const;
};
// Never used? :
struct Symmetric2
{
real xx,yy,xy;
};
#define f64 real
#define f64_vec2 Vector2
#define f64_vec3 Vector3
#define f64_tens2 Tensor2
#define f64_tens3 Tensor3
#define u32 unsigned long
//struct vertinfo
//{
// long flag;
// long numTris;
// f64_vec2 pos;
// long iTriIndex[MAX_TRIS_PER_VERTEX]; // 10 x 8
//};
////
//struct structural
//{
// u32 u32corner[3];
// u32 u32neigh[3]; // 8x3
// int iDomain_flag, iPeriodic;
// f64_vec2 edge_normal[3]; // 8x6
// f64_vec2 gradT;
// f64 weight[3]; // weights used for averaging at corners. :/ from CPU
// f64_vec2 pos; // centroid
// f64 area; // 8x5+8x3
// // size ~ 24 + 8 + 48 + 40 + 24
// // 144 bytes or so
// f64_vec2 coeff[3]; // for each triangle, the coefficient by which nT_cell creates pressure at vertex.
//
// // Demoralised from having to do vertex aggregation so let's bung this in here.
// // In the next version we can get rid of it.
//};
struct species_f64
{
f64 neut, ion, elec;
};
struct species_vec2
{
f64_vec2 neut, ion, elec;
};
struct species_vec3
{
f64_vec3 neut, ion, elec;
};
#endif
#undef QUALIFIERS