/** * Compute the direction each constraint is pointing in. This is called once at the beginning of constraint evaluation. */ extern "C" __global__ void computeConstraintDirections(const int2* __restrict__ constraintAtoms, real4* __restrict__ constraintDistance, const real4* __restrict__ atomPositions) { for (int index = blockIdx.x*blockDim.x+threadIdx.x; index < NUM_CONSTRAINTS; index += blockDim.x*gridDim.x) { // Compute the direction for this constraint. int2 atoms = constraintAtoms[index]; real4 dir = constraintDistance[index]; real4 oldPos1 = atomPositions[atoms.x]; real4 oldPos2 = atomPositions[atoms.y]; dir.x = oldPos1.x-oldPos2.x; dir.y = oldPos1.y-oldPos2.y; dir.z = oldPos1.z-oldPos2.z; constraintDistance[index] = dir; } } /** * Compute the force applied by each constraint. */ extern "C" __global__ void computeConstraintForce(const int2* __restrict__ constraintAtoms, const real4* __restrict__ constraintDistance, const real4* __restrict__ atomPositions, const real* __restrict__ reducedMass, real* __restrict__ delta1, int* __restrict__ converged, float tol, int iteration) { __shared__ int groupConverged; if (converged[1-iteration%2]) { if (blockIdx.x == 0 && threadIdx.x == 0) converged[iteration%2] = 1; return; // The constraint iteration has already converged. } if (threadIdx.x == 0) groupConverged = 1; __syncthreads(); real lowerTol = 1.0f-2.0f*tol+tol*tol; real upperTol = 1.0f+2.0f*tol+tol*tol; for (int index = blockIdx.x*blockDim.x+threadIdx.x; index < NUM_CONSTRAINTS; index += blockDim.x*gridDim.x) { // Compute the force due to this constraint. int2 atoms = constraintAtoms[index]; real4 dir = constraintDistance[index]; real4 rp_ij = atomPositions[atoms.x]-atomPositions[atoms.y]; #ifndef CONSTRAIN_VELOCITIES rp_ij.x += dir.x; rp_ij.y += dir.y; rp_ij.z += dir.z; #endif real rrpr = rp_ij.x*dir.x + rp_ij.y*dir.y + rp_ij.z*dir.z; real d_ij2 = dir.x*dir.x + dir.y*dir.y + dir.z*dir.z; #ifdef CONSTRAIN_VELOCITIES delta1[index] = -2.0f*reducedMass[index]*rrpr/d_ij2; // See whether it has converged. if (groupConverged && fabs(delta1[index]) > tol) { groupConverged = 0; converged[iteration%2] = 0; } #else real rp2 = rp_ij.x*rp_ij.x + rp_ij.y*rp_ij.y + rp_ij.z*rp_ij.z; real dist2 = dir.w*dir.w; real diff = dist2 - rp2; delta1[index] = (rrpr > d_ij2*1e-6f ? reducedMass[index]*diff/rrpr : 0.0f); // See whether it has converged. if (groupConverged && (rp2 < lowerTol*dist2 || rp2 > upperTol*dist2)) { groupConverged = 0; converged[iteration%2] = 0; } #endif } } /** * Multiply the vector of constraint forces by the constraint matrix. */ extern "C" __global__ void multiplyByConstraintMatrix(const real* __restrict__ delta1, real* __restrict__ delta2, const int* __restrict__ constraintMatrixColumn, const real* __restrict__ constraintMatrixValue, const int* __restrict__ converged, int iteration) { if (converged[iteration%2]) return; // The constraint iteration has already converged. // Multiply by the inverse constraint matrix. for (int index = blockIdx.x*blockDim.x+threadIdx.x; index < NUM_CONSTRAINTS; index += blockDim.x*gridDim.x) { real sum = 0.0f; for (int i = 0; ; i++) { int element = index+i*NUM_CONSTRAINTS; int column = constraintMatrixColumn[element]; if (column >= NUM_CONSTRAINTS) break; sum += delta1[column]*constraintMatrixValue[element]; } delta2[index] = sum; } } /** * Update the atom positions based on constraint forces. */ extern "C" __global__ void updateAtomPositions(const int* __restrict__ numAtomConstraints, const int* __restrict__ atomConstraints, const real4* __restrict__ constraintDistance, real4* __restrict__ atomPositions, const real4* __restrict__ velm, const real* __restrict__ delta1, const real* __restrict__ delta2, int* __restrict__ converged, int iteration) { if (blockIdx.x == 0 && threadIdx.x == 0) converged[1-iteration%2] = 1; if (converged[iteration%2]) return; // The constraint iteration has already converged. real damping = (iteration < 2 ? 0.5f : 1.0f); for (int index = blockIdx.x*blockDim.x+threadIdx.x; index < NUM_ATOMS; index += blockDim.x*gridDim.x) { // Compute the new position of this atom. real4 atomPos = atomPositions[index]; real invMass = velm[index].w; int num = numAtomConstraints[index]; for (int i = 0; i < num; i++) { int constraint = atomConstraints[index+i*NUM_ATOMS]; bool forward = (constraint > 0); constraint = (forward ? constraint-1 : -constraint-1); real constraintForce = damping*invMass*delta2[constraint]; constraintForce = (forward ? constraintForce : -constraintForce); real4 dir = constraintDistance[constraint]; atomPos.x += constraintForce*dir.x; atomPos.y += constraintForce*dir.y; atomPos.z += constraintForce*dir.z; } atomPositions[index] = atomPos; } }