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Binary file modified Part1/PROJ_WIN/CIS565_PROJ_1.suo
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4 changes: 2 additions & 2 deletions Part1/PROJ_WIN/CIS565_PROJ_1/CIS565_PROJ_1.vcxproj
Original file line number Diff line number Diff line change
Expand Up @@ -30,7 +30,7 @@
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Expand Down Expand Up @@ -114,6 +114,6 @@
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Binary file modified Part1/PROJ_WIN/CIS565_PROJ_1/vc100.pdb
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739 changes: 370 additions & 369 deletions Part1/PROJ_WIN/src/kernel.cu.deps

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66 changes: 59 additions & 7 deletions Part1/src/kernel.cu
Original file line number Diff line number Diff line change
Expand Up @@ -83,25 +83,73 @@ __global__ void generateCircularVelArray(int time, int N, glm::vec3 * arr, glm::
}
}

// TODO: Core force calc kernel global memory
// Core force calc kernel global memory
// HINT : You may want to write a helper function that will help you
// calculate the acceleration contribution of a single body.
// REMEMBER : F = (G * m_a * m_b) / (r_ab ^ 2)

__device__ glm::vec3 singleBodyAcceleration(glm::vec4 currentBodyPos, glm::vec4 otherBodyPos){

glm::vec3 forceVector(0,0,0);

// distance between other body and this body
glm::vec3 distance = glm::vec3(otherBodyPos.x, otherBodyPos.y, otherBodyPos.z)
- glm::vec3(currentBodyPos.x, currentBodyPos.y, currentBodyPos.z);

// get magnitude of distance vector
float r_ab = glm::length(distance);

// make sure distance is not 0
if (r_ab > 00000.1f) {
// F = (G * m_a * m_b) / (r_ab ^ 2)
float force = G * otherBodyPos.w / (r_ab * r_ab);
glm::vec3 direction = distance / r_ab;

// force * direction vector
forceVector = force * direction;
}

return forceVector;
}

__device__ glm::vec3 accelerate(int N, glm::vec4 my_pos, glm::vec4 * their_pos)
{
return glm::vec3(0.0f);
// calculate first with respect to the star
glm::vec4 starPos = glm::vec4(0, 0, 0, starMass);
glm::vec3 collectiveForce = singleBodyAcceleration(my_pos, starPos);

// sum up forces from other planets
for (int i = 0; i < N; i++) {
collectiveForce += singleBodyAcceleration(my_pos, their_pos[i]);
}

return collectiveForce;
}

// TODO : update the acceleration of each body
// update the acceleration of each body
__global__ void updateF(int N, float dt, glm::vec4 * pos, glm::vec3 * vel, glm::vec3 * acc)
{
// FILL IN HERE
int i = blockIdx.x * blockDim.x + threadIdx.x;

// only use threads up to N
if (i < N) {
acc[i] = accelerate(N, pos[i], pos);
}
}

// TODO : update velocity and position using a simple Euler integration scheme
// update velocity and position using a simple Euler integration scheme
__global__ void updateS(int N, float dt, glm::vec4 * pos, glm::vec3 * vel, glm::vec3 * acc)
{
// FILL IN HERE
int i = blockIdx.x * blockDim.x + threadIdx.x;

if (i < N) {
vel[i] += dt * acc[i];
pos[i].x += dt * vel[i].x;
pos[i].y += dt * vel[i].y;
pos[i].z += dt * vel[i].z;
}
}

// Update the vertex buffer object
Expand Down Expand Up @@ -176,10 +224,14 @@ void initCuda(int N)
cudaThreadSynchronize();
}

// TODO : Using the functions you wrote above, write a function that calls the CUDA kernels to update a single sim step
// Using the functions you wrote above, write a function that calls the CUDA kernels to update a single sim step
void cudaNBodyUpdateWrapper(float dt)
{
// FILL IN HERE
dim3 fullBlocksPerGrid((int)ceil(float(numObjects)/float(blockSize)));
updateF<<<fullBlocksPerGrid,blockSize>>>(numObjects, dt, dev_pos, dev_vel, dev_acc);
updateS<<<fullBlocksPerGrid,blockSize>>>(numObjects, dt, dev_pos, dev_vel, dev_acc);

cudaThreadSynchronize();
}

void cudaUpdateVBO(float * vbodptr, int width, int height)
Expand All @@ -192,7 +244,7 @@ void cudaUpdateVBO(float * vbodptr, int width, int height)
void cudaUpdatePBO(float4 * pbodptr, int width, int height)
{
dim3 fullBlocksPerGrid((int)ceil(float(width*height)/float(blockSize)));
sendToPBO<<<fullBlocksPerGrid, blockSize, blockSize*sizeof(glm::vec4)>>>(numObjects, dev_pos, pbodptr, width, height, scene_scale);
//sendToPBO<<<fullBlocksPerGrid, blockSize, blockSize*sizeof(glm::vec4)>>>(numObjects, dev_pos, pbodptr, width, height, scene_scale);
cudaThreadSynchronize();
}

Expand Down
1 change: 1 addition & 0 deletions Part1/src/main.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,7 @@
#include "main.h"

#define N_FOR_VIS 5000
//#define N_FOR_VIS 20000
#define DT 0.2
#define VISUALIZE 1
//-------------------------------
Expand Down
20 changes: 20 additions & 0 deletions Part2/CIS565_PROJ_1_PART_2/CIS565_PROJ_1_PART_2.sln
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@@ -0,0 +1,20 @@

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Release|Win32 = Release|Win32
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{6FDBA8F4-D5DC-4C72-AC1F-79386F052505}.Release|Win32.Build.0 = Release|Win32
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Original file line number Diff line number Diff line change
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