Skip to content
Snippets Groups Projects
parallelFEAGPU.jl 39.6 KiB
Newer Older
Amira Abdel-Rahman's avatar
Amira Abdel-Rahman committed
# Amira Abdel-Rahman
# (c) Massachusetts Institute of Technology 2020

using LinearAlgebra
using Plots
import JSON
# using Quaternions
using StaticArrays, Rotations
using Distributed
using StaticArrays, BenchmarkTools
using Base.Threads
using CUDAnative
using CuArrays,CUDAdrv 
using Test
import Base: +, * , -, ^


########################################

struct Vector3
    x::Float64
    y::Float64
    z::Float64
    function Vector3()
        x=0.0
        y=0.0
        z=0.0
        new(x,y,z)
    end
    function Vector3(x,y,z)
       new(x,y,z)
    end
end
struct Quaternion
    x::Float64
    y::Float64
    z::Float64
    w::Float64
    function Quaternion()
        x=0.0
        y=0.0
        z=0.0
        w=1.0
        new(x,y,z,w)
    end
    function Quaternion(x,y,z,w)
        new(x,y,z,w)
    end
end
struct RotationMatrix
    te1::Float64
    te2::Float64
    te3::Float64
    te4::Float64
    te5::Float64
    te6::Float64
    te7::Float64
    te8::Float64
    te9::Float64
    te10::Float64
    te11::Float64
    te12::Float64
    te13::Float64
    te14::Float64
    te15::Float64
    te16::Float64
    function RotationMatrix()
        te1 =0.0
        te2 =0.0
        te3 =0.0
        te4 =0.0
        te5 =0.0
        te6 =0.0
        te7 =0.0
        te8 =0.0
        te9 =0.0
        te10=0.0
        te11=0.0
        te12=0.0
        te13=0.0
        te14=0.0
        te15=0.0
        te16=0.0
        new(te1,te2,te3,te4,te5,te6,te7,te8,te9,te10,te11,te12,te13,te14,te15,te16)
    end
    function RotationMatrix(te1,te2,te3,te4,te5,te6,te7,te8,te9,te10,te11,te12,te13,te14,te15,te16)
        new(te1,te2,te3,te4,te5,te6,te7,te8,te9,te10,te11,te12,te13,te14,te15,te16)
    end
end

+(f::Vector3, g::Vector3)=Vector3(f.x+g.x , f.y+g.y,f.z+g.z )
-(f::Vector3, g::Vector3)=Vector3(f.x-g.x , f.y-g.y,f.z-g.z )
*(f::Vector3, g::Vector3)=Vector3(f.x*g.x , f.y*g.y,f.z*g.z )

+(f::Vector3, g::Number)=Vector3(f.x+g , f.y+g,f.z+g )
-(f::Vector3, g::Number)=Vector3(f.x-g , f.y-g,f.z-g )
*(f::Vector3, g::Number)=Vector3(f.x*g , f.y*g,f.z*g )

+(g::Vector3, f::Number)=Vector3(f.x+g , f.y+g,f.z+g )
-(g::Vector3, f::Number)=Vector3(g-f.x , g-f.y,g-f.z )
*(g::Vector3, f::Number)=Vector3(f.x*g , f.y*g,f.z*g )

addX(f::Vector3, g::Number)=Vector3(f.x+g , f.y,f.z)
addY(f::Vector3, g::Number)=Vector3(f.x , f.y+g,f.z )
addZ(f::Vector3, g::Number)=Vector3(f.x , f.y,f.z+g )

function normalizeVector3(f::Vector3)
    leng=sqrt((f.x * f.x) + (f.y * f.y) + (f.z * f.z))
    return Vector3(f.x/leng,f.y/leng,f.z/leng)
    
end


function normalizeQuaternion(f::Quaternion)
    l = sqrt((f.x * f.x) + (f.y * f.y) + (f.z * f.z)+ (f.w * f.w))
    if l === 0 
        qx = 0
        qy = 0
        qz = 0
        qw = 1
    else 
        l = 1 / l
        qx = f.x * l
        qy = f.y * l
        qz = f.z * l
        qw = f.w * l
    end
    return Quaternion(qx,qy,qz,qw)
end

function normalizeQuaternion1!(fx::Float64,fy::Float64,fz::Float64,fw::Float64)
    l = sqrt((fx * fx) + (fy * fy) + (fz * fz)+ (fw * fw))
    if l === 0 
        qx = 0.0
        qy = 0.0
        qz = 0.0
        qw = 1.0
    else 
        l = 1.0 / l
        qx = fx * l
        qy = fy * l
        qz = fz * l
        qw = fw * l
    end
    return qx,qy,qz,qw
end


function dotVector3(f::Vector3, g::Vector3)
    return (f.x * g.x) + (f.y * g.y) + (f.z * g.z)
end

function Base.show(io::IO, v::Vector3)
    print(io, "x:$(v.x), y:$(v.y), z:$(v.z)")
end

function Base.show(io::IO, v::Quaternion)
    print(io, "x:$(v.x), y:$(v.y), z:$(v.z), w:$(v.z)")
end

Base.Broadcast.broadcastable(q::Vector3) = Ref(q)

########################################
function simulateParallel(numTimeSteps,dt,static=true)
    # initialize(setup)
    
    for i in 1:numTimeSteps
        # println("Timestep:",i)
        doTimeStep(dt,static,i)
    end
end
########################################
function initialize(setup)
	nodes      = setup["nodes"]
    edges      = setup["edges"]
    
    i=1
	# pre-calculate current position
	for node in nodes
        # element=parse(Int,node["id"][2:end])
        N_position[i]=Vector3(node["position"]["x"],node["position"]["y"],node["position"]["z"])
        N_restrained[i]=node["restrained_degrees_of_freedom"][1] ## todo later consider other degrees of freedom
        N_displacement[i]=Vector3(node["displacement"]["x"],node["displacement"]["y"],node["displacement"]["z"])
        N_angle[i]=Vector3(node["angle"]["x"],node["angle"]["y"],node["angle"]["z"])
        N_force[i]=Vector3(node["force"]["x"],node["force"]["y"],node["force"]["z"])
        N_currPosition[i]=Vector3(node["position"]["x"],node["position"]["y"],node["position"]["z"])

        # for dynamic simulations
        # append!(N_posTimeSteps,[[]])
        # append!(N_angTimeSteps,[[]])
        
        i=i+1
	end 
    
    i=1
	# pre-calculate the axis
	for edge in edges
        # element=parse(Int,edge["id"][2:end])
        
        # find the nodes that the lements connects
Loading
Loading full blame...