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 # rocky\_sph\_interaction

 Last update: 17.07.2025 

<a id="l00001" name="l00001"></a> 1\#pragma once

<a id="l00002" name="l00002"></a> 2 

<a id="l00003" name="l00003"></a> 3// Includes =======================================================================================

<a id="l00004" name="l00004"></a> 4\#include &lt;rocky20/api/device/api\_backend.hpp&gt;

<a id="l00005" name="l00005"></a> 5\#include &lt;rocky20/api/sph/rocky\_sph\_element.hpp&gt;

<a id="l00006" name="l00006"></a> 6\#include &lt;rocky20/device/device\_model.hpp&gt;

<a id="l00007" name="l00007"></a> 7\#include &lt;rocky20/device/device\_triangles.hpp&gt;

<a id="l00008" name="l00008"></a> 8\#include &lt;rocky20/sph/device\_sph.hpp&gt;

<a id="l00009" name="l00009"></a> 9\#include &lt;rocky20/sph/sph\_data.h&gt;

<a id="l00010" name="l00010"></a> 10 

<a id="l00011" name="l00011"></a> 11namespace device {

<a id="l00012" name="l00012"></a> 12__host__ __device__ inline void update_sph_element_acceleration(

<a id="l00013" name="l00013"></a> 13 real_sph3* element_entry, const real_sph3&amp; acceleration)

<a id="l00014" name="l00014"></a> 14{

<a id="l00015" name="l00015"></a> 15 backend::atomic_add(&amp;(element_entry-&gt;x), acceleration.x);

<a id="l00016" name="l00016"></a> 16 backend::atomic_add(&amp;(element_entry-&gt;y), acceleration.y);

<a id="l00017" name="l00017"></a> 17 backend::atomic_add(&amp;(element_entry-&gt;z), acceleration.z);

<a id="l00018" name="l00018"></a> 18}

<a id="l00019" name="l00019"></a> 19} // namespace device

<a id="l00020" name="l00020"></a> 20 

<a id="l00021" name="l00021"></a> 21// ================================================================================================

<a id="l00022" name="l00022"></a> 22// RockySPHInteraction

<a id="l00023" name="l00023"></a> 23// ================================================================================================

<a id="l00024" name="l00024"></a> 24 

<a id="l00025" name="l00025"></a> 25template &lt;class NearType&gt;

<a id="l00026" name="l00026"></a> 26struct RockySPHInteraction

<a id="l00027" name="l00027"></a> 27{

<a id="l00028" name="l00028"></a> 28 // Interacting relative data ------------------------------------------------------------------

<a id="l00029" name="l00029"></a> 29 inline ROCKY_FUNCTIONS float3 get_home_velocity() const

<a id="l00030" name="l00030"></a> 30 {

<a id="l00031" name="l00031"></a> 31 const auto near_periodic_position = [this] {

<a id="l00032" name="l00032"></a> 32 if constexpr (std::is_same_v&lt;NearType, cuda_particle_sph&gt;)

<a id="l00033" name="l00033"></a> 33 return this-&gt;near_element-&gt;periodic_position;

<a id="l00034" name="l00034"></a> 34 else

<a id="l00035" name="l00035"></a> 35 return PeriodicPosition {};

<a id="l00036" name="l00036"></a> 36 }();

<a id="l00037" name="l00037"></a> 37 

<a id="l00038" name="l00038"></a> 38 float3 velocity_copy = { this-&gt;home_element-&gt;ux,

<a id="l00039" name="l00039"></a> 39 this-&gt;home_element-&gt;uy,

<a id="l00040" name="l00040"></a> 40 this-&gt;home_element-&gt;uz };

<a id="l00041" name="l00041"></a> 41 const auto&amp; periodic_domain = rocky_model-&gt;gen-&gt;periodic_domain;

<a id="l00042" name="l00042"></a> 42 if (periodic_domain.enabled() &amp;&amp; periodic_domain.is_cylindrical())

<a id="l00043" name="l00043"></a> 43 periodic_domain.get_cylindric_periodic_position(

<a id="l00044" name="l00044"></a> 44 velocity_copy.x,

<a id="l00045" name="l00045"></a> 45 velocity_copy.y,

<a id="l00046" name="l00046"></a> 46 velocity_copy.z,

<a id="l00047" name="l00047"></a> 47 this-&gt;cnt_per,

<a id="l00048" name="l00048"></a> 48 this-&gt;home_element-&gt;periodic_position,

<a id="l00049" name="l00049"></a> 49 near_periodic_position,

<a id="l00050" name="l00050"></a> 50 false);

<a id="l00051" name="l00051"></a> 51 return velocity_copy;

<a id="l00052" name="l00052"></a> 52 }

<a id="l00053" name="l00053"></a> 53 

<a id="l00054" name="l00054"></a> 54 inline ROCKY_FUNCTIONS float3 get_distance_vector() const

<a id="l00055" name="l00055"></a> 55 {

<a id="l00056" name="l00056"></a> 56 if constexpr (std::is_same_v&lt;NearType, cuda_particle_sph&gt;)

<a id="l00057" name="l00057"></a> 57 {

<a id="l00058" name="l00058"></a> 58 // Distance between SPH elements

<a id="l00059" name="l00059"></a> 59 const auto&amp; periodic_domain = rocky_model-&gt;gen-&gt;periodic_domain;

<a id="l00060" name="l00060"></a> 60 float3 home_coord { home_element-&gt;get_adjusted_coordinates(current_time) };

<a id="l00061" name="l00061"></a> 61 if (periodic_domain.enabled())

<a id="l00062" name="l00062"></a> 62 {

<a id="l00063" name="l00063"></a> 63 periodic_domain.get_periodic_position(

<a id="l00064" name="l00064"></a> 64 home_coord.x,

<a id="l00065" name="l00065"></a> 65 home_coord.y,

<a id="l00066" name="l00066"></a> 66 home_coord.z,

<a id="l00067" name="l00067"></a> 67 cnt_per,

<a id="l00068" name="l00068"></a> 68 home_element-&gt;periodic_position,

<a id="l00069" name="l00069"></a> 69 near_element-&gt;periodic_position,

<a id="l00070" name="l00070"></a> 70 false);

<a id="l00071" name="l00071"></a> 71 }

<a id="l00072" name="l00072"></a> 72 return home_coord - near_element-&gt;get_adjusted_coordinates(current_time);

<a id="l00073" name="l00073"></a> 73 }

<a id="l00074" name="l00074"></a> 74 else

<a id="l00075" name="l00075"></a> 75 return {};

<a id="l00076" name="l00076"></a> 76 }

<a id="l00077" name="l00077"></a> 77 

<a id="l00078" name="l00078"></a> 78 inline ROCKY_FUNCTIONS float get_distance() const

<a id="l00079" name="l00079"></a> 79 {

<a id="l00080" name="l00080"></a> 80 return rocky::vector::get_norm(this-&gt;get_distance_vector());

<a id="l00081" name="l00081"></a> 81 }

<a id="l00082" name="l00082"></a> 82 

<a id="l00083" name="l00083"></a> 83 // Interacting data ---------------------------------------------------------------------------

<a id="l00084" name="l00084"></a> 84 inline ROCKY_FUNCTIONS RockySPHElementDevice get_home_element() const

<a id="l00085" name="l00085"></a> 85 {

<a id="l00086" name="l00086"></a> 86 RockySPHElementDevice i_home_element(this-&gt;rocky_model, this-&gt;sph_model);

<a id="l00087" name="l00087"></a> 87 i_home_element.reset(this-&gt;home_index, this-&gt;sph_model-&gt;prt_sph + this-&gt;home_index);

<a id="l00088" name="l00088"></a> 88 return i_home_element;

<a id="l00089" name="l00089"></a> 89 }

<a id="l00090" name="l00090"></a> 90 

<a id="l00091" name="l00091"></a> 91 // Contact data (resettable)

<a id="l00092" name="l00092"></a> 92 const cuda_particle_sph* home_element;

<a id="l00093" name="l00093"></a> 93 const NearType* near_element;

<a id="l00094" name="l00094"></a> 94 int home_index, near_index;

<a id="l00095" name="l00095"></a> 95 PeriodicPosition cnt_per;

<a id="l00096" name="l00096"></a> 96 

<a id="l00097" name="l00097"></a> 97 // Setup data (non-resettable)

<a id="l00098" name="l00098"></a> 98 SDeviceModel* rocky_model;

<a id="l00099" name="l00099"></a> 99 SPHDeviceModel* sph_model;

<a id="l00100" name="l00100"></a> 100 double current_time;

<a id="l00101" name="l00101"></a> 101 

<a id="l00102" name="l00102"></a> 102 ROCKY_FUNCTIONS explicit RockySPHInteraction(

<a id="l00103" name="l00103"></a> 103 SDeviceModel* rocky_model, SPHDeviceModel* sph_model, double current_time)

<a id="l00104" name="l00104"></a> 104 : rocky_model(rocky_model)

<a id="l00105" name="l00105"></a> 105 , sph_model(sph_model)

<a id="l00106" name="l00106"></a> 106 , current_time(current_time)

<a id="l00107" name="l00107"></a> 107 {

<a id="l00108" name="l00108"></a> 108 }

<a id="l00109" name="l00109"></a> 109};

<a id="l00110" name="l00110"></a> 110 

<a id="l00111" name="l00111"></a> 111// ================================================================================================

<a id="l00112" name="l00112"></a> 112// RockySPHElementInteraction

<a id="l00113" name="l00113"></a> 113// ================================================================================================

<a id="l00114" name="l00114"></a> 114 

<a id="l00115" name="l00115"></a> 115struct RockySPHElementInteraction : RockySPHInteraction&lt;cuda_particle_sph&gt;

<a id="l00116" name="l00116"></a> 116{

<a id="l00117" name="l00117"></a> 117 // Interacting relative data ------------------------------------------------------------------

<a id="l00118" name="l00118"></a> 118 // Velocity difference between the SPH elements in contact

<a id="l00119" name="l00119"></a> 119 inline ROCKY_FUNCTIONS float3 calculate_elements_relative_velocity()

<a id="l00120" name="l00120"></a> 120 {

<a id="l00121" name="l00121"></a> 121 const auto&amp; periodic_domain = rocky_model-&gt;gen-&gt;periodic_domain;

<a id="l00122" name="l00122"></a> 122 float3 home_velocity = { home_element-&gt;ux, home_element-&gt;uy, home_element-&gt;uz };

<a id="l00123" name="l00123"></a> 123 if (periodic_domain.is_cylindrical())

<a id="l00124" name="l00124"></a> 124 periodic_domain.get_cylindric_periodic_position(

<a id="l00125" name="l00125"></a> 125 home_velocity.x,

<a id="l00126" name="l00126"></a> 126 home_velocity.y,

<a id="l00127" name="l00127"></a> 127 home_velocity.z,

<a id="l00128" name="l00128"></a> 128 cnt_per,

<a id="l00129" name="l00129"></a> 129 home_element-&gt;periodic_position,

<a id="l00130" name="l00130"></a> 130 near_element-&gt;periodic_position,

<a id="l00131" name="l00131"></a> 131 false);

<a id="l00132" name="l00132"></a> 132 return home_velocity - float3 { near_element-&gt;ux, near_element-&gt;uy, near_element-&gt;uz };

<a id="l00133" name="l00133"></a> 133 }

<a id="l00134" name="l00134"></a> 134 

<a id="l00135" name="l00135"></a> 135 inline ROCKY_FUNCTIONS float3 get_near_velocity() const

<a id="l00136" name="l00136"></a> 136 {

<a id="l00137" name="l00137"></a> 137 float3 velocity_copy = { this-&gt;near_element-&gt;ux,

<a id="l00138" name="l00138"></a> 138 this-&gt;near_element-&gt;uy,

<a id="l00139" name="l00139"></a> 139 this-&gt;near_element-&gt;uz };

<a id="l00140" name="l00140"></a> 140 const auto&amp; periodic_domain = rocky_model-&gt;gen-&gt;periodic_domain;

<a id="l00141" name="l00141"></a> 141 if (periodic_domain.enabled() &amp;&amp; periodic_domain.is_cylindrical())

<a id="l00142" name="l00142"></a> 142 periodic_domain.get_cylindric_periodic_position(

<a id="l00143" name="l00143"></a> 143 velocity_copy.x,

<a id="l00144" name="l00144"></a> 144 velocity_copy.y,

<a id="l00145" name="l00145"></a> 145 velocity_copy.z,

<a id="l00146" name="l00146"></a> 146 this-&gt;cnt_per,

<a id="l00147" name="l00147"></a> 147 this-&gt;near_element-&gt;periodic_position,

<a id="l00148" name="l00148"></a> 148 this-&gt;home_element-&gt;periodic_position,

<a id="l00149" name="l00149"></a> 149 false);

<a id="l00150" name="l00150"></a> 150 return velocity_copy;

<a id="l00151" name="l00151"></a> 151 }

<a id="l00152" name="l00152"></a> 152 

<a id="l00153" name="l00153"></a> 153 // Interacting data ---------------------------------------------------------------------------

<a id="l00154" name="l00154"></a> 154 inline ROCKY_FUNCTIONS RockySPHElementDevice get_near_element() const

<a id="l00155" name="l00155"></a> 155 {

<a id="l00156" name="l00156"></a> 156 RockySPHElementDevice i_near_element(this-&gt;rocky_model, this-&gt;sph_model);

<a id="l00157" name="l00157"></a> 157 i_near_element.reset(this-&gt;near_index, this-&gt;sph_model-&gt;prt_sph + this-&gt;near_index);

<a id="l00158" name="l00158"></a> 158 return i_near_element;

<a id="l00159" name="l00159"></a> 159 }

<a id="l00160" name="l00160"></a> 160 

<a id="l00161" name="l00161"></a> 161 // Forces &amp; Accelerations ---------------------------------------------------------------------

<a id="l00162" name="l00162"></a> 162 inline ROCKY_FUNCTIONS void add_force(float3 force)

<a id="l00163" name="l00163"></a> 163 {

<a id="l00164" name="l00164"></a> 164 // For SPH elements, the force vector actually holds acceleration in those elements.

<a id="l00165" name="l00165"></a> 165 // So, for SPH elements, we must extract acceleration from force.

<a id="l00166" name="l00166"></a> 166 //TODO Refinement

<a id="l00167" name="l00167"></a> 167 force /= this-&gt;sph_model-&gt;gen_sph-&gt;get_mass();

<a id="l00168" name="l00168"></a> 168 this-&gt;add_acceleration(force);

<a id="l00169" name="l00169"></a> 169 }

<a id="l00170" name="l00170"></a> 170 

<a id="l00171" name="l00171"></a> 171 inline ROCKY_FUNCTIONS void add_acceleration(float3 acceleration)

<a id="l00172" name="l00172"></a> 172 {

<a id="l00173" name="l00173"></a> 173 // For SPH elements, the force vector actually holds acceleration in those elements.

<a id="l00174" name="l00174"></a> 174 if (this-&gt;home_element-&gt;enabled() &amp;&amp; !this-&gt;home_element-&gt;frozen())

<a id="l00175" name="l00175"></a> 175 {

<a id="l00176" name="l00176"></a> 176 const auto&amp; periodic_domain = rocky_model-&gt;gen-&gt;periodic_domain;

<a id="l00177" name="l00177"></a> 177 if (periodic_domain.is_cylindrical())

<a id="l00178" name="l00178"></a> 178 periodic_domain.get_cylindric_periodic_position(

<a id="l00179" name="l00179"></a> 179 acceleration.x,

<a id="l00180" name="l00180"></a> 180 acceleration.y,

<a id="l00181" name="l00181"></a> 181 acceleration.z,

<a id="l00182" name="l00182"></a> 182 this-&gt;cnt_per,

<a id="l00183" name="l00183"></a> 183 home_element-&gt;periodic_position,

<a id="l00184" name="l00184"></a> 184 near_element-&gt;periodic_position,

<a id="l00185" name="l00185"></a> 185 true);

<a id="l00186" name="l00186"></a> 186 device::update_sph_element_acceleration(sph_model-&gt;frc_sph + home_index, acceleration);

<a id="l00187" name="l00187"></a> 187 }

<a id="l00188" name="l00188"></a> 188 

<a id="l00189" name="l00189"></a> 189 if (this-&gt;near_element-&gt;enabled() &amp;&amp; !this-&gt;near_element-&gt;frozen())

<a id="l00190" name="l00190"></a> 190 device::update_sph_element_acceleration(sph_model-&gt;frc_sph + near_index, -acceleration);

<a id="l00191" name="l00191"></a> 191 }

<a id="l00192" name="l00192"></a> 192 

<a id="l00193" name="l00193"></a> 193 inline ROCKY_FUNCTIONS void reset_home_element(int home_index)

<a id="l00194" name="l00194"></a> 194 {

<a id="l00195" name="l00195"></a> 195 // Home

<a id="l00196" name="l00196"></a> 196 this-&gt;home_index = home_index;

<a id="l00197" name="l00197"></a> 197 this-&gt;home_element = this-&gt;sph_model-&gt;prt_sph + this-&gt;home_index;

<a id="l00198" name="l00198"></a> 198 }

<a id="l00199" name="l00199"></a> 199 

<a id="l00200" name="l00200"></a> 200 inline ROCKY_FUNCTIONS void reset_near_element(int near_index, PeriodicPosition cnt_per)

<a id="l00201" name="l00201"></a> 201 {

<a id="l00202" name="l00202"></a> 202 // Near

<a id="l00203" name="l00203"></a> 203 this-&gt;near_index = near_index;

<a id="l00204" name="l00204"></a> 204 this-&gt;near_element = this-&gt;sph_model-&gt;prt_sph + this-&gt;near_index;

<a id="l00205" name="l00205"></a> 205 

<a id="l00206" name="l00206"></a> 206 // Periodic stuff

<a id="l00207" name="l00207"></a> 207 this-&gt;cnt_per = cnt_per;

<a id="l00208" name="l00208"></a> 208 }

<a id="l00209" name="l00209"></a> 209 

<a id="l00210" name="l00210"></a> 210 ROCKY_FUNCTIONS explicit RockySPHElementInteraction(

<a id="l00211" name="l00211"></a> 211 SDeviceModel* rocky_model, SPHDeviceModel* sph_model, double current_time)

<a id="l00212" name="l00212"></a> 212 : RockySPHInteraction&lt;cuda_particle_sph&gt;(rocky_model, sph_model, current_time)

<a id="l00213" name="l00213"></a> 213 {

<a id="l00214" name="l00214"></a> 214 }

<a id="l00215" name="l00215"></a> 215};

<a id="l00216" name="l00216"></a> 216 

<a id="l00217" name="l00217"></a> 217// ================================================================================================

<a id="l00218" name="l00218"></a> 218// RockySPHTriangleInteraction

<a id="l00219" name="l00219"></a> 219// ================================================================================================

<a id="l00220" name="l00220"></a> 220 

<a id="l00221" name="l00221"></a> 221struct RockySPHTriangleInteraction : RockySPHInteraction&lt;cuda_triangle_old&gt;

<a id="l00222" name="l00222"></a> 222{

<a id="l00223" name="l00223"></a> 223 // Interacting relative data ------------------------------------------------------------------

<a id="l00224" name="l00224"></a> 224 inline ROCKY_FUNCTIONS float3 get_near_velocity() const

<a id="l00225" name="l00225"></a> 225 {

<a id="l00226" name="l00226"></a> 226 return this-&gt;boundary_velocity;

<a id="l00227" name="l00227"></a> 227 }

<a id="l00228" name="l00228"></a> 228 

<a id="l00229" name="l00229"></a> 229 inline ROCKY_FUNCTIONS float3 get_unit_vector() const

<a id="l00230" name="l00230"></a> 230 {

<a id="l00231" name="l00231"></a> 231 return this-&gt;unit_vector;

<a id="l00232" name="l00232"></a> 232 }

<a id="l00233" name="l00233"></a> 233 

<a id="l00234" name="l00234"></a> 234 inline ROCKY_FUNCTIONS float3 get_nearest_point_to_home() const

<a id="l00235" name="l00235"></a> 235 {

<a id="l00236" name="l00236"></a> 236 return this-&gt;inside_point;

<a id="l00237" name="l00237"></a> 237 }

<a id="l00238" name="l00238"></a> 238 

<a id="l00239" name="l00239"></a> 239 inline ROCKY_FUNCTIONS float get_distance() const

<a id="l00240" name="l00240"></a> 240 {

<a id="l00241" name="l00241"></a> 241 return this-&gt;distance;

<a id="l00242" name="l00242"></a> 242 }

<a id="l00243" name="l00243"></a> 243 

<a id="l00244" name="l00244"></a> 244 // Forces &amp; accelerations ---------------------------------------------------------------------

<a id="l00245" name="l00245"></a> 245 inline ROCKY_FUNCTIONS void add_force(float3 force)

<a id="l00246" name="l00246"></a> 246 {

<a id="l00247" name="l00247"></a> 247 // For SPH elements, the force vector actually holds acceleration in those elements.

<a id="l00248" name="l00248"></a> 248 // Here we receive a force, which is straight applied to the boundaries triangles.

<a id="l00249" name="l00249"></a> 249 // For the home element, we must extract the acceleration.

<a id="l00250" name="l00250"></a> 250 //TODO Refinement

<a id="l00251" name="l00251"></a> 251 float3 acceleration = force / this-&gt;sph_model-&gt;gen_sph-&gt;get_mass();

<a id="l00252" name="l00252"></a> 252 this-&gt;add_force_and_acceleration(force, acceleration);

<a id="l00253" name="l00253"></a> 253 }

<a id="l00254" name="l00254"></a> 254 

<a id="l00255" name="l00255"></a> 255 inline ROCKY_FUNCTIONS void add_acceleration(float3 acceleration)

<a id="l00256" name="l00256"></a> 256 {

<a id="l00257" name="l00257"></a> 257 // For SPH elements, the force vector actually holds acceleration in those elements.

<a id="l00258" name="l00258"></a> 258 // Here we receive an acceleration, which is straight applied to the home element.

<a id="l00259" name="l00259"></a> 259 // For the boundaries triangles, we must extract the force.

<a id="l00260" name="l00260"></a> 260 //TODO Refinement

<a id="l00261" name="l00261"></a> 261 float3 force = acceleration * this-&gt;sph_model-&gt;gen_sph-&gt;get_mass();

<a id="l00262" name="l00262"></a> 262 this-&gt;add_force_and_acceleration(force, acceleration);

<a id="l00263" name="l00263"></a> 263 }

<a id="l00264" name="l00264"></a> 264 

<a id="l00265" name="l00265"></a> 265 inline ROCKY_FUNCTIONS void add_force_and_acceleration(

<a id="l00266" name="l00266"></a> 266 float3 home_acceleration, float3 near_force)

<a id="l00267" name="l00267"></a> 267 {

<a id="l00268" name="l00268"></a> 268 RockyBoundaryTriangle triangle(this-&gt;rocky_model, this-&gt;near_index);

<a id="l00269" name="l00269"></a> 269 

<a id="l00270" name="l00270"></a> 270 // reduction factor for SPH elements with multiple triangle interactions

<a id="l00271" name="l00271"></a> 271 // (1 / number of simultaneous triangle interactions)

<a id="l00272" name="l00272"></a> 272 const float reduction = 1.0f / max(1.0f, this-&gt;sph_model-&gt;bnd_force_coefficient[this-&gt;home_index]);

<a id="l00273" name="l00273"></a> 273 home_acceleration *= reduction;

<a id="l00274" name="l00274"></a> 274 near_force *= reduction;

<a id="l00275" name="l00275"></a> 275 

<a id="l00276" name="l00276"></a> 276 // Home element acceleration

<a id="l00277" name="l00277"></a> 277 if (this-&gt;home_element-&gt;enabled() &amp;&amp; !this-&gt;home_element-&gt;frozen())

<a id="l00278" name="l00278"></a> 278 {

<a id="l00279" name="l00279"></a> 279 const auto&amp; periodic_domain = rocky_model-&gt;gen-&gt;periodic_domain;

<a id="l00280" name="l00280"></a> 280 if (periodic_domain.is_cylindrical())

<a id="l00281" name="l00281"></a> 281 periodic_domain.get_cylindric_periodic_position(

<a id="l00282" name="l00282"></a> 282 home_acceleration.x,

<a id="l00283" name="l00283"></a> 283 home_acceleration.y,

<a id="l00284" name="l00284"></a> 284 home_acceleration.z,

<a id="l00285" name="l00285"></a> 285 this-&gt;cnt_per,

<a id="l00286" name="l00286"></a> 286 home_element-&gt;periodic_position,

<a id="l00287" name="l00287"></a> 287 {},

<a id="l00288" name="l00288"></a> 288 true);

<a id="l00289" name="l00289"></a> 289 device::update_sph_element_acceleration(

<a id="l00290" name="l00290"></a> 290 sph_model-&gt;frc_sph + home_index, home_acceleration);

<a id="l00291" name="l00291"></a> 291 }

<a id="l00292" name="l00292"></a> 292 

<a id="l00293" name="l00293"></a> 293 // Near triangle: calculating moment &amp; power

<a id="l00294" name="l00294"></a> 294 const auto&amp; boundary_matrix = triangle.get_boundary_matrix();

<a id="l00295" name="l00295"></a> 295 double3 aux = { this-&gt;inside_point.x - boundary_matrix.dx,

<a id="l00296" name="l00296"></a> 296 this-&gt;inside_point.y - boundary_matrix.dy,

<a id="l00297" name="l00297"></a> 297 this-&gt;inside_point.z - boundary_matrix.dz };

<a id="l00298" name="l00298"></a> 298 double3 moment = { (aux.y * near_force.z - aux.z * near_force.y),

<a id="l00299" name="l00299"></a> 299 (aux.z * near_force.x - aux.x * near_force.z),

<a id="l00300" name="l00300"></a> 300 (aux.x * near_force.y - aux.y * near_force.x) };

<a id="l00301" name="l00301"></a> 301 

<a id="l00302" name="l00302"></a> 302 // General boundary data

<a id="l00303" name="l00303"></a> 303 auto&amp; boundary = triangle.get_boundary();

<a id="l00304" name="l00304"></a> 304 

<a id="l00305" name="l00305"></a> 305 // Freely moving boundaries

<a id="l00306" name="l00306"></a> 306 if (boundary.free_f)

<a id="l00307" name="l00307"></a> 307 {

<a id="l00308" name="l00308"></a> 308 backend::atomic_add(&amp;boundary.fx_inst, (cu_real) -near_force.x);

<a id="l00309" name="l00309"></a> 309 backend::atomic_add(&amp;boundary.fy_inst, (cu_real) -near_force.y);

<a id="l00310" name="l00310"></a> 310 backend::atomic_add(&amp;boundary.fz_inst, (cu_real) -near_force.z);

<a id="l00311" name="l00311"></a> 311 }

<a id="l00312" name="l00312"></a> 312 if (boundary.free_m)

<a id="l00313" name="l00313"></a> 313 {

<a id="l00314" name="l00314"></a> 314 backend::atomic_add(&amp;boundary.mx_inst, -moment.x);

<a id="l00315" name="l00315"></a> 315 backend::atomic_add(&amp;boundary.my_inst, -moment.y);

<a id="l00316" name="l00316"></a> 316 backend::atomic_add(&amp;boundary.mz_inst, -moment.z);

<a id="l00317" name="l00317"></a> 317 }

<a id="l00318" name="l00318"></a> 318 

<a id="l00319" name="l00319"></a> 319 // Record boundary statistics

<a id="l00320" name="l00320"></a> 320 auto* data_recorder = this-&gt;sph_model-&gt;boundary_data_recorder;

<a id="l00321" name="l00321"></a> 321 if (data_recorder &amp;&amp; data_recorder-&gt;enabled)

<a id="l00322" name="l00322"></a> 322 {

<a id="l00323" name="l00323"></a> 323\#ifdef \_\_CUDA\_ARCH\_\_

<a id="l00324" name="l00324"></a> 324 //TODO Refinement

<a id="l00325" name="l00325"></a> 325 data_recorder-&gt;update_forces_data&lt;CudaBackend&gt;(

<a id="l00326" name="l00326"></a> 326 this-&gt;rocky_model-&gt;boundary_scalars,

<a id="l00327" name="l00327"></a> 327 this-&gt;rocky_model-&gt;triangle_scalars,

<a id="l00328" name="l00328"></a> 328 { -near_force.x, -near_force.y, -near_force.z },

<a id="l00329" name="l00329"></a> 329 -moment,

<a id="l00330" name="l00330"></a> 330 cast_vector&lt;cu_real3&gt;(this-&gt;boundary_velocity),

<a id="l00331" name="l00331"></a> 331 triangle.get_normal(),

<a id="l00332" name="l00332"></a> 332 this-&gt;sph_model-&gt;gen_sph-&gt;dt_sph,

<a id="l00333" name="l00333"></a> 333 triangle.get_boundary_index(),

<a id="l00334" name="l00334"></a> 334 this-&gt;near_index);

<a id="l00335" name="l00335"></a> 335\#else

<a id="l00336" name="l00336"></a> 336 //TODO Refinement

<a id="l00337" name="l00337"></a> 337 data_recorder-&gt;update_forces_data&lt;OMPBackend&gt;(

<a id="l00338" name="l00338"></a> 338 this-&gt;rocky_model-&gt;boundary_scalars,

<a id="l00339" name="l00339"></a> 339 this-&gt;rocky_model-&gt;triangle_scalars,

<a id="l00340" name="l00340"></a> 340 { -near_force.x, -near_force.y, -near_force.z },

<a id="l00341" name="l00341"></a> 341 -moment,

<a id="l00342" name="l00342"></a> 342 cast_vector&lt;cu_real3&gt;(this-&gt;boundary_velocity),

<a id="l00343" name="l00343"></a> 343 triangle.get_normal(),

<a id="l00344" name="l00344"></a> 344 this-&gt;sph_model-&gt;gen_sph-&gt;dt_sph,

<a id="l00345" name="l00345"></a> 345 triangle.get_boundary_index(),

<a id="l00346" name="l00346"></a> 346 this-&gt;near_index);

<a id="l00347" name="l00347"></a> 347\#endif

<a id="l00348" name="l00348"></a> 348 }

<a id="l00349" name="l00349"></a> 349 }

<a id="l00350" name="l00350"></a> 350 

<a id="l00351" name="l00351"></a> 351 // Triangle Information (calculated)

<a id="l00352" name="l00352"></a> 352 real_sph distance;

<a id="l00353" name="l00353"></a> 353 real_sph normal_velocity, tangential_velocity;

<a id="l00354" name="l00354"></a> 354 real_sph3 inside_point, unit_vector, boundary_velocity;

<a id="l00355" name="l00355"></a> 355 

<a id="l00356" name="l00356"></a> 356 ROCKY_FUNCTIONS explicit RockySPHTriangleInteraction(

<a id="l00357" name="l00357"></a> 357 SDeviceModel* rocky_model, SPHDeviceModel* sph_model, double current_time)

<a id="l00358" name="l00358"></a> 358 : RockySPHInteraction&lt;cuda_triangle_old&gt;(rocky_model, sph_model, current_time)

<a id="l00359" name="l00359"></a> 359 {

<a id="l00360" name="l00360"></a> 360 }

<a id="l00361" name="l00361"></a> 361 

<a id="l00362" name="l00362"></a> 362 inline ROCKY_FUNCTIONS void reset_triangle_contact(

<a id="l00363" name="l00363"></a> 363 cuda_sph_contact* contact, PeriodicPosition cnt_per)

<a id="l00364" name="l00364"></a> 364 {

<a id="l00365" name="l00365"></a> 365 // Home

<a id="l00366" name="l00366"></a> 366 this-&gt;home_index = contact-&gt;nh;

<a id="l00367" name="l00367"></a> 367 this-&gt;home_element = this-&gt;sph_model-&gt;prt_sph + this-&gt;home_index;

<a id="l00368" name="l00368"></a> 368 

<a id="l00369" name="l00369"></a> 369 // Near

<a id="l00370" name="l00370"></a> 370 this-&gt;near_index = contact-&gt;nn;

<a id="l00371" name="l00371"></a> 371 RockyBoundaryTriangle triangle(this-&gt;rocky_model, contact-&gt;nn);

<a id="l00372" name="l00372"></a> 372 this-&gt;near_element = triangle.triangle;

<a id="l00373" name="l00373"></a> 373 

<a id="l00374" name="l00374"></a> 374 // Periodic stuff

<a id="l00375" name="l00375"></a> 375 this-&gt;cnt_per = cnt_per;

<a id="l00376" name="l00376"></a> 376 

<a id="l00377" name="l00377"></a> 377 this-&gt;calculate_triangle_distance_information();

<a id="l00378" name="l00378"></a> 378 }

<a id="l00379" name="l00379"></a> 379 

<a id="l00380" name="l00380"></a> 380 // Near triangle distance information

<a id="l00381" name="l00381"></a> 381 inline ROCKY_FUNCTIONS void calculate_triangle_distance_information()

<a id="l00382" name="l00382"></a> 382 {

<a id="l00383" name="l00383"></a> 383 const RockyBoundaryTriangle triangle(this-&gt;rocky_model, this-&gt;near_index);

<a id="l00384" name="l00384"></a> 384 real_sph3 position_copy = { this-&gt;home_element-&gt;x,

<a id="l00385" name="l00385"></a> 385 this-&gt;home_element-&gt;y,

<a id="l00386" name="l00386"></a> 386 this-&gt;home_element-&gt;z };

<a id="l00387" name="l00387"></a> 387 const auto&amp; periodic_domain = rocky_model-&gt;gen-&gt;periodic_domain;

<a id="l00388" name="l00388"></a> 388 if (periodic_domain.enabled())

<a id="l00389" name="l00389"></a> 389 periodic_domain.get_periodic_position(

<a id="l00390" name="l00390"></a> 390 position_copy.x,

<a id="l00391" name="l00391"></a> 391 position_copy.y,

<a id="l00392" name="l00392"></a> 392 position_copy.z,

<a id="l00393" name="l00393"></a> 393 this-&gt;cnt_per,

<a id="l00394" name="l00394"></a> 394 home_element-&gt;periodic_position,

<a id="l00395" name="l00395"></a> 395 {},

<a id="l00396" name="l00396"></a> 396 false);

<a id="l00397" name="l00397"></a> 397 

<a id="l00398" name="l00398"></a> 398 // Distance, inside point and normal unit vector

<a id="l00399" name="l00399"></a> 399 this-&gt;distance = device::get_triangle_orthogonal_distance(

<a id="l00400" name="l00400"></a> 400 triangle, position_copy, this-&gt;inside_point, this-&gt;unit_vector);

<a id="l00401" name="l00401"></a> 401 

<a id="l00402" name="l00402"></a> 402 // Triangle velocity

<a id="l00403" name="l00403"></a> 403 cu_real3 triangle_velocity = (rocky_model-&gt;gen-&gt;flags.has_boundaries_prescribed_velocity())

<a id="l00404" name="l00404"></a> 404 ? rocky_model-&gt;triangle_scalars-&gt;get_known_scalar&lt;double3&gt;(

<a id="l00405" name="l00405"></a> 405 rocky20::KnownTriangleScalars::Velocity, this-&gt;near_index)

<a id="l00406" name="l00406"></a> 406 : double3 { 0.0, 0.0, 0.0 };

<a id="l00407" name="l00407"></a> 407 

<a id="l00408" name="l00408"></a> 408 // Boundary velocity

<a id="l00409" name="l00409"></a> 409 this-&gt;boundary_velocity = cast_vector&lt;real_sph3&gt;(device::get_boundary_velocity_at_contact(

<a id="l00410" name="l00410"></a> 410 triangle.get_boundary(),

<a id="l00411" name="l00411"></a> 411 triangle.get_boundary_matrix(),

<a id="l00412" name="l00412"></a> 412 triangle_velocity,

<a id="l00413" name="l00413"></a> 413 cast_vector&lt;double3&gt;(this-&gt;inside_point),

<a id="l00414" name="l00414"></a> 414 this-&gt;current_time));

<a id="l00415" name="l00415"></a> 415 

<a id="l00416" name="l00416"></a> 416 // Tangential velocity

<a id="l00417" name="l00417"></a> 417 real_sph3 relative_velocity = { this-&gt;boundary_velocity.x - this-&gt;home_element-&gt;ux,

<a id="l00418" name="l00418"></a> 418 this-&gt;boundary_velocity.y - this-&gt;home_element-&gt;uy,

<a id="l00419" name="l00419"></a> 419 this-&gt;boundary_velocity.z - this-&gt;home_element-&gt;uz };

<a id="l00420" name="l00420"></a> 420 this-&gt;normal_velocity = dot(relative_velocity, this-&gt;unit_vector);

<a id="l00421" name="l00421"></a> 421 this-&gt;tangential_velocity = get_norm(relative_velocity - this-&gt;normal_velocity * this-&gt;unit_vector);

<a id="l00422" name="l00422"></a> 422 }

<a id="l00423" name="l00423"></a> 423};