Complete examples
This section contains complete, self-contained example codes that can be copied and run directly.
Simple energy computation
In this example, a simple potential energy defined as the sum of the inverse of the distance between the particles is computed.
using CellListMap
using StaticArrays
system = ParticleSystem(
xpositions = rand(SVector{3,Float64},1000),
unitcell=[1.0,1.0,1.0],
cutoff = 0.1,
output = 0.0,
output_name = :energy
)
pairwise!((pair, energy) -> energy += 1 / pair.d, system)Force computation
Here we compute the force vector associated to the potential energy function of the previous example.
using CellListMap
using StaticArrays
positions = rand(SVector{3,Float64},1000)
system = ParticleSystem(
xpositions = positions,
unitcell=[1.0,1.0,1.0],
cutoff = 0.1,
output = similar(positions),
output_name = :forces
)
function update_forces!(pair, forces)
(; x, y, i, j, d2, d) = pair
df = (1/d2)*(1/d)*(y - x)
forces[i] += df
forces[j] -= df
return forces
end
pairwise!(update_forces!, system)Energy and forces
In this example, the potential energy and the forces are computed in a single run, and a custom data structure is defined to store both values.
using CellListMap
using StaticArrays
# Define custom type
mutable struct EnergyAndForces
energy::Float64
forces::Vector{SVector{3,Float64}}
end
# Custom copy, reset and reducer functions
import CellListMap: copy_output, reset_output!, reducer
copy_output(x::EnergyAndForces) = EnergyAndForces(copy(x.energy), copy(x.forces))
function reset_output!(output::EnergyAndForces)
output.energy = 0.0
for i in eachindex(output.forces)
output.forces[i] = SVector(0.0, 0.0, 0.0)
end
return output
end
function reducer(x::EnergyAndForces, y::EnergyAndForces)
e_tot = x.energy + y.energy
x.forces .+= y.forces
return EnergyAndForces(e_tot, x.forces)
end
# Function that updates energy and forces for each pair
function energy_and_forces!(pair, output::EnergyAndForces)
(; i, j, x, y, d2, d) = pair
output.energy += 1/d
df = (1/d2)*(1/d)*(y - x)
output.forces[i] += df
output.forces[j] -= df
return output
end
# Initialize system
positions = rand(SVector{3,Float64},1000);
system = ParticleSystem(
xpositions = positions,
unitcell=[1.0,1.0,1.0],
cutoff = 0.1,
output = EnergyAndForces(0.0, similar(positions)),
output_name = :energy_and_forces
)
# Compute energy and forces
pairwise!(energy_and_forces!, system)Two sets of particles
In this example we illustrate the interface for the computation of properties of two sets of particles, by computing the minimum distance between the two sets.
using CellListMap
using StaticArrays
# Custom structure to store the minimum distance pair
struct MinimumDistance
i::Int
j::Int
d::Float64
end
# Function that updates the minimum distance found
function minimum_distance(pair, md)
(; i, j, d) = pair
if d < md.d
md = MinimumDistance(i, j, d)
end
return md
end
# Define appropriate methods for copy, reset and reduce
import CellListMap: copy_output, reset_output!, reducer!
copy_output(md::MinimumDistance) = md
reset_output!(md::MinimumDistance) = MinimumDistance(0, 0, +Inf)
reducer!(md1::MinimumDistance, md2::MinimumDistance) = md1.d < md2.d ? md1 : md2
# Build system
xpositions = rand(SVector{3,Float64},100);
ypositions = rand(SVector{3,Float64},1000);
system = ParticleSystem(
xpositions = xpositions,
ypositions = ypositions,
unitcell=[1.0,1.0,1.0],
cutoff = 0.1,
output = MinimumDistance(0,0,+Inf),
output_name = :minimum_distance,
)
# Compute the minimum distance
pairwise!(minimum_distance, system)Particle simulation
In this example, a complete particle simulation is illustrated, with a simple potential. This example can illustrate how particle positions and forces can be updated. Run this simulation with:
julia> system = init_system(N=200); # number of particles
julia> trajectory = simulate(system);
julia> animate(trajectory)One important characteristic of this example is that the system is built outside the function that performs the simulation. This is done because the construction of the system is type-unstable (it is dimension, geometry and output-type dependent). Adding a function barrier avoids type-instabilities to propagate to the simulation causing possible performance problems.
using StaticArrays
using CellListMap
import CellListMap.wrap_relative_to
# Function that updates the forces, for potential of the form:
# if d < cutoff k*(d^2-cutoff^2)^2 else 0.0 with k = 10^6
function update_forces!(pair, forces, cutoff)
(;i, j, x, y, d2) = pair
r = y - x
dudr = 10^6 * 4 * r * (d2 - cutoff^2)
forces[i] += dudr
forces[j] -= dudr
return forces
end
# Function that initializes the system: it is preferable to initialize
# the system outside the function that performs the simulation, because
# the system (data)type is defined on initialization. Initializing it outside
# the simulation function avoids possible type-instabilities.
function init_system(;N::Int=200)
Vec2D = SVector{2,Float64}
positions = rand(Vec2D, N)
unitcell = [1.0, 1.0]
cutoff = 0.1
system = ParticleSystem(
positions=positions,
cutoff=cutoff,
unitcell=unitcell,
output=similar(positions),
output_name=:forces,
)
return system
end
function simulate(system=init_system(); nsteps::Int=100, isave=1)
# initial velocities
velocities = [ randn(eltype(system.positions)) for _ in 1:length(system.positions) ]
dt = 1e-3
trajectory = typeof(system.positions)[]
for step in 1:nsteps
# compute forces at this step
pairwise!(
(pair, forces) -> update_forces!(pair, forces, system.cutoff),
system
)
# Update positions and velocities
for i in eachindex(system.positions, system.forces)
f = system.forces[i]
x = system.positions[i]
v = velocities[i]
x = x + v * dt + (f / 2) * dt^2
v = v + f * dt
# wrapping to origin for obtaining a pretty animation
x = wrap_relative_to(x, SVector(0.0, 0.0), system.unitcell)
# !!! IMPORTANT: Update arrays of positions and velocities
system.positions[i] = x
velocities[i] = v
end
# Save step for printing
if step % isave == 0
push!(trajectory, copy(system.positions))
end
end
return trajectory
end
using Plots
function animate(trajectory)
anim = @animate for step in trajectory
scatter(
Tuple.(step),
label=nothing,
lims=(-0.5, 0.5),
aspect_ratio=1,
framestyle=:box,
)
end
gif(anim, "simulation.gif", fps=10)
end