This Julia package contains data structures and algorithms for doing computations on pairs of 3D points, line segments, and triangles within a cutoff distance.
It provides:
- Cell lists for points (
PointCellList) and line segments (LineSegCellList) with fast nearby-neighbor mapping. - Squared-distance functions (
dist_sqr,dist_sqr_r_s_t) for all pairs of points, line segments, and triangles. - Neighbor list construction with two broad phases: a multi-level grid (
setup_neighbors_grid!) and sort and sweep (setup_neighbors_sort_sweep!). - Soft-sphere collide forces and energy (
collide_forces!) computed from the neighbor lists.
This package is largely inspired by CellListMap.jl.
However, there is no support for periodic boundary conditions or 2D systems.
See CellListMap.jl if you want these features.
SimplexCellLists requires Julia 1.12 or later.
using Pkg
Pkg.add("SimplexCellLists")using SimplexCellLists, StaticArrays
# 10×10×10 grid of cells, each 1.0 wide, centered on the origin
pcl = PointCellList{Int64,Float32}((10, 10, 10), 1.0f0)
cell_point_add!(pcl, SA[0.1f0, 0.2f0, 0.3f0], 1)
cell_point_add!(pcl, SA[0.3f0, 0.2f0, 0.3f0], 2)
# Count the points within 0.5 of the origin
n = map_nearby_points(pcl, SA[0.0f0, 0.0f0, 0.0f0], 0.5f0, 0) do entry, sep, count
(count + 1, true)
endLineSegCellList, cell_line_seg_add!, and map_nearby_line_segs are the line segment analogs, and cell_points_clear!/cell_line_segs_clear! reset a list for reuse.
dist_sqr(x, y) returns the minimum squared distance between two simplexes,
each an SVector of 1, 2, or 3 vertices (a point, line segment, or
triangle). dist_sqr_r_s_t(x, y) also returns the separation vector and the
barycentric coordinates of the closest points.
using SimplexCellLists, StaticArrays
seg = SA[SA[0.0, 0.0, 1.0], SA[1.0, 0.0, 1.0]]
tri = SA[SA[0.0, 0.0, 0.0], SA[1.0, 0.0, 0.0], SA[0.0, 1.0, 0.0]]
dist_sqr(seg, tri) # 1.0The results are accurate in both Float32 and Float64: with ℓ the
largest absolute coordinate, √d² is within 64*eps(T)*ℓ + floatmin(T)^(1/4)
of the exact minimum distance, for coordinates below floatmax(T)^(1/4)/4
(1e9 for Float32). See the dist_sqr_r_s_t docstring for the full
contract. This bound was proven in Lean 4 by AI in
line-segment-triangle-distance-AI-proofs.
Neighbor lists and collide forces are configured with a CollidePolicy.
The policy decides which objects and pairs participate in the neighbor lists
(filter_object, filter_pair), how per-object parameters combine into
per-pair parameters (mix_params), and which force law applies to each edge
(nl_edge_force).
DefaultCollidePolicy stores a stiffness and collision layer masks per
object, and applies a soft repulsive potential E = k/2 * (L - d)² when two
objects overlap, where L is the sum of the two radii and d is the closest
distance between them. The pair stiffness k mixes the two per-object
stiffnesses like springs in series, k = k₁*k₂/(k₁ + k₂), so the two
10.0f0 stiffnesses in the example below mix to k = 5:
using SimplexCellLists, StaticArrays
policy = DefaultCollidePolicy()
# Two overlapping spheres: radius 0.5, centers 0.5 apart
pos = [SA[0.0, 0.0, 0.0], SA[0.5, 0.0, 0.0]]
params = DefaultObjectParams(10.0f0, UInt32(1), UInt32(0)) # stiffness, layers, no collide mask
inputs = NeighborListInputs(policy;
points = [PointIdxPart(1), PointIdxPart(2)],
p_radius = [0.5f0, 0.5f0],
p_params = [params, params],
)
nl = NeighborLists(policy)
setup_neighbors_sort_sweep!(nl, pos, inputs)
force_energy = ForceEnergyFloat64(length(pos))
collide_forces!(force_energy, pos, nl, Float64)
get_energy(force_energy) # 0.625
get_force(force_energy) # [-2.5, 0.0, 0.0], [2.5, 0.0, 0.0]NeighborListInputs also accepts line segments (clines/lines) and
triangles, no_collide_pairs exclusions, and a skin distance so lists can be
reused across steps.
There are three ways to build the neighbor lists, which all produce the same set of edges:
setup_neighbors_grid!uses a multi-level grid. Larger objects are stored at coarser levels and smaller objects at finer levels, so a mix of sizes works well. The grid is sized to the number of objects, so memory use scales with the number of objects, not the size of the system.setup_neighbors_sort_sweep!sorts the bounding boxes along the widest axis of the system and sweeps over them.setup_neighbors_naive!checks every pair. It is a reference implementation, useful for testing.
The last argument of collide_forces! is the floating-point type the forces
are computed in. Positions can be stored in Float64 and the forces computed
in Float32: relative positions are subtracted in the position type before
they are converted. For multithreading, pass the chunk and nthreads
keywords and merge the per-thread results with combine_force_energy!, see
the collide_forces! docstring.
A custom policy subtypes CollidePolicy{ObjectParams, PairParams} with its
own parameter types and methods for filter_object, filter_pair, and
mix_params, and can define its own nl_edge_force methods to change the
force law.