WarpX
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#include "ParticleUtils.H"
#include "WarpX.H"
#include <AMReX_Algorithm.H>
#include <AMReX_Array.H>
#include <AMReX_Box.H>
#include <AMReX_Dim3.H>
#include <AMReX_Geometry.H>
#include <AMReX_GpuLaunch.H>
#include <AMReX_GpuQualifiers.H>
#include <AMReX_IntVect.H>
#include <AMReX_MFIter.H>
#include <AMReX_PODVector.H>
#include <AMReX_ParticleTile.H>
#include <AMReX_REAL.H>
#include <AMReX_SPACE.H>
Namespaces | |
ParticleUtils | |
Typedefs | |
using | ParticleUtils::ParticleType = typename WarpXParticleContainer::ParticleType |
using | ParticleUtils::ParticleTileType = typename WarpXParticleContainer::ParticleTileType |
using | ParticleUtils::ParticleTileDataType = typename ParticleTileType::ParticleTileDataType |
using | ParticleUtils::ParticleBins = DenseBins< ParticleTileDataType > |
using | ParticleUtils::index_type = typename ParticleBins::index_type |
Functions | |
ParticleBins | ParticleUtils::findParticlesInEachCell (int lev, amrex::MFIter const &mfi, WarpXParticleContainer::ParticleTileType &ptile) |
Find the particles and count the particles that are in each cell. More specifically this function returns an amrex::DenseBins object containing an offset array and a permutation array which can be used to loop over all the cells in a tile and apply an algorithm to particles of a given species present in each cell. Note that this does not rearrange particle arrays. More... | |