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Geant4/examples/advanced/fastAerosol/include/FastAerosol.hh

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Differences between /examples/advanced/fastAerosol/include/FastAerosol.hh (Version 11.3.0) and /examples/advanced/fastAerosol/include/FastAerosol.hh (Version 10.7.p2)


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 25 //                                                 25 //
 26                                                    26 
 27 // -------------------------------------------     27 // --------------------------------------------------------------------
 28 // GEANT 4 class header file                       28 // GEANT 4 class header file
 29 //                                                 29 //
 30 //                                                 30 // 
 31 // FastAerosol                                     31 // FastAerosol
 32 //                                                 32 //
 33 // Class description:                              33 // Class description:
 34 //                                                 34 //
 35 //   A FastAerosol is a collection of points i     35 //   A FastAerosol is a collection of points in a voxelized 
 36 //   arbitrarily-shaped volume with methods im     36 //   arbitrarily-shaped volume with methods implementing population of
 37 //   grids/voxels and for efficiently finding      37 //   grids/voxels and for efficiently finding the nearest point.
 38 //                                                 38 //
 39 // Author: A.Knaian (ara@nklabs.com), N.MacFad     39 // Author: A.Knaian (ara@nklabs.com), N.MacFadden (natemacfadden@gmail.com)
 40 // -------------------------------------------     40 // --------------------------------------------------------------------
 41                                                    41 
 42 #ifndef FastAerosol_h                              42 #ifndef FastAerosol_h
 43 #define FastAerosol_h                              43 #define FastAerosol_h
 44                                                    44 
 45 #include "globals.hh"                              45 #include "globals.hh"
 46 #include "Randomize.hh"                            46 #include "Randomize.hh"
 47 #include "G4ThreeVector.hh"                        47 #include "G4ThreeVector.hh"
 48 #include "G4VSolid.hh"                             48 #include "G4VSolid.hh"
 49                                                    49 
 50 // rotations and number density distribution       50 // rotations and number density distribution
 51 #include <functional>                              51 #include <functional>
 52 #include "G4RotationMatrix.hh"                     52 #include "G4RotationMatrix.hh"
 53 #include <atomic>                                  53 #include <atomic>
 54                                                    54 
 55 //using namespace std;                             55 //using namespace std;
 56                                                    56 
 57 class FastAerosol                              <<  57 class FastAerosol {
 58 {                                              <<  58   public:
 59 public:                                        <<  59     // Constructor; creates a random cloud of droplets
 60  // Constructor; creates a random cloud of dro <<  60     FastAerosol(const G4String& pName, G4VSolid* pCloud,
 61  FastAerosol(const G4String& pName, G4VSolid*  <<  61              G4double pR, G4double pMinD, G4double pAvgNumDens, G4double pdR,
 62        G4double pR, G4double pMinD,            <<  62              std::function<G4double (G4ThreeVector)> pNumDensDistribution);
 63        G4double pAvgNumDens, G4double pdR,     << 
 64        std::function<G4double (G4ThreeVector)> << 
 65                                                << 
 66 FastAerosol(const G4String& pName, G4VSolid* p << 
 67       G4double pR, G4double pMinD,             << 
 68       G4double pNumDens, G4double pdR);        << 
 69                                                    63 
 70 FastAerosol(const G4String& pName, G4VSolid* p <<  64     FastAerosol(const G4String& pName, G4VSolid* pCloud,
 71       G4double pR, G4double pMinD, G4double pN <<  65           G4double pR, G4double pMinD, G4double pNumDens, G4double pdR);
                                                   >>  66 
                                                   >>  67     FastAerosol(const G4String& pName, G4VSolid* pCloud,
                                                   >>  68           G4double pR, G4double pMinD, G4double pNumDens);
 72                                                    69     
 73 ~FastAerosol()=default;                        <<  70     // Destructor; frees memory
                                                   >>  71     ~FastAerosol();
 74                                                    72 
 75 // Populate all grids. Otherwise, they are pop <<  73     // Populate all grids. Otherwise, they are populated on-the-fly
 76 void PopulateAllGrids();                       <<  74     void PopulateAllGrids();
 77                                                    75 
 78 // Save locations of droplets to a file for vi <<  76     // Save locations of droplets to a file for visualization/analysis purposes
 79 void SaveToFile(const char *filename);         <<  77     void SaveToFile(const char *filename);
 80                                                    78 
 81 // Get absolutely nearest droplet - must be pu <<  79     // Get absolutely nearest droplet - must be public as FastAerosolSolid uses it
 82 bool GetNearestDroplet(const G4ThreeVector &p, <<  80     bool GetNearestDroplet(const G4ThreeVector &p, G4ThreeVector &center, G4double &closestDistance, G4double stepLim, G4VSolid* droplet, std::function<G4RotationMatrix (G4ThreeVector)> rotation);
 83                                                    81     
 84 // Get nearest droplet along a vector - must b <<  82     // Get nearest droplet along a vector - must be public as FastAerosolSolid uses it
 85 bool GetNearestDroplet(const G4ThreeVector &p, <<  83     bool GetNearestDroplet(const G4ThreeVector &p, const G4ThreeVector &v, G4ThreeVector &center, G4double &closestDistance, G4double stepLim, G4VSolid* droplet, std::function<G4RotationMatrix (G4ThreeVector)> rotation);
 86                                                    84 
 87 // ======                                      <<  85     // ======
 88 // Inline                                      <<  86     // Inline
 89 // ======                                      <<  87     // ======
 90 // Input quantities                            <<  88     // Input quantities
 91 inline G4String GetName() const; //fasterosol  <<  89     inline G4String GetName() const;    // aerosol name
 92 inline G4VSolid* GetBulk() const; // bulk shap <<  90     inline G4VSolid* GetBulk() const;   // bulk shape
 93 inline G4double GetRadius() const; // droplet  <<  91     inline G4double GetRadius() const;    // droplet radius
 94 inline G4double GetAvgNumDens() const;  // dro <<  92     inline G4double GetAvgNumDens() const;  // droplet number density
 95 //inline G4double GetPitch() const;   // grid  <<  93     //inline G4double GetPitch() const;   // grid pitch
 96                                                << 
 97 inline G4int GetNumDroplets() const;           << 
 98 // in case the absolute number is more relevan << 
 99                                                << 
100 // Bulk quantities                             << 
101 inline G4double GetXHalfLength() const;        << 
102 inline G4double GetYHalfLength() const;        << 
103 inline G4double GetZHalfLength() const;        << 
104 inline void GetBoundingLimits(G4ThreeVector &p << 
105 inline G4double GetCubicVolume() const;        << 
106                                                << 
107 inline G4double DistanceToCloud(const G4ThreeV << 
108 inline G4double DistanceToCloud(const G4ThreeV << 
109                                                << 
110 // Misc getters and setters                    << 
111 inline long GetSeed();                         << 
112 inline void SetSeed(long seed);                << 
113                                                << 
114 inline G4int GetNumPlacementTries();           << 
115 inline void SetNumPlacementTries(G4int numTrie << 
116                                                << 
117 inline G4int GetPreSphereR();                  << 
118 inline void SetPreSphereR(G4int fPreSphereRIn) << 
119                                                    94 
120 inline std::function<G4double (G4ThreeVector)> <<  95     inline G4int GetNumDroplets() const;  // in case the absolute number is more relevant than density
121                                                    96 
122 inline G4double GetDropletsPerVoxel();         <<  97     // Bulk quantities
123 inline void SetDropletsPerVoxel(G4double newDr <<  98     inline G4double GetXHalfLength() const;
                                                   >>  99     inline G4double GetYHalfLength() const;
                                                   >> 100     inline G4double GetZHalfLength() const;
                                                   >> 101     inline void GetBoundingLimits(G4ThreeVector &pMin, G4ThreeVector &pMax) const;
                                                   >> 102     inline G4double GetCubicVolume() const;
124                                                   103 
125 // Printing diagnostic tool                    << 104     inline G4double DistanceToCloud(const G4ThreeVector &p);
126 inline void PrintPopulationReport();           << 105     inline G4double DistanceToCloud(const G4ThreeVector &p, const G4ThreeVector &v);
127                                                << 
128 private:                                       << 
129  G4double kCarTolerance;                       << 
130                                                   106 
131 // Parameters, set in constructor              << 107     // Misc getters and setters
132  G4String fName;                               << 108     inline long GetSeed();
133  G4VSolid* fCloud; // Solid volume of the clou << 109     inline void SetSeed(long seed);
134  G4double fDx, fDy, fDz; // Half widths        << 
135  G4double fR; // Bounding radius of each dropl << 
136  G4double fR2;  // Bounding radius squared of  << 
137  G4double fdR;  // Uncertainty in DistanceToIn << 
138                                                   110 
139 G4double fMinD; // Minimum distance allowed be << 111     inline G4int GetNumPlacementTries();
                                                   >> 112     inline void SetNumPlacementTries(G4int numTries);
140                                                   113 
141 std::function<G4double (G4ThreeVector)> fDistr << 114     inline G4int GetPreSphereR();
142 G4double fAvgNumDens; // Average droplet numbe << 115     inline void SetPreSphereR(G4int fPreSphereRIn);
143                                                   116 
144 long int fNumDroplets = 0;                     << 117     inline std::function<G4double (G4ThreeVector)> GetDistribution(); // the droplet number density distribution
145 // Number of droplets that have been created   << 
146                                                   118 
147 G4double fGridPitch;                           << 119     inline G4double GetDropletsPerVoxel();
148 // Pitch of collision detection grid.  Must be << 120     inline void SetDropletsPerVoxel(G4double newDropletsPerVoxel);
149                                                   121 
150 // Ramdom engine                               << 122     // Printing diagnostic tool
151 CLHEP::HepJamesRandom fCloudEngine;            << 123     inline void PrintPopulationReport();
152 long fSeed = 0; // Global random seed          << 124     
                                                   >> 125   private:
                                                   >> 126     G4double kCarTolerance;
153                                                   127 
154 G4double fDropletsPerVoxel = 4.0;              << 128     // Parameters, set in constructor
155 // Expected number of droplets per voxel       << 129     G4String fName;
156                                                   130 
157 // How far the voxel center must be inside the << 131     G4VSolid* fCloud;         // Solid volume of the cloud
158 //order for there to be no risk of placing a d << 132     G4double fDx, fDy, fDz;       // Half widths
159 G4double fEdgeDistance;                        << 
160                                                   133 
161 // Grid variables                              << 134     G4double fR;            // Bounding radius of each droplet
162 std::vector<std::vector<G4ThreeVector>> fGrid; << 135     G4double fR2;           // Bounding radius squared of each droplet
163 // Grid of lists of inidices to grid points,   << 
164 //used for fast collsion checking              << 
165                                                   136 
166 std::vector<G4double> fGridMean;               << 137     G4double fdR;           // Uncertainty in DistanceToIn droplet when just using knowledge of droplet center
167 // Array listing mean count for each voxel     << 
168                                                   138 
169 std::atomic<bool> *fGridValid;                 << 139     G4double fMinD;           // Minimum distance allowed between faces of droplets when constructing random array of droplets
170 // Array listing validity of each grid. uses a << 
171                                                   140 
172 G4int fNx, fNy, fNz; // Number of x, y, and z  << 141     std::function<G4double (G4ThreeVector)> fDistribution;
                                                   >> 142     G4double fAvgNumDens;       // Average droplet number density
                                                   >> 143     long int fNumDroplets = 0;      // Number of droplets that have been created
173                                                   144 
174 G4int fNxy; // Cached fNx*fNy                  << 145     G4double fGridPitch;        // Pitch of collision detection grid.  Must be greater than diameter of droplets for correctness of collision detection.
175 long int fNumGridCells; // Cached fNx*fNy*fNz  << 
176                                                   146 
177 G4double fCollisionLimit2;                     << 147     // Ramdom engine
178 // Threshold distance squared when checking fo << 148     CLHEP::HepJamesRandom fCloudEngine;
179                                                << 149     long fSeed = 0;           // Global random seed
180 G4int fNumNewPointTries = 100;                 << 
181 // How many times we try to place droplets     << 
182                                                << 
183 G4double fMaxDropPercent = 1.0;                << 
184 // The maximal percentage of skipped droplets  << 
185                                                   150 
186 G4int fMaxDropCount;                           << 151     G4double fDropletsPerVoxel = 4.0; // Expected number of droplets per voxel
187 // The maximal number of skipped droplets befo << 
188                                                << 
189 G4int fNumDropped = 0;                         << 
190 // Number of skipped droplets due to collision << 
191                                                   152 
192 G4int fNumCollisions = 0;                      << 153     // How far the voxel center must be inside the bulk order for there to be no risk of placing a droplet outside
193 // How many collisions occured when attempting << 154     G4double fEdgeDistance;
194                                                   155 
195 // Droplet search variables                    << 156     // Grid variables
196 G4int fVectorSearchRadius;                     << 157     std::vector<std::vector<G4ThreeVector>> fGrid;// Grid of lists of inidices to grid points, used for fast collsion checking
197 // maximum vector search radius                << 158     std::vector<G4double> fGridMean;      // Array listing mean count for each voxel
                                                   >> 159     std::atomic<bool> *fGridValid;    // Array listing validity of each grid. uses atomic variables
198                                                   160 
199 // Droplet placement functions                 << 161     G4int fNx, fNy, fNz;        // Number of x, y, and z elements in fGrid
200 // ===========================                 << 162     G4int fNxy;             // Cached fNx*fNy
201 void InitializeGrid();                         << 163     long int fNumGridCells;       // Cached fNx*fNy*fNz
202                                                   164 
203 G4bool FindNewPoint(G4bool edgeVoxel, G4double << 
204                                                   165 
205 G4double VoxelOverlap(G4ThreeVector voxelCente << 166     G4double fCollisionLimit2;      // Threshold distance squared when checking for collsion
                                                   >> 167     G4int fNumNewPointTries = 100;    // How many times we try to place droplets
                                                   >> 168     G4double fMaxDropPercent = 1.0;   // The maximal percentage of skipped droplets before crashing0
                                                   >> 169     G4int fMaxDropCount;        // The maximal number of skipped droplets before crashing
                                                   >> 170     G4int fNumDropped = 0;        // Number of skipped droplets due to collisions/out of bulk placement
206                                                   171 
207 bool CheckCollision(G4double x, G4double y, G4 << 172     G4int fNumCollisions = 0;     // How many collisions occured when attempting to place
208 bool CheckCollisionInsideGrid(G4double x, G4do << 
209 bool CheckCollisionWithDroplet(G4double x, G4d << 
210                                                   173 
211 // Droplet distance functions                  << 174     // Droplet search variables
212 // ==========================                  << 175     G4int fVectorSearchRadius;      // maximum vector search radius
213 void SearchSphere(G4int searchRad, G4double &m << 
214                                                   176 
215 void GetNearestDropletInsideRegion(G4double &m << 177     // Droplet placement functions
                                                   >> 178     // ===========================
                                                   >> 179     void InitializeGrid();
216                                                   180 
217 void GetNearestDropletInsideGrid(G4double &min << 181     G4bool FindNewPoint(G4bool edgeVoxel, G4double dX, G4double dY, G4double dZ, G4double minX, G4double minY, G4double minZ, G4ThreeVector &foundVec);
218                                                   182 
219 void GetNearestDropletInsideGrid(G4double &min << 183     G4double VoxelOverlap(G4ThreeVector voxelCenter, G4int nStat, G4double epsilon);
220                                                   184 
221 // Voxelized sphere methods                    << 185     bool CheckCollision(G4double x, G4double y, G4double z);
222 // ========================                    << 186     bool CheckCollisionInsideGrid(G4double x, G4double y, G4double z, unsigned int xi, unsigned int yi, unsigned int zi);
223 // a collection of points as in {{x1,y1},{x2,y << 187     bool CheckCollisionWithDroplet(G4double x, G4double y, G4double z, G4ThreeVector p);
224 typedef std::vector<std::vector<int>> fCircleT << 
225                                                   188 
226 // a collection of points describing a spheric << 189     // Droplet distance functions
227 // with points (x,y,z)=(i-R,j-R,sphere[i][j][k << 190     // ==========================
228 // that is, first index gives x-position, seco << 191     void SearchSphere(G4int searchRad, G4double &minDistance, std::vector<G4ThreeVector> &candidates, std::vector<G4double> &distances2, G4int xGrid, G4int yGrid, G4int zGrid, const G4ThreeVector &p);
229 // gives y-position, and the value gives z-pos << 192     void GetNearestDropletInsideRegion(G4double &minDistance, G4ThreeVector &center, int xGrid, int yGrid, int zGrid, int xWidth, int yWidth, int zWidth, const G4ThreeVector &p, const G4ThreeVector &v, G4VSolid* droplet, std::function<G4RotationMatrix (G4ThreeVector)> rotation);
230 //                                             << 193     void GetNearestDropletInsideGrid(G4double &minDistance, std::vector<G4ThreeVector> &candidates, std::vector<G4double> &distances2, unsigned int xGrid, unsigned int yGrid, unsigned int zGrid, const G4ThreeVector &p);
231 // this is done so that searching may be optim << 194     void GetNearestDropletInsideGrid(G4double &minDistance, G4ThreeVector &center, unsigned int xGrid, unsigned int yGrid, unsigned int zGrid, const G4ThreeVector &p, const G4ThreeVector &v, G4VSolid* droplet, std::function<G4RotationMatrix (G4ThreeVector)> rotation);
232 // if searching some x=i-R that is outside the << 
233 // aerosol's bounding box, immediately increme << 
234 // (similar for y).                            << 
235 typedef std::vector<std::vector<std::vector<in << 
236                                                   195 
237 G4int fMaxCircleR;                             << 196     // Voxelized sphere methods
238 G4int fMaxSphereR;                             << 197     // ========================
239 G4int fPreSphereR = 20;                        << 198     // a collection of points as in {{x1,y1},{x2,y2},...}
240 std::vector<fCircleType> fCircleCollection;    << 199     typedef std::vector<std::vector<int>> fCircleType;
241 std::vector<fSphereType> fSphereCollection;    << 
242 fSphereType MakeSphere(G4int R);               << 
243 fCircleType MakeCircle(G4int R);               << 
244 fCircleType MakeHalfCircle(G4int R);           << 
245                                                   200 
246 void PopulateGrid(unsigned int xi, unsigned in << 201     // a collection of points describing a spherical shell
                                                   >> 202     // with points (x,y,z)=(i-R,j-R,sphere[i][j][k])
                                                   >> 203     // that is, first index gives x-position, second index
                                                   >> 204     // gives y-position, and the value gives z-position
                                                   >> 205     //
                                                   >> 206     // this is done so that searching may be optimized:
                                                   >> 207     // if searching some x=i-R that is outside the
                                                   >> 208     // aerosol's bounding box, immediately increment i
                                                   >> 209     // (similar for y).
                                                   >> 210     typedef std::vector<std::vector<std::vector<int>>> fSphereType;
247                                                   211 
248 // ======                                      << 212     G4int fMaxCircleR;
249 // Inline                                      << 213     G4int fMaxSphereR;
250 // ======                                      << 214     G4int fPreSphereR = 20;
251 inline bool GetGrid(const G4ThreeVector &p, G4 << 215     std::vector<fCircleType> fCircleCollection;
                                                   >> 216     std::vector<fSphereType> fSphereCollection;
                                                   >> 217     
                                                   >> 218     fSphereType MakeSphere(G4int R);
                                                   >> 219     fCircleType MakeCircle(G4int R);
                                                   >> 220     fCircleType MakeHalfCircle(G4int R);
252                                                   221 
253 inline bool AnyIndexOutOfBounds(G4int xGrid, G << 222     void PopulateGrid(unsigned int xi, unsigned int yi, unsigned int zi, unsigned int& gi); 
254                                                   223 
255 inline unsigned int GetGridIndex(unsigned int  << 224     // ======
                                                   >> 225     // Inline
                                                   >> 226     // ======
                                                   >> 227     inline bool GetGrid(const G4ThreeVector &p, G4int &xGrid, G4int &yGrid, G4int &zGrid);
                                                   >> 228     inline bool AnyIndexOutOfBounds(G4int xGrid, G4int yGrid, G4int zGrid);
256                                                   229 
257 inline G4ThreeVector GetIndexCoord(G4int index << 230     inline unsigned int GetGridIndex(unsigned int xi, unsigned int yi, unsigned int zi);
                                                   >> 231     inline G4ThreeVector GetIndexCoord(G4int index);
258                                                   232 
259 inline std::pair<G4int, G4int> GetMinMaxSide(G << 233     inline std::pair<G4int, G4int> GetMinMaxSide(G4int index, G4int numGrids);  
260 };                                                234 };
261                                                   235 
262 #include "FastAerosol.icc"                        236 #include "FastAerosol.icc"
263                                                   237 
264 #endif                                            238 #endif
265                                                   239