Beispiel #1
0
void Optimize()
{
  ROOT::Minuit2::Minuit2Minimizer min2;
  min2.SetMaxFunctionCalls(1000000);
  min2.SetMaxIterations(100000);
  min2.SetTolerance(0.001);
 
  ROOT::Math::Functor f(&Func, 3); 
  double step[3] = {0.01, 0.01, 0.01};
  double par[3] = {3*mm, -1/(50*mm), 0.};
  double pmin[3] = {1*mm, -1/(20*mm), -3};
  double pmax[3] = {5*mm, -1/(100*mm), 1};
 
  min2.SetFunction(f);
  min2.SetLimitedVariable(0, "thickness", par[0], step[0], pmin[0], pmax[0]);
  min2.SetLimitedVariable(1, "curvature", par[1], step[1], pmin[1], pmax[1]);
  min2.SetLimitedVariable(2, "conic constant", par[2], step[2], pmin[2], pmax[2]);
  min2.Minimize();
  
  const double* x = min2.X();
  std::cout << "Thickness = " << x[0]/mm << " (mm)\n";
  std::cout << "Raduis    = " << (1/x[1])/mm << " (mm)\n";
  std::cout << "Conic     = " << x[2] << "\n";

  DrawPSF();
  gPad = 0;
  gOpticsManager->GetTopVolume()->Draw("ogl");
  DrawRays();
}
void Sphere::DiscreteSource(sf::RenderWindow * window)
{
	double dist = c2.center.x - c1.center.x;

	double* param = getParam(c1.r, c2.r, dist);

	Ray* ray = new Ray[200];
	double x, y, t;
	int i = 0;
	double step = 2 * param[0] /10;
//	cout <<"step"<< step << "param"<<param[0]<< "   "<<param[1] << endl;
	/*t = -param[0]+0.1;
	 x = std::cos(t) * c1.r;
	 y = std::sin(t) * c1.r;
	ray[i] = Ray(Vector2(70, 250), Vector2(c1.center.x + x, 250 + y));
	
	DrawRays(ray[i], window);*/
	for (t = -param[0]; t <= param[0]; t += 0.02) {
		cout << "step" << step <<"    "<< "t" << t << endl;
		 x = std::cos(t) * c1.r;
		 y = std::sin(t) * c1.r;
		ray[i]= Ray(Vector2(0,250), Vector2(c1.center.x + x, 250 + y));
	//	ray[i].print();
		DrawRays(ray[i], window);
		i++;
		cout << i << endl;
	}
	
}
Beispiel #3
0
void GLUTRedraw(void)
{
  // Check scene
  if (!scene) return;

  // Set viewing transformation
  viewer->Camera().Load();

  // Clear window
  RNRgb background = scene->Background();
  glClearColor(background.R(), background.G(), background.B(), 1.0);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  // Load lights
  LoadLights(scene);

  // Draw camera
  if (show_camera) {
    glDisable(GL_LIGHTING);
    glColor3d(1.0, 1.0, 1.0);
    glLineWidth(5);
    DrawCamera(scene);
    glLineWidth(1);
  }

  // Draw lights
  if (show_lights) {
    glDisable(GL_LIGHTING);
    glColor3d(1.0, 1.0, 1.0);
    glLineWidth(5);
    DrawLights(scene);
    glLineWidth(1);
  }

  // Draw rays
  if (show_rays) {
    glDisable(GL_LIGHTING);
    glColor3d(0.0, 1.0, 0.0);
    glLineWidth(3);
    DrawRays(scene);
    glLineWidth(1);
  }

  // Draw rays
  if (show_photons) {
    glDisable(GL_LIGHTING);
    glColor3d(1.0, 1.0, 1.0);
    glLineWidth(1);
    DrawPhotonPaths(scene);
    glLineWidth(1);
  }

  // Draw rays
  if (show_global_samples) {
    glDisable(GL_LIGHTING);
    glColor3d(1.0, 1.0, 1.0);
    glLineWidth(1);
    DrawGlobalSamples(scene);
    glLineWidth(1);
  }

  // Draw rays
  if (show_caustic_samples) {
    glDisable(GL_LIGHTING);
    glColor3d(1.0, 1.0, 1.0);
    glLineWidth(1);
    DrawCausticSamples(scene);
    glLineWidth(1);
  }

  // Draw scene nodes
  if (show_shapes) {
    glEnable(GL_LIGHTING);
    R3null_material.Draw();
    DrawShapes(scene, scene->Root());
    R3null_material.Draw();
  }

  // Draw bboxes
  if (show_bboxes) {
    glDisable(GL_LIGHTING);
    glColor3d(1.0, 0.0, 0.0);
    DrawBBoxes(scene, scene->Root());
  }

  // Draw frame time
  if (show_frame_rate) {
    char buffer[128];
    static RNTime last_time;
    double frame_time = last_time.Elapsed();
    last_time.Read();
    if ((frame_time > 0) && (frame_time < 10)) {
      glDisable(GL_LIGHTING);
      glColor3d(1.0, 1.0, 1.0);
      sprintf(buffer, "%.1f fps", 1.0 / frame_time);
      DrawText(R2Point(100, 100), buffer);
    }
  }

  // Capture screenshot image
  if (screenshot_image_name) {
    if (print_verbose) printf("Creating image %s\n", screenshot_image_name);
    R2Image image(GLUTwindow_width, GLUTwindow_height, 3);
    image.Capture();
    image.Write(screenshot_image_name);
    screenshot_image_name = NULL;
  }

  // Swap buffers
  glutSwapBuffers();
}