コード例 #1
0
ファイル: MeshObject.cpp プロジェクト: mantidproject/mantid
/**
 * Determines whether point is within the object or on the surface
 * @param point :: Point to be tested
 * @returns true if point is within object or on surface
 */
bool MeshObject::isValid(const Kernel::V3D &point) const {

  BoundingBox bb = getBoundingBox();
  if (!bb.isPointInside(point)) {
    return false;
  }

  Kernel::V3D direction(0.0, 0.0, 1.0); // direction to look for intersections
  std::vector<Kernel::V3D> intersectionPoints;
  std::vector<TrackDirection> entryExitFlags;

  getIntersections(point, direction, intersectionPoints, entryExitFlags);

  if (intersectionPoints.empty()) {
    return false;
  }

  // True if point is on surface
  for (const auto &intersectionPoint : intersectionPoints) {
    if (point.distance(intersectionPoint) < M_TOLERANCE) {
      return true;
    }
  }

  // Look for nearest point then check its entry-exit flag
  double nearestPointDistance = point.distance(intersectionPoints[0]);
  size_t nearestPointIndex = 0;
  for (size_t i = 1; i < intersectionPoints.size(); ++i) {
    if (point.distance(intersectionPoints[i]) < nearestPointDistance) {
      nearestPointDistance = point.distance(intersectionPoints[i]);
      nearestPointIndex = i;
    }
  }
  return (entryExitFlags[nearestPointIndex] == TrackDirection::LEAVING);
}
コード例 #2
0
/**
 * Returns selected information for a "peak" at QLabFrame.
 *
 * @param qFrame      An arbitrary position in Q-space.  This does not have to
 *be the
 *                    position of a peak.
 * @param labCoords  Set true if the position is in the lab coordinate system,
 *false if
 *                    it is in the sample coordinate system.
 * @return a vector whose elements contain different information about the
 *"peak" at that position.
 *         each element is a pair of description of information and the string
 *form for the corresponding
 *         value.
 */
int PeaksWorkspace::peakInfoNumber(Kernel::V3D qFrame, bool labCoords) const {
  std::vector<std::pair<std::string, std::string>> Result;
  std::ostringstream oss;
  oss << std::setw(12) << std::fixed << std::setprecision(3) << (qFrame.norm());
  std::pair<std::string, std::string> QMag("|Q|", oss.str());
  Result.push_back(QMag);

  oss.str("");
  oss.clear();
  oss << std::setw(12) << std::fixed << std::setprecision(3)
      << (2.0 * M_PI / qFrame.norm());

  std::pair<std::string, std::string> dspc("d-spacing", oss.str());
  oss.str("");
  oss.clear();
  Result.push_back(dspc);

  int seqNum = -1;
  double minDist = 10000000;

  for (int i = 0; i < getNumberPeaks(); i++) {
    Peak pk = getPeak(i);
    V3D Q = pk.getQLabFrame();
    if (!labCoords)
      Q = pk.getQSampleFrame();
    double D = qFrame.distance(Q);
    if (D < minDist) {
      minDist = D;
      seqNum = i + 1;
    }
  }
  return seqNum;
}
コード例 #3
0
ファイル: MeshObject.cpp プロジェクト: mantidproject/mantid
/**
 * Determines wither point is on the surface.
 * @param point :: Point to check
 * @returns true if the point is on the surface
 */
bool MeshObject::isOnSide(const Kernel::V3D &point) const {

  BoundingBox bb = getBoundingBox();
  if (!bb.isPointInside(point)) {
    return false;
  }

  const std::vector<Kernel::V3D> directions = {
      Kernel::V3D{0, 0, 1}, Kernel::V3D{0, 1, 0},
      Kernel::V3D{1, 0, 0}}; // directions to look for intersections
  // We have to look in several directions in case a point is on a face
  // or edge parallel to the first direction or also the second direction.
  for (const auto &direction : directions) {
    std::vector<Kernel::V3D> intersectionPoints;
    std::vector<TrackDirection> entryExitFlags;

    getIntersections(point, direction, intersectionPoints, entryExitFlags);

    if (intersectionPoints.empty()) {
      return false;
    }

    for (const auto &intersectionPoint : intersectionPoints) {
      if (point.distance(intersectionPoint) < M_TOLERANCE) {
        return true;
      }
    }
  }
  return false;
}
コード例 #4
0
ファイル: Line.cpp プロジェクト: tyronerees/mantid
int Line::lambdaPair(
    const int ix,
    const std::pair<std::complex<double>, std::complex<double>> &SQ,
    std::list<Kernel::V3D> &PntOut) const
/**
Helper function to decide which roots to take.
The assumption is that lambda has been solved by quadratic
equation and we require the points that correspond to these
values.
Note: have changed this so that only positive roots are returned.
This makes the quadratic solutions consistent with the ones returned
when asking if a line hits a plane. It is not clear if some other use
cases exist.
@param ix : number of solutions in SQ (0,1,2)
@param SQ : solutions to lambda (the distance along the line
@param PntOut : Output vector of points (added to)
@return Number of real unique points found.
*/
{
    // check results
    if (ix < 1)
        return 0;

    int nCnt(0); // number of good points

    Kernel::V3D Ans;
    if (SQ.first.imag() == 0.0 && SQ.first.real() >= 0.0) // +ve roots only
    {
        const double lambda = SQ.first.real();
        Kernel::V3D Ans = getPoint(lambda);
        PntOut.push_back(Ans);
        if (ix < 2) // only one unique root.
            return 1;
        nCnt = 1;
    }
    if (SQ.second.imag() == 0.0 && SQ.second.real() >= 0.0) // +ve roots only
    {
        const double lambda = SQ.second.real();
        if (!nCnt) // first point wasn't good.
        {
            PntOut.push_back(getPoint(lambda));
            return 1;
        }
        Kernel::V3D Ans2 = getPoint(lambda);
        // If points too close return only 1 item.
        if (Ans.distance(Ans2) < Tolerance)
            return 1;

        PntOut.push_back(Ans2);
        return 2;
    }
    return 0; // both point imaginary
}
コード例 #5
0
ファイル: Cylinder.cpp プロジェクト: samueljackson92/mantid
double Cylinder::distance(const Kernel::V3D &A) const
/**
 Calculates the distance of point A from
 the surface of the  cylinder.
 @param A :: Point to calculate distance from
 @return :: +ve distance to the surface.

 \todo INCOMPLETE AS Does not deal with the case of
 non axis centre line  (has been updated?? )
 */
{
  // First find the normal going to the point
  const Kernel::V3D Amov = A - Centre;
  double lambda = Amov.scalar_prod(Normal);
  const Kernel::V3D Ccut = Normal * lambda;
  // The distance is from the centre line to the
  return fabs(Ccut.distance(Amov) - Radius);
}