Пример #1
0
void Statistics::GenerateTimingHistogram(){
  ScintillatorPlane topPlane(2,8,"Top-Plane");
  ScintillatorPlane bottomPlane(2,8,"Bottom-Plane");
  int nxbins = 1000;
  int xlow = 20000;
  int xhigh = 21000;
  int nybins = 150;
  int ylow = -10;
  int yhigh = 140;
  Channel *trig = 0;
  Channel *ch = 0;

  TCanvas *c2 = new TCanvas("c2", "Timing-Info", 200, 10, 700, 500);
  c2->Divide(1, 1);
  c2->cd(1);
  Tree t("6133.root", "BSC_DATA_TREE");
  int numOfEvents = t.GetNumOfEvents();

  // TH1F *hTrig = new TH1F("hTrig","TEST",100,20000,21000);
  TH2F *h2d = new TH2F("h2d", "Timing", nxbins, xlow, xhigh, nybins, ylow, yhigh);
  std::vector<Scintillator*> scintPlane = topPlane.GetScintillatorPlane();


  for (int evNo = 0; evNo < numOfEvents; evNo++) {
    trig = t.GetEntry("Module2_LE_CH31", evNo);
    h2d->Fill(trig->at(0), 31);
    //for (int i = 0; i < fScintillatorPlane.size(); i++) {
    for (int i = 0; i < scintPlane.size(); i++) {
      ch = t.GetEntry(scintPlane[i]->GetName(), evNo);
      if (ch->size()) {
        for (int j = 0; j < ch->size(); j++) {
          h2d->Fill(ch->at(j), scintPlane[i]->GetChannelId());
        }
      }
    }
  }

    scintPlane = bottomPlane.GetScintillatorPlane();
    for (int evNo = 0; evNo < numOfEvents; evNo++) {
    for (int i = 0; i < scintPlane.size(); i++) {
      ch = t.GetEntry(scintPlane[i]->GetName(), evNo);
      if (ch->size()) {
        for (int j = 0; j < ch->size(); j++) {
          h2d->Fill(ch->at(j), scintPlane[i]->GetChannelId());
        }
      }
    }

  }
  h2d->Draw();
  h2d->Print();
  // TFile f("hTrig.root","recreate"); //Open file, then write histo to it.
  TFile::Open("hTrig.root", "RECREATE");
  h2d->Write();
  c2->Modified();
  c2->Update();
}
Пример #2
0
	Frustum<float> Camera::getFrustum() const
	{
		float hnear, wnear;
		float hfar, wfar;

		hnear = 2 * tanf(fov / 2) * nearDist;
		wnear = hnear * ratio;

		hfar = 2 * tanf(fov / 2) * farDist;
		wfar = hfar * ratio;

		vector3f farCenter = front * farDist;
		vector3f nearCenter = front * nearDist;

		vector3f right = cross(front, up);

		//tworzę wierzchołki
		vector3f ftl = farCenter + (up * hfar / 2) - (right * wfar / 2);
		vector3f ftr = farCenter + (up * hfar / 2) + (right * wfar / 2);
		vector3f fbl = farCenter - (up * hfar / 2) - (right * wfar / 2);
		vector3f fbr = farCenter - (up * hfar / 2) + (right * wfar / 2);

		vector3f ntl = nearCenter + (up * hnear / 2) - (right * wnear / 2);
		vector3f ntr = nearCenter + (up * hnear / 2) + (right * wnear / 2);
		vector3f nbl = nearCenter - (up * hnear / 2) - (right * wnear / 2);
		vector3f nbr = nearCenter - (up * hnear / 2) + (right * wnear / 2);

		//tworzę płaszczyzny
		plane<float> nearPlane(nearCenter, front);
		plane<float> farPlane(farCenter, -front);

		plane<float> rightPlane(vector3f(0, 0, 0), cross(up, (nearCenter + right * wnear / 2).normalized()));
		plane<float> leftPlane(vector3f(0, 0, 0), cross((nearCenter - right * wnear / 2).normalized(), up));

		plane<float> topPlane(vector3f(0, 0, 0), cross((nearCenter + up * hnear / 2).normalized(), right));
		plane<float> bottomPlane(vector3f(0, 0, 0), cross(right, (nearCenter - up * hnear / 2).normalized()));

		/* tu może być komszmarnie dużo błędów, to najbardziej "ludzki" fragment
		 kodu
									  top=3
									   |                                                            
									   v                                                            
                                                                                 
							7___________________6                                               
							/:                 /|                                               
						   / :                / |                                               
						  /  :               /  |                                               
						 /   :              /   |                                               
						/__________________/    |                                               
					   4|    :            5|    |                                               
				4=left->|    :             |    |  <- right =5                                    
						|    :   far=\     |    |                                               
						|    :  rear=1     |    |                                               
						|    :.............|....|                                               
						|   . 3            |   / 2                                              
						|  .               |  /                                                 
						| .                | /                                                  
						|.  front=0=near   |/                                                   
						|__________________/                                                    
						0                  1                                                                        
								^                                                               
								|                                                               
							   bottom=2        

		 */
		std::vector < plane < float >> planes;
		std::vector < vector3f> vertices;
		std::vector<Polyhedron<float>::PolyhedronEdge> edges;


		//KOLEJNOŚĆ ŚCIAN MA ZNACZENIE!
#define pp(_plane) planes.push_back(_plane)
		pp(nearPlane);
		pp(farPlane);
		pp(bottomPlane);
		pp(topPlane);
		pp(leftPlane);
		pp(rightPlane);
#undef pp

		//KOLEJNOŚĆ WIERZCHOŁKÓW MA ZNACZENIE!
#define pv(_vert) vertices.push_back(_vert)
		pv(nbl);
		pv(nbr);
		pv(fbr);
		pv(fbl);
		pv(ntl);
		pv(ntr);
		pv(ftr);
		pv(ftl);
#undef pv

		//kolejność krawędzi nie ma znaczenia
#define pe(v1, v2, p1, p2) edges.push_back(Polyhedron<float>::PolyhedronEdge(v1, v2, p1, p2))

		pe(0, 1, 2, 0); //bottom-front
		pe(1, 2, 2, 5); //bottom-right
		pe(2, 3, 2, 1); //bottom-far
		pe(3, 0, 2, 4); //bottom-left

		pe(0, 4, 4, 0); //left-front
		pe(1, 5, 0, 5); //front-right
		pe(2, 6, 5, 1); //right-far
		pe(3, 7, 1, 4); //far-left

		pe(4, 5, 0, 3); //front-top
		pe(5, 6, 5, 3); //right-top
		pe(6, 7, 1, 3); //far-top
		pe(7, 4, 4, 3); //left-top
#undef pe

		return Frustum<float>(planes, vertices, edges, vector3f(0, 0, 0));
	}