void SBTopHat::SBTopHatImpl::fillXValue(tmv::MatrixView<double> val, double x0, double dx, double dxy, double y0, double dy, double dyx) const { dbg<<"SBTopHat fillXValue\n"; dbg<<"x = "<<x0<<" + i * "<<dx<<" + j * "<<dxy<<std::endl; dbg<<"y = "<<y0<<" + i * "<<dyx<<" + j * "<<dy<<std::endl; assert(val.stepi() == 1); assert(val.canLinearize()); const int m = val.colsize(); const int n = val.rowsize(); typedef tmv::VIt<double,1,tmv::NonConj> It; val.setZero(); It valit = val.linearView().begin(); for (int j=0;j<n;++j,x0+=dxy,y0+=dy) { double x = x0; double y = y0; int i=0; // Use the fact that any slice through the circle has only one segment that is non-zero. // So start with zeroes until in the circle, then _norm, then more zeroes. // Note: this could be sped up somewhat using the same kind of calculation we did // for the non-sheared fillXValue (the one with izero, jzero), but I didn't // bother. This is probably plenty fast enough for as often as the function is // called (i.e. almost never!) for (;i<m && (x*x+y*y > _r0sq); ++i,x+=dx,y+=dyx) ++valit; for (;i<m && (x*x+y*y < _r0sq); ++i,x+=dx,y+=dyx) *valit++ = _norm; for (;i<m; ++i,x+=dx,y+=dyx) ++valit; } }
void SBTopHat::SBTopHatImpl::fillXValue(tmv::MatrixView<double> val, double x0, double dx, int izero, double y0, double dy, int jzero) const { dbg<<"SBTopHat fillXValue\n"; dbg<<"x = "<<x0<<" + i * "<<dx<<", izero = "<<izero<<std::endl; dbg<<"y = "<<y0<<" + j * "<<dy<<", jzero = "<<jzero<<std::endl; assert(val.stepi() == 1); const int m = val.colsize(); const int n = val.rowsize(); typedef tmv::VIt<double,1,tmv::NonConj> It; val.setZero(); // The columns to consider have -r0 <= y < r0 // given that y = y0 + j dy double absdx = std::abs(dx); double absdy = std::abs(dy); int j1 = std::max(0, int(std::ceil(-_r0/absdy - y0/dy))); int j2 = std::min(n, int(std::ceil(_r0/absdy - y0/dy))); y0 += j1 * dy; for (int j=j1;j<j2;++j,y0+=dy) { double ysq = y0*y0; double xmax = std::sqrt(_r0sq - ysq); // Set to _norm all pixels with -xmax <= x < xmax // given that x = x0 + i dx. int i1 = std::max(0, int(std::ceil(-xmax/absdx - x0/dx))); int i2 = std::min(m, int(std::ceil(xmax/absdx - x0/dx))); if (i1 < i2) val.col(j,i1,i2).setAllTo(_norm); } }
void SBBox::SBBoxImpl::fillXValue(tmv::MatrixView<double> val, double x0, double dx, int izero, double y0, double dy, int jzero) const { dbg<<"SBBox fillXValue\n"; dbg<<"x = "<<x0<<" + i * "<<dx<<", izero = "<<izero<<std::endl; dbg<<"y = "<<y0<<" + j * "<<dy<<", jzero = "<<jzero<<std::endl; assert(val.stepi() == 1); const int m = val.colsize(); const int n = val.rowsize(); typedef tmv::VIt<double,1,tmv::NonConj> It; // It will be useful to do everything in units of dx,dy x0 /= dx; double wo2 = _wo2 / std::abs(dx); y0 /= dy; double ho2 = _ho2 / std::abs(dy); xdbg<<"x0,y0 -> "<<x0<<','<<y0<<std::endl; xdbg<<"width,height -> "<<wo2*2.<<','<<ho2*2.<<std::endl; // Start by setting everything to zero val.setZero(); // Then fill the interior with _norm: // Fill pixels where: // x0 + ix >= -width/2 // x0 + ix < width/2 // y0 + iy >= -width/2 // y0 + iy < width/2 int ix1 = std::max(0, int(std::ceil(-wo2 - x0))); int ix2 = std::min(m, int(std::ceil(wo2 - x0))); int iy1 = std::max(0, int(std::ceil(-ho2 - y0))); int iy2 = std::min(n, int(std::ceil(ho2 - y0))); if (ix1 < ix2 && iy1 < iy2) val.subMatrix(ix1,ix2,iy1,iy2).setAllTo(_norm); #if 0 // We used to implement this by making the pixels that cross the edge have a // fractional flux value appropriate for the fraction of the box that goes through // each pixel. However, this isn't actually correct. SBProfile objects are always // rendered as the local surface brightness at the center of the pixel. To get // the right flux, you need to convolve by a Pixel. So if someone renders a Box // without convolving by a pixel, it is inconsistent to do this differently than we // do all the other SBProfile types. However, since it was an involved calculation // and someone might actually care to resurrect it in a different guise at some point, // I'm leaving it here, just commented out. // We need to make sure the pixels where the edges of the box fall only get // a fraction of the flux. // // We divide up the range into 3 sections in x: // left of the box where val = 0 // in the box where val = _norm // right of the box where val = 0 again // // ... and 3 sections in y: // below the box where val = 0 // in the box where val = _norm // above the box where val = 0 again // // Furthermore, we have to calculate the correct values for the pixels on the border. int ix_left, ix_right, iy_bottom, iy_top; double x_left, x_right, y_bottom, y_top; // Find the x edges: double tmp = 0.5*width + 0.5; ix_left = int(-tmp-x0+1); ix_right = int(tmp-x0); // If the box goes off the image, it's ok, but it will cause us problems // later on if we don't change it. Just use ix_left = 0. if (ix_left < 0) { ix_left = 0; x_left = 1.; } // If the whole box is off the image, just zero and return. else if (ix_left >= m) { val.setZero(); return; } // Normal case: calculate the fractional flux in the edge else x_left = tmp+x0+ix_left; // Now the right side. if (ix_right >= m) { ix_right = m-1; x_right = 1.; } else if (ix_right < 0) { val.setZero(); return; } else x_right = tmp-x0-ix_right; xdbg<<"ix_left = "<<ix_left<<" with partial flux "<<x_left<<std::endl; xdbg<<"ix_right = "<<ix_right<<" with partial flux "<<x_right<<std::endl; // Repeat for y values tmp = 0.5*height + 0.5; iy_bottom = int(-tmp-y0+1); iy_top = int(tmp-y0); if (iy_bottom < 0) { iy_bottom = 0; y_bottom = 1.; } else if (iy_bottom >= n) { val.setZero(); return; } else y_bottom = tmp+y0+iy_bottom; if (iy_top >= n) { iy_top = n-1; y_top = 1.; } else if (iy_top < 0) { val.setZero(); return; } else y_top = tmp-y0-iy_top; xdbg<<"iy_bottom = "<<iy_bottom<<" with partial flux "<<y_bottom<<std::endl; xdbg<<"iy_top = "<<iy_top<<" with partial flux "<<y_top<<std::endl; xdbg<<"m,n = "<<m<<','<<n<<std::endl; // Now we need to fill the matrix with the appropriate values in each section. // Start with the zeros: if (0 < ix_left) val.subMatrix(0,ix_left,iy_bottom,iy_top+1).setZero(); if (ix_right+1 < m) val.subMatrix(ix_right+1,m,iy_bottom,iy_top+1).setZero(); if (0 < iy_bottom) val.colRange(0,iy_bottom).setZero(); if (iy_top+1 < n) val.colRange(iy_top+1,n).setZero(); // Then the interior: if (ix_left+1 < ix_right && iy_bottom+1 < iy_top) val.subMatrix(ix_left+1,ix_right,iy_bottom+1,iy_top).setAllTo(_norm); // And now the edges: if (ix_left+1 < ix_right) { val.col(iy_bottom,ix_left+1,ix_right).setAllTo(y_bottom * _norm); val.col(iy_top,ix_left+1,ix_right).setAllTo(y_top * _norm); } if (iy_bottom+1 < iy_top) { val.row(ix_left,iy_bottom+1,iy_top).setAllTo(x_left * _norm); val.row(ix_right,iy_bottom+1,iy_top).setAllTo(x_right * _norm); } // Finally the corners val(ix_left,iy_bottom) = x_left * y_bottom * _norm; val(ix_right,iy_bottom) = x_right * y_bottom * _norm; val(ix_left,iy_top) = x_left * y_top * _norm; val(ix_right,iy_top) = x_right * y_top * _norm; #endif }