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/* ObjCryst++ Object-Oriented Crystallographic Library
(c) 2000-2008 Vincent Favre-Nicolin vincefn@users.sourceforge.net
2000-2001 University of Geneva (Switzerland)
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
// This header defines which description should be used
// for vectors.
#ifndef __LIBCRYST_VECTOR_H
#define __LIBCRYST_VECTOR_H
#include "ObjCryst/ObjCryst/General.h"
#undef __LIBCRYST_VECTOR_USE_BLITZ__
//#define __LIBCRYST_VECTOR_USE_BLITZ__
#ifdef __LIBCRYST_VECTOR_USE_BLITZ__
#include <blitz/array.h>
using namespace blitz;
//Still use pointers for the Geometrical Structure computation ?
//(due to the complexity of the formulas, a blitz coding requires
//to much memory when compiling)
#define __VFN_GEOM_STRUCT_FACTOR_USE_POINTERS
#define CrystVector_REAL Array<REAL,1>
#define CrystVector_float Array<float,1>
#define CrystVector_long Array<long,1>
#define CrystVector_int Array<int,1>
#define CrystVector_uint Array<unsigned int,1>
#define CrystVector_bool Array<bool,1>
#define CrystMatrix_REAL Array<REAL,2>
#define CrystMatrix_float Array<float,2>
#define CrystMatrix_long Array<long,2>
#define CrystMatrix_int Array<int,2>
#define CrystMatrix_uint Array<unsigned int,2>
#define CrystMatrix_bool Array<bool,2>
#define CrystVector_T Array<T,1>
#define CrystMatrix_T Array<T,2>
#define CrystArray3D_T Array<T,3>
template<class T> T MaxDifference(const Array<T,1> &a,const Array<T,1> &b);
template<class T> T MaxDifference(const Array<T,2> &a,const Array<T,2> &b);
#else // __VFN_VECTOR_USE_BLITZ__
#define CrystVector_REAL CrystVector<REAL>
#define CrystVector_double CrystVector<double>
#define CrystVector_float CrystVector<float>
#define CrystVector_long CrystVector<long>
#define CrystVector_int CrystVector<int>
#define CrystVector_uint CrystVector<unsigned int>
#define CrystVector_bool CrystVector<bool>
#define CrystMatrix_REAL CrystMatrix<REAL>
#define CrystMatrix_double CrystMatrix<double>
#define CrystMatrix_float CrystMatrix<float>
#define CrystMatrix_long CrystMatrix<long>
#define CrystMatrix_int CrystMatrix<int>
#define CrystMatrix_uint CrystMatrix<unsigned int>
#define CrystMatrix_bool CrystMatrix<bool>
#define CrystArray3D_REAL CrystArray3D<REAL>
#define CrystVector_T CrystVector<T>
#define CrystMatrix_T CrystMatrix<T>
#define CrystArray3D_T CrystMatrix<T>
#define __VFN_GEOM_STRUCT_FACTOR_USE_POINTERS
#include <iostream>
#include <cmath>
using namespace std;
#ifdef _MSC_VER // MS VC++ predefined macros....
#undef min
#undef max
#endif
//######################################################################
// CrystVector
//######################################################################
/** \brief Vector library (Blitz++ mimic) for ObjCryst++
*
* The CrystVector library is not a new array computation library, despite
* the appearances. ObjCryst++ should used the
* <a href="http://www.oonumerics.org/blitz/"> Blitz++ array library</a> , which yields
* excellent performance \e and simple array expressions. Unfortunately, the memory
* required to \e compile the library using gcc is far too high to be reasonable
* when using complex expressions and optimizing code. So until this has changed,
* The CrystVector and CrystMatrix library have been created, and these emulate
* (supposedly exactly) the Blitz++ interface (but not the smart handling of
* mathematical expressions, so pointers must be used). For documentation about these
* two libraries you should read the <a href="http://www.oonumerics.org/blitz/manual/">
* Blitz++ documentation</a>. CrystVector and CrystMatrix use the same kind of storage
* in memory.
*
* You can use CrystVector_REAL, CrystVector_long,etc... to declare 1D vectors. Macros
* ensure (well, should) ensure compatibility with Blitz++. (as of april 2001 support of
* blitz++ is broken).
*
* \todo check again Blitz++ support in newer gcc versions.
*/
template<class T> class CrystVector
{
public:
CrystVector();
CrystVector(const long nbElements);
CrystVector(const CrystVector &old);
~CrystVector();
void operator=(const CrystVector &old);
template<class U> void operator=(const CrystVector<U> &old)
{
if(mNumElements != old.numElements())
{
mNumElements = old.numElements();
delete[] mpData;
mpData=new T[mNumElements];
};
mIsAreference=false;
T *p1=mpData;
const U *p2=old.data();
for(long i=0;i<mNumElements;i++) *p1++ = (T) *p2++;
}
#ifdef __MWERKS__
operator CrystVector<bool>() const
{
CrystVector<bool> vect;
vect=*this;
return vect;
}
operator CrystVector<int>() const
{
CrystVector<int> vect;
vect=*this;
return vect;
}
operator CrystVector<long>() const
{
CrystVector<long> vect;
vect=*this;
return vect;
}
operator CrystVector<float>() const
{
CrystVector<float> vect;
vect=*this;
return vect;
}
operator CrystVector<double>() const
{
CrystVector<double> vect;
vect=*this;
return vect;
}
#else
template<class U> operator CrystVector<U>() const
{
CrystVector<U> vect;
vect=*this;
return vect;
}
#endif
/** Define this vector as a reference to another vector, or part of another vector
*
* \param old: the vector this one should point to
* \param imin,imax: imax>imin, this vector will point to a part of the other
* vector, from old(i) to old(imax-1)
*/
void reference(CrystVector &old, const long imin=0, const long imax=0);
long numElements()const;
long size()const;
T sum()const;
T min()const;
T max()const;
/// Find index of minimum, between start and end (if start==end, use full vector)
unsigned long imin(const unsigned long start=0,const unsigned long finish=0)const;
/// Find index of maximum, between start and end (if start==end, use full vector)
unsigned long imax(const unsigned long start=0,const unsigned long finish=0)const;
T * data();
const T * data() const;
void resize(const long newNbElements);
void resizeAndPreserve(const long newNbElements);
void operator*=(const T num);
void operator*=(const CrystVector &vect);
void operator/=(const T num);
void operator/=(const CrystVector &vect);
void operator+=(const T num);
void operator+=(const CrystVector &vect);
void operator-=(const CrystVector &vect);
/* Buggy ? (my version, not Blitz's!)
// ListInitializer & ListInitializerSwitch are a simplified
//version borrowed from the blitz++ library (see the blitz/listinit.h file)
//
// It allows a very convenient way of initializing arrays like this:
// CrystVector arr(5); arr = 1,3,6,8,9;
class ListInitializer
{
public:
ListInitializer(T *pData):mpData(pData){};
~ListInitializer(){cout << "toto";};
ListInitializer operator,(T x)
{
*mpData=x;
return ListInitializer(mpData+1);
}
private:
ListInitializer(){};
T *mpData;
};
class ListInitializerSwitch
{
public:
ListInitializerSwitch(CrystVector &vect, const T value):
mVectData(vect.data()),mValue(value),
mNumElements(vect.numElements()),wipeOnDestruct(true)
{};
~ListInitializerSwitch()
{
if(wipeOnDestruct)
{ //only one value given -> set all elements
for(int i=0;i<mNumElements;i++)*mVectData++ = mValue;
};
};
ListInitializer operator,(T x)
{
wipeOnDestruct=false;//operator, is used
*mVectData=mValue;
mVectData++;
*mVectData=x;
return ListInitializer(mVectData+1);
}
private:
T *mVectData;
T mValue;
long mNumElements;
bool wipeOnDestruct;
};
ListInitializerSwitch operator=(const T num)
{
return ListInitializerSwitch(*this,num);
}
*/
void operator=(const T num);
T operator()(const long i) const;
T& operator()(const long i);
protected:
private:
T *mpData;
long mNumElements;
bool mIsAreference;//is a reference to another vector ?
//friend ostream& operator<<(ostream &os,const CrystVector &vect);
};
template<class T> ostream& operator<<(ostream &os, CrystVector<T> &vect);
//Return the sorted subscripts of the array
template<class T> CrystVector<long> SortSubs(const CrystVector<T> &vect);
//Sort the array in place and also return the sorted subscripts
template<class T> long QuickSortSubs(CrystVector<T> &vect,
CrystVector<long> &subscript,
long last,long first=0, int depth=0);
///Cosinus (slow routine, not memory-savy..)
template<class T> CrystVector<T> cos(const CrystVector<T> &vect);
///Sinus (slow routine, not memory-savy...)
template<class T> CrystVector<T> sin(const CrystVector<T> &vect);
///Tangent (slow routine, not memory-savy...)
template<class T> CrystVector<T> tan(const CrystVector<T> &vect);
///Square root (slow routine, not memory-savy...)
template<class T> CrystVector<T> sqrt(const CrystVector<T> &vect);
//######################################################################
// CrystMatrix
//######################################################################
/** \brief 2D Vector library (Blitz++ mimic) for ObjCryst++
*
* The CrystVector library is not a new array computation library, despite
* the appearances. ObjCryst++ should used the
* <a href="http://www.oonumerics.org/blitz/"> Blitz++ array library</a> , which yields
* excellent performance \e and simple array expressions. Unfortunately, the memory
* required to \e compile the library using gcc is far too high to be reasonable
* when using complex expressions and optimizing code. So until this has changed,
* The CrystVector and CrystMatrix library have been created, and these emulate
* (supposedly exactly) the Blitz++ interface (but not the smart handling of
* mathematical expressions, so pointers must be used). For documentation about these
* two libraries you should read the <a href="http://www.oonumerics.org/blitz/manual/">
* Blitz++ documentation</a>. CrystVector and CrystMatrix use the same kind of storage
* in memory.
*
* You can use CrystMatrix_REAL, CrystMatrix_long,etc... to declare 2D vectors. Macros
* ensure (well, should) ensure compatibility with Blitz++. (as of april 2001 support of
* blitz++ is broken).
*/
template<class T> class CrystMatrix
{
public:
CrystMatrix();
//ySize : number of rows, xSize : number of columns
CrystMatrix(const long ySize,const long xSize);
CrystMatrix(const CrystMatrix &old);
~CrystMatrix();
void operator=(const CrystMatrix &old);
void reference(CrystMatrix &old);
long numElements()const;
long size()const;
T sum()const;
T min()const;
T max()const;
long rows()const;
long cols()const;
T * data();
const T * data() const;
void resize(const long ySize,const long xSize);
void resizeAndPreserve(const long ySize,const long xSize);
//void operator=(const T num);
/// Element-by element multiplication (array-like)
void operator*=(const T num);
/// Element-by element multiplication (array-like)
void operator*=(const CrystMatrix &vect);
/// Element-by element division (array-like)
void operator/=(const T num);
/// Element-by element addition (array-like)
void operator+=(const T num);
/// Element-by element substraction (array-like)
void operator-=(const T num);
/// matrix multiplication (linear algebra)
CrystMatrix Mult(const CrystMatrix &rhs);
//:TODO: Check the following...
// ListInitializer & ListInitializerSwitch are a simplified
//version borrowed from the blitz++ library (see the blitz/listinit.h file)
//
// It allows a very convenient way of initializing arrays like this:
// CrystVector arr(5); arr = 1,3,6,8,9;
class ListInitializer
{
public:
ListInitializer(T *pData):mpData(pData){};
~ListInitializer(){};
ListInitializer operator,(T x)
{
*mpData=x;
return ListInitializer(mpData+1);
}
private:
ListInitializer(){};
T *mpData;
};
class ListInitializerSwitch
{
public:
ListInitializerSwitch(CrystMatrix &vect, const T value):
mVectData(vect.data()),mValue(value),
mNumElements(vect.numElements()),wipeOnDestruct(true)
{};
~ListInitializerSwitch()
{
if(wipeOnDestruct)
{ //only one value given -> set all elements
for(int i=0;i<mNumElements;i++)*mVectData++ = mValue;
};
};
ListInitializer operator,(T x)
{
wipeOnDestruct=false;//operator, is used
*mVectData=mValue;
mVectData++;
*mVectData=x;
return ListInitializer(mVectData+1);
}
private:
T *mVectData;
T mValue;
long mNumElements;
bool wipeOnDestruct;
};
ListInitializerSwitch operator=(const T num)
{
return ListInitializerSwitch(*this,num);
}
T operator()(const long i) const;
T operator()(const long row,const long col) const;
T& operator()(const long i);
T& operator()(const long i,const long j);
CrystMatrix transpose()const;
protected:
private:
T *mpData;
long mNumElements;
long mXSize,mYSize;
bool mIsAreference;//is a reference to another vector ?
//friend ostream& operator<<(ostream &os,const CrystMatrix &vect);
};
template<class T> ostream& operator<<(ostream &os, const CrystMatrix<T> &vect);
template<class T> T MaxDifference(const CrystVector<T> &a,const CrystVector<T> &b);
template<class T> T MaxDifference(const CrystMatrix<T> &a,const CrystMatrix<T> &b);
template<class T> CrystMatrix<T> product(const CrystMatrix<T> &a,const CrystMatrix<T> &b);
//######################################################################
// CrystArray3D
//######################################################################
/** \brief 3D Vector (Blitz++ mimic) for ObjCryst++
*
* The CrystVector library is not a new array computation library, despite
* the appearances. ObjCryst++ should used the
* <a href="http://www.oonumerics.org/blitz/"> Blitz++ array library</a> , which yields
* excellent performance \e and simple array expressions. Unfortunately, the memory
* required to \e compile the library using gcc is far too high to be reasonable
* when using complex expressions and optimizing code. So until this has changed,
* The CrystVector and CrystMatrix library have been created, and these emulate
* (supposedly exactly) the Blitz++ interface (but not the smart handling of
* mathematical expressions, so pointers must be used). For documentation about these
* two libraries you should read the <a href="http://www.oonumerics.org/blitz/manual/">
* Blitz++ documentation</a>. CrystVector and CrystMatrix use the same kind of storage
* in memory.
*
* You can use CrystArray3D_REAL, CrystArray3D_long,etc... to declare 3D vectors. Macros
* ensure (well, should) ensure compatibility with Blitz++. (as of april 2001 support of
* blitz++ is broken).
*/
template<class T> class CrystArray3D
{
public:
CrystArray3D();
//ySize : number of rows, xSize : number of columns
CrystArray3D(const long zSize,const long ySize,const long xSize);
CrystArray3D(const CrystArray3D &old);
~CrystArray3D();
void operator=(const CrystArray3D &old);
void reference(CrystArray3D &old);
long numElements()const;
long size()const;
T sum()const;
T min()const;
T max()const;
long rows()const;
long cols()const;
long depth()const;
T * data();
const T * data() const;
void resize(const long zSize,const long ySize,const long xSize);
void resizeAndPreserve(const long zSize,const long ySize,const long xSize);
void operator=(const T num);
void operator*=(const T num);
void operator*=(const CrystArray3D &vect);
void operator/=(const T num);
void operator+=(const T num);
void operator-=(const T num);
//void operator=(const T num);
T operator()(const long i) const;
T operator()(const long depth,const long row,const long col) const;
T& operator()(const long i);
T& operator()(const long depth,const long row,const long col);
protected:
private:
T *mpData;
long mNumElements;
long mXSize,mYSize,mZSize;
bool mIsAreference;//is a reference to another vector ?
};
template<class T> ostream& operator<<(ostream &os, const CrystArray3D<T> &vect);
#endif // __LIBCRYST_VECTOR_USE_BLITZ__
//Basic Gauss-Jordan elimination with partial pivot (rows only, using max pivot)
//Definitly *not* optimized !
CrystMatrix_REAL InvertMatrix(const CrystMatrix_REAL &m);
template<class T> void MatrixExchangeRows(CrystMatrix_T &m, const long row1, const long row2);
///Maximum absolute value of vector
template<class T> T MaxAbs(const CrystVector_T &vector);
///Minimum absolute value of vector
template<class T> T MinAbs(const CrystVector_T &vector);
//######################################################################
// CubicSpline
//######################################################################
/// Cubic spline interpolation.
class CubicSpline
{
public:
/// Default constructor - CubicSpline::Init() should be called afterwards
CubicSpline();
/// Spline with given extremum derivatives
CubicSpline(const CrystVector_REAL &x, const CrystVector_REAL &y,
const REAL yp1, const REAL ypn);
/// Spline with given extremum derivatives
CubicSpline(const REAL *px, const REAL *py, const unsigned long nbPoints,
const REAL yp1, const REAL ypn);
/// Natural cubic spline
CubicSpline(const CrystVector_REAL &x, const CrystVector_REAL &y);
/// Natural cubic spline
CubicSpline(const REAL *px, const REAL *py, const unsigned long nbPoints);
~CubicSpline();
/// Spline with given extremum derivatives
void Init(const CrystVector_REAL &x, const CrystVector_REAL &y,
const REAL yp1, const REAL ypn);
/// Spline with given extremum derivatives
void Init(const REAL *px, const REAL *py, const unsigned long nbPoints,
const REAL yp1, const REAL ypn);
/// Natural cubic spline
void Init(const CrystVector_REAL &x, const CrystVector_REAL &y);
/// Natural cubic spline
void Init(const REAL *px, const REAL *py, const unsigned long nbPoints);
/// Get spline value at a series of point - x is assumed to be sorted by increasing values
CrystVector_REAL operator()(const CrystVector_REAL &x) const;
/// Get spline value on a range of values with a fixed step
CrystVector_REAL operator()(const REAL min,const REAL step, const long nbpoint) const;
/// Get spline value at one point
REAL operator()(const REAL x) const;
private:
void InitSpline(const REAL yp1, const REAL ypn);
void InitNaturalSpline();
CrystVector_REAL mX;
CrystVector_REAL mY;
CrystVector_REAL mYsecond;
};
//######################################################################
// Savitzky-Golay interpolation
//######################################################################
/** Savitzky-Golay computing of smoothed data, using 2nd order polynomial coefficients
*
*/
CrystVector_REAL SavitzkyGolay(const CrystVector_REAL &v, const unsigned int m, const unsigned int deriv);
#endif // __LIBCRYST_VECTOR_H
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