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/// @file ExtrudedStruct.h
/// @author Mihaela Gheata (mihaela.gheata@cern.ch)
#ifndef VECGEOM_EXTRUDED_STRUCT_H
#define VECGEOM_EXTRUDED_STRUCT_H
#include "VecGeom/base/Config.h"
#include "VecGeom/volumes/PolygonalShell.h"
#include "VecGeom/volumes/TessellatedStruct.h"
#ifndef VECGEOM_ENABLE_CUDA
#include "VecGeom/volumes/TessellatedSection.h"
#endif
namespace vecgeom {
VECGEOM_DEVICE_FORWARD_DECLARE(class ExtrudedStruct;);
VECGEOM_DEVICE_DECLARE_CONV(class, ExtrudedStruct);
VECGEOM_DEVICE_DECLARE_CONV(struct, XtruVertex2);
VECGEOM_DEVICE_DECLARE_CONV(struct, XtruSection);
inline namespace VECGEOM_IMPL_NAMESPACE {
// Structure wrapping either a polygonal shell helper in case of two
// extruded sections or a tessellated structure in case of more
struct XtruVertex2 {
Precision x;
Precision y;
};
struct XtruSection {
Vector3D<Precision> fOrigin; // Origin of the section
Precision fScale;
};
class ExtrudedStruct {
// template <typename U>
// using vector_t = vecgeom::Vector<U>;
template <typename U>
using vector_t = vecgeom::Vector<U>;
public:
bool fIsSxtru = false; ///< Flag for sxtru representation
bool fInitialized = false; ///< Flag for initialization
Precision *fZPlanes = nullptr; ///< Z position of planes
mutable Precision fCubicVolume = 0.; ///< Cubic volume
mutable Precision fSurfaceArea = 0.; ///< Surface area
PolygonalShell fSxtruHelper; ///< Sxtru helper
TessellatedStruct<3, Precision> fTslHelper; ///< Tessellated helper
#ifndef VECGEOM_ENABLE_CUDA
bool fUseTslSections = false; ///< Use tessellated section helper
vector_t<TessellatedSection<Precision> *> fTslSections; ///< Tessellated sections
#endif
vector_t<XtruVertex2> fVertices; ///< Polygone vertices
vector_t<XtruSection> fSections; ///< Vector of sections
PlanarPolygon fPolygon; ///< Planar polygon
public:
/** @brief Dummy constructor */
VECCORE_ATT_HOST_DEVICE
ExtrudedStruct() {}
/** @brief Constructor providing polygone vertices and sections */
VECCORE_ATT_HOST_DEVICE
ExtrudedStruct(int nvertices, XtruVertex2 const *vertices, int nsections, XtruSection const *sections)
{
Initialize(nvertices, vertices, nsections, sections);
}
// Constructor used during Specialization for nsections == 2
VECCORE_ATT_HOST_DEVICE
ExtrudedStruct(size_t nvertices, const Precision *x, const Precision *y, Precision zmin, Precision zmax)
{
XtruVertex2 *vertices = new XtruVertex2[nvertices];
XtruSection *sections = new XtruSection[2];
for (size_t i = 0; i < nvertices; ++i) {
vertices[i].x = x[i];
vertices[i].y = y[i];
}
sections[0].fScale = 1.;
sections[0].fOrigin.Set(0., 0., zmin);
sections[1].fScale = 1.;
sections[1].fOrigin.Set(0., 0., zmax);
Initialize(nvertices, vertices, 2, sections);
delete[] vertices;
delete[] sections;
}
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
int FindZSegment(Precision const &pointZ) const
{
int index = -1;
Precision const *begin = fZPlanes;
Precision const *end = fZPlanes + fSections.size() + 1;
while (begin < end - 1 && pointZ - kTolerance > *begin) {
++index;
++begin;
}
if (pointZ + kTolerance > *begin) return (index + 1);
return index;
}
/** @brief Initialize based on vertices and sections */
void Initialize(int nvertices, XtruVertex2 const *vertices, int nsections, XtruSection const *sections)
{
if (fInitialized) return;
assert(nsections > 1 && nvertices > 2);
fZPlanes = new Precision[nsections];
fZPlanes[0] = sections[0].fOrigin.z();
bool degenerated = false;
for (size_t i = 1; i < (size_t)nsections; ++i) {
fZPlanes[i] = sections[i].fOrigin.z();
// Make sure sections are defined in increasing order
assert(fZPlanes[i] >= fZPlanes[i - 1] && "Extruded sections not defined in increasing Z order");
if (fZPlanes[i] - fZPlanes[i - 1] < kTolerance) degenerated = true;
}
#ifndef VECGEOM_ENABLE_CUDA
if (!degenerated) fUseTslSections = true;
#endif
(void)degenerated; // silence the compiler
// Check if this is an SXtru
if (nsections == 2 && (sections[0].fOrigin - sections[1].fOrigin).Perp2() < kTolerance &&
vecCore::math::Abs(sections[0].fScale - sections[1].fScale) < kTolerance)
fIsSxtru = true;
if (fIsSxtru) {
// Put vertices in arrays
Precision *x = new Precision[nvertices];
Precision *y = new Precision[nvertices];
for (size_t i = 0; i < (size_t)nvertices; ++i) {
x[i] = sections[0].fOrigin.x() + sections[0].fScale * vertices[i].x;
y[i] = sections[0].fOrigin.y() + sections[0].fScale * vertices[i].y;
}
fSxtruHelper.Init(nvertices, x, y, sections[0].fOrigin[2], sections[1].fOrigin[2]);
delete[] x;
delete[] y;
}
// Create the tessellated structure in all cases
CreateTessellated(nvertices, vertices, nsections, sections);
fInitialized = true;
}
/** @brief Construct facets based on vertices and sections */
VECCORE_ATT_HOST_DEVICE
void CreateTessellated(size_t nvertices, XtruVertex2 const *vertices, size_t nsections, XtruSection const *sections)
{
struct FacetInd {
size_t ind1, ind2, ind3;
FacetInd(int i1, int i2, int i3)
{
ind1 = i1;
ind2 = i2;
ind3 = i3;
}
};
// Store sections
for (size_t isect = 0; isect < nsections; ++isect)
fSections.push_back(sections[isect]);
// Create the polygon
Precision *vx = new Precision[nvertices];
Precision *vy = new Precision[nvertices];
for (size_t i = 0; i < nvertices; ++i) {
vx[i] = vertices[i].x;
vy[i] = vertices[i].y;
}
fPolygon.Init(nvertices, vx, vy);
#ifndef VECGEOM_ENABLE_CUDA
fUseTslSections &= fPolygon.IsConvex();
if (fUseTslSections) {
// Create tessellated sections
fTslSections.reserve(nsections);
for (size_t i = 0; i < nsections - 1; ++i) {
fTslSections[i] =
new TessellatedSection<Precision>(nvertices, sections[i].fOrigin.z(), sections[i + 1].fOrigin.z());
}
}
#endif
// TRIANGULATE POLYGON
VectorBase<FacetInd> facets(nvertices);
// Fill a vector of vertex indices
vector_t<size_t> vtx;
for (size_t i = 0; i < nvertices; ++i)
vtx.push_back(i);
size_t i1 = 0;
size_t i2 = 1;
size_t i3 = 2;
while (vtx.size() > 2) {
// Find convex parts of the polygon (ears)
size_t counter = 0;
while (!IsConvexSide(vtx[i1], vtx[i2], vtx[i3])) {
i1++;
i2++;
i3 = (i3 + 1) % vtx.size();
counter++;
assert(counter < nvertices && "Triangulation failed");
(void)counter; // silence unused variable warnings in release builds
}
bool good = true;
// Check if any of the remaining vertices are in the ear
for (auto i : vtx) {
if (i == vtx[i1] || i == vtx[i2] || i == vtx[i3]) continue;
if (IsPointInside(vtx[i1], vtx[i2], vtx[i3], i)) {
good = false;
i1++;
i2++;
i3 = (i3 + 1) % vtx.size();
break;
}
}
if (good) {
// Make triangle
facets.push_back(FacetInd(vtx[i1], vtx[i2], vtx[i3]));
// Remove the middle vertex of the ear and restart
vtx.erase(vtx.begin() + i2);
i1 = 0;
i2 = 1;
i3 = 2;
}
}
// We have all index facets, create now the real facets
// Bottom (normals pointing down)
for (size_t i = 0; i < facets.size(); ++i) {
i1 = facets[i].ind1;
i2 = facets[i].ind2;
i3 = facets[i].ind3;
fTslHelper.AddTriangularFacet(VertexToSection(i1, 0), VertexToSection(i2, 0), VertexToSection(i3, 0));
}
// Sections
for (size_t isect = 0; isect < nsections - 1; ++isect) {
for (size_t i = 0; i < (size_t)nvertices; ++i) {
size_t j = (i + 1) % nvertices;
// Quadrilateral isect:(j, i) isect+1: (i, j)
fTslHelper.AddQuadrilateralFacet(VertexToSection(j, isect), VertexToSection(i, isect),
VertexToSection(i, isect + 1), VertexToSection(j, isect + 1));
#ifndef VECGEOM_ENABLE_CUDA
if (fUseTslSections)
fTslSections[isect]->AddQuadrilateralFacet(VertexToSection(j, isect), VertexToSection(i, isect),
VertexToSection(i, isect + 1), VertexToSection(j, isect + 1));
#endif
}
}
// Top (normals pointing up)
for (size_t i = 0; i < facets.size(); ++i) {
i1 = facets[i].ind1;
i2 = facets[i].ind2;
i3 = facets[i].ind3;
fTslHelper.AddTriangularFacet(VertexToSection(i1, nsections - 1), VertexToSection(i3, nsections - 1),
VertexToSection(i2, nsections - 1));
}
// Now close the tessellated structure
fTslHelper.Close();
}
/** @brief Get the number of sections */
VECCORE_ATT_HOST_DEVICE
VECGEOM_FORCE_INLINE
size_t GetNSections() const { return fSections.size(); }
/** @brief Get the number of planes */
VECCORE_ATT_HOST_DEVICE
VECGEOM_FORCE_INLINE
size_t GetNSegments() const { return (fSections.size() - 1); }
/** @brief Get section i */
VECCORE_ATT_HOST_DEVICE
VECGEOM_FORCE_INLINE
XtruSection GetSection(int i) const { return fSections[i]; }
/** @brief Get the number of vertices */
VECCORE_ATT_HOST_DEVICE
VECGEOM_FORCE_INLINE
size_t GetNVertices() const { return fPolygon.GetNVertices(); }
/** @brief Get the polygone vertex i */
VECCORE_ATT_HOST_DEVICE
VECGEOM_FORCE_INLINE
void GetVertex(int i, Precision &x, Precision &y) const
{
x = fPolygon.GetVertices().x()[i];
y = fPolygon.GetVertices().y()[i];
}
/** Return true if i is on the line through i1, i2 */
VECCORE_ATT_HOST_DEVICE
VECGEOM_FORCE_INLINE
bool IsSameLine(size_t i, size_t i1, size_t i2) const
{
const Precision *x = fPolygon.GetVertices().x();
const Precision *y = fPolygon.GetVertices().y();
if (x[i1] == x[i2]) return std::fabs(x[i] - x[i1]) < kTolerance * 0.5;
Precision slope = (y[i2] - y[i1]) / (x[i2] - x[i1]);
Precision predy = y[i1] + slope * (x[i] - x[i1]);
Precision dy = y[i] - predy;
// Check perpendicular distance vs tolerance 'directly'
const Precision tol = 0.5 * kTolerance;
bool squareComp = (dy * dy < (1 + slope * slope) * tol * tol);
return squareComp;
}
/** @brief Return true if point i is on the line through i1, i2 and lies between i1 and i2 */
VECCORE_ATT_HOST_DEVICE
VECGEOM_FORCE_INLINE
bool IsSameLineSegment(size_t i, size_t i1, size_t i2) const
{
const Precision *x = fPolygon.GetVertices().x();
const Precision *y = fPolygon.GetVertices().y();
if (x[i] < std::min(x[i1], x[i2]) - kTolerance * 0.5 || x[i] > std::max(x[i1], x[i2]) + kTolerance * 0.5 ||
y[i] < std::min(y[i1], y[i2]) - kTolerance * 0.5 || y[i] > std::max(y[i1], y[i2]) + kTolerance * 0.5)
return false;
return IsSameLine(i, i1, i2);
}
/** @brief Return true if i and j are on the same side of the line through i1, i2 */
VECCORE_ATT_HOST_DEVICE
VECGEOM_FORCE_INLINE
bool IsSameSide(size_t i, size_t j, size_t i1, size_t i2) const
{
const Precision *x = fPolygon.GetVertices().x();
const Precision *y = fPolygon.GetVertices().y();
return ((x[i] - x[i1]) * (y[i2] - y[i1]) - (x[i2] - x[i1]) * (y[i] - y[i1])) *
((x[j] - x[i1]) * (y[i2] - y[i1]) - (x[i2] - x[i1]) * (y[j] - y[i1])) >
0;
}
/** Return true if i is inside of triangle (i1, i2, i3) or on its edges, else returns false */
VECCORE_ATT_HOST_DEVICE
VECGEOM_FORCE_INLINE
bool IsPointInside(size_t i1, size_t i2, size_t i3, size_t i) const
{
const Precision *x = fPolygon.GetVertices().x();
const Precision *y = fPolygon.GetVertices().y();
// Check extent first
if ((x[i] < x[i1] && x[i] < x[i2] && x[i] < x[i3]) || (x[i] > x[i1] && x[i] > x[i2] && x[i] > x[i3]) ||
(y[i] < y[i1] && y[i] < y[i2] && y[i] < y[i3]) || (y[i] > y[i1] && y[i] > y[i2] && y[i] > y[i3]))
return false;
bool inside = IsSameSide(i, i1, i2, i3) && IsSameSide(i, i2, i1, i3) && IsSameSide(i, i3, i1, i2);
bool onEdge = IsSameLineSegment(i, i1, i2) || IsSameLineSegment(i, i2, i3) || IsSameLineSegment(i, i3, i1);
return inside || onEdge;
}
/** @brief Check if the polygone segments (i0, i1) and (i1, i2) make a convex side */
VECCORE_ATT_HOST_DEVICE
VECGEOM_FORCE_INLINE
bool IsConvexSide(size_t i0, size_t i1, size_t i2)
{
const Precision *x = fPolygon.GetVertices().x();
const Precision *y = fPolygon.GetVertices().y();
Precision cross = (x[i1] - x[i0]) * (y[i2] - y[i1]) - (x[i2] - x[i1]) * (y[i1] - y[i0]);
return cross < 0.;
}
/** @brief Returns convexity of polygon */
VECCORE_ATT_HOST_DEVICE
VECGEOM_FORCE_INLINE
bool IsConvexPolygon() const { return fPolygon.IsConvex(); }
/** @brief Returns the coordinates for a given vertex index at a given section */
VECCORE_ATT_HOST_DEVICE
VECGEOM_FORCE_INLINE
Vector3D<Precision> VertexToSection(size_t ivert, size_t isect) const
{
const Precision *x = fPolygon.GetVertices().x();
const Precision *y = fPolygon.GetVertices().y();
Vector3D<Precision> vert(fSections[isect].fOrigin[0] + fSections[isect].fScale * x[ivert],
fSections[isect].fOrigin[1] + fSections[isect].fScale * y[ivert],
fSections[isect].fOrigin[2]);
return vert;
}
};
} // namespace VECGEOM_IMPL_NAMESPACE
} // namespace vecgeom
#endif
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