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/*
* GenTrapImplementation.h
*
* Created on: Aug 2, 2014
* Author: swenzel
* Review/completion: Nov 4, 2015
* Author: mgheata
*/
#ifndef VECGEOM_VOLUMES_KERNEL_GENTRAPIMPLEMENTATION_H_
#define VECGEOM_VOLUMES_KERNEL_GENTRAPIMPLEMENTATION_H_
#include "VecGeom/base/Global.h"
#include "VecGeom/volumes/kernel/GenericKernels.h"
#include "VecGeom/volumes/kernel/BoxImplementation.h"
#include "VecGeom/volumes/UnplacedGenTrap.h"
#include <iostream>
namespace vecgeom {
VECGEOM_DEVICE_FORWARD_DECLARE(struct GenTrapImplementation;);
VECGEOM_DEVICE_DECLARE_CONV(struct, GenTrapImplementation);
inline namespace VECGEOM_IMPL_NAMESPACE {
class PlacedGenTrap;
class UnplacedGenTrap;
template <typename T>
struct GenTrapStruct;
struct GenTrapImplementation {
using Vertex_t = Vector3D<Precision>;
using PlacedShape_t = PlacedGenTrap;
using UnplacedStruct_t = GenTrapStruct<Precision>;
using UnplacedVolume_t = UnplacedGenTrap;
VECCORE_ATT_HOST_DEVICE
static void PrintType()
{
// printf("SpecializedGenTrap<%i, %i>", transCodeT, rotCodeT);
}
template <typename Stream>
static void PrintType(Stream &s, int transCodeT = translation::kGeneric, int rotCodeT = rotation::kGeneric)
{
s << "SpecializedGenTrap<" << transCodeT << "," << rotCodeT << ">";
}
template <typename Stream>
static void PrintImplementationType(Stream & /*s*/)
{
// s << "GenTrapImplementation<" << transCodeT << "," << rotCodeT << ">";
}
template <typename Stream>
static void PrintUnplacedType(Stream & /*s*/)
{
// s << "UnplacedGenTrap";
}
template <typename Real_v, typename Bool_v>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
static void Contains(UnplacedStruct_t const &unplaced, Vector3D<Real_v> const &point, Bool_v &inside);
template <typename Real_v, typename Bool_v>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
static void ContainsGeneric(UnplacedStruct_t const &unplaced, Vector3D<Real_v> const &point, Bool_v &inside);
template <typename Real_v, typename Inside_t>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
static void Inside(UnplacedStruct_t const &unplaced, Vector3D<Real_v> const &point, Inside_t &inside);
template <typename Real_v, typename Inside_t>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
static void InsideGeneric(UnplacedStruct_t const &unplaced, Vector3D<Real_v> const &point, Inside_t &inside);
template <typename Real_v, bool ForInside>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
static void GenericKernelForContainsAndInside(UnplacedStruct_t const &unplaced, Vector3D<Real_v> const &point,
vecCore::Mask_v<Real_v> &completelyinside,
vecCore::Mask_v<Real_v> &completelyoutside);
template <typename Real_v>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
static void DistanceToIn(UnplacedStruct_t const &unplaced, Vector3D<Real_v> const &point,
Vector3D<Real_v> const &direction, Real_v const &stepMax, Real_v &distance);
template <typename Real_v>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
static void DistanceToInGeneric(UnplacedStruct_t const &unplaced, Vector3D<Real_v> const &point,
Vector3D<Real_v> const &direction, Real_v const &stepMax, Real_v &distance);
template <typename Real_v>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
static void DistanceToOut(UnplacedStruct_t const &unplaced, Vector3D<Real_v> const &point,
Vector3D<Real_v> const &direction, Real_v const &stepMax, Real_v &distance);
template <typename Real_v>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
static void DistanceToOutGeneric(UnplacedStruct_t const &unplaced, Vector3D<Real_v> const &point,
Vector3D<Real_v> const &direction, Real_v const &stepMax, Real_v &distance);
template <typename Real_v>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
static void SafetyToIn(UnplacedStruct_t const &unplaced, Vector3D<Real_v> const &point, Real_v &safety);
template <typename Real_v>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
static void SafetyToInGeneric(UnplacedStruct_t const &unplaced, Vector3D<Real_v> const &point, Real_v &safety);
template <typename Real_v>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
static void SafetyToOut(UnplacedStruct_t const &unplaced, Vector3D<Real_v> const &point, Real_v &safety);
template <typename Real_v>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
static void SafetyToOutGeneric(UnplacedStruct_t const &unplaced, Vector3D<Real_v> const &point, Real_v &safety);
template <typename Real_v, typename Bool_v>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
static void NormalKernel(UnplacedStruct_t const &unplaced, Vector3D<Real_v> const &point, Vector3D<Real_v> &normal,
Bool_v &valid);
template <class Real_v>
VECCORE_ATT_HOST_DEVICE
static void GetClosestEdge(Vector3D<Real_v> const &point, Real_v vertexX[4], Real_v vertexY[4], Real_v &iseg,
Real_v &fraction);
template <typename Real_v>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
static vecCore::Mask_v<Real_v> IsInTopOrBottomPolygon(UnplacedStruct_t const &unplaced, Real_v const &pointx,
Real_v const &pointy, vecCore::Mask_v<Real_v> top);
}; // End struct GenTrapImplementation
//********************************
//**** implementations start here
//********************************/
template <typename Real_v>
struct FillPlaneDataHelper {
VECCORE_ATT_HOST_DEVICE
VECGEOM_FORCE_INLINE
static void FillPlaneData(GenTrapStruct<Precision> const &unplaced, Real_v &cornerx, Real_v &cornery, Real_v &deltax,
Real_v &deltay, vecCore::Mask_v<Real_v> const &top, int edgeindex)
{
// no vectorized data lookup for SIMD
// need to fill the SIMD types individually
for (size_t i = 0; i < vecCore::VectorSize<Real_v>(); ++i) {
int index = edgeindex + top[i] * 4;
deltax[i] = unplaced.fDeltaX[index];
deltay[i] = unplaced.fDeltaY[index];
cornerx[i] = unplaced.fVerticesX[index];
cornery[i] = unplaced.fVerticesY[index];
}
}
};
//______________________________________________________________________________
/** @brief A partial template specialization for nonSIMD cases (scalar, cuda, ... ) */
template <>
struct FillPlaneDataHelper<Precision> {
VECCORE_ATT_HOST_DEVICE
VECGEOM_FORCE_INLINE
static void FillPlaneData(GenTrapStruct<Precision> const &unplaced, Precision &cornerx, Precision &cornery,
Precision &deltax, Precision &deltay, bool const &top, int edgeindex)
{
int index = edgeindex + top * 4;
deltax = unplaced.fDeltaX[index];
deltay = unplaced.fDeltaY[index];
cornerx = unplaced.fVerticesX[index];
cornery = unplaced.fVerticesY[index];
}
};
//______________________________________________________________________________
template <typename Real_v>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
vecCore::Mask_v<Real_v> GenTrapImplementation::IsInTopOrBottomPolygon(UnplacedStruct_t const &unplaced,
Real_v const &pointx, Real_v const &pointy,
vecCore::Mask_v<Real_v> top)
{
// optimized "inside" check for top or bottom z-surfaces
// this is a bit tricky if different tracks check different planes
// ( for example in case of Backend = Vc when top is mixed )
// ( this is because vector data lookup is tricky )
// stripped down version of the Contains kernel ( not yet shared with that kernel )
// std::cerr << "IsInTopOrBottom: pointx: " << pointx << " pointy: " << pointy << " top: " << top << "\n";
using Bool_v = vecCore::Mask_v<Real_v>;
Bool_v completelyoutside = Bool_v(false);
Bool_v degenerate = Bool_v(true);
for (int i = 0; i < 4; ++i) {
Real_v deltaX;
Real_v deltaY;
Real_v cornerX;
Real_v cornerY;
// thats the only place where scalar and vector code diverge
// IsSIMD misses...replaced with early_returns
FillPlaneDataHelper<Real_v>::FillPlaneData(unplaced, cornerX, cornerY, deltaX, deltaY, top, i);
// std::cerr << i << " CORNERS " << cornerX << " " << cornerY << " " << deltaX << " " << deltaY << "\n";
Real_v cross = (pointx - cornerX) * deltaY;
cross -= (pointy - cornerY) * deltaX;
degenerate =
degenerate && (deltaX < Real_v(MakePlusTolerant<true>(0.))) && (deltaY < Real_v(MakePlusTolerant<true>(0.)));
completelyoutside = completelyoutside || (cross < Real_v(MakeMinusTolerantCrossProduct<true,Real_v>(0., Abs(deltaX) + Abs(deltaY))));
// if (vecCore::EarlyReturnAllowed()) {
if (vecCore::MaskFull(completelyoutside)) {
return Bool_v(false);
}
// }
}
completelyoutside = completelyoutside || degenerate;
return (!completelyoutside);
}
//______________________________________________________________________________
template <typename Real_v, bool ForInside>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
void GenTrapImplementation::GenericKernelForContainsAndInside(UnplacedStruct_t const &unplaced,
Vector3D<Real_v> const &point,
vecCore::Mask_v<Real_v> &completelyinside,
vecCore::Mask_v<Real_v> &completelyoutside)
{
using Bool_v = vecCore::Mask_v<Real_v>;
VECGEOM_CONST Precision tolerancesq = 10000. * kTolerance * kTolerance;
// Local point has to be translated in the bbox local frame.
Vector3D<Real_v> halfsize(unplaced.fBBdimensions[0], unplaced.fBBdimensions[1], unplaced.fBBdimensions[2]);
BoxImplementation::GenericKernelForContainsAndInside<Real_v, ForInside>(halfsize, point - unplaced.fBBorigin,
completelyinside, completelyoutside);
// if (vecCore::EarlyReturnAllowed()) {
if (vecCore::MaskFull(completelyoutside)) {
return;
}
// }
// analyse z
Real_v cf = unplaced.fHalfInverseDz * (unplaced.fDz - point.z());
// analyse if x-y coordinates of point are within polygon at z-height
// loop over edges connecting points i with i+4
Real_v vertexX[4];
Real_v vertexY[4];
// vectorizes for scalar backend
for (int i = 0; i < 4; i++) {
// calculate x-y positions of vertex i at this z-height
vertexX[i] = unplaced.fVerticesX[i + 4] + cf * unplaced.fConnectingComponentsX[i];
vertexY[i] = unplaced.fVerticesY[i + 4] + cf * unplaced.fConnectingComponentsY[i];
}
for (int i = 0; i < 4; i++) {
// this is based on the following idea:
// we decided for each edge whether the point is above or below the
// 2d line defined by that edge
// In fact, this calculation is part of the calculation of the distance
// of point to that line which is a cross product. In this case it is
// an embedded cross product of 2D vectors in 3D. The resulting vector always points
// in z-direction whose z-magnitude is directly related to the distance.
// see, e.g., http://geomalgorithms.com/a02-_lines.html
if (unplaced.fDegenerated[i]) continue;
int j = (i + 1) % 4;
Real_v DeltaX = vertexX[j] - vertexX[i];
Real_v DeltaY = vertexY[j] - vertexY[i];
Real_v cross = (point.x() - vertexX[i]) * DeltaY - (point.y() - vertexY[i]) * DeltaX;
if (ForInside) {
Bool_v onsurf = (cross * cross < tolerancesq * (DeltaX * DeltaX + DeltaY * DeltaY));
completelyoutside = completelyoutside || (((cross < Real_v(MakeMinusTolerant<ForInside>(0.))) && (!onsurf)));
completelyinside = completelyinside && (cross > Real_v(MakePlusTolerant<ForInside>(0.))) && (!onsurf);
} else {
completelyoutside = completelyoutside || (cross < Real_v(MakeMinusTolerant<ForInside>(0.)));
}
// if (vecCore::EarlyReturnAllowed()) {
if (vecCore::MaskFull(completelyoutside)) {
return;
}
// }
}
}
//______________________________________________________________________________
template <typename Real_v, typename Bool_v>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
void GenTrapImplementation::ContainsGeneric(UnplacedStruct_t const &unplaced, Vector3D<Real_v> const &point,
Bool_v &inside)
{
// Generic implementation for contains
Bool_v unused;
Bool_v outside;
GenericKernelForContainsAndInside<Real_v, false>(unplaced, point, unused, outside);
inside = !outside;
}
//______________________________________________________________________________
template <typename Real_v, typename Bool_v>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
void GenTrapImplementation::Contains(UnplacedStruct_t const &unplaced, Vector3D<Real_v> const &point, Bool_v &inside)
{
GenTrapImplementation::ContainsGeneric<Real_v, Bool_v>(unplaced, point, inside);
}
//______________________________________________________________________________
template <>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
void GenTrapImplementation::Contains<Precision, bool>(UnplacedStruct_t const &unplaced,
Vector3D<Precision> const &point, bool &inside)
{
// Scalar specialization for Contains function
#ifndef VECCORE_CUDA
// The tessellated section helper is built only for the planar cases
if (unplaced.fTslHelper) {
// Check Z range
inside = false;
if (vecCore::math::Abs(point.z()) > unplaced.fDz) return;
inside = unplaced.fTslHelper->Contains(point);
return;
}
#endif
GenTrapImplementation::ContainsGeneric<Precision, bool>(unplaced, point, inside);
}
//______________________________________________________________________________
template <typename Real_v, typename Inside_t>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
void GenTrapImplementation::InsideGeneric(UnplacedStruct_t const &unplaced, Vector3D<Real_v> const &point,
Inside_t &inside)
{
using Bool_v = vecCore::Mask_v<Real_v>;
using InsideBool_v = vecCore::Mask_v<Inside_t>;
Bool_v completelyinside;
Bool_v completelyoutside;
GenericKernelForContainsAndInside<Real_v, true>(unplaced, point, completelyinside, completelyoutside);
inside = Inside_t(EInside::kSurface);
vecCore::MaskedAssign(inside, (InsideBool_v)completelyoutside, Inside_t(EInside::kOutside));
vecCore::MaskedAssign(inside, (InsideBool_v)completelyinside, Inside_t(EInside::kInside));
}
//______________________________________________________________________________
template <typename Real_v, typename Inside_t>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
void GenTrapImplementation::Inside(UnplacedStruct_t const &unplaced, Vector3D<Real_v> const &point, Inside_t &inside)
{
// Generic dispatcher to Inside
GenTrapImplementation::InsideGeneric<Real_v, Inside_t>(unplaced, point, inside);
}
//______________________________________________________________________________
template <>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
void GenTrapImplementation::Inside<Precision, Inside_t>(UnplacedStruct_t const &unplaced,
Vector3D<Precision> const &point, Inside_t &inside)
{
// Scalar specialization for Inside function
#ifndef VECCORE_CUDA
if (unplaced.fTslHelper) {
inside = EInside::kOutside;
Precision safZ = vecCore::math::Abs(point.z()) - unplaced.fDz;
if (safZ > kTolerance) return;
bool insideZ = safZ < -kTolerance;
inside = unplaced.fTslHelper->Inside(point);
if (insideZ || inside == EInside::kOutside) return;
inside = EInside::kSurface;
return;
}
#endif
GenTrapImplementation::InsideGeneric<Precision, Inside_t>(unplaced, point, inside);
}
//______________________________________________________________________________
template <typename Real_v>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
void GenTrapImplementation::DistanceToInGeneric(UnplacedStruct_t const &unplaced, Vector3D<Real_v> const &point,
Vector3D<Real_v> const &direction, Real_v const &stepMax,
Real_v &distance)
{
using Bool_v = vecCore::Mask_v<Real_v>;
// do a quick boundary box check (Arb8, USolids) is doing this
// unplaced.GetBBox();
// actually this could also give us some indication which face is likely to be hit
Real_v bbdistance = Real_v(kInfLength);
BoxImplementation::DistanceToIn(BoxStruct<Precision>(unplaced.fBBdimensions), point - unplaced.fBBorigin, direction,
stepMax, bbdistance);
distance = InfinityLength<Real_v>();
// do a check on bbdistance
// if none of the tracks can hit even the bounding box; just return
Bool_v done = bbdistance >= InfinityLength<Real_v>();
if (vecCore::MaskFull(done)) return;
// some particle could hit z
Real_v zsafety = Abs(point.z()) - unplaced.fDz;
Bool_v canhitz = zsafety > Real_v(MakeMinusTolerant<true>(0.));
canhitz = canhitz && (point.z() * direction.z() < 0); // coming towards the origin
canhitz = canhitz && (!done);
if (!vecCore::MaskEmpty(canhitz)) {
// std::cerr << "can potentially hit\n";
// calculate distance to z-plane ( see Box algorithm )
// check if hit point is inside top or bottom polygon
Real_v next = zsafety / NonZeroAbs(direction.z());
// transport to z-height of planes
Real_v coord1 = point.x() + next * direction.x();
Real_v coord2 = point.y() + next * direction.y();
Bool_v top = direction.z() < 0;
Bool_v hits = IsInTopOrBottomPolygon<Real_v>(unplaced, coord1, coord2, top);
hits = hits && canhitz;
vecCore::MaskedAssign(distance, hits, bbdistance);
done = done || hits;
if (vecCore::MaskFull(done)) return;
}
// now treat lateral surfaces
Real_v disttoplanes = unplaced.fSurfaceShell.DistanceToIn<Real_v>(point, direction, done);
vecCore__MaskedAssignFunc(distance, !done, Min(disttoplanes, distance));
}
//______________________________________________________________________________
template <typename Real_v>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
void GenTrapImplementation::DistanceToIn(UnplacedStruct_t const &unplaced, Vector3D<Real_v> const &point,
Vector3D<Real_v> const &direction, Real_v const &stepMax, Real_v &distance)
{
GenTrapImplementation::DistanceToInGeneric<Real_v>(unplaced, point, direction, stepMax, distance);
}
//______________________________________________________________________________
template <>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
void GenTrapImplementation::DistanceToIn(UnplacedStruct_t const &unplaced, Vector3D<Precision> const &point,
Vector3D<Precision> const &direction, Precision const &stepMax,
Precision &distance)
{
// Scalar specialization of DistanceToIn
#ifndef VECCORE_CUDA
if (unplaced.fTslHelper) {
Precision invdirz = 1. / NonZero(direction.z());
distance = unplaced.fTslHelper->DistanceToIn<false>(point, direction, invdirz, stepMax);
return;
}
#endif
GenTrapImplementation::DistanceToInGeneric<Precision>(unplaced, point, direction, stepMax, distance);
}
//______________________________________________________________________________
template <typename Real_v>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
void GenTrapImplementation::DistanceToOutGeneric(UnplacedStruct_t const &unplaced, Vector3D<Real_v> const &point,
Vector3D<Real_v> const &direction, Real_v const & /* stepMax */,
Real_v &distance)
{
using Bool_v = vecCore::Mask_v<Real_v>;
// we should check here the compilation condition
// that treatNormal=true can only happen when Backend=kScalar
// TODO: do this with some nice template features
Bool_v negDirMask = direction.z() < 0;
Real_v sign(1.0);
vecCore__MaskedAssignFunc(sign, negDirMask, Real_v(-1.));
// Real_v invDirZ = 1./NonZero(direction.z());
// this construct costs one multiplication more
Real_v distmin = (sign * unplaced.fDz - point.z()) / NonZero(direction.z());
Real_v distplane = unplaced.fSurfaceShell.DistanceToOut<Real_v>(point, direction);
distance = Min(distmin, distplane);
}
template <typename Real_v>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
void GenTrapImplementation::DistanceToOut(UnplacedStruct_t const &unplaced, Vector3D<Real_v> const &point,
Vector3D<Real_v> const &direction, Real_v const &stepMax, Real_v &distance)
{
GenTrapImplementation::DistanceToOutGeneric<Real_v>(unplaced, point, direction, stepMax, distance);
}
//______________________________________________________________________________
template <>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
void GenTrapImplementation::DistanceToOut(UnplacedStruct_t const &unplaced, Vector3D<Precision> const &point,
Vector3D<Precision> const &direction, Precision const &stepMax,
Precision &distance)
{
#ifndef VECCORE_CUDA
if (unplaced.fTslHelper) {
distance = unplaced.fTslHelper->DistanceToOut(point, direction);
return;
}
#endif
GenTrapImplementation::DistanceToOutGeneric<Precision>(unplaced, point, direction, stepMax, distance);
}
//______________________________________________________________________________
template <typename Real_v>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
void GenTrapImplementation::SafetyToInGeneric(UnplacedStruct_t const &unplaced, Vector3D<Real_v> const &point,
Real_v &safety)
{
// Generic implementation for SafetyToIn
using Bool_v = vecCore::Mask_v<Real_v>;
Bool_v inside;
// Check if all points are outside bounding box
BoxImplementation::Contains(BoxStruct<Precision>(unplaced.fBBdimensions), point - unplaced.fBBorigin, inside);
if (vecCore::MaskEmpty(inside)) {
// All points outside, so compute safety using the bounding box
// This is not optimal if top and bottom faces are not on top of each other
BoxImplementation::SafetyToIn(BoxStruct<Precision>(unplaced.fBBdimensions), point - unplaced.fBBorigin, safety);
return;
}
// Do Z
safety = Abs(point[2]) - unplaced.fDz;
safety = unplaced.fSurfaceShell.SafetyToIn<Real_v>(point, safety);
}
//______________________________________________________________________________
template <typename Real_v>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
void GenTrapImplementation::SafetyToIn(UnplacedStruct_t const &unplaced, Vector3D<Real_v> const &point, Real_v &safety)
{
// Dispatcher for SafetyToIn
GenTrapImplementation::SafetyToInGeneric<Real_v>(unplaced, point, safety);
}
//______________________________________________________________________________
template <>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
void GenTrapImplementation::SafetyToIn(UnplacedStruct_t const &unplaced, Vector3D<Precision> const &point,
Precision &safety)
{
// Scalar specialization for SafetyToIn
#ifndef VECCORE_CUDA
if (unplaced.fTslHelper) {
safety = unplaced.fTslHelper->SafetyToIn(point);
return;
}
#endif
GenTrapImplementation::SafetyToInGeneric<Precision>(unplaced, point, safety);
}
//______________________________________________________________________________
template <typename Real_v>
VECCORE_ATT_HOST_DEVICE
void GenTrapImplementation::SafetyToOutGeneric(UnplacedStruct_t const &unplaced, Vector3D<Real_v> const &point,
Real_v &safety)
{
// Generic implementation for SafetyToOut
// Do Z
safety = unplaced.fDz - Abs(point[2]);
safety = unplaced.fSurfaceShell.SafetyToOut<Real_v>(point, safety);
}
//______________________________________________________________________________
template <typename Real_v>
VECCORE_ATT_HOST_DEVICE
void GenTrapImplementation::SafetyToOut(UnplacedStruct_t const &unplaced, Vector3D<Real_v> const &point, Real_v &safety)
{
// Dispatcher for SafetyToOut
GenTrapImplementation::SafetyToOutGeneric<Real_v>(unplaced, point, safety);
}
//______________________________________________________________________________
template <>
VECGEOM_FORCE_INLINE
VECCORE_ATT_HOST_DEVICE
void GenTrapImplementation::SafetyToOut(UnplacedStruct_t const &unplaced, Vector3D<Precision> const &point,
Precision &safety)
{
// Scalar specialization for SafetyToOut
#ifndef VECCORE_CUDA
if (unplaced.fTslHelper) {
safety = unplaced.fTslHelper->SafetyToOut(point);
return;
}
#endif
GenTrapImplementation::SafetyToOutGeneric<Precision>(unplaced, point, safety);
}
//______________________________________________________________________________
template <typename Real_v, typename Bool_v>
VECCORE_ATT_HOST_DEVICE
void GenTrapImplementation::NormalKernel(UnplacedStruct_t const &unplaced, Vector3D<Real_v> const &point,
Vector3D<Real_v> &normal, Bool_v &valid)
{
// Computes the normal on a surface and returns it as a unit vector
// In case a point is further than tolerance_normal from a surface, set validNormal=false
// Must return a valid vector. (even if the point is not on the surface.)
using Index_v = vecCore::Index_v<Real_v>;
valid = Bool_v(true);
normal.Set(0., 0., 0.);
// Do bottom and top faces
Real_v safz = Abs(unplaced.fDz - Abs(point.z()));
Bool_v onZ = (safz < 10. * kTolerance);
vecCore__MaskedAssignFunc(normal[2], onZ && (point.z() > Real_v(0.)), Real_v(1.));
vecCore__MaskedAssignFunc(normal[2], onZ && (point.z() < Real_v(0.)), Real_v(-1.));
// if (vecCore::EarlyReturnAllowed()) {
if (vecCore::MaskFull(onZ)) {
return;
}
// }
// Real_v done = onZ;
// Get the closest edge (point should be on this edge within tolerance)
Real_v cf = unplaced.fHalfInverseDz * (unplaced.fDz - point.z());
Real_v vertexX[4];
Real_v vertexY[4];
for (int i = 0; i < 4; i++) {
// calculate x-y positions of vertex i at this z-height
vertexX[i] = unplaced.fVerticesX[i + 4] + cf * unplaced.fConnectingComponentsX[i];
vertexY[i] = unplaced.fVerticesY[i + 4] + cf * unplaced.fConnectingComponentsY[i];
}
Real_v seg;
Real_v frac;
GetClosestEdge<Real_v>(point, vertexX, vertexY, seg, frac);
vecCore__MaskedAssignFunc(frac, frac < Real_v(0.), Real_v(0.));
Index_v iseg = (Index_v)seg;
if (unplaced.IsPlanar()) {
// Normals for the planar case are pre-computed
Vertex_t const *normals = unplaced.fSurfaceShell.GetNormals();
normal = normals[iseg];
return;
}
Index_v jseg = (iseg + 1) % 4;
Real_v x0 = vertexX[iseg];
Real_v y0 = vertexY[iseg];
Real_v x2 = vertexX[jseg];
Real_v y2 = vertexY[jseg];
x0 += frac * (x2 - x0);
y0 += frac * (y2 - y0);
Real_v x1 = unplaced.fVerticesX[iseg + 4];
Real_v y1 = unplaced.fVerticesY[iseg + 4];
x1 += frac * (unplaced.fVerticesX[jseg + 4] - x1);
y1 += frac * (unplaced.fVerticesY[jseg + 4] - y1);
Real_v ax = x1 - x0;
Real_v ay = y1 - y0;
Real_v az = unplaced.fDz - point.z();
Real_v bx = x2 - x0;
Real_v by = y2 - y0;
Real_v bz = Real_v(0.);
// Cross product of the vector given by the section segment (that contains the
// point) at z=point[2] and the vector connecting the point projection to its
// correspondent on the top edge.
normal.Set(ay * bz - az * by, az * bx - ax * bz, ax * by - ay * bx);
normal.Normalize();
}
//______________________________________________________________________________
template <typename Real_v>
VECCORE_ATT_HOST_DEVICE
void GenTrapImplementation::GetClosestEdge(Vector3D<Real_v> const &point, Real_v vertexX[4], Real_v vertexY[4],
Real_v &iseg, Real_v &fraction)
{
/// Get index of the edge of the quadrilater represented by vert closest to point.
/// If [P1,P2] is the closest segment and P is the point, the function returns the fraction of the
/// projection of (P1P) over (P1P2). If projection of P is not in range [P1,P2] return -1.
using Bool_v = vecCore::Mask_v<Real_v>;
iseg = Real_v(0.);
// Real_v p1X, p1Y, p2X, p2Y;
Real_v lsq, dx, dy, dpx, dpy, u;
fraction = Real_v(-1.);
Real_v safe = InfinityLength<Real_v>();
Real_v ssq = InfinityLength<Real_v>();
for (int i = 0; i < 4; ++i) {
int j = (i + 1) % 4;
dx = vertexX[j] - vertexX[i];
dy = vertexY[j] - vertexY[i];
dpx = point.x() - vertexX[i];
dpy = point.y() - vertexY[i];
lsq = dx * dx + dy * dy;
// Current segment collapsed to a point
Bool_v collapsed = lsq < kTolerance;
if (!vecCore::MaskEmpty(collapsed)) {
vecCore__MaskedAssignFunc(ssq, lsq < kTolerance, dpx * dpx + dpy * dpy);
// Missing a masked assign allowing to perform multiple assignments...
vecCore::MaskedAssign(iseg, ssq < safe, (Precision)i);
vecCore__MaskedAssignFunc(fraction, ssq < safe, Real_v(-1.));
vecCore::MaskedAssign(safe, ssq < safe, ssq);
if (vecCore::MaskFull(collapsed)) continue;
}
// Projection fraction
u = (dpx * dx + dpy * dy) / NonZero(lsq);
vecCore__MaskedAssignFunc(dpx, u > 1 && !collapsed, point.x() - vertexX[j]);
vecCore__MaskedAssignFunc(dpy, u > 1 && !collapsed, point.y() - vertexY[j]);
vecCore__MaskedAssignFunc(dpx, u >= 0 && u <= 1 && !collapsed, dpx - u * dx);
vecCore__MaskedAssignFunc(dpy, u >= 0 && u <= 1 && !collapsed, dpy - u * dy);
vecCore__MaskedAssignFunc(u, (u > 1 || u < 0) && !collapsed, Real_v(-1.));
ssq = dpx * dpx + dpy * dpy;
vecCore::MaskedAssign(iseg, ssq < safe, (Precision)i);
vecCore::MaskedAssign(fraction, ssq < safe, u);
vecCore::MaskedAssign(safe, ssq < safe, ssq);
}
}
//*****************************
//**** Implementations end here
//*****************************
} // namespace VECGEOM_IMPL_NAMESPACE
} // namespace vecgeom
#endif /* GENTRAPIMPLEMENTATION_H_ */
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