#include "molecules.hpp" #include "boundary.hpp" #define DEBUG 0 // ======================================== Points on Boundary ================================= BoundaryPointSet::BoundaryPointSet() { LinesCount = 0; Nr = -1; } ; BoundaryPointSet::BoundaryPointSet(atom *Walker) { node = Walker; LinesCount = 0; Nr = Walker->nr; } ; BoundaryPointSet::~BoundaryPointSet() { cout << Verbose(5) << "Erasing point nr. " << Nr << "." << endl; node = NULL; } ; void BoundaryPointSet::AddLine(class BoundaryLineSet *line) { cout << Verbose(6) << "Adding " << *this << " to line " << *line << "." << endl; if (line->endpoints[0] == this) { lines.insert(LinePair(line->endpoints[1]->Nr, line)); } else { lines.insert(LinePair(line->endpoints[0]->Nr, line)); } LinesCount++; } ; ostream & operator <<(ostream &ost, BoundaryPointSet &a) { ost << "[" << a.Nr << "|" << a.node->Name << "]"; return ost; } ; // ======================================== Lines on Boundary ================================= BoundaryLineSet::BoundaryLineSet() { for (int i = 0; i < 2; i++) endpoints[i] = NULL; TrianglesCount = 0; Nr = -1; } ; BoundaryLineSet::BoundaryLineSet(class BoundaryPointSet *Point[2], int number) { // set number Nr = number; // set endpoints in ascending order SetEndpointsOrdered(endpoints, Point[0], Point[1]); // add this line to the hash maps of both endpoints Point[0]->AddLine(this); //Taken out, to check whether we can avoid unwanted double adding. Point[1]->AddLine(this); // // clear triangles list TrianglesCount = 0; cout << Verbose(5) << "New Line with endpoints " << *this << "." << endl; } ; BoundaryLineSet::~BoundaryLineSet() { for (int i = 0; i < 2; i++) { cout << Verbose(5) << "Erasing Line Nr. " << Nr << " in boundary point " << *endpoints[i] << "." << endl; endpoints[i]->lines.erase(Nr); LineMap::iterator tester = endpoints[i]->lines.begin(); tester++; if (tester == endpoints[i]->lines.end()) { cout << Verbose(5) << *endpoints[i] << " has no more lines it's attached to, erasing." << endl; //delete(endpoints[i]); } else cout << Verbose(5) << *endpoints[i] << " has still lines it's attached to." << endl; } } ; void BoundaryLineSet::AddTriangle(class BoundaryTriangleSet *triangle) { cout << Verbose(6) << "Add " << triangle->Nr << " to line " << *this << "." << endl; triangles.insert(TrianglePair(TrianglesCount, triangle)); TrianglesCount++; } ; ostream & operator <<(ostream &ost, BoundaryLineSet &a) { ost << "[" << a.Nr << "|" << a.endpoints[0]->node->Name << "," << a.endpoints[1]->node->Name << "]"; return ost; } ; // ======================================== Triangles on Boundary ================================= BoundaryTriangleSet::BoundaryTriangleSet() { for (int i = 0; i < 3; i++) { endpoints[i] = NULL; lines[i] = NULL; } Nr = -1; } ; BoundaryTriangleSet::BoundaryTriangleSet(class BoundaryLineSet *line[3], int number) { // set number Nr = number; // set lines cout << Verbose(5) << "New triangle " << Nr << ":" << endl; for (int i = 0; i < 3; i++) { lines[i] = line[i]; lines[i]->AddTriangle(this); } // get ascending order of endpoints map OrderMap; for (int i = 0; i < 3; i++) // for all three lines for (int j = 0; j < 2; j++) { // for both endpoints OrderMap.insert(pair ( line[i]->endpoints[j]->Nr, line[i]->endpoints[j])); // and we don't care whether insertion fails } // set endpoints int Counter = 0; cout << Verbose(6) << " with end points "; for (map::iterator runner = OrderMap.begin(); runner != OrderMap.end(); runner++) { endpoints[Counter] = runner->second; cout << " " << *endpoints[Counter]; Counter++; } if (Counter < 3) { cerr << "ERROR! We have a triangle with only two distinct endpoints!" << endl; //exit(1); } cout << "." << endl; } ; BoundaryTriangleSet::~BoundaryTriangleSet() { for (int i = 0; i < 3; i++) { cout << Verbose(5) << "Erasing triangle Nr." << Nr << endl; lines[i]->triangles.erase(Nr); TriangleMap::iterator tester = lines[i]->triangles.begin(); tester++; if (tester == lines[i]->triangles.end()) { cout << Verbose(5) << *lines[i] << " is no more attached to any triangle, erasing." << endl; delete (lines[i]); } else cout << Verbose(5) << *lines[i] << " is still attached to a triangle." << endl; } } ; void BoundaryTriangleSet::GetNormalVector(Vector &OtherVector) { // get normal vector NormalVector.MakeNormalVector(&endpoints[0]->node->x, &endpoints[1]->node->x, &endpoints[2]->node->x); // make it always point inward (any offset vector onto plane projected onto normal vector suffices) if (endpoints[0]->node->x.Projection(&OtherVector) > 0) NormalVector.Scale(-1.); } ; ostream & operator <<(ostream &ost, BoundaryTriangleSet &a) { ost << "[" << a.Nr << "|" << a.endpoints[0]->node->Name << "," << a.endpoints[1]->node->Name << "," << a.endpoints[2]->node->Name << "]"; return ost; } ; // ========================================== F U N C T I O N S ================================= /** Finds the endpoint two lines are sharing. * \param *line1 first line * \param *line2 second line * \return point which is shared or NULL if none */ class BoundaryPointSet * GetCommonEndpoint(class BoundaryLineSet * line1, class BoundaryLineSet * line2) { class BoundaryLineSet * lines[2] = { line1, line2 }; class BoundaryPointSet *node = NULL; map OrderMap; pair::iterator, bool> OrderTest; for (int i = 0; i < 2; i++) // for both lines for (int j = 0; j < 2; j++) { // for both endpoints OrderTest = OrderMap.insert(pair ( lines[i]->endpoints[j]->Nr, lines[i]->endpoints[j])); if (!OrderTest.second) { // if insertion fails, we have common endpoint node = OrderTest.first->second; cout << Verbose(5) << "Common endpoint of lines " << *line1 << " and " << *line2 << " is: " << *node << "." << endl; j = 2; i = 2; break; } } return node; } ; /** Determines the boundary points of a cluster. * Does a projection per axis onto the orthogonal plane, transforms into spherical coordinates, sorts them by the angle * and looks at triples: if the middle has less a distance than the allowed maximum height of the triangle formed by the plane's * center and first and last point in the triple, it is thrown out. * \param *out output stream for debugging * \param *mol molecule structure representing the cluster */ Boundaries * GetBoundaryPoints(ofstream *out, molecule *mol) { atom *Walker = NULL; PointMap PointsOnBoundary; LineMap LinesOnBoundary; TriangleMap TrianglesOnBoundary; *out << Verbose(1) << "Finding all boundary points." << endl; Boundaries *BoundaryPoints = new Boundaries[NDIM]; // first is alpha, second is (r, nr) BoundariesTestPair BoundaryTestPair; Vector AxisVector, AngleReferenceVector, AngleReferenceNormalVector; double radius, angle; // 3a. Go through every axis for (int axis = 0; axis < NDIM; axis++) { AxisVector.Zero(); AngleReferenceVector.Zero(); AngleReferenceNormalVector.Zero(); AxisVector.x[axis] = 1.; AngleReferenceVector.x[(axis + 1) % NDIM] = 1.; AngleReferenceNormalVector.x[(axis + 2) % NDIM] = 1.; // *out << Verbose(1) << "Axisvector is "; // AxisVector.Output(out); // *out << " and AngleReferenceVector is "; // AngleReferenceVector.Output(out); // *out << "." << endl; // *out << " and AngleReferenceNormalVector is "; // AngleReferenceNormalVector.Output(out); // *out << "." << endl; // 3b. construct set of all points, transformed into cylindrical system and with left and right neighbours Walker = mol->start; while (Walker->next != mol->end) { Walker = Walker->next; Vector ProjectedVector; ProjectedVector.CopyVector(&Walker->x); ProjectedVector.ProjectOntoPlane(&AxisVector); // correct for negative side //if (Projection(y) < 0) //angle = 2.*M_PI - angle; radius = ProjectedVector.Norm(); if (fabs(radius) > MYEPSILON) angle = ProjectedVector.Angle(&AngleReferenceVector); else angle = 0.; // otherwise it's a vector in Axis Direction and unimportant for boundary issues //*out << "Checking sign in quadrant : " << ProjectedVector.Projection(&AngleReferenceNormalVector) << "." << endl; if (ProjectedVector.Projection(&AngleReferenceNormalVector) > 0) { angle = 2. * M_PI - angle; } //*out << Verbose(2) << "Inserting " << *Walker << ": (r, alpha) = (" << radius << "," << angle << "): "; //ProjectedVector.Output(out); //*out << endl; BoundaryTestPair = BoundaryPoints[axis].insert(BoundariesPair(angle, DistancePair (radius, Walker))); if (BoundaryTestPair.second) { // successfully inserted } else { // same point exists, check first r, then distance of original vectors to center of gravity *out << Verbose(2) << "Encountered two vectors whose projection onto axis " << axis << " is equal: " << endl; *out << Verbose(2) << "Present vector: "; BoundaryTestPair.first->second.second->x.Output(out); *out << endl; *out << Verbose(2) << "New vector: "; Walker->x.Output(out); *out << endl; double tmp = ProjectedVector.Norm(); if (tmp > BoundaryTestPair.first->second.first) { BoundaryTestPair.first->second.first = tmp; BoundaryTestPair.first->second.second = Walker; *out << Verbose(2) << "Keeping new vector." << endl; } else if (tmp == BoundaryTestPair.first->second.first) { if (BoundaryTestPair.first->second.second->x.ScalarProduct( &BoundaryTestPair.first->second.second->x) < Walker->x.ScalarProduct(&Walker->x)) { // Norm() does a sqrt, which makes it a lot slower BoundaryTestPair.first->second.second = Walker; *out << Verbose(2) << "Keeping new vector." << endl; } else { *out << Verbose(2) << "Keeping present vector." << endl; } } else { *out << Verbose(2) << "Keeping present vector." << endl; } } } // printing all inserted for debugging // { // *out << Verbose(2) << "Printing list of candidates for axis " << axis << " which we have inserted so far." << endl; // int i=0; // for(Boundaries::iterator runner = BoundaryPoints[axis].begin(); runner != BoundaryPoints[axis].end(); runner++) { // if (runner != BoundaryPoints[axis].begin()) // *out << ", " << i << ": " << *runner->second.second; // else // *out << i << ": " << *runner->second.second; // i++; // } // *out << endl; // } // 3c. throw out points whose distance is less than the mean of left and right neighbours bool flag = false; do { // do as long as we still throw one out per round *out << Verbose(1) << "Looking for candidates to kick out by convex condition ... " << endl; flag = false; Boundaries::iterator left = BoundaryPoints[axis].end(); Boundaries::iterator right = BoundaryPoints[axis].end(); for (Boundaries::iterator runner = BoundaryPoints[axis].begin(); runner != BoundaryPoints[axis].end(); runner++) { // set neighbours correctly if (runner == BoundaryPoints[axis].begin()) { left = BoundaryPoints[axis].end(); } else { left = runner; } left--; right = runner; right++; if (right == BoundaryPoints[axis].end()) { right = BoundaryPoints[axis].begin(); } // check distance // construct the vector of each side of the triangle on the projected plane (defined by normal vector AxisVector) { Vector SideA, SideB, SideC, SideH; SideA.CopyVector(&left->second.second->x); SideA.ProjectOntoPlane(&AxisVector); // *out << "SideA: "; // SideA.Output(out); // *out << endl; SideB.CopyVector(&right->second.second->x); SideB.ProjectOntoPlane(&AxisVector); // *out << "SideB: "; // SideB.Output(out); // *out << endl; SideC.CopyVector(&left->second.second->x); SideC.SubtractVector(&right->second.second->x); SideC.ProjectOntoPlane(&AxisVector); // *out << "SideC: "; // SideC.Output(out); // *out << endl; SideH.CopyVector(&runner->second.second->x); SideH.ProjectOntoPlane(&AxisVector); // *out << "SideH: "; // SideH.Output(out); // *out << endl; // calculate each length double a = SideA.Norm(); //double b = SideB.Norm(); //double c = SideC.Norm(); double h = SideH.Norm(); // calculate the angles double alpha = SideA.Angle(&SideH); double beta = SideA.Angle(&SideC); double gamma = SideB.Angle(&SideH); double delta = SideC.Angle(&SideH); double MinDistance = a * sin(beta) / (sin(delta)) * (((alpha < M_PI / 2.) || (gamma < M_PI / 2.)) ? 1. : -1.); // *out << Verbose(2) << " I calculated: a = " << a << ", h = " << h << ", beta(" << left->second.second->Name << "," << left->second.second->Name << "-" << right->second.second->Name << ") = " << beta << ", delta(" << left->second.second->Name << "," << runner->second.second->Name << ") = " << delta << ", Min = " << MinDistance << "." << endl; //*out << Verbose(1) << "Checking CoG distance of runner " << *runner->second.second << " " << h << " against triangle's side length spanned by (" << *left->second.second << "," << *right->second.second << ") of " << MinDistance << "." << endl; if ((fabs(h / fabs(h) - MinDistance / fabs(MinDistance)) < MYEPSILON) && (h < MinDistance)) { // throw out point //*out << Verbose(1) << "Throwing out " << *runner->second.second << "." << endl; BoundaryPoints[axis].erase(runner); flag = true; } } } } while (flag); } return BoundaryPoints; } ; /** Determines greatest diameters of a cluster defined by its convex envelope. * Looks at lines parallel to one axis and where they intersect on the projected planes * \param *out output stream for debugging * \param *BoundaryPoints NDIM set of boundary points defining the convex envelope on each projected plane * \param *mol molecule structure representing the cluster * \param IsAngstroem whether we have angstroem or atomic units * \return NDIM array of the diameters */ double * GetDiametersOfCluster(ofstream *out, Boundaries *BoundaryPtr, molecule *mol, bool IsAngstroem) { // get points on boundary of NULL was given as parameter bool BoundaryFreeFlag = false; Boundaries *BoundaryPoints = BoundaryPtr; if (BoundaryPoints == NULL) { BoundaryFreeFlag = true; BoundaryPoints = GetBoundaryPoints(out, mol); } else { *out << Verbose(1) << "Using given boundary points set." << endl; } // determine biggest "diameter" of cluster for each axis Boundaries::iterator Neighbour, OtherNeighbour; double *GreatestDiameter = new double[NDIM]; for (int i = 0; i < NDIM; i++) GreatestDiameter[i] = 0.; double OldComponent, tmp, w1, w2; Vector DistanceVector, OtherVector; int component, Othercomponent; for (int axis = 0; axis < NDIM; axis++) { // regard each projected plane //*out << Verbose(1) << "Current axis is " << axis << "." << endl; for (int j = 0; j < 2; j++) { // and for both axis on the current plane component = (axis + j + 1) % NDIM; Othercomponent = (axis + 1 + ((j + 1) & 1)) % NDIM; //*out << Verbose(1) << "Current component is " << component << ", Othercomponent is " << Othercomponent << "." << endl; for (Boundaries::iterator runner = BoundaryPoints[axis].begin(); runner != BoundaryPoints[axis].end(); runner++) { //*out << Verbose(2) << "Current runner is " << *(runner->second.second) << "." << endl; // seek for the neighbours pair where the Othercomponent sign flips Neighbour = runner; Neighbour++; if (Neighbour == BoundaryPoints[axis].end()) // make it wrap around Neighbour = BoundaryPoints[axis].begin(); DistanceVector.CopyVector(&runner->second.second->x); DistanceVector.SubtractVector(&Neighbour->second.second->x); do { // seek for neighbour pair where it flips OldComponent = DistanceVector.x[Othercomponent]; Neighbour++; if (Neighbour == BoundaryPoints[axis].end()) // make it wrap around Neighbour = BoundaryPoints[axis].begin(); DistanceVector.CopyVector(&runner->second.second->x); DistanceVector.SubtractVector(&Neighbour->second.second->x); //*out << Verbose(3) << "OldComponent is " << OldComponent << ", new one is " << DistanceVector.x[Othercomponent] << "." << endl; } while ((runner != Neighbour) && (fabs(OldComponent / fabs( OldComponent) - DistanceVector.x[Othercomponent] / fabs( DistanceVector.x[Othercomponent])) < MYEPSILON)); // as long as sign does not flip if (runner != Neighbour) { OtherNeighbour = Neighbour; if (OtherNeighbour == BoundaryPoints[axis].begin()) // make it wrap around OtherNeighbour = BoundaryPoints[axis].end(); OtherNeighbour--; //*out << Verbose(2) << "The pair, where the sign of OtherComponent flips, is: " << *(Neighbour->second.second) << " and " << *(OtherNeighbour->second.second) << "." << endl; // now we have found the pair: Neighbour and OtherNeighbour OtherVector.CopyVector(&runner->second.second->x); OtherVector.SubtractVector(&OtherNeighbour->second.second->x); //*out << Verbose(2) << "Distances to Neighbour and OtherNeighbour are " << DistanceVector.x[component] << " and " << OtherVector.x[component] << "." << endl; //*out << Verbose(2) << "OtherComponents to Neighbour and OtherNeighbour are " << DistanceVector.x[Othercomponent] << " and " << OtherVector.x[Othercomponent] << "." << endl; // do linear interpolation between points (is exact) to extract exact intersection between Neighbour and OtherNeighbour w1 = fabs(OtherVector.x[Othercomponent]); w2 = fabs(DistanceVector.x[Othercomponent]); tmp = fabs((w1 * DistanceVector.x[component] + w2 * OtherVector.x[component]) / (w1 + w2)); // mark if it has greater diameter //*out << Verbose(2) << "Comparing current greatest " << GreatestDiameter[component] << " to new " << tmp << "." << endl; GreatestDiameter[component] = (GreatestDiameter[component] > tmp) ? GreatestDiameter[component] : tmp; } //else //*out << Verbose(2) << "Saw no sign flip, probably top or bottom node." << endl; } } } *out << Verbose(0) << "RESULT: The biggest diameters are " << GreatestDiameter[0] << " and " << GreatestDiameter[1] << " and " << GreatestDiameter[2] << " " << (IsAngstroem ? "angstrom" : "atomiclength") << "." << endl; // free reference lists if (BoundaryFreeFlag) delete[] (BoundaryPoints); return GreatestDiameter; } ; /* * This function creates the tecplot file, displaying the tesselation of the hull. * \param *out output stream for debugging * \param *tecplot output stream for tecplot data * \param N arbitrary number to differentiate various zones in the tecplot format */ void write_tecplot_file(ofstream *out, ofstream *tecplot, class Tesselation *TesselStruct, class molecule *mol, int N) { if (tecplot != NULL) { *tecplot << "TITLE = \"3D CONVEX SHELL\"" << endl; *tecplot << "VARIABLES = \"X\" \"Y\" \"Z\"" << endl; *tecplot << "ZONE T=\"TRIANGLES" << N << "\", N=" << TesselStruct->PointsOnBoundaryCount << ", E=" << TesselStruct->TrianglesOnBoundaryCount << ", DATAPACKING=POINT, ZONETYPE=FETRIANGLE" << endl; int *LookupList = new int[mol->AtomCount]; for (int i = 0; i < mol->AtomCount; i++) LookupList[i] = -1; // print atom coordinates *out << Verbose(2) << "The following triangles were created:"; int Counter = 1; atom *Walker = NULL; for (PointMap::iterator target = TesselStruct->PointsOnBoundary.begin(); target != TesselStruct->PointsOnBoundary.end(); target++) { Walker = target->second->node; LookupList[Walker->nr] = Counter++; *tecplot << Walker->x.x[0] << " " << Walker->x.x[1] << " " << Walker->x.x[2] << " " << endl; } *tecplot << endl; // print connectivity for (TriangleMap::iterator runner = TesselStruct->TrianglesOnBoundary.begin(); runner != TesselStruct->TrianglesOnBoundary.end(); runner++) { *out << " " << runner->second->endpoints[0]->node->Name << "<->" << runner->second->endpoints[1]->node->Name << "<->" << runner->second->endpoints[2]->node->Name; *tecplot << LookupList[runner->second->endpoints[0]->node->nr] << " " << LookupList[runner->second->endpoints[1]->node->nr] << " " << LookupList[runner->second->endpoints[2]->node->nr] << endl; } delete[] (LookupList); *out << endl; } } /** Determines the volume of a cluster. * Determines first the convex envelope, then tesselates it and calculates its volume. * \param *out output stream for debugging * \param *tecplot output stream for tecplot data * \param *configuration needed for path to store convex envelope file * \param *BoundaryPoints NDIM set of boundary points on the projected plane per axis, on return if desired * \param *mol molecule structure representing the cluster * \return determined volume of the cluster in cubed config:GetIsAngstroem() */ double VolumeOfConvexEnvelope(ofstream *out, ofstream *tecplot, config *configuration, Boundaries *BoundaryPtr, molecule *mol) { bool IsAngstroem = configuration->GetIsAngstroem(); atom *Walker = NULL; struct Tesselation *TesselStruct = new Tesselation; bool BoundaryFreeFlag = false; Boundaries *BoundaryPoints = BoundaryPtr; double volume = 0.; double PyramidVolume = 0.; double G, h; Vector x, y; double a, b, c; //Find_non_convex_border(out, tecplot, *TesselStruct, mol); // Is now called from command line. // 1. calculate center of gravity *out << endl; Vector *CenterOfGravity = mol->DetermineCenterOfGravity(out); // 2. translate all points into CoG *out << Verbose(1) << "Translating system to Center of Gravity." << endl; Walker = mol->start; while (Walker->next != mol->end) { Walker = Walker->next; Walker->x.Translate(CenterOfGravity); } // 3. Find all points on the boundary if (BoundaryPoints == NULL) { BoundaryFreeFlag = true; BoundaryPoints = GetBoundaryPoints(out, mol); } else { *out << Verbose(1) << "Using given boundary points set." << endl; } // 4. fill the boundary point list for (int axis = 0; axis < NDIM; axis++) for (Boundaries::iterator runner = BoundaryPoints[axis].begin(); runner != BoundaryPoints[axis].end(); runner++) { TesselStruct->AddPoint(runner->second.second); } *out << Verbose(2) << "I found " << TesselStruct->PointsOnBoundaryCount << " points on the convex boundary." << endl; // now we have the whole set of edge points in the BoundaryList // listing for debugging // *out << Verbose(1) << "Listing PointsOnBoundary:"; // for(PointMap::iterator runner = PointsOnBoundary.begin(); runner != PointsOnBoundary.end(); runner++) { // *out << " " << *runner->second; // } // *out << endl; // 5a. guess starting triangle TesselStruct->GuessStartingTriangle(out); // 5b. go through all lines, that are not yet part of two triangles (only of one so far) TesselStruct->TesselateOnBoundary(out, configuration, mol); *out << Verbose(2) << "I created " << TesselStruct->TrianglesOnBoundaryCount << " triangles with " << TesselStruct->LinesOnBoundaryCount << " lines and " << TesselStruct->PointsOnBoundaryCount << " points." << endl; // 6a. Every triangle forms a pyramid with the center of gravity as its peak, sum up the volumes *out << Verbose(1) << "Calculating the volume of the pyramids formed out of triangles and center of gravity." << endl; for (TriangleMap::iterator runner = TesselStruct->TrianglesOnBoundary.begin(); runner != TesselStruct->TrianglesOnBoundary.end(); runner++) { // go through every triangle, calculate volume of its pyramid with CoG as peak x.CopyVector(&runner->second->endpoints[0]->node->x); x.SubtractVector(&runner->second->endpoints[1]->node->x); y.CopyVector(&runner->second->endpoints[0]->node->x); y.SubtractVector(&runner->second->endpoints[2]->node->x); a = sqrt(runner->second->endpoints[0]->node->x.Distance( &runner->second->endpoints[1]->node->x)); b = sqrt(runner->second->endpoints[0]->node->x.Distance( &runner->second->endpoints[2]->node->x)); c = sqrt(runner->second->endpoints[2]->node->x.Distance( &runner->second->endpoints[1]->node->x)); G = sqrt(((a * a + b * b + c * c) * (a * a + b * b + c * c) - 2 * (a * a * a * a + b * b * b * b + c * c * c * c)) / 16.); // area of tesselated triangle x.MakeNormalVector(&runner->second->endpoints[0]->node->x, &runner->second->endpoints[1]->node->x, &runner->second->endpoints[2]->node->x); x.Scale(runner->second->endpoints[1]->node->x.Projection(&x)); h = x.Norm(); // distance of CoG to triangle PyramidVolume = (1. / 3.) * G * h; // this formula holds for _all_ pyramids (independent of n-edge base or (not) centered peak) *out << Verbose(2) << "Area of triangle is " << G << " " << (IsAngstroem ? "angstrom" : "atomiclength") << "^2, height is " << h << " and the volume is " << PyramidVolume << " " << (IsAngstroem ? "angstrom" : "atomiclength") << "^3." << endl; volume += PyramidVolume; } *out << Verbose(0) << "RESULT: The summed volume is " << setprecision(10) << volume << " " << (IsAngstroem ? "angstrom" : "atomiclength") << "^3." << endl; // 7. translate all points back from CoG *out << Verbose(1) << "Translating system back from Center of Gravity." << endl; CenterOfGravity->Scale(-1); Walker = mol->start; while (Walker->next != mol->end) { Walker = Walker->next; Walker->x.Translate(CenterOfGravity); } // 8. Store triangles in tecplot file write_tecplot_file(out, tecplot, TesselStruct, mol, 0); // free reference lists if (BoundaryFreeFlag) delete[] (BoundaryPoints); return volume; } ; /** Creates multiples of the by \a *mol given cluster and suspends them in water with a given final density. * We get cluster volume by VolumeOfConvexEnvelope() and its diameters by GetDiametersOfCluster() * \param *out output stream for debugging * \param *configuration needed for path to store convex envelope file * \param *mol molecule structure representing the cluster * \param ClusterVolume guesstimated cluster volume, if equal 0 we used VolumeOfConvexEnvelope() instead. * \param celldensity desired average density in final cell */ void PrepareClustersinWater(ofstream *out, config *configuration, molecule *mol, double ClusterVolume, double celldensity) { // transform to PAS mol->PrincipalAxisSystem(out, true); // some preparations beforehand bool IsAngstroem = configuration->GetIsAngstroem(); Boundaries *BoundaryPoints = GetBoundaryPoints(out, mol); double clustervolume; if (ClusterVolume == 0) clustervolume = VolumeOfConvexEnvelope(out, NULL, configuration, BoundaryPoints, mol); else clustervolume = ClusterVolume; double *GreatestDiameter = GetDiametersOfCluster(out, BoundaryPoints, mol, IsAngstroem); Vector BoxLengths; int repetition[NDIM] = { 1, 1, 1 }; int TotalNoClusters = 1; for (int i = 0; i < NDIM; i++) TotalNoClusters *= repetition[i]; // sum up the atomic masses double totalmass = 0.; atom *Walker = mol->start; while (Walker->next != mol->end) { Walker = Walker->next; totalmass += Walker->type->mass; } *out << Verbose(0) << "RESULT: The summed mass is " << setprecision(10) << totalmass << " atomicmassunit." << endl; *out << Verbose(0) << "RESULT: The average density is " << setprecision(10) << totalmass / clustervolume << " atomicmassunit/" << (IsAngstroem ? "angstrom" : "atomiclength") << "^3." << endl; // solve cubic polynomial *out << Verbose(1) << "Solving equidistant suspension in water problem ..." << endl; double cellvolume; if (IsAngstroem) cellvolume = (TotalNoClusters * totalmass / SOLVENTDENSITY_A - (totalmass / clustervolume)) / (celldensity - 1); else cellvolume = (TotalNoClusters * totalmass / SOLVENTDENSITY_a0 - (totalmass / clustervolume)) / (celldensity - 1); *out << Verbose(1) << "Cellvolume needed for a density of " << celldensity << " g/cm^3 is " << cellvolume << " " << (IsAngstroem ? "angstrom" : "atomiclength") << "^3." << endl; double minimumvolume = TotalNoClusters * (GreatestDiameter[0] * GreatestDiameter[1] * GreatestDiameter[2]); *out << Verbose(1) << "Minimum volume of the convex envelope contained in a rectangular box is " << minimumvolume << " atomicmassunit/" << (IsAngstroem ? "angstrom" : "atomiclength") << "^3." << endl; if (minimumvolume > cellvolume) { cerr << Verbose(0) << "ERROR: the containing box already has a greater volume than the envisaged cell volume!" << endl; cout << Verbose(0) << "Setting Box dimensions to minimum possible, the greatest diameters." << endl; for (int i = 0; i < NDIM; i++) BoxLengths.x[i] = GreatestDiameter[i]; mol->CenterEdge(out, &BoxLengths); } else { BoxLengths.x[0] = (repetition[0] * GreatestDiameter[0] + repetition[1] * GreatestDiameter[1] + repetition[2] * GreatestDiameter[2]); BoxLengths.x[1] = (repetition[0] * repetition[1] * GreatestDiameter[0] * GreatestDiameter[1] + repetition[0] * repetition[2] * GreatestDiameter[0] * GreatestDiameter[2] + repetition[1] * repetition[2] * GreatestDiameter[1] * GreatestDiameter[2]); BoxLengths.x[2] = minimumvolume - cellvolume; double x0 = 0., x1 = 0., x2 = 0.; if (gsl_poly_solve_cubic(BoxLengths.x[0], BoxLengths.x[1], BoxLengths.x[2], &x0, &x1, &x2) == 1) // either 1 or 3 on return *out << Verbose(0) << "RESULT: The resulting spacing is: " << x0 << " ." << endl; else { *out << Verbose(0) << "RESULT: The resulting spacings are: " << x0 << " and " << x1 << " and " << x2 << " ." << endl; x0 = x2; // sorted in ascending order } cellvolume = 1; for (int i = 0; i < NDIM; i++) { BoxLengths.x[i] = repetition[i] * (x0 + GreatestDiameter[i]); cellvolume *= BoxLengths.x[i]; } // set new box dimensions *out << Verbose(0) << "Translating to box with these boundaries." << endl; mol->CenterInBox((ofstream *) &cout, &BoxLengths); } // update Box of atoms by boundary mol->SetBoxDimension(&BoxLengths); *out << Verbose(0) << "RESULT: The resulting cell dimensions are: " << BoxLengths.x[0] << " and " << BoxLengths.x[1] << " and " << BoxLengths.x[2] << " with total volume of " << cellvolume << " " << (IsAngstroem ? "angstrom" : "atomiclength") << "^3." << endl; } ; // =========================================================== class TESSELATION =========================================== /** Constructor of class Tesselation. */ Tesselation::Tesselation() { PointsOnBoundaryCount = 0; LinesOnBoundaryCount = 0; TrianglesOnBoundaryCount = 0; TriangleFilesWritten = 0; } ; /** Constructor of class Tesselation. * We have to free all points, lines and triangles. */ Tesselation::~Tesselation() { cout << Verbose(1) << "Free'ing TesselStruct ... " << endl; for (TriangleMap::iterator runner = TrianglesOnBoundary.begin(); runner != TrianglesOnBoundary.end(); runner++) { delete (runner->second); } } ; /** Gueses first starting triangle of the convex envelope. * We guess the starting triangle by taking the smallest distance between two points and looking for a fitting third. * \param *out output stream for debugging * \param PointsOnBoundary set of boundary points defining the convex envelope of the cluster */ void Tesselation::GuessStartingTriangle(ofstream *out) { // 4b. create a starting triangle // 4b1. create all distances DistanceMultiMap DistanceMMap; double distance, tmp; Vector PlaneVector, TrialVector; PointMap::iterator A, B, C; // three nodes of the first triangle A = PointsOnBoundary.begin(); // the first may be chosen arbitrarily // with A chosen, take each pair B,C and sort if (A != PointsOnBoundary.end()) { B = A; B++; for (; B != PointsOnBoundary.end(); B++) { C = B; C++; for (; C != PointsOnBoundary.end(); C++) { tmp = A->second->node->x.Distance(&B->second->node->x); distance = tmp * tmp; tmp = A->second->node->x.Distance(&C->second->node->x); distance += tmp * tmp; tmp = B->second->node->x.Distance(&C->second->node->x); distance += tmp * tmp; DistanceMMap.insert(DistanceMultiMapPair(distance, pair< PointMap::iterator, PointMap::iterator> (B, C))); } } } // // listing distances // *out << Verbose(1) << "Listing DistanceMMap:"; // for(DistanceMultiMap::iterator runner = DistanceMMap.begin(); runner != DistanceMMap.end(); runner++) { // *out << " " << runner->first << "(" << *runner->second.first->second << ", " << *runner->second.second->second << ")"; // } // *out << endl; // 4b2. pick three baselines forming a triangle // 1. we take from the smallest sum of squared distance as the base line BC (with peak A) onward as the triangle candidate DistanceMultiMap::iterator baseline = DistanceMMap.begin(); for (; baseline != DistanceMMap.end(); baseline++) { // we take from the smallest sum of squared distance as the base line BC (with peak A) onward as the triangle candidate // 2. next, we have to check whether all points reside on only one side of the triangle // 3. construct plane vector PlaneVector.MakeNormalVector(&A->second->node->x, &baseline->second.first->second->node->x, &baseline->second.second->second->node->x); *out << Verbose(2) << "Plane vector of candidate triangle is "; PlaneVector.Output(out); *out << endl; // 4. loop over all points double sign = 0.; PointMap::iterator checker = PointsOnBoundary.begin(); for (; checker != PointsOnBoundary.end(); checker++) { // (neglecting A,B,C) if ((checker == A) || (checker == baseline->second.first) || (checker == baseline->second.second)) continue; // 4a. project onto plane vector TrialVector.CopyVector(&checker->second->node->x); TrialVector.SubtractVector(&A->second->node->x); distance = TrialVector.Projection(&PlaneVector); if (fabs(distance) < 1e-4) // we need to have a small epsilon around 0 which is still ok continue; *out << Verbose(3) << "Projection of " << checker->second->node->Name << " yields distance of " << distance << "." << endl; tmp = distance / fabs(distance); // 4b. Any have different sign to than before? (i.e. would lie outside convex hull with this starting triangle) if ((sign != 0) && (tmp != sign)) { // 4c. If so, break 4. loop and continue with next candidate in 1. loop *out << Verbose(2) << "Current candidates: " << A->second->node->Name << "," << baseline->second.first->second->node->Name << "," << baseline->second.second->second->node->Name << " leave " << checker->second->node->Name << " outside the convex hull." << endl; break; } else { // note the sign for later *out << Verbose(2) << "Current candidates: " << A->second->node->Name << "," << baseline->second.first->second->node->Name << "," << baseline->second.second->second->node->Name << " leave " << checker->second->node->Name << " inside the convex hull." << endl; sign = tmp; } // 4d. Check whether the point is inside the triangle (check distance to each node tmp = checker->second->node->x.Distance(&A->second->node->x); int innerpoint = 0; if ((tmp < A->second->node->x.Distance( &baseline->second.first->second->node->x)) && (tmp < A->second->node->x.Distance( &baseline->second.second->second->node->x))) innerpoint++; tmp = checker->second->node->x.Distance( &baseline->second.first->second->node->x); if ((tmp < baseline->second.first->second->node->x.Distance( &A->second->node->x)) && (tmp < baseline->second.first->second->node->x.Distance( &baseline->second.second->second->node->x))) innerpoint++; tmp = checker->second->node->x.Distance( &baseline->second.second->second->node->x); if ((tmp < baseline->second.second->second->node->x.Distance( &baseline->second.first->second->node->x)) && (tmp < baseline->second.second->second->node->x.Distance( &A->second->node->x))) innerpoint++; // 4e. If so, break 4. loop and continue with next candidate in 1. loop if (innerpoint == 3) break; } // 5. come this far, all on same side? Then break 1. loop and construct triangle if (checker == PointsOnBoundary.end()) { *out << "Looks like we have a candidate!" << endl; break; } } if (baseline != DistanceMMap.end()) { BPS[0] = baseline->second.first->second; BPS[1] = baseline->second.second->second; BLS[0] = new class BoundaryLineSet(BPS, LinesOnBoundaryCount); BPS[0] = A->second; BPS[1] = baseline->second.second->second; BLS[1] = new class BoundaryLineSet(BPS, LinesOnBoundaryCount); BPS[0] = baseline->second.first->second; BPS[1] = A->second; BLS[2] = new class BoundaryLineSet(BPS, LinesOnBoundaryCount); // 4b3. insert created triangle BTS = new class BoundaryTriangleSet(BLS, TrianglesOnBoundaryCount); TrianglesOnBoundary.insert(TrianglePair(TrianglesOnBoundaryCount, BTS)); TrianglesOnBoundaryCount++; for (int i = 0; i < NDIM; i++) { LinesOnBoundary.insert(LinePair(LinesOnBoundaryCount, BTS->lines[i])); LinesOnBoundaryCount++; } *out << Verbose(1) << "Starting triangle is " << *BTS << "." << endl; } else { *out << Verbose(1) << "No starting triangle found." << endl; exit(255); } } ; /** Tesselates the convex envelope of a cluster from a single starting triangle. * The starting triangle is made out of three baselines. Each line in the final tesselated cluster may belong to at most * 2 triangles. Hence, we go through all current lines: * -# if the lines contains to only one triangle * -# We search all points in the boundary * -# if the triangle with the baseline and the current point has the smallest of angles (comparison between normal vectors * -# if the triangle is in forward direction of the baseline (at most 90 degrees angle between vector orthogonal to * baseline in triangle plane pointing out of the triangle and normal vector of new triangle) * -# then we have a new triangle, whose baselines we again add (or increase their TriangleCount) * \param *out output stream for debugging * \param *configuration for IsAngstroem * \param *mol the cluster as a molecule structure */ void Tesselation::TesselateOnBoundary(ofstream *out, config *configuration, molecule *mol) { bool flag; PointMap::iterator winner; class BoundaryPointSet *peak = NULL; double SmallestAngle, TempAngle; Vector NormalVector, VirtualNormalVector, CenterVector, TempVector, PropagationVector; LineMap::iterator LineChecker[2]; do { flag = false; for (LineMap::iterator baseline = LinesOnBoundary.begin(); baseline != LinesOnBoundary.end(); baseline++) if (baseline->second->TrianglesCount == 1) { *out << Verbose(2) << "Current baseline is between " << *(baseline->second) << "." << endl; // 5a. go through each boundary point if not _both_ edges between either endpoint of the current line and this point exist (and belong to 2 triangles) SmallestAngle = M_PI; BTS = baseline->second->triangles.begin()->second; // there is only one triangle so far // get peak point with respect to this base line's only triangle for (int i = 0; i < 3; i++) if ((BTS->endpoints[i] != baseline->second->endpoints[0]) && (BTS->endpoints[i] != baseline->second->endpoints[1])) peak = BTS->endpoints[i]; *out << Verbose(3) << " and has peak " << *peak << "." << endl; // normal vector of triangle BTS->GetNormalVector(NormalVector); *out << Verbose(4) << "NormalVector of base triangle is "; NormalVector.Output(out); *out << endl; // offset to center of triangle CenterVector.Zero(); for (int i = 0; i < 3; i++) CenterVector.AddVector(&BTS->endpoints[i]->node->x); CenterVector.Scale(1. / 3.); *out << Verbose(4) << "CenterVector of base triangle is "; CenterVector.Output(out); *out << endl; // vector in propagation direction (out of triangle) // project center vector onto triangle plane (points from intersection plane-NormalVector to plane-CenterVector intersection) TempVector.CopyVector(&baseline->second->endpoints[0]->node->x); TempVector.SubtractVector(&baseline->second->endpoints[1]->node->x); PropagationVector.MakeNormalVector(&TempVector, &NormalVector); TempVector.CopyVector(&CenterVector); TempVector.SubtractVector(&baseline->second->endpoints[0]->node->x); // TempVector is vector on triangle plane pointing from one baseline egde towards center! //*out << Verbose(2) << "Projection of propagation onto temp: " << PropagationVector.Projection(&TempVector) << "." << endl; if (PropagationVector.Projection(&TempVector) > 0) // make sure normal propagation vector points outward from baseline PropagationVector.Scale(-1.); *out << Verbose(4) << "PropagationVector of base triangle is "; PropagationVector.Output(out); *out << endl; winner = PointsOnBoundary.end(); for (PointMap::iterator target = PointsOnBoundary.begin(); target != PointsOnBoundary.end(); target++) if ((target->second != baseline->second->endpoints[0]) && (target->second != baseline->second->endpoints[1])) { // don't take the same endpoints *out << Verbose(3) << "Target point is " << *(target->second) << ":"; bool continueflag = true; VirtualNormalVector.CopyVector( &baseline->second->endpoints[0]->node->x); VirtualNormalVector.AddVector( &baseline->second->endpoints[0]->node->x); VirtualNormalVector.Scale(-1. / 2.); // points now to center of base line VirtualNormalVector.AddVector(&target->second->node->x); // points from center of base line to target TempAngle = VirtualNormalVector.Angle(&PropagationVector); continueflag = continueflag && (TempAngle < (M_PI/2.)); // no bends bigger than Pi/2 (90 degrees) if (!continueflag) { *out << Verbose(4) << "Angle between propagation direction and base line to " << *(target->second) << " is " << TempAngle << ", bad direction!" << endl; continue; } else *out << Verbose(4) << "Angle between propagation direction and base line to " << *(target->second) << " is " << TempAngle << ", good direction!" << endl; LineChecker[0] = baseline->second->endpoints[0]->lines.find( target->first); LineChecker[1] = baseline->second->endpoints[1]->lines.find( target->first); // if (LineChecker[0] != baseline->second->endpoints[0]->lines.end()) // *out << Verbose(4) << *(baseline->second->endpoints[0]) << " has line " << *(LineChecker[0]->second) << " to " << *(target->second) << " as endpoint with " << LineChecker[0]->second->TrianglesCount << " triangles." << endl; // else // *out << Verbose(4) << *(baseline->second->endpoints[0]) << " has no line to " << *(target->second) << " as endpoint." << endl; // if (LineChecker[1] != baseline->second->endpoints[1]->lines.end()) // *out << Verbose(4) << *(baseline->second->endpoints[1]) << " has line " << *(LineChecker[1]->second) << " to " << *(target->second) << " as endpoint with " << LineChecker[1]->second->TrianglesCount << " triangles." << endl; // else // *out << Verbose(4) << *(baseline->second->endpoints[1]) << " has no line to " << *(target->second) << " as endpoint." << endl; // check first endpoint (if any connecting line goes to target or at least not more than 1) continueflag = continueflag && (((LineChecker[0] == baseline->second->endpoints[0]->lines.end()) || (LineChecker[0]->second->TrianglesCount == 1))); if (!continueflag) { *out << Verbose(4) << *(baseline->second->endpoints[0]) << " has line " << *(LineChecker[0]->second) << " to " << *(target->second) << " as endpoint with " << LineChecker[0]->second->TrianglesCount << " triangles." << endl; continue; } // check second endpoint (if any connecting line goes to target or at least not more than 1) continueflag = continueflag && (((LineChecker[1] == baseline->second->endpoints[1]->lines.end()) || (LineChecker[1]->second->TrianglesCount == 1))); if (!continueflag) { *out << Verbose(4) << *(baseline->second->endpoints[1]) << " has line " << *(LineChecker[1]->second) << " to " << *(target->second) << " as endpoint with " << LineChecker[1]->second->TrianglesCount << " triangles." << endl; continue; } // check whether the envisaged triangle does not already exist (if both lines exist and have same endpoint) continueflag = continueflag && (!(((LineChecker[0] != baseline->second->endpoints[0]->lines.end()) && (LineChecker[1] != baseline->second->endpoints[1]->lines.end()) && (GetCommonEndpoint(LineChecker[0]->second, LineChecker[1]->second) == peak)))); if (!continueflag) { *out << Verbose(4) << "Current target is peak!" << endl; continue; } // in case NOT both were found if (continueflag) { // create virtually this triangle, get its normal vector, calculate angle flag = true; VirtualNormalVector.MakeNormalVector( &baseline->second->endpoints[0]->node->x, &baseline->second->endpoints[1]->node->x, &target->second->node->x); // make it always point inward if (baseline->second->endpoints[0]->node->x.Projection( &VirtualNormalVector) > 0) VirtualNormalVector.Scale(-1.); // calculate angle TempAngle = NormalVector.Angle(&VirtualNormalVector); *out << Verbose(4) << "NormalVector is "; VirtualNormalVector.Output(out); *out << " and the angle is " << TempAngle << "." << endl; if (SmallestAngle > TempAngle) { // set to new possible winner SmallestAngle = TempAngle; winner = target; } } } // 5b. The point of the above whose triangle has the greatest angle with the triangle the current line belongs to (it only belongs to one, remember!): New triangle if (winner != PointsOnBoundary.end()) { *out << Verbose(2) << "Winning target point is " << *(winner->second) << " with angle " << SmallestAngle << "." << endl; // create the lins of not yet present BLS[0] = baseline->second; // 5c. add lines to the line set if those were new (not yet part of a triangle), delete lines that belong to two triangles) LineChecker[0] = baseline->second->endpoints[0]->lines.find( winner->first); LineChecker[1] = baseline->second->endpoints[1]->lines.find( winner->first); if (LineChecker[0] == baseline->second->endpoints[0]->lines.end()) { // create BPS[0] = baseline->second->endpoints[0]; BPS[1] = winner->second; BLS[1] = new class BoundaryLineSet(BPS, LinesOnBoundaryCount); LinesOnBoundary.insert(LinePair(LinesOnBoundaryCount, BLS[1])); LinesOnBoundaryCount++; } else BLS[1] = LineChecker[0]->second; if (LineChecker[1] == baseline->second->endpoints[1]->lines.end()) { // create BPS[0] = baseline->second->endpoints[1]; BPS[1] = winner->second; BLS[2] = new class BoundaryLineSet(BPS, LinesOnBoundaryCount); LinesOnBoundary.insert(LinePair(LinesOnBoundaryCount, BLS[2])); LinesOnBoundaryCount++; } else BLS[2] = LineChecker[1]->second; BTS = new class BoundaryTriangleSet(BLS, TrianglesOnBoundaryCount); TrianglesOnBoundary.insert(TrianglePair( TrianglesOnBoundaryCount, BTS)); TrianglesOnBoundaryCount++; } else { *out << Verbose(1) << "I could not determine a winner for this baseline " << *(baseline->second) << "." << endl; } // 5d. If the set of lines is not yet empty, go to 5. and continue } else *out << Verbose(2) << "Baseline candidate " << *(baseline->second) << " has a triangle count of " << baseline->second->TrianglesCount << "." << endl; } while (flag); } ; /** Adds an atom to the tesselation::PointsOnBoundary list. * \param *Walker atom to add */ void Tesselation::AddPoint(atom *Walker) { PointTestPair InsertUnique; BPS[0] = new class BoundaryPointSet(Walker); InsertUnique = PointsOnBoundary.insert(PointPair(Walker->nr, BPS[0])); if (InsertUnique.second) // if new point was not present before, increase counter PointsOnBoundaryCount++; } ; /** Adds point to Tesselation::PointsOnBoundary if not yet present. * Tesselation::TPS is set to either this new BoundaryPointSet or to the existing one of not unique. * @param Candidate point to add * @param n index for this point in Tesselation::TPS array */ void Tesselation::AddTrianglePoint(atom* Candidate, int n) { PointTestPair InsertUnique; TPS[n] = new class BoundaryPointSet(Candidate); InsertUnique = PointsOnBoundary.insert(PointPair(Candidate->nr, TPS[n])); if (InsertUnique.second) // if new point was not present before, increase counter { PointsOnBoundaryCount++; } else { delete TPS[n]; cout << Verbose(2) << "Atom " << *((InsertUnique.first)->second->node) << " gibt's schon in der PointMap." << endl; TPS[n] = (InsertUnique.first)->second; } } ; /** Function tries to add line from current Points in BPS to BoundaryLineSet. * If succesful it raises the line count and inserts the new line into the BLS, * if unsuccesful, it writes the line which had been present into the BLS, deleting the new constructed one. * @param *a first endpoint * @param *b second endpoint * @param n index of Tesselation::BLS giving the line with both endpoints */ void Tesselation::AddTriangleLine(class BoundaryPointSet *a, class BoundaryPointSet *b, int n) { LineMap::iterator LineWalker; //cout << "Manually checking endpoints for line." << endl; if ((a->lines.find(b->node->nr))->first == b->node->nr) //If a line is there, how do I recognize that beyond a shadow of a doubt? { //cout << Verbose(2) << "Line exists already, retrieving it from LinesOnBoundarySet" << endl; LineWalker = LinesOnBoundary.end(); LineWalker--; while (LineWalker->second->endpoints[0]->node->nr != min(a->node->nr, b->node->nr) or LineWalker->second->endpoints[1]->node->nr != max( a->node->nr, b->node->nr)) { //cout << Verbose(1) << "Looking for line which already exists"<< endl; LineWalker--; } BPS[0] = LineWalker->second->endpoints[0]; BPS[1] = LineWalker->second->endpoints[1]; BLS[n] = LineWalker->second; } else { cout << Verbose(2) << "Adding line which has not been used before between " << *(a->node) << " and " << *(b->node) << "." << endl; BPS[0] = a; BPS[1] = b; BLS[n] = new class BoundaryLineSet(BPS, LinesOnBoundaryCount); LinesOnBoundary.insert(LinePair(LinesOnBoundaryCount, BLS[n])); LinesOnBoundaryCount++; } } ; /** Function tries to add Triangle just created to Triangle and remarks if already existent (Failure of algorithm). * Furthermore it adds the triangle to all of its lines, in order to recognize those which are saturated later. */ void Tesselation::AddTriangleToLines() { cout << Verbose(1) << "Adding triangle to its lines" << endl; int i = 0; TrianglesOnBoundary.insert(TrianglePair(TrianglesOnBoundaryCount, BTS)); TrianglesOnBoundaryCount++; /* * this is apparently done when constructing triangle for (i=0; i<3; i++) { BLS[i]->AddTriangle(BTS); } */ } ; /** * Function returns center of sphere with RADIUS, which rests on points a, b, c * @param Center this vector will be used for return * @param a vector first point of triangle * @param b vector second point of triangle * @param c vector third point of triangle * @param Direction vector indicates up/down * @param Halfplaneindicator double indicates whether Direction is up or down * @param alpha double angle at a * @param beta double, angle at b * @param gamma, double, angle at c * @param Radius, double * @param Umkreisradius double radius of circumscribing circle */ void Get_center_of_sphere(Vector* Center, Vector a, Vector b, Vector c, Vector* Direction, double HalfplaneIndicator, double alpha, double beta, double gamma, double RADIUS, double Umkreisradius) { Vector TempNormal, helper; double Restradius; *Center = a * sin(2.*alpha) + b * sin(2.*beta) + c * sin(2.*gamma) ; Center->Scale(1/(sin(2*alpha) + sin(2*beta) + sin(2*gamma))); // Here we calculated center of circumscribing circle, using barycentric coordinates TempNormal.CopyVector(&a); TempNormal.SubtractVector(&b); helper.CopyVector(&a); helper.SubtractVector(&c); TempNormal.VectorProduct(&helper); if (TempNormal.ScalarProduct(Direction)<0 && HalfplaneIndicator >0 || TempNormal.ScalarProduct(Direction)>0 && HalfplaneIndicator<0) { TempNormal.Scale(-1); } TempNormal.Normalize(); Restradius = sqrt(RADIUS*RADIUS - Umkreisradius*Umkreisradius); TempNormal.Scale(Restradius); Center->AddVector(&TempNormal); } ; /** This recursive function finds a third point, to form a triangle with two given ones. * Two atoms are fixed, a candidate is supplied, additionally two vectors for direction distinction, a Storage area to \ * supply results to the calling function, the radius of the sphere which the triangle shall support and the molecule \ * upon which we operate. * If the candidate is more fitting to support the sphere than the already stored atom is, then we write its general \ * direction and angle into Storage. * We the determine the recursive level we have reached and if this is not on the threshold yet, call this function again, \ * with all neighbours of the candidate. * @param a first point * @param b second point * @param Candidate base point along whose bonds to start looking from * @param Parent point to avoid during search as its wrong direction * @param RecursionLevel contains current recursion depth * @param Chord baseline vector of first and second point * @param direction1 second in plane vector (along with \a Chord) of the triangle the baseline belongs to * @param OldNormal normal of the triangle which the baseline belongs to * @param ReferencePoint Vector of center of circumscribing circle from which we look towards center of sphere * @param Opt_Candidate candidate reference to return * @param Storage array containing two angles of current Opt_Candidate * @param RADIUS radius of ball * @param mol molecule structure with atoms and bonds */ void Find_next_suitable_point_via_Angle_of_Sphere(atom* a, atom* b, atom* Candidate, atom* Parent, int RecursionLevel, Vector *Chord, Vector *direction1, Vector *OldNormal, Vector ReferencePoint, atom*& Opt_Candidate, double *Storage, const double RADIUS, molecule* mol) { cout << Verbose(1) << "Candidate is "<< Candidate->nr << endl; cout << "ReferencePoint is " << ReferencePoint.x[0] << " "<< ReferencePoint.x[1] << " "<< ReferencePoint.x[2] << " "<< endl; /* OldNormal is normal vector on the old triangle * direction1 is normal on the triangle line, from which we come, as well as on OldNormal. * Chord points from b to a!!! */ Vector dif_a; //Vector from a to candidate Vector dif_b; //Vector from b to candidate Vector AngleCheck; Vector TempNormal, Umkreismittelpunkt; Vector Mittelpunkt; double CurrentEpsilon = 0.1; double alpha, beta, gamma, SideA, SideB, SideC, sign, Umkreisradius, Restradius, Distance; double BallAngle; atom *Walker; // variable atom point dif_a.CopyVector(&(a->x)); dif_a.SubtractVector(&(Candidate->x)); dif_b.CopyVector(&(b->x)); dif_b.SubtractVector(&(Candidate->x)); AngleCheck.CopyVector(&(Candidate->x)); AngleCheck.SubtractVector(&(a->x)); AngleCheck.ProjectOntoPlane(Chord); SideA = dif_b.Norm(); SideB = dif_a.Norm(); SideC = Chord->Norm(); //Chord->Scale(-1); alpha = Chord->Angle(&dif_a); beta = M_PI - Chord->Angle(&dif_b); gamma = dif_a.Angle(&dif_b); if (a != Candidate and b != Candidate) { Umkreisradius = SideA / 2.0 / sin(alpha); //cout << Umkreisradius << endl; //cout << SideB / 2.0 / sin(beta) << endl; //cout << SideC / 2.0 / sin(gamma) << endl; if (Umkreisradius < RADIUS) //Checking whether ball will at least rest on points. { sign = AngleCheck.ScalarProduct(direction1); sign /= fabs(sign); // +1 if in direction of triangle plane, -1 if in other direction... Get_center_of_sphere(&Mittelpunkt, (a->x), (b->x), (Candidate->x), OldNormal, sign, alpha, beta, gamma, RADIUS, Umkreisradius); AngleCheck.CopyVector(&ReferencePoint); AngleCheck.Scale(-1); cout << "AngleCheck is " << AngleCheck.x[0] << " "<< AngleCheck.x[1] << " "<< AngleCheck.x[2] << " "<< endl; AngleCheck.AddVector(&Mittelpunkt); cout << "AngleCheck is " << AngleCheck.x[0] << " "<< AngleCheck.x[1] << " "<< AngleCheck.x[2] << " "<< endl; BallAngle = AngleCheck.Angle(OldNormal); cout << "direction1 is " << direction1->x[0] <<" "<< direction1->x[1] <<" "<< direction1->x[2] <<" " << endl; cout << "AngleCheck is " << AngleCheck.x[0] << " "<< AngleCheck.x[1] << " "<< AngleCheck.x[2] << " "<< endl; sign = AngleCheck.ScalarProduct(direction1); sign /= fabs(sign); if (sign >0) { if (Storage[0]< -1.5) // first Candidate at all { cout << "Next better candidate is " << *Candidate << " with "; Opt_Candidate = Candidate; Storage[0] = sign; Storage[1] = BallAngle; cout << "Angle is " << Storage[1] << ", Halbraum ist " << Storage[0] << endl; } else { if ( Storage[1] > BallAngle) { cout << "Next better candidate is " << *Candidate << " with "; Opt_Candidate = Candidate; Storage[0] = sign; Storage[1] = BallAngle; cout << "Angle is " << Storage[1] << ", Halbraum ist " << Storage[0] << endl; } else { if (DEBUG) { cout << "Looses to better candidate" << endl; } } } } else { cout << "Refused due to sign which is " << sign << endl; } } else { if (DEBUG) { cout << "Doesn't satisfy requirements for circumscribing circle" << endl; } } } else { if (DEBUG) { cout << "identisch mit Ursprungslinie" << endl; } } if (RecursionLevel < 7) // Five is the recursion level threshold. { for (int i = 0; i < mol->NumberOfBondsPerAtom[Candidate->nr]; i++) // go through all bond { Walker = mol->ListOfBondsPerAtom[Candidate->nr][i]->GetOtherAtom( Candidate); if (Walker == Parent) { // don't go back the same bond continue; } else { Find_next_suitable_point_via_Angle_of_Sphere(a, b, Walker, Candidate, RecursionLevel + 1, Chord, direction1, OldNormal, ReferencePoint, Opt_Candidate, Storage, RADIUS, mol); //call function again } } } } ; /** This recursive function finds a third point, to form a triangle with two given ones. * Two atoms are fixed, a candidate is supplied, additionally two vectors for direction distinction, a Storage area to \ * supply results to the calling function, the radius of the sphere which the triangle shall support and the molecule \ * upon which we operate. * If the candidate is more fitting to support the sphere than the already stored atom is, then we write its general \ * direction and angle into Storage. * We the determine the recursive level we have reached and if this is not on the threshold yet, call this function again, \ * with all neighbours of the candidate. * @param a first point * @param b second point * @param Candidate base point along whose bonds to start looking from * @param Parent point to avoid during search as its wrong direction * @param RecursionLevel contains current recursion depth * @param Chord baseline vector of first and second point * @param d1 second in plane vector (along with \a Chord) of the triangle the baseline belongs to * @param OldNormal normal of the triangle which the baseline belongs to * @param Opt_Candidate candidate reference to return * @param Opt_Mittelpunkt Centerpoint of ball, when resting on Opt_Candidate * @param Storage array containing two angles of current Opt_Candidate * @param RADIUS radius of ball * @param mol molecule structure with atoms and bonds */ void Find_next_suitable_point(atom* a, atom* b, atom* Candidate, atom* Parent, int RecursionLevel, Vector *Chord, Vector *d1, Vector *OldNormal, atom*& Opt_Candidate, Vector *Opt_Mittelpunkt, double *Storage, const double RADIUS, molecule* mol) { /* OldNormal is normal vector on the old triangle * d1 is normal on the triangle line, from which we come, as well as on OldNormal. * Chord points from b to a!!! */ Vector dif_a; //Vector from a to candidate Vector dif_b; //Vector from b to candidate Vector AngleCheck, AngleCheckReference, DirectionCheckPoint; Vector TempNormal, Umkreismittelpunkt, Mittelpunkt; double CurrentEpsilon = 0.1; double alpha, beta, gamma, SideA, SideB, SideC, sign, Umkreisradius, Restradius, Distance; double BallAngle; atom *Walker; // variable atom point dif_a.CopyVector(&(a->x)); dif_a.SubtractVector(&(Candidate->x)); dif_b.CopyVector(&(b->x)); dif_b.SubtractVector(&(Candidate->x)); DirectionCheckPoint.CopyVector(&dif_a); DirectionCheckPoint.Scale(-1); DirectionCheckPoint.ProjectOntoPlane(Chord); SideA = dif_b.Norm(); SideB = dif_a.Norm(); SideC = Chord->Norm(); //Chord->Scale(-1); alpha = Chord->Angle(&dif_a); beta = M_PI - Chord->Angle(&dif_b); gamma = dif_a.Angle(&dif_b); if (DEBUG) { cout << "Atom number" << Candidate->nr << endl; Candidate->x.Output((ofstream *) &cout); cout << "number of bonds " << mol->NumberOfBondsPerAtom[Candidate->nr] << endl; } if (a != Candidate and b != Candidate) { // alpha = dif_a.Angle(&dif_b) / 2.; // SideA = Chord->Norm() / 2.;// (Chord->Norm()/2.) / sin(0.5*alpha); // SideB = dif_a.Norm(); // centerline = SideA * SideA + SideB * SideB - 2. * SideA * SideB * cos( // alpha); // note this is squared of center line length // centerline = (Chord->Norm()/2.) / sin(0.5*alpha); // Those are remains from Freddie. Needed? Umkreisradius = SideA / 2.0 / sin(alpha); //cout << Umkreisradius << endl; //cout << SideB / 2.0 / sin(beta) << endl; //cout << SideC / 2.0 / sin(gamma) << endl; if (Umkreisradius < RADIUS && DirectionCheckPoint.ScalarProduct(&(Candidate->x))>0) //Checking whether ball will at least rest o points. { // intermediate calculations to aquire centre of sphere, called Mittelpunkt: Umkreismittelpunkt = (a->x) * sin(2.*alpha) + b->x * sin(2.*beta) + (Candidate->x) * sin(2.*gamma) ; Umkreismittelpunkt.Scale(1/(sin(2*alpha) + sin(2*beta) + sin(2*gamma))); TempNormal.CopyVector(&dif_a); TempNormal.VectorProduct(&dif_b); if (TempNormal.ScalarProduct(OldNormal)<0 && sign>0 || TempNormal.ScalarProduct(OldNormal)>0 && sign<0) { TempNormal.Scale(-1); } TempNormal.Normalize(); Restradius = sqrt(RADIUS*RADIUS - Umkreisradius*Umkreisradius); TempNormal.Scale(Restradius); Mittelpunkt.CopyVector(&Umkreismittelpunkt); Mittelpunkt.AddVector(&TempNormal); //this is center of sphere supported by a, b and Candidate AngleCheck.CopyVector(Chord); AngleCheck.Scale(-0.5); AngleCheck.SubtractVector(&(b->x)); AngleCheckReference.CopyVector(&AngleCheck); AngleCheckReference.AddVector(Opt_Mittelpunkt); AngleCheck.AddVector(&Mittelpunkt); BallAngle = AngleCheck.Angle(&AngleCheckReference); d1->ProjectOntoPlane(&AngleCheckReference); sign = AngleCheck.ScalarProduct(d1); sign /= fabs(sign); // +1 if in direction of triangle plane, -1 if in other direction... if (Storage[0]< -1.5) // first Candidate at all { cout << "Next better candidate is " << *Candidate << " with "; Opt_Candidate = Candidate; Storage[0] = sign; Storage[1] = BallAngle; Opt_Mittelpunkt->CopyVector(&Mittelpunkt); cout << "Angle is " << Storage[1] << ", Halbraum ist " << Storage[0] << endl; } else { /* * removed due to change in criterium, now checking angle of ball to old normal. //We will now check for non interference, that is if the new candidate would have the Opt_Candidate //within the ball. Distance = Opt_Candidate->x.Distance(&Mittelpunkt); //cout << "Opt_Candidate " << Opt_Candidate << " has distance " << Distance << " to Center of Candidate " << endl; if (Distance >RADIUS) // We have no interference and may now check whether the new point is better. */ { //cout << "Atom " << Candidate << " has distance " << Candidate->x.Distance(Opt_Mittelpunkt) << " to Center of Candidate " << endl; if (((Storage[0] < 0 && fabs(sign - Storage[0]) > CurrentEpsilon))) //This will give absolute preference to those in "right-hand" quadrants //(Candidate->x.Distance(Opt_Mittelpunkt) < RADIUS)) //and those where Candidate would be within old Sphere. { cout << "Next better candidate is " << *Candidate << " with "; Opt_Candidate = Candidate; Storage[0] = sign; Storage[1] = BallAngle; Opt_Mittelpunkt->CopyVector(&Mittelpunkt); cout << "Angle is " << Storage[1] << ", Halbraum ist " << Storage[0] << endl; } else { if ((fabs(sign - Storage[0]) < CurrentEpsilon && sign > 0 && Storage[1] > BallAngle) || (fabs(sign - Storage[0]) < CurrentEpsilon && sign < 0 && Storage[1] < BallAngle)) //Depending on quadrant we prefer higher or lower atom with respect to Triangle normal first. { cout << "Next better candidate is " << *Candidate << " with "; Opt_Candidate = Candidate; Storage[0] = sign; Storage[1] = BallAngle; Opt_Mittelpunkt->CopyVector(&Mittelpunkt); cout << "Angle is " << Storage[1] << ", Halbraum ist " << Storage[0] << endl; } } } /* * This is for checking point-angle and presence of Candidates in Ball, currently we are checking the ball Angle. * else { if (sign>0 && BallAngle>0 && Storage[0]<0) { cout << "Next better candidate is " << *Candidate << " with "; Opt_Candidate = Candidate; Storage[0] = sign; Storage[1] = BallAngle; Opt_Mittelpunkt->CopyVector(&Mittelpunkt); cout << "Angle is " << Storage[1] << ", Halbraum ist " << Storage[0] << endl; //Debugging purposes only cout << "Umkreismittelpunkt has coordinates" << Umkreismittelpunkt.x[0] << " "<< Umkreismittelpunkt.x[1] <<" "<x.x[0]<< " " << Candidate->x.x[1] << " " << Candidate->x.x[2] << endl; cout << "a has coordinates" << a->x.x[0]<< " " << a->x.x[1] << " " << a->x.x[2] << endl; cout << "b has coordinates" << b->x.x[0]<< " " << b->x.x[1] << " " << b->x.x[2] << endl; cout << "Mittelpunkt has coordinates" << Mittelpunkt.x[0] << " " << Mittelpunkt.x[1]<< " " <x[0] << " " << OldNormal->x[1] << " " << OldNormal->x[2] << " " << endl; cout << "Dist a to UmkreisMittelpunkt " << a->x.Distance(&Umkreismittelpunkt) << endl; cout << "Dist b to UmkreisMittelpunkt " << b->x.Distance(&Umkreismittelpunkt) << endl; cout << "Dist Candidate to UmkreisMittelpunkt " << Candidate->x.Distance(&Umkreismittelpunkt) << endl; cout << "Dist a to Mittelpunkt " << a->x.Distance(&Mittelpunkt) << endl; cout << "Dist b to Mittelpunkt " << b->x.Distance(&Mittelpunkt) << endl; cout << "Dist Candidate to Mittelpunkt " << Candidate->x.Distance(&Mittelpunkt) << endl; } else { if (DEBUG) cout << "Looses to better candidate" << endl; } } */ } } else { if (DEBUG) { cout << "Doesn't satisfy requirements for circumscribing circle" << endl; } } } else { if (DEBUG) cout << "identisch mit Ursprungslinie" << endl; } if (RecursionLevel < 9) // Five is the recursion level threshold. { for (int i = 0; i < mol->NumberOfBondsPerAtom[Candidate->nr]; i++) // go through all bond { Walker = mol->ListOfBondsPerAtom[Candidate->nr][i]->GetOtherAtom( Candidate); if (Walker == Parent) { // don't go back the same bond continue; } else { Find_next_suitable_point(a, b, Walker, Candidate, RecursionLevel + 1, Chord, d1, OldNormal, Opt_Candidate, Opt_Mittelpunkt, Storage, RADIUS, mol); //call function again } } } } ; /** This function finds a triangle to a line, adjacent to an existing one. * @param out output stream for debugging * @param tecplot output stream for writing found triangles in TecPlot format * @param mol molecule structure with all atoms and bonds * @param Line current baseline to search from * @param T current triangle which \a Line is edge of * @param RADIUS radius of the rolling ball * @param N number of found triangles */ void Tesselation::Find_next_suitable_triangle(ofstream *out, ofstream *tecplot, molecule* mol, BoundaryLineSet &Line, BoundaryTriangleSet &T, const double& RADIUS, int N) { cout << Verbose(1) << "Looking for next suitable triangle \n"; Vector direction1; Vector helper; Vector Chord; ofstream *tempstream = NULL; char filename[255]; //atom* Walker; double Storage[2]; Storage[0] = -2.; // This direction is either +1 or -1 one, so any result will take precedence over initial values Storage[1] = 9999999.; // This is also lower then any value produced by an eligible atom, which are all positive atom* Opt_Candidate = NULL; Vector Opt_Mittelpunkt; cout << Verbose(1) << "Constructing helpful vectors ... " << endl; helper.CopyVector(&(Line.endpoints[0]->node->x)); for (int i = 0; i < 3; i++) { if (T.endpoints[i]->node->nr != Line.endpoints[0]->node->nr && T.endpoints[i]->node->nr != Line.endpoints[1]->node->nr) { helper.SubtractVector(&T.endpoints[i]->node->x); break; } } direction1.CopyVector(&Line.endpoints[0]->node->x); direction1.SubtractVector(&Line.endpoints[1]->node->x); direction1.VectorProduct(&(T.NormalVector)); if (direction1.ScalarProduct(&helper) < 0) { direction1.Scale(-1); } Chord.CopyVector(&(Line.endpoints[0]->node->x)); // bring into calling function Chord.SubtractVector(&(Line.endpoints[1]->node->x)); Vector Umkreismittelpunkt, a, b, c; double alpha, beta, gamma; a.CopyVector(&(T.endpoints[0]->node->x)); b.CopyVector(&(T.endpoints[1]->node->x)); c.CopyVector(&(T.endpoints[2]->node->x)); a.SubtractVector(&(T.endpoints[1]->node->x)); b.SubtractVector(&(T.endpoints[2]->node->x)); c.SubtractVector(&(T.endpoints[0]->node->x)); alpha = M_PI - a.Angle(&c); beta = M_PI - b.Angle(&a); gamma = M_PI - c.Angle(&b); Umkreismittelpunkt = (T.endpoints[0]->node->x) * sin(2.*alpha) + T.endpoints[1]->node->x * sin(2.*beta) + (T.endpoints[2]->node->x) * sin(2.*gamma) ; cout << "UmkreisMittelpunkt is " << Umkreismittelpunkt.x[0] << " "<< Umkreismittelpunkt.x[1] << " "<< Umkreismittelpunkt.x[2] << " "<< endl; Umkreismittelpunkt.Scale(1/(sin(2*alpha) + sin(2*beta) + sin(2*gamma))); cout << "UmkreisMittelpunkt is " << Umkreismittelpunkt.x[0] << " "<< Umkreismittelpunkt.x[1] << " "<< Umkreismittelpunkt.x[2] << " "<< endl; cout << Verbose(1) << "Looking for third point candidates for triangle ... " << endl; Find_next_suitable_point_via_Angle_of_Sphere(Line.endpoints[0]->node, Line.endpoints[1]->node, Line.endpoints[0]->node, Line.endpoints[1]->node, 0, &Chord, &direction1, &(T.NormalVector), Umkreismittelpunkt, Opt_Candidate, Storage, RADIUS, mol); Find_next_suitable_point_via_Angle_of_Sphere(Line.endpoints[0]->node, Line.endpoints[1]->node, Line.endpoints[1]->node, Line.endpoints[0]->node, 0, &Chord, &direction1, &(T.NormalVector), Umkreismittelpunkt, Opt_Candidate, Storage, RADIUS, mol); if ((TrianglesOnBoundaryCount % 10) == 0) { sprintf(filename, "testEnvelope-%d.dat", TriangleFilesWritten); tempstream = new ofstream(filename, ios::trunc); write_tecplot_file(out, tempstream, this, mol, TriangleFilesWritten++); tempstream->close(); tempstream->flush(); delete(tempstream); } if (TrianglesOnBoundaryCount >1000 ) { cout << Verbose(1) << "No new Atom found, triangle construction will crash" << endl; write_tecplot_file(out, tecplot, this, mol, TriangleFilesWritten); cout << "This is currently added candidate" << Opt_Candidate << endl; } // Konstruiere nun neues Dreieck am Ende der Liste der Dreiecke cout << " Optimal candidate is " << *Opt_Candidate << endl; AddTrianglePoint(Opt_Candidate, 0); AddTrianglePoint(Line.endpoints[0]->node, 1); AddTrianglePoint(Line.endpoints[1]->node, 2); AddTriangleLine(TPS[0], TPS[1], 0); AddTriangleLine(TPS[0], TPS[2], 1); AddTriangleLine(TPS[1], TPS[2], 2); BTS = new class BoundaryTriangleSet(BLS, TrianglesOnBoundaryCount); AddTriangleToLines(); cout << "New triangle with " << *BTS << endl; cout << "We have "<< TrianglesOnBoundaryCount << endl; cout << Verbose(1) << "Constructing normal vector for this triangle ... " << endl; BTS->GetNormalVector(BTS->NormalVector); if ((BTS->NormalVector.ScalarProduct(&(T.NormalVector)) < 0 && Storage[0] > 0) || (BTS->NormalVector.ScalarProduct(&(T.NormalVector)) > 0 && Storage[0] < 0)) { BTS->NormalVector.Scale(-1); }; } ; void Find_second_point_for_Tesselation(atom* a, atom* Candidate, atom* Parent, int RecursionLevel, Vector Oben, atom*& Opt_Candidate, double Storage[2], molecule* mol, double RADIUS) { cout << Verbose(1) << "Looking for second point of starting triangle, recursive level " << RecursionLevel << endl;; int i; Vector AngleCheck; atom* Walker; double norm = -1.; // check if we only have one unique point yet ... if (a != Candidate) { AngleCheck.CopyVector(&(Candidate->x)); AngleCheck.SubtractVector(&(a->x)); norm = AngleCheck.Norm(); // second point shall have smallest angle with respect to Oben vector if (norm < RADIUS) { if (AngleCheck.Angle(&Oben) < Storage[0]) { //cout << Verbose(1) << "Old values of Storage: %lf %lf \n", Storage[0], Storage[1]); cout << "Next better candidate is " << *Candidate << " with distance " << norm << ".\n"; Opt_Candidate = Candidate; Storage[0] = AngleCheck.Angle(&Oben); //cout << Verbose(1) << "Changing something in Storage: %lf %lf. \n", Storage[0], Storage[1]); } else { cout << Verbose(1) << "Supposedly looses to a better candidate " << *Opt_Candidate << endl; } } else { cout << Verbose(1) << *Candidate << " refused due to Radius " << norm << endl; } } // if not recursed to deeply, look at all its bonds if (RecursionLevel < 7) { for (i = 0; i < mol->NumberOfBondsPerAtom[Candidate->nr]; i++) { Walker = mol->ListOfBondsPerAtom[Candidate->nr][i]->GetOtherAtom( Candidate); if (Walker == Parent) // don't go back along the bond we came from continue; else Find_second_point_for_Tesselation(a, Walker, Candidate, RecursionLevel + 1, Oben, Opt_Candidate, Storage, mol, RADIUS); }; }; } ; void Tesselation::Find_starting_triangle(molecule* mol, const double RADIUS) { cout << Verbose(1) << "Looking for starting triangle \n"; int i = 0; atom* Walker; atom* FirstPoint; atom* SecondPoint; atom* max_index[3]; double max_coordinate[3]; Vector Oben; Vector helper; Vector Chord; Vector CenterOfFirstLine; Oben.Zero(); for (i = 0; i < 3; i++) { max_index[i] = NULL; max_coordinate[i] = -1; } cout << Verbose(1) << "Molecule mol is there and has " << mol->AtomCount << " Atoms \n"; // 1. searching topmost atom with respect to each axis Walker = mol->start; while (Walker->next != mol->end) { Walker = Walker->next; for (i = 0; i < 3; i++) { if (Walker->x.x[i] > max_coordinate[i]) { max_coordinate[i] = Walker->x.x[i]; max_index[i] = Walker; } } } cout << Verbose(1) << "Found maximum coordinates. " << endl; //Koennen dies fuer alle Richtungen, legen hier erstmal Richtung auf k=0 const int k = 1; Oben.x[k] = 1.; FirstPoint = max_index[k]; cout << Verbose(1) << "Coordinates of start atom " << *FirstPoint << ": " << FirstPoint->x.x[0] << endl; double Storage[2]; atom* Opt_Candidate = NULL; Storage[0] = 999999.; // This will contain the angle, which will be always positive (when looking for second point), when looking for third point this will be the quadrant. Storage[1] = 999999.; // This will be an angle looking for the third point. cout << Verbose(1) << "Number of Bonds: " << mol->NumberOfBondsPerAtom[FirstPoint->nr] << endl; Find_second_point_for_Tesselation(FirstPoint, FirstPoint, FirstPoint, 0, Oben, Opt_Candidate, Storage, mol, RADIUS); // we give same point as next candidate as its bonds are looked into in find_second_... SecondPoint = Opt_Candidate; cout << Verbose(1) << "Found second point is " << *SecondPoint << ".\n"; helper.CopyVector(&(FirstPoint->x)); helper.SubtractVector(&(SecondPoint->x)); helper.Normalize(); Oben.ProjectOntoPlane(&helper); Oben.Normalize(); helper.VectorProduct(&Oben); Storage[0] = -2.; // This will indicate the quadrant. Storage[1] = 9999999.; // This will be an angle looking for the third point. Chord.CopyVector(&(FirstPoint->x)); // bring into calling function Chord.SubtractVector(&(SecondPoint->x)); // Now, oben and helper are two orthonormalized vectors in the plane defined by Chord (not normalized) cout << Verbose(1) << "Looking for third point candidates \n"; // look in one direction of baseline for initial candidate Opt_Candidate = NULL; CenterOfFirstLine.CopyVector(&Chord); CenterOfFirstLine.Scale(-0.5); CenterOfFirstLine.AddVector(&(SecondPoint->x)); Find_next_suitable_point_via_Angle_of_Sphere(FirstPoint, SecondPoint, SecondPoint, FirstPoint, 0, &Chord, &helper, &Oben, CenterOfFirstLine, Opt_Candidate, Storage, RADIUS, mol); // look in other direction of baseline for possible better candidate Find_next_suitable_point_via_Angle_of_Sphere(FirstPoint, SecondPoint, FirstPoint, SecondPoint, 0, &Chord, &helper, &Oben, CenterOfFirstLine, Opt_Candidate, Storage, RADIUS, mol); cout << Verbose(1) << "Third Point is " << *Opt_Candidate << endl; // FOUND Starting Triangle: FirstPoint, SecondPoint, Opt_Candidate cout << Verbose(1) << "The found starting triangle consists of " << *FirstPoint << ", " << *SecondPoint << " and " << *Opt_Candidate << "." << endl; // Finally, we only have to add the found points AddTrianglePoint(FirstPoint, 0); AddTrianglePoint(SecondPoint, 1); AddTrianglePoint(Opt_Candidate, 2); // ... and respective lines AddTriangleLine(TPS[0], TPS[1], 0); AddTriangleLine(TPS[1], TPS[2], 1); AddTriangleLine(TPS[0], TPS[2], 2); // ... and triangles to the Maps of the Tesselation class BTS = new class BoundaryTriangleSet(BLS, TrianglesOnBoundaryCount); AddTriangleToLines(); // ... and calculate its normal vector (with correct orientation) Oben.Scale(-1.); BTS->GetNormalVector(Oben); } ; void Find_non_convex_border(ofstream *out, ofstream *tecplot, molecule* mol) { int N = 0; struct Tesselation *Tess = new Tesselation; cout << Verbose(1) << "Entering search for non convex hull. " << endl; cout << flush; const double RADIUS = 6.; LineMap::iterator baseline; Tess->Find_starting_triangle(mol, RADIUS); baseline = Tess->LinesOnBoundary.begin(); while (baseline != Tess->LinesOnBoundary.end()) { if (baseline->second->TrianglesCount == 1) { cout << Verbose(1) << "Begin of Tesselation ... " << endl; Tess->Find_next_suitable_triangle(out, tecplot, mol, *(baseline->second), *(((baseline->second->triangles.begin()))->second), RADIUS, N); //the line is there, so there is a triangle, but only one. cout << Verbose(1) << "End of Tesselation ... " << endl; } else { cout << Verbose(1) << "There is a line with " << baseline->second->TrianglesCount << " triangles adjacent" << endl; } N++; baseline++; } write_tecplot_file(out, tecplot, Tess, mol, -1); } ;