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//
// ********************************************************************
// * License and Disclaimer *
// * *
// * The Geant4 software is copyright of the Copyright Holders of *
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// * use. Please see the license in the file LICENSE and URL above *
// * for the full disclaimer and the limitation of liability. *
// * *
// * This code implementation is the result of the scientific and *
// * technical work of the GEANT4 collaboration. *
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// ********************************************************************
//
// --------------------------------------------------------------------
// GEANT 4 class header file
//
//
// FastAerosol
//
// Class description:
//
// A FastAerosol is a collection of points in a voxelized
// arbitrarily-shaped volume with methods implementing population of
// grids/voxels and for efficiently finding the nearest point.
//
// Author: A.Knaian (ara@nklabs.com), N.MacFadden (natemacfadden@gmail.com)
// --------------------------------------------------------------------
#ifndef FastAerosol_h
#define FastAerosol_h
#include "globals.hh"
#include "Randomize.hh"
#include "G4ThreeVector.hh"
#include "G4VSolid.hh"
// rotations and number density distribution
#include <functional>
#include "G4RotationMatrix.hh"
#include <atomic>
//using namespace std;
class FastAerosol
{
public:
// Constructor; creates a random cloud of droplets
FastAerosol(const G4String& pName, G4VSolid* pCloud,
G4double pR, G4double pMinD,
G4double pAvgNumDens, G4double pdR,
std::function<G4double (G4ThreeVector)> pNumDensDistribution);
FastAerosol(const G4String& pName, G4VSolid* pCloud,
G4double pR, G4double pMinD,
G4double pNumDens, G4double pdR);
FastAerosol(const G4String& pName, G4VSolid* pCloud,
G4double pR, G4double pMinD, G4double pNumDens);
~FastAerosol()=default;
// Populate all grids. Otherwise, they are populated on-the-fly
void PopulateAllGrids();
// Save locations of droplets to a file for visualization/analysis purposes
void SaveToFile(const char *filename);
// Get absolutely nearest droplet - must be public as FastAerosolSolid uses it
bool GetNearestDroplet(const G4ThreeVector &p, G4ThreeVector &center, G4double &closestDistance, G4double stepLim, G4VSolid* droplet, std::function<G4RotationMatrix (G4ThreeVector)> rotation);
// Get nearest droplet along a vector - must be public as FastAerosolSolid uses it
bool GetNearestDroplet(const G4ThreeVector &p, const G4ThreeVector &v, G4ThreeVector &center, G4double &closestDistance, G4double stepLim, G4VSolid* droplet, std::function<G4RotationMatrix (G4ThreeVector)> rotation);
// ======
// Inline
// ======
// Input quantities
inline G4String GetName() const; //fasterosol name
inline G4VSolid* GetBulk() const; // bulk shape
inline G4double GetRadius() const; // droplet radius
inline G4double GetAvgNumDens() const; // droplet number density
//inline G4double GetPitch() const; // grid pitch
inline G4int GetNumDroplets() const;
// in case the absolute number is more relevant than density
// Bulk quantities
inline G4double GetXHalfLength() const;
inline G4double GetYHalfLength() const;
inline G4double GetZHalfLength() const;
inline void GetBoundingLimits(G4ThreeVector &pMin, G4ThreeVector &pMax) const;
inline G4double GetCubicVolume() const;
inline G4double DistanceToCloud(const G4ThreeVector &p);
inline G4double DistanceToCloud(const G4ThreeVector &p, const G4ThreeVector &v);
// Misc getters and setters
inline long GetSeed();
inline void SetSeed(long seed);
inline G4int GetNumPlacementTries();
inline void SetNumPlacementTries(G4int numTries);
inline G4int GetPreSphereR();
inline void SetPreSphereR(G4int fPreSphereRIn);
inline std::function<G4double (G4ThreeVector)> GetDistribution(); // the droplet number density distribution
inline G4double GetDropletsPerVoxel();
inline void SetDropletsPerVoxel(G4double newDropletsPerVoxel);
// Printing diagnostic tool
inline void PrintPopulationReport();
private:
G4double kCarTolerance;
// Parameters, set in constructor
G4String fName;
G4VSolid* fCloud; // Solid volume of the cloud
G4double fDx, fDy, fDz; // Half widths
G4double fR; // Bounding radius of each droplet
G4double fR2; // Bounding radius squared of each droplet
G4double fdR; // Uncertainty in DistanceToIn droplet when just using knowledge of droplet center
G4double fMinD; // Minimum distance allowed between faces of droplets when constructing random array of droplets
std::function<G4double (G4ThreeVector)> fDistribution;
G4double fAvgNumDens; // Average droplet number density
long int fNumDroplets = 0;
// Number of droplets that have been created
G4double fGridPitch;
// Pitch of collision detection grid. Must be greater than diameter of droplets for correctness of collision detection.
// Ramdom engine
CLHEP::HepJamesRandom fCloudEngine;
long fSeed = 0; // Global random seed
G4double fDropletsPerVoxel = 4.0;
// Expected number of droplets per voxel
// How far the voxel center must be inside the bulk
//order for there to be no risk of placing a droplet outside
G4double fEdgeDistance;
// Grid variables
std::vector<std::vector<G4ThreeVector>> fGrid;
// Grid of lists of inidices to grid points,
//used for fast collsion checking
std::vector<G4double> fGridMean;
// Array listing mean count for each voxel
std::atomic<bool> *fGridValid;
// Array listing validity of each grid. uses atomic variables
G4int fNx, fNy, fNz; // Number of x, y, and z elements in fGrid
G4int fNxy; // Cached fNx*fNy
long int fNumGridCells; // Cached fNx*fNy*fNz
G4double fCollisionLimit2;
// Threshold distance squared when checking for collsion
G4int fNumNewPointTries = 100;
// How many times we try to place droplets
G4double fMaxDropPercent = 1.0;
// The maximal percentage of skipped droplets before crashing0
G4int fMaxDropCount;
// The maximal number of skipped droplets before crashing
G4int fNumDropped = 0;
// Number of skipped droplets due to collisions/out of bulk placement
G4int fNumCollisions = 0;
// How many collisions occured when attempting to place
// Droplet search variables
G4int fVectorSearchRadius;
// maximum vector search radius
// Droplet placement functions
// ===========================
void InitializeGrid();
G4bool FindNewPoint(G4bool edgeVoxel, G4double dX, G4double dY, G4double dZ, G4double minX, G4double minY, G4double minZ, G4ThreeVector &foundVec);
G4double VoxelOverlap(G4ThreeVector voxelCenter, G4int nStat, G4double epsilon);
bool CheckCollision(G4double x, G4double y, G4double z);
bool CheckCollisionInsideGrid(G4double x, G4double y, G4double z, unsigned int xi, unsigned int yi, unsigned int zi);
bool CheckCollisionWithDroplet(G4double x, G4double y, G4double z, G4ThreeVector p);
// Droplet distance functions
// ==========================
void SearchSphere(G4int searchRad, G4double &minDistance, std::vector<G4ThreeVector> &candidates, std::vector<G4double> &distances2, G4int xGrid, G4int yGrid, G4int zGrid, const G4ThreeVector &p);
void GetNearestDropletInsideRegion(G4double &minDistance, G4ThreeVector &center, int xGrid, int yGrid, int zGrid, int xWidth, int yWidth, int zWidth, const G4ThreeVector &p, const G4ThreeVector &v, G4VSolid* droplet, std::function<G4RotationMatrix (G4ThreeVector)> rotation);
void GetNearestDropletInsideGrid(G4double &minDistance, std::vector<G4ThreeVector> &candidates, std::vector<G4double> &distances2, unsigned int xGrid, unsigned int yGrid, unsigned int zGrid, const G4ThreeVector &p);
void GetNearestDropletInsideGrid(G4double &minDistance, G4ThreeVector &center, unsigned int xGrid, unsigned int yGrid, unsigned int zGrid, const G4ThreeVector &p, const G4ThreeVector &v, G4VSolid* droplet, std::function<G4RotationMatrix (G4ThreeVector)> rotation);
// Voxelized sphere methods
// ========================
// a collection of points as in {{x1,y1},{x2,y2},...}
typedef std::vector<std::vector<int>> fCircleType;
// a collection of points describing a spherical shell
// with points (x,y,z)=(i-R,j-R,sphere[i][j][k])
// that is, first index gives x-position, second index
// gives y-position, and the value gives z-position
//
// this is done so that searching may be optimized:
// if searching some x=i-R that is outside the
// aerosol's bounding box, immediately increment i
// (similar for y).
typedef std::vector<std::vector<std::vector<int>>> fSphereType;
G4int fMaxCircleR;
G4int fMaxSphereR;
G4int fPreSphereR = 20;
std::vector<fCircleType> fCircleCollection;
std::vector<fSphereType> fSphereCollection;
fSphereType MakeSphere(G4int R);
fCircleType MakeCircle(G4int R);
fCircleType MakeHalfCircle(G4int R);
void PopulateGrid(unsigned int xi, unsigned int yi, unsigned int zi, unsigned int& gi);
// ======
// Inline
// ======
inline bool GetGrid(const G4ThreeVector &p, G4int &xGrid, G4int &yGrid, G4int &zGrid);
inline bool AnyIndexOutOfBounds(G4int xGrid, G4int yGrid, G4int zGrid);
inline unsigned int GetGridIndex(unsigned int xi, unsigned int yi, unsigned int zi);
inline G4ThreeVector GetIndexCoord(G4int index);
inline std::pair<G4int, G4int> GetMinMaxSide(G4int index, G4int numGrids);
};
#include "FastAerosol.icc"
#endif