Files
geant4/source/global/HEPNumerics/src/G4DataInterpolation.cc
T
2016-06-09 10:56:29 +02:00

506 lines
14 KiB
C++

//
// ********************************************************************
// * DISCLAIMER *
// * *
// * The following disclaimer summarizes all the specific disclaimers *
// * of contributors to this software. The specific disclaimers,which *
// * govern, are listed with their locations in: *
// * http://cern.ch/geant4/license *
// * *
// * Neither the authors of this software system, nor their employing *
// * institutes,nor the agencies providing financial support for this *
// * work make any representation or warranty, express or implied, *
// * regarding this software system or assume any liability for its *
// * use. *
// * *
// * This code implementation is the intellectual property of the *
// * GEANT4 collaboration. *
// * By copying, distributing or modifying the Program (or any work *
// * based on the Program) you indicate your acceptance of this *
// * statement, and all its terms. *
// ********************************************************************
//
//
// $Id: G4DataInterpolation.cc,v 1.5 2004/04/23 06:52:57 grichine Exp $
// GEANT4 tag $Name: geant4-06-02 $
//
#include "G4DataInterpolation.hh"
//////////////////////////////////////////////////////////////////////////////
//
// Constructor for initializing of fArgument, fFunction and fNumber data members
G4DataInterpolation::G4DataInterpolation( G4double pX[],
G4double pY[],
G4int number ):
fSecondDerivative (0)
{
G4int i ;
fNumber = number ;
fArgument = new G4double[fNumber] ;
fFunction = new G4double[fNumber] ;
for(i=0;i<fNumber;i++)
{
fArgument[i] = pX[i] ;
fFunction[i] = pY[i] ;
}
}
////////////////////////////////////////////////////////////////////////////
//
// Constructor for cubic spline interpolation. It creates the array
// fSecondDerivative[0,...fNumber-1] which is used in this interpolation by
// the function
G4DataInterpolation::G4DataInterpolation( G4double pX[],
G4double pY[],
G4int number,
G4double pFirstDerStart,
G4double pFirstDerFinish )
{
G4int i, k ;
G4double p, qn, sig, un ;
const G4double maxDerivative = 0.99e30 ;
fNumber = number ;
fArgument = new G4double[fNumber] ;
fFunction = new G4double[fNumber] ;
fSecondDerivative = new G4double[fNumber] ;
G4double* u = new G4double[fNumber - 1] ;
for(i=0;i<fNumber;i++)
{
fArgument[i] = pX[i] ;
fFunction[i] = pY[i] ;
}
if(pFirstDerStart > maxDerivative)
{
fSecondDerivative[0] = 0.0 ;
u[0] = 0.0 ;
}
else
{
fSecondDerivative[0] = -0.5 ;
u[0] = (3.0/(fArgument[1]-fArgument[0]))*
((fFunction[1]-fFunction[0])/(fArgument[1]-fArgument[0]) -
pFirstDerStart) ;
}
// Decomposition loop for tridiagonal algorithm. fSecondDerivative[i] and u[i]
// are used for temporary storage of the decomposed factors.
for(i=1;i<fNumber-1;i++)
{
sig = (fArgument[i]-fArgument[i-1])/(fArgument[i+1]-fArgument[i-1]) ;
p = sig*fSecondDerivative[i-1] + 2.0 ;
fSecondDerivative[i] = (sig - 1.0)/p ;
u[i] = (fFunction[i+1]-fFunction[i])/(fArgument[i+1]-fArgument[i]) -
(fFunction[i]-fFunction[i-1])/(fArgument[i]-fArgument[i-1]) ;
u[i] =(6.0*u[i]/(fArgument[i+1]-fArgument[i-1]) - sig*u[i-1])/p ;
}
if(pFirstDerFinish > maxDerivative)
{
qn = 0.0 ;
un = 0.0 ;
}
else
{
qn = 0.5 ;
un =(3.0/(fArgument[fNumber-1]-fArgument[fNumber-2]))*(pFirstDerFinish -
(fFunction[fNumber-1]-fFunction[fNumber-2])/
(fArgument[fNumber-1]-fArgument[fNumber-2])) ;
}
fSecondDerivative[fNumber-1] = (un - qn*u[fNumber-2])/
(qn*fSecondDerivative[fNumber-2] + 1.0) ;
// The backsubstitution loop for the triagonal algorithm of solving a linear
// system of equations.
for(k=fNumber-2;k>=0;k--)
{
fSecondDerivative[k] = fSecondDerivative[k]*fSecondDerivative[k+1] + u[k] ;
}
delete[] u ;
}
////////////////////////////////////////////////////////////////////////////////////
//
// Destructor deletes dynamically created arrays for data members: fArgument,
// fFunction and fSecondDerivative, all have dimension of fNumber
G4DataInterpolation::~G4DataInterpolation()
{
delete[] fArgument ;
delete[] fFunction ;
if(fSecondDerivative) delete[] fSecondDerivative ;
}
////////////////////////////////////////////////////////////////////////////////////
//
// This function returns the value P(pX), where P(x) is polynom of fNumber-1 degree
// such that P(fArgument[i]) = fFunction[i], for i = 0, ..., fNumber-1 . This is
// Lagrange's form of interpolation and it is based on Neville's algorithm
G4double
G4DataInterpolation::PolynomInterpolation(G4double pX,
G4double& deltaY ) const
{
G4int i, m, k = 0 ;
G4double mult, diff, difi, deltaLow, deltaUp, cd, y ;
G4double* c = new G4double[fNumber] ;
G4double* d = new G4double[fNumber] ;
diff = fabs(pX-fArgument[0]) ;
for(i=0;i<fNumber;i++)
{
difi = fabs(pX-fArgument[i]) ;
if(difi <diff)
{
k = i ;
diff = difi ;
}
c[i] = fFunction[i] ;
d[i] = fFunction[i] ;
}
y = fFunction[k--] ;
for(m=1;m<fNumber;m++)
{
for(i=0;i<fNumber-m;i++)
{
deltaLow = fArgument[i] - pX ;
deltaUp = fArgument[i+m] - pX ;
cd = c[i+1] - d[i] ;
mult = deltaLow - deltaUp ;
if(mult == 0.0)
{
G4Exception
("Coincident nodes in G4DataInterpolation::PolynomInterpolation") ;
}
mult = cd/mult ;
d[i] = deltaUp*mult ;
c[i] = deltaLow*mult ;
}
y += (deltaY = (2*k < (fNumber - m -1) ? c[k+1] : d[k--] )) ;
}
delete[] c ;
delete[] d ;
return y ;
}
////////////////////////////////////////////////////////////////////////////////
//
// Given arrays fArgument[0,..,fNumber-1] and fFunction[0,..,fNumber-1] , this
// function calculates an array of coefficients. The coefficients don't provide
// usually (fNumber>10) better accuracy for polynom interpolation, as compared with
// PolynomInterpolation function. They could be used instead for derivate
// calculations and some other applications.
void
G4DataInterpolation::PolIntCoefficient( G4double cof[]) const
{
G4int i, j ;
G4double factor, reducedY, mult ;
G4double* tempArgument = new G4double[fNumber] ;
for(i=0;i<fNumber;i++)
{
tempArgument[i] = cof[i] = 0.0 ;
}
tempArgument[fNumber-1] = -fArgument[0] ;
for(i=1;i<fNumber;i++)
{
for(j=fNumber-1-i;j<fNumber-1;j++)
{
tempArgument[j] -= fArgument[i]*tempArgument[j+1] ;
}
tempArgument[fNumber-1] -= fArgument[i] ;
}
for(i=0;i<fNumber;i++)
{
factor = fNumber ;
for(j=fNumber-1;j>=1;j--)
{
factor = j*tempArgument[j] + factor*fArgument[i] ;
}
reducedY = fFunction[i]/factor ;
mult = 1.0 ;
for(j=fNumber-1;j>=0;j--)
{
cof[j] += mult*reducedY ;
mult = tempArgument[j] + mult*fArgument[i] ;
}
}
delete[] tempArgument ;
}
///////////////////////////////////////////////////////////////////////////////
//
// The function returns diagonal rational function (Bulirsch and Stoer algorithm
// of Neville type) Pn(x)/Qm(x) where P and Q are polynoms.
// Tests showed the method is not stable and hasn't advantage if compared with
// polynomial interpolation ?!
G4double
G4DataInterpolation::RationalPolInterpolation(G4double pX,
G4double& deltaY ) const
{
G4int i, m, k = 0 ;
const G4double tolerance = 1.6e-24 ;
G4double mult, difi, diff, cd, y, cof ;
G4double* c = new G4double[fNumber] ;
G4double* d = new G4double[fNumber] ;
diff = fabs(pX-fArgument[0]) ;
for(i=0;i<fNumber;i++)
{
difi = fabs(pX-fArgument[i]) ;
if(difi == 0.0)
{
y = fFunction[i] ;
deltaY = 0.0 ;
delete[] c ;
delete[] d ;
return y ;
}
else if(difi < diff)
{
k = i ;
diff = difi ;
}
c[i] = fFunction[i] ;
d[i] = fFunction[i] + tolerance ; // to prevent rare zero/zero cases
}
y = fFunction[k--] ;
for(m=1;m<fNumber;m++)
{
for(i=0;i<fNumber-m;i++)
{
cd = c[i+1] - d[i] ;
difi = fArgument[i+m] - pX ;
cof = (fArgument[i] - pX)*d[i]/difi ;
mult = cof - c[i+1] ;
if(mult == 0.0) // function to be interpolated has pole at pX
{
G4Exception("Error in G4DataInterpolation::RationalPolInterpolation") ;
}
mult = cd/mult ;
d[i] = c[i+1]*mult ;
c[i] = cof*mult ;
}
y += (deltaY = (2*k < (fNumber - m - 1) ? c[k+1] : d[k--] )) ;
}
delete[] c ;
delete[] d ;
return y ;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Cubic spline interpolation in point pX for function given by the table:
// fArgument, fFunction. The constructor, which creates fSecondDerivative, must be
// called before. The function works optimal, if sequential calls are in random
// values of pX.
G4double
G4DataInterpolation::CubicSplineInterpolation(G4double pX) const
{
G4int kLow, kHigh, k ;
G4double deltaHL, a, b ;
// Searching in the table by means of bisection method.
// fArgument must be monotonic, either increasing or decreasing
kLow = 0 ;
kHigh = fNumber - 1 ;
while((kHigh - kLow) > 1)
{
k = (kHigh + kLow) >> 1 ; // compute midpoint 'bisection'
if(fArgument[k] > pX)
{
kHigh = k ;
}
else
{
kLow = k ;
}
} // kLow and kHigh now bracket the input value of pX
deltaHL = fArgument[kHigh] - fArgument[kLow] ;
if(deltaHL == 0.0)
{
G4Exception(
"Bad fArgument input in G4DataInterpolation::CubicSplineInterpolation") ;
}
a = (fArgument[kHigh] - pX)/deltaHL ;
b = (pX - fArgument[kLow])/deltaHL ;
// Final evaluation of cubic spline polynomial for return
return a*fFunction[kLow] + b*fFunction[kHigh] +
((a*a*a - a)*fSecondDerivative[kLow] +
(b*b*b - b)*fSecondDerivative[kHigh])*deltaHL*deltaHL/6.0 ;
}
///////////////////////////////////////////////////////////////////////////
//
// Return cubic spline interpolation in the point pX which is located between
// fArgument[index] and fArgument[index+1]. It is usually called in sequence of
// known from external analysis values of index.
G4double
G4DataInterpolation::FastCubicSpline(G4double pX,
G4int index) const
{
G4double delta, a, b ;
delta = fArgument[index+1] - fArgument[index] ;
if(delta == 0.0)
{
G4Exception("Bad fArgument input in G4DataInterpolation::FastCubicSpline") ;
}
a = (fArgument[index+1] - pX)/delta ;
b = (pX - fArgument[index])/delta ;
// Final evaluation of cubic spline polynomial for return
return a*fFunction[index] + b*fFunction[index+1] +
((a*a*a - a)*fSecondDerivative[index] +
(b*b*b - b)*fSecondDerivative[index+1])*delta*delta/6.0 ;
}
///////////////////////////////////////////////////////////////////////////////////
//
// Given argument pX, returns index k, so that pX bracketed by fArgument[k] and
// fArgument[k+1]
G4int
G4DataInterpolation::LocateArgument(G4double pX) const
{
G4int kLow, kHigh, k ;
G4bool ascend ;
kLow = -1 ;
kHigh = fNumber ;
ascend = (fArgument[fNumber-1] >= fArgument[0]) ;
while((kHigh - kLow) > 1)
{
k = (kHigh + kLow) >> 1 ; // compute midpoint 'bisection'
if(pX >= fArgument[k] == ascend)
{
kLow = k ;
}
else
{
kHigh = k ;
}
}
if(pX == fArgument[0])
{
return 1 ;
}
else if(pX == fArgument[fNumber-1])
{
return fNumber - 2 ;
}
else return kLow ;
}
/////////////////////////////////////////////////////////////////////////////////////
//
// Given a value pX, returns a value 'index' such that pX is between fArgument[index]
// and fArgument[index+1]. fArgument MUST BE MONOTONIC, either increasing or
// decreasing. If index = -1 or fNumber, this indicates that pX is out of range.
// The value index on input is taken as the initial approximation for index on
// output.
void
G4DataInterpolation::CorrelatedSearch( G4double pX,
G4int& index ) const
{
G4int kHigh, k, Increment ;
// ascend = true for ascending order of table, false otherwise
G4bool ascend = (fArgument[fNumber-1] >= fArgument[0]) ;
if(index < 0 || index > fNumber-1)
{
index = -1 ;
kHigh = fNumber ;
}
else
{
Increment = 1 ; // What value would be the best ?
if((pX >= fArgument[index]) == ascend)
{
if(index == fNumber -1)
{
index = fNumber ;
return ;
}
kHigh = index + 1 ;
while((pX >= fArgument[kHigh]) == ascend)
{
index = kHigh ;
Increment += Increment ; // double the Increment
kHigh = index + Increment ;
if(kHigh > (fNumber - 1))
{
kHigh = fNumber ;
break ;
}
}
}
else
{
if(index == 0)
{
index = -1 ;
return ;
}
kHigh = index-- ;
while((pX < fArgument[index]) == ascend)
{
kHigh = index ;
Increment <<= 1 ; // double the Increment
if(Increment >= kHigh)
{
index = -1 ;
break ;
}
else
{
index = kHigh - Increment ;
}
}
} // Value bracketed
}
// final bisection searching
while((kHigh - index) != 1)
{
k = (kHigh + index) >> 1 ;
if((pX >= fArgument[k]) == ascend)
{
index = k ;
}
else
{
kHigh = k ;
}
}
if(pX == fArgument[fNumber-1])
{
index = fNumber - 2 ;
}
if(pX == fArgument[0])
{
index = 0 ;
}
return ;
}
//
//
//////////////////////////////////////////////////////////////////////////////////