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Geometry_Water_Slab.cc
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//Geometry_Water_Slab.cc - Simulates an infinite, horizontal slab of water. Designed for a beam above z=0 plane to point downward.
//
//This file essentially wraps a bounding box around some user-specified geometery.
//
//Programming notes:
// -Do not make items here "const", because they will not show up when loading.
// -Avoid using macro variables here because they will be obliterated during loading.
// -Wrap dynamically-loaded code with extern "C", otherwise C++ compilation will mangle function names, etc.
//
// From man page for dlsym/dlopen: For running some 'initialization' code prior to finishing loading:
// "Instead, libraries should export routines using the __attribute__((constructor)) and __attribute__((destructor)) function attributes. See the gcc info pages for
// information on these. Constructor routines are executed before dlopen() returns, and destructor routines are executed before dlclose() returns."
// ---for instance, we can use this to seed a random number generator with a random seed. However, in order to pass in a specific seed (and pass that seed to the library)
// we need to define an explicitly callable initialization function. In general, these libraries should have both so that we can quickly adjust behaviour if desired.
//
#include <iostream>
#include <string>
#include <vector>
#include <cmath>
#include "./Misc.h"
#include "./MyMath.h"
#include "./Constants.h"
#include "./Structs.h"
#ifdef __cplusplus
extern "C" {
#endif
std::string MODULE_NAME(__FILE__);
std::string FILE_TYPE("GEOMETRY");
bool VERBOSE = false;
double SMALLEST_FEATURE = 1.0; //The smallest feature in the geometry - useful for transporting particles through a vacuum in a sensible way.
vec3<double> position(0.0, 0.0, 0.0); //The geometric location of the beams point 'spout.'
#ifdef __GNUG__
__attribute__((constructor)) static void init_on_dynamic_load(void){
//Do something automatic here.
if(VERBOSE) FUNCINFO("Loaded lib_geometry_inf_water.so");
return;
}
__attribute__((destructor)) static void cleanup_on_dynamic_unload(void){
//Cleanup memory (if needed) automatically here.
if(VERBOSE) FUNCINFO("Closed lib_geometry_inf_water.so");
return;
}
#else
#warning Being compiled with non-gcc compiler. Unable to use gcc-specific function declarations like 'attribute.' Proceed at your own risk!
#endif
void toggle_verbosity(bool in){
VERBOSE = in;
return;
}
void set_position(const vec3<double> &in){
position = in;
return;
}
vec3<double> get_position(const struct Functions &Loaded_Funcs){
return position;
}
//Given three clamped [0,1], random, uniformly-distributed numbers, we return a (three-vector) unit vector pointing in the direction
// which a new beam particle will have.
//
//For instance, for an isotropic point source, we just return a random orientation. For a sharply directed beam, we can probably
// just return a constant, directed orientation. In between, we will likely have some angular distribution.
//
//NOTE: It would be better to start with a unit vector and rotate it twice --> no sqrt, only need two randoms.
//
vec3<double> get_orientation(const double &ina, const double &inb, const double &inc){
/*
//DELETE ME -------
return vec3<double>(1.0, 0.0, 0.0);
//-------------------
*/
return vec3<double>(0.0, 0.0, -1.0);
}
unsigned char geometry_type(const vec3<double> &in){
//This is to ensure that we have not forgot to place our beam pointing downward. Otherwise, the particles will go on travelling until our machine craps out.
if( (in.x*in.x + in.y*in.y + in.z*in.z) > 1E6) return Material::Black;
/*
//DELETE ME -------
if(in.x < 0.0){
return Material::Vacuum;
}else if(in.x < 50.0){
return Material::Water;
}else{
return Material::Black;
}
//-------------------
*/
//Space is divided into three parts: Vacuum, Water, and Black(hole).
if(in.z > 0.0){
return Material::Vacuum;
}else if(in.z >= -50.0){
return Material::Water;
}else{
return Material::Black;
}
}
#ifdef __cplusplus
}
#endif