1 | #include "molecules.hpp"
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2 | #include "boundary.hpp"
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3 |
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4 | inline int round(double x)
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5 | {
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6 | //brauche ich das hier? Kann ich mit int operieren?
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7 | return int(x > 0.0 ? x + 0.5 : x - 0.5);
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8 | }
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9 |
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10 |
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11 |
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12 |
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13 | void Find_next_suitable_point(atom a, atom b, atom Candidate, int n, Vector *d1, Vector *d2, double *Storage, const double RADIUS)
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14 | {
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15 | /* d2 ist der Normalenvektor auf dem Dreieck,
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16 | * d1 ist der Vektor, der normal auf der Kante und d2 steht.
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17 | */
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18 | Vector *dif_a;
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19 | Vector *dif_b;
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20 | Vector *Chord;
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21 | Vector *AngleCheck;
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22 | atom *Walker;
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23 |
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24 | dif_a.CopyVector(a.x);
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25 | dif_a.SubtractVector(Candidate->x);
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26 | dif_b.CopyVector(b.x);
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27 | dif.b.SubtractVector(Candidate->x);
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28 | Chord.CopyVector(a.x);
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29 | Chord.SubtractVector(b.x);
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30 | AngleCheck.CopyVector(dif_a);
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31 | AngleCheck.ProjectOntoPlane(Chord);
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32 |
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33 | //Storage eintrag fuer aktuelles Atom
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34 | if (Chord.Norm/(2*sin(dif_a.Angle(dif.b)))<RADIUS) //Using Formula for relation of chord length with inner angle to find of Ball will touch atom
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35 | {
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36 |
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37 | if (dif_a.ScalarProduct(d1)/fabs(dif_a.ScalarProduct(d1))>Storage[1]) //This will give absolute preference to those in "right-hand" quadrants
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38 | {
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39 | Storage[0]=(double)Candidate.nr;
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40 | Storage[1]=1;
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41 | Storage[2]=AngleCheck.Angle(d2);
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42 | }
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43 | else
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44 | {
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45 | if ((dif_a.ScalarProduct(d1)/fabs(dif_a.ScalarProduct(d1)) == Storage[1] && Storage[1]>0 && Storage[2]< AngleCheck.Angle(d2)) or \
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46 | (dif_a.ScalarProduct(d1)/fabs(dif_a.ScalarProduct(d1)) == Storage[1] && Storage[1]<0 && Storage[2]> AngleCheck.Angle(d2)))
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47 | //Depending on quadrant we prefer higher or lower atom with respect to Triangle normal first.
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48 | {
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49 | Storage[0]=(double)Candidate.nr;
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50 | Storage[1]=dif_a.ScalarProduct(d1)/fabs(dif.ScalarProduct(d1));
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51 | Storage[2]=AngleCheck.Angle(d2);
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52 | }
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53 | }
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54 | }
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55 |
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56 | if (n<5)
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57 | {
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58 | for(i=0; i<molecule.NumberOfBondsPerAtom[Candidate.nr];i++)
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59 | {
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60 | while (Candidate.nr != molecule->ListOfBonds[Candidate.nr][i])
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61 | {
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62 | Walker = Walker.next;
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63 | }
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64 |
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65 | Find_next_suitable_point(a, b, Walker, n+1, d1, d2, RADIUS);
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66 | }
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67 | }
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68 | }
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69 |
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70 |
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71 | void Find_next_suitable_triangle(Triangle T, BoundaryLine Line)
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72 | {
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73 | Vector CenterOfLine = Line->endpoints.node[0].x;
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74 | Vector direction1;
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75 | Vector direction2;
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76 | Vector helper;
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77 |
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78 | double *Storage[3];
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79 | Storage[0]=-1; // Id must be positive, we see should nothing be done
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80 | Storage[1]=-2; // This direction is either +1 or -1 one, so any result will take precedence over initial values
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81 | Storage[2]=-10; // This is also lower then any value produced by an eligible atom, though due to Storage[1] this is of no concern
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82 |
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83 |
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84 | helper.CopyVector(Line->endpoints[0].x);
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85 | for (int i =0; i<3; i++)
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86 | {
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87 | if (T->endpoints[i].node.nr != Line->endpoints[0].node.nr && T->endpoints[i].node.nr!=Line->endpoints[1].node.nr)
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88 | {
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89 | helper.SubtractVector(T->endpoints[i].x);
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90 | break;
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91 | }
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92 | }
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93 |
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94 |
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95 | direction1.CopyVector(Line->endpoints.node[0].x);
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96 | direction1.Subtract(Line->endpoints.node[1].x);
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97 | direction1.Crossproduct(T.NormalVector);
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98 |
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99 | if (direction1.ScalarProduct(helper)>0)
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100 | {
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101 | direction1.Scale(-1);
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102 | }
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103 |
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104 | Find_next_suitable_point(Line->endpoints.node[0], Line->endpoints.node[1], Line->endpoints->node[0], 0, direction1, T.NormalVector, Storage, RADIUS);
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105 |
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106 | // Konstruiere nun neues Dreieck am Ende der Liste der Dreiecke
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107 | // Next Triangle is Line, atom with number in Storage[0]
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108 |
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109 | }
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110 |
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111 |
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112 | void Find_starting_triangle()
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113 | {
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114 | atom Walker;
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115 | atom Walker2;
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116 | int max_index[3];
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117 | double max_coordinate[3];
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118 | Vector Oben;
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119 | Vector helper;
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120 |
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121 | Oben.Zero;
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122 |
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123 |
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124 | for(int i =0; i<3; i++)
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125 | {
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126 | max_index[i] =-1;
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127 | max_coordinate[i] =-1;
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128 | }
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129 |
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130 | Walker = molecule->start;
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131 | while (Walker->next != NULL)
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132 | {
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133 | for (i=0; i<3; i++)
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134 | {
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135 | if (Walker.x[i]>max_coordinate[i])
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136 | {
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137 | max_coordinate[i]=Walker.x[i];
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138 | max_index[i]=Walker.nr;
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139 | }
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140 | }
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141 | }
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142 |
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143 | //Koennen dies fuer alle Richtungen, legen hier erstmal Richtung auf k=0
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144 | const int k=0;
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145 |
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146 | Oben.x[k]=1;
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147 | Walker = molecule->start;
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148 | while (Walker.nr != max_index[k])
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149 | {
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150 | Walker =Walker->next;
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151 | }
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152 |
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153 | double *Storage[3];
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154 | Storage[0]=-1; // Id must be positive, we see should nothing be done
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155 | Storage[1]=-2; // 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.
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156 | Storage[2]=-10; // This will be an angle looking for the third point.
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157 |
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158 |
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159 | for (i=0; i< molecule->NumberOfBondsPerAtoms[Walker.nr]; i++)
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160 | {
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161 | Walker2 = molecule->start;
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162 | while (Walker2.nr != molecule->ListOfBondsPerAtoms[Walker.nr][i]) // Stimmt die Ueberpruefung $$$
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163 | {
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164 | Walker2 =Walker2->next;
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165 | }
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166 |
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167 | Find_second_point_for_Tesselation(Walker, Walker2, Oben, Storage);
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168 | }
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169 |
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170 | Walker2=molecule->start;
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171 |
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172 | while (Walker2.nr != int(Storage[0]))
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173 | {
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174 | Walker = Walker.next;
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175 | }
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176 |
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177 | helper.copyVector(Walker.x);
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178 | helper.Subtract(Walker2.x);
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179 | Oben.ProjectOntoPlane(helper.x);
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180 | helper.VectorProduct(Oben);
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181 |
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182 | Find_next_suitable_point(Walker, Walker2, Candidate, 0, helper, Oben, Storage, Radius);
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183 |
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184 | //Starting Triangle is Walker, Walker2, index Storage[0]
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185 |
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186 | }
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187 |
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188 |
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189 | void Find_non_convex_border()
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190 | {
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191 |
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192 | }
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