/* ======================================================================== *\ ! ! * ! * This file is part of CheObs, the Modular Analysis and Reconstruction ! * Software. It is distributed to you in the hope that it can be a useful ! * and timesaving tool in analysing Data of imaging Cerenkov telescopes. ! * It is distributed WITHOUT ANY WARRANTY. ! * ! * Permission to use, copy, modify and distribute this software and its ! * documentation for any purpose is hereby granted without fee, ! * provided that the above copyright notice appears in all copies and ! * that both that copyright notice and this permission notice appear ! * in supporting documentation. It is provided "as is" without express ! * or implied warranty. ! * ! ! ! Author(s): Thomas Bretz, 1/2009 ! ! Copyright: CheObs Software Development, 2000-2009 ! ! \* ======================================================================== */ ////////////////////////////////////////////////////////////////////////////// // // MMirror // // Note, that we could use basic geometry classes instead, but especially // CanHit is time critical. So this class is (should be) optimized for // execution speed. // // This base class provides the code to calculate a spherical mirror // (ExecuteMirror) and to scatter in a way to get a proper PSF. // Furthermore it stored the geometry of a mirror. // // ------------------------------------------------------------------------ // // Bool_t CanHit(const MQuaternion &p) const; // // This is a very rough estimate of whether a photon at a position p // can hit a mirror. The position might be off in z and the photon // still has to follow its trajectory. Nevertheless we can fairly assume // the the way to travel in x/y is pretty small so we can give a rather // good estimate of whether the photon can hit. // // Never throw away a photon whihc can hit the mirror! // // ------------------------------------------------------------------------ // // Bool_t HasHit(const MQuaternion &p) const; // // Check if the given position coincides with the mirror. The position // is assumed to be the incident point on the mirror's surface. // // The coordinates are in the mirrors coordinate frame. // // The action should coincide with what is painted in Paint() // // ------------------------------------------------------------------------ // // void Paint(Option_t *opt) // // Paint the mirror in x/y. // // The graphic should coincide with the action in HasHit // // ------------------------------------------------------------------------ // // Int_t ReadM(const TObjArray &tok); // // Read the mirror's setup from a file. The first eight tokens should be // ignored. (This could be fixed!) // ////////////////////////////////////////////////////////////////////////////// #include "MMirror.h" #include #include "MQuaternion.h" ClassImp(MMirror); using namespace std; // -------------------------------------------------------------------------- // // Return the TVector2 which is the x/y position of the mirror minus // q.XYvector/(; // TVector2 MMirror::operator-(const MQuaternion &q) const { return TVector2(X()-q.X(), Y()-q.Y()); } // -------------------------------------------------------------------------- // // Return the TVector2 which is the difference of this mirror and the // given mirror // TVector2 MMirror::operator-(const MMirror &m) const { return TVector2(X()-m.X(), Y()-m.Y()); } // -------------------------------------------------------------------------- // // Simulate the PSF. Therefor we smear out the given normal vector // with a gaussian. // // Returns a vector which can be added to the normal vector. // // FIXME: What is the correct focal distance to be given here? // Can the smearing be imporved? // TVector3 MMirror::SimPSF(const TVector3 &n, Double_t F, Double_t psf) const { //const TVector3 n( x, y, -d) // Normal vector of the mirror const TVector3 xy(-n.Y(), n.X(), 0); // Normal vector in x/y plane Double_t gx, gy; gRandom->Rannor(gx, gy); // 2D random Gauss distribution psf /= 2; // The factor two because of the doubleing of the angle in the reflection psf /= F; // Scale the Gauss to the size of the PSF psf *= n.Z(); // Normalize the addon vector to the normal vector //psf *= n.Mag(); // Alternative! (Gaussian projected on the surface of a sphere) TVector3 dn(gx*psf, gy*psf, 0); // Instead of psf/F also atan(psf/F) might make sense dn.Rotate(-n.Theta(), xy); // Tilt the gauss-vector to the normal vector return dn; // Return the vector to be added to the normal vector }