예제 #1
0
        //回折斑点のパターンから晶帯軸を探す 1枚の写真から Mode1 2辺と間の角度

        public static ZoneAxis[] GetZoneAxis(Crystal cry, PhotoInformation photo, bool excludeEquivalence)
        {
            List <ZoneAxis> za = new List <ZoneAxis>();

            if (!photo.Paintable)
            {
                return(za.ToArray());
            }

            cry.SetPlanes(
                double.MaxValue, photo.IsTriangleMode ? Math.Min(Math.Min(photo.d1min, photo.d2min), photo.d3min) : Math.Min(photo.d1min, photo.d2min),
                false, false, false, false, 0, 0, 0);

            Plane[] plane = cry.Plane.ToArray();
            for (int n1 = 0; n1 < plane.Length; n1++)
            {
                if (!excludeEquivalence || plane[n1].IsRootIndex)
                {
                    if (plane[n1].d > photo.d1min && plane[n1].d < photo.d1max)
                    {
                        for (int n2 = 0; n2 < plane.Length; n2++)
                        {
                            if (plane[n2].d > photo.d2min && plane[n2].d < photo.d2max)
                            {
                                ZoneAxis tempZoneAxis = new ZoneAxis(cry, plane[n1], plane[n2], photo.Tilt1, photo.Tilt2);
                                if ((photo.IsTriangleMode && tempZoneAxis.plane3.d > photo.d3min && tempZoneAxis.plane3.d < photo.d3max) ||
                                    (!photo.IsTriangleMode && tempZoneAxis.Theta < photo.Theta + photo.theta_err && tempZoneAxis.Theta > photo.Theta - photo.theta_err))
                                {
                                    for (int z = 2; z <= Math.Abs(tempZoneAxis.u) || z <= Math.Abs(tempZoneAxis.v) || z <= Math.Abs(tempZoneAxis.w); z++)//最大公約数で割る
                                    {
                                        if ((tempZoneAxis.u % z == 0) && (tempZoneAxis.v % z == 0) && (tempZoneAxis.w % z == 0))
                                        {
                                            tempZoneAxis.u = tempZoneAxis.u / z; tempZoneAxis.v = tempZoneAxis.v / z; tempZoneAxis.w = tempZoneAxis.w / z; z = 1;
                                        }
                                    }
                                    za.Add(tempZoneAxis);
                                }
                            }
                        }
                    }
                }
            }
            //excludeEquivalence==true のとき、zaの中で等価なものを削除する
            if (excludeEquivalence)
            {
                for (int i = 0; i < za.Count; i++)
                {
                    for (int j = i + 1; j < za.Count; j++)
                    {
                        if (SymmetryStatic.CheckEquivalentAxes(za[i].u, za[i].v, za[i].w, za[j].u, za[j].v, za[j].w, cry.Symmetry))
                        {
                            if (za[i].plane1.h == za[j].plane1.h && za[i].plane1.k == za[j].plane1.k && za[i].plane1.l == za[j].plane1.l)
                            {
                                if (SymmetryStatic.CheckEquivalentPlanes(za[i].plane2.h, za[i].plane2.k, za[i].plane2.l, za[j].plane2.h, za[j].plane2.k, za[j].plane2.l, cry.Symmetry))
                                {
                                    za.RemoveAt(j);
                                    j--;
                                }
                            }
                        }
                    }
                }
            }
            return(za.ToArray());
        }
예제 #2
0
        //za1がtilt1,azimuth1に、za2がtilt2,azimuth2に、za3がなるべくtilt3,azimuth3に一致するようなオイラー角を返す
        public static Matrix3D SerchEulerAngleFromZoneAxes(ZoneAxis za1, ZoneAxis za2, ZoneAxis za3, Crystal cry)
        {
            double tilt1    = za1.tilt1;
            double azimuth1 = za1.tilt2;
            double tilt2    = za2.tilt1;
            double azimuth2 = za2.tilt2;
            double tilt3    = za3.tilt1;
            double azimuth3 = za3.tilt2;

            Vector3D v1 = Vector3D.Normarize(za1.u * cry.A_Axis + za1.v * cry.B_Axis + za1.w * cry.C_Axis);
            Vector3D v2 = Vector3D.Normarize(za2.u * cry.A_Axis + za2.v * cry.B_Axis + za2.w * cry.C_Axis);
            Vector3D v3 = Vector3D.Normarize(za3.u * cry.A_Axis + za3.v * cry.B_Axis + za3.w * cry.C_Axis);

            Vector3D V1 = new Vector3D(-Math.Sin(tilt1), -Math.Cos(tilt1) * Math.Sin(azimuth1), Math.Cos(tilt1) * Math.Cos(azimuth1));
            Vector3D V2 = new Vector3D(-Math.Sin(tilt2), -Math.Cos(tilt2) * Math.Sin(azimuth2), Math.Cos(tilt2) * Math.Cos(azimuth2));
            Vector3D V3 = new Vector3D(-Math.Sin(tilt3), -Math.Cos(tilt3) * Math.Sin(azimuth3), Math.Cos(tilt3) * Math.Cos(azimuth3));

            double Phi, phi1, phi2, PhiStart, PhiEnd, phi1Start, phi1End, phi2Start, phi2End, step, PhiBest, phi1Best, phi2Best;
            double dev, devTemp;

            PhiStart = phi1Start = phi2Start = -Math.PI;
            PhiEnd   = phi1End = phi2End = Math.PI * 1.001;
            Matrix3D m;

            step     = Math.PI / 36.0;
            dev      = double.PositiveInfinity;
            PhiBest  = double.PositiveInfinity;
            phi1Best = double.PositiveInfinity;
            phi2Best = double.PositiveInfinity;

            double cosP, sinP, cosP1, sinP1, cosP2, sinP2;

            for (int n = 0; n < 25; n++)
            {
                for (Phi = PhiStart; Phi <= PhiEnd; Phi += step)
                {
                    for (phi1 = phi1Start; phi1 <= phi1End; phi1 += step)
                    {
                        for (phi2 = phi2Start; phi2 <= phi2End; phi2 += step)
                        {
                            cosP  = Math.Cos(Phi);
                            sinP  = Math.Sin(Phi);
                            cosP1 = Math.Cos(phi1);
                            sinP1 = Math.Sin(phi1);
                            cosP2 = Math.Cos(phi2);
                            sinP2 = Math.Sin(phi2);
                            m     = new Matrix3D(
                                cosP2 * cosP1 - cosP * sinP1 * sinP2, -sinP2 * cosP1 - cosP * sinP1 * cosP2, sinP * sinP1,
                                cosP2 * sinP1 + cosP * cosP1 * sinP2, -sinP2 * sinP1 + cosP * cosP1 * cosP2, -sinP * cosP1,
                                sinP2 * sinP, cosP2 * sinP, cosP
                                );
                            devTemp = (m * v1 - V1).Length2 + (m * v2 - V2).Length2 + (m * v3 - V3).Length2;
                            if (dev > devTemp)
                            {
                                dev      = devTemp;
                                PhiBest  = Phi;
                                phi1Best = phi1;
                                phi2Best = phi2;
                            }
                        }
                    }
                }
                if (double.IsInfinity(PhiBest))
                {
                    break;
                }
                PhiStart  = PhiBest - 2.5 * step;
                PhiEnd    = PhiBest + 2.5 * step;
                phi1Start = phi1Best - 2.5 * step;
                phi1End   = phi1Best + 2.5 * step;
                phi2Start = phi2Best - 2.5 * step;
                phi2End   = phi2Best + 2.5 * step;
                step     *= 0.4;
            }

            if (phi1Best < -Math.PI)
            {
                phi1Best += 2 * Math.PI;
            }
            if (phi1Best > Math.PI)
            {
                phi1Best -= 2 * Math.PI;
            }

            if (phi2Best < -Math.PI)
            {
                phi2Best += 2 * Math.PI;
            }
            if (phi2Best > Math.PI)
            {
                phi2Best -= 2 * Math.PI;
            }

            if (PhiBest < -Math.PI)
            {
                PhiBest += 2 * Math.PI;
            }
            if (PhiBest > Math.PI)
            {
                PhiBest -= 2 * Math.PI;
            }

            if (PhiBest < 0)
            {
                PhiBest = -PhiBest;

                if (phi1Best < 0)
                {
                    phi1Best += Math.PI;
                }
                else
                {
                    phi1Best -= Math.PI;
                }

                if (phi2Best < 0)
                {
                    phi2Best += Math.PI;
                }
                else
                {
                    phi2Best -= Math.PI;
                }
            }

            cosP  = Math.Cos(PhiBest);
            sinP  = Math.Sin(PhiBest);
            cosP1 = Math.Cos(phi1Best);
            sinP1 = Math.Sin(phi1Best);
            cosP2 = Math.Cos(phi2Best);
            sinP2 = Math.Sin(phi2Best);
            return(new Matrix3D(
                       cosP2 * cosP1 - cosP * sinP1 * sinP2, -sinP2 * cosP1 - cosP * sinP1 * cosP2, sinP * sinP1,
                       cosP2 * sinP1 + cosP * cosP1 * sinP2, -sinP2 * sinP1 + cosP * cosP1 * cosP2, -sinP * cosP1,
                       sinP2 * sinP, cosP2 * sinP, cosP
                       ));
        }