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84 changes: 59 additions & 25 deletions DFNGen/generatingPoints.cpp
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Original file line number Diff line number Diff line change
Expand Up @@ -35,7 +35,7 @@ std::vector<Point> discretizeLineOfIntersection(double *pt1, double *pt2, double
double v[3] = {pt2[0] - pt1[0], pt2[1] - pt1[1], pt2[2] - pt1[2]}; // {x2-x1, y2-y1, z2-z1};
double p[3] = {pt1[0], pt1[1], pt1[2]}; // {x1, y1, z1};
// double dist = magnitude((pt1[0]-pt2[0]), (pt1[1]-pt2[1]), (pt1[2]-pt2[2])); // (x1-x2), (y1-y2), (z1-z2));
double nprime = std::ceil(2 * dist / h);
double nprime = std::ceil(2 * dist / h); // I think this could be dist / h rather then 2 * dist / h
double hprime = 1 / nprime;
double *xx = new double[(int)nprime + 1];
int i;
Expand Down Expand Up @@ -73,6 +73,61 @@ Point lineFunction3D(double *v, double *point, double t) {
return pt;
}



void anglesToNormal(double angleOne, double angleTwo, double v1[3]) {
/**
* @brief Converts orientation angles into a unit normal vector.
*
* This function maps orientation angles into a 3D Cartesian unit vector
* depending on the chosen orientation system. The supported options are:
* - orientationOption = 0 : Spherical coordinates (theta, phi)
* - angleOne = theta (angle from the z-axis)
* - angleTwo = phi (azimuth in the x-y plane from the x-axis)
* - orientationOption = 1 : Trend and Plunge
* - angleOne = trend (azimuth of the vector in the x-y plane)
* - angleTwo = plunge (angle below the horizontal plane)
* - orientationOption = 2 : Dip and Strike
* - angleOne = dip (angle from horizontal plane)
* - angleTwo = strike (azimuth of strike direction)
*
* If an invalid orientationOption is provided, the function defaults to
* returning the z-axis vector (0, 0, 1).
*
* @param angleOne First orientation angle (meaning depends on orientationOption).
* @param angleTwo Second orientation angle (meaning depends on orientationOption).
* @param[out] v1 Array of size 3 that will contain the resulting unit normal vector {x, y, z}.
*/

if (orientationOption == 0) {
// Spherical Coordinates (theta, phi)
v1[0] = std::sin(angleOne) * std::cos(angleTwo);
v1[1] = std::sin(angleOne) * std::sin(angleTwo);
v1[2] = std::cos(angleOne);
} else if (orientationOption == 1) {
// Trend and Plunge
// trend -> angleOne
// plunge -> angleTwo
// Upward-pointing normal (negated from the standard downward pole)
v1[0] = -sin(angleOne) * cos(angleTwo);
v1[1] = -cos(angleOne) * cos(angleTwo);
v1[2] = sin(angleTwo);

} else if (orientationOption == 2) {
// Dip and Strike
// dip -> angleOne
// strike -> angleTwo
v1[0] = sin(angleOne) * cos(angleTwo); // X (East)
v1[1] = -sin(angleOne) * sin(angleTwo); // Y (North)
v1[2] = cos(angleOne); // Z (up)
} else {
// Default to Z-axis if invalid option
v1[0] = 0.0;
v1[1] = 0.0;
v1[2] = 1.0;
}
}

/**************************************************************************/
/****** Fisher Distributions for Generating polygons Normal Vectors *******/
/*! Creates and returns an x,y,z array of doubles using Fisher distribution.
Expand All @@ -88,30 +143,9 @@ Point lineFunction3D(double *v, double *point, double t) {
double *fisherDistribution(double angleOne, double angleTwo, double kappa, std::mt19937_64 &generator) {
double ck = (std::exp(kappa) - std::exp(-kappa)) / kappa;
double v1[3];

if (orientationOption == 0) {
// Spherical Coordinates
// angleOne = Theta
// angleTwo = Phi
v1[0] = sin(angleOne) * cos(angleTwo);
v1[1] = sin(angleOne) * sin(angleTwo);
v1[2] = cos(angleOne);
} else if (orientationOption == 1) {
// Trend and Plunge
// angleOne = Trend
// angleTwo = Plunge
v1[0] = cos(angleOne) * cos(angleTwo);
v1[1] = sin(angleOne) * cos(angleTwo);
v1[2] = sin(angleTwo);
} else if (orientationOption == 2) {
// Dip and Strike
// angleOne = Dip
// angleTwo = Strike
v1[0] = sin(angleOne) * sin(angleTwo);
v1[1] = -sin(angleOne) * cos(angleTwo);
v1[2] = cos(angleOne);
}


anglesToNormal(angleOne, angleTwo, v1);

double u[3] = {0, 0, 1};
double *xProd = crossProduct(u, v1);
double R[9];
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