static double shell_volume(double radius, double thickness) { return M_4PI_3 * (cube(radius+thickness) - cube(radius)); } static double form_volume(double radius, double thickness) { return M_4PI_3 * cube(radius+thickness); } static double radius_effective(int mode, double radius, double thickness) { // case 1: outer radius return radius + thickness; } static void Fq(double q, double *F1, double *F2, double sld, double sld_solvent, double volfraction, double radius, double thickness) /* scattering from a unilamellar vesicle. same functional form as the core-shell sphere, but more intuitive for a vesicle */ { double vol,contrast,f; // core first, then add in shell contrast = sld_solvent-sld; vol = M_4PI_3*cube(radius); f = vol * sas_3j1x_x(q*radius) * contrast; //now the shell. No volume normalization as this is done by the caller contrast = sld-sld_solvent; vol = M_4PI_3*cube(radius+thickness); f += vol * sas_3j1x_x(q*(radius+thickness)) * contrast; //rescale to [cm-1]. // With volume fraction as part of the model in the dilute limit need // to return F2 = Vf . In order for beta approx. to work correctly // need F1^2/F2 equal to ^2 / . By returning F1 = sqrt(Vf) // and F2 = Vf both conditions are satisfied. // Since Vf is the volume fraction of vesicles of all radii, it is // constant when averaging F1 and F2 over radii and so pops out of the // polydispersity loop, so it is safe to apply it inside the model // (albeit conceptually ugly). *F1 = 1e-2 * sqrt(volfraction) * f; *F2 = 1.0e-4 * volfraction * f * f; }