Import Geant4 9.1.0 source tree
This commit is contained in:
@@ -25,7 +25,7 @@
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//
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//
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// $Id: G4ClippablePolygon.cc,v 1.12 2007/05/11 13:54:28 gcosmo Exp $
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// GEANT4 tag $Name: geant4-09-00 $
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// GEANT4 tag $Name: geant4-09-01 $
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//
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//
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// --------------------------------------------------------------------
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@@ -24,7 +24,7 @@
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// ********************************************************************
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//
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// $Id: G4Ellipsoid.cc,v 1.14 2007/05/18 07:39:56 gcosmo Exp $
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// GEANT4 tag $Name: geant4-09-00 $
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// GEANT4 tag $Name: geant4-09-01 $
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//
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// class G4Ellipsoid
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//
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@@ -23,8 +23,8 @@
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// * acceptance of all terms of the Geant4 Software license. *
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// ********************************************************************
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//
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// $Id: G4EllipticalCone.cc,v 1.13 2007/05/18 07:39:56 gcosmo Exp $
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// GEANT4 tag $Name: geant4-09-00 $
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// $Id: G4EllipticalCone.cc,v 1.15 2007/08/21 12:58:36 gcosmo Exp $
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// GEANT4 tag $Name: geant4-09-01 $
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//
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// Implementation of G4EllipticalCone class
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//
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@@ -458,9 +458,9 @@ G4double G4EllipticalCone::DistanceToIn( const G4ThreeVector& p,
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//
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return (sigz < -halfTol) ? s : 0;
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}
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else if (xi/(xSemiAxis*xSemiAxis)*v.x() + yi/(ySemiAxis*ySemiAxis)*v.y() >= 0)
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else if (xi/(xSemiAxis*xSemiAxis)*v.x()
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+ yi/(ySemiAxis*ySemiAxis)*v.y() >= 0)
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{
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//
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// Else, if we are traveling outwards, we know
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// we must miss
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@@ -498,7 +498,8 @@ G4double G4EllipticalCone::DistanceToIn( const G4ThreeVector& p,
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{
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return (sigz > -halfTol) ? s : 0;
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}
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else if (xi/(xSemiAxis*xSemiAxis)*v.x() + yi/(ySemiAxis*ySemiAxis)*v.y() >= 0)
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else if (xi/(xSemiAxis*xSemiAxis)*v.x()
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+ yi/(ySemiAxis*ySemiAxis)*v.y() >= 0)
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{
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// return kInfinity;
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}
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@@ -540,18 +541,20 @@ G4double G4EllipticalCone::DistanceToIn( const G4ThreeVector& p,
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}
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}
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if (p.z() > zTopCut - 0.5*kCarTolerance && p.z() < zTopCut + 0.5*kCarTolerance )
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if (p.z() > zTopCut - 0.5*kCarTolerance
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&& p.z() < zTopCut + 0.5*kCarTolerance )
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{
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if (v.z() > 0.)
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return kInfinity;
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{ return kInfinity; }
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return distMin = 0.;
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}
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if (p.z() < -zTopCut + 0.5*kCarTolerance && p.z() > -zTopCut - 0.5*kCarTolerance)
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if (p.z() < -zTopCut + 0.5*kCarTolerance
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&& p.z() > -zTopCut - 0.5*kCarTolerance)
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{
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if (v.z() < 0.)
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return distMin = kInfinity;
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{ return distMin = kInfinity; }
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return distMin = 0.;
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}
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@@ -638,17 +641,18 @@ G4double G4EllipticalCone::DistanceToIn(const G4ThreeVector& p) const
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G4double distR, distR2, distZ, maxDim;
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G4double distRad;
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// check if the point lies either below z=-zTopCut in bottom elliptical region
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// or on top within cut elliptical region
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// check if the point lies either below z=-zTopCut in bottom elliptical
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// region or on top within cut elliptical region
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//
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if( (p.z() < -zTopCut) && (sqr(p.x()/xSemiAxis) + sqr(p.y()/ySemiAxis)
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< sqr(zTopCut + zheight + 0.5*kCarTolerance )) )
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if( (p.z() <= -zTopCut) && (sqr(p.x()/xSemiAxis) + sqr(p.y()/ySemiAxis)
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<= sqr(zTopCut + zheight + 0.5*kCarTolerance )) )
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{
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return distZ = std::fabs(zTopCut - p.z());
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//return distZ = std::fabs(zTopCut - p.z());
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return distZ = std::fabs(zTopCut + p.z());
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}
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if( (p.z() > zTopCut) && (sqr(p.x()/xSemiAxis)+sqr(p.y()/ySemiAxis)
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< sqr(zheight - zTopCut + kCarTolerance/2.0 )) )
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if( (p.z() >= zTopCut) && (sqr(p.x()/xSemiAxis)+sqr(p.y()/ySemiAxis)
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<= sqr(zheight - zTopCut + kCarTolerance/2.0 )) )
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{
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return distZ = std::fabs(p.z() - zTopCut);
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}
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@@ -702,9 +706,9 @@ G4double G4EllipticalCone::DistanceToOut(const G4ThreeVector& p,
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distMin = kInfinity;
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surface = kNoSurf;
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#ifdef G4SPECSDEBUG
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#ifdef G4SPECSDEBUG
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G4cout << "DToOut: vz < 0" << G4endl ;
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#endif
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#endif
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if (v.z() < 0.0)
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{
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@@ -722,9 +726,9 @@ G4double G4EllipticalCone::DistanceToOut(const G4ThreeVector& p,
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surface = kPlaneSurf;
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}
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#ifdef G4SPECSDEBUG
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#ifdef G4SPECSDEBUG
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G4cout << "DToOut: vz > 0" << G4endl ;
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#endif
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#endif
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if (v.z() > 0.0)
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{
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@@ -744,12 +748,6 @@ G4double G4EllipticalCone::DistanceToOut(const G4ThreeVector& p,
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// if we are here then it either intersects or grazes the
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// curved surface...
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//
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#ifdef G4SPECSDEBUG
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G4cout << " distMin = " << distMin << G4endl ;
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G4cout << " if we are here then it either intersects or grazes the curved surface..." << G4endl ;
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#endif
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G4double A = sqr(v.x()/xSemiAxis) + sqr(v.y()/ySemiAxis) - sqr(v.z());
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G4double B = 2.*(v.x()*p.x()/sqr(xSemiAxis) +
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v.y()*p.y()/sqr(ySemiAxis) + v.z()*(zheight-p.z()));
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@@ -768,18 +766,22 @@ G4double G4EllipticalCone::DistanceToOut(const G4ThreeVector& p,
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G4double plus = (-B+std::sqrt(discr))/(2.*A);
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G4double minus = (-B-std::sqrt(discr))/(2.*A);
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if ( plus > 0.5*kCarTolerance && minus > 0.5*kCarTolerance ) { // take the shorter distance
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lambda = std::fabs(plus) < std::fabs(minus) ? plus:minus;
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if ( plus > 0.5*kCarTolerance && minus > 0.5*kCarTolerance )
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{
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// take the shorter distance
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//
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lambda = std::fabs(plus) < std::fabs(minus) ? plus : minus;
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}
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else { // at least one solution is close to zero or negaive -> take the longer distance
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lambda = std::fabs(plus) > std::fabs(minus) ? plus:minus;
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else
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{
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// at least one solution is close to zero or negative
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// so, take small positive solution or zero
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//
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lambda = plus > -0.5*kCarTolerance ? plus : 0;
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}
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#ifdef G4SPECSDEBUG
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G4cout << "plus,minus, lambda = " << plus << ", " << minus << ", " << lambda << G4endl ;
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#endif
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if ( std::fabs(lambda) < distMin ) {
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if ( std::fabs(lambda) < distMin )
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{
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distMin = std::fabs(lambda);
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surface = kCurvedSurf;
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}
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@@ -846,7 +848,7 @@ G4double G4EllipticalCone::DistanceToOut(const G4ThreeVector& p,
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//
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G4double G4EllipticalCone::DistanceToOut(const G4ThreeVector& p) const
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{
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G4double rad, distR, distZ, distMin=0.;
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G4double rad,roo,roo1, distR, distZ, distMin=0.;
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G4double minAxis = xSemiAxis < ySemiAxis ? xSemiAxis : ySemiAxis;
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#ifdef G4SPECSDEBUG
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@@ -871,15 +873,20 @@ G4double G4EllipticalCone::DistanceToOut(const G4ThreeVector& p) const
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if( sqr(p.x()/minAxis)+sqr(p.y()/minAxis) < sqr(zheight - p.z()) )
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{
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rad = std::sqrt(sqr(p.x()) + sqr(p.y()));
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distZ = p.z() + (distMin*(rad-distMin*zheight)-p.z())/(1+sqr(distMin));
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distR = rad-(distMin*(zheight-distZ ));
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distMin = std::sqrt(sqr(distR) + sqr(distZ));
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distMin = distMin < std::fabs(p.z() + zTopCut)
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? distMin : std::fabs(p.z() + zTopCut);
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distMin = distMin < std::fabs(zTopCut - p.z())
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? distMin : std::fabs(zTopCut - p.z());
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roo = minAxis*(zheight-p.z()); // radius of cone at z= p.z()
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roo1 = minAxis*(zheight-zTopCut); // radius of cone at z=+zTopCut
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distZ=zTopCut - std::fabs(p.z()) ;
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distR=(roo-rad)/(std::sqrt(1+sqr(minAxis)));
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if(rad>roo1)
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{
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distMin=(zTopCut-p.z())*(roo-rad)/(roo-roo1);
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distMin=std::min(distMin,distR);
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}
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distMin=std::min(distR,distZ);
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}
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return distMin;
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}
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@@ -25,7 +25,7 @@
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//
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//
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// $Id: G4EllipticalTube.cc,v 1.27 2006/10/20 13:45:21 gcosmo Exp $
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// GEANT4 tag $Name: geant4-09-00 $
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// GEANT4 tag $Name: geant4-09-01 $
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//
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//
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// --------------------------------------------------------------------
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@@ -25,7 +25,7 @@
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//
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//
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// $Id: G4EnclosingCylinder.cc,v 1.10 2007/05/11 13:54:29 gcosmo Exp $
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// GEANT4 tag $Name: geant4-09-00 $
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// GEANT4 tag $Name: geant4-09-01 $
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//
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//
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// --------------------------------------------------------------------
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@@ -25,7 +25,7 @@
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//
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//
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// $Id: G4ExtrudedSolid.cc,v 1.7 2007/05/02 14:59:31 gunter Exp $
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// GEANT4 tag $Name: geant4-09-00 $
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// GEANT4 tag $Name: geant4-09-01 $
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//
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//
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// --------------------------------------------------------------------
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@@ -26,7 +26,7 @@
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//
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// $Id: G4Hype.cc,v 1.25 2006/10/20 13:45:21 gcosmo Exp $
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// $Original: G4Hype.cc,v 1.0 1998/06/09 16:57:50 safai Exp $
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// GEANT4 tag $Name: geant4-09-00 $
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// GEANT4 tag $Name: geant4-09-01 $
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//
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//
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// --------------------------------------------------------------------
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@@ -25,7 +25,7 @@
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//
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//
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// $Id: G4IntersectingCone.cc,v 1.8 2006/06/29 18:48:38 gunter Exp $
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// GEANT4 tag $Name: geant4-09-00 $
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// GEANT4 tag $Name: geant4-09-01 $
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//
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//
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// --------------------------------------------------------------------
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File diff suppressed because it is too large
Load Diff
@@ -24,8 +24,8 @@
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// ********************************************************************
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//
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//
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// $Id: G4PolyPhiFace.cc,v 1.12 2007/05/31 13:52:48 gcosmo Exp $
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// GEANT4 tag $Name: geant4-09-00 $
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// $Id: G4PolyPhiFace.cc,v 1.13 2007/07/19 12:57:14 gcosmo Exp $
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// GEANT4 tag $Name: geant4-09-01 $
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//
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//
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// --------------------------------------------------------------------
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@@ -269,6 +269,7 @@ void G4PolyPhiFace::Diagnose( G4VSolid *owner )
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// for usage restricted to object persistency.
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//
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G4PolyPhiFace::G4PolyPhiFace( __void__&)
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: edges(0), corners(0)
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{
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}
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@@ -24,8 +24,8 @@
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// ********************************************************************
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//
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//
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// $Id: G4Polycone.cc,v 1.37 2007/04/26 13:34:04 gcosmo Exp $
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// GEANT4 tag $Name: geant4-09-00 $
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// $Id: G4Polycone.cc,v 1.39 2007/10/02 09:50:46 gcosmo Exp $
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// GEANT4 tag $Name: geant4-09-01 $
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//
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//
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// --------------------------------------------------------------------
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@@ -313,7 +313,7 @@ void G4Polycone::Create( G4double phiStart,
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// for usage restricted to object persistency.
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//
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G4Polycone::G4Polycone( __void__& a )
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: G4VCSGfaceted(a), genericPcon(false),
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: G4VCSGfaceted(a), genericPcon(false), corners(0),
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original_parameters(0), enclosingCylinder(0)
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{
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}
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@@ -638,7 +638,6 @@ G4ThreeVector G4Polycone::GetPointOnCone(G4double fRmin1, G4double fRmax1,
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fRmax2-((zRand-fDz)/(2.*fDz))*(fRmax1-fRmax2));
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point = G4ThreeVector (rRand1*std::cos(startPhi),
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rRand1*std::sin(startPhi), zRand);
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G4cout<<"Point3="<<point<<G4endl;
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}
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else
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{
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@@ -24,8 +24,8 @@
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// ********************************************************************
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//
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//
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// $Id: G4PolyconeSide.cc,v 1.16 2007/05/31 13:52:48 gcosmo Exp $
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// GEANT4 tag $Name: geant4-09-00 $
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// $Id: G4PolyconeSide.cc,v 1.17 2007/08/13 10:33:04 gcosmo Exp $
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// GEANT4 tag $Name: geant4-09-01 $
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//
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//
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// --------------------------------------------------------------------
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@@ -60,7 +60,7 @@ G4PolyconeSide::G4PolyconeSide( const G4PolyconeSideRZ *prevRZ,
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G4double theDeltaPhi,
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G4bool thePhiIsOpen,
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G4bool isAllBehind )
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: corners(0)
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: ncorners(0), corners(0)
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{
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kCarTolerance = G4GeometryTolerance::GetInstance()->GetSurfaceTolerance();
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@@ -85,7 +85,8 @@ G4PolyconeSide::G4PolyconeSide( const G4PolyconeSideRZ *prevRZ,
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//
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// Calculate corner coordinates
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//
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corners = new G4ThreeVector[4];
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ncorners = 4;
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corners = new G4ThreeVector[ncorners];
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corners[0] = G4ThreeVector( tail->r*std::cos(startPhi),
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tail->r*std::sin(startPhi), tail->z );
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@@ -152,7 +153,7 @@ G4PolyconeSide::G4PolyconeSide( const G4PolyconeSideRZ *prevRZ,
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// for usage restricted to object persistency.
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//
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G4PolyconeSide::G4PolyconeSide( __void__& )
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: cone(0), corners(0)
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: phiIsOpen(false), cone(0), ncorners(0), corners(0)
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{
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}
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@@ -229,7 +230,8 @@ void G4PolyconeSide::CopyStuff( const G4PolyconeSide &source )
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if (phiIsOpen)
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{
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corners = new G4ThreeVector[4];
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ncorners = 4;
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corners = new G4ThreeVector[ncorners];
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corners[0] = source.corners[0];
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corners[1] = source.corners[1];
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@@ -24,8 +24,8 @@
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// ********************************************************************
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//
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//
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// $Id: G4Polyhedra.cc,v 1.33 2007/01/22 12:58:53 gcosmo Exp $
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// GEANT4 tag $Name: geant4-09-00 $
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// $Id: G4Polyhedra.cc,v 1.36 2007/07/12 15:52:21 gcosmo Exp $
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// GEANT4 tag $Name: geant4-09-01 $
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//
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//
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// --------------------------------------------------------------------
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@@ -677,14 +677,16 @@ G4ThreeVector G4Polyhedra::GetPointOnSurface() const
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G4double chose, totArea=0., Achose1, Achose2,
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rad1, rad2, sinphi1, sinphi2, cosphi1, cosphi2;
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G4double a, b, l2, rang,
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ksi = (endPhi-startPhi)/(double)numSide,
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totalPhi,ksi,
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area, aTop=0., aBottom=0.,zVal=0.;
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G4ThreeVector p0, p1, p2, p3;
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std::vector<G4double> aVector1;
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std::vector<G4double> aVector2;
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std::vector<G4double> aVector3;
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G4double cosksi = std::cos(ksi/2.);
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totalPhi= (phiIsOpen) ? (endPhi-startPhi) : twopi;
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ksi = totalPhi/numSide;
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G4double cosksi = std::cos(ksi/2.);
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// below we generate the areas relevant to our solid
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//
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@@ -750,14 +752,15 @@ G4ThreeVector G4Polyhedra::GetPointOnSurface() const
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chose = RandFlat::shoot(0.,totArea+aTop+aBottom);
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if( (chose >= 0.) && (chose < aTop + aBottom) )
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{
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chose = RandFlat::shoot(startPhi,endPhi);
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chose = RandFlat::shoot(startPhi,startPhi+totalPhi);
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rang = std::floor((chose-startPhi)/ksi-0.01);
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if(rang<0)rang=0;
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rang = std::fabs(rang);
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sinphi1 = std::sin(startPhi+rang*ksi);
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sinphi2 = std::sin(startPhi+(rang+1)*ksi);
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cosphi1 = std::cos(startPhi+rang*ksi);
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cosphi2 = std::cos(startPhi+(rang+1)*ksi);
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chose = RandFlat::shoot(0., aTop + aBottom);
|
||||
if(chose>=0. && chose<aTop)
|
||||
{
|
||||
@@ -798,8 +801,9 @@ G4ThreeVector G4Polyhedra::GetPointOnSurface() const
|
||||
|
||||
if( (chose>=0.) && (chose<numSide*aVector1[j]) )
|
||||
{
|
||||
chose = RandFlat::shoot(startPhi,endPhi);
|
||||
rang = std::floor((chose-startPhi)/ksi-0.01);
|
||||
chose = RandFlat::shoot(startPhi,startPhi+totalPhi);
|
||||
rang = std::floor((chose-startPhi)/ksi-0.01);
|
||||
if(rang<0)rang=0;
|
||||
rang = std::fabs(rang);
|
||||
rad1 = original_parameters->Rmax[j];
|
||||
rad2 = original_parameters->Rmax[j+1];
|
||||
@@ -816,14 +820,15 @@ G4ThreeVector G4Polyhedra::GetPointOnSurface() const
|
||||
|
||||
p2 = G4ThreeVector(rad2*cosphi2,rad2*sinphi2,zVal);
|
||||
p3 = G4ThreeVector(rad2*cosphi1,rad2*sinphi1,zVal);
|
||||
|
||||
return GetPointOnPlane(p0,p1,p2,p3);
|
||||
}
|
||||
else if ( (chose >= numSide*aVector1[j])
|
||||
&& (chose <= numSide*(aVector1[j]+aVector2[j])) )
|
||||
{
|
||||
chose = RandFlat::shoot(startPhi,endPhi);
|
||||
|
||||
chose = RandFlat::shoot(startPhi,startPhi+totalPhi);
|
||||
rang = std::floor((chose-startPhi)/ksi-0.01);
|
||||
if(rang<0)rang=0;
|
||||
rang = std::fabs(rang);
|
||||
rad1 = original_parameters->Rmin[j];
|
||||
rad2 = original_parameters->Rmin[j+1];
|
||||
@@ -840,7 +845,6 @@ G4ThreeVector G4Polyhedra::GetPointOnSurface() const
|
||||
|
||||
p2 = G4ThreeVector(rad2*cosphi2,rad2*sinphi2,zVal);
|
||||
p3 = G4ThreeVector(rad2*cosphi1,rad2*sinphi1,zVal);
|
||||
|
||||
return GetPointOnPlane(p0,p1,p2,p3);
|
||||
}
|
||||
|
||||
@@ -869,7 +873,6 @@ G4ThreeVector G4Polyhedra::GetPointOnSurface() const
|
||||
original_parameters->Z_values[j+1]);
|
||||
p3 = G4ThreeVector(rad2*cosphi1,rad2*sinphi1,
|
||||
original_parameters->Z_values[j+1]);
|
||||
|
||||
return GetPointOnPlane(p0,p1,p2,p3);
|
||||
}
|
||||
|
||||
@@ -1061,7 +1064,8 @@ G4Polyhedron* G4Polyhedra::CreatePolyhedron() const
|
||||
nFaces = numSide * numCorner;;
|
||||
xyz = new double3[nNodes];
|
||||
faces_vec = new int4[nFaces];
|
||||
const G4double dPhi = (endPhi - startPhi) / numSide;
|
||||
// const G4double dPhi = (endPhi - startPhi) / numSide;
|
||||
const G4double dPhi = twopi / numSide; // !phiIsOpen endPhi-startPhi = 360 degrees.
|
||||
G4double phi = startPhi;
|
||||
G4int ixyz = 0, iface = 0;
|
||||
for (G4int iSide = 0; iSide < numSide; ++iSide)
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
//
|
||||
//
|
||||
// $Id: G4PolyhedraSide.cc,v 1.13 2007/05/31 13:52:48 gcosmo Exp $
|
||||
// GEANT4 tag $Name: geant4-09-00 $
|
||||
// GEANT4 tag $Name: geant4-09-01 $
|
||||
//
|
||||
//
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
@@ -24,8 +24,8 @@
|
||||
// * acceptance of all terms of the Geant4 Software license. *
|
||||
// ********************************************************************
|
||||
//
|
||||
// $Id: G4QuadrangularFacet.cc,v 1.5 2007/02/15 17:04:10 gcosmo Exp $
|
||||
// GEANT4 tag $Name: geant4-09-00 $
|
||||
// $Id: G4QuadrangularFacet.cc,v 1.6 2007/08/23 14:49:23 gcosmo Exp $
|
||||
// GEANT4 tag $Name: geant4-09-01 $
|
||||
//
|
||||
// %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
//
|
||||
@@ -123,7 +123,7 @@ G4QuadrangularFacet::G4QuadrangularFacet (const G4ThreeVector Pt0,
|
||||
surfaceNormal = normal1;
|
||||
|
||||
G4ThreeVector vtmp = 0.5 * (E[0] + E[1]);
|
||||
centroid = P0 + vtmp;
|
||||
circumcentre = P0 + vtmp;
|
||||
radiusSqr = vtmp.mag2();
|
||||
radius = std::sqrt(radiusSqr);
|
||||
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
//
|
||||
//
|
||||
// $Id: G4ReduciblePolygon.cc,v 1.11 2006/06/29 18:48:53 gunter Exp $
|
||||
// GEANT4 tag $Name: geant4-09-00 $
|
||||
// GEANT4 tag $Name: geant4-09-01 $
|
||||
//
|
||||
//
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
//
|
||||
//
|
||||
// $Id: G4SolidExtentList.cc,v 1.5 2007/05/11 13:54:29 gcosmo Exp $
|
||||
// GEANT4 tag $Name: geant4-09-00 $
|
||||
// GEANT4 tag $Name: geant4-09-01 $
|
||||
//
|
||||
//
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
@@ -0,0 +1,281 @@
|
||||
//
|
||||
// ********************************************************************
|
||||
// * License and Disclaimer *
|
||||
// * *
|
||||
// * The Geant4 software is copyright of the Copyright Holders of *
|
||||
// * the Geant4 Collaboration. It is provided under the terms and *
|
||||
// * conditions of the Geant4 Software License, included in the file *
|
||||
// * LICENSE and available at http://cern.ch/geant4/license . These *
|
||||
// * include a list of copyright holders. *
|
||||
// * *
|
||||
// * Neither the authors of this software system, nor their employing *
|
||||
// * institutes,nor the agencies providing financial support for this *
|
||||
// * work make any representation or warranty, express or implied, *
|
||||
// * regarding this software system or assume any liability for its *
|
||||
// * use. Please see the license in the file LICENSE and URL above *
|
||||
// * for the full disclaimer and the limitation of liability. *
|
||||
// * *
|
||||
// * This code implementation is the result of the scientific and *
|
||||
// * technical work of the GEANT4 collaboration and of QinetiQ Ltd, *
|
||||
// * By using, copying, modifying or distributing the software (or *
|
||||
// * any work based on the software) you agree to acknowledge its *
|
||||
// * use in resulting scientific publications, and indicate your *
|
||||
// * acceptance of all terms of the Geant4 Software license. *
|
||||
// ********************************************************************
|
||||
//
|
||||
// $Id: G4TessellatedGeometryAlgorithms.cc,v 1.5 2007/12/12 16:51:12 gcosmo Exp $
|
||||
// GEANT4 tag $Name: geant4-09-01 $
|
||||
//
|
||||
// %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
//
|
||||
// MODULE: G4TessellatedGeometryAlgorithms.cc
|
||||
//
|
||||
// Date: 07/08/2005
|
||||
// Author: Rickard Holmberg & Pete Truscott
|
||||
// Organisation: QinetiQ Ltd, UK (PT)
|
||||
// Customer: ESA-ESTEC / TEC-EES
|
||||
// Contract:
|
||||
//
|
||||
// %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
//
|
||||
// CHANGE HISTORY
|
||||
// --------------
|
||||
//
|
||||
// 07 August 2007, P R Truscott, QinetiQ Ltd, UK - Created, with member
|
||||
// functions based on the work of Rickard Holmberg.
|
||||
//
|
||||
// 26 September 2007
|
||||
// P R Truscott, qinetiQ Ltd, UK
|
||||
// Updated to assign values of location array, not update
|
||||
// just the pointer.
|
||||
//
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#include "G4TessellatedGeometryAlgorithms.hh"
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Pointer to single instance of class.
|
||||
//
|
||||
G4TessellatedGeometryAlgorithms* G4TessellatedGeometryAlgorithms::fInstance = 0;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// G4TessellatedGeometryAlgorithms
|
||||
//
|
||||
// Constructor doesn't need to do anything since this class just allows access
|
||||
// to the geometric algorithms contained in member functions.
|
||||
//
|
||||
G4TessellatedGeometryAlgorithms::G4TessellatedGeometryAlgorithms ()
|
||||
{
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// GetInstance
|
||||
//
|
||||
// This is the access point for this singleton.
|
||||
//
|
||||
G4TessellatedGeometryAlgorithms* G4TessellatedGeometryAlgorithms::GetInstance()
|
||||
{
|
||||
static G4TessellatedGeometryAlgorithms worldStdGeom;
|
||||
if (!fInstance)
|
||||
{
|
||||
fInstance = &worldStdGeom;
|
||||
}
|
||||
return fInstance;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// IntersectLineAndTriangle2D
|
||||
//
|
||||
// Determines whether there is an intersection between a line defined
|
||||
// by r = p + s.v and a triangle defined by verticies P0, P0+E0 and P0+E1.
|
||||
//
|
||||
// Here:
|
||||
// p = 2D vector
|
||||
// s = scaler on [0,infinity)
|
||||
// v = 2D vector
|
||||
// P0, E0 and E1 are 2D vectors
|
||||
// Information about where the intersection occurs is returned in the
|
||||
// variable location.
|
||||
//
|
||||
// This is based on the work of Rickard Holmberg.
|
||||
//
|
||||
G4bool G4TessellatedGeometryAlgorithms::IntersectLineAndTriangle2D (
|
||||
const G4TwoVector p, const G4TwoVector v,
|
||||
const G4TwoVector P0, const G4TwoVector E0, const G4TwoVector E1,
|
||||
G4TwoVector location[2])
|
||||
{
|
||||
G4TwoVector loc0[2];
|
||||
G4int e0i = IntersectLineAndLineSegment2D (p,v,P0,E0,loc0);
|
||||
if (e0i == 2)
|
||||
{
|
||||
location[0] = loc0[0];
|
||||
location[1] = loc0[1];
|
||||
return true;
|
||||
}
|
||||
|
||||
G4TwoVector loc1[2];
|
||||
G4int e1i = IntersectLineAndLineSegment2D (p,v,P0,E1,loc1);
|
||||
if (e1i == 2)
|
||||
{
|
||||
location[0] = loc1[0];
|
||||
location[1] = loc1[1];
|
||||
return true;
|
||||
}
|
||||
|
||||
if ((e0i == 1) && (e1i == 1))
|
||||
{
|
||||
if ((loc0[0]-p).mag2() < (loc1[0]-p).mag2())
|
||||
{
|
||||
location[0] = loc0[0];
|
||||
location[1] = loc1[0];
|
||||
}
|
||||
else
|
||||
{
|
||||
location[0] = loc1[0];
|
||||
location[1] = loc0[0];
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
G4TwoVector P1 = P0 + E0;
|
||||
G4TwoVector DE = E1 - E0;
|
||||
G4TwoVector loc2[2];
|
||||
G4int e2i = IntersectLineAndLineSegment2D (p,v,P1,DE,loc2);
|
||||
if (e2i == 2)
|
||||
{
|
||||
location[0] = loc2[0];
|
||||
location[1] = loc2[1];
|
||||
return true;
|
||||
}
|
||||
|
||||
if ((e0i == 0) && (e1i == 0) && (e2i == 0)) { return false; }
|
||||
|
||||
if ((e0i == 1) && (e2i == 1))
|
||||
{
|
||||
if ((loc0[0]-p).mag2() < (loc2[0]-p).mag2())
|
||||
{
|
||||
location[0] = loc0[0];
|
||||
location[1] = loc2[0];
|
||||
}
|
||||
else
|
||||
{
|
||||
location[0] = loc2[0];
|
||||
location[1] = loc0[0];
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
if ((e1i == 1) && (e2i == 1))
|
||||
{
|
||||
if ((loc1[0]-p).mag2() < (loc2[0]-p).mag2())
|
||||
{
|
||||
location[0] = loc1[0];
|
||||
location[1] = loc2[0];
|
||||
}
|
||||
else
|
||||
{
|
||||
location[0] = loc2[0];
|
||||
location[1] = loc1[0];
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// IntersectLineAndLineSegment2D
|
||||
//
|
||||
// Determines whether there is an intersection between a line defined
|
||||
// by r = P0 + s.D0 and a line-segment with endpoints P1 and P1+D1.
|
||||
// Here:
|
||||
// P0 = 2D vector
|
||||
// s = scaler on [0,infinity)
|
||||
// D0 = 2D vector
|
||||
// P1 and D1 are 2D vectors
|
||||
//
|
||||
// This function returns:
|
||||
// 0 - if there is no intersection;
|
||||
// 1 - if there is a unique intersection;
|
||||
// 2 - if the line and line-segments overlap, and the intersection is a
|
||||
// segment itself.
|
||||
// Information about where the intersection occurs is returned in the
|
||||
// as ??.
|
||||
//
|
||||
// This is based on the work of Rickard Holmberg as well as material published
|
||||
// by Philip J Schneider and David H Eberly, "Geometric Tools for Computer
|
||||
// Graphics," ISBN 1-55860-694-0, pp 244-245, 2003.
|
||||
//
|
||||
G4int G4TessellatedGeometryAlgorithms::IntersectLineAndLineSegment2D (
|
||||
const G4TwoVector P0, const G4TwoVector D0,
|
||||
const G4TwoVector P1, const G4TwoVector D1,
|
||||
G4TwoVector location[2])
|
||||
{
|
||||
G4TwoVector E = P1 - P0;
|
||||
G4double kross = cross(D0,D1);
|
||||
G4double sqrKross = kross * kross;
|
||||
G4double sqrLen0 = D0.mag2();
|
||||
G4double sqrLen1 = D1.mag2();
|
||||
location[0] = G4TwoVector(0.0,0.0);
|
||||
location[1] = G4TwoVector(0.0,0.0);
|
||||
|
||||
if (sqrKross > DBL_EPSILON * DBL_EPSILON * sqrLen0 * sqrLen1)
|
||||
{
|
||||
//
|
||||
//
|
||||
// The line and line segment are not parallel. Determine if the intersection
|
||||
// is in positive s where r = P0 + s*D0, and for 0<=t<=1 where r = p1 + t*D1.
|
||||
//
|
||||
G4double s = cross(E,D1)/kross;
|
||||
if (s < 0) return 0; // Intersection does not occur for positive s.
|
||||
G4double t = cross(E,D0)/kross;
|
||||
if (t < 0 || t > 1) return 0; // Intersection does not occur on line-segment.
|
||||
//
|
||||
//
|
||||
// Intersection of lines is a single point on the forward-propagating line
|
||||
// defined by r = P0 + s*D0, and the line segment defined by r = p1 + t*D1.
|
||||
//
|
||||
location[0] = P0 + s*D0;
|
||||
return 1;
|
||||
}
|
||||
//
|
||||
//
|
||||
// Line and line segment are parallel. Determine whether they overlap or not.
|
||||
//
|
||||
G4double sqrLenE = E.mag2();
|
||||
kross = cross(E,D0);
|
||||
sqrKross = kross * kross;
|
||||
if (sqrKross > DBL_EPSILON * DBL_EPSILON * sqrLen0 * sqrLenE)
|
||||
{
|
||||
return 0; //Lines are different.
|
||||
}
|
||||
//
|
||||
//
|
||||
// Lines are the same. Test for overlap.
|
||||
//
|
||||
G4double s0 = D0.dot(E)/sqrLen0;
|
||||
G4double s1 = s0 + D0.dot(D1)/sqrLen0;
|
||||
G4double smin = 0.0;
|
||||
G4double smax = 0.0;
|
||||
|
||||
if (s0 < s1) {smin = s0; smax = s1;}
|
||||
else {smin = s1; smax = s0;}
|
||||
|
||||
if (smax < 0.0) return 0;
|
||||
else if (smin < 0.0)
|
||||
{
|
||||
location[0] = P0;
|
||||
location[1] = P0 + smax*D0;
|
||||
return 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
location[0] = P0 + smin*D0;
|
||||
location[1] = P0 + smax*D0;
|
||||
return 2;
|
||||
}
|
||||
}
|
||||
@@ -17,15 +17,15 @@
|
||||
// * *
|
||||
// * This code implementation is the result of the scientific and *
|
||||
// * technical work of the GEANT4 collaboration and of QinetiQ Ltd, *
|
||||
// * subject DEFCON 705 IPR conditions. *
|
||||
// * subject to DEFCON 705 IPR conditions. *
|
||||
// * By using, copying, modifying or distributing the software (or *
|
||||
// * any work based on the software) you agree to acknowledge its *
|
||||
// * use in resulting scientific publications, and indicate your *
|
||||
// * acceptance of all terms of the Geant4 Software license. *
|
||||
// ********************************************************************
|
||||
//
|
||||
// $Id: G4TessellatedSolid.cc,v 1.9 2007/02/12 12:08:33 gcosmo Exp $
|
||||
// GEANT4 tag $Name: geant4-09-00 $
|
||||
// $Id: G4TessellatedSolid.cc,v 1.14 2007/12/11 15:28:50 gcosmo Exp $
|
||||
// GEANT4 tag $Name: geant4-09-01 $
|
||||
//
|
||||
// %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
//
|
||||
@@ -42,6 +42,18 @@
|
||||
// CHANGE HISTORY
|
||||
// --------------
|
||||
//
|
||||
// 14 November 2007 P R Truscott, QinetiQ & Stan Seibert, U Texas
|
||||
// Bug fixes to CalculateExtent
|
||||
//
|
||||
// 17 September 2007, P R Truscott, QinetiQ Ltd & Richard Holmberg
|
||||
// Updated extensively prior to this date to deal with
|
||||
// concaved tessellated surfaces, based on the algorithm
|
||||
// of Richard Holmberg. This had been slightly modified
|
||||
// to determine with inside the geometry by projecting
|
||||
// random rays from the point provided. Now random rays
|
||||
// are predefined rather than making use of random
|
||||
// number generator at run-time.
|
||||
//
|
||||
// 22 November 2005, F Lei
|
||||
// - Changed ::DescribeYourselfTo(), line 464
|
||||
// - added GetPolyHedron()
|
||||
@@ -77,6 +89,8 @@ G4TessellatedSolid::G4TessellatedSolid ()
|
||||
yMaxExtent = -kInfinity;
|
||||
zMinExtent = kInfinity;
|
||||
zMaxExtent = -kInfinity;
|
||||
|
||||
SetRandomVectorSet();
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
@@ -99,6 +113,8 @@ G4TessellatedSolid::G4TessellatedSolid (const G4String &name)
|
||||
yMaxExtent = -kInfinity;
|
||||
zMinExtent = kInfinity;
|
||||
zMaxExtent = -kInfinity;
|
||||
|
||||
SetRandomVectorSet();
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
@@ -111,8 +127,9 @@ G4TessellatedSolid::G4TessellatedSolid( __void__& a )
|
||||
geometryType("G4TessellatedSolid"), cubicVolume(0.), surfaceArea(0.),
|
||||
vertexList(), xMinExtent(0.), xMaxExtent(0.),
|
||||
yMinExtent(0.), yMaxExtent(0.), zMinExtent(0.), zMaxExtent(0.),
|
||||
solidClosed(false), dirTolerance(0.)
|
||||
solidClosed(false)
|
||||
{
|
||||
SetRandomVectorSet();
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
@@ -295,6 +312,32 @@ void G4TessellatedSolid::SetSolidClosed (const G4bool t)
|
||||
zMinExtent = z;
|
||||
}
|
||||
}
|
||||
//
|
||||
//
|
||||
// Compute extremeFacets, i.e. find those facets that have surface
|
||||
// planes that bound the volume.
|
||||
// Note that this is going to reject concaved surfaces as being extreme. Also
|
||||
// note that if the vertex is on the facet, displacement is zero, so IsInside
|
||||
// returns true. So will this work?? Need non-equality
|
||||
// "G4bool inside = displacement < 0.0;"
|
||||
// or
|
||||
// "G4bool inside = displacement <= -0.5*kCarTolerance"
|
||||
// (Notes from PT 13/08/2007).
|
||||
//
|
||||
for (FacetCI it=facets.begin(); it!=facets.end(); it++)
|
||||
{
|
||||
G4bool isExtreme = true;
|
||||
for (size_t i=0; i<vertexList.size(); i++)
|
||||
{
|
||||
if (!(*it)->IsInside(vertexList[i]))
|
||||
{
|
||||
isExtreme = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (isExtreme)
|
||||
extremeFacets.insert(*it);
|
||||
}
|
||||
solidClosed = true;
|
||||
}
|
||||
else
|
||||
@@ -305,11 +348,22 @@ void G4TessellatedSolid::SetSolidClosed (const G4bool t)
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// GetSolidClosed
|
||||
//
|
||||
// Used to determine whether the solid is closed to adding further facets.
|
||||
//
|
||||
G4bool G4TessellatedSolid::GetSolidClosed () const
|
||||
{return solidClosed;}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// operator+=
|
||||
//
|
||||
// This operator allows the user to add two tessellated solids together, so
|
||||
// that the solid on the left then includes all of the facets in the solid
|
||||
// on the right. Note that copies of the facets are generated, rather than
|
||||
// using the original facet set of the solid on the right.
|
||||
//
|
||||
const G4TessellatedSolid &G4TessellatedSolid::operator+=
|
||||
(const G4TessellatedSolid &right)
|
||||
{
|
||||
@@ -320,6 +374,10 @@ const G4TessellatedSolid &G4TessellatedSolid::operator+=
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// GetFacet
|
||||
//
|
||||
// Access pointer to facet in solid, indexed by integer i.
|
||||
//
|
||||
G4VFacet *G4TessellatedSolid::GetFacet (size_t i) const
|
||||
{
|
||||
return facets[i];
|
||||
@@ -327,6 +385,8 @@ G4VFacet *G4TessellatedSolid::GetFacet (size_t i) const
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// GetNumberOfFacets
|
||||
//
|
||||
size_t G4TessellatedSolid::GetNumberOfFacets () const
|
||||
{
|
||||
return facets.size();
|
||||
@@ -334,8 +394,20 @@ size_t G4TessellatedSolid::GetNumberOfFacets () const
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// EInside G4TessellatedSolid::Inside (const G4ThreeVector &p) const
|
||||
//
|
||||
// This method must return:
|
||||
// * kOutside if the point at offset p is outside the shape
|
||||
// boundaries plus kCarTolerance/2,
|
||||
// * kSurface if the point is <= kCarTolerance/2 from a surface, or
|
||||
// * kInside otherwise.
|
||||
//
|
||||
EInside G4TessellatedSolid::Inside (const G4ThreeVector &p) const
|
||||
{
|
||||
//
|
||||
// First the simple test - check if we're outside of the X-Y-Z extremes
|
||||
// of the tessellated solid.
|
||||
//
|
||||
if ( p.x() < xMinExtent - kCarTolerance ||
|
||||
p.x() > xMaxExtent + kCarTolerance ||
|
||||
p.y() < yMinExtent - kCarTolerance ||
|
||||
@@ -347,51 +419,144 @@ EInside G4TessellatedSolid::Inside (const G4ThreeVector &p) const
|
||||
}
|
||||
|
||||
G4double minDist = kInfinity;
|
||||
G4double dist = 0.0;
|
||||
typedef std::multimap< G4double, FacetCI, std::less<G4double> > DistMapType;
|
||||
DistMapType distmap;
|
||||
size_t purgeIntv = 25;
|
||||
|
||||
//
|
||||
//
|
||||
// Check if we are close to a surface
|
||||
//
|
||||
for (FacetCI f=facets.begin(); f!=facets.end(); f++)
|
||||
{
|
||||
dist = (*f)->Distance(p,minDist);
|
||||
distmap.insert(DistMapType::value_type(dist,f));
|
||||
minDist = distmap.begin()->first;
|
||||
if (distmap.size() > purgeIntv)
|
||||
G4double dist = (*f)->Distance(p,minDist);
|
||||
if (dist < minDist) minDist = dist;
|
||||
if (dist <= 0.5*kCarTolerance)
|
||||
{
|
||||
DistMapType::iterator it =
|
||||
distmap.lower_bound(minDist + 0.5*kCarTolerance);
|
||||
it++;
|
||||
if (it != distmap.end())
|
||||
return kSurface;
|
||||
}
|
||||
}
|
||||
//
|
||||
//
|
||||
// The following is something of an adaptation of the method implemented by
|
||||
// Rickard Holmberg augmented with information from Schneider & Eberly,
|
||||
// "Geometric Tools for Computer Graphics," pp700-701, 2003. In essence, we're
|
||||
// trying to determine whether we're inside the volume by projecting a few rays
|
||||
// and determining if the first surface crossed is has a normal vector between
|
||||
// 0 to pi/2 (out-going) or pi/2 to pi (in-going). We should also avoid rays
|
||||
// which are nearly within the plane of the tessellated surface, and therefore
|
||||
// produce rays randomly. For the moment, this is a bit over-engineered
|
||||
// (belt-braces-and-ducttape).
|
||||
//
|
||||
#if G4SPECSDEBUG
|
||||
G4int nTry = 7;
|
||||
#else
|
||||
G4int nTry = 3;
|
||||
#endif
|
||||
G4double distOut = kInfinity;
|
||||
G4double distIn = kInfinity;
|
||||
G4double distO = 0.0;
|
||||
G4double distI = 0.0;
|
||||
G4double distFromSurfaceO = 0.0;
|
||||
G4double distFromSurfaceI = 0.0;
|
||||
G4ThreeVector normalO(0.0,0.0,0.0);
|
||||
G4ThreeVector normalI(0.0,0.0,0.0);
|
||||
G4bool crossingO = false;
|
||||
G4bool crossingI = false;
|
||||
EInside location = kOutside;
|
||||
EInside locationprime = kOutside;
|
||||
G4int m = 0;
|
||||
|
||||
for (G4int i=0; i<nTry; i++)
|
||||
{
|
||||
G4bool nearParallel = false;
|
||||
do
|
||||
{
|
||||
//
|
||||
//
|
||||
// We loop until we find direction where the vector is not nearly parallel
|
||||
// to the surface of any facet since this causes ambiguities. The usual
|
||||
// case is that the angles should be sufficiently different, but there are 20
|
||||
// random directions to select from - hopefully sufficient.
|
||||
//
|
||||
distOut = kInfinity;
|
||||
distIn = kInfinity;
|
||||
G4ThreeVector v = randir[m];
|
||||
m++;
|
||||
FacetCI f = facets.begin();
|
||||
do
|
||||
{
|
||||
DistMapType::iterator itend = distmap.end();
|
||||
itend--;
|
||||
distmap.erase (it,itend);
|
||||
}
|
||||
if (distmap.size() > purgeIntv) purgeIntv = 2*distmap.size();
|
||||
//
|
||||
//
|
||||
// Here we loop through the facets to find out if there is an intersection
|
||||
// between the ray and that facet. The test if performed separately whether
|
||||
// the ray is entering the facet or exiting.
|
||||
//
|
||||
crossingO = ((*f)->Intersect(p,v,true,distO,distFromSurfaceO,normalO));
|
||||
crossingI = ((*f)->Intersect(p,v,false,distI,distFromSurfaceI,normalI));
|
||||
if (crossingO || crossingI)
|
||||
{
|
||||
nearParallel = crossingO && std::abs(normalO.dot(v))<dirTolerance ||
|
||||
crossingI && std::abs(normalI.dot(v))<dirTolerance;
|
||||
if (!nearParallel)
|
||||
{
|
||||
if (crossingO && distO > 0.0 && distO < distOut) distOut = distO;
|
||||
if (crossingI && distI > 0.0 && distI < distIn) distIn = distI;
|
||||
}
|
||||
}
|
||||
} while (!nearParallel && ++f!=facets.end());
|
||||
} while (nearParallel && m!=maxTries);
|
||||
|
||||
if (m == maxTries)
|
||||
{
|
||||
//
|
||||
//
|
||||
// We've run out of random vector directions. If nTries is set sufficiently
|
||||
// low (nTries <= 0.5*maxTries) then this would indicate that there is
|
||||
// something wrong with geometry.
|
||||
//
|
||||
G4Exception("G4TessellatedSolid::Inside()",
|
||||
"UnknownInsideOutside", FatalException,
|
||||
"Cannot determine whether point is inside or outside volume!");
|
||||
}
|
||||
//
|
||||
//
|
||||
// In the next if-then-elseif string the logic is as follows:
|
||||
// (1) You don't hit anything so cannot be inside volume, provided volume
|
||||
// constructed correctly!
|
||||
// (2) Distance to inside (ie. nearest facet such that you enter facet) is
|
||||
// shorter than distance to outside (nearest facet such that you exit
|
||||
// facet) - on condition of safety distance - therefore we're outside.
|
||||
// (3) Distance to outside is shorter than distance to inside therefore we're
|
||||
// inside.
|
||||
//
|
||||
if (distIn == kInfinity && distOut == kInfinity)
|
||||
locationprime = kOutside;
|
||||
else if (distIn <= distOut - kCarTolerance*0.5)
|
||||
locationprime = kOutside;
|
||||
else if (distOut <= distIn - kCarTolerance*0.5)
|
||||
locationprime = kInside;
|
||||
|
||||
if (i == 0) location = locationprime;
|
||||
else if (locationprime != location)
|
||||
{
|
||||
//
|
||||
//
|
||||
// Different ray directions result in different answer. Seems like the
|
||||
// geometry is not constructed correctly.
|
||||
//
|
||||
G4Exception("G4TessellatedSolid::Inside()",
|
||||
"UnknownInsideOutside", FatalException,
|
||||
"Cannot determine whether point is inside or outside volume!");
|
||||
}
|
||||
}
|
||||
|
||||
EInside inside = kInside;
|
||||
|
||||
if (minDist <= 0.5*kCarTolerance) {inside = kSurface;}
|
||||
else
|
||||
{
|
||||
DistMapType::const_iterator itcut =
|
||||
distmap.lower_bound(minDist + 0.5* kCarTolerance);
|
||||
itcut++;
|
||||
DistMapType::const_iterator it = distmap.begin();
|
||||
do
|
||||
{
|
||||
if (!((*(it->second))->IsInside(p))) {inside = kOutside;}
|
||||
} while (inside == kInside && ++it != itcut);
|
||||
}
|
||||
|
||||
return inside;
|
||||
return location;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// G4ThreeVector G4TessellatedSolid::SurfaceNormal (const G4ThreeVector &p) const
|
||||
//
|
||||
// Return the outwards pointing unit normal of the shape for the
|
||||
// surface closest to the point at offset p.
|
||||
|
||||
G4ThreeVector G4TessellatedSolid::SurfaceNormal (const G4ThreeVector &p) const
|
||||
{
|
||||
FacetCI minFacet;
|
||||
@@ -430,6 +595,14 @@ G4ThreeVector G4TessellatedSolid::SurfaceNormal (const G4ThreeVector &p) const
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// G4double DistanceToIn(const G4ThreeVector& p, const G4ThreeVector& v)
|
||||
//
|
||||
// Return the distance along the normalised vector v to the shape,
|
||||
// from the point at offset p. If there is no intersection, return
|
||||
// kInfinity. The first intersection resulting from ‘leaving’ a
|
||||
// surface/volume is discarded. Hence, this is tolerant of points on
|
||||
// surface of shape.
|
||||
|
||||
G4double G4TessellatedSolid::DistanceToIn (const G4ThreeVector &p,
|
||||
const G4ThreeVector &v) const
|
||||
{
|
||||
@@ -438,11 +611,30 @@ G4double G4TessellatedSolid::DistanceToIn (const G4ThreeVector &p,
|
||||
G4double distFromSurface = 0.0;
|
||||
G4ThreeVector normal(0.0,0.0,0.0);
|
||||
|
||||
#if G4SPECSDEBUG
|
||||
if ( Inside(p) == kInside )
|
||||
{
|
||||
G4cout.precision(16) ;
|
||||
G4cout << G4endl ;
|
||||
// DumpInfo();
|
||||
G4cout << "Position:" << G4endl << G4endl ;
|
||||
G4cout << "p.x() = " << p.x()/mm << " mm" << G4endl ;
|
||||
G4cout << "p.y() = " << p.y()/mm << " mm" << G4endl ;
|
||||
G4cout << "p.z() = " << p.z()/mm << " mm" << G4endl << G4endl ;
|
||||
G4cout << "DistanceToOut(p) == " << DistanceToOut(p) << G4endl;
|
||||
G4Exception("G4TriangularFacet::DistanceToIn(p,v)", "Notification", JustWarning,
|
||||
"Point p is already inside!?" );
|
||||
}
|
||||
#endif
|
||||
|
||||
for (FacetCI f=facets.begin(); f!=facets.end(); f++)
|
||||
{
|
||||
if ((*f)->Intersect(p,v,false,dist,distFromSurface,normal))
|
||||
{
|
||||
if (dist < minDist) minDist = dist;
|
||||
if (distFromSurface > 0.5*kCarTolerance && dist >= 0.0 && dist < minDist)
|
||||
{
|
||||
minDist = dist;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -451,15 +643,36 @@ G4double G4TessellatedSolid::DistanceToIn (const G4ThreeVector &p,
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// G4double DistanceToIn(const G4ThreeVector& p)
|
||||
//
|
||||
// Calculate distance to nearest surface of shape from an outside point p. The
|
||||
// distance can be an underestimate.
|
||||
|
||||
G4double G4TessellatedSolid::DistanceToIn (const G4ThreeVector &p) const
|
||||
{
|
||||
G4double minDist = kInfinity;
|
||||
G4double dist = 0.0;
|
||||
|
||||
#if G4SPECSDEBUG
|
||||
if ( Inside(p) == kInside )
|
||||
{
|
||||
G4cout.precision(16) ;
|
||||
G4cout << G4endl ;
|
||||
// DumpInfo();
|
||||
G4cout << "Position:" << G4endl << G4endl ;
|
||||
G4cout << "p.x() = " << p.x()/mm << " mm" << G4endl ;
|
||||
G4cout << "p.y() = " << p.y()/mm << " mm" << G4endl ;
|
||||
G4cout << "p.z() = " << p.z()/mm << " mm" << G4endl << G4endl ;
|
||||
G4cout << "DistanceToOut(p) == " << DistanceToOut(p) << G4endl;
|
||||
G4Exception("G4TriangularFacet::DistanceToIn(p)", "Notification", JustWarning,
|
||||
"Point p is already inside!?" );
|
||||
}
|
||||
#endif
|
||||
|
||||
for (FacetCI f=facets.begin(); f!=facets.end(); f++)
|
||||
{
|
||||
dist = (*f)->Distance(p,minDist,false);
|
||||
if (dist < minDist) minDist = dist;
|
||||
if (dist < minDist) { minDist = dist; }
|
||||
}
|
||||
|
||||
return minDist;
|
||||
@@ -467,65 +680,119 @@ G4double G4TessellatedSolid::DistanceToIn (const G4ThreeVector &p) const
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// G4double DistanceToOut(const G4ThreeVector& p, const G4ThreeVector& v,
|
||||
// const G4bool calcNorm=false,
|
||||
// G4bool *validNorm=0, G4ThreeVector *n=0);
|
||||
//
|
||||
// Return distance along the normalised vector v to the shape, from a
|
||||
// point at an offset p inside or on the surface of the
|
||||
// shape. Intersections with surfaces, when the point is not greater
|
||||
// than kCarTolerance/2 from a surface, must be ignored.
|
||||
// If calcNorm is true, then it must also set validNorm to either
|
||||
// * true, if the solid lies entirely behind or on the exiting
|
||||
// surface. Then it must set n to the outwards normal vector
|
||||
// (the Magnitude of the vector is not defined).
|
||||
// * false, if the solid does not lie entirely behind or on the
|
||||
// exiting surface.
|
||||
// If calcNorm is false, then validNorm and n are unused.
|
||||
|
||||
G4double G4TessellatedSolid::DistanceToOut (const G4ThreeVector &p,
|
||||
const G4ThreeVector &v, const G4bool calcNorm,
|
||||
G4bool *validNorm, G4ThreeVector *n) const
|
||||
{
|
||||
G4double minDist1 = kInfinity;
|
||||
G4double minDist2 = kInfinity;
|
||||
G4double minDist = kInfinity;
|
||||
G4double dist = 0.0;
|
||||
G4double distFromSurface = 0.0;
|
||||
G4ThreeVector normal(0.0,0.0,0.0);
|
||||
G4ThreeVector minNormal1(0.0,0.0,0.0);
|
||||
G4ThreeVector minNormal2(0.0,0.0,0.0);
|
||||
G4ThreeVector minNormal(0.0,0.0,0.0);
|
||||
|
||||
#if G4SPECSDEBUG
|
||||
if ( Inside(p) == kOutside )
|
||||
{
|
||||
G4cout.precision(16) ;
|
||||
G4cout << G4endl ;
|
||||
// DumpInfo();
|
||||
G4cout << "Position:" << G4endl << G4endl ;
|
||||
G4cout << "p.x() = " << p.x()/mm << " mm" << G4endl ;
|
||||
G4cout << "p.y() = " << p.y()/mm << " mm" << G4endl ;
|
||||
G4cout << "p.z() = " << p.z()/mm << " mm" << G4endl << G4endl ;
|
||||
G4cout << "DistanceToIn(p) == " << DistanceToIn(p) << G4endl;
|
||||
G4Exception("G4TriangularFacet::DistanceToOut(p)", "Notification", JustWarning,
|
||||
"Point p is already outside !?" );
|
||||
}
|
||||
#endif
|
||||
|
||||
G4bool isExtreme = false;
|
||||
for (FacetCI f=facets.begin(); f!=facets.end(); f++)
|
||||
{
|
||||
if ((*f)->Intersect(p,v,true,dist,distFromSurface,normal))
|
||||
{
|
||||
if (dist < minDist1)
|
||||
{
|
||||
if (distFromSurface > 0.0 && distFromSurface <= 0.5*kCarTolerance &&
|
||||
(*f)->Distance(p,kCarTolerance) <= 0.5*kCarTolerance)
|
||||
{
|
||||
if (v.dot(normal) > dirTolerance)
|
||||
{
|
||||
minDist1 = dist;
|
||||
minNormal1 = normal;
|
||||
}
|
||||
else if (dist < minDist2)
|
||||
{
|
||||
minDist2 = dist;
|
||||
minNormal2 = normal;
|
||||
}
|
||||
// We are on a surface. Return zero.
|
||||
*validNorm = extremeFacets.count(*f);
|
||||
*n = SurfaceNormal(p);
|
||||
return 0.0;
|
||||
}
|
||||
if (dist >= 0.0 && dist < minDist)
|
||||
{
|
||||
minDist = dist;
|
||||
minNormal = normal;
|
||||
isExtreme = extremeFacets.count(*f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (minDist1 < kInfinity)
|
||||
if (minDist < kInfinity)
|
||||
{
|
||||
if (calcNorm)
|
||||
{
|
||||
*validNorm = true;
|
||||
*n = minNormal1;
|
||||
*validNorm = isExtreme;
|
||||
*n = minNormal;
|
||||
}
|
||||
return minDist1;
|
||||
return minDist;
|
||||
}
|
||||
else
|
||||
{
|
||||
// No intersection found
|
||||
if (calcNorm)
|
||||
{
|
||||
*validNorm = true;
|
||||
*n = minNormal2;
|
||||
*validNorm = false;
|
||||
*n = SurfaceNormal(p);
|
||||
}
|
||||
return minDist2;
|
||||
return 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// G4double DistanceToOut(const G4ThreeVector& p)
|
||||
//
|
||||
// Calculate distance to nearest surface of shape from an inside
|
||||
// point. The distance can be an underestimate.
|
||||
|
||||
G4double G4TessellatedSolid::DistanceToOut (const G4ThreeVector &p) const
|
||||
{
|
||||
G4double minDist = kInfinity;
|
||||
G4double dist = 0.0;
|
||||
|
||||
#if G4SPECSDEBUG
|
||||
if ( Inside(p) == kOutside )
|
||||
{
|
||||
G4cout.precision(16) ;
|
||||
G4cout << G4endl ;
|
||||
// DumpInfo();
|
||||
G4cout << "Position:" << G4endl << G4endl ;
|
||||
G4cout << "p.x() = " << p.x()/mm << " mm" << G4endl ;
|
||||
G4cout << "p.y() = " << p.y()/mm << " mm" << G4endl ;
|
||||
G4cout << "p.z() = " << p.z()/mm << " mm" << G4endl << G4endl ;
|
||||
G4cout << "DistanceToIn(p) == " << DistanceToIn(p) << G4endl;
|
||||
G4Exception("G4TriangularFacet::DistanceToOut(p)", "Notification", JustWarning,
|
||||
"Point p is already outside !?" );
|
||||
}
|
||||
#endif
|
||||
|
||||
for (FacetCI f=facets.begin(); f!=facets.end(); f++)
|
||||
{
|
||||
dist = (*f)->Distance(p,minDist,true);
|
||||
@@ -537,6 +804,11 @@ G4double G4TessellatedSolid::DistanceToOut (const G4ThreeVector &p) const
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// G4GeometryType GetEntityType() const;
|
||||
//
|
||||
// Provide identification of the class of an object (required for
|
||||
// persistency and STEP interface).
|
||||
//
|
||||
G4GeometryType G4TessellatedSolid::GetEntityType () const
|
||||
{
|
||||
return geometryType;
|
||||
@@ -637,105 +909,86 @@ G4Polyhedron* G4TessellatedSolid::GetPolyhedron () const
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
G4bool G4TessellatedSolid::CalculateExtent(const EAxis pAxis,
|
||||
const G4VoxelLimits& pVoxelLimit, const G4AffineTransform& pTransform,
|
||||
G4double& pMin, G4double& pMax) const
|
||||
// CalculateExtent
|
||||
//
|
||||
// Based on correction provided by Stan Seibert, University of Texas.
|
||||
//
|
||||
G4bool
|
||||
G4TessellatedSolid::CalculateExtent(const EAxis pAxis,
|
||||
const G4VoxelLimits& pVoxelLimit,
|
||||
const G4AffineTransform& pTransform,
|
||||
G4double& pMin, G4double& pMax) const
|
||||
{
|
||||
if (!pTransform.IsRotated())
|
||||
{
|
||||
G4double xoffset,xMin,xMax;
|
||||
G4double yoffset,yMin,yMax;
|
||||
G4double zoffset,zMin,zMax;
|
||||
|
||||
xoffset = pTransform.NetTranslation().x();
|
||||
xMin = xoffset + xMinExtent;
|
||||
xMax = xoffset + xMaxExtent;
|
||||
|
||||
if (pVoxelLimit.IsXLimited())
|
||||
G4ThreeVectorList transVertexList(vertexList);
|
||||
|
||||
// Put solid into transformed frame
|
||||
for (size_t i=0; i<vertexList.size(); i++)
|
||||
{ pTransform.ApplyPointTransform(transVertexList[i]); }
|
||||
|
||||
// Find min and max extent in each dimension
|
||||
G4ThreeVector minExtent(kInfinity, kInfinity, kInfinity);
|
||||
G4ThreeVector maxExtent(-kInfinity, -kInfinity, -kInfinity);
|
||||
for (size_t i=0; i<transVertexList.size(); i++)
|
||||
{
|
||||
if ( xMin > pVoxelLimit.GetMaxXExtent()+kCarTolerance ||
|
||||
xMax < pVoxelLimit.GetMinXExtent()-kCarTolerance ) return false ;
|
||||
else
|
||||
for (G4int axis=G4ThreeVector::X; axis < G4ThreeVector::SIZE; axis++)
|
||||
{
|
||||
if (xMin < pVoxelLimit.GetMinXExtent())
|
||||
{
|
||||
xMin = pVoxelLimit.GetMinXExtent() ;
|
||||
}
|
||||
if (xMax > pVoxelLimit.GetMaxXExtent())
|
||||
{
|
||||
xMax = pVoxelLimit.GetMaxXExtent() ;
|
||||
}
|
||||
G4double coordinate = transVertexList[i][axis];
|
||||
if (coordinate < minExtent[axis])
|
||||
{ minExtent[axis] = coordinate; }
|
||||
if (coordinate > maxExtent[axis])
|
||||
{ maxExtent[axis] = coordinate; }
|
||||
}
|
||||
}
|
||||
|
||||
yoffset = pTransform.NetTranslation().y();
|
||||
yMin = yoffset + yMinExtent;
|
||||
yMax = yoffset + yMaxExtent;
|
||||
|
||||
if (pVoxelLimit.IsYLimited())
|
||||
|
||||
// Check for containment and clamp to voxel boundaries
|
||||
for (G4int axis=G4ThreeVector::X; axis < G4ThreeVector::SIZE; axis++)
|
||||
{
|
||||
if ( yMin > pVoxelLimit.GetMaxYExtent()+kCarTolerance ||
|
||||
yMax < pVoxelLimit.GetMinYExtent()-kCarTolerance ) return false ;
|
||||
else
|
||||
EAxis geomAxis = kXAxis; // G4 geom classes use different index type
|
||||
switch(axis)
|
||||
{
|
||||
if (yMin < pVoxelLimit.GetMinYExtent())
|
||||
case G4ThreeVector::X: geomAxis = kXAxis; break;
|
||||
case G4ThreeVector::Y: geomAxis = kYAxis; break;
|
||||
case G4ThreeVector::Z: geomAxis = kZAxis; break;
|
||||
}
|
||||
G4bool isLimited = pVoxelLimit.IsLimited(geomAxis);
|
||||
G4double voxelMinExtent = pVoxelLimit.GetMinExtent(geomAxis);
|
||||
G4double voxelMaxExtent = pVoxelLimit.GetMaxExtent(geomAxis);
|
||||
|
||||
if (isLimited)
|
||||
{
|
||||
if ( minExtent[axis] > voxelMaxExtent+kCarTolerance ||
|
||||
maxExtent[axis] < voxelMinExtent-kCarTolerance )
|
||||
{
|
||||
yMin = pVoxelLimit.GetMinYExtent() ;
|
||||
return false ;
|
||||
}
|
||||
if (yMax > pVoxelLimit.GetMaxYExtent())
|
||||
else
|
||||
{
|
||||
yMax = pVoxelLimit.GetMaxYExtent() ;
|
||||
if (minExtent[axis] < voxelMinExtent)
|
||||
{
|
||||
minExtent[axis] = voxelMinExtent ;
|
||||
}
|
||||
if (maxExtent[axis] > voxelMaxExtent)
|
||||
{
|
||||
maxExtent[axis] = voxelMaxExtent;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
zoffset = pTransform.NetTranslation().z();
|
||||
zMin = zoffset + zMinExtent;
|
||||
zMax = zoffset + zMaxExtent;
|
||||
|
||||
if (pVoxelLimit.IsZLimited())
|
||||
// Convert pAxis into G4ThreeVector index
|
||||
G4int vecAxis=0;
|
||||
switch(pAxis)
|
||||
{
|
||||
if ( zMin > pVoxelLimit.GetMaxZExtent()+kCarTolerance ||
|
||||
zMax < pVoxelLimit.GetMinZExtent()-kCarTolerance ) return false ;
|
||||
else
|
||||
{
|
||||
if (zMin < pVoxelLimit.GetMinZExtent())
|
||||
{
|
||||
zMin = pVoxelLimit.GetMinZExtent() ;
|
||||
}
|
||||
if (zMax > pVoxelLimit.GetMaxZExtent())
|
||||
{
|
||||
zMax = pVoxelLimit.GetMaxZExtent() ;
|
||||
}
|
||||
}
|
||||
}
|
||||
case kXAxis: vecAxis = G4ThreeVector::X; break;
|
||||
case kYAxis: vecAxis = G4ThreeVector::Y; break;
|
||||
case kZAxis: vecAxis = G4ThreeVector::Z; break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
pMin = minExtent[vecAxis] - kCarTolerance;
|
||||
pMax = maxExtent[vecAxis] + kCarTolerance;
|
||||
|
||||
switch (pAxis)
|
||||
{
|
||||
case kXAxis:
|
||||
pMin = xMin ;
|
||||
pMax = xMax ;
|
||||
break ;
|
||||
case kYAxis:
|
||||
pMin=yMin;
|
||||
pMax=yMax;
|
||||
break;
|
||||
case kZAxis:
|
||||
pMin=zMin;
|
||||
pMax=zMax;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
pMin -= kCarTolerance ;
|
||||
pMax += kCarTolerance ;
|
||||
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
@@ -803,7 +1056,41 @@ G4double G4TessellatedSolid::GetSurfaceArea ()
|
||||
G4ThreeVector G4TessellatedSolid::GetPointOnSurface() const
|
||||
{
|
||||
// Select randomly a facet and return a random point on it
|
||||
|
||||
|
||||
G4int i = CLHEP::RandFlat::shootInt(facets.size());
|
||||
return facets[i]->GetPointOnFace();
|
||||
}
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SetRandomVectorSet
|
||||
//
|
||||
// This is a set of predefined random vectors (if that isn't a contradition
|
||||
// in terms!) used to generate rays from a user-defined point. The member
|
||||
// function Inside uses these to determine whether the point is inside or
|
||||
// outside of the tessellated solid. All vectors should be unit vectors.
|
||||
//
|
||||
void G4TessellatedSolid::SetRandomVectorSet()
|
||||
{
|
||||
randir[0] = G4ThreeVector(-0.9577428892113370, 0.2732676269591740, 0.0897405271949221);
|
||||
randir[1] = G4ThreeVector(-0.8331264504940770,-0.5162067214954600,-0.1985722492445700);
|
||||
randir[2] = G4ThreeVector(-0.1516671651108820, 0.9666292616127460, 0.2064580868390110);
|
||||
randir[3] = G4ThreeVector( 0.6570250350323190,-0.6944539025883300, 0.2933460081893360);
|
||||
randir[4] = G4ThreeVector(-0.4820456281280320,-0.6331060000098690,-0.6056474264406270);
|
||||
randir[5] = G4ThreeVector( 0.7629032554236800, 0.1016854697539910,-0.6384658864065180);
|
||||
randir[6] = G4ThreeVector( 0.7689540409061150, 0.5034929891988220, 0.3939600142169160);
|
||||
randir[7] = G4ThreeVector( 0.5765188359255740, 0.5997271636278330,-0.5549354566343150);
|
||||
randir[8] = G4ThreeVector( 0.6660632777862070,-0.6362809868288380, 0.3892379937580790);
|
||||
randir[9] = G4ThreeVector( 0.3824415020414780, 0.6541792713761380,-0.6525243125110690);
|
||||
randir[10] = G4ThreeVector(-0.5107726564526760, 0.6020905056811610, 0.6136760679616570);
|
||||
randir[11] = G4ThreeVector( 0.7459135439578050, 0.6618796061649330, 0.0743530220183488);
|
||||
randir[12] = G4ThreeVector( 0.1536405855311580, 0.8117477913978260,-0.5634359711967240);
|
||||
randir[13] = G4ThreeVector( 0.0744395301705579,-0.8707110101772920,-0.4861286795736560);
|
||||
randir[14] = G4ThreeVector(-0.1665874645185400, 0.6018553940549240,-0.7810369397872780);
|
||||
randir[15] = G4ThreeVector( 0.7766902003633100, 0.6014617505959970,-0.1870724331097450);
|
||||
randir[16] = G4ThreeVector(-0.8710128685847430,-0.1434320216603030,-0.4698551243971010);
|
||||
randir[17] = G4ThreeVector( 0.8901082092766820,-0.4388411398893870, 0.1229871120030100);
|
||||
randir[18] = G4ThreeVector(-0.6430417431544370,-0.3295938228697690, 0.6912779675984150);
|
||||
randir[19] = G4ThreeVector( 0.6331124368380410, 0.6306211461665000, 0.4488714875425340);
|
||||
|
||||
maxTries = 20;
|
||||
}
|
||||
|
||||
@@ -28,7 +28,7 @@
|
||||
// ********************************************************************
|
||||
//
|
||||
// $Id: G4Tet.cc,v 1.11 2006/11/13 08:58:03 gcosmo Exp $
|
||||
// GEANT4 tag $Name: geant4-09-00 $
|
||||
// GEANT4 tag $Name: geant4-09-01 $
|
||||
//
|
||||
// class G4Tet
|
||||
//
|
||||
|
||||
@@ -17,15 +17,15 @@
|
||||
// * *
|
||||
// * This code implementation is the result of the scientific and *
|
||||
// * technical work of the GEANT4 collaboration and of QinetiQ Ltd, *
|
||||
// * subject DEFCON 705 IPR conditions. *
|
||||
// * subject to DEFCON 705 IPR conditions. *
|
||||
// * By using, copying, modifying or distributing the software (or *
|
||||
// * any work based on the software) you agree to acknowledge its *
|
||||
// * use in resulting scientific publications, and indicate your *
|
||||
// * acceptance of all terms of the Geant4 Software license. *
|
||||
// ********************************************************************
|
||||
//
|
||||
// $Id: G4TriangularFacet.cc,v 1.7 2007/02/15 17:03:49 gcosmo Exp $
|
||||
// GEANT4 tag $Name: geant4-09-00 $
|
||||
// $Id: G4TriangularFacet.cc,v 1.10 2007/12/10 16:30:35 gunter Exp $
|
||||
// GEANT4 tag $Name: geant4-09-01 $
|
||||
//
|
||||
// %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
//
|
||||
@@ -44,9 +44,21 @@
|
||||
//
|
||||
// 31 October 2004, P R Truscott, QinetiQ Ltd, UK - Created.
|
||||
//
|
||||
// 01 August 2007 P R Truscott, QinetiQ Ltd, UK
|
||||
// Significant modification to correct for errors and enhance
|
||||
// based on patches/observations kindly provided by Rickard
|
||||
// Holmberg
|
||||
//
|
||||
// 26 September 2007
|
||||
// P R Truscott, QinetiQ Ltd, UK
|
||||
// Further chamges implemented to the Intersect member
|
||||
// function to correctly treat rays nearly parallel to the
|
||||
// plane of the triangle.
|
||||
//
|
||||
// %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
|
||||
#include "G4TriangularFacet.hh"
|
||||
#include "G4TwoVector.hh"
|
||||
#include "globals.hh"
|
||||
#include "Randomize.hh"
|
||||
|
||||
@@ -62,6 +74,7 @@ G4TriangularFacet::G4TriangularFacet (const G4ThreeVector Pt0,
|
||||
G4FacetVertexType vertexType)
|
||||
: G4VFacet()
|
||||
{
|
||||
if (!tGeomAlg) { tGeomAlg = G4TessellatedGeometryAlgorithms::GetInstance(); }
|
||||
P0 = Pt0;
|
||||
nVertices = 3;
|
||||
if (vertexType == ABSOLUTE)
|
||||
@@ -121,17 +134,25 @@ G4TriangularFacet::G4TriangularFacet (const G4ThreeVector Pt0,
|
||||
sMax = 1.0 - sMin;
|
||||
tMin = -0.5*kCarTolerance/std::sqrt(c);
|
||||
|
||||
G4ThreeVector vtmp = 0.25 * (E[0] + E[1]);
|
||||
centroid = P0 + vtmp;
|
||||
radiusSqr = vtmp.mag2();
|
||||
radius = std::sqrt(radiusSqr);
|
||||
area = 0.5 * (E[0].cross(E[1])).mag();
|
||||
|
||||
// G4ThreeVector vtmp = 0.25 * (E[0] + E[1]);
|
||||
G4double lambda0 = (a-b) * c / (8.0*area*area);
|
||||
G4double lambda1 = (c-b) * a / (8.0*area*area);
|
||||
circumcentre = P0 + lambda0*E[0] + lambda1*E[1];
|
||||
radiusSqr = (circumcentre-P0).mag2();
|
||||
radius = std::sqrt(radiusSqr);
|
||||
|
||||
for (size_t i=0; i<3; i++) I.push_back(0);
|
||||
for (size_t i=0; i<3; i++) { I.push_back(0); }
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// ~G4TriangularFacet
|
||||
//
|
||||
// A pretty boring destructor indeed!
|
||||
//
|
||||
G4TriangularFacet::~G4TriangularFacet ()
|
||||
{
|
||||
P.clear();
|
||||
@@ -141,6 +162,10 @@ G4TriangularFacet::~G4TriangularFacet ()
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// GetClone
|
||||
//
|
||||
// Simple member function to generate a diplicate of the triangular facet.
|
||||
//
|
||||
G4VFacet *G4TriangularFacet::GetClone ()
|
||||
{
|
||||
G4TriangularFacet *fc = new G4TriangularFacet (P0, P[0], P[1], ABSOLUTE);
|
||||
@@ -151,6 +176,11 @@ G4VFacet *G4TriangularFacet::GetClone ()
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// GetFlippedFacet
|
||||
//
|
||||
// Member function to generate an identical facet, but with the normal vector
|
||||
// pointing at 180 degrees.
|
||||
//
|
||||
G4TriangularFacet *G4TriangularFacet::GetFlippedFacet ()
|
||||
{
|
||||
G4TriangularFacet *flipped = new G4TriangularFacet (P0, P[1], P[0], ABSOLUTE);
|
||||
@@ -159,10 +189,17 @@ G4TriangularFacet *G4TriangularFacet::GetFlippedFacet ()
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Determine the closest distance from the facet to the point p. If the
|
||||
// direction of the vector to the closest point is outward-going and outgoing
|
||||
// is true or the vector is in-going and outgoing is false then the distance
|
||||
// is returned. Otherwise kInfinity is returned.
|
||||
// Distance (G4ThreeVector)
|
||||
//
|
||||
// Determines the vector between p and the closest point on the facet to p.
|
||||
// This is based on the algorithm published in "Geometric Tools for Computer
|
||||
// Graphics," Philip J Scheider and David H Eberly, Elsevier Science (USA),
|
||||
// 2003. at the time of writing, the algorithm is also available in a
|
||||
// technical note "Distance between point and triangle in 3D," by David Eberly
|
||||
// at http://www.geometrictools.com/Documentation/DistancePoint3Triangle3.pdf
|
||||
//
|
||||
// The by-product is the square-distance sqrDist, which is retained
|
||||
// in case needed by the other "Distance" member functions.
|
||||
//
|
||||
G4ThreeVector G4TriangularFacet::Distance (const G4ThreeVector &p)
|
||||
{
|
||||
@@ -172,8 +209,9 @@ G4ThreeVector G4TriangularFacet::Distance (const G4ThreeVector &p)
|
||||
G4double f = D.mag2();
|
||||
G4double s = b*e - c*d;
|
||||
G4double t = b*d - a*e;
|
||||
G4double sqrDist = 0.0;
|
||||
|
||||
|
||||
sqrDist = 0.0;
|
||||
|
||||
if (s+t <= det)
|
||||
{
|
||||
if (s < 0.0)
|
||||
@@ -204,7 +242,7 @@ G4ThreeVector G4TriangularFacet::Distance (const G4ThreeVector &p)
|
||||
//
|
||||
s = 0.0;
|
||||
if (e >= 0.0) {t = 0.0; sqrDist = f;}
|
||||
else if (-e >= c) {t = 0.0; sqrDist = c + 2.0*e + f;}
|
||||
else if (-e >= c) {t = 1.0; sqrDist = c + 2.0*e + f;}
|
||||
else {t = -e/c; sqrDist = e*t + f;}
|
||||
}
|
||||
}
|
||||
@@ -223,29 +261,24 @@ G4ThreeVector G4TriangularFacet::Distance (const G4ThreeVector &p)
|
||||
//
|
||||
// We are in region 0.
|
||||
//
|
||||
G4double invDet = 1.0 / det;
|
||||
s *= invDet;
|
||||
t *= invDet;
|
||||
sqrDist = s*(a*s + b*t + 2.0*d) + t*(b*s + c*t + 2.0*e) + f;
|
||||
s = s / det;
|
||||
t = t / det;
|
||||
sqrDist = s*(a*s + b*t + 2.0*d) + t*(b*s + c*t + 2.0*e) + f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
G4double tmp0 = 0.0;
|
||||
G4double tmp1 = 0.0;
|
||||
G4double numer = 0.0;
|
||||
G4double denom = 0.0;
|
||||
if (s < 0.0)
|
||||
{
|
||||
//
|
||||
// We are in region 2.
|
||||
//
|
||||
tmp0 = b + d;
|
||||
tmp1 = c + e;
|
||||
G4double tmp0 = b + d;
|
||||
G4double tmp1 = c + e;
|
||||
if (tmp1 > tmp0)
|
||||
{
|
||||
numer = tmp1 - tmp0;
|
||||
denom = a - 2.0*b*c;
|
||||
G4double numer = tmp1 - tmp0;
|
||||
G4double denom = a - 2.0*b + c;
|
||||
if (numer >= denom) {s = 1.0; t = 0.0; sqrDist = a + 2.0*d + f;}
|
||||
else
|
||||
{
|
||||
@@ -267,12 +300,12 @@ G4ThreeVector G4TriangularFacet::Distance (const G4ThreeVector &p)
|
||||
//
|
||||
// We are in region 6.
|
||||
//
|
||||
tmp0 = b + e;
|
||||
tmp1 = a + d;
|
||||
G4double tmp0 = b + e;
|
||||
G4double tmp1 = a + d;
|
||||
if (tmp1 > tmp0)
|
||||
{
|
||||
numer = tmp1 - tmp0;
|
||||
denom = a - 2.0*b*c;
|
||||
G4double numer = tmp1 - tmp0;
|
||||
G4double denom = a - 2.0*b + c;
|
||||
if (numer >= denom) {t = 1.0; s = 0.0; sqrDist = c + 2.0*e + f;}
|
||||
else
|
||||
{
|
||||
@@ -294,16 +327,16 @@ G4ThreeVector G4TriangularFacet::Distance (const G4ThreeVector &p)
|
||||
// We are in region 1.
|
||||
//
|
||||
{
|
||||
numer = c + f - b - d;
|
||||
G4double numer = c + e - b - d;
|
||||
if (numer <= 0.0)
|
||||
{
|
||||
s = 0.0;
|
||||
t = 1.0;
|
||||
sqrDist = c + 2.0*e*f;
|
||||
sqrDist = c + 2.0*e + f;
|
||||
}
|
||||
else
|
||||
{
|
||||
denom = a - 2.0*b*c;
|
||||
G4double denom = a - 2.0*b + c;
|
||||
if (numer >= denom) {s = 1.0; t = 0.0; sqrDist = a + 2.0*d + f;}
|
||||
else
|
||||
{
|
||||
@@ -314,84 +347,108 @@ G4ThreeVector G4TriangularFacet::Distance (const G4ThreeVector &p)
|
||||
}
|
||||
}
|
||||
}
|
||||
//
|
||||
//
|
||||
// Do a heck for rounding errors in the distance-squared.
|
||||
//
|
||||
if (sqrDist < 0.0) { sqrDist = 0.0; }
|
||||
|
||||
return D + s*E[0] + t*E[1];
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Distance (G4ThreeVector, G4double)
|
||||
//
|
||||
// Determines the closest distance between point p and the facet. This makes
|
||||
// use of G4ThreeVector G4TriangularFacet::Distance, which stores the
|
||||
// square of the distance in variable sqrDist. If approximate methods show
|
||||
// the distance is to be greater than minDist, then forget about further
|
||||
// computation and return a very large number.
|
||||
//
|
||||
G4double G4TriangularFacet::Distance (const G4ThreeVector &p,
|
||||
const G4double minDist)
|
||||
{
|
||||
/*G4ThreeVector D = P0 - p;
|
||||
G4double d = E[0].dot(D);
|
||||
G4double e = E[1].dot(D);
|
||||
G4double s = b*e - c*d;
|
||||
G4double t = b*d - a*e;*/
|
||||
//
|
||||
//
|
||||
// Start with quicky test to determine if the surface of the sphere enclosing
|
||||
// the triangle is any closer to p than minDist. If not, then don't bother
|
||||
// about more accurate test.
|
||||
//
|
||||
G4double dist = kInfinity;
|
||||
|
||||
/*if (s+t > 1.0 || s < 0.0 || t < 0.0)
|
||||
if ((p-circumcentre).mag()-radius < minDist)
|
||||
{
|
||||
G4ThreeVector D0 = P0 - p;
|
||||
G4ThreeVector D1 = P[0] - p;
|
||||
G4ThreeVector D2 = P[1] - p;
|
||||
|
||||
G4double d0 = D0.mag();
|
||||
G4double d1 = D1.mag();
|
||||
G4double d2 = D2.mag();
|
||||
|
||||
dist = min(d0, min(d1, d2));
|
||||
if (dist > minDist) return kInfinity;
|
||||
}*/
|
||||
|
||||
dist = Distance(p).mag();
|
||||
if (dist > minDist) return kInfinity;
|
||||
|
||||
//
|
||||
//
|
||||
// It's possible that the triangle is closer than minDist, so do more accurate
|
||||
// assessment.
|
||||
//
|
||||
dist = Distance(p).mag();
|
||||
// dist = std::sqrt(sqrDist);
|
||||
}
|
||||
|
||||
return dist;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Determine the distance to point p bearing in mind that if the distance is
|
||||
// likely to be longer than minDist, forget doing further calculation and
|
||||
// return kInfinity.
|
||||
// Distance (G4ThreeVector, G4double, G4double)
|
||||
//
|
||||
// Determine the distance to point p. kInfinity is returned if either:
|
||||
// (1) outgoing is TRUE and the dot product of the normal vector to the facet
|
||||
// and the displacement vector from p to the triangle is negative.
|
||||
// (2) outgoing is FALSE and the dot product of the normal vector to the facet
|
||||
// and the displacement vector from p to the triangle is positive.
|
||||
// If approximate methods show the distance is to be greater than minDist, then
|
||||
// forget about further computation and return a very large number.
|
||||
//
|
||||
// This method has been heavily modified thanks to the valuable comments and
|
||||
// corrections of Rickard Holmberg.
|
||||
//
|
||||
G4double G4TriangularFacet::Distance (const G4ThreeVector &p,
|
||||
const G4double, const G4bool outgoing)
|
||||
const G4double minDist, const G4bool outgoing)
|
||||
{
|
||||
/*G4ThreeVector D = P0 - p;
|
||||
G4double d = E[0].dot(D);
|
||||
G4double e = E[1].dot(D);
|
||||
G4double s = b*e - c*d;
|
||||
G4double t = b*d - a*e;*/
|
||||
//
|
||||
//
|
||||
// Start with quicky test to determine if the surface of the sphere enclosing
|
||||
// the triangle is any closer to p than minDist. If not, then don't bother
|
||||
// about more accurate test.
|
||||
//
|
||||
G4double dist = kInfinity;
|
||||
|
||||
/*if (s+t > 1.0 || s < 0.0 || t < 0.0)
|
||||
if ((p-circumcentre).mag()-radius < minDist)
|
||||
{
|
||||
G4ThreeVector D0 = P0 - p;
|
||||
G4ThreeVector D1 = P[0] - p;
|
||||
G4ThreeVector D2 = P[1] - p;
|
||||
|
||||
G4double d0 = D0.mag();
|
||||
G4double d1 = D1.mag();
|
||||
G4double d2 = D2.mag();
|
||||
|
||||
dist = min(d0, min(d1, d2));
|
||||
if (dist > minDist ||
|
||||
(D0.dot(surfaceNormal) > 0.0 && !outgoing) ||
|
||||
(D0.dot(surfaceNormal) < 0.0 && outgoing)) return kInfinity;
|
||||
}*/
|
||||
|
||||
G4ThreeVector v = Distance(p);
|
||||
G4double dir = v.dot(surfaceNormal);
|
||||
if ((dir > dirTolerance && !outgoing) ||
|
||||
(dir <-dirTolerance && outgoing)) dist = kInfinity;
|
||||
else dist = v.mag();
|
||||
|
||||
//
|
||||
//
|
||||
// It's possible that the triangle is closer than minDist, so do more accurate
|
||||
// assessment.
|
||||
//
|
||||
G4ThreeVector v = Distance(p);
|
||||
G4double dist1 = std::sqrt(sqrDist);
|
||||
G4double dir = v.dot(surfaceNormal);
|
||||
G4bool wrongSide = (dir > 0.0 && !outgoing) || (dir < 0.0 && outgoing);
|
||||
if (dist1 <= kCarTolerance*0.5)
|
||||
{
|
||||
//
|
||||
//
|
||||
// Point p is very close to triangle. Check if it's on the wrong side, in
|
||||
// which case return distance of 0.0 otherwise .
|
||||
//
|
||||
if (wrongSide) dist = 0.0;
|
||||
else dist = dist1;
|
||||
}
|
||||
else if (!wrongSide) dist = dist1;
|
||||
}
|
||||
|
||||
return dist;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Extent
|
||||
//
|
||||
// Calculates the furthest the triangle extends in a particular direction
|
||||
// defined by the vector axis.
|
||||
//
|
||||
G4double G4TriangularFacet::Extent (const G4ThreeVector axis)
|
||||
{
|
||||
G4double s = P0.dot(axis);
|
||||
@@ -405,66 +462,243 @@ G4double G4TriangularFacet::Extent (const G4ThreeVector axis)
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Intersect
|
||||
//
|
||||
// Member function to find the next intersection when going from p in the
|
||||
// direction of v. If:
|
||||
// (1) "outgoing" is TRUE, only consider the face if we are going out through
|
||||
// the face.
|
||||
// (2) "outgoing" is FALSE, only consider the face if we are going in through
|
||||
// the face.
|
||||
// Member functions returns TRUE if there is an intersection, FALSE otherwise.
|
||||
// Sets the distance (distance along w), distFromSurface (orthogonal distance)
|
||||
// and normal.
|
||||
//
|
||||
// Also considers intersections that happen with negative distance for small
|
||||
// distances of distFromSurface = 0.5*kCarTolerance in the wrong direction.
|
||||
// This is to detect kSurface without doing a full Inside(p) in
|
||||
// G4TessellatedSolid::Distance(p,v) calculation.
|
||||
//
|
||||
// This member function is thanks the valuable work of Rickard Holmberg. PT.
|
||||
// However, "gotos" are the Work of the Devil have been exorcised with
|
||||
// extreme prejudice!!
|
||||
//
|
||||
// IMPORTANT NOTE: These calculations are predicated on v being a unit
|
||||
// vector. If G4TessellatedSolid or other classes call this member function
|
||||
// with |v| != 1 then there will be errors.
|
||||
//
|
||||
G4bool G4TriangularFacet::Intersect (const G4ThreeVector &p,
|
||||
const G4ThreeVector &v, G4bool outgoing, G4double &distance,
|
||||
G4double &distFromSurface, G4ThreeVector &normal)
|
||||
{
|
||||
G4ThreeVector D = P0 - p;
|
||||
G4double d = E[0].dot(D);
|
||||
G4double e = E[1].dot(D);
|
||||
G4double g = E[0].dot(v);
|
||||
G4double h = E[1].dot(v);
|
||||
G4double q = D.dot(v);
|
||||
|
||||
G4double A00 = a - g*g;
|
||||
G4double A11 = c - h*h;
|
||||
G4double A01 = b - g*h;
|
||||
G4double det2 = A00*A11 - A01*A01;
|
||||
|
||||
G4double s = kInfinity;
|
||||
G4double t = kInfinity;
|
||||
|
||||
G4double dist = kInfinity;
|
||||
G4bool intersect = false;
|
||||
G4double normalComp = 0.0;
|
||||
|
||||
|
||||
if (det2 != 0.0)
|
||||
{
|
||||
G4double B0 = q*g - d;
|
||||
G4double B1 = q*h - e;
|
||||
s = (A11*B0 - A01*B1)/det2;
|
||||
if ((s >= sMin) && (s <= sMax))
|
||||
{
|
||||
t = (A00*B1 - A01*B0)/det2;
|
||||
if ((t >= tMin) && (t < 1.0 - s + std::fabs(sMin)))
|
||||
{ //THIS IS A FUDGE FOR THE MOMENT
|
||||
dist = q + g*s + h*t;
|
||||
normalComp = v.dot(surfaceNormal);
|
||||
// intersect = (dist >= 0.0 &&
|
||||
// ((outgoing && normalComp > 0.0) || (!outgoing && normalComp < 0.0)));
|
||||
intersect = (dist >= -kCarTolerance*0.5 &&
|
||||
((outgoing && normalComp > dirTolerance) ||
|
||||
(!outgoing && normalComp <-dirTolerance))); //FUDGE FOR THE MOMENT
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (intersect)
|
||||
{
|
||||
if (dist < kCarTolerance * 0.5) { dist = 0.0; }
|
||||
distance = dist;
|
||||
distFromSurface = dist * normalComp;
|
||||
normal = surfaceNormal;
|
||||
}
|
||||
else
|
||||
//
|
||||
//
|
||||
// Check whether the direction of the facet is consistent with the vector v
|
||||
// and the need to be outgoing or ingoing. If inconsistent, disregard and
|
||||
// return false.
|
||||
//
|
||||
G4double w = v.dot(surfaceNormal);
|
||||
if ((outgoing && (w <-dirTolerance)) || (!outgoing && (w > dirTolerance)))
|
||||
{
|
||||
distance = kInfinity;
|
||||
distFromSurface = kInfinity;
|
||||
normal = G4ThreeVector(0.0,0.0,0.0);
|
||||
return false;
|
||||
}
|
||||
//
|
||||
//
|
||||
// Calculate the orthogonal distance from p to the surface containing the
|
||||
// triangle. Then determine if we're on the right or wrong side of the
|
||||
// surface (at a distance greater than kCarTolerance) to be consistent with
|
||||
// "outgoing".
|
||||
//
|
||||
G4ThreeVector D = P0 - p;
|
||||
distFromSurface = D.dot(surfaceNormal);
|
||||
G4bool wrongSide = (outgoing && (distFromSurface < -0.5*kCarTolerance)) ||
|
||||
(!outgoing && (distFromSurface > 0.5*kCarTolerance));
|
||||
if (wrongSide)
|
||||
{
|
||||
distance = kInfinity;
|
||||
distFromSurface = kInfinity;
|
||||
normal = G4ThreeVector(0.0,0.0,0.0);
|
||||
return false;
|
||||
}
|
||||
|
||||
wrongSide = (outgoing && (distFromSurface < 0.0)) ||
|
||||
(!outgoing && (distFromSurface > 0.0));
|
||||
if (wrongSide)
|
||||
{
|
||||
//
|
||||
//
|
||||
// We're slightly on the wrong side of the surface. Check if we're close
|
||||
// enough using a precise distance calculation.
|
||||
//
|
||||
G4ThreeVector u = Distance(p);
|
||||
if (std::sqrt(sqrDist) <= 0.5*kCarTolerance)
|
||||
{
|
||||
//
|
||||
//
|
||||
// We're very close. Therefore return a small negative number to pretend
|
||||
// we intersect.
|
||||
//
|
||||
distance = -0.5*kCarTolerance;
|
||||
normal = surfaceNormal;
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
//
|
||||
//
|
||||
// We're close to the surface containing the triangle, but sufficiently
|
||||
// far from the triangle, and on the wrong side compared to the directions
|
||||
// of the surface normal and v. There is no intersection.
|
||||
//
|
||||
distance = kInfinity;
|
||||
distFromSurface = kInfinity;
|
||||
normal = G4ThreeVector(0.0,0.0,0.0);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
if (w < dirTolerance && w > -dirTolerance)
|
||||
{
|
||||
//
|
||||
//
|
||||
// The ray is within the plane of the triangle. Project the problem into 2D
|
||||
// in the plane of the triangle. First try to create orthogonal unit vectors
|
||||
// mu and nu, where mu is E[0]/|E[0]|. This is kinda like
|
||||
// the original algorithm due to Rickard Holmberg, but with better mathematical
|
||||
// justification than the original method ... however, beware Rickard's was less
|
||||
// time-consuming.
|
||||
//
|
||||
// Note that vprime is not a unit vector. We need to keep it unnormalised
|
||||
// since the values of distance along vprime (s0 and s1) for intersection with
|
||||
// the triangle will be used to determine if we cut the plane at the same
|
||||
// time.
|
||||
//
|
||||
G4ThreeVector mu = E[0].unit();
|
||||
G4ThreeVector nu = surfaceNormal.cross(mu);
|
||||
G4TwoVector pprime(p.dot(mu),p.dot(nu));
|
||||
G4TwoVector vprime(v.dot(mu),v.dot(nu));
|
||||
G4TwoVector P0prime(P0.dot(mu),P0.dot(nu));
|
||||
G4TwoVector E0prime(E[0].mag(),0.0);
|
||||
G4TwoVector E1prime(E[1].dot(mu),E[1].dot(nu));
|
||||
|
||||
G4TwoVector loc[2];
|
||||
if ( tGeomAlg->IntersectLineAndTriangle2D(pprime,vprime,P0prime,
|
||||
E0prime,E1prime,loc) )
|
||||
{
|
||||
//
|
||||
//
|
||||
// There is an intersection between the line and triangle in 2D. Now check
|
||||
// which part of the line intersects with the plane containing the triangle
|
||||
// in 3D.
|
||||
//
|
||||
G4double vprimemag = vprime.mag();
|
||||
G4double s0 = (loc[0] - pprime).mag()/vprimemag;
|
||||
G4double s1 = (loc[1] - pprime).mag()/vprimemag;
|
||||
G4double normDist0 = surfaceNormal.dot(s0*v) - distFromSurface;
|
||||
G4double normDist1 = surfaceNormal.dot(s1*v) - distFromSurface;
|
||||
|
||||
if ((normDist0 < 0.0 && normDist1 < 0.0) ||
|
||||
(normDist0 > 0.0 && normDist1 > 0.0))
|
||||
{
|
||||
distance = kInfinity;
|
||||
distFromSurface = kInfinity;
|
||||
normal = G4ThreeVector(0.0,0.0,0.0);
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
G4double dnormDist = normDist1-normDist0;
|
||||
if (std::abs(dnormDist) < DBL_EPSILON)
|
||||
{
|
||||
distance = s0;
|
||||
normal = surfaceNormal;
|
||||
if (!outgoing) distFromSurface = -distFromSurface;
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
distance = s0 - normDist0*(s1-s0)/dnormDist;
|
||||
normal = surfaceNormal;
|
||||
if (!outgoing) distFromSurface = -distFromSurface;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// G4ThreeVector dloc = loc1 - loc0;
|
||||
// G4ThreeVector dlocXv = dloc.cross(v);
|
||||
// G4double dlocXvmag = dlocXv.mag();
|
||||
// if (dloc.mag() <= 0.5*kCarTolerance || dlocXvmag <= DBL_EPSILON)
|
||||
// {
|
||||
// distance = loc0.mag();
|
||||
// normal = surfaceNormal;
|
||||
// if (!outgoing) distFromSurface = -distFromSurface;
|
||||
// return true;
|
||||
// }
|
||||
|
||||
// G4ThreeVector loc0Xv = loc0.cross(v);
|
||||
// G4ThreeVector loc1Xv = loc1.cross(v);
|
||||
// G4double sameDir = -loc0Xv.dot(loc1Xv);
|
||||
// if (sameDir < 0.0)
|
||||
// {
|
||||
// distance = kInfinity;
|
||||
// distFromSurface = kInfinity;
|
||||
// normal = G4ThreeVector(0.0,0.0,0.0);
|
||||
// return false;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// distance = loc0.mag() + loc0Xv.mag() * dloc.mag()/dlocXvmag;
|
||||
// normal = surfaceNormal;
|
||||
// if (!outgoing) distFromSurface = -distFromSurface;
|
||||
// return true;
|
||||
// }
|
||||
}
|
||||
else
|
||||
{
|
||||
distance = kInfinity;
|
||||
distFromSurface = kInfinity;
|
||||
normal = G4ThreeVector(0.0,0.0,0.0);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
//
|
||||
//
|
||||
// Use conventional algorithm to determine the whether there is an
|
||||
// intersection. This involves determining the point of intersection of the
|
||||
// line with the plane containing the triangle, and then calculating if the
|
||||
// point is within the triangle.
|
||||
//
|
||||
distance = distFromSurface / w;
|
||||
G4ThreeVector pp = p + v*distance;
|
||||
G4ThreeVector DD = P0 - pp;
|
||||
G4double d = E[0].dot(DD);
|
||||
G4double e = E[1].dot(DD);
|
||||
G4double s = b*e - c*d;
|
||||
G4double t = b*d - a*e;
|
||||
|
||||
if (s < 0.0 || t < 0.0 || s+t > det)
|
||||
{
|
||||
//
|
||||
//
|
||||
// The intersection is outside of the triangle.
|
||||
//
|
||||
distance = kInfinity;
|
||||
distFromSurface = kInfinity;
|
||||
normal = G4ThreeVector(0.0,0.0,0.0);
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
//
|
||||
//
|
||||
// There is an intersection. Now we only need to set the surface normal.
|
||||
//
|
||||
normal = surfaceNormal;
|
||||
if (!outgoing) distFromSurface = -distFromSurface;
|
||||
return true;
|
||||
}
|
||||
|
||||
return intersect;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
@@ -475,16 +709,10 @@ G4bool G4TriangularFacet::Intersect (const G4ThreeVector &p,
|
||||
|
||||
G4ThreeVector G4TriangularFacet::GetPointOnFace() const
|
||||
{
|
||||
G4double lambda1,lambda2;
|
||||
G4ThreeVector v, w;
|
||||
G4double lambda0 = CLHEP::RandFlat::shoot(0.,1.);
|
||||
G4double lambda1 = CLHEP::RandFlat::shoot(0.,lambda0);
|
||||
|
||||
v = P[1] - P[0];
|
||||
w = P[0] - P0;
|
||||
|
||||
lambda1 = CLHEP::RandFlat::shoot(0.,1.);
|
||||
lambda2 = CLHEP::RandFlat::shoot(0.,lambda1);
|
||||
|
||||
return (P0 + lambda1*w + lambda2*v);
|
||||
return (P0 + lambda0*E[0] + lambda1*E[1]);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
@@ -495,13 +723,5 @@ G4ThreeVector G4TriangularFacet::GetPointOnFace() const
|
||||
|
||||
G4double G4TriangularFacet::GetArea()
|
||||
{
|
||||
if (area) { return area; }
|
||||
|
||||
G4ThreeVector v, w;
|
||||
|
||||
v = P[1] - P[0];
|
||||
w = P[0] - P0;
|
||||
area = 0.5*(v.cross(w)).mag();
|
||||
|
||||
return area;
|
||||
}
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
//
|
||||
//
|
||||
// $Id: G4TwistBoxSide.cc,v 1.6 2007/05/23 09:31:02 gcosmo Exp $
|
||||
// GEANT4 tag $Name: geant4-09-00 $
|
||||
// GEANT4 tag $Name: geant4-09-01 $
|
||||
//
|
||||
//
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
//
|
||||
//
|
||||
// $Id: G4TwistTrapAlphaSide.cc,v 1.8 2007/05/23 13:26:06 gcosmo Exp $
|
||||
// GEANT4 tag $Name: geant4-09-00 $
|
||||
// GEANT4 tag $Name: geant4-09-01 $
|
||||
//
|
||||
//
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
//
|
||||
//
|
||||
// $Id: G4TwistTrapFlatSide.cc,v 1.6 2007/05/23 09:31:02 gcosmo Exp $
|
||||
// GEANT4 tag $Name: geant4-09-00 $
|
||||
// GEANT4 tag $Name: geant4-09-01 $
|
||||
//
|
||||
//
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
//
|
||||
//
|
||||
// $Id: G4TwistTrapParallelSide.cc,v
|
||||
// GEANT4 tag $Name: geant4-09-00 $
|
||||
// GEANT4 tag $Name: geant4-09-01 $
|
||||
//
|
||||
//
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
//
|
||||
//
|
||||
// $Id: G4TwistTubsFlatSide.cc,v 1.7 2007/05/23 09:31:02 gcosmo Exp $
|
||||
// GEANT4 tag $Name: geant4-09-00 $
|
||||
// GEANT4 tag $Name: geant4-09-01 $
|
||||
//
|
||||
//
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
//
|
||||
//
|
||||
// $Id: G4TwistTubsHypeSide.cc,v 1.6 2007/05/18 07:39:56 gcosmo Exp $
|
||||
// GEANT4 tag $Name: geant4-09-00 $
|
||||
// GEANT4 tag $Name: geant4-09-01 $
|
||||
//
|
||||
//
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
//
|
||||
//
|
||||
// $Id: G4TwistTubsSide.cc,v 1.5 2006/06/29 18:49:18 gunter Exp $
|
||||
// GEANT4 tag $Name: geant4-09-00 $
|
||||
// GEANT4 tag $Name: geant4-09-01 $
|
||||
//
|
||||
//
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
//
|
||||
//
|
||||
// $Id: G4TwistedBox.cc,v 1.12 2006/06/29 18:49:20 gunter Exp $
|
||||
// GEANT4 tag $Name: geant4-09-00 $
|
||||
// GEANT4 tag $Name: geant4-09-01 $
|
||||
//
|
||||
//
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
//
|
||||
//
|
||||
// $Id: G4TwistedTrap.cc,v 1.14 2006/06/29 18:49:23 gunter Exp $
|
||||
// GEANT4 tag $Name: geant4-09-00 $
|
||||
// GEANT4 tag $Name: geant4-09-01 $
|
||||
//
|
||||
//
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
//
|
||||
//
|
||||
// $Id: G4TwistedTrd.cc,v 1.7 2006/06/29 18:49:25 gunter Exp $
|
||||
// GEANT4 tag $Name: geant4-09-00 $
|
||||
// GEANT4 tag $Name: geant4-09-01 $
|
||||
//
|
||||
//
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
//
|
||||
//
|
||||
// $Id: G4TwistedTubs.cc,v 1.24 2007/05/18 07:39:56 gcosmo Exp $
|
||||
// GEANT4 tag $Name: geant4-09-00 $
|
||||
// GEANT4 tag $Name: geant4-09-01 $
|
||||
//
|
||||
//
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
@@ -30,7 +30,7 @@
|
||||
// and all its terms.
|
||||
//
|
||||
// $Id: G4VCSGfaceted.cc,v 1.20 2006/10/20 14:21:36 gcosmo Exp $
|
||||
// GEANT4 tag $Name: geant4-09-00 $
|
||||
// GEANT4 tag $Name: geant4-09-01 $
|
||||
//
|
||||
//
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
@@ -24,8 +24,8 @@
|
||||
// * acceptance of all terms of the Geant4 Software license. *
|
||||
// ********************************************************************
|
||||
//
|
||||
// $Id: G4VFacet.cc,v 1.5 2007/05/11 13:54:29 gcosmo Exp $
|
||||
// GEANT4 tag $Name: geant4-09-00 $
|
||||
// $Id: G4VFacet.cc,v 1.6 2007/08/23 14:45:03 gcosmo Exp $
|
||||
// GEANT4 tag $Name: geant4-09-01 $
|
||||
//
|
||||
// %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
||||
//
|
||||
@@ -60,7 +60,7 @@ G4VFacet::G4VFacet ()
|
||||
P.clear();
|
||||
E.clear();
|
||||
|
||||
centroid = G4ThreeVector(0.0,0.0,0.0);
|
||||
circumcentre = G4ThreeVector(0.0,0.0,0.0);
|
||||
radius = 0.0;
|
||||
radiusSqr = 0.0;
|
||||
area = 0.0;
|
||||
@@ -81,7 +81,7 @@ G4bool G4VFacet::operator== (const G4VFacet &right) const
|
||||
G4double tolerance = kCarTolerance*kCarTolerance/4.0;
|
||||
if (nVertices != right.GetNumberOfVertices())
|
||||
{ return false; }
|
||||
else if ((centroid-right.GetCentroid()).mag2() > tolerance)
|
||||
else if ((circumcentre-right.GetCircumcentre()).mag2() > tolerance)
|
||||
{ return false; }
|
||||
else if (std::fabs((right.GetSurfaceNormal()).dot(surfaceNormal)) < 0.9999999999)
|
||||
{ return false; }
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
//
|
||||
//
|
||||
// $Id: G4VTwistSurface.cc,v 1.9 2007/05/31 13:52:48 gcosmo Exp $
|
||||
// GEANT4 tag $Name: geant4-09-00 $
|
||||
// GEANT4 tag $Name: geant4-09-01 $
|
||||
//
|
||||
//
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
// ********************************************************************
|
||||
//
|
||||
// $Id: G4VTwistedFaceted.cc,v 1.18 2007/05/25 09:42:34 gcosmo Exp $
|
||||
// GEANT4 tag $Name: geant4-09-00 $
|
||||
// GEANT4 tag $Name: geant4-09-01 $
|
||||
//
|
||||
//
|
||||
// --------------------------------------------------------------------
|
||||
|
||||
Reference in New Issue
Block a user