Import Geant4 0.1.0 source tree

This commit is contained in:
Gabriele Cosmo
2016-06-08 15:09:25 +02:00
parent b97f8d0df7
commit aaa409b6ee
2922 changed files with 55107 additions and 81674 deletions
+96 -70
View File
@@ -5,10 +5,16 @@
// based on the Program) you indicate your acceptance of this statement,
// and all its terms.
//
// $Id: G4FPlane.cc,v 2.30 1998/12/11 08:29:07 broglia Exp $
// GEANT4 tag $Name: geant4-00 $
// $Id: G4FPlane.cc,v 1.6 1999/06/08 11:22:07 sgiani Exp $
// GEANT4 tag $Name: geant4-00-01 $
//
// Corrections by S.Giani:
// - The constructor using iVec now properly stores both the internal and
// external boundaries in the bounds vector.
// - Proper initialization of sameSense in both the constructors.
// - Addition of third argument (sense) in the second constructor to ensure
// consistent setting of the normal in all the client code.
// - Proper use of the tolerance in the Intersect function.
#include "G4FPlane.hh"
#include "G4CompositeCurve.hh"
@@ -25,15 +31,17 @@ G4FPlane::G4FPlane( const G4Vector3D& direction,
G4Point3D Pt2 = Pt0 + axis.cross(direction);
G4Ray::CalcPlane3Pts( Pl, Pt0, Pt1, Pt2 );
active = 1;
sameSense = 1;
CalcNormal();
distance = kInfinity;
Type = 1;
}
G4FPlane::G4FPlane(const G4Point3DVector* pVec, const G4Point3DVector* iVec)
G4FPlane::G4FPlane(const G4Point3DVector* pVec, const G4Point3DVector* iVec, int
sense)
: pplace( (*pVec)[0]-(*pVec)[1], // direction
((*pVec)[pVec->length()-1]-(*pVec)[0])
.cross((*pVec)[0]-(*pVec)[1]), // axis
@@ -46,18 +54,38 @@ G4FPlane::G4FPlane(const G4Point3DVector* pVec, const G4Point3DVector* iVec)
G4CompositeCurve* polygon;
projectedBoundary = new G4SurfaceBoundary;
sameSense = sense;
// Outer boundary
polygon= new G4CompositeCurve(*pVec);
for (G4int i=0; i< polygon->GetSegments().length(); i++)
polygon->GetSegments()[i]->SetSameSense(sameSense);
bounds.insert(polygon);
// Eventual inner boundary
if (iVec)
{
polygon= new G4CompositeCurve(*iVec);
for (G4int i=0; i< polygon->GetSegments().length(); i++)
polygon->GetSegments()[i]->SetSameSense(sameSense);
bounds.insert(polygon);
}
SetBoundaries(&bounds);
// Set sense for boundaries
for (G4int j=0; j< bounds.length(); j++)
bounds[j]->SetSameSense(sameSense);
SetBoundaries(&bounds);
CalcNormal();
IsConvex();
distance = kInfinity;
@@ -147,10 +175,12 @@ int G4FPlane::IsConvex()
int G4FPlane::Intersect(const G4Ray& rayref)
{
Intersected =1;
// This function count the number of intersections of a
// bounded surface by a ray.
// closest_hit = pplace.EvaluateIntersection(rayref);
// L. Broglia : before in G4Placement
// Find the intersection with the infinite plane
Intersected =1;
// s is solution, line is p + tq, n is G4Plane Normal, r is point on G4Plane
// all parameters are pointers to arrays of three elements
@@ -170,9 +200,9 @@ int G4FPlane::Intersect(const G4Ray& rayref)
b = norm.x() * dirx + norm.y() * diry + norm.z() * dirz;
if ( fabs(b) < 0.001 )
if ( fabs(b) < perMillion )
{
// G4cout << "\nLine is parallel to G4Plane.No Hit.";
// G4cout << "\nLine is parallel to G4Plane.No Hit.";
}
else
{
@@ -192,12 +222,21 @@ int G4FPlane::Intersect(const G4Ray& rayref)
solx = startx + t * dirx;
soly = starty + t * diry;
solz = startz + t * dirz;
if(((dirx < 0 && solx < startx)||(dirx >= 0 && solx >= startx))&&
((diry < 0 && soly < starty)||(diry >= 0 && soly >= starty))&&
((dirz < 0 && solz < startz)||(dirz >= 0 && solz >= startz)))
hitpoint= G4Point3D(solx,soly, solz);
// solve tolerance problem
if( (t*dirx >= -kCarTolerance/2) && (t*dirx <= kCarTolerance/2) )
solx = startx;
if( (t*diry >= -kCarTolerance/2) && (t*diry <= kCarTolerance/2) )
soly = starty;
if( (t*dirz >= -kCarTolerance/2) && (t*dirz <= kCarTolerance/2) )
solz = startz;
if( ( (dirx < 0 && solx < startx)||(dirx >= 0 && solx >= startx) ) &&
( (diry < 0 && soly < starty)||(diry >= 0 && soly >= starty) ) &&
( (dirz < 0 && solz < startz)||(dirz >= 0 && solz >= startz) ) )
hitpoint= G4Point3D(solx, soly, solz);
}
// closest_hit is a public Point3D in G4Surface
@@ -205,70 +244,59 @@ int G4FPlane::Intersect(const G4Ray& rayref)
if(closest_hit.x() == kInfinity)
{
// no hit
active=0;
Distance(kInfinity);
return 0;
}
else
{
Distance( RayStart.distance2(closest_hit) );
if(distance < kCarTolerance*0.5)
{
// the point is on the surface
active=1; //active=0;
Distance(0); //Distance(kInfinity);
return 1; //return 0;
}
// calculate the squared distance from the point to the intersection
// and set it in the distance data member (all clients know they have
// to take the sqrt)
Distance( RayStart.distance2(closest_hit) );
G4Point3D hit = closest_hit;
// now, we have to verify that the hit point founded
// is included into the G4FPlane boundaries
// project the hit to the xy plane,
// with the same projection that took the boundary
// into projectedBoundary
G4Point3D projectedHit= pplace.GetToPlacementCoordinates() * hit;
G4Point3D projectedHit= pplace.GetToPlacementCoordinates() * closest_hit;
// test ray from the hit on the xy plane
G4Ray testRay( projectedHit, G4Vector3D(1, 0.01, 0) );
// check if it intersects the boundary
G4Ray testRay(projectedHit, G4Vector3D(1, 0, 0));
G4int nbinter = projectedBoundary->IntersectRay2D(testRay);
G4CurveRayIntersection is;
projectedBoundary->IntersectRay2D(testRay, is);
// if not, we are outside
if ( is.GetDistance() >= kInfinity )
// If this number is par, it`s signify that the projected point
// is outside the projected surface, so the hit point is outside
// the bounded surface
if(nbinter&1)
{
// the intersection point is into the boundaries
// check if the intersection point is on the surface
if(distance <= kCarTolerance*0.5*kCarTolerance*0.5)
{
// the point is on the surface, set the distance to 0
Distance(0);
}
else
{
// the point is outside the surface
}
return 1 ;
}
else
{
// the intersection point is out the boundaries
// it is not a real intersection
active=0;
Distance(kInfinity);
return 0;
}
// if yes, we have to check on which side of the intersected
// curve the hit lies
G4Vector3D tangent;
projectedBoundary->Tangent(is, tangent);
// L. Broglia
// Now replace tangent into the pplace
tangent = pplace.GetFromPlacementCoordinates() * tangent;
// (let's assume that the tangent is defined)
// criterion for outside: (d x t).z() < 0
// d = hit - is & t = tangent
G4Point3D Is = pplace.GetFromPlacementCoordinates() * (is.GetPoint());
G4Vector3D d = hit - Is;
if ( (d.cross(tangent)).z() < 0 )
{
active=0;
Distance(kInfinity);
return 0;
}
// a real intersection point
return 1;
}
}
@@ -278,7 +306,9 @@ G4double G4FPlane::ClosestDistanceToPoint(const G4Point3D& Pt)
// Calculates signed distance of point Pt to G4Plane Pl
// Be careful, the equation of the plane is :
// ax + by + cz = d
return ( Pt.x()*Pl.a + Pt.y()*Pl.b + Pt.z()*Pl.c - Pl.d);
G4double dist = Pt.x()*Pl.a + Pt.y()*Pl.b + Pt.z()*Pl.c - Pl.d;
return dist;
}
@@ -290,15 +320,11 @@ void G4FPlane::InitBounded()
surfaceBoundary.Project( pplace.GetToPlacementCoordinates() );
}
G4double G4FPlane::HowNear( const G4Vector3D& x ) const
G4double G4FPlane::HowNear( const G4Vector3D& Pt ) const
{
const G4Point3D Pt = x;
//G4double d = ClosestDistanceToPoint(Pt);
//return d;
return ( Pt.x()*Pl.a + Pt.y()*Pl.b + Pt.z()*Pl.c - Pl.d);
G4double hownear = Pt.x()*Pl.a + Pt.y()*Pl.b + Pt.z()*Pl.c - Pl.d;
return hownear;
}