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// This code implementation is the intellectual property of
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// the RD44 GEANT4 collaboration.
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//
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// By copying, distributing or modifying the Program (or any work
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// based on the Program) you indicate your acceptance of this statement,
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// and all its terms.
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//
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// $Id: G4FPlane.cc,v 2.30 1998/12/11 08:29:07 broglia Exp $
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// GEANT4 tag $Name: geant4-00 $
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//
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#include "G4FPlane.hh"
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#include "G4CompositeCurve.hh"
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G4FPlane::G4FPlane( const G4Vector3D& direction,
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const G4Vector3D& axis ,
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const G4Point3D& Pt0 ):pplace(direction, axis, Pt0)
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{
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G4Point3D Pt1 = Pt0 + direction;
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// The plane include direction and axis is the normal,
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// so axis^direction is included in the plane
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G4Point3D Pt2 = Pt0 + axis.cross(direction);
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G4Ray::CalcPlane3Pts( Pl, Pt0, Pt1, Pt2 );
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active = 1;
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CalcNormal();
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distance = kInfinity;
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Type = 1;
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}
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G4FPlane::G4FPlane(const G4Point3DVector* pVec, const G4Point3DVector* iVec)
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: pplace( (*pVec)[0]-(*pVec)[1], // direction
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((*pVec)[pVec->length()-1]-(*pVec)[0])
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.cross((*pVec)[0]-(*pVec)[1]), // axis
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(*pVec)[0] ) // location
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{
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G4Ray::CalcPlane3Pts( Pl, (*pVec)[0], (*pVec)[1], (*pVec)[2] );
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G4CurveVector bounds;
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G4CompositeCurve* polygon;
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projectedBoundary = new G4SurfaceBoundary;
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polygon= new G4CompositeCurve(*pVec);
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bounds.insert(polygon);
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if (iVec)
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{
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polygon= new G4CompositeCurve(*iVec);
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bounds.insert(polygon);
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}
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SetBoundaries(&bounds);
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CalcNormal();
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IsConvex();
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distance = kInfinity;
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Type=1;
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}
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void G4FPlane::CalcBBox()
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{
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// This is needed since the bounds are used for the Solid
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// bbox calculation. The bbox test is NOT performed for
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// planar surfaces.
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// Finds the bounds of the G4Plane surface iow
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// calculates the bounds for a bounding box
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// to the surface. The bounding box is used
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// for a preliminary check of intersection.
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bbox= new G4BoundingBox3D(surfaceBoundary.BBox().GetBoxMin(),
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surfaceBoundary.BBox().GetBoxMax());
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}
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void G4FPlane::CalcNormal()
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{
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/*
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// Calc Normal for surface which is used for the projection
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// Make planes
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G4Vector3D norm;
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G4Vector3D RefDirection = pplace.GetRefDirection();
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G4Vector3D Axis = pplace.GetAxis();
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// L. Broglia : before in G4Placement
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if( RefDirection == Axis )
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norm = RefDirection;
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else
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{
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// L. Broglia : error on setY, and it`s better to use cross function
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// norm.setX( RefDirection.y() * Axis.z() - RefDirection.z() * Axis.y() );
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// norm.setY( RefDirection.x() * Axis.z() - RefDirection.z() * Axis.x() );
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// norm.setZ( RefDirection.x() * Axis.y() - RefDirection.y() * Axis.x() );
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norm = RefDirection.cross(Axis);
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}
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// const G4Point3D& tmp = pplace.GetSrfPoint();
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const G4Point3D tmp = pplace.GetLocation();
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*/
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// L. Broglia
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// The direction of the normal is the axis of his location
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// Its sense depend on the orientation of the bounded curve
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const G4Point3D tmp = pplace.GetLocation();
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G4Vector3D norm;
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G4int sense = GetSameSense();
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if (sense)
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norm = pplace.GetAxis();
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else
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norm = - pplace.GetAxis();
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NormalX = new G4Ray(tmp, norm);
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NormalX->RayCheck();
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NormalX->CreatePlanes();
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}
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void G4FPlane::Project()
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{
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// Project
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const G4Plane& Plane1 = NormalX->GetPlane(1);
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const G4Plane& Plane2 = NormalX->GetPlane(2);
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// probably not necessary
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// projections of the boundary should be handled by the intersection
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// OuterBoundary->ProjectBoundaryTo2D(Plane1, Plane2, 0);
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}
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int G4FPlane::IsConvex()
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{
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return -1;
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}
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int G4FPlane::Intersect(const G4Ray& rayref)
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{
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Intersected =1;
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// closest_hit = pplace.EvaluateIntersection(rayref);
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// L. Broglia : before in G4Placement
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// s is solution, line is p + tq, n is G4Plane Normal, r is point on G4Plane
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// all parameters are pointers to arrays of three elements
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hitpoint = PINFINITY;
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register G4double a, b, t;
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register const G4Vector3D& RayDir = rayref.GetDir();
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register const G4Point3D& RayStart = rayref.GetStart();
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G4double dirx = RayDir.x();
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G4double diry = RayDir.y();
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G4double dirz = RayDir.z();
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G4Vector3D norm = (*NormalX).GetDir();
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G4Point3D srf_point = pplace.GetLocation();
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b = norm.x() * dirx + norm.y() * diry + norm.z() * dirz;
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if ( fabs(b) < 0.001 )
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{
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// G4cout << "\nLine is parallel to G4Plane.No Hit.";
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}
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else
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{
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G4double startx = RayStart.x();
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G4double starty = RayStart.y();
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G4double startz = RayStart.z();
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a = norm.x() * (srf_point.x() - startx) +
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norm.y() * (srf_point.y() - starty) +
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norm.z() * (srf_point.z() - startz) ;
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t = a/b;
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// substitute t into line equation
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// to calculate final solution
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G4double solx,soly,solz;
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solx = startx + t * dirx;
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soly = starty + t * diry;
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solz = startz + t * dirz;
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if(((dirx < 0 && solx < startx)||(dirx >= 0 && solx >= startx))&&
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((diry < 0 && soly < starty)||(diry >= 0 && soly >= starty))&&
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((dirz < 0 && solz < startz)||(dirz >= 0 && solz >= startz)))
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hitpoint= G4Point3D(solx,soly, solz);
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}
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// closest_hit is a public Point3D in G4Surface
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closest_hit = hitpoint;
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if(closest_hit.x() == kInfinity)
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{
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active=0;
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Distance(kInfinity);
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return 0;
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}
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else
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{
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Distance( RayStart.distance2(closest_hit) );
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if(distance < kCarTolerance*0.5)
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{
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// the point is on the surface
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active=1; //active=0;
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Distance(0); //Distance(kInfinity);
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return 1; //return 0;
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}
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G4Point3D hit = closest_hit;
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// project the hit to the xy plane,
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// with the same projection that took the boundary
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// into projectedBoundary
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G4Point3D projectedHit= pplace.GetToPlacementCoordinates() * hit;
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// test ray from the hit on the xy plane
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// check if it intersects the boundary
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G4Ray testRay(projectedHit, G4Vector3D(1, 0, 0));
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G4CurveRayIntersection is;
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projectedBoundary->IntersectRay2D(testRay, is);
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// if not, we are outside
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if ( is.GetDistance() >= kInfinity )
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{
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active=0;
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Distance(kInfinity);
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return 0;
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}
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// if yes, we have to check on which side of the intersected
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// curve the hit lies
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G4Vector3D tangent;
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projectedBoundary->Tangent(is, tangent);
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// L. Broglia
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// Now replace tangent into the pplace
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tangent = pplace.GetFromPlacementCoordinates() * tangent;
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// (let's assume that the tangent is defined)
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// criterion for outside: (d x t).z() < 0
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// d = hit - is & t = tangent
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G4Point3D Is = pplace.GetFromPlacementCoordinates() * (is.GetPoint());
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G4Vector3D d = hit - Is;
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if ( (d.cross(tangent)).z() < 0 )
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{
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active=0;
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Distance(kInfinity);
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return 0;
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}
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// a real intersection point
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return 1;
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}
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}
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G4double G4FPlane::ClosestDistanceToPoint(const G4Point3D& Pt)
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{
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// Calculates signed distance of point Pt to G4Plane Pl
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// Be careful, the equation of the plane is :
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// ax + by + cz = d
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return ( Pt.x()*Pl.a + Pt.y()*Pl.b + Pt.z()*Pl.c - Pl.d);
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}
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void G4FPlane::InitBounded()
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{
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// L. Broglia
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projectedBoundary =
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surfaceBoundary.Project( pplace.GetToPlacementCoordinates() );
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}
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G4double G4FPlane::HowNear( const G4Vector3D& x ) const
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{
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const G4Point3D Pt = x;
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//G4double d = ClosestDistanceToPoint(Pt);
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//return d;
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return ( Pt.x()*Pl.a + Pt.y()*Pl.b + Pt.z()*Pl.c - Pl.d);
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}
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