// // G4PolyPhiFace.icc // // Implementation of inline methods of G4PolyPhiFace // // ---------------------------------------------------------- // This code implementation is the intellectual property of // the GEANT4 collaboration. // // By copying, distributing or modifying the Program (or any work // based on the Program) you indicate your acceptance of this statement, // and all its terms. // // // ExactZOrder // // Decide precisely whether a trajectory passes to the left, right, or exactly // passes through the z position of a vertex point in our face. // // Result is only determined within an arbitrary (positive) factor. // > 0 to the right // < 0 to the left // = 0 exactly on top of // In 99.9999% of the cases, a trivial calculation is used. In difficult // cases, a precise, compliant calculation is relied on. // inline G4double G4PolyPhiFace::ExactZOrder( const G4double z, const G4double qx, const G4double qy, const G4double qz, const G4ThreeVector &v, const G4double normSign, const G4PolyPhiFaceVertex *vert ) const { G4double answer = vert->z - z; if (fabs(answer) < kCarTolerance) { G4ThreeVector qa( qx - vert->x + radial.x(), qy - vert->y + radial.y(), qz - vert->z ), qb( qx - vert->x, qy - vert->y, qz - vert->z ); G4ThreeVector qacb = qa.cross(qb); answer = normSign*qacb.dot(v)*(normal.y()*radial.x()-normal.x()*radial.y()); } return answer; }