inline void G4Parabola::Init(const G4Axis2Placement3D& position0, G4double focalDist0) { position= position0; focalDist= focalDist0; // focus F= position.GetLocation()+focalDist*position.GetPX(); // line L0= position.GetLocation()-focalDist*position.GetPX(); //l= position.GetPY(); } inline double G4Parabola::GetFocalDist() const { return focalDist; } ////////////////////////////////////////////////////////////////////////////// inline G4double G4Parabola::GetPMax() { return -1; } inline G4Point3D G4Parabola::GetPoint(G4double param) { return position.GetLocation() + focalDist* (param*param*position.GetPX() + 2*param*position.GetPY()); } inline G4double G4Parabola::GetPPoint(const G4Point3D& pt) { G4Point3D ptLocal= position.GetToPlacementCoordinates()*pt; return ptLocal.y()/(2*focalDist); } ////////////////////////////////////////////////////////////////////////////// #include "G4CurveRayIntersection.hh" inline void G4Parabola::IntersectRay2D(const G4Ray& ray, G4CurveRayIntersection& is) { is.Init(*this, ray); const G4Point3D& S= ray.GetStart(); const G4Vector3D& d= ray.GetDir(); const G4Vector3D& l= position.GetPY(); // a == 1 G4Vector3D SMinusF= S-F; G4double bHalf= SMinusF*d - (d.x()*l.y()-d.y()*l.x()); G4double c= SMinusF.mag2() + ( (S.x()-L0.x())*l.y() - (S.y()-L0.y())*l.x() ); G4double discr= bHalf*bHalf-c; if (discr >= 0) { // 2 intersections (maybe 1, but this case is rare) G4double sqrtdiscr= sqrt(discr); // find the smallest positive i G4double i= -bHalf-sqrtdiscr; if (i