inline void G4Hyperbola::Init(G4Axis2Placement3D position0, G4double semiAxis0, G4double semiImagAxis0) { position= position0; semiAxis= semiAxis0; semiImagAxis= semiImagAxis0; ratioAxisImagAxis= semiAxis/semiImagAxis; // needed only for 2D hyperbolas toUnitHyperbola = G4Scale3D(1/semiAxis, 1/semiImagAxis, 0) * position.GetToPlacementCoordinates(); forTangent= semiAxis*semiAxis/(semiImagAxis*semiImagAxis); } inline G4double G4Hyperbola::GetSemiAxis() const { return semiAxis; } inline G4double G4Hyperbola::GetSemiImagAxis() const { return semiImagAxis; } ////////////////////////////////////////////////////////////////////////////// inline G4double G4Hyperbola::GetPMax() { return -1; } inline G4Point3D G4Hyperbola::GetPoint(G4double param) { return position.GetLocation() + semiAxis*cosh(param)*position.GetPX() + semiImagAxis*sinh(param)*position.GetPY(); } inline G4double G4Hyperbola::GetPPoint(const G4Point3D& pt) { G4Point3D ptLocal= position.GetToPlacementCoordinates()*pt; G4double xval= ptLocal.y()/ptLocal.x()*ratioAxisImagAxis; #ifdef WIN32 G4double ppoint= 0.5*log((1+xval)/(1-xval)); #else G4double ppoint= atanh(xval); #endif return ppoint; } ///////////////////////////////////////////////////////////////////////////// #include "G4CurveRayIntersection.hh" /* inline void G4Hyperbola::IntersectRay2D(const G4Ray& ray, G4CurveRayIntersection& is) { is.Init(*this, ray); // similar to G4Ellipse::IntersectRay2D // 2D operations would be faster G4Point3D s= toUnitHyperbola*ray.GetStart(); G4Vector3D d= toUnitHyperbola*ray.GetDir(); // solve (s+i*t)^2 = 1 for i (the distance) G4double sd= s.x()*d.x()-s.y()*d.y(); G4double dd= d.x()*d.x()-d.y()*d.y(); // can be 0 G4double ss= s.x()*s.x()-s.y()*s.y(); if (abs(dd) < kCarTolerance*kCarTolerance) { // coeff of i^2 == 0 G4double i= (1-ss)/(2*sd); G4CurveRayIntersection isTmp(*this, ray); isTmp.ResetDistance(i); is.Update(isTmp); return; } G4double discr= sd*sd-dd*(ss-1); if (discr >= 0) { // 2 intersections (maybe 1, but this case is rare) G4double sqrtdiscr= sqrt(discr); // find the smallest positive i G4double i= -sd-sqrtdiscr; if (i= 0) { // 2 intersections (maybe 1, but this case is rare) G4double sqrtdiscr= sqrt(discr); // find the smallest positive i G4double i= -sd-sqrtdiscr; if (i > kCarTolerance) nbinter++; i= -sd+sqrtdiscr; if (i