// // ******************************************************************** // * License and Disclaimer * // * * // * The Geant4 software is copyright of the Copyright Holders of * // * the Geant4 Collaboration. It is provided under the terms and * // * conditions of the Geant4 Software License, included in the file * // * LICENSE and available at http://cern.ch/geant4/license . These * // * include a list of copyright holders. * // * * // * Neither the authors of this software system, nor their employing * // * institutes,nor the agencies providing financial support for this * // * work make any representation or warranty, express or implied, * // * regarding this software system or assume any liability for its * // * use. Please see the license in the file LICENSE and URL above * // * for the full disclaimer and the limitation of liability. * // * * // * This code implementation is the result of the scientific and * // * technical work of the GEANT4 collaboration. * // * By using, copying, modifying or distributing the software (or * // * any work based on the software) you agree to acknowledge its * // * use in resulting scientific publications, and indicate your * // * acceptance of all terms of the Geant4 Software license. * // ******************************************************************** // // G4TriangularFacet implementation // // 31.10.2004, P R Truscott, QinetiQ Ltd, UK - Created. // 01.08.2007, P R Truscott, QinetiQ Ltd, UK // Significant modification to correct for errors and enhance // based on patches/observations kindly provided by Rickard // Holmberg. // 12.10.2012, M Gayer, CERN // New implementation reducing memory requirements by 50%, // and considerable CPU speedup together with the new // implementation of G4TessellatedSolid. // 23.02.2016, E Tcherniaev, CERN // Improved test to detect degenerate (too small or // too narrow) triangles. // -------------------------------------------------------------------- #include "G4TriangularFacet.hh" #include "Randomize.hh" #include "G4TessellatedGeometryAlgorithms.hh" using namespace std; /////////////////////////////////////////////////////////////////////////////// // // Definition of triangular facet using absolute vectors to fVertices. // From this for first vector is retained to define the facet location and // two relative vectors (E0 and E1) define the sides and orientation of // the outward surface normal. // G4TriangularFacet::G4TriangularFacet (const G4ThreeVector& vt0, const G4ThreeVector& vt1, const G4ThreeVector& vt2, G4FacetVertexType vertexType) { fVertices = new vector(3); SetVertex(0, vt0); if (vertexType == ABSOLUTE) { SetVertex(1, vt1); SetVertex(2, vt2); fE1 = vt1 - vt0; fE2 = vt2 - vt0; } else { SetVertex(1, vt0 + vt1); SetVertex(2, vt0 + vt2); fE1 = vt1; fE2 = vt2; } G4ThreeVector E1xE2 = fE1.cross(fE2); fArea = 0.5 * E1xE2.mag(); for (G4int i = 0; i < 3; ++i) fIndices[i] = -1; fIsDefined = true; G4double delta = kCarTolerance; // Set tolerance for checking // Check length of edges // G4double leng1 = fE1.mag(); G4double leng2 = (fE2-fE1).mag(); G4double leng3 = fE2.mag(); if (leng1 <= delta || leng2 <= delta || leng3 <= delta) { fIsDefined = false; } // Check min height of triangle // if (fIsDefined) { if (2.*fArea/std::max(std::max(leng1,leng2),leng3) <= delta) { fIsDefined = false; } } // Define facet // if (!fIsDefined) { ostringstream message; message << "Facet is too small or too narrow." << G4endl << "Triangle area = " << fArea << G4endl << "P0 = " << GetVertex(0) << G4endl << "P1 = " << GetVertex(1) << G4endl << "P2 = " << GetVertex(2) << G4endl << "Side1 length (P0->P1) = " << leng1 << G4endl << "Side2 length (P1->P2) = " << leng2 << G4endl << "Side3 length (P2->P0) = " << leng3; G4Exception("G4TriangularFacet::G4TriangularFacet()", "GeomSolids1001", JustWarning, message); fSurfaceNormal.set(0,0,0); fA = fB = fC = 0.0; fDet = 0.0; fCircumcentre = vt0 + 0.5*fE1 + 0.5*fE2; fArea = fRadius = 0.0; } else { fSurfaceNormal = E1xE2.unit(); fA = fE1.mag2(); fB = fE1.dot(fE2); fC = fE2.mag2(); fDet = std::fabs(fA*fC - fB*fB); fCircumcentre = vt0 + (E1xE2.cross(fE1)*fC + fE2.cross(E1xE2)*fA) / (2.*E1xE2.mag2()); fRadius = (fCircumcentre - vt0).mag(); } } /////////////////////////////////////////////////////////////////////////////// // G4TriangularFacet::G4TriangularFacet () { fVertices = new vector(3); G4ThreeVector zero(0,0,0); SetVertex(0, zero); SetVertex(1, zero); SetVertex(2, zero); for (G4int i = 0; i < 3; ++i) fIndices[i] = -1; fIsDefined = false; fSurfaceNormal.set(0,0,0); fA = fB = fC = 0; fE1 = zero; fE2 = zero; fDet = 0.0; fArea = fRadius = 0.0; } /////////////////////////////////////////////////////////////////////////////// // G4TriangularFacet::~G4TriangularFacet () { SetVertices(nullptr); } /////////////////////////////////////////////////////////////////////////////// // void G4TriangularFacet::CopyFrom (const G4TriangularFacet& rhs) { auto p = (char *) &rhs; copy(p, p + sizeof(*this), (char *)this); if (fIndices[0] < 0 && fVertices == nullptr) { fVertices = new vector(3); for (G4int i = 0; i < 3; ++i) (*fVertices)[i] = (*rhs.fVertices)[i]; } } /////////////////////////////////////////////////////////////////////////////// // void G4TriangularFacet::MoveFrom (G4TriangularFacet& rhs) { fSurfaceNormal = std::move(rhs.fSurfaceNormal); fArea = rhs.fArea; fCircumcentre = std::move(rhs.fCircumcentre); fRadius = rhs.fRadius; fIndices = rhs.fIndices; fA = rhs.fA; fB = rhs.fB; fC = rhs.fC; fDet = rhs.fDet; fSqrDist = rhs.fSqrDist; fE1 = std::move(rhs.fE1); fE2 = std::move(rhs.fE2); fIsDefined = rhs.fIsDefined; fVertices = rhs.fVertices; rhs.fVertices = nullptr; } /////////////////////////////////////////////////////////////////////////////// // G4TriangularFacet::G4TriangularFacet (const G4TriangularFacet& rhs) : G4VFacet(rhs) { CopyFrom(rhs); } /////////////////////////////////////////////////////////////////////////////// // G4TriangularFacet::G4TriangularFacet (G4TriangularFacet&& rhs) noexcept : G4VFacet(rhs) { MoveFrom(rhs); } /////////////////////////////////////////////////////////////////////////////// // G4TriangularFacet& G4TriangularFacet::operator=(const G4TriangularFacet& rhs) { SetVertices(nullptr); if (this != &rhs) { delete fVertices; CopyFrom(rhs); } return *this; } /////////////////////////////////////////////////////////////////////////////// // G4TriangularFacet& G4TriangularFacet::operator=(G4TriangularFacet&& rhs) noexcept { SetVertices(nullptr); if (this != &rhs) { delete fVertices; MoveFrom(rhs); } return *this; } /////////////////////////////////////////////////////////////////////////////// // // GetClone // // Simple member function to generate fA duplicate of the triangular facet. // G4VFacet* G4TriangularFacet::GetClone () { auto fc = new G4TriangularFacet (GetVertex(0), GetVertex(1), GetVertex(2), ABSOLUTE); return fc; } /////////////////////////////////////////////////////////////////////////////// // // GetFlippedFacet // // Member function to generate an identical facet, but with the normal vector // pointing at 180 degrees. // G4TriangularFacet* G4TriangularFacet::GetFlippedFacet () { auto flipped = new G4TriangularFacet (GetVertex(0), GetVertex(1), GetVertex(2), ABSOLUTE); return flipped; } /////////////////////////////////////////////////////////////////////////////// // // Distance (G4ThreeVector) // // Determines the vector between p and the closest point on the facet to p. // This is based on the algorithm published in "Geometric Tools for Computer // Graphics," Philip J Scheider and David H Eberly, Elsevier Science (USA), // 2003. at the time of writing, the algorithm is also available in fA // technical note "Distance between point and triangle in 3D," by David Eberly // at http://www.geometrictools.com/Documentation/DistancePoint3Triangle3.pdf // // The by-product is the square-distance fSqrDist, which is retained // in case needed by the other "Distance" member functions. // G4ThreeVector G4TriangularFacet::Distance (const G4ThreeVector& p) { G4ThreeVector D = GetVertex(0) - p; G4double d = fE1.dot(D); G4double e = fE2.dot(D); G4double f = D.mag2(); G4double q = fB*e - fC*d; G4double t = fB*d - fA*e; fSqrDist = 0.; if (q+t <= fDet) { if (q < 0.0) { if (t < 0.0) { // // We are in region 4. // if (d < 0.0) { t = 0.0; if (-d >= fA) {q = 1.0; fSqrDist = fA + 2.0*d + f;} else {q = -d/fA; fSqrDist = d*q + f;} } else { q = 0.0; if (e >= 0.0) {t = 0.0; fSqrDist = f;} else if (-e >= fC) {t = 1.0; fSqrDist = fC + 2.0*e + f;} else {t = -e/fC; fSqrDist = e*t + f;} } } else { // // We are in region 3. // q = 0.0; if (e >= 0.0) {t = 0.0; fSqrDist = f;} else if (-e >= fC) {t = 1.0; fSqrDist = fC + 2.0*e + f;} else {t = -e/fC; fSqrDist = e*t + f;} } } else if (t < 0.0) { // // We are in region 5. // t = 0.0; if (d >= 0.0) {q = 0.0; fSqrDist = f;} else if (-d >= fA) {q = 1.0; fSqrDist = fA + 2.0*d + f;} else {q = -d/fA; fSqrDist = d*q + f;} } else { // // We are in region 0. // G4double dist = fSurfaceNormal.dot(D); fSqrDist = dist*dist; return fSurfaceNormal*dist; } } else { if (q < 0.0) { // // We are in region 2. // G4double tmp0 = fB + d; G4double tmp1 = fC + e; if (tmp1 > tmp0) { G4double numer = tmp1 - tmp0; G4double denom = fA - 2.0*fB + fC; if (numer >= denom) {q = 1.0; t = 0.0; fSqrDist = fA + 2.0*d + f;} else { q = numer/denom; t = 1.0 - q; fSqrDist = q*(fA*q + fB*t +2.0*d) + t*(fB*q + fC*t + 2.0*e) + f; } } else { q = 0.0; if (tmp1 <= 0.0) {t = 1.0; fSqrDist = fC + 2.0*e + f;} else if (e >= 0.0) {t = 0.0; fSqrDist = f;} else {t = -e/fC; fSqrDist = e*t + f;} } } else if (t < 0.0) { // // We are in region 6. // G4double tmp0 = fB + e; G4double tmp1 = fA + d; if (tmp1 > tmp0) { G4double numer = tmp1 - tmp0; G4double denom = fA - 2.0*fB + fC; if (numer >= denom) {t = 1.0; q = 0.0; fSqrDist = fC + 2.0*e + f;} else { t = numer/denom; q = 1.0 - t; fSqrDist = q*(fA*q + fB*t +2.0*d) + t*(fB*q + fC*t + 2.0*e) + f; } } else { t = 0.0; if (tmp1 <= 0.0) {q = 1.0; fSqrDist = fA + 2.0*d + f;} else if (d >= 0.0) {q = 0.0; fSqrDist = f;} else {q = -d/fA; fSqrDist = d*q + f;} } } else // // We are in region 1. // { G4double numer = fC + e - fB - d; if (numer <= 0.0) { q = 0.0; t = 1.0; fSqrDist = fC + 2.0*e + f; } else { G4double denom = fA - 2.0*fB + fC; if (numer >= denom) {q = 1.0; t = 0.0; fSqrDist = fA + 2.0*d + f;} else { q = numer/denom; t = 1.0 - q; fSqrDist = q*(fA*q + fB*t + 2.0*d) + t*(fB*q + fC*t + 2.0*e) + f; } } } } // // // Do fA check for rounding errors in the distance-squared. It appears that // the conventional methods for calculating fSqrDist breaks down when very // near to or at the surface (as required by transport). // We'll therefore also use the magnitude-squared of the vector displacement. // (Note that I've also tried to get around this problem by using the // existing equations for // // fSqrDist = function(fA,fB,fC,d,q,t) // // and use fA more accurate addition process which minimises errors and // breakdown of cummutitivity [where (A+B)+C != A+(B+C)] but this still // doesn't work. // Calculation from u = D + q*fE1 + t*fE2 is less efficient, but appears // more robust. // if (fSqrDist < 0.0) fSqrDist = 0.; G4ThreeVector u = D + q*fE1 + t*fE2; G4double u2 = u.mag2(); // // The following (part of the roundoff error check) is from Oliver Merle'q // updates. // if (fSqrDist > u2) fSqrDist = u2; return u; } /////////////////////////////////////////////////////////////////////////////// // // Distance (G4ThreeVector, G4double) // // Determines the closest distance between point p and the facet. This makes // use of G4ThreeVector G4TriangularFacet::Distance, which stores the // square of the distance in variable fSqrDist. If approximate methods show // the distance is to be greater than minDist, then forget about further // computation and return fA very large number. // G4double G4TriangularFacet::Distance (const G4ThreeVector& p, G4double minDist) { // // Start with quicky test to determine if the surface of the sphere enclosing // the triangle is any closer to p than minDist. If not, then don't bother // about more accurate test. // G4double dist = kInfinity; if ((p-fCircumcentre).mag()-fRadius < minDist) { // // It's possible that the triangle is closer than minDist, // so do more accurate assessment. // dist = Distance(p).mag(); } return dist; } /////////////////////////////////////////////////////////////////////////////// // // Distance (G4ThreeVector, G4double, G4bool) // // Determine the distance to point p. kInfinity is returned if either: // (1) outgoing is TRUE and the dot product of the normal vector to the facet // and the displacement vector from p to the triangle is negative. // (2) outgoing is FALSE and the dot product of the normal vector to the facet // and the displacement vector from p to the triangle is positive. // If approximate methods show the distance is to be greater than minDist, then // forget about further computation and return fA very large number. // // This method has been heavily modified thanks to the valuable comments and // corrections of Rickard Holmberg. // G4double G4TriangularFacet::Distance (const G4ThreeVector& p, G4double minDist, const G4bool outgoing) { // // Start with quicky test to determine if the surface of the sphere enclosing // the triangle is any closer to p than minDist. If not, then don't bother // about more accurate test. // G4double dist = kInfinity; if ((p-fCircumcentre).mag()-fRadius < minDist) { // // It's possible that the triangle is closer than minDist, // so do more accurate assessment. // G4ThreeVector v = Distance(p); G4double dist1 = sqrt(fSqrDist); G4double dir = v.dot(fSurfaceNormal); G4bool wrongSide = (dir > 0.0 && !outgoing) || (dir < 0.0 && outgoing); if (dist1 <= kCarTolerance) { // // Point p is very close to triangle. Check if it's on the wrong side, // in which case return distance of 0.0 otherwise . // if (wrongSide) dist = 0.0; else dist = dist1; } else if (!wrongSide) dist = dist1; } return dist; } /////////////////////////////////////////////////////////////////////////////// // // Extent // // Calculates the furthest the triangle extends in fA particular direction // defined by the vector axis. // G4double G4TriangularFacet::Extent (const G4ThreeVector axis) { G4double ss = GetVertex(0).dot(axis); G4double sp = GetVertex(1).dot(axis); if (sp > ss) ss = sp; sp = GetVertex(2).dot(axis); if (sp > ss) ss = sp; return ss; } /////////////////////////////////////////////////////////////////////////////// // // Intersect // // Member function to find the next intersection when going from p in the // direction of v. If: // (1) "outgoing" is TRUE, only consider the face if we are going out through // the face. // (2) "outgoing" is FALSE, only consider the face if we are going in through // the face. // Member functions returns TRUE if there is an intersection, FALSE otherwise. // Sets the distance (distance along w), distFromSurface (orthogonal distance) // and normal. // // Also considers intersections that happen with negative distance for small // distances of distFromSurface = 0.5*kCarTolerance in the wrong direction. // This is to detect kSurface without doing fA full Inside(p) in // G4TessellatedSolid::Distance(p,v) calculation. // // This member function is thanks the valuable work of Rickard Holmberg. PT. // However, "gotos" are the Work of the Devil have been exorcised with // extreme prejudice!! // // IMPORTANT NOTE: These calculations are predicated on v being fA unit // vector. If G4TessellatedSolid or other classes call this member function // with |v| != 1 then there will be errors. // G4bool G4TriangularFacet::Intersect (const G4ThreeVector& p, const G4ThreeVector& v, G4bool outgoing, G4double& distance, G4double& distFromSurface, G4ThreeVector& normal) { // // Check whether the direction of the facet is consistent with the vector v // and the need to be outgoing or ingoing. If inconsistent, disregard and // return false. // G4double w = v.dot(fSurfaceNormal); if ((outgoing && w < -dirTolerance) || (!outgoing && w > dirTolerance)) { distance = kInfinity; distFromSurface = kInfinity; normal.set(0,0,0); return false; } // // Calculate the orthogonal distance from p to the surface containing the // triangle. Then determine if we're on the right or wrong side of the // surface (at fA distance greater than kCarTolerance to be consistent with // "outgoing". // const G4ThreeVector& p0 = GetVertex(0); G4ThreeVector D = p0 - p; distFromSurface = D.dot(fSurfaceNormal); G4bool wrongSide = (outgoing && distFromSurface < -0.5*kCarTolerance) || (!outgoing && distFromSurface > 0.5*kCarTolerance); if (wrongSide) { distance = kInfinity; distFromSurface = kInfinity; normal.set(0,0,0); return false; } wrongSide = (outgoing && distFromSurface < 0.0) || (!outgoing && distFromSurface > 0.0); if (wrongSide) { // // We're slightly on the wrong side of the surface. Check if we're close // enough using fA precise distance calculation. // G4ThreeVector u = Distance(p); if (fSqrDist <= kCarTolerance*kCarTolerance) { // // We're very close. Therefore return fA small negative number // to pretend we intersect. // // distance = -0.5*kCarTolerance distance = 0.0; normal = fSurfaceNormal; return true; } else { // // We're close to the surface containing the triangle, but sufficiently // far from the triangle, and on the wrong side compared to the directions // of the surface normal and v. There is no intersection. // distance = kInfinity; distFromSurface = kInfinity; normal.set(0,0,0); return false; } } if (w < dirTolerance && w > -dirTolerance) { // // The ray is within the plane of the triangle. Project the problem into 2D // in the plane of the triangle. First try to create orthogonal unit vectors // mu and nu, where mu is fE1/|fE1|. This is kinda like // the original algorithm due to Rickard Holmberg, but with better // mathematical justification than the original method ... however, // beware Rickard's was less time-consuming. // // Note that vprime is not fA unit vector. We need to keep it unnormalised // since the values of distance along vprime (s0 and s1) for intersection // with the triangle will be used to determine if we cut the plane at the // same time. // G4ThreeVector mu = fE1.unit(); G4ThreeVector nu = fSurfaceNormal.cross(mu); G4TwoVector pprime(p.dot(mu), p.dot(nu)); G4TwoVector vprime(v.dot(mu), v.dot(nu)); G4TwoVector P0prime(p0.dot(mu), p0.dot(nu)); G4TwoVector E0prime(fE1.mag(), 0.0); G4TwoVector E1prime(fE2.dot(mu), fE2.dot(nu)); G4TwoVector loc[2]; if (G4TessellatedGeometryAlgorithms::IntersectLineAndTriangle2D(pprime, vprime, P0prime, E0prime, E1prime, loc)) { // // There is an intersection between the line and triangle in 2D. // Now check which part of the line intersects with the plane // containing the triangle in 3D. // G4double vprimemag = vprime.mag(); G4double s0 = (loc[0] - pprime).mag()/vprimemag; G4double s1 = (loc[1] - pprime).mag()/vprimemag; G4double normDist0 = fSurfaceNormal.dot(s0*v) - distFromSurface; G4double normDist1 = fSurfaceNormal.dot(s1*v) - distFromSurface; if ((normDist0 < 0.0 && normDist1 < 0.0) || (normDist0 > 0.0 && normDist1 > 0.0) || (normDist0 == 0.0 && normDist1 == 0.0) ) { distance = kInfinity; distFromSurface = kInfinity; normal.set(0,0,0); return false; } else { G4double dnormDist = normDist1 - normDist0; if (fabs(dnormDist) < DBL_EPSILON) { distance = s0; normal = fSurfaceNormal; if (!outgoing) distFromSurface = -distFromSurface; return true; } else { distance = s0 - normDist0*(s1-s0)/dnormDist; normal = fSurfaceNormal; if (!outgoing) distFromSurface = -distFromSurface; return true; } } } else { distance = kInfinity; distFromSurface = kInfinity; normal.set(0,0,0); return false; } } // // // Use conventional algorithm to determine the whether there is an // intersection. This involves determining the point of intersection of the // line with the plane containing the triangle, and then calculating if the // point is within the triangle. // distance = distFromSurface / w; G4ThreeVector pp = p + v*distance; G4ThreeVector DD = p0 - pp; G4double d = fE1.dot(DD); G4double e = fE2.dot(DD); G4double ss = fB*e - fC*d; G4double t = fB*d - fA*e; G4double sTolerance = (fabs(fB)+ fabs(fC) + fabs(d) + fabs(e))*kCarTolerance; G4double tTolerance = (fabs(fA)+ fabs(fB) + fabs(d) + fabs(e))*kCarTolerance; G4double detTolerance = (fabs(fA)+ fabs(fC) + 2*fabs(fB) )*kCarTolerance; //if (ss < 0.0 || t < 0.0 || ss+t > fDet) if (ss < -sTolerance || t < -tTolerance || ( ss+t - fDet ) > detTolerance) { // // The intersection is outside of the triangle. // distance = distFromSurface = kInfinity; normal.set(0,0,0); return false; } else { // // There is an intersection. Now we only need to set the surface normal. // normal = fSurfaceNormal; if (!outgoing) distFromSurface = -distFromSurface; return true; } } //////////////////////////////////////////////////////////////////////// // // GetPointOnFace // // Auxiliary method, returns a uniform random point on the facet // G4ThreeVector G4TriangularFacet::GetPointOnFace() const { G4double u = G4UniformRand(); G4double v = G4UniformRand(); if (u+v > 1.) { u = 1. - u; v = 1. - v; } return GetVertex(0) + u*fE1 + v*fE2; } //////////////////////////////////////////////////////////////////////// // // GetArea // // Auxiliary method for returning the surface fArea // G4double G4TriangularFacet::GetArea() const { return fArea; } //////////////////////////////////////////////////////////////////////// // G4GeometryType G4TriangularFacet::GetEntityType () const { return "G4TriangularFacet"; } //////////////////////////////////////////////////////////////////////// // G4ThreeVector G4TriangularFacet::GetSurfaceNormal () const { return fSurfaceNormal; } //////////////////////////////////////////////////////////////////////// // void G4TriangularFacet::SetSurfaceNormal (const G4ThreeVector& normal) { fSurfaceNormal = normal; }