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geant4/source/geometry/solids/specific/src/G4ExtrudedSolid.cc
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2016-06-10 11:51:14 +02:00

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//
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//
// $Id: G4ExtrudedSolid.cc 69584 2013-05-08 14:12:37Z gcosmo $
//
//
// --------------------------------------------------------------------
// GEANT 4 class source file
//
// G4ExtrudedSolid.cc
//
// Author: Ivana Hrivnacova, IPN Orsay
// --------------------------------------------------------------------
#include <set>
#include <algorithm>
#include <cmath>
#include <iomanip>
#include "G4ExtrudedSolid.hh"
#include "G4PhysicalConstants.hh"
#include "G4SystemOfUnits.hh"
#include "G4VFacet.hh"
#include "G4TriangularFacet.hh"
#include "G4QuadrangularFacet.hh"
//_____________________________________________________________________________
G4ExtrudedSolid::G4ExtrudedSolid( const G4String& pName,
std::vector<G4TwoVector> polygon,
std::vector<ZSection> zsections)
: G4TessellatedSolid(pName),
fNv(polygon.size()),
fNz(zsections.size()),
fPolygon(),
fZSections(),
fTriangles(),
fIsConvex(false),
fGeometryType("G4ExtrudedSolid")
{
// General constructor
// First check input parameters
if ( fNv < 3 )
{
std::ostringstream message;
message << "Number of polygon vertices < 3 - " << pName;
G4Exception("G4ExtrudedSolid::G4ExtrudedSolid()", "GeomSolids0002",
FatalErrorInArgument, message);
}
if ( fNz < 2 )
{
std::ostringstream message;
message << "Number of z-sides < 2 - " << pName;
G4Exception("G4ExtrudedSolid::G4ExtrudedSolid()", "GeomSolids0002",
FatalErrorInArgument, message);
}
for ( G4int i=0; i<fNz-1; ++i )
{
if ( zsections[i].fZ > zsections[i+1].fZ )
{
std::ostringstream message;
message << "Z-sections have to be ordered by z value (z0 < z1 < z2...) - "
<< pName;
G4Exception("G4ExtrudedSolid::G4ExtrudedSolid()", "GeomSolids0002",
FatalErrorInArgument, message);
}
if ( std::fabs( zsections[i+1].fZ - zsections[i].fZ ) < kCarTolerance * 0.5 )
{
std::ostringstream message;
message << "Z-sections with the same z position are not supported - "
<< pName;
G4Exception("G4ExtrudedSolid::G4ExtrudedSolid()", "GeomSolids0001",
FatalException, message);
}
}
// Check if polygon vertices are defined clockwise
// (the area is positive if polygon vertices are defined anti-clockwise)
//
G4double area = 0.;
for ( G4int i=0; i<fNv; ++i ) {
G4int j = i+1;
if ( j == fNv ) j = 0;
area += 0.5 * ( polygon[i].x()*polygon[j].y() - polygon[j].x()*polygon[i].y());
}
// Copy polygon
//
if ( area < 0. ) {
// Polygon vertices are defined clockwise, we just copy the polygon
for ( G4int i=0; i<fNv; ++i ) { fPolygon.push_back(polygon[i]); }
}
else {
// Polygon vertices are defined anti-clockwise, we revert them
//G4Exception("G4ExtrudedSolid::G4ExtrudedSolid()", "GeomSolids1001",
// JustWarning,
// "Polygon vertices defined anti-clockwise, reverting polygon");
for ( G4int i=0; i<fNv; ++i ) { fPolygon.push_back(polygon[fNv-i-1]); }
}
// Copy z-sections
//
for ( G4int i=0; i<fNz; ++i ) { fZSections.push_back(zsections[i]); }
G4bool result = MakeFacets();
if (!result)
{
std::ostringstream message;
message << "Making facets failed - " << pName;
G4Exception("G4ExtrudedSolid::G4ExtrudedSolid()", "GeomSolids0003",
FatalException, message);
}
fIsConvex = IsConvex();
ComputeProjectionParameters();
}
//_____________________________________________________________________________
G4ExtrudedSolid::G4ExtrudedSolid( const G4String& pName,
std::vector<G4TwoVector> polygon,
G4double dz,
G4TwoVector off1, G4double scale1,
G4TwoVector off2, G4double scale2 )
: G4TessellatedSolid(pName),
fNv(polygon.size()),
fNz(2),
fPolygon(),
fZSections(),
fTriangles(),
fIsConvex(false),
fGeometryType("G4ExtrudedSolid")
{
// Special constructor for solid with 2 z-sections
// First check input parameters
//
if ( fNv < 3 )
{
std::ostringstream message;
message << "Number of polygon vertices < 3 - " << pName;
G4Exception("G4ExtrudedSolid::G4ExtrudedSolid()", "GeomSolids0002",
FatalErrorInArgument, message);
}
// Check if polygon vertices are defined clockwise
// (the area is positive if polygon vertices are defined anti-clockwise)
G4double area = 0.;
for ( G4int i=0; i<fNv; ++i )
{
G4int j = i+1;
if ( j == fNv ) { j = 0; }
area += 0.5 * ( polygon[i].x()*polygon[j].y()
- polygon[j].x()*polygon[i].y());
}
// Copy polygon
//
if ( area < 0. )
{
// Polygon vertices are defined clockwise, we just copy the polygon
for ( G4int i=0; i<fNv; ++i ) { fPolygon.push_back(polygon[i]); }
}
else
{
// Polygon vertices are defined anti-clockwise, we revert them
//G4Exception("G4ExtrudedSolid::G4ExtrudedSolid()", "GeomSolids1001",
// JustWarning,
// "Polygon vertices defined anti-clockwise, reverting polygon");
for ( G4int i=0; i<fNv; ++i ) { fPolygon.push_back(polygon[fNv-i-1]); }
}
// Copy z-sections
//
fZSections.push_back(ZSection(-dz, off1, scale1));
fZSections.push_back(ZSection( dz, off2, scale2));
G4bool result = MakeFacets();
if (!result)
{
std::ostringstream message;
message << "Making facets failed - " << pName;
G4Exception("G4ExtrudedSolid::G4ExtrudedSolid()", "GeomSolids0003",
FatalException, message);
}
fIsConvex = IsConvex();
ComputeProjectionParameters();
}
//_____________________________________________________________________________
G4ExtrudedSolid::G4ExtrudedSolid( __void__& a )
: G4TessellatedSolid(a), fNv(0), fNz(0), fPolygon(), fZSections(),
fTriangles(), fIsConvex(false), fGeometryType("G4ExtrudedSolid")
{
// Fake default constructor - sets only member data and allocates memory
// for usage restricted to object persistency.
}
//_____________________________________________________________________________
G4ExtrudedSolid::G4ExtrudedSolid(const G4ExtrudedSolid& rhs)
: G4TessellatedSolid(rhs), fNv(rhs.fNv), fNz(rhs.fNz),
fPolygon(rhs.fPolygon), fZSections(rhs.fZSections),
fTriangles(rhs.fTriangles), fIsConvex(rhs.fIsConvex),
fGeometryType(rhs.fGeometryType), fKScales(rhs.fKScales),
fScale0s(rhs.fScale0s), fKOffsets(rhs.fKOffsets), fOffset0s(rhs.fOffset0s)
{
}
//_____________________________________________________________________________
G4ExtrudedSolid& G4ExtrudedSolid::operator = (const G4ExtrudedSolid& rhs)
{
// Check assignment to self
//
if (this == &rhs) { return *this; }
// Copy base class data
//
G4TessellatedSolid::operator=(rhs);
// Copy data
//
fNv = rhs.fNv; fNz = rhs.fNz;
fPolygon = rhs.fPolygon; fZSections = rhs.fZSections;
fTriangles = rhs.fTriangles; fIsConvex = rhs.fIsConvex;
fGeometryType = rhs.fGeometryType; fKScales = rhs.fKScales;
fScale0s = rhs.fScale0s; fKOffsets = rhs.fKOffsets;
fOffset0s = rhs.fOffset0s;
return *this;
}
//_____________________________________________________________________________
G4ExtrudedSolid::~G4ExtrudedSolid()
{
// Destructor
}
//_____________________________________________________________________________
void G4ExtrudedSolid::ComputeProjectionParameters()
{
// Compute parameters for point projections p(z)
// to the polygon scale & offset:
// scale(z) = k*z + scale0
// offset(z) = l*z + offset0
// p(z) = scale(z)*p0 + offset(z)
// p0 = (p(z) - offset(z))/scale(z);
//
for ( G4int iz=0; iz<fNz-1; ++iz)
{
G4double z1 = fZSections[iz].fZ;
G4double z2 = fZSections[iz+1].fZ;
G4double scale1 = fZSections[iz].fScale;
G4double scale2 = fZSections[iz+1].fScale;
G4TwoVector off1 = fZSections[iz].fOffset;
G4TwoVector off2 = fZSections[iz+1].fOffset;
G4double kscale = (scale2 - scale1)/(z2 - z1);
G4double scale0 = scale2 - kscale*(z2 - z1)/2.0;
G4TwoVector koff = (off2 - off1)/(z2 - z1);
G4TwoVector off0 = off2 - koff*(z2 - z1)/2.0;
fKScales.push_back(kscale);
fScale0s.push_back(scale0);
fKOffsets.push_back(koff);
fOffset0s.push_back(off0);
}
}
//_____________________________________________________________________________
G4ThreeVector G4ExtrudedSolid::GetVertex(G4int iz, G4int ind) const
{
// Shift and scale vertices
return G4ThreeVector( fPolygon[ind].x() * fZSections[iz].fScale
+ fZSections[iz].fOffset.x(),
fPolygon[ind].y() * fZSections[iz].fScale
+ fZSections[iz].fOffset.y(), fZSections[iz].fZ);
}
//_____________________________________________________________________________
G4TwoVector G4ExtrudedSolid::ProjectPoint(const G4ThreeVector& point) const
{
// Project point in the polygon scale
// scale(z) = k*z + scale0
// offset(z) = l*z + offset0
// p(z) = scale(z)*p0 + offset(z)
// p0 = (p(z) - offset(z))/scale(z);
// Select projection (z-segment of the solid) according to p.z()
//
G4int iz = 0;
while ( point.z() > fZSections[iz+1].fZ && iz < fNz-2 ) { ++iz; }
G4double z0 = ( fZSections[iz+1].fZ + fZSections[iz].fZ )/2.0;
G4TwoVector p2(point.x(), point.y());
G4double pscale = fKScales[iz]*(point.z()-z0) + fScale0s[iz];
G4TwoVector poffset = fKOffsets[iz]*(point.z()-z0) + fOffset0s[iz];
// G4cout << point << " projected to "
// << iz << "-th z-segment polygon as "
// << (p2 - poffset)/pscale << G4endl;
// pscale is always >0 as it is an interpolation between two
// positive scale values
//
return (p2 - poffset)/pscale;
}
//_____________________________________________________________________________
G4bool G4ExtrudedSolid::IsSameLine(G4TwoVector p,
G4TwoVector l1, G4TwoVector l2) const
{
// Return true if p is on the line through l1, l2
if ( l1.x() == l2.x() )
{
return std::fabs(p.x() - l1.x()) < kCarTolerance * 0.5;
}
G4double slope= ((l2.y() - l1.y())/(l2.x() - l1.x()));
G4double predy= l1.y() + slope *(p.x() - l1.x());
G4double dy= p.y() - predy;
// Calculate perpendicular distance
//
// G4double perpD= std::fabs(dy) / std::sqrt( 1 + slope * slope );
// G4bool simpleComp= (perpD<0.5*kCarTolerance);
// Check perpendicular distance vs tolerance 'directly'
//
const G4double tol= 0.5 * kCarTolerance ;
G4bool squareComp= (dy*dy < (1+slope*slope) * tol * tol);
// return simpleComp;
return squareComp;
}
//_____________________________________________________________________________
G4bool G4ExtrudedSolid::IsSameLineSegment(G4TwoVector p,
G4TwoVector l1, G4TwoVector l2) const
{
// Return true if p is on the line through l1, l2 and lies between
// l1 and l2
if ( p.x() < std::min(l1.x(), l2.x()) - kCarTolerance * 0.5 ||
p.x() > std::max(l1.x(), l2.x()) + kCarTolerance * 0.5 ||
p.y() < std::min(l1.y(), l2.y()) - kCarTolerance * 0.5 ||
p.y() > std::max(l1.y(), l2.y()) + kCarTolerance * 0.5 )
{
return false;
}
return IsSameLine(p, l1, l2);
}
//_____________________________________________________________________________
G4bool G4ExtrudedSolid::IsSameSide(G4TwoVector p1, G4TwoVector p2,
G4TwoVector l1, G4TwoVector l2) const
{
// Return true if p1 and p2 are on the same side of the line through l1, l2
return ( (p1.x() - l1.x()) * (l2.y() - l1.y())
- (l2.x() - l1.x()) * (p1.y() - l1.y()) )
* ( (p2.x() - l1.x()) * (l2.y() - l1.y())
- (l2.x() - l1.x()) * (p2.y() - l1.y()) ) > 0;
}
//_____________________________________________________________________________
G4bool G4ExtrudedSolid::IsPointInside(G4TwoVector a, G4TwoVector b,
G4TwoVector c, G4TwoVector p) const
{
// Return true if p is inside of triangle abc or on its edges,
// else returns false
// Check extent first
//
if ( ( p.x() < a.x() && p.x() < b.x() && p.x() < c.x() ) ||
( p.x() > a.x() && p.x() > b.x() && p.x() > c.x() ) ||
( p.y() < a.y() && p.y() < b.y() && p.y() < c.y() ) ||
( p.y() > a.y() && p.y() > b.y() && p.y() > c.y() ) ) return false;
G4bool inside
= IsSameSide(p, a, b, c)
&& IsSameSide(p, b, a, c)
&& IsSameSide(p, c, a, b);
G4bool onEdge
= IsSameLineSegment(p, a, b)
|| IsSameLineSegment(p, b, c)
|| IsSameLineSegment(p, c, a);
return inside || onEdge;
}
//_____________________________________________________________________________
G4double
G4ExtrudedSolid::GetAngle(G4TwoVector po, G4TwoVector pa, G4TwoVector pb) const
{
// Return the angle of the vertex in po
G4TwoVector t1 = pa - po;
G4TwoVector t2 = pb - po;
G4double result = (std::atan2(t1.y(), t1.x()) - std::atan2(t2.y(), t2.x()));
if ( result < 0 ) result += 2*pi;
return result;
}
//_____________________________________________________________________________
G4VFacet*
G4ExtrudedSolid::MakeDownFacet(G4int ind1, G4int ind2, G4int ind3) const
{
// Create a triangular facet from the polygon points given by indices
// forming the down side ( the normal goes in -z)
std::vector<G4ThreeVector> vertices;
vertices.push_back(GetVertex(0, ind1));
vertices.push_back(GetVertex(0, ind2));
vertices.push_back(GetVertex(0, ind3));
// first vertex most left
//
G4ThreeVector cross
= (vertices[1]-vertices[0]).cross(vertices[2]-vertices[1]);
if ( cross.z() > 0.0 )
{
// vertices ardered clock wise has to be reordered
// G4cout << "G4ExtrudedSolid::MakeDownFacet: reordering vertices "
// << ind1 << ", " << ind2 << ", " << ind3 << G4endl;
G4ThreeVector tmp = vertices[1];
vertices[1] = vertices[2];
vertices[2] = tmp;
}
return new G4TriangularFacet(vertices[0], vertices[1],
vertices[2], ABSOLUTE);
}
//_____________________________________________________________________________
G4VFacet*
G4ExtrudedSolid::MakeUpFacet(G4int ind1, G4int ind2, G4int ind3) const
{
// Creates a triangular facet from the polygon points given by indices
// forming the upper side ( z>0 )
std::vector<G4ThreeVector> vertices;
vertices.push_back(GetVertex(fNz-1, ind1));
vertices.push_back(GetVertex(fNz-1, ind2));
vertices.push_back(GetVertex(fNz-1, ind3));
// first vertex most left
//
G4ThreeVector cross
= (vertices[1]-vertices[0]).cross(vertices[2]-vertices[1]);
if ( cross.z() < 0.0 )
{
// vertices ordered clock wise has to be reordered
// G4cout << "G4ExtrudedSolid::MakeUpFacet: reordering vertices "
// << ind1 << ", " << ind2 << ", " << ind3 << G4endl;
G4ThreeVector tmp = vertices[1];
vertices[1] = vertices[2];
vertices[2] = tmp;
}
return new G4TriangularFacet(vertices[0], vertices[1],
vertices[2], ABSOLUTE);
}
//_____________________________________________________________________________
G4bool G4ExtrudedSolid::AddGeneralPolygonFacets()
{
// Decompose polygonal sides in triangular facets
typedef std::pair < G4TwoVector, G4int > Vertex;
// Fill one more vector
//
std::vector< Vertex > verticesToBeDone;
for ( G4int i=0; i<fNv; ++i )
{
verticesToBeDone.push_back(Vertex(fPolygon[i], i));
}
std::vector< Vertex > ears;
std::vector< Vertex >::iterator c1 = verticesToBeDone.begin();
std::vector< Vertex >::iterator c2 = c1+1;
std::vector< Vertex >::iterator c3 = c1+2;
while ( verticesToBeDone.size()>2 )
{
// G4cout << "Looking at triangle : "
// << c1->second << " " << c2->second
// << " " << c3->second << G4endl;
// skip concave vertices
//
G4double angle = GetAngle(c2->first, c3->first, c1->first);
//G4cout << "angle " << angle << G4endl;
G4int counter = 0;
while ( angle > pi )
{
// G4cout << "Skipping concave vertex " << c2->second << G4endl;
// try next three consecutive vertices
//
c1 = c2;
c2 = c3;
++c3;
if ( c3 == verticesToBeDone.end() ) { c3 = verticesToBeDone.begin(); }
// G4cout << "Looking at triangle : "
// << c1->second << " " << c2->second
// << " " << c3->second << G4endl;
angle = GetAngle(c2->first, c3->first, c1->first);
//G4cout << "angle " << angle << G4endl;
counter++;
if ( counter > fNv) {
G4Exception("G4ExtrudedSolid::AddGeneralPolygonFacets",
"GeomSolids0003", FatalException,
"Triangularisation has failed.");
break;
}
}
G4bool good = true;
std::vector< Vertex >::iterator it;
for ( it=verticesToBeDone.begin(); it != verticesToBeDone.end(); ++it )
{
// skip vertices of tested triangle
//
if ( it == c1 || it == c2 || it == c3 ) { continue; }
if ( IsPointInside(c1->first, c2->first, c3->first, it->first) )
{
// G4cout << "Point " << it->second << " is inside" << G4endl;
good = false;
// try next three consecutive vertices
//
c1 = c2;
c2 = c3;
++c3;
if ( c3 == verticesToBeDone.end() ) { c3 = verticesToBeDone.begin(); }
break;
}
// else
// { G4cout << "Point " << it->second << " is outside" << G4endl; }
}
if ( good )
{
// all points are outside triangle, we can make a facet
// G4cout << "Found triangle : "
// << c1->second << " " << c2->second
// << " " << c3->second << G4endl;
G4bool result;
result = AddFacet( MakeDownFacet(c1->second, c2->second, c3->second) );
if ( ! result ) { return false; }
result = AddFacet( MakeUpFacet(c1->second, c2->second, c3->second) );
if ( ! result ) { return false; }
std::vector<G4int> triangle(3);
triangle[0] = c1->second;
triangle[1] = c2->second;
triangle[2] = c3->second;
fTriangles.push_back(triangle);
// remove the ear point from verticesToBeDone
//
verticesToBeDone.erase(c2);
c1 = verticesToBeDone.begin();
c2 = c1+1;
c3 = c1+2;
}
}
return true;
}
//_____________________________________________________________________________
G4bool G4ExtrudedSolid::MakeFacets()
{
// Define facets
G4bool good;
// Decomposition of polygonal sides in the facets
//
if ( fNv == 3 )
{
good = AddFacet( new G4TriangularFacet( GetVertex(0, 0), GetVertex(0, 1),
GetVertex(0, 2), ABSOLUTE) );
if ( ! good ) { return false; }
good = AddFacet( new G4TriangularFacet( GetVertex(fNz-1, 2), GetVertex(fNz-1, 1),
GetVertex(fNz-1, 0), ABSOLUTE) );
if ( ! good ) { return false; }
std::vector<G4int> triangle(3);
triangle[0] = 0;
triangle[1] = 1;
triangle[2] = 2;
fTriangles.push_back(triangle);
}
else if ( fNv == 4 )
{
good = AddFacet( new G4QuadrangularFacet( GetVertex(0, 0),GetVertex(0, 1),
GetVertex(0, 2),GetVertex(0, 3),
ABSOLUTE) );
if ( ! good ) { return false; }
good = AddFacet( new G4QuadrangularFacet( GetVertex(fNz-1, 3), GetVertex(fNz-1, 2),
GetVertex(fNz-1, 1), GetVertex(fNz-1, 0),
ABSOLUTE) );
if ( ! good ) { return false; }
std::vector<G4int> triangle1(3);
triangle1[0] = 0;
triangle1[1] = 1;
triangle1[2] = 2;
fTriangles.push_back(triangle1);
std::vector<G4int> triangle2(3);
triangle2[0] = 0;
triangle2[1] = 2;
triangle2[2] = 3;
fTriangles.push_back(triangle2);
}
else
{
good = AddGeneralPolygonFacets();
if ( ! good ) { return false; }
}
// The quadrangular sides
//
for ( G4int iz = 0; iz < fNz-1; ++iz )
{
for ( G4int i = 0; i < fNv; ++i )
{
G4int j = (i+1) % fNv;
good = AddFacet( new G4QuadrangularFacet
( GetVertex(iz, j), GetVertex(iz, i),
GetVertex(iz+1, i), GetVertex(iz+1, j), ABSOLUTE) );
if ( ! good ) { return false; }
}
}
SetSolidClosed(true);
return good;
}
//_____________________________________________________________________________
G4bool G4ExtrudedSolid::IsConvex() const
{
// Get polygon convexity (polygon is convex if all vertex angles are < pi )
for ( G4int i=0; i< fNv; ++i )
{
G4int j = ( i + 1 ) % fNv;
G4int k = ( i + 2 ) % fNv;
G4TwoVector v1 = fPolygon[i]-fPolygon[j];
G4TwoVector v2 = fPolygon[k]-fPolygon[j];
G4double dphi = v2.phi() - v1.phi();
if ( dphi < 0. ) { dphi += 2.*pi; }
if ( dphi >= pi ) { return false; }
}
return true;
}
//_____________________________________________________________________________
G4GeometryType G4ExtrudedSolid::GetEntityType () const
{
// Return entity type
return fGeometryType;
}
//_____________________________________________________________________________
G4VSolid* G4ExtrudedSolid::Clone() const
{
return new G4ExtrudedSolid(*this);
}
//_____________________________________________________________________________
EInside G4ExtrudedSolid::Inside (const G4ThreeVector &p) const
{
// Override the base class function as it fails in case of concave polygon.
// Project the point in the original polygon scale and check if it is inside
// for each triangle.
// Check first if outside extent
//
if ( p.x() < GetMinXExtent() - kCarTolerance * 0.5 ||
p.x() > GetMaxXExtent() + kCarTolerance * 0.5 ||
p.y() < GetMinYExtent() - kCarTolerance * 0.5 ||
p.y() > GetMaxYExtent() + kCarTolerance * 0.5 ||
p.z() < GetMinZExtent() - kCarTolerance * 0.5 ||
p.z() > GetMaxZExtent() + kCarTolerance * 0.5 )
{
// G4cout << "G4ExtrudedSolid::Outside extent: " << p << G4endl;
return kOutside;
}
// Project point p(z) to the polygon scale p0
//
G4TwoVector pscaled = ProjectPoint(p);
// Check if on surface of polygon
//
for ( G4int i=0; i<fNv; ++i )
{
G4int j = (i+1) % fNv;
if ( IsSameLineSegment(pscaled, fPolygon[i], fPolygon[j]) )
{
// G4cout << "G4ExtrudedSolid::Inside return Surface (on polygon) "
// << G4endl;
return kSurface;
}
}
// Now check if inside triangles
//
std::vector< std::vector<G4int> >::const_iterator it = fTriangles.begin();
G4bool inside = false;
do
{
if ( IsPointInside(fPolygon[(*it)[0]], fPolygon[(*it)[1]],
fPolygon[(*it)[2]], pscaled) ) { inside = true; }
++it;
} while ( (inside == false) && (it != fTriangles.end()) );
if ( inside )
{
// Check if on surface of z sides
//
if ( std::fabs( p.z() - fZSections[0].fZ ) < kCarTolerance * 0.5 ||
std::fabs( p.z() - fZSections[fNz-1].fZ ) < kCarTolerance * 0.5 )
{
// G4cout << "G4ExtrudedSolid::Inside return Surface (on z side)"
// << G4endl;
return kSurface;
}
// G4cout << "G4ExtrudedSolid::Inside return Inside" << G4endl;
return kInside;
}
// G4cout << "G4ExtrudedSolid::Inside return Outside " << G4endl;
return kOutside;
}
//_____________________________________________________________________________
G4double G4ExtrudedSolid::DistanceToOut (const G4ThreeVector &p,
const G4ThreeVector &v,
const G4bool calcNorm,
G4bool *validNorm,
G4ThreeVector *n) const
{
// Override the base class function to redefine validNorm
// (the solid can be concave)
G4double distOut =
G4TessellatedSolid::DistanceToOut(p, v, calcNorm, validNorm, n);
if (validNorm) { *validNorm = fIsConvex; }
return distOut;
}
//_____________________________________________________________________________
G4double G4ExtrudedSolid::DistanceToOut (const G4ThreeVector &p) const
{
// Override the overloaded base class function
return G4TessellatedSolid::DistanceToOut(p);
}
//_____________________________________________________________________________
std::ostream& G4ExtrudedSolid::StreamInfo(std::ostream &os) const
{
G4int oldprc = os.precision(16);
os << "-----------------------------------------------------------\n"
<< " *** Dump for solid - " << GetName() << " ***\n"
<< " ===================================================\n"
<< " Solid geometry type: " << fGeometryType << G4endl;
if ( fIsConvex)
{ os << " Convex polygon; list of vertices:" << G4endl; }
else
{ os << " Concave polygon; list of vertices:" << G4endl; }
for ( G4int i=0; i<fNv; ++i )
{
os << std::setw(5) << "#" << i
<< " vx = " << fPolygon[i].x()/mm << " mm"
<< " vy = " << fPolygon[i].y()/mm << " mm" << G4endl;
}
os << " Sections:" << G4endl;
for ( G4int iz=0; iz<fNz; ++iz )
{
os << " z = " << fZSections[iz].fZ/mm << " mm "
<< " x0= " << fZSections[iz].fOffset.x()/mm << " mm "
<< " y0= " << fZSections[iz].fOffset.y()/mm << " mm "
<< " scale= " << fZSections[iz].fScale << G4endl;
}
/*
// Triangles (for debugging)
os << G4endl;
os << " Triangles:" << G4endl;
os << " Triangle # vertex1 vertex2 vertex3" << G4endl;
G4int counter = 0;
std::vector< std::vector<G4int> >::const_iterator it;
for ( it = fTriangles.begin(); it != fTriangles.end(); it++ ) {
std::vector<G4int> triangle = *it;
os << std::setw(10) << counter++
<< std::setw(10) << triangle[0] << std::setw(10) << triangle[1] << std::setw(10) << triangle[2]
<< G4endl;
}
*/
os.precision(oldprc);
return os;
}