331 lines
8.8 KiB
C++
331 lines
8.8 KiB
C++
//
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// ********************************************************************
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// * DISCLAIMER *
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// * *
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// * The following disclaimer summarizes all the specific disclaimers *
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// * of contributors to this software. The specific disclaimers,which *
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// * govern, are listed with their locations in: *
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// * http://cern.ch/geant4/license *
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// * *
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// * Neither the authors of this software system, nor their employing *
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// * institutes,nor the agencies providing financial support for this *
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// * work make any representation or warranty, express or implied, *
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// * regarding this software system or assume any liability for its *
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// * use. *
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// * *
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// * This code implementation is the intellectual property of the *
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// * GEANT4 collaboration. *
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// * By copying, distributing or modifying the Program (or any work *
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// * based on the Program) you indicate your acceptance of this *
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// * statement, and all its terms. *
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// ********************************************************************
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//
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//
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// $Id: G4IntersectingCone.cc,v 1.3.2.1 2001/06/28 19:09:25 gunter Exp $
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// GEANT4 tag $Name: $
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//
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//
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// --------------------------------------------------------------------
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// GEANT 4 class source file
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//
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//
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// G4IntersectingCone.cc
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//
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// Implementation of a utility class which calculates the intersection
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// of an arbitrary line with a fixed cone
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// --------------------------------------------------------------------
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#include "G4IntersectingCone.hh"
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//
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// Constructor
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//
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G4IntersectingCone::G4IntersectingCone( const G4double r[2], const G4double z[2] )
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{
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//
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// What type of cone are we?
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//
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type1 = (fabs(z[1]-z[0]) > fabs(r[1]-r[0]));
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if (type1) {
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B = (r[1]-r[0])/(z[1]-z[0]); // tube like
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A = 0.5*( r[1]+r[0] - B*(z[1]+z[0]) );
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}
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else {
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B = (z[1]-z[0])/(r[1]-r[0]); // disk like
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A = 0.5*( z[1]+z[0] - B*(r[1]+r[0]) );
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}
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//
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// Calculate extent
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//
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if (r[0] < r[1]) {
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rLo = r[0]; rHi = r[1];
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}
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else {
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rLo = r[1]; rHi = r[0];
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}
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if (z[0] < z[1]) {
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zLo = z[0]; zHi = z[1];
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}
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else {
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zLo = z[1]; zHi = z[0];
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}
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}
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//
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// Destructor
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//
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G4IntersectingCone::~G4IntersectingCone()
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{;}
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//
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// HitOn
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//
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// Check r or z extent, as appropriate, to see if the point is possibly
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// on the cone.
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//
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G4bool G4IntersectingCone::HitOn( const G4double r, const G4double z )
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{
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//
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// Be careful! The inequalities cannot be "<=" and ">=" here without
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// punching a tiny hole in our shape!
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//
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if (type1) {
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if (z < zLo || z > zHi) return false;
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}
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else {
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if (r < rLo || r > rHi) return false;
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}
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return true;
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}
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//
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// LineHitsCone
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//
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// Calculate the intersection of a line with our conical surface, ignoring
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// any phi division
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//
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G4int G4IntersectingCone::LineHitsCone( const G4ThreeVector &p, const G4ThreeVector &v,
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G4double *s1, G4double *s2 )
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{
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if (type1) {
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return LineHitsCone1( p, v, s1, s2 );
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}
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else {
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return LineHitsCone2( p, v, s1, s2 );
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}
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}
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//
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// LineHitsCone1
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//
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// Calculate the intersections of a line with a conical surface. Only
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// suitable if zPlane[0] != zPlane[1].
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//
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// Equation of a line:
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//
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// x = x0 + s*tx y = y0 + s*ty z = z0 + s*tz
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//
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// Equation of a conical surface:
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//
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// x**2 + y**2 = (A + B*z)**2
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//
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// Solution is quadratic:
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//
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// a*s**2 + b*s + c = 0
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//
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// where:
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//
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// a = x0**2 + y0**2 - (A + B*z0)**2
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//
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// b = 2*( x0*tx + y0*ty - (A*B - B*B*z0)*tz)
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//
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// c = tx**2 + ty**2 - (B*tz)**2
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//
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// Notice, that if a < 0, this indicates that the two solutions (assuming
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// they exist) are in opposite cones (that is, given z0 = -A/B, one z < z0
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// and the other z > z0). For our shapes, the invalid solution is one
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// which produces A + Bz < 0, or the one where Bz is smallest (most negative).
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// Since Bz = B*s*tz, if B*tz > 0, we want the largest s, otherwise,
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// the smaller.
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//
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// If there are two solutions on one side of the cone, we want to make
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// sure that they are on the "correct" side, that is A + B*z0 + s*B*tz >= 0.
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//
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// If a = 0, we have a linear problem: s = c/b, which again gives one solution.
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// This should be rare.
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//
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// For b*b - 4*a*c = 0, we also have one solution, which is almost always
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// a line just grazing the surface of a the cone, which we want to ignore.
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// However, there are two other, very rare, possibilities:
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// a line intersecting the z axis and either:
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// 1. At the same angle atan(B) to just miss one side of the cone, or
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// 2. Intersecting the cone apex (0,0,-A/B)
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// We *don't* want to miss these! How do we identify them? Well, since
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// this case is rare, we can at least swallow a little more CPU than we would
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// normally be comfortable with. Intersection with the z axis means
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// x0*ty - y0*tx = 0. Case (1) means a==0, and we've already dealt with that
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// above. Case (2) means a < 0.
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//
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// Now: x0*tx + y0*ty = 0 in terms of roundoff error. We can write:
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// Delta = x0*tx + y0*ty
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// b = 2*( Delta - (A*B + B*B*z0)*tz )
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// For:
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// b*b - 4*a*c = epsilon
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// where epsilon is small, then:
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// Delta = epsilon/2/B
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//
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G4int G4IntersectingCone::LineHitsCone1( const G4ThreeVector &p, const G4ThreeVector &v,
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G4double *s1, G4double *s2 )
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{
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G4double x0 = p.x(), y0 = p.y(), z0 = p.z();
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G4double tx = v.x(), ty = v.y(), tz = v.z();
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G4double a = tx*tx + ty*ty - sqr(B*tz);
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G4double b = 2*( x0*tx + y0*ty - (A*B + B*B*z0)*tz);
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G4double c = x0*x0 + y0*y0 - sqr(A + B*z0);
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G4double radical = b*b - 4*a*c;
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if (radical < -1E-6*fabs(b)) return 0; // No solution
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if (radical < 1E-6*fabs(b)) {
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//
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// The radical is roughly zero: check for special, very rare, cases
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//
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if (fabs(a) > 1/kInfinity) {
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if ( fabs(x0*ty - y0*tx) < fabs(1E-6/B)) {
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*s1 = -0.5*b/a;
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return 1;
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}
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return 0;
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}
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}
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else {
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radical = sqrt(radical);
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}
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if (a > 1/kInfinity) {
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G4double sa, sb, q = -0.5*( b + (b < 0 ? -radical : +radical) );
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sa = q/a;
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sb = c/q;
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if (sa < sb) { *s1 = sa; *s2 = sb; } else { *s1 = sb; *s2 = sa; }
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if (A + B*(z0+(*s1)*tz) < 0) return 0;
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return 2;
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}
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else if (a < -1/kInfinity) {
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G4double sa, sb, q = -0.5*( b + (b < 0 ? -radical : +radical) );
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sa = q/a;
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sb = c/q;
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*s1 = (B*tz > 0)^(sa > sb) ? sb : sa;
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return 1;
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}
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else if (fabs(b) < 1/kInfinity) {
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return 0;
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}
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else {
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*s1 = -c/b;
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if (A + B*(z0+(*s1)*tz) < 0) return 0;
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return 1;
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}
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}
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//
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// LineHitsCone2
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//
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// See comments under LineHitsCone1. In this routine, case2, we have:
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//
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// Z = A + B*R
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//
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// The solution is still quadratic:
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//
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// a = tz**2 - B*B*(tx**2 + ty**2)
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//
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// b = 2*( (z0-A)*tz - B*B*(x0*tx+y0*ty) )
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//
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// c = ( (z0-A)**2 - B*B*(x0**2 + y0**2) )
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//
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// The rest is much the same, except some details.
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//
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// a > 0 now means we intersect only once in the correct hemisphere.
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//
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// a > 0 ? We only want solution which produces R > 0.
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// since R = (z0+s*tz-A)/B, for tz/B > 0, this is the largest s
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// for tz/B < 0, this is the smallest s
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// thus, same as in case 1 ( since sign(tz/B) = sign(tz*B) )
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//
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G4int G4IntersectingCone::LineHitsCone2( const G4ThreeVector &p, const G4ThreeVector &v,
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G4double *s1, G4double *s2 )
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{
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G4double x0 = p.x(), y0 = p.y(), z0 = p.z();
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G4double tx = v.x(), ty = v.y(), tz = v.z();
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//
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// Special case which might not be so rare: B = 0 (precisely)
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//
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if (B==0) {
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if (fabs(tz) < 1/kInfinity) return 0;
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*s1 = (A-z0)/tz;
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return 1;
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}
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G4double B2 = B*B;
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G4double a = tz*tz - B2*(tx*tx + ty*ty);
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G4double b = 2*( (z0-A)*tz - B2*(x0*tx + y0*ty) );
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G4double c = sqr(z0-A) - B2*( x0*x0 + y0*y0 );
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G4double radical = b*b - 4*a*c;
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if (radical < -1E-6*fabs(b)) return 0; // No solution
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if (radical < 1E-6*fabs(b)) {
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//
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// The radical is roughly zero: check for special, very rare, cases
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//
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if (fabs(a) > 1/kInfinity) {
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if ( fabs(x0*ty - y0*tx) < fabs(1E-6/B)) {
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*s1 = -0.5*b/a;
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return 1;
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}
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return 0;
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}
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}
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else {
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radical = sqrt(radical);
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}
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if (a < -1/kInfinity) {
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G4double sa, sb, q = -0.5*( b + (b < 0 ? -radical : +radical) );
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sa = q/a;
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sb = c/q;
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if (sa < sb) { *s1 = sa; *s2 = sb; } else { *s1 = sb; *s2 = sa; }
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if ((z0 + (*s1)*tz - A)/B < 0) return 0;
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return 2;
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}
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else if (a > 1/kInfinity) {
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G4double sa, sb, q = -0.5*( b + (b < 0 ? -radical : +radical) );
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sa = q/a;
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sb = c/q;
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*s1 = (tz*B > 0)^(sa > sb) ? sb : sa;
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return 1;
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}
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else if (fabs(b) < 1/kInfinity) {
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return 0;
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}
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else {
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*s1 = -c/b;
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if ((z0 + (*s1)*tz - A)/B < 0) return 0;
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return 1;
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}
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}
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