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geant4/source/geometry/solids/specific/src/G4IntersectingCone.cc
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//
// ********************************************************************
// * DISCLAIMER *
// * *
// * The following disclaimer summarizes all the specific disclaimers *
// * of contributors to this software. The specific disclaimers,which *
// * govern, are listed with their locations in: *
// * http://cern.ch/geant4/license *
// * *
// * 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. *
// * *
// * This code implementation is the intellectual property of the *
// * GEANT4 collaboration. *
// * By copying, distributing or modifying the Program (or any work *
// * based on the Program) you indicate your acceptance of this *
// * statement, and all its terms. *
// ********************************************************************
//
//
// $Id: G4IntersectingCone.cc,v 1.3.2.1 2001/06/28 19:09:25 gunter Exp $
// GEANT4 tag $Name: $
//
//
// --------------------------------------------------------------------
// GEANT 4 class source file
//
//
// G4IntersectingCone.cc
//
// Implementation of a utility class which calculates the intersection
// of an arbitrary line with a fixed cone
// --------------------------------------------------------------------
#include "G4IntersectingCone.hh"
//
// Constructor
//
G4IntersectingCone::G4IntersectingCone( const G4double r[2], const G4double z[2] )
{
//
// What type of cone are we?
//
type1 = (fabs(z[1]-z[0]) > fabs(r[1]-r[0]));
if (type1) {
B = (r[1]-r[0])/(z[1]-z[0]); // tube like
A = 0.5*( r[1]+r[0] - B*(z[1]+z[0]) );
}
else {
B = (z[1]-z[0])/(r[1]-r[0]); // disk like
A = 0.5*( z[1]+z[0] - B*(r[1]+r[0]) );
}
//
// Calculate extent
//
if (r[0] < r[1]) {
rLo = r[0]; rHi = r[1];
}
else {
rLo = r[1]; rHi = r[0];
}
if (z[0] < z[1]) {
zLo = z[0]; zHi = z[1];
}
else {
zLo = z[1]; zHi = z[0];
}
}
//
// Destructor
//
G4IntersectingCone::~G4IntersectingCone()
{;}
//
// HitOn
//
// Check r or z extent, as appropriate, to see if the point is possibly
// on the cone.
//
G4bool G4IntersectingCone::HitOn( const G4double r, const G4double z )
{
//
// Be careful! The inequalities cannot be "<=" and ">=" here without
// punching a tiny hole in our shape!
//
if (type1) {
if (z < zLo || z > zHi) return false;
}
else {
if (r < rLo || r > rHi) return false;
}
return true;
}
//
// LineHitsCone
//
// Calculate the intersection of a line with our conical surface, ignoring
// any phi division
//
G4int G4IntersectingCone::LineHitsCone( const G4ThreeVector &p, const G4ThreeVector &v,
G4double *s1, G4double *s2 )
{
if (type1) {
return LineHitsCone1( p, v, s1, s2 );
}
else {
return LineHitsCone2( p, v, s1, s2 );
}
}
//
// LineHitsCone1
//
// Calculate the intersections of a line with a conical surface. Only
// suitable if zPlane[0] != zPlane[1].
//
// Equation of a line:
//
// x = x0 + s*tx y = y0 + s*ty z = z0 + s*tz
//
// Equation of a conical surface:
//
// x**2 + y**2 = (A + B*z)**2
//
// Solution is quadratic:
//
// a*s**2 + b*s + c = 0
//
// where:
//
// a = x0**2 + y0**2 - (A + B*z0)**2
//
// b = 2*( x0*tx + y0*ty - (A*B - B*B*z0)*tz)
//
// c = tx**2 + ty**2 - (B*tz)**2
//
// Notice, that if a < 0, this indicates that the two solutions (assuming
// they exist) are in opposite cones (that is, given z0 = -A/B, one z < z0
// and the other z > z0). For our shapes, the invalid solution is one
// which produces A + Bz < 0, or the one where Bz is smallest (most negative).
// Since Bz = B*s*tz, if B*tz > 0, we want the largest s, otherwise,
// the smaller.
//
// If there are two solutions on one side of the cone, we want to make
// sure that they are on the "correct" side, that is A + B*z0 + s*B*tz >= 0.
//
// If a = 0, we have a linear problem: s = c/b, which again gives one solution.
// This should be rare.
//
// For b*b - 4*a*c = 0, we also have one solution, which is almost always
// a line just grazing the surface of a the cone, which we want to ignore.
// However, there are two other, very rare, possibilities:
// a line intersecting the z axis and either:
// 1. At the same angle atan(B) to just miss one side of the cone, or
// 2. Intersecting the cone apex (0,0,-A/B)
// We *don't* want to miss these! How do we identify them? Well, since
// this case is rare, we can at least swallow a little more CPU than we would
// normally be comfortable with. Intersection with the z axis means
// x0*ty - y0*tx = 0. Case (1) means a==0, and we've already dealt with that
// above. Case (2) means a < 0.
//
// Now: x0*tx + y0*ty = 0 in terms of roundoff error. We can write:
// Delta = x0*tx + y0*ty
// b = 2*( Delta - (A*B + B*B*z0)*tz )
// For:
// b*b - 4*a*c = epsilon
// where epsilon is small, then:
// Delta = epsilon/2/B
//
G4int G4IntersectingCone::LineHitsCone1( const G4ThreeVector &p, const G4ThreeVector &v,
G4double *s1, G4double *s2 )
{
G4double x0 = p.x(), y0 = p.y(), z0 = p.z();
G4double tx = v.x(), ty = v.y(), tz = v.z();
G4double a = tx*tx + ty*ty - sqr(B*tz);
G4double b = 2*( x0*tx + y0*ty - (A*B + B*B*z0)*tz);
G4double c = x0*x0 + y0*y0 - sqr(A + B*z0);
G4double radical = b*b - 4*a*c;
if (radical < -1E-6*fabs(b)) return 0; // No solution
if (radical < 1E-6*fabs(b)) {
//
// The radical is roughly zero: check for special, very rare, cases
//
if (fabs(a) > 1/kInfinity) {
if ( fabs(x0*ty - y0*tx) < fabs(1E-6/B)) {
*s1 = -0.5*b/a;
return 1;
}
return 0;
}
}
else {
radical = sqrt(radical);
}
if (a > 1/kInfinity) {
G4double sa, sb, q = -0.5*( b + (b < 0 ? -radical : +radical) );
sa = q/a;
sb = c/q;
if (sa < sb) { *s1 = sa; *s2 = sb; } else { *s1 = sb; *s2 = sa; }
if (A + B*(z0+(*s1)*tz) < 0) return 0;
return 2;
}
else if (a < -1/kInfinity) {
G4double sa, sb, q = -0.5*( b + (b < 0 ? -radical : +radical) );
sa = q/a;
sb = c/q;
*s1 = (B*tz > 0)^(sa > sb) ? sb : sa;
return 1;
}
else if (fabs(b) < 1/kInfinity) {
return 0;
}
else {
*s1 = -c/b;
if (A + B*(z0+(*s1)*tz) < 0) return 0;
return 1;
}
}
//
// LineHitsCone2
//
// See comments under LineHitsCone1. In this routine, case2, we have:
//
// Z = A + B*R
//
// The solution is still quadratic:
//
// a = tz**2 - B*B*(tx**2 + ty**2)
//
// b = 2*( (z0-A)*tz - B*B*(x0*tx+y0*ty) )
//
// c = ( (z0-A)**2 - B*B*(x0**2 + y0**2) )
//
// The rest is much the same, except some details.
//
// a > 0 now means we intersect only once in the correct hemisphere.
//
// a > 0 ? We only want solution which produces R > 0.
// since R = (z0+s*tz-A)/B, for tz/B > 0, this is the largest s
// for tz/B < 0, this is the smallest s
// thus, same as in case 1 ( since sign(tz/B) = sign(tz*B) )
//
G4int G4IntersectingCone::LineHitsCone2( const G4ThreeVector &p, const G4ThreeVector &v,
G4double *s1, G4double *s2 )
{
G4double x0 = p.x(), y0 = p.y(), z0 = p.z();
G4double tx = v.x(), ty = v.y(), tz = v.z();
//
// Special case which might not be so rare: B = 0 (precisely)
//
if (B==0) {
if (fabs(tz) < 1/kInfinity) return 0;
*s1 = (A-z0)/tz;
return 1;
}
G4double B2 = B*B;
G4double a = tz*tz - B2*(tx*tx + ty*ty);
G4double b = 2*( (z0-A)*tz - B2*(x0*tx + y0*ty) );
G4double c = sqr(z0-A) - B2*( x0*x0 + y0*y0 );
G4double radical = b*b - 4*a*c;
if (radical < -1E-6*fabs(b)) return 0; // No solution
if (radical < 1E-6*fabs(b)) {
//
// The radical is roughly zero: check for special, very rare, cases
//
if (fabs(a) > 1/kInfinity) {
if ( fabs(x0*ty - y0*tx) < fabs(1E-6/B)) {
*s1 = -0.5*b/a;
return 1;
}
return 0;
}
}
else {
radical = sqrt(radical);
}
if (a < -1/kInfinity) {
G4double sa, sb, q = -0.5*( b + (b < 0 ? -radical : +radical) );
sa = q/a;
sb = c/q;
if (sa < sb) { *s1 = sa; *s2 = sb; } else { *s1 = sb; *s2 = sa; }
if ((z0 + (*s1)*tz - A)/B < 0) return 0;
return 2;
}
else if (a > 1/kInfinity) {
G4double sa, sb, q = -0.5*( b + (b < 0 ? -radical : +radical) );
sa = q/a;
sb = c/q;
*s1 = (tz*B > 0)^(sa > sb) ? sb : sa;
return 1;
}
else if (fabs(b) < 1/kInfinity) {
return 0;
}
else {
*s1 = -c/b;
if ((z0 + (*s1)*tz - A)/B < 0) return 0;
return 1;
}
}