676 lines
20 KiB
C++
676 lines
20 KiB
C++
//
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// ********************************************************************
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// * License and Disclaimer *
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// * *
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// * The Geant4 software is copyright of the Copyright Holders of *
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// * the Geant4 Collaboration. It is provided under the terms and *
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// * conditions of the Geant4 Software License, included in the file *
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// * LICENSE and available at http://cern.ch/geant4/license . These *
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// * include a list of copyright holders. *
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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. Please see the license in the file LICENSE and URL above *
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// * for the full disclaimer and the limitation of liability. *
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// * *
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// * This code implementation is the result of the scientific and *
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// * technical work of the GEANT4 collaboration. *
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// * By using, copying, modifying or distributing the software (or *
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// * any work based on the software) you agree to acknowledge its *
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// * use in resulting scientific publications, and indicate your *
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// * acceptance of all terms of the Geant4 Software license. *
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// ********************************************************************
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//
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//
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// $Id: G4ExtrudedSolid.cc,v 1.7 2007/05/02 14:59:31 gunter Exp $
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// GEANT4 tag $Name: geant4-09-01 $
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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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// G4ExtrudedSolid.cc
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//
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// Author: Ivana Hrivnacova, IPN Orsay
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// --------------------------------------------------------------------
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#include <set>
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#include <algorithm>
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#include <cmath>
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#include "G4ExtrudedSolid.hh"
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#include "G4TriangularFacet.hh"
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#include "G4QuadrangularFacet.hh"
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//_____________________________________________________________________________
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G4ExtrudedSolid::G4ExtrudedSolid( const G4String& pName,
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std::vector<G4TwoVector> polygon,
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std::vector<ZSection> zsections)
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: G4TessellatedSolid(pName),
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fNv(polygon.size()),
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fNz(zsections.size()),
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fPolygon(),
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fZSections(),
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fTriangles(),
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fIsConvex(false),
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fGeometryType("G4ExtrudedSolid")
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{
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// General constructor
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// First check input parameters
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if ( fNv < 3 ) {
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G4Exception(
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"G4ExtrudedSolid::G4ExtrudedSolid()", "InvalidSetup",
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FatalException, "Number of polygon vertices < 3");
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}
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if ( fNz < 2 ) {
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G4Exception(
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"G4ExtrudedSolid::G4ExtrudedSolid()", "InvalidSetup",
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FatalException, "Number of z-sides < 2");
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}
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for ( G4int i=0; i<fNz-1; ++i )
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{
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if ( zsections[i].fZ > zsections[i+1].fZ )
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{
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G4Exception(
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"G4ExtrudedSolid::G4ExtrudedSolid()", "InvalidSetup",
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FatalException,
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"Z-sections have to be ordered by z value (z0 < z1 < z2 ...)");
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}
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if ( std::fabs( zsections[i+1].fZ - zsections[i].fZ ) < kCarTolerance )
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{
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G4Exception(
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"G4ExtrudedSolid::G4ExtrudedSolid()", "InvalidSetup",
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FatalException,
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"Z-sections with the same z position are not supported.");
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}
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}
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// Copy polygon
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//
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for ( G4int i=0; i<fNv; ++i ) { fPolygon.push_back(polygon[i]); }
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// Copy z-sections
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//
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for ( G4int i=0; i<fNz; ++i ) { fZSections.push_back(zsections[i]); }
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G4bool result = MakeFacets();
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if (!result)
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{
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G4Exception("G4ExtrudedSolid::G4ExtrudedSolid()", "InvalidSetup",
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FatalException, "Making facets failed.");
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}
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fIsConvex = IsConvex();
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ComputeProjectionParameters();
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}
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//_____________________________________________________________________________
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G4ExtrudedSolid::G4ExtrudedSolid( const G4String& pName,
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std::vector<G4TwoVector> polygon,
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G4double dz,
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G4TwoVector off1, G4double scale1,
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G4TwoVector off2, G4double scale2 )
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: G4TessellatedSolid(pName),
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fNv(polygon.size()),
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fNz(2),
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fPolygon(),
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fZSections(),
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fTriangles(),
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fIsConvex(false),
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fGeometryType("G4ExtrudedSolid")
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{
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// Special constructor for solid with 2 z-sections
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// First check input parameters
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//
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if ( fNv < 3 )
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{
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G4Exception("G4ExtrudedSolid::G4ExtrudedSolid()", "InvalidSetup",
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FatalException, "Number of polygon vertices < 3");
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}
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// Copy polygon
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//
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for ( G4int i=0; i<fNv; ++i ) { fPolygon.push_back(polygon[i]); }
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// Copy z-sections
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//
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fZSections.push_back(ZSection(-dz, off1, scale1));
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fZSections.push_back(ZSection( dz, off2, scale2));
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G4bool result = MakeFacets();
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if (!result)
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{
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G4Exception("G4ExtrudedSolid::G4ExtrudedSolid()", "InvalidSetup",
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FatalException, "Making facets failed.");
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}
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fIsConvex = IsConvex();
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ComputeProjectionParameters();
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}
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//_____________________________________________________________________________
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G4ExtrudedSolid::G4ExtrudedSolid( __void__& a )
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: G4TessellatedSolid(a)
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{
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// Fake default constructor - sets only member data and allocates memory
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// for usage restricted to object persistency.
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}
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//_____________________________________________________________________________
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G4ExtrudedSolid::~G4ExtrudedSolid()
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{
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// Destructor
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}
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//_____________________________________________________________________________
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void G4ExtrudedSolid::ComputeProjectionParameters()
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{
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// Compute parameters for point projections p(z)
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// to the polygon scale & offset:
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// scale(z) = k*z + scale0
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// offset(z) = l*z + offset0
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// p(z) = scale(z)*p0 + offset(z)
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// p0 = (p(z) - offset(z))/scale(z);
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//
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for ( G4int iz=0; iz<fNz-1; ++iz)
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{
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G4double z1 = fZSections[iz].fZ;
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G4double z2 = fZSections[iz+1].fZ;
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G4double scale1 = fZSections[iz].fScale;
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G4double scale2 = fZSections[iz+1].fScale;
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G4TwoVector off1 = fZSections[iz].fOffset;
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G4TwoVector off2 = fZSections[iz+1].fOffset;
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G4double kscale = (scale2 - scale1)/(z2 - z1);
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G4double scale0 = scale2 - kscale*(z2 - z1)/2.0;
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G4TwoVector koff = (off2 - off1)/(z2 - z1);
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G4TwoVector off0 = off2 - koff*(z2 - z1)/2.0;
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fKScales.push_back(kscale);
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fScale0s.push_back(scale0);
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fKOffsets.push_back(koff);
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fOffset0s.push_back(off0);
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}
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}
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//_____________________________________________________________________________
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G4ThreeVector G4ExtrudedSolid::GetVertex(G4int iz, G4int ind) const
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{
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// Shift and scale vertices
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return G4ThreeVector( fPolygon[ind].x() * fZSections[iz].fScale
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+ fZSections[iz].fOffset.x(),
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fPolygon[ind].y() * fZSections[iz].fScale
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+ fZSections[iz].fOffset.y(), fZSections[iz].fZ);
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}
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//_____________________________________________________________________________
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G4TwoVector G4ExtrudedSolid::ProjectPoint(const G4ThreeVector& point) const
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{
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// Project point in the polygon scale
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// scale(z) = k*z + scale0
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// offset(z) = l*z + offset0
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// p(z) = scale(z)*p0 + offset(z)
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// p0 = (p(z) - offset(z))/scale(z);
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// Select projection (z-segment of the solid) according to p.z()
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//
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G4int iz = 0;
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while ( point.z() > fZSections[iz+1].fZ && iz < fNz-2 ) { ++iz; }
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G4double z0 = ( fZSections[iz+1].fZ + fZSections[iz].fZ )/2.0;
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G4TwoVector p2(point.x(), point.y());
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G4double pscale = fKScales[iz]*(point.z()-z0) + fScale0s[iz];
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G4TwoVector poffset = fKOffsets[iz]*(point.z()-z0) + fOffset0s[iz];
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// G4cout << point << " projected to "
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// << iz << "-th z-segment polygon as "
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// << (p2 - poffset)/pscale << G4endl;
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// pscale is always >0 as it is an interpolation between two
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// positive scale values
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//
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return (p2 - poffset)/pscale;
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}
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//_____________________________________________________________________________
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G4bool G4ExtrudedSolid::IsSameLine(G4TwoVector p,
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G4TwoVector l1, G4TwoVector l2) const
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{
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// Return true if p is on the line through l1, l2
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if ( l1.x() == l2.x() )
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{
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return std::fabs(p.x() - l1.x()) < kCarTolerance;
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}
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return std::fabs (p.y() - l1.y() - ((l2.y() - l1.y())/(l2.x() - l1.x()))
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*(p.x() - l1.x())) < kCarTolerance;
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}
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//_____________________________________________________________________________
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G4bool G4ExtrudedSolid::IsSameSide(G4TwoVector p1, G4TwoVector p2,
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G4TwoVector l1, G4TwoVector l2) const
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{
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// Return true if p1 and p2 are on the same side of the line through l1, l2
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return ( (p1.x() - l1.x()) * (l2.y() - l1.y())
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- (l2.x() - l1.x()) * (p1.y() - l1.y()) )
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* ( (p2.x() - l1.x()) * (l2.y() - l1.y())
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- (l2.x() - l1.x()) * (p2.y() - l1.y()) ) > 0;
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}
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//_____________________________________________________________________________
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G4bool G4ExtrudedSolid::IsPointInside(G4TwoVector a, G4TwoVector b,
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G4TwoVector c, G4TwoVector p) const
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{
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// Return true if p is inside of triangle abc, else returns false
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// Check extent first
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//
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if ( ( p.x() < a.x() && p.x() < b.x() && p.x() < c.x() ) ||
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( p.x() > a.x() && p.x() > b.x() && p.x() > c.x() ) ||
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( p.y() < a.y() && p.y() < b.y() && p.y() < c.y() ) ||
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( p.y() > a.y() && p.y() > b.y() && p.y() > c.y() ) ) return false;
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return IsSameSide(p, a, b, c)
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&& IsSameSide(p, b, a, c)
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&& IsSameSide(p, c, a, b);
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}
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//_____________________________________________________________________________
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G4VFacet*
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G4ExtrudedSolid::MakeDownFacet(G4int ind1, G4int ind2, G4int ind3) const
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{
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// Create a triangular facet from the polygon points given by indices
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// forming the down side ( the normal goes in -z)
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std::vector<G4ThreeVector> vertices;
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vertices.push_back(GetVertex(0, ind1));
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vertices.push_back(GetVertex(0, ind2));
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vertices.push_back(GetVertex(0, ind3));
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// first vertex most left
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//
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G4ThreeVector cross
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= (vertices[1]-vertices[0]).cross(vertices[2]-vertices[1]);
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if ( cross.z() > 0.0 )
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{
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// vertices ardered clock wise has to be reordered
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// G4cout << "G4ExtrudedSolid::MakeDownFacet: reordering vertices "
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// << ind1 << ", " << ind2 << ", " << ind3 << G4endl;
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G4ThreeVector tmp = vertices[1];
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vertices[1] = vertices[2];
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vertices[2] = tmp;
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}
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return new G4TriangularFacet(vertices[0], vertices[1],
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vertices[2], ABSOLUTE);
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}
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//_____________________________________________________________________________
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G4VFacet*
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G4ExtrudedSolid::MakeUpFacet(G4int ind1, G4int ind2, G4int ind3) const
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{
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// Creates a triangular facet from the polygon points given by indices
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// forming the upper side ( z>0 )
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std::vector<G4ThreeVector> vertices;
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vertices.push_back(GetVertex(fNz-1, ind1));
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vertices.push_back(GetVertex(fNz-1, ind2));
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vertices.push_back(GetVertex(fNz-1, ind3));
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// first vertex most left
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//
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G4ThreeVector cross
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= (vertices[1]-vertices[0]).cross(vertices[2]-vertices[1]);
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if ( cross.z() < 0.0 )
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{
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// vertices ordered clock wise has to be reordered
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// G4cout << "G4ExtrudedSolid::MakeUpFacet: reordering vertices "
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// << ind1 << ", " << ind2 << ", " << ind3 << G4endl;
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G4ThreeVector tmp = vertices[1];
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vertices[1] = vertices[2];
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vertices[2] = tmp;
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}
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return new G4TriangularFacet(vertices[0], vertices[1],
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vertices[2], ABSOLUTE);
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}
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//_____________________________________________________________________________
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G4bool G4ExtrudedSolid::AddGeneralPolygonFacets()
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{
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// Decompose polygonal sides in triangular facets
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typedef std::pair < G4TwoVector, G4int > Vertex;
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// Fill one more vector
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//
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std::vector< Vertex > verticesToBeDone;
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for ( G4int i=0; i<fNv; ++i )
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{
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verticesToBeDone.push_back(Vertex(fPolygon[i], i));
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}
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std::vector< Vertex > ears;
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std::vector< Vertex >::iterator c1 = verticesToBeDone.begin();
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std::vector< Vertex >::iterator c2 = c1+1;
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std::vector< Vertex >::iterator c3 = c1+2;
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while ( verticesToBeDone.size()>2 )
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{
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// G4cout << "Looking at triangle : "
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// << c1->second << " " << c2->second
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// << " " << c3->second << G4endl;
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G4bool good = true;
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std::vector< Vertex >::iterator it;
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for ( it=verticesToBeDone.begin(); it != verticesToBeDone.end(); ++it )
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{
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// skip vertices of tested triangle
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//
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if ( it == c1 || it == c2 || it == c3 ) { continue; }
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if ( IsPointInside(c1->first, c2->first, c3->first, it->first) )
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{
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// G4cout << "Point " << it->second << " is inside" << G4endl;
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good = false;
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// try next three consecutive vertices
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//
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c1 = c2;
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c2 = c3;
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++c3;
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if ( c3 == verticesToBeDone.end() ) { c3 = verticesToBeDone.begin(); }
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break;
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}
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// else
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// { G4cout << "Point " << it->second << " is outside" << G4endl; }
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}
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if ( good )
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{
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// all points are outside triangle, we can make a facet
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// G4cout << "Found triangle : "
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// << c1->second << " " << c2->second
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// << " " << c3->second << G4endl;
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G4bool result;
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result = AddFacet( MakeDownFacet(c1->second, c2->second, c3->second) );
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if ( ! result ) { return false; }
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result = AddFacet( MakeUpFacet(c1->second, c2->second, c3->second) );
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if ( ! result ) { return false; }
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std::vector<G4int> triangle(3);
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triangle[0] = c1->second;
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triangle[1] = c2->second;
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triangle[2] = c3->second;
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fTriangles.push_back(triangle);
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// remove the ear point from verticesToBeDone
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//
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verticesToBeDone.erase(c2);
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c1 = verticesToBeDone.begin();
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c2 = c1+1;
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c3 = c1+2;
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}
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}
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return true;
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}
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//_____________________________________________________________________________
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G4bool G4ExtrudedSolid::MakeFacets()
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{
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// Define facets
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G4bool good;
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// The quadrangular sides
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//
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for ( G4int iz = 0; iz < fNz-1; ++iz )
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{
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for ( G4int i = 0; i < fNv; ++i )
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{
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G4int j = (i+1) % fNv;
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good = AddFacet( new G4QuadrangularFacet
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( GetVertex(iz, j), GetVertex(iz, i),
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GetVertex(iz+1, i), GetVertex(iz+1, j), ABSOLUTE) );
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if ( ! good ) { return false; }
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}
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}
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// Decomposition of polygonal sides in the facets
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//
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if ( fNv == 3 )
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{
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good = AddFacet( new G4TriangularFacet( GetVertex(0, 0), GetVertex(0, 1),
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GetVertex(0, 2), ABSOLUTE) );
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if ( ! good ) { return false; }
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good = AddFacet( new G4TriangularFacet( GetVertex(fNz-1, 2), GetVertex(fNz-1, 1),
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GetVertex(fNz-1, 0), ABSOLUTE) );
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if ( ! good ) { return false; }
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}
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else if ( fNv == 4 )
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{
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good = AddFacet( new G4QuadrangularFacet( GetVertex(0, 0),GetVertex(0, 1),
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GetVertex(0, 2),GetVertex(0, 3),
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ABSOLUTE) );
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if ( ! good ) { return false; }
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good = AddFacet( new G4QuadrangularFacet( GetVertex(fNz-1, 3), GetVertex(fNz-1, 2),
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GetVertex(fNz-1, 1), GetVertex(1, 0),
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|
ABSOLUTE) );
|
|
if ( ! good ) { return false; }
|
|
}
|
|
else
|
|
{
|
|
good = AddGeneralPolygonFacets();
|
|
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;
|
|
}
|
|
|
|
//_____________________________________________________________________________
|
|
|
|
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 ||
|
|
p.x() > GetMaxXExtent() + kCarTolerance ||
|
|
p.y() < GetMinYExtent() - kCarTolerance ||
|
|
p.y() > GetMaxYExtent() + kCarTolerance ||
|
|
p.z() < GetMinZExtent() - kCarTolerance ||
|
|
p.z() > GetMaxZExtent() + kCarTolerance )
|
|
{
|
|
// 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 ( IsSameLine(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 ||
|
|
std::fabs( p.z() - fZSections[fNz-1].fZ ) < kCarTolerance )
|
|
{
|
|
// 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
|
|
{
|
|
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 << " 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;
|
|
}
|
|
|
|
return os;
|
|
}
|