1142 lines
31 KiB
C++
1142 lines
31 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: G4PolyhedraSide.cc,v 1.13 2007/05/31 13:52:48 gcosmo 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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//
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// G4PolyhedraSide.cc
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//
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// Implemenation of the face representing one segmented side of a Polyhedra
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//
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// --------------------------------------------------------------------
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#include "G4PolyhedraSide.hh"
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#include "G4IntersectingCone.hh"
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#include "G4ClippablePolygon.hh"
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#include "G4AffineTransform.hh"
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#include "G4SolidExtentList.hh"
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#include "G4GeometryTolerance.hh"
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//
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// Constructor
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//
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// Values for r1,z1 and r2,z2 should be specified in clockwise
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// order in (r,z).
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//
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G4PolyhedraSide::G4PolyhedraSide( const G4PolyhedraSideRZ *prevRZ,
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const G4PolyhedraSideRZ *tail,
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const G4PolyhedraSideRZ *head,
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const G4PolyhedraSideRZ *nextRZ,
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G4int theNumSide,
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G4double thePhiStart,
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G4double thePhiTotal,
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G4bool thePhiIsOpen,
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G4bool isAllBehind )
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{
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kCarTolerance = G4GeometryTolerance::GetInstance()->GetSurfaceTolerance();
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//
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// Record values
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//
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r[0] = tail->r; z[0] = tail->z;
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r[1] = head->r; z[1] = head->z;
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G4double phiTotal;
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//
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// Set phi to our convention
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//
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startPhi = thePhiStart;
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while (startPhi < 0.0) startPhi += twopi;
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phiIsOpen = thePhiIsOpen;
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phiTotal = (phiIsOpen) ? thePhiTotal : twopi;
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allBehind = isAllBehind;
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//
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// Make our intersecting cone
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//
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cone = new G4IntersectingCone( r, z );
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//
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// Construct side plane vector set
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//
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numSide = theNumSide;
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deltaPhi = phiTotal/theNumSide;
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endPhi = startPhi+phiTotal;
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vecs = new G4PolyhedraSideVec[numSide];
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edges = new G4PolyhedraSideEdge[phiIsOpen ? numSide+1 : numSide];
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//
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// ...this is where we start
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//
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G4double phi = startPhi;
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G4ThreeVector a1( r[0]*std::cos(phi), r[0]*std::sin(phi), z[0] ),
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b1( r[1]*std::cos(phi), r[1]*std::sin(phi), z[1] ),
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c1( prevRZ->r*std::cos(phi), prevRZ->r*std::sin(phi), prevRZ->z ),
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d1( nextRZ->r*std::cos(phi), nextRZ->r*std::sin(phi), nextRZ->z ),
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a2, b2, c2, d2;
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G4PolyhedraSideEdge *edge = edges;
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G4PolyhedraSideVec *vec = vecs;
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do
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{
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//
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// ...this is where we are going
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//
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phi += deltaPhi;
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a2 = G4ThreeVector( r[0]*std::cos(phi), r[0]*std::sin(phi), z[0] );
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b2 = G4ThreeVector( r[1]*std::cos(phi), r[1]*std::sin(phi), z[1] );
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c2 = G4ThreeVector( prevRZ->r*std::cos(phi), prevRZ->r*std::sin(phi), prevRZ->z );
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d2 = G4ThreeVector( nextRZ->r*std::cos(phi), nextRZ->r*std::sin(phi), nextRZ->z );
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G4ThreeVector tt;
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//
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// ...build some relevant vectors.
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// the point is to sacrifice a little memory with precalcs
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// to gain speed
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//
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vec->center = 0.25*( a1 + a2 + b1 + b2 );
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tt = b2 + b1 - a2 - a1;
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vec->surfRZ = tt.unit();
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if (vec==vecs) lenRZ = 0.25*tt.mag();
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tt = b2 - b1 + a2 - a1;
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vec->surfPhi = tt.unit();
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if (vec==vecs)
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{
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lenPhi[0] = 0.25*tt.mag();
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tt = b2 - b1;
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lenPhi[1] = (0.5*tt.mag()-lenPhi[0])/lenRZ;
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}
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tt = vec->surfPhi.cross(vec->surfRZ);
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vec->normal = tt.unit();
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//
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// ...edge normals are the average of the normals of
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// the two faces they connect.
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//
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// ...edge normals are necessary if we are to accurately
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// decide if a point is "inside" a face. For non-convex
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// shapes, it is absolutely necessary to know information
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// on adjacent faces to accurate determine this.
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//
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// ...we don't need them for the phi edges, since that
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// information is taken care of internally. The r/z edges,
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// however, depend on the adjacent G4PolyhedraSide.
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//
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G4ThreeVector a12, adj;
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a12 = a2-a1;
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adj = 0.5*(c1+c2-a1-a2);
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adj = adj.cross(a12);
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adj = adj.unit() + vec->normal;
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vec->edgeNorm[0] = adj.unit();
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a12 = b1-b2;
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adj = 0.5*(d1+d2-b1-b2);
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adj = adj.cross(a12);
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adj = adj.unit() + vec->normal;
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vec->edgeNorm[1] = adj.unit();
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//
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// ...the corners are crucial. It is important that
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// they are calculated consistently for adjacent
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// G4PolyhedraSides, to avoid gaps caused by roundoff.
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//
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vec->edges[0] = edge;
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edge->corner[0] = a1;
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edge->corner[1] = b1;
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edge++;
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vec->edges[1] = edge;
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a1 = a2;
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b1 = b2;
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c1 = c2;
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d1 = d2;
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} while( ++vec < vecs+numSide );
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//
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// Clean up hanging edge
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//
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if (phiIsOpen)
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{
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edge->corner[0] = a2;
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edge->corner[1] = b2;
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}
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else
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{
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vecs[numSide-1].edges[1] = edges;
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}
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//
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// Go back and fill in remaining fields in edges
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//
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vec = vecs;
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G4PolyhedraSideVec *prev = vecs+numSide-1;
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do
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{
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edge = vec->edges[0]; // The edge between prev and vec
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//
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// Okay: edge normal is average of normals of adjacent faces
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//
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G4ThreeVector eNorm = vec->normal + prev->normal;
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edge->normal = eNorm.unit();
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//
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// Vertex normal is average of norms of adjacent surfaces (all four)
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// However, vec->edgeNorm is unit vector in some direction
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// as the sum of normals of adjacent PolyhedraSide with vec.
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// The normalization used for this vector should be the same
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// for vec and prev.
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//
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eNorm = vec->edgeNorm[0] + prev->edgeNorm[0];
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edge->cornNorm[0] = eNorm.unit();
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eNorm = vec->edgeNorm[1] + prev->edgeNorm[1];
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edge->cornNorm[1] = eNorm.unit();
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} while( prev=vec, ++vec < vecs + numSide );
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if (phiIsOpen)
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{
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// G4double rFact = std::cos(0.5*deltaPhi);
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//
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// If phi is open, we need to patch up normals of the
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// first and last edges and their corresponding
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// vertices.
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//
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// We use vectors that are in the plane of the
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// face. This should be safe.
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//
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vec = vecs;
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G4ThreeVector normvec = vec->edges[0]->corner[0]
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- vec->edges[0]->corner[1];
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normvec = normvec.cross(vec->normal);
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if (normvec.dot(vec->surfPhi) > 0) normvec = -normvec;
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vec->edges[0]->normal = normvec.unit();
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vec->edges[0]->cornNorm[0] = (vec->edges[0]->corner[0]
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- vec->center).unit();
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vec->edges[0]->cornNorm[1] = (vec->edges[0]->corner[1]
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- vec->center).unit();
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//
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// Repeat for ending phi
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//
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vec = vecs + numSide - 1;
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normvec = vec->edges[1]->corner[0] - vec->edges[1]->corner[1];
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normvec = normvec.cross(vec->normal);
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if (normvec.dot(vec->surfPhi) < 0) normvec = -normvec;
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vec->edges[1]->normal = normvec.unit();
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vec->edges[1]->cornNorm[0] = (vec->edges[1]->corner[0]
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- vec->center).unit();
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vec->edges[1]->cornNorm[1] = (vec->edges[1]->corner[1]
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- vec->center).unit();
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}
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//
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// edgeNorm is the factor one multiplies the distance along vector phi
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// on the surface of one of our sides in order to calculate the distance
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// from the edge. (see routine DistanceAway)
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//
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edgeNorm = 1.0/std::sqrt( 1.0 + lenPhi[1]*lenPhi[1] );
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}
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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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G4PolyhedraSide::G4PolyhedraSide( __void__&)
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: cone(0), vecs(0), edges(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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G4PolyhedraSide::~G4PolyhedraSide()
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{
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delete cone;
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delete [] vecs;
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delete [] edges;
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}
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//
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// Copy constructor
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//
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G4PolyhedraSide::G4PolyhedraSide( const G4PolyhedraSide &source )
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: G4VCSGface()
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{
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CopyStuff( source );
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}
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//
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// Assignment operator
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//
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G4PolyhedraSide& G4PolyhedraSide::operator=( const G4PolyhedraSide &source )
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{
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if (this == &source) return *this;
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delete cone;
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delete [] vecs;
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delete [] edges;
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CopyStuff( source );
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return *this;
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}
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//
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// CopyStuff
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//
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void G4PolyhedraSide::CopyStuff( const G4PolyhedraSide &source )
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{
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//
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// The simple stuff
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//
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numSide = source.numSide;
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r[0] = source.r[0];
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r[1] = source.r[1];
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z[0] = source.z[0];
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z[1] = source.z[1];
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startPhi = source.startPhi;
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deltaPhi = source.deltaPhi;
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endPhi = source.endPhi;
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phiIsOpen = source.phiIsOpen;
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allBehind = source.allBehind;
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lenRZ = source.lenRZ;
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lenPhi[0] = source.lenPhi[0];
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lenPhi[1] = source.lenPhi[1];
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edgeNorm = source.edgeNorm;
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kCarTolerance = source.kCarTolerance;
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cone = new G4IntersectingCone( *source.cone );
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//
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// Duplicate edges
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//
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G4int numEdges = phiIsOpen ? numSide+1 : numSide;
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edges = new G4PolyhedraSideEdge[numEdges];
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G4PolyhedraSideEdge *edge = edges,
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*sourceEdge = source.edges;
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do
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{
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*edge = *sourceEdge;
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} while( ++sourceEdge, ++edge < edges + numEdges);
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//
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// Duplicate vecs
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//
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vecs = new G4PolyhedraSideVec[numSide];
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G4PolyhedraSideVec *vec = vecs,
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*sourceVec = source.vecs;
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do
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{
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*vec = *sourceVec;
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vec->edges[0] = edges + (sourceVec->edges[0] - source.edges);
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vec->edges[1] = edges + (sourceVec->edges[1] - source.edges);
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} while( ++sourceVec, ++vec < vecs + numSide );
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}
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//
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// Intersect
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//
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// Decide if a line intersects the face.
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//
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// Arguments:
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// p = (in) starting point of line segment
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// v = (in) direction of line segment (assumed a unit vector)
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// A, B = (in) 2d transform variables (see note top of file)
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// normSign = (in) desired sign for dot product with normal (see below)
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// surfTolerance = (in) minimum distance from the surface
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// vecs = (in) Vector set array
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// distance = (out) distance to surface furfilling all requirements
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// distFromSurface = (out) distance from the surface
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// thisNormal = (out) normal vector of the intersecting surface
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//
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// Return value:
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// true if an intersection is found. Otherwise, output parameters are
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// undefined.
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//
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// Notes:
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// * normSign: if we are "inside" the shape and only want to find out how far
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// to leave the shape, we only want to consider intersections with surfaces in
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// which the trajectory is leaving the shape. Since the normal vectors to the
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// surface always point outwards from the inside, this means we want the dot
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// product of the trajectory direction v and the normal of the side normals[i]
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// to be positive. Thus, we should specify normSign as +1.0. Otherwise, if
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// we are outside and want to go in, normSign should be set to -1.0.
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// Don't set normSign to zero, or you will get no intersections!
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//
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// * surfTolerance: see notes on argument "surfTolerance" in routine
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// "IntersectSidePlane".
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// ----HOWEVER---- We should *not* apply this surface tolerance if the
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// starting point is not within phi or z of the surface. Specifically,
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// if the starting point p angle in x/y places it on a separate side from the
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// intersection or if the starting point p is outside the z bounds of the
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// segment, surfTolerance must be ignored or we should *always* accept the
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// intersection!
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// This is simply because the sides do not have infinite extent.
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//
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//
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G4bool G4PolyhedraSide::Intersect( const G4ThreeVector &p,
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const G4ThreeVector &v,
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G4bool outgoing,
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G4double surfTolerance,
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G4double &distance,
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G4double &distFromSurface,
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G4ThreeVector &normal,
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G4bool &isAllBehind )
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{
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G4double normSign = outgoing ? +1 : -1;
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//
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// ------------------TO BE IMPLEMENTED---------------------
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// Testing the intersection of individual phi faces is
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// pretty straight forward. The simple thing therefore is to
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// form a loop and check them all in sequence.
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//
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// But, I worry about one day someone making
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// a polygon with a thousands sides. A linear search
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// would not be ideal in such a case.
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//
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// So, it would be nice to be able to quickly decide
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// which face would be intersected. One can make a very
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// good guess by using the intersection with a cone.
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// However, this is only reliable in 99% of the cases.
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//
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// My solution: make a decent guess as to the one or
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// two potential faces might get intersected, and then
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// test them. If we have the wrong face, use the test
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// to make a better guess.
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//
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// Since we might have two guesses, form a queue of
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// potential intersecting faces. Keep an array of
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// already tested faces to avoid doing one more than
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// once.
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//
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// Result: at worst, an iterative search. On average,
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// a little more than two tests would be required.
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//
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G4ThreeVector q = p + v;
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G4int face = 0;
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G4PolyhedraSideVec *vec = vecs;
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do
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{
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//
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// Correct normal?
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//
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G4double dotProd = normSign*v.dot(vec->normal);
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if (dotProd <= 0) continue;
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//
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// Is this face in front of the point along the trajectory?
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//
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G4ThreeVector delta = p - vec->center;
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distFromSurface = -normSign*delta.dot(vec->normal);
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if (distFromSurface < -surfTolerance) continue;
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//
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// phi
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// c -------- d ^
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// | | |
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// a -------- b +---> r/z
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//
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//
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// Do we remain on this particular segment?
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//
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G4ThreeVector qc = q - vec->edges[1]->corner[0];
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G4ThreeVector qd = q - vec->edges[1]->corner[1];
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if (normSign*qc.cross(qd).dot(v) < 0) continue;
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G4ThreeVector qa = q - vec->edges[0]->corner[0];
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G4ThreeVector qb = q - vec->edges[0]->corner[1];
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if (normSign*qa.cross(qb).dot(v) > 0) continue;
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//
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// We found the one and only segment we might be intersecting.
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// Do we remain within r/z bounds?
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//
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if (r[0] > 1/kInfinity && normSign*qa.cross(qc).dot(v) < 0) return false;
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|
if (r[1] > 1/kInfinity && normSign*qb.cross(qd).dot(v) > 0) return false;
|
|
|
|
//
|
|
// We allow the face to be slightly behind the trajectory
|
|
// (surface tolerance) only if the point p is within
|
|
// the vicinity of the face
|
|
//
|
|
if (distFromSurface < 0)
|
|
{
|
|
G4ThreeVector ps = p - vec->center;
|
|
|
|
G4double rz = ps.dot(vec->surfRZ);
|
|
if (std::fabs(rz) > lenRZ+surfTolerance) return false;
|
|
|
|
G4double pp = ps.dot(vec->surfPhi);
|
|
if (std::fabs(pp) > lenPhi[0] + lenPhi[1]*rz + surfTolerance) return false;
|
|
}
|
|
|
|
|
|
//
|
|
// Intersection found. Return answer.
|
|
//
|
|
distance = distFromSurface/dotProd;
|
|
normal = vec->normal;
|
|
isAllBehind = allBehind;
|
|
return true;
|
|
} while( ++vec, ++face < numSide );
|
|
|
|
//
|
|
// Oh well. Better luck next time.
|
|
//
|
|
return false;
|
|
}
|
|
|
|
|
|
G4double G4PolyhedraSide::Distance( const G4ThreeVector &p, G4bool outgoing )
|
|
{
|
|
G4double normSign = outgoing ? -1 : +1;
|
|
|
|
//
|
|
// Try the closest phi segment first
|
|
//
|
|
G4int iPhi = ClosestPhiSegment( p.phi() );
|
|
|
|
G4ThreeVector pdotc = p - vecs[iPhi].center;
|
|
G4double normDist = pdotc.dot(vecs[iPhi].normal);
|
|
|
|
if (normSign*normDist > -0.5*kCarTolerance)
|
|
{
|
|
return DistanceAway( p, vecs[iPhi], &normDist );
|
|
}
|
|
|
|
//
|
|
// Now we have an interesting problem... do we try to find the
|
|
// closest facing side??
|
|
//
|
|
// Considered carefully, the answer is no. We know that if we
|
|
// are asking for the distance out, we are supposed to be inside,
|
|
// and vice versa.
|
|
//
|
|
|
|
return kInfinity;
|
|
}
|
|
|
|
|
|
//
|
|
// Inside
|
|
//
|
|
EInside G4PolyhedraSide::Inside( const G4ThreeVector &p,
|
|
G4double tolerance,
|
|
G4double *bestDistance )
|
|
{
|
|
//
|
|
// Which phi segment is closest to this point?
|
|
//
|
|
G4int iPhi = ClosestPhiSegment( p.phi() );
|
|
|
|
G4double norm;
|
|
|
|
//
|
|
// Get distance to this segment
|
|
//
|
|
*bestDistance = DistanceToOneSide( p, vecs[iPhi], &norm );
|
|
|
|
//
|
|
// Use distance along normal to decide return value
|
|
//
|
|
if ( (std::fabs(norm) < tolerance) && (*bestDistance < 2.0*tolerance) )
|
|
return kSurface;
|
|
else if (norm < 0)
|
|
return kInside;
|
|
else
|
|
return kOutside;
|
|
}
|
|
|
|
|
|
//
|
|
// Normal
|
|
//
|
|
G4ThreeVector G4PolyhedraSide::Normal( const G4ThreeVector &p,
|
|
G4double *bestDistance )
|
|
{
|
|
//
|
|
// Which phi segment is closest to this point?
|
|
//
|
|
G4int iPhi = ClosestPhiSegment( p.phi() );
|
|
|
|
//
|
|
// Get distance to this segment
|
|
//
|
|
G4double norm;
|
|
*bestDistance = DistanceToOneSide( p, vecs[iPhi], &norm );
|
|
|
|
return vecs[iPhi].normal;
|
|
}
|
|
|
|
|
|
//
|
|
// Extent
|
|
//
|
|
G4double G4PolyhedraSide::Extent( const G4ThreeVector axis )
|
|
{
|
|
if (axis.perp2() < DBL_MIN)
|
|
{
|
|
//
|
|
// Special case
|
|
//
|
|
return axis.z() < 0 ? -cone->ZLo() : cone->ZHi();
|
|
}
|
|
|
|
G4int iPhi, i1, i2;
|
|
G4double best;
|
|
G4ThreeVector *list[4];
|
|
|
|
//
|
|
// Which phi segment, if any, does the axis belong to
|
|
//
|
|
iPhi = PhiSegment( axis.phi() );
|
|
|
|
if (iPhi < 0)
|
|
{
|
|
//
|
|
// No phi segment? Check front edge of first side and
|
|
// last edge of second side
|
|
//
|
|
i1 = 0; i2 = numSide-1;
|
|
}
|
|
else
|
|
{
|
|
//
|
|
// Check all corners of matching phi side
|
|
//
|
|
i1 = iPhi; i2 = iPhi;
|
|
}
|
|
|
|
list[0] = vecs[i1].edges[0]->corner;
|
|
list[1] = vecs[i1].edges[0]->corner+1;
|
|
list[2] = vecs[i2].edges[1]->corner;
|
|
list[3] = vecs[i2].edges[1]->corner+1;
|
|
|
|
//
|
|
// Who's biggest?
|
|
//
|
|
best = -kInfinity;
|
|
G4ThreeVector **vec = list;
|
|
do
|
|
{
|
|
G4double answer = (*vec)->dot(axis);
|
|
if (answer > best) best = answer;
|
|
} while( ++vec < list+4 );
|
|
|
|
return best;
|
|
}
|
|
|
|
|
|
//
|
|
// CalculateExtent
|
|
//
|
|
// See notes in G4VCSGface
|
|
//
|
|
void G4PolyhedraSide::CalculateExtent( const EAxis axis,
|
|
const G4VoxelLimits &voxelLimit,
|
|
const G4AffineTransform &transform,
|
|
G4SolidExtentList &extentList )
|
|
{
|
|
//
|
|
// Loop over all sides
|
|
//
|
|
G4PolyhedraSideVec *vec = vecs;
|
|
do
|
|
{
|
|
//
|
|
// Fill our polygon with the four corners of
|
|
// this side, after the specified transformation
|
|
//
|
|
G4ClippablePolygon polygon;
|
|
|
|
polygon.AddVertexInOrder(transform.
|
|
TransformPoint(vec->edges[0]->corner[0]));
|
|
polygon.AddVertexInOrder(transform.
|
|
TransformPoint(vec->edges[0]->corner[1]));
|
|
polygon.AddVertexInOrder(transform.
|
|
TransformPoint(vec->edges[1]->corner[1]));
|
|
polygon.AddVertexInOrder(transform.
|
|
TransformPoint(vec->edges[1]->corner[0]));
|
|
|
|
//
|
|
// Get extent
|
|
//
|
|
if (polygon.PartialClip( voxelLimit, axis ))
|
|
{
|
|
//
|
|
// Get dot product of normal along target axis
|
|
//
|
|
polygon.SetNormal( transform.TransformAxis(vec->normal) );
|
|
|
|
extentList.AddSurface( polygon );
|
|
}
|
|
} while( ++vec < vecs+numSide );
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
//
|
|
// IntersectSidePlane
|
|
//
|
|
// Decide if a line correctly intersects one side plane of our segment.
|
|
// It is assumed that the correct side has been chosen, and thus only
|
|
// the z bounds (of the entire segment) are checked.
|
|
//
|
|
// normSign - To be multiplied against normal:
|
|
// = +1.0 normal is unchanged
|
|
// = -1.0 normal is reversed (now points inward)
|
|
//
|
|
// Arguments:
|
|
// p - (in) Point
|
|
// v - (in) Direction
|
|
// vec - (in) Description record of the side plane
|
|
// normSign - (in) Sign (+/- 1) to apply to normal
|
|
// surfTolerance - (in) Surface tolerance (generally > 0, see below)
|
|
// distance - (out) Distance along v to intersection
|
|
// distFromSurface - (out) Distance from surface normal
|
|
//
|
|
// Notes:
|
|
// surfTolerance - Used to decide if a point is behind the surface,
|
|
// a point is allow to be -surfTolerance behind the
|
|
// surface (as measured along the normal), but *only*
|
|
// if the point is within the r/z bounds + surfTolerance
|
|
// of the segment.
|
|
//
|
|
G4bool G4PolyhedraSide::IntersectSidePlane( const G4ThreeVector &p,
|
|
const G4ThreeVector &v,
|
|
const G4PolyhedraSideVec vec,
|
|
G4double normSign,
|
|
G4double surfTolerance,
|
|
G4double &distance,
|
|
G4double &distFromSurface )
|
|
{
|
|
//
|
|
// Correct normal? Here we have straight sides, and can safely ignore
|
|
// intersections where the dot product with the normal is zero.
|
|
//
|
|
G4double dotProd = normSign*v.dot(vec.normal);
|
|
|
|
if (dotProd <= 0) return false;
|
|
|
|
//
|
|
// Calculate distance to surface. If the side is too far
|
|
// behind the point, we must reject it.
|
|
//
|
|
G4ThreeVector delta = p - vec.center;
|
|
distFromSurface = -normSign*delta.dot(vec.normal);
|
|
|
|
if (distFromSurface < -surfTolerance) return false;
|
|
|
|
//
|
|
// Calculate precise distance to intersection with the side
|
|
// (along the trajectory, not normal to the surface)
|
|
//
|
|
distance = distFromSurface/dotProd;
|
|
|
|
//
|
|
// Do we fall off the r/z extent of the segment?
|
|
//
|
|
// Calculate this very, very carefully! Why?
|
|
// 1. If a RZ end is at R=0, you can't miss!
|
|
// 2. If you just fall off in RZ, the answer must
|
|
// be consistent with adjacent G4PolyhedraSide faces.
|
|
// (2) implies that only variables used by other G4PolyhedraSide
|
|
// faces may be used, which includes only: p, v, and the edge corners.
|
|
// It also means that one side is a ">" or "<", which the other
|
|
// must be ">=" or "<=". Fortunately, this isn't a new problem.
|
|
// The solution below I borrowed from Joseph O'Rourke,
|
|
// "Computational Geometry in C (Second Edition)"
|
|
// See: http://cs.smith.edu/~orourke/
|
|
//
|
|
G4ThreeVector ic = p + distance*v - vec.center;
|
|
G4double atRZ = vec.surfRZ.dot(ic);
|
|
|
|
if (atRZ < 0)
|
|
{
|
|
if (r[0]==0) return true; // Can't miss!
|
|
|
|
if (atRZ < -lenRZ*1.2) return false; // Forget it! Missed by a mile.
|
|
|
|
G4ThreeVector q = p + v;
|
|
G4ThreeVector qa = q - vec.edges[0]->corner[0],
|
|
qb = q - vec.edges[1]->corner[0];
|
|
G4ThreeVector qacb = qa.cross(qb);
|
|
if (normSign*qacb.dot(v) < 0) return false;
|
|
|
|
if (distFromSurface < 0)
|
|
{
|
|
if (atRZ < -lenRZ-surfTolerance) return false;
|
|
}
|
|
}
|
|
else if (atRZ > 0)
|
|
{
|
|
if (r[1]==0) return true; // Can't miss!
|
|
|
|
if (atRZ > lenRZ*1.2) return false; // Missed by a mile
|
|
|
|
G4ThreeVector q = p + v;
|
|
G4ThreeVector qa = q - vec.edges[0]->corner[1],
|
|
qb = q - vec.edges[1]->corner[1];
|
|
G4ThreeVector qacb = qa.cross(qb);
|
|
if (normSign*qacb.dot(v) >= 0) return false;
|
|
|
|
if (distFromSurface < 0)
|
|
{
|
|
if (atRZ > lenRZ+surfTolerance) return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//
|
|
// LineHitsSegments
|
|
//
|
|
// Calculate which phi segments a line intersects in three dimensions.
|
|
// No check is made as to whether the intersections are within the z bounds of
|
|
// the segment.
|
|
//
|
|
G4int G4PolyhedraSide::LineHitsSegments( const G4ThreeVector &p,
|
|
const G4ThreeVector &v,
|
|
G4int *i1, G4int *i2 )
|
|
{
|
|
G4double s1, s2;
|
|
//
|
|
// First, decide if and where the line intersects the cone
|
|
//
|
|
G4int n = cone->LineHitsCone( p, v, &s1, &s2 );
|
|
|
|
if (n==0) return 0;
|
|
|
|
//
|
|
// Try first intersection.
|
|
//
|
|
*i1 = PhiSegment( std::atan2( p.y() + s1*v.y(), p.x() + s1*v.x() ) );
|
|
if (n==1)
|
|
{
|
|
return (*i1 < 0) ? 0 : 1;
|
|
}
|
|
|
|
//
|
|
// Try second intersection
|
|
//
|
|
*i2 = PhiSegment( std::atan2( p.y() + s2*v.y(), p.x() + s2*v.x() ) );
|
|
if (*i1 == *i2) return 0;
|
|
|
|
if (*i1 < 0)
|
|
{
|
|
if (*i2 < 0) return 0;
|
|
*i1 = *i2;
|
|
return 1;
|
|
}
|
|
|
|
if (*i2 < 0) return 1;
|
|
|
|
return 2;
|
|
}
|
|
|
|
|
|
//
|
|
// ClosestPhiSegment
|
|
//
|
|
// Decide which phi segment is closest in phi to the point.
|
|
// The result is the same as PhiSegment if there is no phi opening.
|
|
//
|
|
G4int G4PolyhedraSide::ClosestPhiSegment( G4double phi0 )
|
|
{
|
|
G4int iPhi = PhiSegment( phi0 );
|
|
if (iPhi >= 0) return iPhi;
|
|
|
|
//
|
|
// Boogers! The points falls inside the phi segment.
|
|
// Look for the closest point: the start, or end
|
|
//
|
|
G4double phi = phi0;
|
|
|
|
while( phi < startPhi ) phi += twopi;
|
|
G4double d1 = phi-endPhi;
|
|
|
|
while( phi > startPhi ) phi -= twopi;
|
|
G4double d2 = startPhi-phi;
|
|
|
|
return (d2 < d1) ? 0 : numSide-1;
|
|
}
|
|
|
|
|
|
//
|
|
// PhiSegment
|
|
//
|
|
// Decide which phi segment an angle belongs to, counting from zero.
|
|
// A value of -1 indicates that the phi value is outside the shape
|
|
// (only possible if phiTotal < 360 degrees).
|
|
//
|
|
G4int G4PolyhedraSide::PhiSegment( G4double phi0 )
|
|
{
|
|
//
|
|
// How far are we from phiStart? Come up with a positive answer
|
|
// that is less than 2*PI
|
|
//
|
|
G4double phi = phi0 - startPhi;
|
|
while( phi < 0 ) phi += twopi;
|
|
while( phi > twopi ) phi -= twopi;
|
|
|
|
//
|
|
// Divide
|
|
//
|
|
G4int answer = (G4int)(phi/deltaPhi);
|
|
|
|
if (answer >= numSide)
|
|
{
|
|
if (phiIsOpen)
|
|
{
|
|
return -1; // Looks like we missed
|
|
}
|
|
else
|
|
{
|
|
answer = numSide-1; // Probably just roundoff
|
|
}
|
|
}
|
|
|
|
return answer;
|
|
}
|
|
|
|
|
|
//
|
|
// DistanceToOneSide
|
|
//
|
|
// Arguments:
|
|
// p - (in) Point to check
|
|
// vec - (in) vector set of this side
|
|
// normDist - (out) distance normal to the side or edge, as appropriate, signed
|
|
// Return value = total distance from the side
|
|
//
|
|
G4double G4PolyhedraSide::DistanceToOneSide( const G4ThreeVector &p,
|
|
const G4PolyhedraSideVec &vec,
|
|
G4double *normDist )
|
|
{
|
|
G4ThreeVector pc = p - vec.center;
|
|
|
|
//
|
|
// Get normal distance
|
|
//
|
|
*normDist = vec.normal.dot(pc);
|
|
|
|
//
|
|
// Add edge penalty
|
|
//
|
|
return DistanceAway( p, vec, normDist );
|
|
}
|
|
|
|
|
|
//
|
|
// DistanceAway
|
|
//
|
|
// Add distance from side edges, if necesssary, to total distance,
|
|
// and updates normDist appropriate depending on edge normals.
|
|
//
|
|
G4double G4PolyhedraSide::DistanceAway( const G4ThreeVector &p,
|
|
const G4PolyhedraSideVec &vec,
|
|
G4double *normDist )
|
|
{
|
|
G4double distOut2;
|
|
G4ThreeVector pc = p - vec.center;
|
|
G4double distFaceNorm = *normDist;
|
|
|
|
//
|
|
// Okay, are we inside bounds?
|
|
//
|
|
G4double pcDotRZ = pc.dot(vec.surfRZ);
|
|
G4double pcDotPhi = pc.dot(vec.surfPhi);
|
|
|
|
//
|
|
// Go through all permutations.
|
|
// Phi
|
|
// | | ^
|
|
// B | H | E |
|
|
// ------[1]------------[3]----- |
|
|
// |XXXXXXXXXXXXXX| +----> RZ
|
|
// C |XXXXXXXXXXXXXX| F
|
|
// |XXXXXXXXXXXXXX|
|
|
// ------[0]------------[2]----
|
|
// A | G | D
|
|
// | |
|
|
//
|
|
// It's real messy, but at least it's quick
|
|
//
|
|
|
|
if (pcDotRZ < -lenRZ)
|
|
{
|
|
G4double lenPhiZ = lenPhi[0] - lenRZ*lenPhi[1];
|
|
G4double distOutZ = pcDotRZ+lenRZ;
|
|
//
|
|
// Below in RZ
|
|
//
|
|
if (pcDotPhi < -lenPhiZ)
|
|
{
|
|
//
|
|
// ...and below in phi. Find distance to point (A)
|
|
//
|
|
G4double distOutPhi = pcDotPhi+lenPhiZ;
|
|
distOut2 = distOutPhi*distOutPhi + distOutZ*distOutZ;
|
|
G4ThreeVector pa = p - vec.edges[0]->corner[0];
|
|
*normDist = pa.dot(vec.edges[0]->cornNorm[0]);
|
|
}
|
|
else if (pcDotPhi > lenPhiZ)
|
|
{
|
|
//
|
|
// ...and above in phi. Find distance to point (B)
|
|
//
|
|
G4double distOutPhi = pcDotPhi-lenPhiZ;
|
|
distOut2 = distOutPhi*distOutPhi + distOutZ*distOutZ;
|
|
G4ThreeVector pb = p - vec.edges[1]->corner[0];
|
|
*normDist = pb.dot(vec.edges[1]->cornNorm[0]);
|
|
}
|
|
else
|
|
{
|
|
//
|
|
// ...and inside in phi. Find distance to line (C)
|
|
//
|
|
G4ThreeVector pa = p - vec.edges[0]->corner[0];
|
|
distOut2 = distOutZ*distOutZ;
|
|
*normDist = pa.dot(vec.edgeNorm[0]);
|
|
}
|
|
}
|
|
else if (pcDotRZ > lenRZ)
|
|
{
|
|
G4double lenPhiZ = lenPhi[0] + lenRZ*lenPhi[1];
|
|
G4double distOutZ = pcDotRZ-lenRZ;
|
|
//
|
|
// Above in RZ
|
|
//
|
|
if (pcDotPhi < -lenPhiZ)
|
|
{
|
|
//
|
|
// ...and below in phi. Find distance to point (D)
|
|
//
|
|
G4double distOutPhi = pcDotPhi+lenPhiZ;
|
|
distOut2 = distOutPhi*distOutPhi + distOutZ*distOutZ;
|
|
G4ThreeVector pd = p - vec.edges[0]->corner[1];
|
|
*normDist = pd.dot(vec.edges[0]->cornNorm[1]);
|
|
}
|
|
else if (pcDotPhi > lenPhiZ)
|
|
{
|
|
//
|
|
// ...and above in phi. Find distance to point (E)
|
|
//
|
|
G4double distOutPhi = pcDotPhi-lenPhiZ;
|
|
distOut2 = distOutPhi*distOutPhi + distOutZ*distOutZ;
|
|
G4ThreeVector pe = p - vec.edges[1]->corner[1];
|
|
*normDist = pe.dot(vec.edges[1]->cornNorm[1]);
|
|
}
|
|
else
|
|
{
|
|
//
|
|
// ...and inside in phi. Find distance to line (F)
|
|
//
|
|
distOut2 = distOutZ*distOutZ;
|
|
G4ThreeVector pd = p - vec.edges[0]->corner[1];
|
|
*normDist = pd.dot(vec.edgeNorm[1]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
G4double lenPhiZ = lenPhi[0] + pcDotRZ*lenPhi[1];
|
|
//
|
|
// We are inside RZ bounds
|
|
//
|
|
if (pcDotPhi < -lenPhiZ)
|
|
{
|
|
//
|
|
// ...and below in phi. Find distance to line (G)
|
|
//
|
|
G4double distOut = edgeNorm*(pcDotPhi+lenPhiZ);
|
|
distOut2 = distOut*distOut;
|
|
G4ThreeVector pd = p - vec.edges[0]->corner[1];
|
|
*normDist = pd.dot(vec.edges[0]->normal);
|
|
}
|
|
else if (pcDotPhi > lenPhiZ)
|
|
{
|
|
//
|
|
// ...and above in phi. Find distance to line (H)
|
|
//
|
|
G4double distOut = edgeNorm*(pcDotPhi-lenPhiZ);
|
|
distOut2 = distOut*distOut;
|
|
G4ThreeVector pe = p - vec.edges[1]->corner[1];
|
|
*normDist = pe.dot(vec.edges[1]->normal);
|
|
}
|
|
else
|
|
{
|
|
//
|
|
// Inside bounds! No penalty.
|
|
//
|
|
return std::fabs(distFaceNorm);
|
|
}
|
|
}
|
|
return std::sqrt( distFaceNorm*distFaceNorm + distOut2 );
|
|
}
|