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geant4/source/geometry/solids/specific/src/G4PolyhedraSide.cc
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//
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//
// $Id: G4PolyhedraSide.cc,v 1.13 2007/05/31 13:52:48 gcosmo Exp $
// GEANT4 tag $Name: geant4-09-01 $
//
//
// --------------------------------------------------------------------
// GEANT 4 class source file
//
//
// G4PolyhedraSide.cc
//
// Implemenation of the face representing one segmented side of a Polyhedra
//
// --------------------------------------------------------------------
#include "G4PolyhedraSide.hh"
#include "G4IntersectingCone.hh"
#include "G4ClippablePolygon.hh"
#include "G4AffineTransform.hh"
#include "G4SolidExtentList.hh"
#include "G4GeometryTolerance.hh"
//
// Constructor
//
// Values for r1,z1 and r2,z2 should be specified in clockwise
// order in (r,z).
//
G4PolyhedraSide::G4PolyhedraSide( const G4PolyhedraSideRZ *prevRZ,
const G4PolyhedraSideRZ *tail,
const G4PolyhedraSideRZ *head,
const G4PolyhedraSideRZ *nextRZ,
G4int theNumSide,
G4double thePhiStart,
G4double thePhiTotal,
G4bool thePhiIsOpen,
G4bool isAllBehind )
{
kCarTolerance = G4GeometryTolerance::GetInstance()->GetSurfaceTolerance();
//
// Record values
//
r[0] = tail->r; z[0] = tail->z;
r[1] = head->r; z[1] = head->z;
G4double phiTotal;
//
// Set phi to our convention
//
startPhi = thePhiStart;
while (startPhi < 0.0) startPhi += twopi;
phiIsOpen = thePhiIsOpen;
phiTotal = (phiIsOpen) ? thePhiTotal : twopi;
allBehind = isAllBehind;
//
// Make our intersecting cone
//
cone = new G4IntersectingCone( r, z );
//
// Construct side plane vector set
//
numSide = theNumSide;
deltaPhi = phiTotal/theNumSide;
endPhi = startPhi+phiTotal;
vecs = new G4PolyhedraSideVec[numSide];
edges = new G4PolyhedraSideEdge[phiIsOpen ? numSide+1 : numSide];
//
// ...this is where we start
//
G4double phi = startPhi;
G4ThreeVector a1( r[0]*std::cos(phi), r[0]*std::sin(phi), z[0] ),
b1( r[1]*std::cos(phi), r[1]*std::sin(phi), z[1] ),
c1( prevRZ->r*std::cos(phi), prevRZ->r*std::sin(phi), prevRZ->z ),
d1( nextRZ->r*std::cos(phi), nextRZ->r*std::sin(phi), nextRZ->z ),
a2, b2, c2, d2;
G4PolyhedraSideEdge *edge = edges;
G4PolyhedraSideVec *vec = vecs;
do
{
//
// ...this is where we are going
//
phi += deltaPhi;
a2 = G4ThreeVector( r[0]*std::cos(phi), r[0]*std::sin(phi), z[0] );
b2 = G4ThreeVector( r[1]*std::cos(phi), r[1]*std::sin(phi), z[1] );
c2 = G4ThreeVector( prevRZ->r*std::cos(phi), prevRZ->r*std::sin(phi), prevRZ->z );
d2 = G4ThreeVector( nextRZ->r*std::cos(phi), nextRZ->r*std::sin(phi), nextRZ->z );
G4ThreeVector tt;
//
// ...build some relevant vectors.
// the point is to sacrifice a little memory with precalcs
// to gain speed
//
vec->center = 0.25*( a1 + a2 + b1 + b2 );
tt = b2 + b1 - a2 - a1;
vec->surfRZ = tt.unit();
if (vec==vecs) lenRZ = 0.25*tt.mag();
tt = b2 - b1 + a2 - a1;
vec->surfPhi = tt.unit();
if (vec==vecs)
{
lenPhi[0] = 0.25*tt.mag();
tt = b2 - b1;
lenPhi[1] = (0.5*tt.mag()-lenPhi[0])/lenRZ;
}
tt = vec->surfPhi.cross(vec->surfRZ);
vec->normal = tt.unit();
//
// ...edge normals are the average of the normals of
// the two faces they connect.
//
// ...edge normals are necessary if we are to accurately
// decide if a point is "inside" a face. For non-convex
// shapes, it is absolutely necessary to know information
// on adjacent faces to accurate determine this.
//
// ...we don't need them for the phi edges, since that
// information is taken care of internally. The r/z edges,
// however, depend on the adjacent G4PolyhedraSide.
//
G4ThreeVector a12, adj;
a12 = a2-a1;
adj = 0.5*(c1+c2-a1-a2);
adj = adj.cross(a12);
adj = adj.unit() + vec->normal;
vec->edgeNorm[0] = adj.unit();
a12 = b1-b2;
adj = 0.5*(d1+d2-b1-b2);
adj = adj.cross(a12);
adj = adj.unit() + vec->normal;
vec->edgeNorm[1] = adj.unit();
//
// ...the corners are crucial. It is important that
// they are calculated consistently for adjacent
// G4PolyhedraSides, to avoid gaps caused by roundoff.
//
vec->edges[0] = edge;
edge->corner[0] = a1;
edge->corner[1] = b1;
edge++;
vec->edges[1] = edge;
a1 = a2;
b1 = b2;
c1 = c2;
d1 = d2;
} while( ++vec < vecs+numSide );
//
// Clean up hanging edge
//
if (phiIsOpen)
{
edge->corner[0] = a2;
edge->corner[1] = b2;
}
else
{
vecs[numSide-1].edges[1] = edges;
}
//
// Go back and fill in remaining fields in edges
//
vec = vecs;
G4PolyhedraSideVec *prev = vecs+numSide-1;
do
{
edge = vec->edges[0]; // The edge between prev and vec
//
// Okay: edge normal is average of normals of adjacent faces
//
G4ThreeVector eNorm = vec->normal + prev->normal;
edge->normal = eNorm.unit();
//
// Vertex normal is average of norms of adjacent surfaces (all four)
// However, vec->edgeNorm is unit vector in some direction
// as the sum of normals of adjacent PolyhedraSide with vec.
// The normalization used for this vector should be the same
// for vec and prev.
//
eNorm = vec->edgeNorm[0] + prev->edgeNorm[0];
edge->cornNorm[0] = eNorm.unit();
eNorm = vec->edgeNorm[1] + prev->edgeNorm[1];
edge->cornNorm[1] = eNorm.unit();
} while( prev=vec, ++vec < vecs + numSide );
if (phiIsOpen)
{
// G4double rFact = std::cos(0.5*deltaPhi);
//
// If phi is open, we need to patch up normals of the
// first and last edges and their corresponding
// vertices.
//
// We use vectors that are in the plane of the
// face. This should be safe.
//
vec = vecs;
G4ThreeVector normvec = vec->edges[0]->corner[0]
- vec->edges[0]->corner[1];
normvec = normvec.cross(vec->normal);
if (normvec.dot(vec->surfPhi) > 0) normvec = -normvec;
vec->edges[0]->normal = normvec.unit();
vec->edges[0]->cornNorm[0] = (vec->edges[0]->corner[0]
- vec->center).unit();
vec->edges[0]->cornNorm[1] = (vec->edges[0]->corner[1]
- vec->center).unit();
//
// Repeat for ending phi
//
vec = vecs + numSide - 1;
normvec = vec->edges[1]->corner[0] - vec->edges[1]->corner[1];
normvec = normvec.cross(vec->normal);
if (normvec.dot(vec->surfPhi) < 0) normvec = -normvec;
vec->edges[1]->normal = normvec.unit();
vec->edges[1]->cornNorm[0] = (vec->edges[1]->corner[0]
- vec->center).unit();
vec->edges[1]->cornNorm[1] = (vec->edges[1]->corner[1]
- vec->center).unit();
}
//
// edgeNorm is the factor one multiplies the distance along vector phi
// on the surface of one of our sides in order to calculate the distance
// from the edge. (see routine DistanceAway)
//
edgeNorm = 1.0/std::sqrt( 1.0 + lenPhi[1]*lenPhi[1] );
}
//
// Fake default constructor - sets only member data and allocates memory
// for usage restricted to object persistency.
//
G4PolyhedraSide::G4PolyhedraSide( __void__&)
: cone(0), vecs(0), edges(0)
{
}
//
// Destructor
//
G4PolyhedraSide::~G4PolyhedraSide()
{
delete cone;
delete [] vecs;
delete [] edges;
}
//
// Copy constructor
//
G4PolyhedraSide::G4PolyhedraSide( const G4PolyhedraSide &source )
: G4VCSGface()
{
CopyStuff( source );
}
//
// Assignment operator
//
G4PolyhedraSide& G4PolyhedraSide::operator=( const G4PolyhedraSide &source )
{
if (this == &source) return *this;
delete cone;
delete [] vecs;
delete [] edges;
CopyStuff( source );
return *this;
}
//
// CopyStuff
//
void G4PolyhedraSide::CopyStuff( const G4PolyhedraSide &source )
{
//
// The simple stuff
//
numSide = source.numSide;
r[0] = source.r[0];
r[1] = source.r[1];
z[0] = source.z[0];
z[1] = source.z[1];
startPhi = source.startPhi;
deltaPhi = source.deltaPhi;
endPhi = source.endPhi;
phiIsOpen = source.phiIsOpen;
allBehind = source.allBehind;
lenRZ = source.lenRZ;
lenPhi[0] = source.lenPhi[0];
lenPhi[1] = source.lenPhi[1];
edgeNorm = source.edgeNorm;
kCarTolerance = source.kCarTolerance;
cone = new G4IntersectingCone( *source.cone );
//
// Duplicate edges
//
G4int numEdges = phiIsOpen ? numSide+1 : numSide;
edges = new G4PolyhedraSideEdge[numEdges];
G4PolyhedraSideEdge *edge = edges,
*sourceEdge = source.edges;
do
{
*edge = *sourceEdge;
} while( ++sourceEdge, ++edge < edges + numEdges);
//
// Duplicate vecs
//
vecs = new G4PolyhedraSideVec[numSide];
G4PolyhedraSideVec *vec = vecs,
*sourceVec = source.vecs;
do
{
*vec = *sourceVec;
vec->edges[0] = edges + (sourceVec->edges[0] - source.edges);
vec->edges[1] = edges + (sourceVec->edges[1] - source.edges);
} while( ++sourceVec, ++vec < vecs + numSide );
}
//
// Intersect
//
// Decide if a line intersects the face.
//
// Arguments:
// p = (in) starting point of line segment
// v = (in) direction of line segment (assumed a unit vector)
// A, B = (in) 2d transform variables (see note top of file)
// normSign = (in) desired sign for dot product with normal (see below)
// surfTolerance = (in) minimum distance from the surface
// vecs = (in) Vector set array
// distance = (out) distance to surface furfilling all requirements
// distFromSurface = (out) distance from the surface
// thisNormal = (out) normal vector of the intersecting surface
//
// Return value:
// true if an intersection is found. Otherwise, output parameters are
// undefined.
//
// Notes:
// * normSign: if we are "inside" the shape and only want to find out how far
// to leave the shape, we only want to consider intersections with surfaces in
// which the trajectory is leaving the shape. Since the normal vectors to the
// surface always point outwards from the inside, this means we want the dot
// product of the trajectory direction v and the normal of the side normals[i]
// to be positive. Thus, we should specify normSign as +1.0. Otherwise, if
// we are outside and want to go in, normSign should be set to -1.0.
// Don't set normSign to zero, or you will get no intersections!
//
// * surfTolerance: see notes on argument "surfTolerance" in routine
// "IntersectSidePlane".
// ----HOWEVER---- We should *not* apply this surface tolerance if the
// starting point is not within phi or z of the surface. Specifically,
// if the starting point p angle in x/y places it on a separate side from the
// intersection or if the starting point p is outside the z bounds of the
// segment, surfTolerance must be ignored or we should *always* accept the
// intersection!
// This is simply because the sides do not have infinite extent.
//
//
G4bool G4PolyhedraSide::Intersect( const G4ThreeVector &p,
const G4ThreeVector &v,
G4bool outgoing,
G4double surfTolerance,
G4double &distance,
G4double &distFromSurface,
G4ThreeVector &normal,
G4bool &isAllBehind )
{
G4double normSign = outgoing ? +1 : -1;
//
// ------------------TO BE IMPLEMENTED---------------------
// Testing the intersection of individual phi faces is
// pretty straight forward. The simple thing therefore is to
// form a loop and check them all in sequence.
//
// But, I worry about one day someone making
// a polygon with a thousands sides. A linear search
// would not be ideal in such a case.
//
// So, it would be nice to be able to quickly decide
// which face would be intersected. One can make a very
// good guess by using the intersection with a cone.
// However, this is only reliable in 99% of the cases.
//
// My solution: make a decent guess as to the one or
// two potential faces might get intersected, and then
// test them. If we have the wrong face, use the test
// to make a better guess.
//
// Since we might have two guesses, form a queue of
// potential intersecting faces. Keep an array of
// already tested faces to avoid doing one more than
// once.
//
// Result: at worst, an iterative search. On average,
// a little more than two tests would be required.
//
G4ThreeVector q = p + v;
G4int face = 0;
G4PolyhedraSideVec *vec = vecs;
do
{
//
// Correct normal?
//
G4double dotProd = normSign*v.dot(vec->normal);
if (dotProd <= 0) continue;
//
// Is this face in front of the point along the trajectory?
//
G4ThreeVector delta = p - vec->center;
distFromSurface = -normSign*delta.dot(vec->normal);
if (distFromSurface < -surfTolerance) continue;
//
// phi
// c -------- d ^
// | | |
// a -------- b +---> r/z
//
//
// Do we remain on this particular segment?
//
G4ThreeVector qc = q - vec->edges[1]->corner[0];
G4ThreeVector qd = q - vec->edges[1]->corner[1];
if (normSign*qc.cross(qd).dot(v) < 0) continue;
G4ThreeVector qa = q - vec->edges[0]->corner[0];
G4ThreeVector qb = q - vec->edges[0]->corner[1];
if (normSign*qa.cross(qb).dot(v) > 0) continue;
//
// We found the one and only segment we might be intersecting.
// Do we remain within r/z bounds?
//
if (r[0] > 1/kInfinity && normSign*qa.cross(qc).dot(v) < 0) return false;
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 );
}