145 lines
3.3 KiB
Plaintext
145 lines
3.3 KiB
Plaintext
inline void G4Hyperbola::Init(G4Axis2Placement3D position0,
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G4double semiAxis0, G4double semiImagAxis0) {
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position= position0;
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semiAxis= semiAxis0;
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semiImagAxis= semiImagAxis0;
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ratioAxisImagAxis= semiAxis/semiImagAxis;
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// needed only for 2D hyperbolas
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toUnitHyperbola = G4Scale3D(1/semiAxis, 1/semiImagAxis, 0)
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* position.GetToPlacementCoordinates();
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forTangent= semiAxis*semiAxis/(semiImagAxis*semiImagAxis);
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}
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inline G4double G4Hyperbola::GetSemiAxis() const {
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return semiAxis;
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}
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inline G4double G4Hyperbola::GetSemiImagAxis() const {
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return semiImagAxis;
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}
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//////////////////////////////////////////////////////////////////////////////
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inline G4double G4Hyperbola::GetPMax() {
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return -1;
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}
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inline G4Point3D G4Hyperbola::GetPoint(G4double param) {
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return position.GetLocation()
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+ semiAxis*cosh(param)*position.GetPX()
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+ semiImagAxis*sinh(param)*position.GetPY();
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}
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inline G4double G4Hyperbola::GetPPoint(const G4Point3D& pt) {
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G4Point3D ptLocal= position.GetToPlacementCoordinates()*pt;
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G4double xval= ptLocal.y()/ptLocal.x()*ratioAxisImagAxis;
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#ifdef WIN32
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G4double ppoint= 0.5*log((1+xval)/(1-xval));
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#else
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G4double ppoint= atanh(xval);
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#endif
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return ppoint;
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}
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/////////////////////////////////////////////////////////////////////////////
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#include "G4CurveRayIntersection.hh"
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/*
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inline void G4Hyperbola::IntersectRay2D(const G4Ray& ray,
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G4CurveRayIntersection& is)
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{
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is.Init(*this, ray);
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// similar to G4Ellipse::IntersectRay2D
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// 2D operations would be faster
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G4Point3D s= toUnitHyperbola*ray.GetStart();
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G4Vector3D d= toUnitHyperbola*ray.GetDir();
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// solve (s+i*t)^2 = 1 for i (the distance)
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G4double sd= s.x()*d.x()-s.y()*d.y();
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G4double dd= d.x()*d.x()-d.y()*d.y(); // can be 0
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G4double ss= s.x()*s.x()-s.y()*s.y();
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if (abs(dd) < kCarTolerance*kCarTolerance) {
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// coeff of i^2 == 0
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G4double i= (1-ss)/(2*sd);
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G4CurveRayIntersection isTmp(*this, ray);
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isTmp.ResetDistance(i);
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is.Update(isTmp);
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return;
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}
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G4double discr= sd*sd-dd*(ss-1);
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if (discr >= 0) {
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// 2 intersections (maybe 1, but this case is rare)
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G4double sqrtdiscr= sqrt(discr);
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// find the smallest positive i
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G4double i= -sd-sqrtdiscr;
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if (i<kCarTolerance) {
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i= -sd+sqrtdiscr;
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if (i<kCarTolerance) {
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return;
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}
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}
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i/= dd;
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G4CurveRayIntersection isTmp(*this, ray);
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isTmp.ResetDistance(i);
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is.Update(isTmp);
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}
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}
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*/
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inline G4int G4Hyperbola::IntersectRay2D(const G4Ray& ray)
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{
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// NOT VERIFIED
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// similar to G4Ellipse::IntersectRay2D
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// 2D operations would be faster
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G4Point3D s= toUnitHyperbola*ray.GetStart();
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G4Vector3D d= toUnitHyperbola*ray.GetDir();
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// solve (s+i*t)^2 = 1 for i (the distance)
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G4double sd= s.x()*d.x()-s.y()*d.y();
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G4double dd= d.x()*d.x()-d.y()*d.y(); // can be 0
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G4double ss= s.x()*s.x()-s.y()*s.y();
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if (abs(dd) < kCarTolerance*kCarTolerance) {
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// coeff of i^2 == 0
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return 0;
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}
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G4int nbinter = 0;
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G4double discr= sd*sd-dd*(ss-1);
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if (discr >= 0)
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{
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// 2 intersections (maybe 1, but this case is rare)
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G4double sqrtdiscr= sqrt(discr);
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// find the smallest positive i
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G4double i= -sd-sqrtdiscr;
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if (i > kCarTolerance)
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nbinter++;
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i= -sd+sqrtdiscr;
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if (i<kCarTolerance)
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nbinter++;
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}
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return nbinter;
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}
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