Files
geant4/source/geometry/solids/BREPS/src/G4FCylindricalSurface.cc
T
2016-06-08 15:28:20 +02:00

327 lines
8.5 KiB
C++

// This code implementation is the intellectual property of
// the GEANT4 collaboration.
//
// By copying, distributing or modifying the Program (or any work
// based on the Program) you indicate your acceptance of this statement,
// and all its terms.
//
// $Id: G4FCylindricalSurface.cc,v 1.8.8.1 1999/12/07 20:48:24 gunter Exp $
// GEANT4 tag $Name: geant4-01-00 $
//
/* /usr/local/gismo/repo/geometry/FG4Cylinder.cc,v 1.1 1992/10/27 22:02:29 alanb Exp */
// File: FG4Cylinder.cc
// Author: Alan Breakstone
// Contents ----------------------------------------------------------
//
// FG4Cylinder::FG4Cylinder( const G4Point3D& o, const G4ThreeVec& a,
// G4double r, G4double l )
// FG4Cylinder::FG4Cylinder( const FG4Cylinder& c )
// FG4Cylinder::PrintOn( ostream& os ) const
// FG4Cylinder::operator==( const FG4Cylinder& c )
// FG4Cylinder::WithinBoundary( const G4ThreeVec& x ) const
// FG4Cylinder::Scale() const
// FG4Cylinder::resize( G4double r, G4double l )
//
// End ---------------------------------------------------------------
#include "G4FCylindricalSurface.hh"
#include "G4Sort.hh"
G4FCylindricalSurface::G4FCylindricalSurface( const G4Point3D& o,
const G4Vector3D& a,
const G4double r,
const G4double l
)
{
// make a G4FCylindricalSurface with origin o, axis a,
// radius r, and length l
G4Vector3D dir(1,1,1);
Position.Init(dir, a, o);
origin = o;
radius = r;
// Require length to be positive or zero
if ( l >= 0.0 )
length = l;
else
{
G4cerr << "Error in G4FCylindricalSurface::G4FCylindricalSurface"
<< "--asked for negative length\n"
<< "\tDefault length of 0.0 is used.\n";
length = 0.0;
}
// Require radius to be non-negative (i.e., allow zero)
if ( r >= 0.0 )
radius = r;
else
{
G4cerr << "Error in G4FCylindricalSurface::G4FCylindricalSurface"
<< "--asked for negative radius\n"
<< "\tDefault value of 0.0 is used.\n";
radius = 0.0;
}
}
// copy constructor
G4FCylindricalSurface::G4FCylindricalSurface( const G4FCylindricalSurface& c )
{
length = c.length;
}
// printing function using C++ ostream class
void G4FCylindricalSurface::PrintOn( ostream& os ) const
{
os << "G4FCylindricalSurface with origin: " << origin << "\t"
<< "and axis: " << Position.GetAxis() << "\n"
<< "\t radius: " << radius << "\t and length: "
<< length << "\n";
}
int G4FCylindricalSurface::operator==( const G4FCylindricalSurface& c )
{
/* return ( origin == c.origin &&
axis == c.axis &&
radius == c.radius &&
length == c.length );*/
return 1;
}
// Added 18.7-95
// Modified by L. Broglia (01/12/98)
void G4FCylindricalSurface::CalcBBox()
{
// Finds the bounds of the surface iow
// calculates the bounds for a bounding box
// to the surface. The bounding box is used
// for a preliminary check of intersection.
G4Point3D Max = -PINFINITY;
G4Point3D Min = PINFINITY;
G4Point3D Tmp;
G4Point3D Origin = Position.GetLocation();
G4Point3D EndOrigin = Origin + (length*Position.GetAxis());
G4Point3D Radius(radius, radius, 0);
// Default BBox
G4Point3D Tolerance(kCarTolerance, kCarTolerance, kCarTolerance);
G4Point3D BoxMin(Origin-Tolerance);
G4Point3D BoxMax(Origin+Tolerance);
bbox = new G4BoundingBox3D();
bbox->Init(BoxMin, BoxMax);
Tmp = (Origin - Radius);
bbox->Extend(Tmp);
Tmp = Origin + Radius;
bbox->Extend(Tmp);
Tmp = EndOrigin - Radius;
bbox->Extend(Tmp);
Tmp = EndOrigin + Radius;
bbox->Extend(Tmp);
}
int G4FCylindricalSurface::Intersect( const G4Ray& ry )
{
// This function count the number of intersections of a
// bounded cylindrical surface by a ray.
// At first, calculates the intersections with the infinite
// cylindrical surfsace. After, count the intersections within the
// finite cylindrical surface boundaries, and set "distance" to the
// closest distance from the start point to the nearest intersection
// If the point is on the surface it returns or the intersection with
// the opposite surface or kInfinity
// If no intersection is founded, set distance = kInfinity and
// return 0
distance = kInfinity;
closest_hit = PINFINITY;
// origin and direction of the ray
G4Point3D x = ry.GetStart();
G4Vector3D dhat = ry.GetDir();
// cylinder axis
G4Vector3D ahat = Position.GetAxis();
// array of solutions in distance along the ray
G4double s[2];
s[0]=-1.0;
s[1]=-1.0;
// calculate the two intersections (quadratic equation)
G4Vector3D gamma = x - Position.GetLocation();
G4double ga = gamma * ahat;
G4double da = dhat * ahat;
G4double A = da * da - dhat * dhat;
G4double B = 2 * ( -gamma * dhat + ga * da );
G4double C = -gamma * gamma + ga * ga + radius * radius ;
G4double radical = B * B - 4.0 * A * C;
if ( radical < 0.0 )
// no intersection
return 0;
else
{
G4double root = sqrt( radical );
s[0] = ( - B + root ) / ( 2. * A );
s[1] = ( - B - root ) / ( 2. * A );
}
// validity of the solutions
// the hit point must be into the bounding box of the cylindrical surface
G4Point3D p0 = x + s[0]*dhat;
G4Point3D p1 = x + s[1]*dhat;
if( !GetBBox()->Inside(p0) )
s[0] = kInfinity;
if( !GetBBox()->Inside(p1) )
s[1] = kInfinity;
// now loop over each positive solution, keeping the first one (smallest
// distance along the Ray) which is within the boundary of the sub-shape
G4int nbinter = 0;
distance = kInfinity;
for ( G4int i = 0; i < 2; i++ )
{
if(s[i] < kInfinity) {
if ( s[i] >= kCarTolerance*0.5 ) {
nbinter ++;
// real intersection
// set the distance if it is the smallest
if( distance > s[i]*s[i]) {
distance = s[i]*s[i];
}
}
}
}
return nbinter;
}
G4double G4FCylindricalSurface::HowNear( const G4Vector3D& x ) const
{
// Shortest distance from the point x to the G4FCylindricalSurface.
// The distance will be always positive
G4double hownear;
G4Vector3D upcorner = G4Vector3D ( radius, 0 , origin.z()+length);
G4Vector3D downcorner = G4Vector3D ( radius, 0 , origin.z());
G4Vector3D xd;
xd = G4Vector3D ( sqrt ( x.x()*x.x() + x.y()*x.y() ) , 0 , x.z() );
G4double Zinter = (xd.z()) ;
if ( ((Zinter >= downcorner.z()) && (Zinter <=upcorner.z())) ) {
hownear = fabs( radius - xd.x() );
} else {
hownear = min ( (xd-upcorner).mag() , (xd-downcorner).mag() );
}
return hownear;
}
int G4FCylindricalSurface::WithinBoundary( const G4Vector3D& x ) const
{
// return 1 if point x is within the boundaries of the G4FCylindricalSurface
// return 0 otherwise (assume it is on the cylinder)
if ( fabs( ( x - Position.GetLocation()) * Position.GetAxis() ) <= 0.5 * length )
return 1;
else
return 0;
}
G4double G4FCylindricalSurface::Scale() const
{
// Returns the radius of a G4FCylindricalSurface unless it is zero, in which
// case returns the length.
// Used for Scale-invariant tests of surface thickness.
if ( radius == 0.0 )
return length;
else
return radius;
}
G4Vector3D G4FCylindricalSurface::SurfaceNormal( const G4Point3D& p ) const
{
// return the Normal unit vector to the G4CylindricalSurface at a point
// p on (or nearly on) the G4CylindricalSurface
G4Vector3D n = ( p - Position.GetLocation() ) -
( ( p - Position.GetLocation()) * Position.GetAxis() ) *Position.GetAxis();
G4double nmag = n.mag();
if ( nmag != 0.0 )
n = n * (1/nmag);
if( !sameSense )
n = -n;
return n;
}
int G4FCylindricalSurface::Inside ( const G4Vector3D& x ) const
{
// Return 0 if point x is outside G4CylindricalSurface, 1 if Inside.
// Outside means that the distance to the G4CylindricalSurface would
// be negative.
// Use the HowNear function to calculate this distance.
if ( HowNear( x ) >= -0.5*kCarTolerance )
return 1;
else
return 0;
}
void G4FCylindricalSurface::resize( G4double r, G4double l )
{
// Resize a G4FCylindricalSurface to a new radius r and new length l
// Require radius to be non-negative
if ( r >= 0.0 )
radius = r;
else
{
G4cerr << "Error in G4FCylindricalSurface::resize"
<< "--asked for negative radius\n"
<< "\tOriginal value of " << radius << " is retained.\n";
}
// Require length to be positive
if ( l > 0.0 )
length = l;
else
{
G4cerr << "Error in G4FCylindricalSurface::resize"
<< "--asked for negative or zero length\n"
<< "\tOriginal value of " << length << " is retained.\n";
}
}