814 lines
19 KiB
C++
814 lines
19 KiB
C++
// This code implementation is the intellectual property of
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// the GEANT4 collaboration.
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//
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// By copying, distributing or modifying the Program (or any work
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// based on the Program) you indicate your acceptance of this statement,
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// and all its terms.
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//
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// $Id: G4PolyPhiFace.cc,v 1.3 2000/11/20 18:18:59 gcosmo Exp $
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// GEANT4 tag $Name: geant4-03-00 $
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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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// G4PolyPhiFace.cc
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//
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// Implementation of the face that bounds a polycone or polyhedra at
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// its phi opening.
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//
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// --------------------------------------------------------------------
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#include "G4PolyPhiFace.hh"
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#include "G4ClippablePolygon.hh"
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#include "G4ReduciblePolygon.hh"
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#include "G4AffineTransform.hh"
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#include "G4SolidExtentList.hh"
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//
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// Constructor
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//
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// Points r,z should be supplied in clockwise order in r,z. For example:
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//
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// [1]---------[2] ^ R
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// | | |
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// | | +--> z
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// [0]---------[3]
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//
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G4PolyPhiFace::G4PolyPhiFace( const G4ReduciblePolygon *rz, G4double phi,
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G4double deltaPhi, G4double phiOther )
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{
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numEdges = rz->NumVertices();
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rMin = rz->Amin();
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rMax = rz->Amax();
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zMin = rz->Bmin();
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zMax = rz->Bmax();
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//
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// Is this the "starting" phi edge of the two?
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//
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G4bool start = (phiOther > phi);
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//
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// Build radial vector
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//
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radial = G4ThreeVector( cos(phi), sin(phi), 0.0 );
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//
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// Build normal
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//
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G4double zSign = start ? 1 : -1;
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normal = G4ThreeVector( zSign*radial.y(), -zSign*radial.x(), 0 );
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//
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// Is allBehind?
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//
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allBehind = (zSign*(cos(phiOther)*radial.y() - sin(phiOther)*radial.x()) < 0);
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//
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// Adjacent edges
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//
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G4double midPhi = phi + (start ? +0.5 : -0.5)*deltaPhi;
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G4double cosMid = cos(midPhi),
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sinMid = sin(midPhi);
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//
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// Allocate corners
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//
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corners = new G4PolyPhiFaceVertex[numEdges];
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//
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// Fill them
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//
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G4ReduciblePolygonIterator iterRZ(rz);
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G4PolyPhiFaceVertex *corn = corners;
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iterRZ.Begin();
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do {
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corn->r = iterRZ.GetA();
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corn->z = iterRZ.GetB();
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corn->x = corn->r*radial.x();
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corn->y = corn->r*radial.y();
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} while( ++corn, iterRZ.Next() );
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//
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// Allocate edges
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//
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edges = new G4PolyPhiFaceEdge[numEdges];
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//
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// Fill them
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//
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G4double rFact = cos(0.5*deltaPhi);
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G4double rFactNormalize = 1.0/sqrt(1.0+rFact*rFact);
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G4PolyPhiFaceVertex *prev = corners+numEdges-1,
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*here = corners;
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G4PolyPhiFaceEdge *edge = edges;
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do {
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G4ThreeVector sideNorm;
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edge->v0 = prev;
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edge->v1 = here;
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G4double dr = here->r - prev->r,
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dz = here->z - prev->z;
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edge->length = sqrt( dr*dr + dz*dz );
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edge->tr = dr/edge->length;
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edge->tz = dz/edge->length;
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if ((here->r < DBL_MIN) && (prev->r < DBL_MIN)) {
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//
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// Sigh! Always exceptions!
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// This edge runs at r==0, so its adjoing surface is not a
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// PolyconeSide or PolyhedraSide, but the opposite PolyPhiFace.
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//
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G4double zSignOther = start ? -1 : 1;
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sideNorm = G4ThreeVector( zSignOther*sin(phiOther),
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-zSignOther*cos(phiOther), 0 );
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}
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else {
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sideNorm = G4ThreeVector( edge->tz*cosMid, edge->tz*sinMid, -edge->tr*rFact );
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sideNorm *= rFactNormalize;
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}
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sideNorm += normal;
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edge->norm3D = sideNorm.unit();
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} while( edge++, prev=here, ++here < corners+numEdges );
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//
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// Go back and fill in corner "normals"
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//
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G4PolyPhiFaceEdge *prevEdge = edges+numEdges-1;
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edge = edges;
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do {
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//
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// Calculate vertex 2D normals (on the phi surface)
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//
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G4double rPart = prevEdge->tr + edge->tr;
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G4double zPart = prevEdge->tz + edge->tz;
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G4double norm = sqrt( rPart*rPart + zPart*zPart );
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G4double rNorm = +zPart/norm;
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G4double zNorm = -rPart/norm;
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edge->v0->rNorm = rNorm;
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edge->v0->zNorm = zNorm;
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//
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// Calculate the 3D normals.
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//
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// Find the vector perpendicular to the z axis
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// that defines the plane that contains the vertex normal
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//
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G4ThreeVector xyVector;
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if (edge->v0->r < DBL_MIN) {
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//
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// This is a vertex at r==0, which is a special
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// case. The normal we will construct lays in the
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// plane at the center of the phi opening.
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//
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// We also know that rNorm < 0
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//
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G4double zSignOther = start ? -1 : 1;
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G4ThreeVector normalOther( zSignOther*sin(phiOther),
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-zSignOther*cos(phiOther), 0 );
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xyVector = - normal - normalOther;
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}
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else {
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//
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// This is a vertex at r > 0. The plane
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// is the average of the normal and the
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// normal of the adjacent phi face
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//
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xyVector = G4ThreeVector( cosMid, sinMid, 0 );
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if (rNorm < 0)
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xyVector -= normal;
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else
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xyVector += normal;
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}
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//
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// Combine it with the r/z direction from the face
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//
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edge->v0->norm3D = rNorm*xyVector.unit() + G4ThreeVector( 0, 0, zNorm );
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} while( prevEdge=edge, ++edge < edges+numEdges );
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//
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// Build point on surface
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//
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G4double rAve = 0.5*(rMax-rMin),
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zAve = 0.5*(zMax-zMin);
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surface = G4ThreeVector( rAve*radial.x(), rAve*radial.y(), zAve );
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}
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//
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// Diagnose
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//
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// Throw an exception if something is found inconsistent with
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// the solid.
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//
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// For debugging purposes only
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//
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void G4PolyPhiFace::Diagnose( G4VSolid *owner )
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{
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G4PolyPhiFaceVertex *corner = corners;
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do {
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G4ThreeVector test(corner->x, corner->y, corner->z);
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test -= 1E-6*corner->norm3D;
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if (owner->Inside(test) != kInside)
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G4Exception( "G4PolyPhiFace::Diagnose -- Bad vertex normal found" );
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} while( ++corner < corners+numEdges );
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}
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//
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// Destructor
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//
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G4PolyPhiFace::~G4PolyPhiFace()
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{
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delete [] edges;
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delete [] corners;
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}
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//
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// Copy constructor
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//
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G4PolyPhiFace::G4PolyPhiFace( const G4PolyPhiFace &source )
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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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G4PolyPhiFace& G4PolyPhiFace::operator=( const G4PolyPhiFace &source )
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{
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if (this == &source) return *this;
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delete [] edges;
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delete [] corners;
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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 (protected)
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//
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void G4PolyPhiFace::CopyStuff( const G4PolyPhiFace &source )
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{
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//
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// The simple stuff
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//
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numEdges = source.numEdges;
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normal = source.normal;
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radial = source.radial;
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surface = source.surface;
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rMin = source.rMin;
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rMax = source.rMax;
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zMin = source.zMin;
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zMax = source.zMax;
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allBehind = source.allBehind;
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//
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// Corner dynamic array
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//
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corners = new G4PolyPhiFaceVertex[numEdges];
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G4PolyPhiFaceVertex *corn = corners,
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*sourceCorn = source.corners;
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do {
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*corn = *sourceCorn;
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} while( ++sourceCorn, ++corn < corners+numEdges );
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//
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// Edge dynamic array
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//
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edges = new G4PolyPhiFaceEdge[numEdges];
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G4PolyPhiFaceVertex *prev = corners+numEdges-1,
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*here = corners;
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G4PolyPhiFaceEdge *edge = edges,
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*sourceEdge = source.edges;
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do {
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*edge = *sourceEdge;
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edge->v0 = prev;
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edge->v1 = here;
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} while( ++sourceEdge, ++edge, prev=here, ++here < corners+numEdges );
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}
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//
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// Intersect
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//
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G4bool G4PolyPhiFace::Intersect( const G4ThreeVector &p, const G4ThreeVector &v,
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G4bool outgoing, G4double surfTolerance,
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G4double &distance, G4double &distFromSurface,
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G4ThreeVector &aNormal, G4bool &isAllBehind )
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{
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G4double normSign = outgoing ? +1 : -1;
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//
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// These don't change
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//
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isAllBehind = allBehind;
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aNormal = normal;
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//
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// Correct normal? Here we have straight sides, and can safely ignore
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// intersections where the dot product with the normal is zero.
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//
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G4double dotProd = normSign*normal.dot(v);
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if (dotProd <= 0) return false;
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//
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// Calculate distance to surface. If the side is too far
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// behind the point, we must reject it.
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//
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G4ThreeVector ps = p - surface;
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distFromSurface = -normSign*ps.dot(normal);
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if (distFromSurface < -surfTolerance) return false;
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//
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// Calculate precise distance to intersection with the side
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// (along the trajectory, not normal to the surface)
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//
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distance = distFromSurface/dotProd;
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//
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// Calculate intersection point in r,z
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//
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G4ThreeVector ip = p + distance*v;
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G4double r = radial.dot(ip);
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//
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// And is it inside the r/z extent?
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//
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return InsideEdgesExact( r, ip.z(), normSign, p, v );
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}
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//
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// Distance
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//
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G4double G4PolyPhiFace::Distance( const G4ThreeVector &p, G4bool outgoing )
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{
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G4double normSign = outgoing ? +1 : -1;
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//
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// Correct normal?
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//
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G4ThreeVector ps = p - surface;
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G4double distPhi = -normSign*normal.dot(ps);
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if (distPhi < -0.5*kCarTolerance)
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return kInfinity;
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else if (distPhi < 0)
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distPhi = 0.0;
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//
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// Calculate projected point in r,z
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//
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G4double r = radial.dot(p);
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//
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// Are we inside the face?
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//
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G4double distRZ2;
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if (InsideEdges( r, p.z(), &distRZ2, 0 )) {
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//
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// Yup, answer is just distPhi
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//
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return distPhi;
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}
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else {
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//
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// Nope. Penalize by distance out
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//
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return sqrt( distPhi*distPhi + distRZ2 );
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}
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}
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//
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// Inside
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//
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EInside G4PolyPhiFace::Inside( const G4ThreeVector &p, G4double tolerance,
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G4double *bestDistance )
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{
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//
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// Get distance along phi, which if negative means the point
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// is nominally inside the shape.
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//
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G4ThreeVector ps = p - surface;
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G4double distPhi = normal.dot(ps);
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//
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// Calculate projected point in r,z
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//
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G4double r = radial.dot(p);
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//
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// Are we inside the face?
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//
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G4double distRZ2;
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G4PolyPhiFaceVertex *base3Dnorm;
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G4ThreeVector *head3Dnorm;
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if (InsideEdges( r, p.z(), &distRZ2, &base3Dnorm, &head3Dnorm )) {
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//
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// Looks like we're inside. Distance is distance in phi.
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//
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*bestDistance = fabs(distPhi);
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//
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// Use distPhi to decide fate
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//
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if (distPhi < -tolerance) return kInside;
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if (distPhi < tolerance) return kSurface;
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return kOutside;
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}
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else {
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//
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// We're outside the extent of the face,
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// so the distance is penalized by distance from edges in RZ
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//
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*bestDistance = sqrt( distPhi*distPhi + distRZ2 );
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//
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// Use edge normal to decide fate
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//
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G4ThreeVector cc( base3Dnorm->r*radial.x(),
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base3Dnorm->r*radial.y(),
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base3Dnorm->z );
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cc = p - cc;
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G4double normDist = head3Dnorm->dot(cc);
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if ( distRZ2 > tolerance*tolerance ) {
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//
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// We're far enough away that kSurface is not possible
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//
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return normDist < 0 ? kInside : kOutside;
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}
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if (normDist < -tolerance) return kInside;
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if (normDist < tolerance) return kSurface;
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return kOutside;
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}
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}
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//
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// Normal
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//
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// This virtual member is simple for our planer shape, which has only one normal
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//
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G4ThreeVector G4PolyPhiFace::Normal( const G4ThreeVector &p, G4double *bestDistance )
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{
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//
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// Get distance along phi, which if negative means the point
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// is nominally inside the shape.
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//
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G4double distPhi = normal.dot(p);
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//
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// Calculate projected point in r,z
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//
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G4double r = radial.dot(p);
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//
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// Are we inside the face?
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//
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G4double distRZ2;
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if (InsideEdges( r, p.z(), &distRZ2, 0 )) {
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//
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// Yup, answer is just distPhi
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//
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*bestDistance = fabs(distPhi);
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}
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else {
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//
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// Nope. Penalize by distance out
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//
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*bestDistance = sqrt( distPhi*distPhi + distRZ2 );
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}
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return normal;
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}
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//
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// Extent
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//
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// This actually isn't needed by polycone or polyhedra...
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//
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G4double G4PolyPhiFace::Extent( const G4ThreeVector axis )
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{
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G4double max = -kInfinity;
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G4PolyPhiFaceVertex *corner = corners;
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do {
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G4double here = axis.x()*corner->r*radial.x()
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+ axis.y()*corner->r*radial.y()
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+ axis.z()*corner->z;
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if (here > max) max = here;
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} while( ++corner < corners + numEdges );
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return max;
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}
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//
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// CalculateExtent
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//
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// See notes in G4VCSGface
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//
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void G4PolyPhiFace::CalculateExtent( const EAxis axis,
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const G4VoxelLimits &voxelLimit,
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const G4AffineTransform &transform,
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G4SolidExtentList &extentList )
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{
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//
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// Construct a (sometimes big) clippable polygon,
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//
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// Perform the necessary transformations while doing so
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//
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G4ClippablePolygon polygon;
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G4PolyPhiFaceVertex *corner = corners;
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do {
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G4ThreeVector point( 0, 0, corner->z );
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point += radial*corner->r;
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polygon.AddVertexInOrder( transform.TransformPoint( point ) );
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} while( ++corner < corners + numEdges );
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//
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// Clip away
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//
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if (polygon.PartialClip( voxelLimit, axis )) {
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//
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// Add it to the list
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//
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polygon.SetNormal( transform.TransformAxis(normal) );
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extentList.AddSurface( polygon );
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}
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}
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//
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//-------------------------------------------------------
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//
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// InsideEdgesExact
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//
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// Decide if the point in r,z is inside the edges of our face,
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// **but** do so consistently with other faces.
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//
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// This routine has functionality similar to InsideEdges, but uses
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// an algorithm to decide if a trajectory falls inside or outside the
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// face that uses only the trajectory p,v values and the three dimensional
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// points representing the edges of the polygon. The objective is to plug up
|
|
// any leaks between touching G4PolyPhiFaces (at r==0) and any other face
|
|
// that uses the same convention.
|
|
//
|
|
// See: "Computational Geometry in C (Second Edition)"
|
|
// http://cs.smith.edu/~orourke/
|
|
//
|
|
G4bool G4PolyPhiFace::InsideEdgesExact( G4double r, G4double z, G4double normSign,
|
|
const G4ThreeVector &p, const G4ThreeVector &v )
|
|
{
|
|
//
|
|
// Quick check of extent
|
|
//
|
|
if ( r < rMin-kCarTolerance ||
|
|
r > rMax+kCarTolerance ) return false;
|
|
|
|
if ( z < zMin-kCarTolerance ||
|
|
z > zMax+kCarTolerance ) return false;
|
|
|
|
//
|
|
// Exact check: loop over all vertices
|
|
//
|
|
G4double qx = p.x() + v.x(),
|
|
qy = p.y() + v.y(),
|
|
qz = p.z() + v.z();
|
|
|
|
int answer = 0;
|
|
G4PolyPhiFaceVertex *corn = corners,
|
|
*prev = corners+numEdges-1;
|
|
|
|
G4double cornZ, prevZ;
|
|
|
|
prevZ = ExactZOrder( z, qx, qy, qz, v, normSign, prev );
|
|
do {
|
|
//
|
|
// Get z order of this vertex, and compare to previous vertex
|
|
//
|
|
cornZ = ExactZOrder( z, qx, qy, qz, v, normSign, corn );
|
|
|
|
if (cornZ < 0) {
|
|
if (prevZ < 0) continue;
|
|
}
|
|
else if (cornZ > 0) {
|
|
if (prevZ > 0) continue;
|
|
}
|
|
else {
|
|
//
|
|
// By chance, we overlap exactly (within precision) with
|
|
// the current vertex. Continue if the same happened previously
|
|
// (e.g. the previous vertex had the same z value)
|
|
//
|
|
if (prevZ == 0) continue;
|
|
|
|
//
|
|
// Otherwise, to decide what to do, we need to know what is
|
|
// coming up next. Specifically, we need to find the next vertex
|
|
// with a non-zero z order.
|
|
//
|
|
// One might worry about infinite loops, but the above conditional
|
|
// should prevent it
|
|
//
|
|
G4PolyPhiFaceVertex *next = corn;
|
|
G4double nextZ;
|
|
do {
|
|
next++;
|
|
if (next == corners+numEdges) next = corners;
|
|
|
|
nextZ = ExactZOrder( z, qx, qy, qz, v, normSign, next );
|
|
} while( nextZ == 0 );
|
|
|
|
//
|
|
// If we won't be changing direction, go to the next vertex
|
|
//
|
|
if (nextZ*prevZ < 0) continue;
|
|
}
|
|
|
|
|
|
//
|
|
// We overlap in z with the side of the face that stretches from
|
|
// vertex "prev" to "corn". On which side (left or right) do
|
|
// we lay with respect to this segment?
|
|
//
|
|
G4ThreeVector qa( qx - prev->x, qy - prev->y, qz - prev->z ),
|
|
qb( qx - corn->x, qy - corn->y, qz - corn->z );
|
|
|
|
G4double aboveOrBelow = normSign*qa.cross(qb).dot(v);
|
|
|
|
if (aboveOrBelow > 0)
|
|
answer++;
|
|
else if (aboveOrBelow < 0)
|
|
answer--;
|
|
else {
|
|
//
|
|
// A precisely zero answer here means we exactly
|
|
// intersect (within roundoff) the edge of the face.
|
|
// Return true in this case.
|
|
//
|
|
return true;
|
|
}
|
|
} while( prevZ = cornZ, prev=corn, ++corn < corners+numEdges );
|
|
|
|
// G4int fanswer = abs(answer);
|
|
// if (fanswer==1 || fanswer>2) {
|
|
// G4cerr << "G4PolyPhiFace::InsideEdgesExact: answer is " << answer << G4endl;
|
|
// }
|
|
|
|
return answer!=0;
|
|
}
|
|
|
|
|
|
//
|
|
// InsideEdges (don't care aboud distance)
|
|
//
|
|
// Decide if the point in r,z is inside the edges of our face
|
|
//
|
|
// This routine can be made a zillion times quicker by implementing
|
|
// better code, for example:
|
|
//
|
|
// int pnpoly(int npol, float *xp, float *yp, float x, float y)
|
|
// {
|
|
// int i, j, c = 0;
|
|
// for (i = 0, j = npol-1; i < npol; j = i++) {
|
|
// if ((((yp[i]<=y) && (y<yp[j])) ||
|
|
// ((yp[j]<=y) && (y<yp[i]))) &&
|
|
// (x < (xp[j] - xp[i]) * (y - yp[i]) / (yp[j] - yp[i]) + xp[i]))
|
|
//
|
|
// c = !c;
|
|
// }
|
|
// return c;
|
|
// }
|
|
//
|
|
// See "Point in Polyon Strategies", Eric Haines [Graphic Gems IV] pp. 24-46
|
|
//
|
|
// My algorithm below is rather unique, but is based on code needed to
|
|
// calculate the distance to the shape. I left it in here because ...
|
|
// well ... to test it better.
|
|
//
|
|
G4bool G4PolyPhiFace::InsideEdges( G4double r, G4double z )
|
|
{
|
|
//
|
|
// Quick check of extent
|
|
//
|
|
if ( r < rMin || r > rMax ) return false;
|
|
if ( z < zMin || z > zMax ) return false;
|
|
|
|
//
|
|
// More thorough check
|
|
//
|
|
G4double notUsed;
|
|
|
|
return InsideEdges( r, z, ¬Used, 0 );
|
|
}
|
|
|
|
|
|
//
|
|
// InsideEdges (care about distance)
|
|
//
|
|
// Decide if the point in r,z is inside the edges of our face
|
|
//
|
|
G4bool G4PolyPhiFace::InsideEdges( G4double r, G4double z,
|
|
G4double *bestDist2,
|
|
G4PolyPhiFaceVertex **base3Dnorm,
|
|
G4ThreeVector **head3Dnorm )
|
|
{
|
|
G4double bestDistance2 = kInfinity;
|
|
G4bool answer = 0;
|
|
|
|
G4PolyPhiFaceEdge *edge = edges;
|
|
do {
|
|
G4PolyPhiFaceVertex *testMe;
|
|
//
|
|
// Get distance perpendicular to the edge
|
|
//
|
|
G4double dr = (r-edge->v0->r), dz = (z-edge->v0->z);
|
|
|
|
G4double distOut = dr*edge->tz - dz*edge->tr;
|
|
G4double distance2 = distOut*distOut;
|
|
if (distance2 > bestDistance2) continue; // No hope!
|
|
|
|
//
|
|
// Check to see if normal intersects edge within the edge's boundary
|
|
//
|
|
G4double s = dr*edge->tr + dz*edge->tz;
|
|
|
|
//
|
|
// If it doesn't, penalize distance2 appropriately
|
|
//
|
|
if (s < 0) {
|
|
distance2 += s*s;
|
|
testMe = edge->v0;
|
|
}
|
|
else if (s > edge->length) {
|
|
G4double s2 = s-edge->length;
|
|
distance2 += s2*s2;
|
|
testMe = edge->v1;
|
|
}
|
|
else {
|
|
testMe = 0;
|
|
}
|
|
|
|
//
|
|
// Closest edge so far?
|
|
//
|
|
if (distance2 < bestDistance2) {
|
|
bestDistance2 = distance2;
|
|
if (testMe) {
|
|
G4double distNorm = dr*testMe->rNorm + dz*testMe->zNorm;
|
|
answer = (distNorm <= 0);
|
|
if (base3Dnorm) {
|
|
*base3Dnorm = testMe;
|
|
*head3Dnorm = &testMe->norm3D;
|
|
}
|
|
}
|
|
else {
|
|
answer = (distOut <= 0);
|
|
if (base3Dnorm) {
|
|
*base3Dnorm = edge->v0;
|
|
*head3Dnorm = &edge->norm3D;
|
|
}
|
|
}
|
|
}
|
|
} while( ++edge < edges + numEdges );
|
|
|
|
*bestDist2 = bestDistance2;
|
|
return answer;
|
|
}
|
|
|
|
|