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geant4/source/geometry/solids/specific/src/G4PolyPhiFace.cc
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2016-06-08 15:55:53 +02:00

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// 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: G4PolyPhiFace.cc,v 1.3 2000/11/20 18:18:59 gcosmo Exp $
// GEANT4 tag $Name: geant4-03-00 $
//
//
// --------------------------------------------------------------------
// GEANT 4 class source file
//
//
// G4PolyPhiFace.cc
//
// Implementation of the face that bounds a polycone or polyhedra at
// its phi opening.
//
// --------------------------------------------------------------------
#include "G4PolyPhiFace.hh"
#include "G4ClippablePolygon.hh"
#include "G4ReduciblePolygon.hh"
#include "G4AffineTransform.hh"
#include "G4SolidExtentList.hh"
//
// Constructor
//
// Points r,z should be supplied in clockwise order in r,z. For example:
//
// [1]---------[2] ^ R
// | | |
// | | +--> z
// [0]---------[3]
//
G4PolyPhiFace::G4PolyPhiFace( const G4ReduciblePolygon *rz, G4double phi,
G4double deltaPhi, G4double phiOther )
{
numEdges = rz->NumVertices();
rMin = rz->Amin();
rMax = rz->Amax();
zMin = rz->Bmin();
zMax = rz->Bmax();
//
// Is this the "starting" phi edge of the two?
//
G4bool start = (phiOther > phi);
//
// Build radial vector
//
radial = G4ThreeVector( cos(phi), sin(phi), 0.0 );
//
// Build normal
//
G4double zSign = start ? 1 : -1;
normal = G4ThreeVector( zSign*radial.y(), -zSign*radial.x(), 0 );
//
// Is allBehind?
//
allBehind = (zSign*(cos(phiOther)*radial.y() - sin(phiOther)*radial.x()) < 0);
//
// Adjacent edges
//
G4double midPhi = phi + (start ? +0.5 : -0.5)*deltaPhi;
G4double cosMid = cos(midPhi),
sinMid = sin(midPhi);
//
// Allocate corners
//
corners = new G4PolyPhiFaceVertex[numEdges];
//
// Fill them
//
G4ReduciblePolygonIterator iterRZ(rz);
G4PolyPhiFaceVertex *corn = corners;
iterRZ.Begin();
do {
corn->r = iterRZ.GetA();
corn->z = iterRZ.GetB();
corn->x = corn->r*radial.x();
corn->y = corn->r*radial.y();
} while( ++corn, iterRZ.Next() );
//
// Allocate edges
//
edges = new G4PolyPhiFaceEdge[numEdges];
//
// Fill them
//
G4double rFact = cos(0.5*deltaPhi);
G4double rFactNormalize = 1.0/sqrt(1.0+rFact*rFact);
G4PolyPhiFaceVertex *prev = corners+numEdges-1,
*here = corners;
G4PolyPhiFaceEdge *edge = edges;
do {
G4ThreeVector sideNorm;
edge->v0 = prev;
edge->v1 = here;
G4double dr = here->r - prev->r,
dz = here->z - prev->z;
edge->length = sqrt( dr*dr + dz*dz );
edge->tr = dr/edge->length;
edge->tz = dz/edge->length;
if ((here->r < DBL_MIN) && (prev->r < DBL_MIN)) {
//
// Sigh! Always exceptions!
// This edge runs at r==0, so its adjoing surface is not a
// PolyconeSide or PolyhedraSide, but the opposite PolyPhiFace.
//
G4double zSignOther = start ? -1 : 1;
sideNorm = G4ThreeVector( zSignOther*sin(phiOther),
-zSignOther*cos(phiOther), 0 );
}
else {
sideNorm = G4ThreeVector( edge->tz*cosMid, edge->tz*sinMid, -edge->tr*rFact );
sideNorm *= rFactNormalize;
}
sideNorm += normal;
edge->norm3D = sideNorm.unit();
} while( edge++, prev=here, ++here < corners+numEdges );
//
// Go back and fill in corner "normals"
//
G4PolyPhiFaceEdge *prevEdge = edges+numEdges-1;
edge = edges;
do {
//
// Calculate vertex 2D normals (on the phi surface)
//
G4double rPart = prevEdge->tr + edge->tr;
G4double zPart = prevEdge->tz + edge->tz;
G4double norm = sqrt( rPart*rPart + zPart*zPart );
G4double rNorm = +zPart/norm;
G4double zNorm = -rPart/norm;
edge->v0->rNorm = rNorm;
edge->v0->zNorm = zNorm;
//
// Calculate the 3D normals.
//
// Find the vector perpendicular to the z axis
// that defines the plane that contains the vertex normal
//
G4ThreeVector xyVector;
if (edge->v0->r < DBL_MIN) {
//
// This is a vertex at r==0, which is a special
// case. The normal we will construct lays in the
// plane at the center of the phi opening.
//
// We also know that rNorm < 0
//
G4double zSignOther = start ? -1 : 1;
G4ThreeVector normalOther( zSignOther*sin(phiOther),
-zSignOther*cos(phiOther), 0 );
xyVector = - normal - normalOther;
}
else {
//
// This is a vertex at r > 0. The plane
// is the average of the normal and the
// normal of the adjacent phi face
//
xyVector = G4ThreeVector( cosMid, sinMid, 0 );
if (rNorm < 0)
xyVector -= normal;
else
xyVector += normal;
}
//
// Combine it with the r/z direction from the face
//
edge->v0->norm3D = rNorm*xyVector.unit() + G4ThreeVector( 0, 0, zNorm );
} while( prevEdge=edge, ++edge < edges+numEdges );
//
// Build point on surface
//
G4double rAve = 0.5*(rMax-rMin),
zAve = 0.5*(zMax-zMin);
surface = G4ThreeVector( rAve*radial.x(), rAve*radial.y(), zAve );
}
//
// Diagnose
//
// Throw an exception if something is found inconsistent with
// the solid.
//
// For debugging purposes only
//
void G4PolyPhiFace::Diagnose( G4VSolid *owner )
{
G4PolyPhiFaceVertex *corner = corners;
do {
G4ThreeVector test(corner->x, corner->y, corner->z);
test -= 1E-6*corner->norm3D;
if (owner->Inside(test) != kInside)
G4Exception( "G4PolyPhiFace::Diagnose -- Bad vertex normal found" );
} while( ++corner < corners+numEdges );
}
//
// Destructor
//
G4PolyPhiFace::~G4PolyPhiFace()
{
delete [] edges;
delete [] corners;
}
//
// Copy constructor
//
G4PolyPhiFace::G4PolyPhiFace( const G4PolyPhiFace &source )
{
CopyStuff( source );
}
//
// Assignment operator
//
G4PolyPhiFace& G4PolyPhiFace::operator=( const G4PolyPhiFace &source )
{
if (this == &source) return *this;
delete [] edges;
delete [] corners;
CopyStuff( source );
return *this;
}
//
// CopyStuff (protected)
//
void G4PolyPhiFace::CopyStuff( const G4PolyPhiFace &source )
{
//
// The simple stuff
//
numEdges = source.numEdges;
normal = source.normal;
radial = source.radial;
surface = source.surface;
rMin = source.rMin;
rMax = source.rMax;
zMin = source.zMin;
zMax = source.zMax;
allBehind = source.allBehind;
//
// Corner dynamic array
//
corners = new G4PolyPhiFaceVertex[numEdges];
G4PolyPhiFaceVertex *corn = corners,
*sourceCorn = source.corners;
do {
*corn = *sourceCorn;
} while( ++sourceCorn, ++corn < corners+numEdges );
//
// Edge dynamic array
//
edges = new G4PolyPhiFaceEdge[numEdges];
G4PolyPhiFaceVertex *prev = corners+numEdges-1,
*here = corners;
G4PolyPhiFaceEdge *edge = edges,
*sourceEdge = source.edges;
do {
*edge = *sourceEdge;
edge->v0 = prev;
edge->v1 = here;
} while( ++sourceEdge, ++edge, prev=here, ++here < corners+numEdges );
}
//
// Intersect
//
G4bool G4PolyPhiFace::Intersect( const G4ThreeVector &p, const G4ThreeVector &v,
G4bool outgoing, G4double surfTolerance,
G4double &distance, G4double &distFromSurface,
G4ThreeVector &aNormal, G4bool &isAllBehind )
{
G4double normSign = outgoing ? +1 : -1;
//
// These don't change
//
isAllBehind = allBehind;
aNormal = normal;
//
// Correct normal? Here we have straight sides, and can safely ignore
// intersections where the dot product with the normal is zero.
//
G4double dotProd = normSign*normal.dot(v);
if (dotProd <= 0) return false;
//
// Calculate distance to surface. If the side is too far
// behind the point, we must reject it.
//
G4ThreeVector ps = p - surface;
distFromSurface = -normSign*ps.dot(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;
//
// Calculate intersection point in r,z
//
G4ThreeVector ip = p + distance*v;
G4double r = radial.dot(ip);
//
// And is it inside the r/z extent?
//
return InsideEdgesExact( r, ip.z(), normSign, p, v );
}
//
// Distance
//
G4double G4PolyPhiFace::Distance( const G4ThreeVector &p, G4bool outgoing )
{
G4double normSign = outgoing ? +1 : -1;
//
// Correct normal?
//
G4ThreeVector ps = p - surface;
G4double distPhi = -normSign*normal.dot(ps);
if (distPhi < -0.5*kCarTolerance)
return kInfinity;
else if (distPhi < 0)
distPhi = 0.0;
//
// Calculate projected point in r,z
//
G4double r = radial.dot(p);
//
// Are we inside the face?
//
G4double distRZ2;
if (InsideEdges( r, p.z(), &distRZ2, 0 )) {
//
// Yup, answer is just distPhi
//
return distPhi;
}
else {
//
// Nope. Penalize by distance out
//
return sqrt( distPhi*distPhi + distRZ2 );
}
}
//
// Inside
//
EInside G4PolyPhiFace::Inside( const G4ThreeVector &p, G4double tolerance,
G4double *bestDistance )
{
//
// Get distance along phi, which if negative means the point
// is nominally inside the shape.
//
G4ThreeVector ps = p - surface;
G4double distPhi = normal.dot(ps);
//
// Calculate projected point in r,z
//
G4double r = radial.dot(p);
//
// Are we inside the face?
//
G4double distRZ2;
G4PolyPhiFaceVertex *base3Dnorm;
G4ThreeVector *head3Dnorm;
if (InsideEdges( r, p.z(), &distRZ2, &base3Dnorm, &head3Dnorm )) {
//
// Looks like we're inside. Distance is distance in phi.
//
*bestDistance = fabs(distPhi);
//
// Use distPhi to decide fate
//
if (distPhi < -tolerance) return kInside;
if (distPhi < tolerance) return kSurface;
return kOutside;
}
else {
//
// We're outside the extent of the face,
// so the distance is penalized by distance from edges in RZ
//
*bestDistance = sqrt( distPhi*distPhi + distRZ2 );
//
// Use edge normal to decide fate
//
G4ThreeVector cc( base3Dnorm->r*radial.x(),
base3Dnorm->r*radial.y(),
base3Dnorm->z );
cc = p - cc;
G4double normDist = head3Dnorm->dot(cc);
if ( distRZ2 > tolerance*tolerance ) {
//
// We're far enough away that kSurface is not possible
//
return normDist < 0 ? kInside : kOutside;
}
if (normDist < -tolerance) return kInside;
if (normDist < tolerance) return kSurface;
return kOutside;
}
}
//
// Normal
//
// This virtual member is simple for our planer shape, which has only one normal
//
G4ThreeVector G4PolyPhiFace::Normal( const G4ThreeVector &p, G4double *bestDistance )
{
//
// Get distance along phi, which if negative means the point
// is nominally inside the shape.
//
G4double distPhi = normal.dot(p);
//
// Calculate projected point in r,z
//
G4double r = radial.dot(p);
//
// Are we inside the face?
//
G4double distRZ2;
if (InsideEdges( r, p.z(), &distRZ2, 0 )) {
//
// Yup, answer is just distPhi
//
*bestDistance = fabs(distPhi);
}
else {
//
// Nope. Penalize by distance out
//
*bestDistance = sqrt( distPhi*distPhi + distRZ2 );
}
return normal;
}
//
// Extent
//
// This actually isn't needed by polycone or polyhedra...
//
G4double G4PolyPhiFace::Extent( const G4ThreeVector axis )
{
G4double max = -kInfinity;
G4PolyPhiFaceVertex *corner = corners;
do {
G4double here = axis.x()*corner->r*radial.x()
+ axis.y()*corner->r*radial.y()
+ axis.z()*corner->z;
if (here > max) max = here;
} while( ++corner < corners + numEdges );
return max;
}
//
// CalculateExtent
//
// See notes in G4VCSGface
//
void G4PolyPhiFace::CalculateExtent( const EAxis axis,
const G4VoxelLimits &voxelLimit,
const G4AffineTransform &transform,
G4SolidExtentList &extentList )
{
//
// Construct a (sometimes big) clippable polygon,
//
// Perform the necessary transformations while doing so
//
G4ClippablePolygon polygon;
G4PolyPhiFaceVertex *corner = corners;
do {
G4ThreeVector point( 0, 0, corner->z );
point += radial*corner->r;
polygon.AddVertexInOrder( transform.TransformPoint( point ) );
} while( ++corner < corners + numEdges );
//
// Clip away
//
if (polygon.PartialClip( voxelLimit, axis )) {
//
// Add it to the list
//
polygon.SetNormal( transform.TransformAxis(normal) );
extentList.AddSurface( polygon );
}
}
//
//-------------------------------------------------------
//
// InsideEdgesExact
//
// Decide if the point in r,z is inside the edges of our face,
// **but** do so consistently with other faces.
//
// This routine has functionality similar to InsideEdges, but uses
// an algorithm to decide if a trajectory falls inside or outside the
// face that uses only the trajectory p,v values and the three dimensional
// 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, &notUsed, 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;
}