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geant4/source/geometry/solids/specific/src/G4TriangularFacet.cc
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//
// G4TriangularFacet implementation
//
// 31.10.2004, P R Truscott, QinetiQ Ltd, UK - Created.
// 01.08.2007, P R Truscott, QinetiQ Ltd, UK
// Significant modification to correct for errors and enhance
// based on patches/observations kindly provided by Rickard
// Holmberg.
// 12.10.2012, M Gayer, CERN
// New implementation reducing memory requirements by 50%,
// and considerable CPU speedup together with the new
// implementation of G4TessellatedSolid.
// 23.02.2016, E Tcherniaev, CERN
// Improved test to detect degenerate (too small or
// too narrow) triangles.
// --------------------------------------------------------------------
#include "G4TriangularFacet.hh"
#include "Randomize.hh"
#include "G4TessellatedGeometryAlgorithms.hh"
using namespace std;
///////////////////////////////////////////////////////////////////////////////
//
// Definition of triangular facet using absolute vectors to fVertices.
// From this for first vector is retained to define the facet location and
// two relative vectors (E0 and E1) define the sides and orientation of
// the outward surface normal.
//
G4TriangularFacet::G4TriangularFacet (const G4ThreeVector& vt0,
const G4ThreeVector& vt1,
const G4ThreeVector& vt2,
G4FacetVertexType vertexType)
{
fVertices = new vector<G4ThreeVector>(3);
SetVertex(0, vt0);
if (vertexType == ABSOLUTE)
{
SetVertex(1, vt1);
SetVertex(2, vt2);
fE1 = vt1 - vt0;
fE2 = vt2 - vt0;
}
else
{
SetVertex(1, vt0 + vt1);
SetVertex(2, vt0 + vt2);
fE1 = vt1;
fE2 = vt2;
}
G4ThreeVector E1xE2 = fE1.cross(fE2);
fArea = 0.5 * E1xE2.mag();
for (G4int i = 0; i < 3; ++i) fIndices[i] = -1;
fIsDefined = true;
G4double delta = kCarTolerance; // Set tolerance for checking
// Check length of edges
//
G4double leng1 = fE1.mag();
G4double leng2 = (fE2-fE1).mag();
G4double leng3 = fE2.mag();
if (leng1 <= delta || leng2 <= delta || leng3 <= delta)
{
fIsDefined = false;
}
// Check min height of triangle
//
if (fIsDefined)
{
if (2.*fArea/std::max(std::max(leng1,leng2),leng3) <= delta)
{
fIsDefined = false;
}
}
// Define facet
//
if (!fIsDefined)
{
ostringstream message;
message << "Facet is too small or too narrow." << G4endl
<< "Triangle area = " << fArea << G4endl
<< "P0 = " << GetVertex(0) << G4endl
<< "P1 = " << GetVertex(1) << G4endl
<< "P2 = " << GetVertex(2) << G4endl
<< "Side1 length (P0->P1) = " << leng1 << G4endl
<< "Side2 length (P1->P2) = " << leng2 << G4endl
<< "Side3 length (P2->P0) = " << leng3;
G4Exception("G4TriangularFacet::G4TriangularFacet()",
"GeomSolids1001", JustWarning, message);
fSurfaceNormal.set(0,0,0);
fA = fB = fC = 0.0;
fDet = 0.0;
fCircumcentre = vt0 + 0.5*fE1 + 0.5*fE2;
fArea = fRadius = 0.0;
}
else
{
fSurfaceNormal = E1xE2.unit();
fA = fE1.mag2();
fB = fE1.dot(fE2);
fC = fE2.mag2();
fDet = std::fabs(fA*fC - fB*fB);
fCircumcentre =
vt0 + (E1xE2.cross(fE1)*fC + fE2.cross(E1xE2)*fA) / (2.*E1xE2.mag2());
fRadius = (fCircumcentre - vt0).mag();
}
}
///////////////////////////////////////////////////////////////////////////////
//
G4TriangularFacet::G4TriangularFacet ()
{
fVertices = new vector<G4ThreeVector>(3);
G4ThreeVector zero(0,0,0);
SetVertex(0, zero);
SetVertex(1, zero);
SetVertex(2, zero);
for (G4int i = 0; i < 3; ++i) fIndices[i] = -1;
fIsDefined = false;
fSurfaceNormal.set(0,0,0);
fA = fB = fC = 0;
fE1 = zero;
fE2 = zero;
fDet = 0.0;
fArea = fRadius = 0.0;
}
///////////////////////////////////////////////////////////////////////////////
//
G4TriangularFacet::~G4TriangularFacet ()
{
SetVertices(nullptr);
}
///////////////////////////////////////////////////////////////////////////////
//
void G4TriangularFacet::CopyFrom (const G4TriangularFacet& rhs)
{
auto p = (char *) &rhs;
copy(p, p + sizeof(*this), (char *)this);
if (fIndices[0] < 0 && fVertices == nullptr)
{
fVertices = new vector<G4ThreeVector>(3);
for (G4int i = 0; i < 3; ++i) (*fVertices)[i] = (*rhs.fVertices)[i];
}
}
///////////////////////////////////////////////////////////////////////////////
//
void G4TriangularFacet::MoveFrom (G4TriangularFacet& rhs)
{
fSurfaceNormal = std::move(rhs.fSurfaceNormal);
fArea = rhs.fArea;
fCircumcentre = std::move(rhs.fCircumcentre);
fRadius = rhs.fRadius;
fIndices = rhs.fIndices;
fA = rhs.fA; fB = rhs.fB; fC = rhs.fC;
fDet = rhs.fDet;
fSqrDist = rhs.fSqrDist;
fE1 = std::move(rhs.fE1); fE2 = std::move(rhs.fE2);
fIsDefined = rhs.fIsDefined;
fVertices = rhs.fVertices;
rhs.fVertices = nullptr;
}
///////////////////////////////////////////////////////////////////////////////
//
G4TriangularFacet::G4TriangularFacet (const G4TriangularFacet& rhs)
: G4VFacet(rhs)
{
CopyFrom(rhs);
}
///////////////////////////////////////////////////////////////////////////////
//
G4TriangularFacet::G4TriangularFacet (G4TriangularFacet&& rhs) noexcept
: G4VFacet(rhs)
{
MoveFrom(rhs);
}
///////////////////////////////////////////////////////////////////////////////
//
G4TriangularFacet&
G4TriangularFacet::operator=(const G4TriangularFacet& rhs)
{
SetVertices(nullptr);
if (this != &rhs)
{
delete fVertices;
CopyFrom(rhs);
}
return *this;
}
///////////////////////////////////////////////////////////////////////////////
//
G4TriangularFacet&
G4TriangularFacet::operator=(G4TriangularFacet&& rhs) noexcept
{
SetVertices(nullptr);
if (this != &rhs)
{
delete fVertices;
MoveFrom(rhs);
}
return *this;
}
///////////////////////////////////////////////////////////////////////////////
//
// GetClone
//
// Simple member function to generate fA duplicate of the triangular facet.
//
G4VFacet* G4TriangularFacet::GetClone ()
{
auto fc = new G4TriangularFacet (GetVertex(0), GetVertex(1),
GetVertex(2), ABSOLUTE);
return fc;
}
///////////////////////////////////////////////////////////////////////////////
//
// GetFlippedFacet
//
// Member function to generate an identical facet, but with the normal vector
// pointing at 180 degrees.
//
G4TriangularFacet* G4TriangularFacet::GetFlippedFacet ()
{
auto flipped = new G4TriangularFacet (GetVertex(0), GetVertex(1),
GetVertex(2), ABSOLUTE);
return flipped;
}
///////////////////////////////////////////////////////////////////////////////
//
// Distance (G4ThreeVector)
//
// Determines the vector between p and the closest point on the facet to p.
// This is based on the algorithm published in "Geometric Tools for Computer
// Graphics," Philip J Scheider and David H Eberly, Elsevier Science (USA),
// 2003. at the time of writing, the algorithm is also available in fA
// technical note "Distance between point and triangle in 3D," by David Eberly
// at http://www.geometrictools.com/Documentation/DistancePoint3Triangle3.pdf
//
// The by-product is the square-distance fSqrDist, which is retained
// in case needed by the other "Distance" member functions.
//
G4ThreeVector G4TriangularFacet::Distance (const G4ThreeVector& p)
{
G4ThreeVector D = GetVertex(0) - p;
G4double d = fE1.dot(D);
G4double e = fE2.dot(D);
G4double f = D.mag2();
G4double q = fB*e - fC*d;
G4double t = fB*d - fA*e;
fSqrDist = 0.;
if (q+t <= fDet)
{
if (q < 0.0)
{
if (t < 0.0)
{
//
// We are in region 4.
//
if (d < 0.0)
{
t = 0.0;
if (-d >= fA) {q = 1.0; fSqrDist = fA + 2.0*d + f;}
else {q = -d/fA; fSqrDist = d*q + f;}
}
else
{
q = 0.0;
if (e >= 0.0) {t = 0.0; fSqrDist = f;}
else if (-e >= fC) {t = 1.0; fSqrDist = fC + 2.0*e + f;}
else {t = -e/fC; fSqrDist = e*t + f;}
}
}
else
{
//
// We are in region 3.
//
q = 0.0;
if (e >= 0.0) {t = 0.0; fSqrDist = f;}
else if (-e >= fC) {t = 1.0; fSqrDist = fC + 2.0*e + f;}
else {t = -e/fC; fSqrDist = e*t + f;}
}
}
else if (t < 0.0)
{
//
// We are in region 5.
//
t = 0.0;
if (d >= 0.0) {q = 0.0; fSqrDist = f;}
else if (-d >= fA) {q = 1.0; fSqrDist = fA + 2.0*d + f;}
else {q = -d/fA; fSqrDist = d*q + f;}
}
else
{
//
// We are in region 0.
//
G4double dist = fSurfaceNormal.dot(D);
fSqrDist = dist*dist;
return fSurfaceNormal*dist;
}
}
else
{
if (q < 0.0)
{
//
// We are in region 2.
//
G4double tmp0 = fB + d;
G4double tmp1 = fC + e;
if (tmp1 > tmp0)
{
G4double numer = tmp1 - tmp0;
G4double denom = fA - 2.0*fB + fC;
if (numer >= denom) {q = 1.0; t = 0.0; fSqrDist = fA + 2.0*d + f;}
else
{
q = numer/denom;
t = 1.0 - q;
fSqrDist = q*(fA*q + fB*t +2.0*d) + t*(fB*q + fC*t + 2.0*e) + f;
}
}
else
{
q = 0.0;
if (tmp1 <= 0.0) {t = 1.0; fSqrDist = fC + 2.0*e + f;}
else if (e >= 0.0) {t = 0.0; fSqrDist = f;}
else {t = -e/fC; fSqrDist = e*t + f;}
}
}
else if (t < 0.0)
{
//
// We are in region 6.
//
G4double tmp0 = fB + e;
G4double tmp1 = fA + d;
if (tmp1 > tmp0)
{
G4double numer = tmp1 - tmp0;
G4double denom = fA - 2.0*fB + fC;
if (numer >= denom) {t = 1.0; q = 0.0; fSqrDist = fC + 2.0*e + f;}
else
{
t = numer/denom;
q = 1.0 - t;
fSqrDist = q*(fA*q + fB*t +2.0*d) + t*(fB*q + fC*t + 2.0*e) + f;
}
}
else
{
t = 0.0;
if (tmp1 <= 0.0) {q = 1.0; fSqrDist = fA + 2.0*d + f;}
else if (d >= 0.0) {q = 0.0; fSqrDist = f;}
else {q = -d/fA; fSqrDist = d*q + f;}
}
}
else
//
// We are in region 1.
//
{
G4double numer = fC + e - fB - d;
if (numer <= 0.0)
{
q = 0.0;
t = 1.0;
fSqrDist = fC + 2.0*e + f;
}
else
{
G4double denom = fA - 2.0*fB + fC;
if (numer >= denom) {q = 1.0; t = 0.0; fSqrDist = fA + 2.0*d + f;}
else
{
q = numer/denom;
t = 1.0 - q;
fSqrDist = q*(fA*q + fB*t + 2.0*d) + t*(fB*q + fC*t + 2.0*e) + f;
}
}
}
}
//
//
// Do fA check for rounding errors in the distance-squared. It appears that
// the conventional methods for calculating fSqrDist breaks down when very
// near to or at the surface (as required by transport).
// We'll therefore also use the magnitude-squared of the vector displacement.
// (Note that I've also tried to get around this problem by using the
// existing equations for
//
// fSqrDist = function(fA,fB,fC,d,q,t)
//
// and use fA more accurate addition process which minimises errors and
// breakdown of cummutitivity [where (A+B)+C != A+(B+C)] but this still
// doesn't work.
// Calculation from u = D + q*fE1 + t*fE2 is less efficient, but appears
// more robust.
//
if (fSqrDist < 0.0) fSqrDist = 0.;
G4ThreeVector u = D + q*fE1 + t*fE2;
G4double u2 = u.mag2();
//
// The following (part of the roundoff error check) is from Oliver Merle'q
// updates.
//
if (fSqrDist > u2) fSqrDist = u2;
return u;
}
///////////////////////////////////////////////////////////////////////////////
//
// Distance (G4ThreeVector, G4double)
//
// Determines the closest distance between point p and the facet. This makes
// use of G4ThreeVector G4TriangularFacet::Distance, which stores the
// square of the distance in variable fSqrDist. If approximate methods show
// the distance is to be greater than minDist, then forget about further
// computation and return fA very large number.
//
G4double G4TriangularFacet::Distance (const G4ThreeVector& p,
G4double minDist)
{
//
// Start with quicky test to determine if the surface of the sphere enclosing
// the triangle is any closer to p than minDist. If not, then don't bother
// about more accurate test.
//
G4double dist = kInfinity;
if ((p-fCircumcentre).mag()-fRadius < minDist)
{
//
// It's possible that the triangle is closer than minDist,
// so do more accurate assessment.
//
dist = Distance(p).mag();
}
return dist;
}
///////////////////////////////////////////////////////////////////////////////
//
// Distance (G4ThreeVector, G4double, G4bool)
//
// Determine the distance to point p. kInfinity is returned if either:
// (1) outgoing is TRUE and the dot product of the normal vector to the facet
// and the displacement vector from p to the triangle is negative.
// (2) outgoing is FALSE and the dot product of the normal vector to the facet
// and the displacement vector from p to the triangle is positive.
// If approximate methods show the distance is to be greater than minDist, then
// forget about further computation and return fA very large number.
//
// This method has been heavily modified thanks to the valuable comments and
// corrections of Rickard Holmberg.
//
G4double G4TriangularFacet::Distance (const G4ThreeVector& p,
G4double minDist,
const G4bool outgoing)
{
//
// Start with quicky test to determine if the surface of the sphere enclosing
// the triangle is any closer to p than minDist. If not, then don't bother
// about more accurate test.
//
G4double dist = kInfinity;
if ((p-fCircumcentre).mag()-fRadius < minDist)
{
//
// It's possible that the triangle is closer than minDist,
// so do more accurate assessment.
//
G4ThreeVector v = Distance(p);
G4double dist1 = sqrt(fSqrDist);
G4double dir = v.dot(fSurfaceNormal);
G4bool wrongSide = (dir > 0.0 && !outgoing) || (dir < 0.0 && outgoing);
if (dist1 <= kCarTolerance)
{
//
// Point p is very close to triangle. Check if it's on the wrong side,
// in which case return distance of 0.0 otherwise .
//
if (wrongSide) dist = 0.0;
else dist = dist1;
}
else if (!wrongSide) dist = dist1;
}
return dist;
}
///////////////////////////////////////////////////////////////////////////////
//
// Extent
//
// Calculates the furthest the triangle extends in fA particular direction
// defined by the vector axis.
//
G4double G4TriangularFacet::Extent (const G4ThreeVector axis)
{
G4double ss = GetVertex(0).dot(axis);
G4double sp = GetVertex(1).dot(axis);
if (sp > ss) ss = sp;
sp = GetVertex(2).dot(axis);
if (sp > ss) ss = sp;
return ss;
}
///////////////////////////////////////////////////////////////////////////////
//
// Intersect
//
// Member function to find the next intersection when going from p in the
// direction of v. If:
// (1) "outgoing" is TRUE, only consider the face if we are going out through
// the face.
// (2) "outgoing" is FALSE, only consider the face if we are going in through
// the face.
// Member functions returns TRUE if there is an intersection, FALSE otherwise.
// Sets the distance (distance along w), distFromSurface (orthogonal distance)
// and normal.
//
// Also considers intersections that happen with negative distance for small
// distances of distFromSurface = 0.5*kCarTolerance in the wrong direction.
// This is to detect kSurface without doing fA full Inside(p) in
// G4TessellatedSolid::Distance(p,v) calculation.
//
// This member function is thanks the valuable work of Rickard Holmberg. PT.
// However, "gotos" are the Work of the Devil have been exorcised with
// extreme prejudice!!
//
// IMPORTANT NOTE: These calculations are predicated on v being fA unit
// vector. If G4TessellatedSolid or other classes call this member function
// with |v| != 1 then there will be errors.
//
G4bool G4TriangularFacet::Intersect (const G4ThreeVector& p,
const G4ThreeVector& v,
G4bool outgoing,
G4double& distance,
G4double& distFromSurface,
G4ThreeVector& normal)
{
//
// Check whether the direction of the facet is consistent with the vector v
// and the need to be outgoing or ingoing. If inconsistent, disregard and
// return false.
//
G4double w = v.dot(fSurfaceNormal);
if ((outgoing && w < -dirTolerance) || (!outgoing && w > dirTolerance))
{
distance = kInfinity;
distFromSurface = kInfinity;
normal.set(0,0,0);
return false;
}
//
// Calculate the orthogonal distance from p to the surface containing the
// triangle. Then determine if we're on the right or wrong side of the
// surface (at fA distance greater than kCarTolerance to be consistent with
// "outgoing".
//
const G4ThreeVector& p0 = GetVertex(0);
G4ThreeVector D = p0 - p;
distFromSurface = D.dot(fSurfaceNormal);
G4bool wrongSide = (outgoing && distFromSurface < -0.5*kCarTolerance) ||
(!outgoing && distFromSurface > 0.5*kCarTolerance);
if (wrongSide)
{
distance = kInfinity;
distFromSurface = kInfinity;
normal.set(0,0,0);
return false;
}
wrongSide = (outgoing && distFromSurface < 0.0)
|| (!outgoing && distFromSurface > 0.0);
if (wrongSide)
{
//
// We're slightly on the wrong side of the surface. Check if we're close
// enough using fA precise distance calculation.
//
G4ThreeVector u = Distance(p);
if (fSqrDist <= kCarTolerance*kCarTolerance)
{
//
// We're very close. Therefore return fA small negative number
// to pretend we intersect.
//
// distance = -0.5*kCarTolerance
distance = 0.0;
normal = fSurfaceNormal;
return true;
}
else
{
//
// We're close to the surface containing the triangle, but sufficiently
// far from the triangle, and on the wrong side compared to the directions
// of the surface normal and v. There is no intersection.
//
distance = kInfinity;
distFromSurface = kInfinity;
normal.set(0,0,0);
return false;
}
}
if (w < dirTolerance && w > -dirTolerance)
{
//
// The ray is within the plane of the triangle. Project the problem into 2D
// in the plane of the triangle. First try to create orthogonal unit vectors
// mu and nu, where mu is fE1/|fE1|. This is kinda like
// the original algorithm due to Rickard Holmberg, but with better
// mathematical justification than the original method ... however,
// beware Rickard's was less time-consuming.
//
// Note that vprime is not fA unit vector. We need to keep it unnormalised
// since the values of distance along vprime (s0 and s1) for intersection
// with the triangle will be used to determine if we cut the plane at the
// same time.
//
G4ThreeVector mu = fE1.unit();
G4ThreeVector nu = fSurfaceNormal.cross(mu);
G4TwoVector pprime(p.dot(mu), p.dot(nu));
G4TwoVector vprime(v.dot(mu), v.dot(nu));
G4TwoVector P0prime(p0.dot(mu), p0.dot(nu));
G4TwoVector E0prime(fE1.mag(), 0.0);
G4TwoVector E1prime(fE2.dot(mu), fE2.dot(nu));
G4TwoVector loc[2];
if (G4TessellatedGeometryAlgorithms::IntersectLineAndTriangle2D(pprime,
vprime, P0prime, E0prime, E1prime, loc))
{
//
// There is an intersection between the line and triangle in 2D.
// Now check which part of the line intersects with the plane
// containing the triangle in 3D.
//
G4double vprimemag = vprime.mag();
G4double s0 = (loc[0] - pprime).mag()/vprimemag;
G4double s1 = (loc[1] - pprime).mag()/vprimemag;
G4double normDist0 = fSurfaceNormal.dot(s0*v) - distFromSurface;
G4double normDist1 = fSurfaceNormal.dot(s1*v) - distFromSurface;
if ((normDist0 < 0.0 && normDist1 < 0.0)
|| (normDist0 > 0.0 && normDist1 > 0.0)
|| (normDist0 == 0.0 && normDist1 == 0.0) )
{
distance = kInfinity;
distFromSurface = kInfinity;
normal.set(0,0,0);
return false;
}
else
{
G4double dnormDist = normDist1 - normDist0;
if (fabs(dnormDist) < DBL_EPSILON)
{
distance = s0;
normal = fSurfaceNormal;
if (!outgoing) distFromSurface = -distFromSurface;
return true;
}
else
{
distance = s0 - normDist0*(s1-s0)/dnormDist;
normal = fSurfaceNormal;
if (!outgoing) distFromSurface = -distFromSurface;
return true;
}
}
}
else
{
distance = kInfinity;
distFromSurface = kInfinity;
normal.set(0,0,0);
return false;
}
}
//
//
// Use conventional algorithm to determine the whether there is an
// intersection. This involves determining the point of intersection of the
// line with the plane containing the triangle, and then calculating if the
// point is within the triangle.
//
distance = distFromSurface / w;
G4ThreeVector pp = p + v*distance;
G4ThreeVector DD = p0 - pp;
G4double d = fE1.dot(DD);
G4double e = fE2.dot(DD);
G4double ss = fB*e - fC*d;
G4double t = fB*d - fA*e;
G4double sTolerance = (fabs(fB)+ fabs(fC) + fabs(d) + fabs(e))*kCarTolerance;
G4double tTolerance = (fabs(fA)+ fabs(fB) + fabs(d) + fabs(e))*kCarTolerance;
G4double detTolerance = (fabs(fA)+ fabs(fC) + 2*fabs(fB) )*kCarTolerance;
//if (ss < 0.0 || t < 0.0 || ss+t > fDet)
if (ss < -sTolerance || t < -tTolerance || ( ss+t - fDet ) > detTolerance)
{
//
// The intersection is outside of the triangle.
//
distance = distFromSurface = kInfinity;
normal.set(0,0,0);
return false;
}
else
{
//
// There is an intersection. Now we only need to set the surface normal.
//
normal = fSurfaceNormal;
if (!outgoing) distFromSurface = -distFromSurface;
return true;
}
}
////////////////////////////////////////////////////////////////////////
//
// GetPointOnFace
//
// Auxiliary method, returns a uniform random point on the facet
//
G4ThreeVector G4TriangularFacet::GetPointOnFace() const
{
G4double u = G4UniformRand();
G4double v = G4UniformRand();
if (u+v > 1.) { u = 1. - u; v = 1. - v; }
return GetVertex(0) + u*fE1 + v*fE2;
}
////////////////////////////////////////////////////////////////////////
//
// GetArea
//
// Auxiliary method for returning the surface fArea
//
G4double G4TriangularFacet::GetArea() const
{
return fArea;
}
////////////////////////////////////////////////////////////////////////
//
G4GeometryType G4TriangularFacet::GetEntityType () const
{
return "G4TriangularFacet";
}
////////////////////////////////////////////////////////////////////////
//
G4ThreeVector G4TriangularFacet::GetSurfaceNormal () const
{
return fSurfaceNormal;
}
////////////////////////////////////////////////////////////////////////
//
void G4TriangularFacet::SetSurfaceNormal (const G4ThreeVector& normal)
{
fSurfaceNormal = normal;
}