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geant4/source/geometry/solids/specific/src/G4QuadrangularFacet.cc
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2018-12-07 15:15:39 +01:00

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//
// ********************************************************************
// * License and Disclaimer *
// * *
// * The Geant4 software is copyright of the Copyright Holders of *
// * the Geant4 Collaboration. It is provided under the terms and *
// * conditions of the Geant4 Software License, included in the file *
// * LICENSE and available at http://cern.ch/geant4/license . These *
// * include a list of copyright holders. *
// * *
// * Neither the authors of this software system, nor their employing *
// * institutes,nor the agencies providing financial support for this *
// * work make any representation or warranty, express or implied, *
// * regarding this software system or assume any liability for its *
// * use. Please see the license in the file LICENSE and URL above *
// * for the full disclaimer and the limitation of liability. *
// * *
// * This code implementation is the result of the scientific and *
// * technical work of the GEANT4 collaboration and of QinetiQ Ltd, *
// * subject to DEFCON 705 IPR conditions. *
// * By using, copying, modifying or distributing the software (or *
// * any work based on the software) you agree to acknowledge its *
// * use in resulting scientific publications, and indicate your *
// * acceptance of all terms of the Geant4 Software license. *
// ********************************************************************
//
//
//
// %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
//
// CHANGE HISTORY
// --------------
//
// 31 October 2004 P R Truscott, QinetiQ Ltd, UK - Created.
//
// 12 October 2012 M Gayer, CERN
// New implementation reducing memory requirements by 50%,
// and considerable CPU speedup together with the new
// implementation of G4TessellatedSolid.
//
// 29 February 2016 E Tcherniaev, CERN
// Added exhaustive tests to catch various problems with a
// quadrangular facet: collinear vertices, non planar surface,
// degenerate, concave or self intersecting quadrilateral.
//
// %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
#include "G4QuadrangularFacet.hh"
#include "geomdefs.hh"
#include "Randomize.hh"
using namespace std;
///////////////////////////////////////////////////////////////////////////////
//
// !!!THIS IS A FUDGE!!! IT'S TWO ADJACENT G4TRIANGULARFACETS
// --- NOT EFFICIENT BUT PRACTICAL.
//
G4QuadrangularFacet::G4QuadrangularFacet (const G4ThreeVector &vt0,
const G4ThreeVector &vt1,
const G4ThreeVector &vt2,
const G4ThreeVector &vt3,
G4FacetVertexType vertexType)
{
G4double delta = 1.0 * kCarTolerance; // dimension tolerance
G4double epsilon = 0.01 * kCarTolerance; // planarity tolerance
fRadius = 0.0;
G4ThreeVector e1, e2, e3;
SetVertex(0, vt0);
if (vertexType == ABSOLUTE)
{
SetVertex(1, vt1);
SetVertex(2, vt2);
SetVertex(3, vt3);
e1 = vt1 - vt0;
e2 = vt2 - vt0;
e3 = vt3 - vt0;
}
else
{
SetVertex(1, vt0 + vt1);
SetVertex(2, vt0 + vt2);
SetVertex(3, vt0 + vt3);
e1 = vt1;
e2 = vt2;
e3 = vt3;
}
// Check length of sides and diagonals
//
G4double leng1 = e1.mag();
G4double leng2 = (e2-e1).mag();
G4double leng3 = (e3-e2).mag();
G4double leng4 = e3.mag();
G4double diag1 = e2.mag();
G4double diag2 = (e3-e1).mag();
if (leng1 <= delta || leng2 <= delta || leng3 <= delta || leng4 <= delta ||
diag1 <= delta || diag2 <= delta)
{
ostringstream message;
message << "Sides/diagonals of facet are too small." << G4endl
<< "P0 = " << GetVertex(0) << G4endl
<< "P1 = " << GetVertex(1) << G4endl
<< "P2 = " << GetVertex(2) << G4endl
<< "P3 = " << GetVertex(3) << G4endl
<< "Side1 length (P0->P1) = " << leng1 << G4endl
<< "Side2 length (P1->P2) = " << leng2 << G4endl
<< "Side3 length (P2->P3) = " << leng3 << G4endl
<< "Side4 length (P3->P0) = " << leng4 << G4endl
<< "Diagonal1 length (P0->P2) = " << diag1 << G4endl
<< "Diagonal2 length (P1->P3) = " << diag2;
G4Exception("G4QuadrangularFacet::G4QuadrangularFacet()",
"GeomSolids1001", JustWarning, message);
return;
}
// Check that vertices are not collinear
//
G4double s1 = (e1.cross(e2)).mag()*0.5;
G4double s2 = ((e2-e1).cross(e3-e2)).mag()*0.5;
G4double s3 = (e2.cross(e3)).mag()*0.5;
G4double s4 = (e1.cross(e3)).mag()*0.5;
G4double h1 = 2.*s1 / std::max(std::max(leng1,leng2),diag1);
G4double h2 = 2.*s2 / std::max(std::max(leng2,leng3),diag2);
G4double h3 = 2.*s3 / std::max(std::max(leng3,leng4),diag1);
G4double h4 = 2.*s4 / std::max(std::max(leng4,leng1),diag2);
if (h1 <= delta || h2 <= delta || h3 <= delta || h4 <= delta )
{
ostringstream message;
message << "Facet has three or more collinear vertices." << G4endl
<< "P0 = " << GetVertex(0) << G4endl
<< "P1 = " << GetVertex(1) << G4endl
<< "P2 = " << GetVertex(2) << G4endl
<< "P3 = " << GetVertex(3) << G4endl
<< "Height in P0-P1-P2 = " << h1 << G4endl
<< "Height in P1-P2-P3 = " << h2 << G4endl
<< "Height in P2-P3-P4 = " << h3 << G4endl
<< "Height in P4-P0-P1 = " << h4;
G4Exception("G4QuadrangularFacet::G4QuadrangularFacet()",
"GeomSolids1001", JustWarning, message);
return;
}
// Check that vertices are coplanar by computing minimal
// height of tetrahedron comprising of vertices
//
G4double smax = std::max( std::max(s1,s2), std::max(s3,s4) );
G4double hmin = 0.5 * std::fabs( e1.dot(e2.cross(e3)) ) / smax;
if (hmin >= epsilon)
{
ostringstream message;
message << "Facet is not planar." << G4endl
<< "Disrepancy = " << hmin << G4endl
<< "P0 = " << GetVertex(0) << G4endl
<< "P1 = " << GetVertex(1) << G4endl
<< "P2 = " << GetVertex(2) << G4endl
<< "P3 = " << GetVertex(3);
G4Exception("G4QuadrangularFacet::G4QuadrangularFacet()",
"GeomSolids1001", JustWarning, message);
return;
}
// Check that facet is convex by computing crosspoint
// of diagonals
//
G4ThreeVector normal = e2.cross(e3-e1);
G4double s = kInfinity, t = kInfinity, magnitude2 = normal.mag2();
if (magnitude2 > delta*delta) // check: magnitude2 != 0.
{
s = normal.dot(e1.cross(e3-e1)) / magnitude2;
t = normal.dot(e1.cross(e2)) / magnitude2;
}
if (s <= 0. || s >= 1. || t <= 0. || t >= 1.)
{
ostringstream message;
message << "Facet is not convex." << G4endl
<< "Parameters of crosspoint of diagonals: "
<< s << " and " << t << G4endl
<< "should both be within (0,1) range" << G4endl
<< "P0 = " << GetVertex(0) << G4endl
<< "P1 = " << GetVertex(1) << G4endl
<< "P2 = " << GetVertex(2) << G4endl
<< "P3 = " << GetVertex(3);
G4Exception("G4QuadrangularFacet::G4QuadrangularFacet()",
"GeomSolids1001", JustWarning, message);
return;
}
// Define facet
//
fFacet1 = G4TriangularFacet(GetVertex(0),GetVertex(1),GetVertex(2),ABSOLUTE);
fFacet2 = G4TriangularFacet(GetVertex(0),GetVertex(2),GetVertex(3),ABSOLUTE);
normal = normal.unit();
fFacet1.SetSurfaceNormal(normal);
fFacet2.SetSurfaceNormal(normal);
G4ThreeVector vtmp = 0.5 * (e1 + e2);
fCircumcentre = GetVertex(0) + vtmp;
G4double radiusSqr = vtmp.mag2();
fRadius = std::sqrt(radiusSqr);
// 29.02.2016 Remark by E.Tcherniaev: computation
// of fCircumcenter and fRadius is wrong, however
// it did not create any problem till now.
// Bizarre! Need to investigate!
}
///////////////////////////////////////////////////////////////////////////////
//
G4QuadrangularFacet::~G4QuadrangularFacet ()
{
}
///////////////////////////////////////////////////////////////////////////////
//
G4QuadrangularFacet::G4QuadrangularFacet (const G4QuadrangularFacet &rhs)
: G4VFacet(rhs)
{
fFacet1 = rhs.fFacet1;
fFacet2 = rhs.fFacet2;
fRadius = 0.0;
}
///////////////////////////////////////////////////////////////////////////////
//
G4QuadrangularFacet &
G4QuadrangularFacet::operator=(const G4QuadrangularFacet &rhs)
{
if (this == &rhs)
return *this;
fFacet1 = rhs.fFacet1;
fFacet2 = rhs.fFacet2;
fRadius = 0.0;
return *this;
}
///////////////////////////////////////////////////////////////////////////////
//
G4VFacet *G4QuadrangularFacet::GetClone ()
{
G4QuadrangularFacet *c = new G4QuadrangularFacet (GetVertex(0), GetVertex(1),
GetVertex(2), GetVertex(3),
ABSOLUTE);
return c;
}
///////////////////////////////////////////////////////////////////////////////
//
G4ThreeVector G4QuadrangularFacet::Distance (const G4ThreeVector &p)
{
G4ThreeVector v1 = fFacet1.Distance(p);
G4ThreeVector v2 = fFacet2.Distance(p);
if (v1.mag2() < v2.mag2()) return v1;
else return v2;
}
///////////////////////////////////////////////////////////////////////////////
//
G4double G4QuadrangularFacet::Distance (const G4ThreeVector &p,
G4double)
{
G4double dist = Distance(p).mag();
return dist;
}
///////////////////////////////////////////////////////////////////////////////
//
G4double G4QuadrangularFacet::Distance (const G4ThreeVector &p, G4double,
const G4bool outgoing)
{
G4double dist;
G4ThreeVector v = Distance(p);
G4double dir = v.dot(GetSurfaceNormal());
if ( ((dir > dirTolerance) && (!outgoing))
|| ((dir < -dirTolerance) && outgoing))
dist = kInfinity;
else
dist = v.mag();
return dist;
}
///////////////////////////////////////////////////////////////////////////////
//
G4double G4QuadrangularFacet::Extent (const G4ThreeVector axis)
{
G4double ss = 0;
for (G4int i = 0; i <= 3; ++i)
{
G4double sp = GetVertex(i).dot(axis);
if (sp > ss) ss = sp;
}
return ss;
}
///////////////////////////////////////////////////////////////////////////////
//
G4bool G4QuadrangularFacet::Intersect (const G4ThreeVector &p,
const G4ThreeVector &v,
G4bool outgoing,
G4double &distance,
G4double &distFromSurface,
G4ThreeVector &normal)
{
G4bool intersect =
fFacet1.Intersect(p,v,outgoing,distance,distFromSurface,normal);
if (!intersect) intersect =
fFacet2.Intersect(p,v,outgoing,distance,distFromSurface,normal);
if (!intersect)
{
distance = distFromSurface = kInfinity;
normal.set(0,0,0);
}
return intersect;
}
///////////////////////////////////////////////////////////////////////////////
//
// Auxiliary method to get a uniform random point on the facet
//
G4ThreeVector G4QuadrangularFacet::GetPointOnFace() const
{
G4double s1 = fFacet1.GetArea();
G4double s2 = fFacet2.GetArea();
return ((s1+s2)*G4UniformRand() < s1) ?
fFacet1.GetPointOnFace() : fFacet2.GetPointOnFace();
}
///////////////////////////////////////////////////////////////////////////////
//
// Auxiliary method for returning the surface area
//
G4double G4QuadrangularFacet::GetArea() const
{
G4double area = fFacet1.GetArea() + fFacet2.GetArea();
return area;
}
///////////////////////////////////////////////////////////////////////////////
//
G4String G4QuadrangularFacet::GetEntityType () const
{
return "G4QuadrangularFacet";
}
///////////////////////////////////////////////////////////////////////////////
//
G4ThreeVector G4QuadrangularFacet::GetSurfaceNormal () const
{
return fFacet1.GetSurfaceNormal();
}