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geant4/source/geometry/solids/specific/src/G4QuadrangularFacet.cc
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2016-06-09 17:01:34 +02:00

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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. *
// ********************************************************************
//
//
// $Id$
//
// %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
//
// 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.
//
// %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
#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)
{
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;
}
G4double length1 = e1.mag();
G4double length2 = (GetVertex(2)-GetVertex(1)).mag();
G4double length3 = (GetVertex(3)-GetVertex(2)).mag();
G4double length4 = e3.mag();
G4ThreeVector normal1 = e1.cross(e2).unit();
G4ThreeVector normal2 = e2.cross(e3).unit();
bool isDefined = (length1 > kCarTolerance && length2 > kCarTolerance &&
length3 > kCarTolerance && length4 > kCarTolerance &&
normal1.dot(normal2) >= 0.9999999999);
if (isDefined)
{
fFacet1 = G4TriangularFacet (GetVertex(0),GetVertex(1),
GetVertex(2),ABSOLUTE);
fFacet2 = G4TriangularFacet (GetVertex(0),GetVertex(2),
GetVertex(3),ABSOLUTE);
G4TriangularFacet facet3 (GetVertex(0),GetVertex(1),GetVertex(3),ABSOLUTE);
G4TriangularFacet facet4 (GetVertex(1),GetVertex(2),GetVertex(3),ABSOLUTE);
G4ThreeVector normal12 = fFacet1.GetSurfaceNormal()
+ fFacet2.GetSurfaceNormal();
G4ThreeVector normal34 = facet3.GetSurfaceNormal()
+ facet4.GetSurfaceNormal();
G4ThreeVector normal = 0.25 * (normal12 + normal34);
fFacet1.SetSurfaceNormal (normal);
fFacet2.SetSurfaceNormal (normal);
G4ThreeVector vtmp = 0.5 * (e1 + e2);
fCircumcentre = GetVertex(0) + vtmp;
G4double radiusSqr = vtmp.mag2();
fRadius = std::sqrt(radiusSqr);
}
else
{
G4Exception("G4QuadrangularFacet::G4QuadrangularFacet()",
"GeomSolids0002", JustWarning,
"Length of sides of facet are too small or sides not planar.");
G4cerr << endl;
G4cerr << "P0 = " << GetVertex(0) << endl;
G4cerr << "P1 = " << GetVertex(1) << endl;
G4cerr << "P2 = " << GetVertex(2) << endl;
G4cerr << "P3 = " << GetVertex(3) << endl;
G4cerr << "Side lengths = P0->P1" << length1 << endl;
G4cerr << "Side lengths = P1->P2" << length2 << endl;
G4cerr << "Side lengths = P2->P3" << length3 << endl;
G4cerr << "Side lengths = P3->P0" << length4 << endl;
G4cerr << endl;
fRadius = 0.0;
}
}
///////////////////////////////////////////////////////////////////////////////
//
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 random point on surface
//
G4ThreeVector G4QuadrangularFacet::GetPointOnFace() const
{
G4ThreeVector pr = (G4RandFlat::shoot(0.,1.) < 0.5)
? fFacet1.GetPointOnFace() : fFacet2.GetPointOnFace();
return pr;
}
///////////////////////////////////////////////////////////////////////////////
//
// Auxiliary method for returning the surface area
//
G4double G4QuadrangularFacet::GetArea()
{
G4double area = fFacet1.GetArea() + fFacet2.GetArea();
return area;
}
///////////////////////////////////////////////////////////////////////////////
//
G4String G4QuadrangularFacet::GetEntityType () const
{
return "G4QuadrangularFacet";
}
///////////////////////////////////////////////////////////////////////////////
//
G4ThreeVector G4QuadrangularFacet::GetSurfaceNormal () const
{
return fFacet1.GetSurfaceNormal();
}