947 lines
22 KiB
C++
947 lines
22 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: G4PolyconeSide.cc,v 1.1 2000/04/07 11:02:07 gcosmo Exp $
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// GEANT4 tag $Name: geant4-02-00 $
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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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// G4PolyconeSide.cc
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//
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// Implementation of the face representing one conical side of a polycone
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//
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// --------------------------------------------------------------------
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#include "G4PolyconeSide.hh"
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#include "G4IntersectingCone.hh"
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#include "G4ClippablePolygon.hh"
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#include "G4AffineTransform.hh"
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#include "meshdefs.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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// Values for r1,z1 and r2,z2 should be specified in clockwise
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// order in (r,z).
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//
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G4PolyconeSide::G4PolyconeSide( const G4PolyconeSideRZ *prevRZ,
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const G4PolyconeSideRZ *tail,
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const G4PolyconeSideRZ *head,
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const G4PolyconeSideRZ *nextRZ,
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const G4double thePhiStart,
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const G4double theDeltaPhi,
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const G4bool thePhiIsOpen,
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const G4bool isAllBehind )
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{
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//
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// Record values
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//
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r[0] = tail->r; z[0] = tail->z;
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r[1] = head->r; z[1] = head->z;
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phiIsOpen = thePhiIsOpen;
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if (phiIsOpen) {
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deltaPhi = theDeltaPhi;
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startPhi = thePhiStart;
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//
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// Set phi values to our conventions
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//
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while (deltaPhi < 0.0) deltaPhi += 2.0*M_PI;
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while (startPhi < 0.0) startPhi += 2.0*M_PI;
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//
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// Calculate corner coordinates
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//
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corners = new G4ThreeVector[4];
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corners[0] = G4ThreeVector( tail->r*cos(startPhi), tail->r*sin(startPhi), tail->z );
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corners[1] = G4ThreeVector( head->r*cos(startPhi), head->r*sin(startPhi), head->z );
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corners[2] = G4ThreeVector( tail->r*cos(startPhi+deltaPhi), tail->r*sin(startPhi+deltaPhi), tail->z );
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corners[3] = G4ThreeVector( head->r*cos(startPhi+deltaPhi), head->r*sin(startPhi+deltaPhi), head->z );
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}
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else {
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deltaPhi = 2*M_PI;
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startPhi = 0.0;
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}
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allBehind = isAllBehind;
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//
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// Make our intersecting cone
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//
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cone = new G4IntersectingCone( r, z );
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//
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// Calculate vectors in r,z space
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//
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rS = r[1]-r[0]; zS = z[1]-z[0];
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length = sqrt( rS*rS + zS*zS);
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rS /= length; zS /= length;
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rNorm = +zS;
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zNorm = -rS;
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G4double lAdj;
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prevRS = r[0]-prevRZ->r;
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prevZS = z[0]-prevRZ->z;
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lAdj = sqrt( prevRS*prevRS + prevZS*prevZS );
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prevRS /= lAdj;
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prevZS /= lAdj;
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rNormEdge[0] = rNorm + prevZS;
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zNormEdge[0] = zNorm - prevRS;
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lAdj = sqrt( rNormEdge[0]*rNormEdge[0] + zNormEdge[0]*zNormEdge[0] );
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rNormEdge[0] /= lAdj;
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zNormEdge[0] /= lAdj;
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nextRS = nextRZ->r-r[1];
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nextZS = nextRZ->z-z[1];
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lAdj = sqrt( nextRS*nextRS + nextZS*nextZS );
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nextRS /= lAdj;
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nextZS /= lAdj;
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rNormEdge[1] = rNorm + nextZS;
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zNormEdge[1] = zNorm - nextRS;
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lAdj = sqrt( rNormEdge[1]*rNormEdge[1] + zNormEdge[1]*zNormEdge[1] );
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rNormEdge[1] /= lAdj;
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zNormEdge[1] /= lAdj;
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}
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//
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// Destructor
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//
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G4PolyconeSide::~G4PolyconeSide()
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{
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delete cone;
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if (phiIsOpen) delete [] corners;
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}
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//
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// Copy constructor
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//
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G4PolyconeSide::G4PolyconeSide( const G4PolyconeSide &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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G4PolyconeSide *G4PolyconeSide::operator=( const G4PolyconeSide &source )
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{
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if (this == &source) return this;
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delete cone;
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if (phiIsOpen) 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
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//
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void G4PolyconeSide::CopyStuff( const G4PolyconeSide &source )
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{
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r[0] = source.r[0];
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r[1] = source.r[1];
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z[0] = source.z[0];
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z[1] = source.z[1];
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startPhi = source.startPhi;
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deltaPhi = source.deltaPhi;
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phiIsOpen = source.phiIsOpen;
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allBehind = source.allBehind;
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cone = new G4IntersectingCone( *source.cone );
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rNorm = source.rNorm;
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zNorm = source.zNorm;
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rS = source.rS;
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zS = source.zS;
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length = source.length;
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prevRS = source.prevRS;
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prevZS = source.prevZS;
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nextRS = source.nextRS;
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nextZS = source.nextZS;
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rNormEdge[0] = source.rNormEdge[0];
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rNormEdge[1] = source.rNormEdge[1];
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zNormEdge[0] = source.zNormEdge[0];
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zNormEdge[1] = source.zNormEdge[1];
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if (phiIsOpen) {
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corners = new G4ThreeVector[4];
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corners[0] = source.corners[0];
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corners[1] = source.corners[1];
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corners[2] = source.corners[2];
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corners[3] = source.corners[3];
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}
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}
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//
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// Intersect
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//
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G4bool G4PolyconeSide::Intersect( const G4ThreeVector &p, const G4ThreeVector &v,
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const G4bool outgoing, const G4double surfTolerance,
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G4double &distance, G4double &distFromSurface,
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G4ThreeVector &normal, G4bool &isAllBehind )
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{
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G4double s1, s2;
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G4double normSign = outgoing ? +1 : -1;
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isAllBehind = allBehind;
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//
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// Check for two possible intersections
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//
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G4int nside = cone->LineHitsCone( p, v, &s1, &s2 );
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if (nside == 0) return false;
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//
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// Check the first side first, since it is (supposed to be) closest
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//
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G4ThreeVector hit = p + s1*v;
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if (PointOnCone( hit, normSign, p, v, normal )) {
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//
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// Good intersection! What about the normal?
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//
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if (normSign*v.dot(normal) > 0) {
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//
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// We have a valid intersection, but it could very easily
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// be behind the point. To decide if we tolerate this,
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// we have to see if the point p is on the surface near
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// the intersecting point.
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//
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// What does it mean exactly for the point p to be "near"
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// the intersection? It means that if we draw a line from
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// p to the hit, the line remains entirely within the
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// tolerance bounds of the cone. To test this, we can
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// ask if the normal is correct near p.
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//
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G4double pr = p.perp();
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if (pr < DBL_MIN) pr = DBL_MIN;
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G4ThreeVector pNormal( rNorm*p.x()/pr, rNorm*p.y()/pr, zNorm );
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if (normSign*v.dot(pNormal) > 0) {
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//
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// p and intersection in same hemisphere
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//
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G4double distOutside2;
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distFromSurface = -normSign*DistanceAway( p, false, distOutside2 );
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if (distOutside2 < surfTolerance*surfTolerance) {
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if (distFromSurface > -surfTolerance) {
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//
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// We are just inside or away from the
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// surface. Accept *any* value of distance.
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//
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distance = s1;
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return true;
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}
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}
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}
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else
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distFromSurface = s1;
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//
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// Accept positive distances
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//
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if (s1 > 0) {
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distance = s1;
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return true;
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}
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}
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}
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if (nside==1) return false;
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//
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// Well, try the second hit
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//
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hit = p + s2*v;
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if (PointOnCone( hit, normSign, p, v, normal )) {
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//
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// Good intersection! What about the normal?
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//
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if (normSign*v.dot(normal) > 0) {
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G4double pr = p.perp();
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if (pr < DBL_MIN) pr = DBL_MIN;
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G4ThreeVector pNormal( rNorm*p.x()/pr, rNorm*p.y()/pr, zNorm );
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if (normSign*v.dot(pNormal) > 0) {
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G4double distOutside2;
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distFromSurface = -normSign*DistanceAway( p, false, distOutside2 );
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if (distOutside2 < surfTolerance*surfTolerance) {
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if (distFromSurface > -surfTolerance) {
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distance = s2;
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return true;
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}
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}
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}
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else
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distFromSurface = s2;
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if (s2 > 0) {
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distance = s2;
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return true;
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}
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}
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}
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//
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// Better luck next time
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//
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return false;
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}
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G4double G4PolyconeSide::Distance( const G4ThreeVector &p, const G4bool outgoing )
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{
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G4double normSign = outgoing ? -1 : +1;
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G4double distFrom, distOut2;
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//
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// We have two tries for each hemisphere. Try the closest first.
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//
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distFrom = normSign*DistanceAway( p, false, distOut2 );
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if (distFrom > -0.5*kCarTolerance ) {
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//
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// Good answer
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//
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if (distOut2 > 0)
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return sqrt( distFrom*distFrom + distOut2 );
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else
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return fabs(distFrom);
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}
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//
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// Try second side.
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//
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distFrom = normSign*DistanceAway( p, true, distOut2 );
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if (distFrom > -0.5*kCarTolerance) {
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if (distOut2 > 0)
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return sqrt( distFrom*distFrom + distOut2 );
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else
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return fabs(distFrom);
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}
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return kInfinity;
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}
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//
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// Inside
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//
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EInside G4PolyconeSide::Inside( const G4ThreeVector &p, const G4double tolerance,
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G4double *bestDistance )
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{
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//
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// Check both sides
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//
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G4double distFrom[2], distOut2[2], dist2[2];
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G4double edgeRZnorm[2];
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distFrom[0] = DistanceAway( p, false, distOut2[0], edgeRZnorm );
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distFrom[1] = DistanceAway( p, true, distOut2[1], edgeRZnorm+1 );
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dist2[0] = distFrom[0]*distFrom[0] + distOut2[0];
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dist2[1] = distFrom[1]*distFrom[1] + distOut2[1];
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//
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// Who's closest?
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//
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G4int i = fabs(dist2[0]) < fabs(dist2[1]) ? 0 : 1;
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*bestDistance = sqrt( dist2[i] );
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//
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// Okay then, inside or out?
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//
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if ( (fabs(edgeRZnorm[i]) < tolerance) && (distOut2[i] < tolerance*tolerance) )
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return kSurface;
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else if (edgeRZnorm[i] < 0)
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return kInside;
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else
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return kOutside;
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}
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//
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// Normal
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//
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G4ThreeVector G4PolyconeSide::Normal( const G4ThreeVector &p, G4double *bestDistance )
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{
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G4ThreeVector dFrom;
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G4double dOut2;
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dFrom = DistanceAway( p, false, dOut2 );
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*bestDistance = sqrt( dFrom*dFrom + dOut2 );
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G4double rad = p.perp();
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return G4ThreeVector( rNorm*p.x()/rad, rNorm*p.y()/rad, zNorm );
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}
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//
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// Extent
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//
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G4double G4PolyconeSide::Extent( const G4ThreeVector axis )
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{
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if (axis.perp2() < DBL_MIN) {
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//
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// Special case
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//
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return axis.z() < 0 ? -cone->ZLo() : cone->ZHi();
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}
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//
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// Is the axis pointing inside our phi gap?
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//
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if (phiIsOpen) {
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G4double phi = axis.phi();
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while( phi < startPhi ) phi += 2*M_PI;
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if (phi > deltaPhi+startPhi) {
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//
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// Yeah, looks so. Make four three vectors defining the phi
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// opening
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//
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G4double cosP = cos(startPhi), sinP = sin(startPhi);
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G4ThreeVector a( r[0]*cosP, r[0]*sinP, z[0] );
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G4ThreeVector b( r[1]*cosP, r[1]*sinP, z[1] );
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cosP = cos(startPhi+deltaPhi); sinP = sin(startPhi+deltaPhi);
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G4ThreeVector c( r[0]*cosP, r[0]*sinP, z[0] );
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G4ThreeVector d( r[1]*cosP, r[1]*sinP, z[1] );
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G4double ad = axis.dot(a),
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bd = axis.dot(b),
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cd = axis.dot(c),
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dd = axis.dot(d);
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if (bd > ad) ad = bd;
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if (cd > ad) ad = cd;
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if (dd > ad) ad = dd;
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return ad;
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}
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}
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//
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// Check either end
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//
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G4double aPerp = axis.perp();
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G4double a = aPerp*r[0] + axis.z()*z[0];
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G4double b = aPerp*r[1] + axis.z()*z[1];
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if (b > a) a = b;
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return a;
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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 G4PolyconeSide::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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G4ClippablePolygon polygon;
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//
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// Here we will approximate (ala G4Cons) and divide our conical section
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// into segments, like G4Polyhedra. When doing so, the radius
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// is extented far enough such that the segments always lie
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// just outside the surface of the conical section we are
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// approximating.
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//
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//
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// Choose phi size of our segment(s) based on constants as
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// defined in meshdefs.hh
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//
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G4int numPhi = (G4int)(deltaPhi/kMeshAngleDefault) + 1;
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if (numPhi < kMinMeshSections)
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numPhi = kMinMeshSections;
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else if (numPhi > kMaxMeshSections)
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numPhi = kMaxMeshSections;
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G4double sigPhi = deltaPhi/numPhi;
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//
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// Determine radius factor to keep segments outside
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//
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G4double rFudge = 1.0/cos(0.5*sigPhi);
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//
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// Decide which radius to use on each end of the side,
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// and whether a transition mesh is required
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//
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// {r0,z0} - Beginning of this side
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// {r1,z1} - Ending of this side
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// {r2,z0} - Beginning of transition piece connecting previous
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// side (and ends at beginning of this side)
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//
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// So, order is 2 --> 0 --> 1.
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// -------
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//
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// r2 < 0 indicates that no transition piece is required
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//
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G4double r0, r1, r2, z0, z1;
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r2 = -1; // By default: no transition piece
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if (rNorm < -DBL_MIN) {
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//
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// This side faces *inward*, and so our mesh has
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// the same radius
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//
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r1 = r[1];
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z1 = z[1];
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z0 = z[0];
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r0 = r[0];
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r2 = -1;
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if (prevZS > DBL_MIN) {
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//
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// The previous side is facing outwards
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//
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if ( prevRS*zS - prevZS*rS > 0 ) {
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//
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// Transition was convex: build transition piece
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//
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if (r[0] > DBL_MIN) r2 = r[0]*rFudge;
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}
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else {
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//
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// Transition was concave: short this side
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//
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FindLineIntersect( z0, r0, zS, rS,
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z0, r0*rFudge, prevZS, prevRS*rFudge, z0, r0 );
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}
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}
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|
|
if ( nextZS > DBL_MIN && (rS*nextZS - zS*nextRS < 0) ) {
|
|
//
|
|
// The next side is facing outwards, forming a
|
|
// concave transition: short this side
|
|
//
|
|
FindLineIntersect( z1, r1, zS, rS,
|
|
z1, r1*rFudge, nextZS, nextRS*rFudge, z1, r1 );
|
|
}
|
|
}
|
|
else if (rNorm > DBL_MIN) {
|
|
//
|
|
// This side faces *outward* and is given a boost to
|
|
// it radius
|
|
//
|
|
r0 = r[0]*rFudge;
|
|
z0 = z[0];
|
|
r1 = r[1]*rFudge;
|
|
z1 = z[1];
|
|
|
|
if (prevZS < -DBL_MIN) {
|
|
//
|
|
// The previous side is facing inwards
|
|
//
|
|
if ( prevRS*zS - prevZS*rS > 0 ) {
|
|
//
|
|
// Transition was convex: build transition piece
|
|
//
|
|
if (r[0] > DBL_MIN) r2 = r[0];
|
|
}
|
|
else {
|
|
//
|
|
// Transition was concave: short this side
|
|
//
|
|
FindLineIntersect( z0, r0, zS, rS*rFudge,
|
|
z0, r[0], prevZS, prevRS, z0, r0 );
|
|
}
|
|
}
|
|
|
|
if ( nextZS < -DBL_MIN && (rS*nextZS - zS*nextRS < 0) ) {
|
|
//
|
|
// The next side is facing inwards, forming a
|
|
// concave transition: short this side
|
|
//
|
|
FindLineIntersect( z1, r1, zS, rS*rFudge,
|
|
z1, r[1], nextZS, nextRS, z1, r1 );
|
|
}
|
|
}
|
|
else {
|
|
//
|
|
// This side is perpendicular to the z axis (is a disk)
|
|
//
|
|
// Whether or not r0 needs a rFudge factor depends
|
|
// on the normal of the previous edge. Similar with r1
|
|
// and the next edge. No transition piece is required.
|
|
//
|
|
r0 = r[0];
|
|
r1 = r[1];
|
|
z0 = z[0];
|
|
z1 = z[1];
|
|
|
|
if (prevZS > DBL_MIN) r0 *= rFudge;
|
|
if (nextZS > DBL_MIN) r1 *= rFudge;
|
|
}
|
|
|
|
//
|
|
// Loop
|
|
//
|
|
G4double phi = startPhi,
|
|
cosPhi = cos(phi),
|
|
sinPhi = sin(phi);
|
|
|
|
G4ThreeVector v0( r0*cosPhi, r0*sinPhi, z0 ),
|
|
v1( r1*cosPhi, r1*sinPhi, z1 ),
|
|
v2, w0, w1, w2;
|
|
transform.ApplyPointTransform( v0 );
|
|
transform.ApplyPointTransform( v1 );
|
|
|
|
if (r2 >= 0) {
|
|
v2 = G4ThreeVector( r2*cosPhi, r2*sinPhi, z0 );
|
|
transform.ApplyPointTransform( v2 );
|
|
}
|
|
|
|
do {
|
|
G4double min, max;
|
|
|
|
phi += sigPhi;
|
|
if (numPhi == 1) phi = startPhi+deltaPhi; // Try to avoid roundoff
|
|
cosPhi = cos(phi),
|
|
sinPhi = sin(phi);
|
|
|
|
w0 = G4ThreeVector( r0*cosPhi, r0*sinPhi, z0 );
|
|
w1 = G4ThreeVector( r1*cosPhi, r1*sinPhi, z1 );
|
|
transform.ApplyPointTransform( w0 );
|
|
transform.ApplyPointTransform( w1 );
|
|
|
|
G4ThreeVector deltaV = r0 > r1 ? w0-v0 : w1-v1;
|
|
|
|
//
|
|
// Build polygon, taking special care to keep the vertices
|
|
// in order
|
|
//
|
|
polygon.ClearAllVertices();
|
|
|
|
polygon.AddVertexInOrder( v0 );
|
|
polygon.AddVertexInOrder( v1 );
|
|
polygon.AddVertexInOrder( w1 );
|
|
polygon.AddVertexInOrder( w0 );
|
|
|
|
//
|
|
// Get extent
|
|
//
|
|
if (polygon.PartialClip( voxelLimit, axis )) {
|
|
//
|
|
// Get dot product of normal with target axis
|
|
//
|
|
polygon.SetNormal( deltaV.cross(v1-v0).unit() );
|
|
|
|
extentList.AddSurface( polygon );
|
|
}
|
|
|
|
if (r2 >= 0) {
|
|
//
|
|
// Repeat, for transition piece
|
|
//
|
|
w2 = G4ThreeVector( r2*cosPhi, r2*sinPhi, z0 );
|
|
transform.ApplyPointTransform( w2 );
|
|
|
|
polygon.ClearAllVertices();
|
|
|
|
polygon.AddVertexInOrder( v2 );
|
|
polygon.AddVertexInOrder( v0 );
|
|
polygon.AddVertexInOrder( w0 );
|
|
polygon.AddVertexInOrder( w2 );
|
|
|
|
if (polygon.PartialClip( voxelLimit, axis )) {
|
|
polygon.SetNormal( deltaV.cross(v0-v2).unit() );
|
|
|
|
extentList.AddSurface( polygon );
|
|
}
|
|
|
|
v2 = w2;
|
|
}
|
|
|
|
//
|
|
// Next vertex
|
|
//
|
|
v0 = w0;
|
|
v1 = w1;
|
|
} while( --numPhi > 0 );
|
|
|
|
//
|
|
// We are almost done. But, it is important that we leave no
|
|
// gaps in the surface of our solid. By using rFudge, however,
|
|
// we've done exactly that, if we have a phi segment.
|
|
// Add two additional faces if necessary
|
|
//
|
|
if (phiIsOpen && rNorm > DBL_MIN) {
|
|
G4double min, max;
|
|
|
|
G4double cosPhi = cos(startPhi),
|
|
sinPhi = sin(startPhi);
|
|
|
|
G4ThreeVector a0( r[0]*cosPhi, r[0]*sinPhi, z[0] ),
|
|
a1( r[1]*cosPhi, r[1]*sinPhi, z[1] ),
|
|
b0( r0*cosPhi, r0*sinPhi, z[0] ),
|
|
b1( r1*cosPhi, r1*sinPhi, z[1] );
|
|
|
|
transform.ApplyPointTransform( a0 );
|
|
transform.ApplyPointTransform( a1 );
|
|
transform.ApplyPointTransform( b0 );
|
|
transform.ApplyPointTransform( b1 );
|
|
|
|
polygon.ClearAllVertices();
|
|
|
|
polygon.AddVertexInOrder( a0 );
|
|
polygon.AddVertexInOrder( a1 );
|
|
polygon.AddVertexInOrder( b0 );
|
|
polygon.AddVertexInOrder( b1 );
|
|
|
|
if (polygon.PartialClip( voxelLimit , axis)) {
|
|
G4ThreeVector normal( sinPhi, -cosPhi, 0 );
|
|
polygon.SetNormal( transform.TransformAxis( normal ) );
|
|
|
|
extentList.AddSurface( polygon );
|
|
}
|
|
|
|
cosPhi = cos(startPhi+deltaPhi);
|
|
sinPhi = sin(startPhi+deltaPhi);
|
|
|
|
a0 = G4ThreeVector( r[0]*cosPhi, r[0]*sinPhi, z[0] ),
|
|
a1 = G4ThreeVector( r[1]*cosPhi, r[1]*sinPhi, z[1] ),
|
|
b0 = G4ThreeVector( r0*cosPhi, r0*sinPhi, z[0] ),
|
|
b1 = G4ThreeVector( r1*cosPhi, r1*sinPhi, z[1] );
|
|
transform.ApplyPointTransform( a0 );
|
|
transform.ApplyPointTransform( a1 );
|
|
transform.ApplyPointTransform( b0 );
|
|
transform.ApplyPointTransform( b1 );
|
|
|
|
polygon.ClearAllVertices();
|
|
|
|
polygon.AddVertexInOrder( a0 );
|
|
polygon.AddVertexInOrder( a1 );
|
|
polygon.AddVertexInOrder( b0 );
|
|
polygon.AddVertexInOrder( b1 );
|
|
|
|
if (polygon.PartialClip( voxelLimit, axis )) {
|
|
G4ThreeVector normal( -sinPhi, cosPhi, 0 );
|
|
polygon.SetNormal( transform.TransformAxis( normal ) );
|
|
|
|
extentList.AddSurface( polygon );
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
//
|
|
// -------------------------------------------------------
|
|
|
|
//
|
|
// DistanceAway
|
|
//
|
|
// Calculate distance of a point from our conical surface, including the effect
|
|
// of any phi segmentation
|
|
//
|
|
// Arguments:
|
|
// p - (in) Point to check
|
|
// opposite - (in) If true, check opposite hemisphere (see below)
|
|
// distOutside - (out) Additional distance outside the edges of the
|
|
// surface
|
|
// edgeRZnorm - (out) if negative, point is inside
|
|
// return value = distance from the conical plane, if extrapolated beyond edges,
|
|
// signed by whether the point is in inside or outside the shape
|
|
//
|
|
// Notes:
|
|
// * There are two answers, depending on which hemisphere is considered.
|
|
//
|
|
G4double G4PolyconeSide::DistanceAway( const G4ThreeVector &p, const G4bool opposite,
|
|
G4double &distOutside2, G4double *edgeRZnorm )
|
|
{
|
|
//
|
|
// Convert our point to r and z
|
|
//
|
|
G4double rx = p.perp(), zx = p.z();
|
|
|
|
//
|
|
// Change sign of r if opposite says we should
|
|
//
|
|
if (opposite) rx = -rx;
|
|
|
|
//
|
|
// Calculate return value
|
|
//
|
|
G4double deltaR = rx - r[0], deltaZ = zx - z[0];
|
|
G4double answer = deltaR*rNorm + deltaZ*zNorm;
|
|
|
|
//
|
|
// Are we off the surface in r,z space?
|
|
//
|
|
G4double s = deltaR*rS + deltaZ*zS;
|
|
if (s < 0) {
|
|
distOutside2 = s*s;
|
|
if (edgeRZnorm) *edgeRZnorm = deltaR*rNormEdge[0] + deltaZ*zNormEdge[0];
|
|
}
|
|
else if (s > length) {
|
|
distOutside2 = sqr( s-length );
|
|
if (edgeRZnorm) {
|
|
G4double deltaR = rx - r[1], deltaZ = zx - z[1];
|
|
*edgeRZnorm = deltaR*rNormEdge[1] + deltaZ*zNormEdge[1];
|
|
}
|
|
}
|
|
else {
|
|
distOutside2 = 0;
|
|
if (edgeRZnorm) *edgeRZnorm = answer;
|
|
}
|
|
|
|
if (phiIsOpen) {
|
|
//
|
|
// Finally, check phi
|
|
//
|
|
G4double phi = p.phi();
|
|
while( phi < startPhi ) phi += 2*M_PI;
|
|
|
|
if (phi > startPhi+deltaPhi) {
|
|
//
|
|
// Oops. Are we closer to the start phi or end phi?
|
|
//
|
|
G4double d1 = phi-startPhi-deltaPhi;
|
|
while( phi > startPhi ) phi -= 2*M_PI;
|
|
G4double d2 = startPhi-phi;
|
|
|
|
if (d2 < d1) d1 = d2;
|
|
|
|
//
|
|
// Add result to our distance
|
|
//
|
|
G4double dist = d1*rx;
|
|
|
|
distOutside2 += dist*dist;
|
|
if (edgeRZnorm) *edgeRZnorm = fabs(dist);
|
|
}
|
|
}
|
|
|
|
return answer;
|
|
}
|
|
|
|
|
|
//
|
|
// PointOnCone
|
|
//
|
|
// Decide if a point is on a cone and return normal if it is
|
|
//
|
|
G4bool G4PolyconeSide::PointOnCone( const G4ThreeVector &hit, const G4double normSign,
|
|
const G4ThreeVector &p, const G4ThreeVector &v,
|
|
G4ThreeVector &normal )
|
|
{
|
|
G4double rx = hit.perp();
|
|
//
|
|
// Check radial/z extent, as appropriate
|
|
//
|
|
if (!cone->HitOn( rx, hit.z() )) return false;
|
|
|
|
if (phiIsOpen) {
|
|
G4double phiTolerant = 2.0*kCarTolerance/(rx+kCarTolerance);
|
|
//
|
|
// Check phi segment. Here we have to be careful
|
|
// to use the standard method consistent with
|
|
// PolyPhiFace. See PolyPhiFace::InsideEdgesExact
|
|
//
|
|
G4double phi = hit.phi();
|
|
while( phi < startPhi-phiTolerant ) phi += 2*M_PI;
|
|
|
|
if (phi > startPhi+deltaPhi+phiTolerant) return false;
|
|
|
|
if (phi > startPhi+deltaPhi-phiTolerant) {
|
|
//
|
|
// Exact treatment
|
|
//
|
|
G4ThreeVector qx = p + v;
|
|
G4ThreeVector qa = qx - corners[2],
|
|
qb = qx - corners[3];
|
|
G4ThreeVector qacb = qa.cross(qb);
|
|
|
|
if (normSign*qacb.dot(v) < 0) return false;
|
|
}
|
|
else if (phi < phiTolerant) {
|
|
G4ThreeVector qx = p + v;
|
|
G4ThreeVector qa = qx - corners[1],
|
|
qb = qx - corners[0];
|
|
G4ThreeVector qacb = qa.cross(qb);
|
|
|
|
if (normSign*qacb.dot(v) < 0) return false;
|
|
}
|
|
}
|
|
|
|
//
|
|
// We have a good hit! Calculate normal
|
|
//
|
|
if (rx < DBL_MIN)
|
|
normal = G4ThreeVector( 0, 0, zNorm < 0 ? -1 : 1 );
|
|
else
|
|
normal = G4ThreeVector( rNorm*hit.x()/rx, rNorm*hit.y()/rx, zNorm );
|
|
return true;
|
|
}
|
|
|
|
|
|
//
|
|
// FindLineIntersect
|
|
//
|
|
// Decide the point at which two 2-dimensional lines intersect
|
|
//
|
|
// Equation of line: x = x1 + s*tx1
|
|
// y = y1 + s*ty1
|
|
//
|
|
// It is assumed that the lines are *not* parallel
|
|
//
|
|
void G4PolyconeSide::FindLineIntersect( const G4double x1, const G4double y1,
|
|
const G4double tx1, const G4double ty1,
|
|
const G4double x2, const G4double y2,
|
|
const G4double tx2, const G4double ty2,
|
|
G4double &x, G4double &y )
|
|
{
|
|
//
|
|
// The solution is a simple linear equation
|
|
//
|
|
G4double deter = tx1*ty2 - tx2*ty1;
|
|
|
|
G4double s1 = ((x2-x1)*ty2 - tx2*(y2-y1))/deter;
|
|
G4double s2 = ((x2-x1)*ty1 - tx1*(y2-y1))/deter;
|
|
|
|
//
|
|
// We want the answer to not depend on which order the
|
|
// lines were specified. Take average.
|
|
//
|
|
x = 0.5*( x1+s1*tx1 + x2+s2*tx2 );
|
|
y = 0.5*( y1+s1*ty1 + y2+s2*ty2 );
|
|
}
|