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geant4/source/geometry/solids/specific/src/G4PolyconeSide.cc
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2016-06-08 15:42:07 +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: G4PolyconeSide.cc,v 1.1 2000/04/07 11:02:07 gcosmo Exp $
// GEANT4 tag $Name: geant4-02-00 $
//
//
// --------------------------------------------------------------------
// GEANT 4 class source file
//
//
// G4PolyconeSide.cc
//
// Implementation of the face representing one conical side of a polycone
//
// --------------------------------------------------------------------
#include "G4PolyconeSide.hh"
#include "G4IntersectingCone.hh"
#include "G4ClippablePolygon.hh"
#include "G4AffineTransform.hh"
#include "meshdefs.hh"
#include "G4SolidExtentList.hh"
//
// Constructor
//
// Values for r1,z1 and r2,z2 should be specified in clockwise
// order in (r,z).
//
G4PolyconeSide::G4PolyconeSide( const G4PolyconeSideRZ *prevRZ,
const G4PolyconeSideRZ *tail,
const G4PolyconeSideRZ *head,
const G4PolyconeSideRZ *nextRZ,
const G4double thePhiStart,
const G4double theDeltaPhi,
const G4bool thePhiIsOpen,
const G4bool isAllBehind )
{
//
// Record values
//
r[0] = tail->r; z[0] = tail->z;
r[1] = head->r; z[1] = head->z;
phiIsOpen = thePhiIsOpen;
if (phiIsOpen) {
deltaPhi = theDeltaPhi;
startPhi = thePhiStart;
//
// Set phi values to our conventions
//
while (deltaPhi < 0.0) deltaPhi += 2.0*M_PI;
while (startPhi < 0.0) startPhi += 2.0*M_PI;
//
// Calculate corner coordinates
//
corners = new G4ThreeVector[4];
corners[0] = G4ThreeVector( tail->r*cos(startPhi), tail->r*sin(startPhi), tail->z );
corners[1] = G4ThreeVector( head->r*cos(startPhi), head->r*sin(startPhi), head->z );
corners[2] = G4ThreeVector( tail->r*cos(startPhi+deltaPhi), tail->r*sin(startPhi+deltaPhi), tail->z );
corners[3] = G4ThreeVector( head->r*cos(startPhi+deltaPhi), head->r*sin(startPhi+deltaPhi), head->z );
}
else {
deltaPhi = 2*M_PI;
startPhi = 0.0;
}
allBehind = isAllBehind;
//
// Make our intersecting cone
//
cone = new G4IntersectingCone( r, z );
//
// Calculate vectors in r,z space
//
rS = r[1]-r[0]; zS = z[1]-z[0];
length = sqrt( rS*rS + zS*zS);
rS /= length; zS /= length;
rNorm = +zS;
zNorm = -rS;
G4double lAdj;
prevRS = r[0]-prevRZ->r;
prevZS = z[0]-prevRZ->z;
lAdj = sqrt( prevRS*prevRS + prevZS*prevZS );
prevRS /= lAdj;
prevZS /= lAdj;
rNormEdge[0] = rNorm + prevZS;
zNormEdge[0] = zNorm - prevRS;
lAdj = sqrt( rNormEdge[0]*rNormEdge[0] + zNormEdge[0]*zNormEdge[0] );
rNormEdge[0] /= lAdj;
zNormEdge[0] /= lAdj;
nextRS = nextRZ->r-r[1];
nextZS = nextRZ->z-z[1];
lAdj = sqrt( nextRS*nextRS + nextZS*nextZS );
nextRS /= lAdj;
nextZS /= lAdj;
rNormEdge[1] = rNorm + nextZS;
zNormEdge[1] = zNorm - nextRS;
lAdj = sqrt( rNormEdge[1]*rNormEdge[1] + zNormEdge[1]*zNormEdge[1] );
rNormEdge[1] /= lAdj;
zNormEdge[1] /= lAdj;
}
//
// Destructor
//
G4PolyconeSide::~G4PolyconeSide()
{
delete cone;
if (phiIsOpen) delete [] corners;
}
//
// Copy constructor
//
G4PolyconeSide::G4PolyconeSide( const G4PolyconeSide &source )
{
CopyStuff( source );
}
//
// Assignment operator
//
G4PolyconeSide *G4PolyconeSide::operator=( const G4PolyconeSide &source )
{
if (this == &source) return this;
delete cone;
if (phiIsOpen) delete [] corners;
CopyStuff( source );
return this;
}
//
// CopyStuff
//
void G4PolyconeSide::CopyStuff( const G4PolyconeSide &source )
{
r[0] = source.r[0];
r[1] = source.r[1];
z[0] = source.z[0];
z[1] = source.z[1];
startPhi = source.startPhi;
deltaPhi = source.deltaPhi;
phiIsOpen = source.phiIsOpen;
allBehind = source.allBehind;
cone = new G4IntersectingCone( *source.cone );
rNorm = source.rNorm;
zNorm = source.zNorm;
rS = source.rS;
zS = source.zS;
length = source.length;
prevRS = source.prevRS;
prevZS = source.prevZS;
nextRS = source.nextRS;
nextZS = source.nextZS;
rNormEdge[0] = source.rNormEdge[0];
rNormEdge[1] = source.rNormEdge[1];
zNormEdge[0] = source.zNormEdge[0];
zNormEdge[1] = source.zNormEdge[1];
if (phiIsOpen) {
corners = new G4ThreeVector[4];
corners[0] = source.corners[0];
corners[1] = source.corners[1];
corners[2] = source.corners[2];
corners[3] = source.corners[3];
}
}
//
// Intersect
//
G4bool G4PolyconeSide::Intersect( const G4ThreeVector &p, const G4ThreeVector &v,
const G4bool outgoing, const G4double surfTolerance,
G4double &distance, G4double &distFromSurface,
G4ThreeVector &normal, G4bool &isAllBehind )
{
G4double s1, s2;
G4double normSign = outgoing ? +1 : -1;
isAllBehind = allBehind;
//
// Check for two possible intersections
//
G4int nside = cone->LineHitsCone( p, v, &s1, &s2 );
if (nside == 0) return false;
//
// Check the first side first, since it is (supposed to be) closest
//
G4ThreeVector hit = p + s1*v;
if (PointOnCone( hit, normSign, p, v, normal )) {
//
// Good intersection! What about the normal?
//
if (normSign*v.dot(normal) > 0) {
//
// We have a valid intersection, but it could very easily
// be behind the point. To decide if we tolerate this,
// we have to see if the point p is on the surface near
// the intersecting point.
//
// What does it mean exactly for the point p to be "near"
// the intersection? It means that if we draw a line from
// p to the hit, the line remains entirely within the
// tolerance bounds of the cone. To test this, we can
// ask if the normal is correct near p.
//
G4double pr = p.perp();
if (pr < DBL_MIN) pr = DBL_MIN;
G4ThreeVector pNormal( rNorm*p.x()/pr, rNorm*p.y()/pr, zNorm );
if (normSign*v.dot(pNormal) > 0) {
//
// p and intersection in same hemisphere
//
G4double distOutside2;
distFromSurface = -normSign*DistanceAway( p, false, distOutside2 );
if (distOutside2 < surfTolerance*surfTolerance) {
if (distFromSurface > -surfTolerance) {
//
// We are just inside or away from the
// surface. Accept *any* value of distance.
//
distance = s1;
return true;
}
}
}
else
distFromSurface = s1;
//
// Accept positive distances
//
if (s1 > 0) {
distance = s1;
return true;
}
}
}
if (nside==1) return false;
//
// Well, try the second hit
//
hit = p + s2*v;
if (PointOnCone( hit, normSign, p, v, normal )) {
//
// Good intersection! What about the normal?
//
if (normSign*v.dot(normal) > 0) {
G4double pr = p.perp();
if (pr < DBL_MIN) pr = DBL_MIN;
G4ThreeVector pNormal( rNorm*p.x()/pr, rNorm*p.y()/pr, zNorm );
if (normSign*v.dot(pNormal) > 0) {
G4double distOutside2;
distFromSurface = -normSign*DistanceAway( p, false, distOutside2 );
if (distOutside2 < surfTolerance*surfTolerance) {
if (distFromSurface > -surfTolerance) {
distance = s2;
return true;
}
}
}
else
distFromSurface = s2;
if (s2 > 0) {
distance = s2;
return true;
}
}
}
//
// Better luck next time
//
return false;
}
G4double G4PolyconeSide::Distance( const G4ThreeVector &p, const G4bool outgoing )
{
G4double normSign = outgoing ? -1 : +1;
G4double distFrom, distOut2;
//
// We have two tries for each hemisphere. Try the closest first.
//
distFrom = normSign*DistanceAway( p, false, distOut2 );
if (distFrom > -0.5*kCarTolerance ) {
//
// Good answer
//
if (distOut2 > 0)
return sqrt( distFrom*distFrom + distOut2 );
else
return fabs(distFrom);
}
//
// Try second side.
//
distFrom = normSign*DistanceAway( p, true, distOut2 );
if (distFrom > -0.5*kCarTolerance) {
if (distOut2 > 0)
return sqrt( distFrom*distFrom + distOut2 );
else
return fabs(distFrom);
}
return kInfinity;
}
//
// Inside
//
EInside G4PolyconeSide::Inside( const G4ThreeVector &p, const G4double tolerance,
G4double *bestDistance )
{
//
// Check both sides
//
G4double distFrom[2], distOut2[2], dist2[2];
G4double edgeRZnorm[2];
distFrom[0] = DistanceAway( p, false, distOut2[0], edgeRZnorm );
distFrom[1] = DistanceAway( p, true, distOut2[1], edgeRZnorm+1 );
dist2[0] = distFrom[0]*distFrom[0] + distOut2[0];
dist2[1] = distFrom[1]*distFrom[1] + distOut2[1];
//
// Who's closest?
//
G4int i = fabs(dist2[0]) < fabs(dist2[1]) ? 0 : 1;
*bestDistance = sqrt( dist2[i] );
//
// Okay then, inside or out?
//
if ( (fabs(edgeRZnorm[i]) < tolerance) && (distOut2[i] < tolerance*tolerance) )
return kSurface;
else if (edgeRZnorm[i] < 0)
return kInside;
else
return kOutside;
}
//
// Normal
//
G4ThreeVector G4PolyconeSide::Normal( const G4ThreeVector &p, G4double *bestDistance )
{
G4ThreeVector dFrom;
G4double dOut2;
dFrom = DistanceAway( p, false, dOut2 );
*bestDistance = sqrt( dFrom*dFrom + dOut2 );
G4double rad = p.perp();
return G4ThreeVector( rNorm*p.x()/rad, rNorm*p.y()/rad, zNorm );
}
//
// Extent
//
G4double G4PolyconeSide::Extent( const G4ThreeVector axis )
{
if (axis.perp2() < DBL_MIN) {
//
// Special case
//
return axis.z() < 0 ? -cone->ZLo() : cone->ZHi();
}
//
// Is the axis pointing inside our phi gap?
//
if (phiIsOpen) {
G4double phi = axis.phi();
while( phi < startPhi ) phi += 2*M_PI;
if (phi > deltaPhi+startPhi) {
//
// Yeah, looks so. Make four three vectors defining the phi
// opening
//
G4double cosP = cos(startPhi), sinP = sin(startPhi);
G4ThreeVector a( r[0]*cosP, r[0]*sinP, z[0] );
G4ThreeVector b( r[1]*cosP, r[1]*sinP, z[1] );
cosP = cos(startPhi+deltaPhi); sinP = sin(startPhi+deltaPhi);
G4ThreeVector c( r[0]*cosP, r[0]*sinP, z[0] );
G4ThreeVector d( r[1]*cosP, r[1]*sinP, z[1] );
G4double ad = axis.dot(a),
bd = axis.dot(b),
cd = axis.dot(c),
dd = axis.dot(d);
if (bd > ad) ad = bd;
if (cd > ad) ad = cd;
if (dd > ad) ad = dd;
return ad;
}
}
//
// Check either end
//
G4double aPerp = axis.perp();
G4double a = aPerp*r[0] + axis.z()*z[0];
G4double b = aPerp*r[1] + axis.z()*z[1];
if (b > a) a = b;
return a;
}
//
// CalculateExtent
//
// See notes in G4VCSGface
//
void G4PolyconeSide::CalculateExtent( const EAxis axis,
const G4VoxelLimits &voxelLimit,
const G4AffineTransform &transform,
G4SolidExtentList &extentList )
{
G4ClippablePolygon polygon;
//
// Here we will approximate (ala G4Cons) and divide our conical section
// into segments, like G4Polyhedra. When doing so, the radius
// is extented far enough such that the segments always lie
// just outside the surface of the conical section we are
// approximating.
//
//
// Choose phi size of our segment(s) based on constants as
// defined in meshdefs.hh
//
G4int numPhi = (G4int)(deltaPhi/kMeshAngleDefault) + 1;
if (numPhi < kMinMeshSections)
numPhi = kMinMeshSections;
else if (numPhi > kMaxMeshSections)
numPhi = kMaxMeshSections;
G4double sigPhi = deltaPhi/numPhi;
//
// Determine radius factor to keep segments outside
//
G4double rFudge = 1.0/cos(0.5*sigPhi);
//
// Decide which radius to use on each end of the side,
// and whether a transition mesh is required
//
// {r0,z0} - Beginning of this side
// {r1,z1} - Ending of this side
// {r2,z0} - Beginning of transition piece connecting previous
// side (and ends at beginning of this side)
//
// So, order is 2 --> 0 --> 1.
// -------
//
// r2 < 0 indicates that no transition piece is required
//
G4double r0, r1, r2, z0, z1;
r2 = -1; // By default: no transition piece
if (rNorm < -DBL_MIN) {
//
// This side faces *inward*, and so our mesh has
// the same radius
//
r1 = r[1];
z1 = z[1];
z0 = z[0];
r0 = r[0];
r2 = -1;
if (prevZS > DBL_MIN) {
//
// The previous side is facing outwards
//
if ( prevRS*zS - prevZS*rS > 0 ) {
//
// Transition was convex: build transition piece
//
if (r[0] > DBL_MIN) r2 = r[0]*rFudge;
}
else {
//
// Transition was concave: short this side
//
FindLineIntersect( z0, r0, zS, rS,
z0, r0*rFudge, prevZS, prevRS*rFudge, z0, r0 );
}
}
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 );
}