Geant4 Cross Reference |
1 // 1 2 // ******************************************* 3 // * License and Disclaimer 4 // * 5 // * The Geant4 software is copyright of th 6 // * the Geant4 Collaboration. It is provided 7 // * conditions of the Geant4 Software License 8 // * LICENSE and available at http://cern.ch/ 9 // * include a list of copyright holders. 10 // * 11 // * Neither the authors of this software syst 12 // * institutes,nor the agencies providing fin 13 // * work make any representation or warran 14 // * regarding this software system or assum 15 // * use. Please see the license in the file 16 // * for the full disclaimer and the limitatio 17 // * 18 // * This code implementation is the result 19 // * technical work of the GEANT4 collaboratio 20 // * By using, copying, modifying or distri 21 // * any work based on the software) you ag 22 // * use in resulting scientific publicati 23 // * acceptance of all terms of the Geant4 Sof 24 // ******************************************* 25 // 26 // Implementation of G4PolyhedraSide, the face 27 // one segmented side of a Polyhedra 28 // 29 // Author: David C. Williams (davidw@scipp.ucs 30 // ------------------------------------------- 31 32 #include "G4PolyhedraSide.hh" 33 #include "G4PhysicalConstants.hh" 34 #include "G4IntersectingCone.hh" 35 #include "G4ClippablePolygon.hh" 36 #include "G4AffineTransform.hh" 37 #include "G4SolidExtentList.hh" 38 #include "G4GeometryTolerance.hh" 39 40 #include "Randomize.hh" 41 42 // This new field helps to use the class G4PhS 43 // 44 G4PhSideManager G4PolyhedraSide::subInstanceMa 45 46 // This macro changes the references to fields 47 // in the class G4PhSideData. 48 // 49 #define G4MT_phphix ((subInstanceManager.offse 50 #define G4MT_phphiy ((subInstanceManager.offse 51 #define G4MT_phphiz ((subInstanceManager.offse 52 #define G4MT_phphik ((subInstanceManager.offse 53 54 // Returns the private data instance manager. 55 // 56 const G4PhSideManager& G4PolyhedraSide::GetSub 57 { 58 return subInstanceManager; 59 } 60 61 // Constructor 62 // 63 // Values for r1,z1 and r2,z2 should be specif 64 // order in (r,z). 65 // 66 G4PolyhedraSide::G4PolyhedraSide( const G4Poly 67 const G4Poly 68 const G4Poly 69 const G4Poly 70 G4int 71 G4doub 72 G4doub 73 G4bool 74 G4bool 75 { 76 77 instanceID = subInstanceManager.CreateSubIns 78 79 kCarTolerance = G4GeometryTolerance::GetInst 80 G4MT_phphix = 0.0; G4MT_phphiy = 0.0; G4MT_p 81 G4MT_phphik = 0.0; 82 83 // 84 // Record values 85 // 86 r[0] = tail->r; z[0] = tail->z; 87 r[1] = head->r; z[1] = head->z; 88 89 G4double phiTotal; 90 91 // 92 // Set phi to our convention 93 // 94 startPhi = thePhiStart; 95 while (startPhi < 0.0) // Loop checking, 96 startPhi += twopi; 97 98 phiIsOpen = thePhiIsOpen; 99 phiTotal = (phiIsOpen) ? thePhiTotal : twopi 100 101 allBehind = isAllBehind; 102 103 // 104 // Make our intersecting cone 105 // 106 cone = new G4IntersectingCone( r, z ); 107 108 // 109 // Construct side plane vector set 110 // 111 numSide = theNumSide>0 ? theNumSide : 1; 112 deltaPhi = phiTotal/numSide; 113 endPhi = startPhi+phiTotal; 114 115 const std::size_t maxSides = numSide; 116 vecs = new G4PolyhedraSideVec[maxSides]; 117 edges = new G4PolyhedraSideEdge[phiIsOpen ? 118 119 // 120 // ...this is where we start 121 // 122 G4double phi = startPhi; 123 G4ThreeVector a1( r[0]*std::cos(phi), r[0]*s 124 b1( r[1]*std::cos(phi), r[1]*std::si 125 c1( prevRZ->r*std::cos(phi), prevRZ- 126 d1( nextRZ->r*std::cos(phi), nextRZ- 127 a2, b2, c2, d2; 128 G4PolyhedraSideEdge *edge = edges; 129 130 G4PolyhedraSideVec *vec = vecs; 131 do // Loop checking, 13.08.2015, G.Cosmo 132 { 133 // 134 // ...this is where we are going 135 // 136 phi += deltaPhi; 137 a2 = G4ThreeVector( r[0]*std::cos(phi), r[ 138 b2 = G4ThreeVector( r[1]*std::cos(phi), r[ 139 c2 = G4ThreeVector( prevRZ->r*std::cos(phi 140 d2 = G4ThreeVector( nextRZ->r*std::cos(phi 141 142 G4ThreeVector tt; 143 144 // 145 // ...build some relevant vectors. 146 // the point is to sacrifice a little m 147 // to gain speed 148 // 149 vec->center = 0.25*( a1 + a2 + b1 + b2 ); 150 151 tt = b2 + b1 - a2 - a1; 152 vec->surfRZ = tt.unit(); 153 if (vec==vecs) lenRZ = 0.25*tt.mag(); 154 155 tt = b2 - b1 + a2 - a1; 156 vec->surfPhi = tt.unit(); 157 if (vec==vecs) 158 { 159 lenPhi[0] = 0.25*tt.mag(); 160 tt = b2 - b1; 161 lenPhi[1] = (0.5*tt.mag()-lenPhi[0])/len 162 } 163 164 tt = vec->surfPhi.cross(vec->surfRZ); 165 vec->normal = tt.unit(); 166 167 // 168 // ...edge normals are the average of the 169 // the two faces they connect. 170 // 171 // ...edge normals are necessary if we are 172 // decide if a point is "inside" a face 173 // shapes, it is absolutely necessary t 174 // on adjacent faces to accurate determ 175 // 176 // ...we don't need them for the phi edges 177 // information is taken care of interna 178 // however, depend on the adjacent G4Po 179 // 180 G4ThreeVector a12, adj; 181 182 a12 = a2-a1; 183 184 adj = 0.5*(c1+c2-a1-a2); 185 adj = adj.cross(a12); 186 adj = adj.unit() + vec->normal; 187 vec->edgeNorm[0] = adj.unit(); 188 189 a12 = b1-b2; 190 adj = 0.5*(d1+d2-b1-b2); 191 adj = adj.cross(a12); 192 adj = adj.unit() + vec->normal; 193 vec->edgeNorm[1] = adj.unit(); 194 195 // 196 // ...the corners are crucial. It is impor 197 // they are calculated consistently for 198 // G4PolyhedraSides, to avoid gaps caus 199 // 200 vec->edges[0] = edge; 201 edge->corner[0] = a1; 202 edge->corner[1] = b1; 203 edge++; 204 vec->edges[1] = edge; 205 206 a1 = a2; 207 b1 = b2; 208 c1 = c2; 209 d1 = d2; 210 } while( ++vec < vecs+maxSides ); 211 212 // 213 // Clean up hanging edge 214 // 215 if (phiIsOpen) 216 { 217 edge->corner[0] = a2; 218 edge->corner[1] = b2; 219 } 220 else 221 { 222 vecs[maxSides-1].edges[1] = edges; 223 } 224 225 // 226 // Go back and fill in remaining fields in e 227 // 228 vec = vecs; 229 G4PolyhedraSideVec *prev = vecs+maxSides-1; 230 do // Loop checking, 13.08.2015, G.Cosmo 231 { 232 edge = vec->edges[0]; // The edge betwe 233 234 // 235 // Okay: edge normal is average of normals 236 // 237 G4ThreeVector eNorm = vec->normal + prev-> 238 edge->normal = eNorm.unit(); 239 240 // 241 // Vertex normal is average of norms of ad 242 // However, vec->edgeNorm is unit vector i 243 // as the sum of normals of adjacent Polyh 244 // The normalization used for this vector 245 // for vec and prev. 246 // 247 eNorm = vec->edgeNorm[0] + prev->edgeNorm[ 248 edge->cornNorm[0] = eNorm.unit(); 249 250 eNorm = vec->edgeNorm[1] + prev->edgeNorm[ 251 edge->cornNorm[1] = eNorm.unit(); 252 } while( prev=vec, ++vec < vecs + maxSides ) 253 254 if (phiIsOpen) 255 { 256 // G4double rFact = std::cos(0.5*deltaPhi) 257 // 258 // If phi is open, we need to patch up nor 259 // first and last edges and their correspo 260 // vertices. 261 // 262 // We use vectors that are in the plane of 263 // face. This should be safe. 264 // 265 vec = vecs; 266 267 G4ThreeVector normvec = vec->edges[0]->cor 268 - vec->edges[0]->cor 269 normvec = normvec.cross(vec->normal); 270 if (normvec.dot(vec->surfPhi) > 0) normvec 271 272 vec->edges[0]->normal = normvec.unit(); 273 274 vec->edges[0]->cornNorm[0] = (vec->edges[0 275 - vec->center) 276 vec->edges[0]->cornNorm[1] = (vec->edges[0 277 - vec->center) 278 279 // 280 // Repeat for ending phi 281 // 282 vec = vecs + maxSides - 1; 283 284 normvec = vec->edges[1]->corner[0] - vec-> 285 normvec = normvec.cross(vec->normal); 286 if (normvec.dot(vec->surfPhi) < 0) normvec 287 288 vec->edges[1]->normal = normvec.unit(); 289 290 vec->edges[1]->cornNorm[0] = (vec->edges[1 291 - vec->center) 292 vec->edges[1]->cornNorm[1] = (vec->edges[1 293 - vec->center) 294 } 295 296 // 297 // edgeNorm is the factor one multiplies the 298 // on the surface of one of our sides in ord 299 // from the edge. (see routine DistanceAway) 300 // 301 edgeNorm = 1.0/std::sqrt( 1.0 + lenPhi[1]*le 302 } 303 304 // Fake default constructor - sets only member 305 // for usage restri 306 // 307 G4PolyhedraSide::G4PolyhedraSide( __void__&) 308 : startPhi(0.), deltaPhi(0.), endPhi(0.), 309 lenRZ(0.), edgeNorm(0.), kCarTolerance(0.) 310 { 311 r[0] = r[1] = 0.; 312 z[0] = z[1] = 0.; 313 lenPhi[0] = lenPhi[1] = 0.; 314 } 315 316 317 // Destructor 318 // 319 G4PolyhedraSide::~G4PolyhedraSide() 320 { 321 delete cone; 322 delete [] vecs; 323 delete [] edges; 324 } 325 326 // Copy constructor 327 // 328 G4PolyhedraSide::G4PolyhedraSide( const G4Poly 329 { 330 instanceID = subInstanceManager.CreateSubIns 331 332 CopyStuff( source ); 333 } 334 335 336 // 337 // Assignment operator 338 // 339 G4PolyhedraSide& G4PolyhedraSide::operator=( c 340 { 341 if (this == &source) return *this; 342 343 delete cone; 344 delete [] vecs; 345 delete [] edges; 346 347 CopyStuff( source ); 348 349 return *this; 350 } 351 352 // CopyStuff 353 // 354 void G4PolyhedraSide::CopyStuff( const G4Polyh 355 { 356 // 357 // The simple stuff 358 // 359 r[0] = source.r[0]; 360 r[1] = source.r[1]; 361 z[0] = source.z[0]; 362 z[1] = source.z[1]; 363 numSide = source.numSide; 364 startPhi = source.startPhi; 365 deltaPhi = source.deltaPhi; 366 endPhi = source.endPhi; 367 phiIsOpen = source.phiIsOpen; 368 allBehind = source.allBehind; 369 370 lenRZ = source.lenRZ; 371 lenPhi[0] = source.lenPhi[0]; 372 lenPhi[1] = source.lenPhi[1]; 373 edgeNorm = source.edgeNorm; 374 375 kCarTolerance = source.kCarTolerance; 376 fSurfaceArea = source.fSurfaceArea; 377 378 cone = new G4IntersectingCone( *source.cone 379 380 // 381 // Duplicate edges 382 // 383 const std::size_t numSides = (numSide > 0) ? 384 const std::size_t numEdges = phiIsOpen ? num 385 edges = new G4PolyhedraSideEdge[numEdges]; 386 387 G4PolyhedraSideEdge *edge = edges, 388 *sourceEdge = source.edges; 389 do // Loop checking, 13.08.2015, G.Cosmo 390 { 391 *edge = *sourceEdge; 392 } while( ++sourceEdge, ++edge < edges + numE 393 394 // 395 // Duplicate vecs 396 // 397 vecs = new G4PolyhedraSideVec[numSides]; 398 399 G4PolyhedraSideVec *vec = vecs, 400 *sourceVec = source.vecs; 401 do // Loop checking, 13.08.2015, G.Cosmo 402 { 403 *vec = *sourceVec; 404 vec->edges[0] = edges + (sourceVec->edges[ 405 vec->edges[1] = edges + (sourceVec->edges[ 406 } while( ++sourceVec, ++vec < vecs + numSide 407 } 408 409 // Intersect 410 // 411 // Decide if a line intersects the face. 412 // 413 // Arguments: 414 // p = (in) starting point of line segment 415 // v = (in) direction of line segment (ass 416 // A, B = (in) 2d transform variables (see 417 // normSign = (in) desired sign for dot prod 418 // surfTolerance = (in) minimum distance fro 419 // vecs = (in) Vector set array 420 // distance = (out) distance to surface furf 421 // distFromSurface = (out) distance from the 422 // thisNormal = (out) normal vector of the i 423 // 424 // Return value: 425 // true if an intersection is found. Otherwis 426 // undefined. 427 // 428 // Notes: 429 // * normSign: if we are "inside" the shape an 430 // to leave the shape, we only want to consi 431 // which the trajectory is leaving the shape 432 // surface always point outwards from the in 433 // product of the trajectory direction v and 434 // to be positive. Thus, we should specify n 435 // we are outside and want to go in, normSig 436 // Don't set normSign to zero, or you will g 437 // 438 // * surfTolerance: see notes on argument "sur 439 // "IntersectSidePlane". 440 // ----HOWEVER---- We should *not* apply thi 441 // starting point is not within phi or z of 442 // if the starting point p angle in x/y plac 443 // intersection or if the starting point p i 444 // segment, surfTolerance must be ignored or 445 // intersection! 446 // This is simply because the sides do not h 447 // 448 // 449 G4bool G4PolyhedraSide::Intersect( const G4Thr 450 const G4Thr 451 G4boo 452 G4dou 453 G4dou 454 G4dou 455 G4Thr 456 G4boo 457 { 458 G4double normSign = outgoing ? +1 : -1; 459 460 // 461 // ------------------TO BE IMPLEMENTED------ 462 // Testing the intersection of individual ph 463 // pretty straight forward. The simple thing 464 // form a loop and check them all in sequenc 465 // 466 // But, I worry about one day someone making 467 // a polygon with a thousands sides. A linea 468 // would not be ideal in such a case. 469 // 470 // So, it would be nice to be able to quickl 471 // which face would be intersected. One can 472 // good guess by using the intersection with 473 // However, this is only reliable in 99% of 474 // 475 // My solution: make a decent guess as to th 476 // two potential faces might get intersected 477 // test them. If we have the wrong face, use 478 // to make a better guess. 479 // 480 // Since we might have two guesses, form a q 481 // potential intersecting faces. Keep an arr 482 // already tested faces to avoid doing one m 483 // once. 484 // 485 // Result: at worst, an iterative search. On 486 // a little more than two tests would be req 487 // 488 G4ThreeVector q = p + v; 489 490 G4int face = 0; 491 G4PolyhedraSideVec* vec = vecs; 492 do // Loop checking, 13.08.2015, G.Cosmo 493 { 494 // 495 // Correct normal? 496 // 497 G4double dotProd = normSign*v.dot(vec->nor 498 if (dotProd <= 0) continue; 499 500 // 501 // Is this face in front of the point alon 502 // 503 G4ThreeVector delta = p - vec->center; 504 distFromSurface = -normSign*delta.dot(vec- 505 506 if (distFromSurface < -surfTolerance) cont 507 508 // 509 // phi 510 // c -------- d ^ 511 // | | | 512 // a -------- b +---> r/z 513 // 514 // 515 // Do we remain on this particular segment 516 // 517 G4ThreeVector qc = q - vec->edges[1]->corn 518 G4ThreeVector qd = q - vec->edges[1]->corn 519 520 if (normSign*qc.cross(qd).dot(v) < 0) cont 521 522 G4ThreeVector qa = q - vec->edges[0]->corn 523 G4ThreeVector qb = q - vec->edges[0]->corn 524 525 if (normSign*qa.cross(qb).dot(v) > 0) cont 526 527 // 528 // We found the one and only segment we mi 529 // Do we remain within r/z bounds? 530 // 531 532 if (r[0] > 1/kInfinity && normSign*qa.cros 533 if (r[1] > 1/kInfinity && normSign*qb.cros 534 535 // 536 // We allow the face to be slightly behind 537 // (surface tolerance) only if the point p 538 // the vicinity of the face 539 // 540 if (distFromSurface < 0) 541 { 542 G4ThreeVector ps = p - vec->center; 543 544 G4double rz = ps.dot(vec->surfRZ); 545 if (std::fabs(rz) > lenRZ+surfTolerance) 546 547 G4double pp = ps.dot(vec->surfPhi); 548 if (std::fabs(pp) > lenPhi[0]+lenPhi[1]* 549 } 550 551 552 // 553 // Intersection found. Return answer. 554 // 555 distance = distFromSurface/dotProd; 556 normal = vec->normal; 557 isAllBehind = allBehind; 558 return true; 559 } while( ++vec, ++face < numSide ); 560 561 // 562 // Oh well. Better luck next time. 563 // 564 return false; 565 } 566 567 // Distance 568 // 569 G4double G4PolyhedraSide::Distance( const G4Th 570 { 571 G4double normSign = outgoing ? -1 : +1; 572 573 // 574 // Try the closest phi segment first 575 // 576 G4int iPhi = ClosestPhiSegment( GetPhi(p) ); 577 578 G4ThreeVector pdotc = p - vecs[iPhi].center; 579 G4double normDist = pdotc.dot(vecs[iPhi].nor 580 581 if (normSign*normDist > -0.5*kCarTolerance) 582 { 583 return DistanceAway( p, vecs[iPhi], &normD 584 } 585 586 // 587 // Now we have an interesting problem... do 588 // closest facing side?? 589 // 590 // Considered carefully, the answer is no. W 591 // are asking for the distance out, we are s 592 // and vice versa. 593 // 594 595 return kInfinity; 596 } 597 598 // Inside 599 // 600 EInside G4PolyhedraSide::Inside( const G4Three 601 G4doubl 602 G4doubl 603 { 604 // 605 // Which phi segment is closest to this poin 606 // 607 G4int iPhi = ClosestPhiSegment( GetPhi(p) ); 608 609 G4double norm; 610 611 // 612 // Get distance to this segment 613 // 614 *bestDistance = DistanceToOneSide( p, vecs[i 615 616 // 617 // Use distance along normal to decide retur 618 // 619 if ( (std::fabs(norm) > tolerance) || (*best 620 return (norm < 0) ? kInside : kOutside; 621 else 622 return kSurface; 623 } 624 625 // Normal 626 // 627 G4ThreeVector G4PolyhedraSide::Normal( const G 628 G 629 { 630 // 631 // Which phi segment is closest to this poin 632 // 633 G4int iPhi = ClosestPhiSegment( GetPhi(p) ); 634 635 // 636 // Get distance to this segment 637 // 638 G4double norm; 639 *bestDistance = DistanceToOneSide( p, vecs[i 640 641 return vecs[iPhi].normal; 642 } 643 644 // Extent 645 // 646 G4double G4PolyhedraSide::Extent( const G4Thre 647 { 648 if (axis.perp2() < DBL_MIN) 649 { 650 // 651 // Special case 652 // 653 return axis.z() < 0 ? -cone->ZLo() : cone- 654 } 655 656 G4int iPhi, i1, i2; 657 G4double best; 658 G4ThreeVector* list[4]; 659 660 // 661 // Which phi segment, if any, does the axis 662 // 663 iPhi = PhiSegment( GetPhi(axis) ); 664 665 if (iPhi < 0) 666 { 667 // 668 // No phi segment? Check front edge of fir 669 // last edge of second side 670 // 671 i1 = 0; i2 = numSide-1; 672 } 673 else 674 { 675 // 676 // Check all corners of matching phi side 677 // 678 i1 = iPhi; i2 = iPhi; 679 } 680 681 list[0] = vecs[i1].edges[0]->corner; 682 list[1] = vecs[i1].edges[0]->corner+1; 683 list[2] = vecs[i2].edges[1]->corner; 684 list[3] = vecs[i2].edges[1]->corner+1; 685 686 // 687 // Who's biggest? 688 // 689 best = -kInfinity; 690 G4ThreeVector** vec = list; 691 do // Loop checking, 13.08.2015, G.Cosmo 692 { 693 G4double answer = (*vec)->dot(axis); 694 if (answer > best) best = answer; 695 } while( ++vec < list+4 ); 696 697 return best; 698 } 699 700 // CalculateExtent 701 // 702 // See notes in G4VCSGface 703 // 704 void G4PolyhedraSide::CalculateExtent( const E 705 const G 706 const G 707 G 708 { 709 // 710 // Loop over all sides 711 // 712 G4PolyhedraSideVec *vec = vecs; 713 do // Loop checking, 13.08.2015, G.Cosmo 714 { 715 // 716 // Fill our polygon with the four corners 717 // this side, after the specified transfor 718 // 719 G4ClippablePolygon polygon; 720 721 polygon.AddVertexInOrder(transform. 722 TransformPoint(ve 723 polygon.AddVertexInOrder(transform. 724 TransformPoint(ve 725 polygon.AddVertexInOrder(transform. 726 TransformPoint(ve 727 polygon.AddVertexInOrder(transform. 728 TransformPoint(ve 729 730 // 731 // Get extent 732 // 733 if (polygon.PartialClip( voxelLimit, axis 734 { 735 // 736 // Get dot product of normal along targe 737 // 738 polygon.SetNormal( transform.TransformAx 739 740 extentList.AddSurface( polygon ); 741 } 742 } while( ++vec < vecs+numSide ); 743 744 return; 745 } 746 747 // IntersectSidePlane 748 // 749 // Decide if a line correctly intersects one s 750 // It is assumed that the correct side has bee 751 // the z bounds (of the entire segment) are ch 752 // 753 // normSign - To be multiplied against normal: 754 // = +1.0 normal is unchanged 755 // = -1.0 normal is reversed (now p 756 // 757 // Arguments: 758 // p - (in) Point 759 // v - (in) Direction 760 // vec - (in) Description record of the si 761 // normSign - (in) Sign (+/- 1) to apply to 762 // surfTolerance - (in) Surface tolerance (g 763 // distance - (out) Distance along v to inte 764 // distFromSurface - (out) Distance from surf 765 // 766 // Notes: 767 // surfTolerance - Used to decide if a poin 768 // a point is allow to be -surfToleranc 769 // surface (as measured along the norma 770 // if the point is within the r/z bound 771 // of the segment. 772 // 773 G4bool G4PolyhedraSide::IntersectSidePlane( co 774 co 775 co 776 777 778 779 780 { 781 // 782 // Correct normal? Here we have straight sid 783 // intersections where the dot product with 784 // 785 G4double dotProd = normSign*v.dot(vec.normal 786 787 if (dotProd <= 0) return false; 788 789 // 790 // Calculate distance to surface. If the sid 791 // behind the point, we must reject it. 792 // 793 G4ThreeVector delta = p - vec.center; 794 distFromSurface = -normSign*delta.dot(vec.no 795 796 if (distFromSurface < -surfTolerance) return 797 798 // 799 // Calculate precise distance to intersectio 800 // (along the trajectory, not normal to the 801 // 802 distance = distFromSurface/dotProd; 803 804 // 805 // Do we fall off the r/z extent of the segm 806 // 807 // Calculate this very, very carefully! Why? 808 // 1. If a RZ end is at R=0, you can 809 // 2. If you just fall off in RZ, th 810 // be consistent with adjacent G4 811 // (2) implies that only variables used by o 812 // faces may be used, which includes only: p 813 // It also means that one side is a ">" or " 814 // must be ">=" or "<=". Fortunately, this i 815 // The solution below I borrowed from Joseph 816 // "Computational Geometry in C (Second Edit 817 // See: http://cs.smith.edu/~orourke/ 818 // 819 G4ThreeVector ic = p + distance*v - vec.cent 820 G4double atRZ = vec.surfRZ.dot(ic); 821 822 if (atRZ < 0) 823 { 824 if (r[0]==0) return true; // Can't miss 825 826 if (atRZ < -lenRZ*1.2) return false; // F 827 828 G4ThreeVector q = p + v; 829 G4ThreeVector qa = q - vec.edges[0]->corne 830 qb = q - vec.edges[1]->corne 831 G4ThreeVector qacb = qa.cross(qb); 832 if (normSign*qacb.dot(v) < 0) return false 833 834 if (distFromSurface < 0) 835 { 836 if (atRZ < -lenRZ-surfTolerance) return 837 } 838 } 839 else if (atRZ > 0) 840 { 841 if (r[1]==0) return true; // Can't miss 842 843 if (atRZ > lenRZ*1.2) return false; // Mi 844 845 G4ThreeVector q = p + v; 846 G4ThreeVector qa = q - vec.edges[0]->corne 847 qb = q - vec.edges[1]->corne 848 G4ThreeVector qacb = qa.cross(qb); 849 if (normSign*qacb.dot(v) >= 0) return fals 850 851 if (distFromSurface < 0) 852 { 853 if (atRZ > lenRZ+surfTolerance) return f 854 } 855 } 856 857 return true; 858 } 859 860 // LineHitsSegments 861 // 862 // Calculate which phi segments a line interse 863 // No check is made as to whether the intersec 864 // the segment. 865 // 866 G4int G4PolyhedraSide::LineHitsSegments( const 867 const 868 869 { 870 G4double s1, s2; 871 // 872 // First, decide if and where the line inter 873 // 874 G4int n = cone->LineHitsCone( p, v, &s1, &s2 875 876 if (n==0) return 0; 877 878 // 879 // Try first intersection. 880 // 881 *i1 = PhiSegment( std::atan2( p.y() + s1*v.y 882 if (n==1) 883 { 884 return (*i1 < 0) ? 0 : 1; 885 } 886 887 // 888 // Try second intersection 889 // 890 *i2 = PhiSegment( std::atan2( p.y() + s2*v.y 891 if (*i1 == *i2) return 0; 892 893 if (*i1 < 0) 894 { 895 if (*i2 < 0) return 0; 896 *i1 = *i2; 897 return 1; 898 } 899 900 if (*i2 < 0) return 1; 901 902 return 2; 903 } 904 905 // ClosestPhiSegment 906 // 907 // Decide which phi segment is closest in phi 908 // The result is the same as PhiSegment if the 909 // 910 G4int G4PolyhedraSide::ClosestPhiSegment( G4do 911 { 912 G4int iPhi = PhiSegment( phi0 ); 913 if (iPhi >= 0) return iPhi; 914 915 // 916 // Boogers! The points falls inside the phi 917 // Look for the closest point: the start, or 918 // 919 G4double phi = phi0; 920 921 while( phi < startPhi ) // Loop checking, 922 phi += twopi; 923 G4double d1 = phi-endPhi; 924 925 while( phi > startPhi ) // Loop checking, 926 phi -= twopi; 927 G4double d2 = startPhi-phi; 928 929 return (d2 < d1) ? 0 : numSide-1; 930 } 931 932 // PhiSegment 933 // 934 // Decide which phi segment an angle belongs t 935 // A value of -1 indicates that the phi value 936 // (only possible if phiTotal < 360 degrees). 937 // 938 G4int G4PolyhedraSide::PhiSegment( G4double ph 939 { 940 // 941 // How far are we from phiStart? Come up wit 942 // that is less than 2*PI 943 // 944 G4double phi = phi0 - startPhi; 945 while( phi < 0 ) // Loop checking, 13.08. 946 phi += twopi; 947 while( phi > twopi ) // Loop checking, 13 948 phi -= twopi; 949 950 // 951 // Divide 952 // 953 auto answer = (G4int)(phi/deltaPhi); 954 955 if (answer >= numSide) 956 { 957 if (phiIsOpen) 958 { 959 return -1; // Looks like we missed 960 } 961 else 962 { 963 answer = numSide-1; // Probably just ro 964 } 965 } 966 967 return answer; 968 } 969 970 // GetPhi 971 // 972 // Calculate Phi for a given 3-vector (point), 973 // same point, in the attempt to avoid consecu 974 // quantity 975 // 976 G4double G4PolyhedraSide::GetPhi( const G4Thre 977 { 978 G4double val=0.; 979 G4ThreeVector vphi(G4MT_phphix, G4MT_phphiy, 980 981 if (vphi != p) 982 { 983 val = p.phi(); 984 G4MT_phphix = p.x(); G4MT_phphiy = p.y(); 985 G4MT_phphik = val; 986 } 987 else 988 { 989 val = G4MT_phphik; 990 } 991 return val; 992 } 993 994 // DistanceToOneSide 995 // 996 // Arguments: 997 // p - (in) Point to check 998 // vec - (in) vector set of this side 999 // normDist - (out) distance normal to the si 1000 // Return value = total distance from the sid 1001 // 1002 G4double G4PolyhedraSide::DistanceToOneSide( 1003 1004 1005 { 1006 G4ThreeVector pct = p - vec.center; 1007 1008 // 1009 // Get normal distance 1010 // 1011 *normDist = vec.normal.dot(pct); 1012 1013 // 1014 // Add edge penalty 1015 // 1016 return DistanceAway( p, vec, normDist ); 1017 } 1018 1019 // DistanceAway 1020 // 1021 // Add distance from side edges, if necessary 1022 // and updates normDist appropriate depending 1023 // 1024 G4double G4PolyhedraSide::DistanceAway( const 1025 const 1026 1027 { 1028 G4double distOut2; 1029 G4ThreeVector pct = p - vec.center; 1030 G4double distFaceNorm = *normDist; 1031 1032 // 1033 // Okay, are we inside bounds? 1034 // 1035 G4double pcDotRZ = pct.dot(vec.surfRZ); 1036 G4double pcDotPhi = pct.dot(vec.surfPhi); 1037 1038 // 1039 // Go through all permutations. 1040 // 1041 // | | 1042 // B | H | E 1043 // ------[1]------------[3]----- 1044 // |XXXXXXXXXXXXXX| 1045 // C |XXXXXXXXXXXXXX| F 1046 // |XXXXXXXXXXXXXX| 1047 // ------[0]------------[2]---- 1048 // A | G | D 1049 // | | 1050 // 1051 // It's real messy, but at least it's quick 1052 // 1053 1054 if (pcDotRZ < -lenRZ) 1055 { 1056 G4double lenPhiZ = lenPhi[0] - lenRZ*lenP 1057 G4double distOutZ = pcDotRZ+lenRZ; 1058 // 1059 // Below in RZ 1060 // 1061 if (pcDotPhi < -lenPhiZ) 1062 { 1063 // 1064 // ...and below in phi. Find distance t 1065 // 1066 G4double distOutPhi = pcDotPhi+lenPhiZ; 1067 distOut2 = distOutPhi*distOutPhi + dist 1068 G4ThreeVector pa = p - vec.edges[0]->co 1069 *normDist = pa.dot(vec.edges[0]->cornNo 1070 } 1071 else if (pcDotPhi > lenPhiZ) 1072 { 1073 // 1074 // ...and above in phi. Find distance t 1075 // 1076 G4double distOutPhi = pcDotPhi-lenPhiZ; 1077 distOut2 = distOutPhi*distOutPhi + dist 1078 G4ThreeVector pb = p - vec.edges[1]->co 1079 *normDist = pb.dot(vec.edges[1]->cornNo 1080 } 1081 else 1082 { 1083 // 1084 // ...and inside in phi. Find distance 1085 // 1086 G4ThreeVector pa = p - vec.edges[0]->co 1087 distOut2 = distOutZ*distOutZ; 1088 *normDist = pa.dot(vec.edgeNorm[0]); 1089 } 1090 } 1091 else if (pcDotRZ > lenRZ) 1092 { 1093 G4double lenPhiZ = lenPhi[0] + lenRZ*lenP 1094 G4double distOutZ = pcDotRZ-lenRZ; 1095 // 1096 // Above in RZ 1097 // 1098 if (pcDotPhi < -lenPhiZ) 1099 { 1100 // 1101 // ...and below in phi. Find distance t 1102 // 1103 G4double distOutPhi = pcDotPhi+lenPhiZ; 1104 distOut2 = distOutPhi*distOutPhi + dist 1105 G4ThreeVector pd = p - vec.edges[0]->co 1106 *normDist = pd.dot(vec.edges[0]->cornNo 1107 } 1108 else if (pcDotPhi > lenPhiZ) 1109 { 1110 // 1111 // ...and above in phi. Find distance t 1112 // 1113 G4double distOutPhi = pcDotPhi-lenPhiZ; 1114 distOut2 = distOutPhi*distOutPhi + dist 1115 G4ThreeVector pe = p - vec.edges[1]->co 1116 *normDist = pe.dot(vec.edges[1]->cornNo 1117 } 1118 else 1119 { 1120 // 1121 // ...and inside in phi. Find distance 1122 // 1123 distOut2 = distOutZ*distOutZ; 1124 G4ThreeVector pd = p - vec.edges[0]->co 1125 *normDist = pd.dot(vec.edgeNorm[1]); 1126 } 1127 } 1128 else 1129 { 1130 G4double lenPhiZ = lenPhi[0] + pcDotRZ*le 1131 // 1132 // We are inside RZ bounds 1133 // 1134 if (pcDotPhi < -lenPhiZ) 1135 { 1136 // 1137 // ...and below in phi. Find distance t 1138 // 1139 G4double distOut = edgeNorm*(pcDotPhi+l 1140 distOut2 = distOut*distOut; 1141 G4ThreeVector pd = p - vec.edges[0]->co 1142 *normDist = pd.dot(vec.edges[0]->normal 1143 } 1144 else if (pcDotPhi > lenPhiZ) 1145 { 1146 // 1147 // ...and above in phi. Find distance t 1148 // 1149 G4double distOut = edgeNorm*(pcDotPhi-l 1150 distOut2 = distOut*distOut; 1151 G4ThreeVector pe = p - vec.edges[1]->co 1152 *normDist = pe.dot(vec.edges[1]->normal 1153 } 1154 else 1155 { 1156 // 1157 // Inside bounds! No penalty. 1158 // 1159 return std::fabs(distFaceNorm); 1160 } 1161 } 1162 return std::sqrt( distFaceNorm*distFaceNorm 1163 } 1164 1165 // Calculation of surface area of a triangle. 1166 // At the same time a random point in the tri 1167 // 1168 G4double G4PolyhedraSide::SurfaceTriangle( co 1169 co 1170 co 1171 G4 1172 { 1173 G4ThreeVector v, w; 1174 1175 v = p3 - p1; 1176 w = p1 - p2; 1177 G4double lambda1 = G4UniformRand(); 1178 G4double lambda2 = lambda1*G4UniformRand(); 1179 1180 *p4=p2 + lambda1*w + lambda2*v; 1181 return 0.5*(v.cross(w)).mag(); 1182 } 1183 1184 // GetPointOnPlane 1185 // 1186 // Auxiliary method for GetPointOnSurface() 1187 // 1188 G4ThreeVector 1189 G4PolyhedraSide::GetPointOnPlane( const G4Thr 1190 const G4Thr 1191 G4double* A 1192 { 1193 G4double chose,aOne,aTwo; 1194 G4ThreeVector point1,point2; 1195 aOne = SurfaceTriangle(p0,p1,p2,&point1); 1196 aTwo = SurfaceTriangle(p2,p3,p0,&point2); 1197 *Area= aOne+aTwo; 1198 1199 chose = G4UniformRand()*(aOne+aTwo); 1200 if( (chose>=0.) && (chose < aOne) ) 1201 { 1202 return (point1); 1203 } 1204 return (point2); 1205 } 1206 1207 // SurfaceArea() 1208 // 1209 G4double G4PolyhedraSide::SurfaceArea() 1210 { 1211 if( fSurfaceArea==0. ) 1212 { 1213 // Define the variables 1214 // 1215 G4double area,areas; 1216 G4ThreeVector point1; 1217 G4ThreeVector v1,v2,v3,v4; 1218 G4PolyhedraSideVec* vec = vecs; 1219 areas=0.; 1220 1221 // Do a loop on all SideEdge 1222 // 1223 do // Loop checking, 13.08.2015, G.Cos 1224 { 1225 // Define 4points for a Plane or Triang 1226 // 1227 v1=vec->edges[0]->corner[0]; 1228 v2=vec->edges[0]->corner[1]; 1229 v3=vec->edges[1]->corner[1]; 1230 v4=vec->edges[1]->corner[0]; 1231 point1=GetPointOnPlane(v1,v2,v3,v4,&are 1232 areas+=area; 1233 } while( ++vec < vecs + numSide); 1234 1235 fSurfaceArea=areas; 1236 } 1237 return fSurfaceArea; 1238 } 1239 1240 // GetPointOnFace() 1241 // 1242 G4ThreeVector G4PolyhedraSide::GetPointOnFace 1243 { 1244 // Define the variables 1245 // 1246 std::vector<G4double>areas; 1247 std::vector<G4ThreeVector>points; 1248 G4double area=0.; 1249 G4double result1; 1250 G4ThreeVector point1; 1251 G4ThreeVector v1,v2,v3,v4; 1252 G4PolyhedraSideVec* vec = vecs; 1253 1254 // Do a loop on all SideEdge 1255 // 1256 do // Loop checking, 13.08.2015, G.Cosmo 1257 { 1258 // Define 4points for a Plane or Triangle 1259 // 1260 v1=vec->edges[0]->corner[0]; 1261 v2=vec->edges[0]->corner[1]; 1262 v3=vec->edges[1]->corner[1]; 1263 v4=vec->edges[1]->corner[0]; 1264 point1=GetPointOnPlane(v1,v2,v3,v4,&resul 1265 points.push_back(point1); 1266 areas.push_back(result1); 1267 area+=result1; 1268 } while( ++vec < vecs+numSide ); 1269 1270 // Choose randomly one of the surfaces and 1271 // 1272 G4double chose = area*G4UniformRand(); 1273 G4double Achose1=0., Achose2=0.; 1274 G4int i=0; 1275 do // Loop checking, 13.08.2015, G.Cosmo 1276 { 1277 Achose2+=areas[i]; 1278 if(chose>=Achose1 && chose<Achose2) 1279 { 1280 point1=points[i] ; break; 1281 } 1282 ++i; Achose1=Achose2; 1283 } while( i<numSide ); 1284 1285 return point1; 1286 } 1287