Geant4 Cross Reference

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Geant4/geometry/solids/specific/src/G4PolyhedraSide.cc

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Differences between /geometry/solids/specific/src/G4PolyhedraSide.cc (Version 11.3.0) and /geometry/solids/specific/src/G4PolyhedraSide.cc (Version 11.1.3)


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 25 //                                                 25 //
 26 // Implementation of G4PolyhedraSide, the face     26 // Implementation of G4PolyhedraSide, the face representing
 27 // one segmented side of a Polyhedra               27 // one segmented side of a Polyhedra
 28 //                                                 28 //
 29 // Author: David C. Williams (davidw@scipp.ucs     29 // Author: David C. Williams (davidw@scipp.ucsc.edu)
 30 // -------------------------------------------     30 // --------------------------------------------------------------------
 31                                                    31 
 32 #include "G4PolyhedraSide.hh"                      32 #include "G4PolyhedraSide.hh"
 33 #include "G4PhysicalConstants.hh"                  33 #include "G4PhysicalConstants.hh"
 34 #include "G4IntersectingCone.hh"                   34 #include "G4IntersectingCone.hh"
 35 #include "G4ClippablePolygon.hh"                   35 #include "G4ClippablePolygon.hh"
 36 #include "G4AffineTransform.hh"                    36 #include "G4AffineTransform.hh"
 37 #include "G4SolidExtentList.hh"                    37 #include "G4SolidExtentList.hh"
 38 #include "G4GeometryTolerance.hh"                  38 #include "G4GeometryTolerance.hh"
 39                                                    39 
 40 #include "Randomize.hh"                            40 #include "Randomize.hh"
 41                                                    41 
 42 // This new field helps to use the class G4PhS     42 // This new field helps to use the class G4PhSideManager.
 43 //                                                 43 //
 44 G4PhSideManager G4PolyhedraSide::subInstanceMa     44 G4PhSideManager G4PolyhedraSide::subInstanceManager;
 45                                                    45 
 46 // This macro changes the references to fields     46 // This macro changes the references to fields that are now encapsulated
 47 // in the class G4PhSideData.                      47 // in the class G4PhSideData.
 48 //                                                 48 //
 49 #define G4MT_phphix ((subInstanceManager.offse     49 #define G4MT_phphix ((subInstanceManager.offset[instanceID]).fPhix)
 50 #define G4MT_phphiy ((subInstanceManager.offse     50 #define G4MT_phphiy ((subInstanceManager.offset[instanceID]).fPhiy)
 51 #define G4MT_phphiz ((subInstanceManager.offse     51 #define G4MT_phphiz ((subInstanceManager.offset[instanceID]).fPhiz)
 52 #define G4MT_phphik ((subInstanceManager.offse     52 #define G4MT_phphik ((subInstanceManager.offset[instanceID]).fPhik)
 53                                                    53 
 54 // Returns the private data instance manager.      54 // Returns the private data instance manager.
 55 //                                                 55 //
 56 const G4PhSideManager& G4PolyhedraSide::GetSub     56 const G4PhSideManager& G4PolyhedraSide::GetSubInstanceManager()
 57 {                                                  57 {
 58   return subInstanceManager;                       58   return subInstanceManager;
 59 }                                                  59 }
 60                                                    60 
 61 // Constructor                                     61 // Constructor
 62 //                                                 62 //
 63 // Values for r1,z1 and r2,z2 should be specif     63 // Values for r1,z1 and r2,z2 should be specified in clockwise
 64 // order in (r,z).                                 64 // order in (r,z).
 65 //                                                 65 //
 66 G4PolyhedraSide::G4PolyhedraSide( const G4Poly     66 G4PolyhedraSide::G4PolyhedraSide( const G4PolyhedraSideRZ* prevRZ,
 67                                   const G4Poly     67                                   const G4PolyhedraSideRZ* tail,
 68                                   const G4Poly     68                                   const G4PolyhedraSideRZ* head,
 69                                   const G4Poly     69                                   const G4PolyhedraSideRZ* nextRZ,
 70                                         G4int      70                                         G4int theNumSide, 
 71                                         G4doub     71                                         G4double thePhiStart, 
 72                                         G4doub     72                                         G4double thePhiTotal, 
 73                                         G4bool     73                                         G4bool thePhiIsOpen,
 74                                         G4bool     74                                         G4bool isAllBehind )
 75 {                                                  75 {
 76                                                    76 
 77   instanceID = subInstanceManager.CreateSubIns     77   instanceID = subInstanceManager.CreateSubInstance();
 78                                                    78 
 79   kCarTolerance = G4GeometryTolerance::GetInst     79   kCarTolerance = G4GeometryTolerance::GetInstance()->GetSurfaceTolerance();
 80   G4MT_phphix = 0.0; G4MT_phphiy = 0.0; G4MT_p     80   G4MT_phphix = 0.0; G4MT_phphiy = 0.0; G4MT_phphiz = 0.0;
 81   G4MT_phphik = 0.0;                               81   G4MT_phphik = 0.0;
 82                                                    82 
 83   //                                               83   //
 84   // Record values                                 84   // Record values
 85   //                                               85   //
 86   r[0] = tail->r; z[0] = tail->z;                  86   r[0] = tail->r; z[0] = tail->z;
 87   r[1] = head->r; z[1] = head->z;                  87   r[1] = head->r; z[1] = head->z;
 88                                                    88   
 89   G4double phiTotal;                               89   G4double phiTotal;
 90                                                    90   
 91   //                                               91   //
 92   // Set phi to our convention                     92   // Set phi to our convention
 93   //                                               93   //
 94   startPhi = thePhiStart;                          94   startPhi = thePhiStart;
 95   while (startPhi < 0.0)    // Loop checking,      95   while (startPhi < 0.0)    // Loop checking, 13.08.2015, G.Cosmo
 96     startPhi += twopi;                             96     startPhi += twopi;
 97                                                    97   
 98   phiIsOpen = thePhiIsOpen;                        98   phiIsOpen = thePhiIsOpen;
 99   phiTotal = (phiIsOpen) ? thePhiTotal : twopi     99   phiTotal = (phiIsOpen) ? thePhiTotal : twopi;
100                                                   100   
101   allBehind = isAllBehind;                        101   allBehind = isAllBehind;
102                                                   102     
103   //                                              103   //
104   // Make our intersecting cone                   104   // Make our intersecting cone
105   //                                              105   //
106   cone = new G4IntersectingCone( r, z );          106   cone = new G4IntersectingCone( r, z );
107                                                   107   
108   //                                              108   //
109   // Construct side plane vector set              109   // Construct side plane vector set
110   //                                              110   //
111   numSide = theNumSide>0 ? theNumSide : 1;     << 111   numSide = theNumSide;
112   deltaPhi = phiTotal/numSide;                 << 112   deltaPhi = phiTotal/theNumSide;
113   endPhi = startPhi+phiTotal;                     113   endPhi = startPhi+phiTotal;
114                                                << 114   
115   const std::size_t maxSides = numSide;        << 115   vecs = new G4PolyhedraSideVec[numSide];
116   vecs = new G4PolyhedraSideVec[maxSides];     << 116   
117   edges = new G4PolyhedraSideEdge[phiIsOpen ?  << 117   edges = new G4PolyhedraSideEdge[phiIsOpen ? numSide+1 : numSide];
118                                                   118   
119   //                                              119   //
120   // ...this is where we start                    120   // ...this is where we start
121   //                                              121   //
122   G4double phi = startPhi;                        122   G4double phi = startPhi;
123   G4ThreeVector a1( r[0]*std::cos(phi), r[0]*s    123   G4ThreeVector a1( r[0]*std::cos(phi), r[0]*std::sin(phi), z[0] ),
124           b1( r[1]*std::cos(phi), r[1]*std::si    124           b1( r[1]*std::cos(phi), r[1]*std::sin(phi), z[1] ),
125           c1( prevRZ->r*std::cos(phi), prevRZ-    125           c1( prevRZ->r*std::cos(phi), prevRZ->r*std::sin(phi), prevRZ->z ),
126           d1( nextRZ->r*std::cos(phi), nextRZ-    126           d1( nextRZ->r*std::cos(phi), nextRZ->r*std::sin(phi), nextRZ->z ),
127           a2, b2, c2, d2;                         127           a2, b2, c2, d2;
128   G4PolyhedraSideEdge *edge = edges;              128   G4PolyhedraSideEdge *edge = edges;
129                                                   129           
130   G4PolyhedraSideVec *vec = vecs;                 130   G4PolyhedraSideVec *vec = vecs;
131   do    // Loop checking, 13.08.2015, G.Cosmo     131   do    // Loop checking, 13.08.2015, G.Cosmo
132   {                                               132   {
133     //                                            133     //
134     // ...this is where we are going              134     // ...this is where we are going
135     //                                            135     //
136     phi += deltaPhi;                              136     phi += deltaPhi;
137     a2 = G4ThreeVector( r[0]*std::cos(phi), r[    137     a2 = G4ThreeVector( r[0]*std::cos(phi), r[0]*std::sin(phi), z[0] );
138     b2 = G4ThreeVector( r[1]*std::cos(phi), r[    138     b2 = G4ThreeVector( r[1]*std::cos(phi), r[1]*std::sin(phi), z[1] );
139     c2 = G4ThreeVector( prevRZ->r*std::cos(phi    139     c2 = G4ThreeVector( prevRZ->r*std::cos(phi), prevRZ->r*std::sin(phi), prevRZ->z );
140     d2 = G4ThreeVector( nextRZ->r*std::cos(phi    140     d2 = G4ThreeVector( nextRZ->r*std::cos(phi), nextRZ->r*std::sin(phi), nextRZ->z );
141                                                   141     
142     G4ThreeVector tt;                             142     G4ThreeVector tt;  
143                                                   143     
144     //                                            144     //
145     // ...build some relevant vectors.            145     // ...build some relevant vectors.
146     //    the point is to sacrifice a little m    146     //    the point is to sacrifice a little memory with precalcs 
147     //    to gain speed                           147     //    to gain speed
148     //                                            148     //
149     vec->center = 0.25*( a1 + a2 + b1 + b2 );     149     vec->center = 0.25*( a1 + a2 + b1 + b2 );
150                                                   150     
151     tt = b2 + b1 - a2 - a1;                       151     tt = b2 + b1 - a2 - a1;
152     vec->surfRZ = tt.unit();                      152     vec->surfRZ = tt.unit();
153     if (vec==vecs) lenRZ = 0.25*tt.mag();         153     if (vec==vecs) lenRZ = 0.25*tt.mag();
154                                                   154     
155     tt = b2 - b1 + a2 - a1;                       155     tt = b2 - b1 + a2 - a1;
156     vec->surfPhi = tt.unit();                     156     vec->surfPhi = tt.unit();
157     if (vec==vecs)                                157     if (vec==vecs)
158     {                                             158     {
159       lenPhi[0] = 0.25*tt.mag();                  159       lenPhi[0] = 0.25*tt.mag();
160       tt = b2 - b1;                               160       tt = b2 - b1;
161       lenPhi[1] = (0.5*tt.mag()-lenPhi[0])/len    161       lenPhi[1] = (0.5*tt.mag()-lenPhi[0])/lenRZ;
162     }                                             162     }
163                                                   163     
164     tt = vec->surfPhi.cross(vec->surfRZ);         164     tt = vec->surfPhi.cross(vec->surfRZ);
165     vec->normal = tt.unit();                      165     vec->normal = tt.unit();
166                                                   166     
167     //                                            167     //
168     // ...edge normals are the average of the     168     // ...edge normals are the average of the normals of
169     //    the two faces they connect.             169     //    the two faces they connect.
170     //                                            170     //
171     // ...edge normals are necessary if we are    171     // ...edge normals are necessary if we are to accurately
172     //    decide if a point is "inside" a face    172     //    decide if a point is "inside" a face. For non-convex
173     //    shapes, it is absolutely necessary t    173     //    shapes, it is absolutely necessary to know information
174     //    on adjacent faces to accurate determ    174     //    on adjacent faces to accurate determine this.
175     //                                            175     //
176     // ...we don't need them for the phi edges    176     // ...we don't need them for the phi edges, since that
177     //    information is taken care of interna    177     //    information is taken care of internally. The r/z edges,
178     //    however, depend on the adjacent G4Po    178     //    however, depend on the adjacent G4PolyhedraSide.
179     //                                            179     //
180     G4ThreeVector a12, adj;                       180     G4ThreeVector a12, adj;
181                                                   181     
182     a12 = a2-a1;                                  182     a12 = a2-a1;
183                                                   183 
184     adj = 0.5*(c1+c2-a1-a2);                      184     adj = 0.5*(c1+c2-a1-a2);
185     adj = adj.cross(a12);                         185     adj = adj.cross(a12);  
186     adj = adj.unit() + vec->normal;               186     adj = adj.unit() + vec->normal;       
187     vec->edgeNorm[0] = adj.unit();                187     vec->edgeNorm[0] = adj.unit();
188                                                   188     
189     a12 = b1-b2;                                  189     a12 = b1-b2;
190     adj = 0.5*(d1+d2-b1-b2);                      190     adj = 0.5*(d1+d2-b1-b2);
191     adj = adj.cross(a12);                         191     adj = adj.cross(a12);  
192     adj = adj.unit() + vec->normal;               192     adj = adj.unit() + vec->normal;       
193     vec->edgeNorm[1] = adj.unit();                193     vec->edgeNorm[1] = adj.unit();
194                                                   194     
195     //                                            195     //
196     // ...the corners are crucial. It is impor    196     // ...the corners are crucial. It is important that
197     //    they are calculated consistently for    197     //    they are calculated consistently for adjacent
198     //    G4PolyhedraSides, to avoid gaps caus    198     //    G4PolyhedraSides, to avoid gaps caused by roundoff.
199     //                                            199     //
200     vec->edges[0] = edge;                         200     vec->edges[0] = edge;
201     edge->corner[0] = a1;                         201     edge->corner[0] = a1;
202     edge->corner[1] = b1;                         202     edge->corner[1] = b1;
203     edge++;                                       203     edge++;
204     vec->edges[1] = edge;                         204     vec->edges[1] = edge;
205                                                   205 
206     a1 = a2;                                      206     a1 = a2;
207     b1 = b2;                                      207     b1 = b2;
208     c1 = c2;                                      208     c1 = c2;
209     d1 = d2;                                      209     d1 = d2;
210   } while( ++vec < vecs+maxSides );            << 210   } while( ++vec < vecs+numSide );
211                                                   211   
212   //                                              212   //
213   // Clean up hanging edge                        213   // Clean up hanging edge
214   //                                              214   //
215   if (phiIsOpen)                                  215   if (phiIsOpen)
216   {                                               216   {
217     edge->corner[0] = a2;                         217     edge->corner[0] = a2;
218     edge->corner[1] = b2;                         218     edge->corner[1] = b2;
219   }                                               219   }
220   else                                            220   else
221   {                                               221   {
222     vecs[maxSides-1].edges[1] = edges;         << 222     vecs[numSide-1].edges[1] = edges;
223   }                                               223   }
224                                                   224   
225   //                                              225   //
226   // Go back and fill in remaining fields in e    226   // Go back and fill in remaining fields in edges
227   //                                              227   //
228   vec = vecs;                                     228   vec = vecs;
229   G4PolyhedraSideVec *prev = vecs+maxSides-1;  << 229   G4PolyhedraSideVec *prev = vecs+numSide-1;
230   do    // Loop checking, 13.08.2015, G.Cosmo     230   do    // Loop checking, 13.08.2015, G.Cosmo
231   {                                               231   {
232     edge = vec->edges[0];    // The edge betwe    232     edge = vec->edges[0];    // The edge between prev and vec
233                                                   233     
234     //                                            234     //
235     // Okay: edge normal is average of normals    235     // Okay: edge normal is average of normals of adjacent faces
236     //                                            236     //
237     G4ThreeVector eNorm = vec->normal + prev->    237     G4ThreeVector eNorm = vec->normal + prev->normal;
238     edge->normal = eNorm.unit();                  238     edge->normal = eNorm.unit();  
239                                                   239     
240     //                                            240     //
241     // Vertex normal is average of norms of ad    241     // Vertex normal is average of norms of adjacent surfaces (all four)
242     // However, vec->edgeNorm is unit vector i    242     // However, vec->edgeNorm is unit vector in some direction
243     // as the sum of normals of adjacent Polyh    243     // as the sum of normals of adjacent PolyhedraSide with vec.
244     // The normalization used for this vector     244     // The normalization used for this vector should be the same
245     // for vec and prev.                          245     // for vec and prev.
246     //                                            246     //
247     eNorm = vec->edgeNorm[0] + prev->edgeNorm[    247     eNorm = vec->edgeNorm[0] + prev->edgeNorm[0];
248     edge->cornNorm[0] = eNorm.unit();             248     edge->cornNorm[0] = eNorm.unit();
249                                                   249   
250     eNorm = vec->edgeNorm[1] + prev->edgeNorm[    250     eNorm = vec->edgeNorm[1] + prev->edgeNorm[1];
251     edge->cornNorm[1] = eNorm.unit();             251     edge->cornNorm[1] = eNorm.unit();
252   } while( prev=vec, ++vec < vecs + maxSides ) << 252   } while( prev=vec, ++vec < vecs + numSide );
253                                                   253   
254   if (phiIsOpen)                                  254   if (phiIsOpen)
255   {                                               255   {
256     // G4double rFact = std::cos(0.5*deltaPhi)    256     // G4double rFact = std::cos(0.5*deltaPhi);
257     //                                            257     //
258     // If phi is open, we need to patch up nor    258     // If phi is open, we need to patch up normals of the
259     // first and last edges and their correspo    259     // first and last edges and their corresponding
260     // vertices.                                  260     // vertices.
261     //                                            261     //
262     // We use vectors that are in the plane of    262     // We use vectors that are in the plane of the
263     // face. This should be safe.                 263     // face. This should be safe.
264     //                                            264     //
265     vec = vecs;                                   265     vec = vecs;
266                                                   266     
267     G4ThreeVector normvec = vec->edges[0]->cor    267     G4ThreeVector normvec = vec->edges[0]->corner[0]
268                           - vec->edges[0]->cor    268                           - vec->edges[0]->corner[1];
269     normvec = normvec.cross(vec->normal);         269     normvec = normvec.cross(vec->normal);
270     if (normvec.dot(vec->surfPhi) > 0) normvec    270     if (normvec.dot(vec->surfPhi) > 0) normvec = -normvec;
271                                                   271 
272     vec->edges[0]->normal = normvec.unit();       272     vec->edges[0]->normal = normvec.unit();
273                                                   273     
274     vec->edges[0]->cornNorm[0] = (vec->edges[0    274     vec->edges[0]->cornNorm[0] = (vec->edges[0]->corner[0]
275                                 - vec->center)    275                                 - vec->center).unit();
276     vec->edges[0]->cornNorm[1] = (vec->edges[0    276     vec->edges[0]->cornNorm[1] = (vec->edges[0]->corner[1]
277                                 - vec->center)    277                                 - vec->center).unit();
278                                                   278     
279     //                                            279     //
280     // Repeat for ending phi                      280     // Repeat for ending phi
281     //                                            281     //
282     vec = vecs + maxSides - 1;                 << 282     vec = vecs + numSide - 1;
283                                                   283     
284     normvec = vec->edges[1]->corner[0] - vec->    284     normvec = vec->edges[1]->corner[0] - vec->edges[1]->corner[1];
285     normvec = normvec.cross(vec->normal);         285     normvec = normvec.cross(vec->normal);
286     if (normvec.dot(vec->surfPhi) < 0) normvec    286     if (normvec.dot(vec->surfPhi) < 0) normvec = -normvec;
287                                                   287 
288     vec->edges[1]->normal = normvec.unit();       288     vec->edges[1]->normal = normvec.unit();
289                                                   289     
290     vec->edges[1]->cornNorm[0] = (vec->edges[1    290     vec->edges[1]->cornNorm[0] = (vec->edges[1]->corner[0]
291                                 - vec->center)    291                                 - vec->center).unit();
292     vec->edges[1]->cornNorm[1] = (vec->edges[1    292     vec->edges[1]->cornNorm[1] = (vec->edges[1]->corner[1]
293                                 - vec->center)    293                                 - vec->center).unit();
294   }                                               294   }
295                                                   295   
296   //                                              296   //
297   // edgeNorm is the factor one multiplies the    297   // edgeNorm is the factor one multiplies the distance along vector phi
298   // on the surface of one of our sides in ord    298   // on the surface of one of our sides in order to calculate the distance
299   // from the edge. (see routine DistanceAway)    299   // from the edge. (see routine DistanceAway)
300   //                                              300   //
301   edgeNorm = 1.0/std::sqrt( 1.0 + lenPhi[1]*le    301   edgeNorm = 1.0/std::sqrt( 1.0 + lenPhi[1]*lenPhi[1] );
302 }                                                 302 }
303                                                   303 
304 // Fake default constructor - sets only member    304 // Fake default constructor - sets only member data and allocates memory
305 //                            for usage restri    305 //                            for usage restricted to object persistency.
306 //                                                306 //
307 G4PolyhedraSide::G4PolyhedraSide( __void__&)      307 G4PolyhedraSide::G4PolyhedraSide( __void__&)
308   : startPhi(0.), deltaPhi(0.), endPhi(0.),       308   : startPhi(0.), deltaPhi(0.), endPhi(0.),
309     lenRZ(0.), edgeNorm(0.), kCarTolerance(0.)    309     lenRZ(0.), edgeNorm(0.), kCarTolerance(0.), instanceID(0)
310 {                                                 310 {
311   r[0] = r[1] = 0.;                               311   r[0] = r[1] = 0.;
312   z[0] = z[1] = 0.;                               312   z[0] = z[1] = 0.;
313   lenPhi[0] = lenPhi[1] = 0.;                     313   lenPhi[0] = lenPhi[1] = 0.;
314 }                                                 314 }
315                                                   315 
316                                                   316 
317 // Destructor                                     317 // Destructor
318 //                                                318 //  
319 G4PolyhedraSide::~G4PolyhedraSide()               319 G4PolyhedraSide::~G4PolyhedraSide()
320 {                                                 320 {
321   delete cone;                                    321   delete cone;
322   delete [] vecs;                                 322   delete [] vecs;
323   delete [] edges;                                323   delete [] edges;
324 }                                                 324 }
325                                                   325 
326 // Copy constructor                               326 // Copy constructor
327 //                                                327 //
328 G4PolyhedraSide::G4PolyhedraSide( const G4Poly    328 G4PolyhedraSide::G4PolyhedraSide( const G4PolyhedraSide& source )
                                                   >> 329   : G4VCSGface()
329 {                                                 330 {
330   instanceID = subInstanceManager.CreateSubIns    331   instanceID = subInstanceManager.CreateSubInstance();
331                                                   332 
332   CopyStuff( source );                            333   CopyStuff( source );
333 }                                                 334 }
334                                                   335 
335                                                   336 
336 //                                                337 //
337 // Assignment operator                            338 // Assignment operator
338 //                                                339 //
339 G4PolyhedraSide& G4PolyhedraSide::operator=( c    340 G4PolyhedraSide& G4PolyhedraSide::operator=( const G4PolyhedraSide& source )
340 {                                                 341 {
341   if (this == &source) return *this;              342   if (this == &source) return *this;
342                                                   343   
343   delete cone;                                    344   delete cone;
344   delete [] vecs;                                 345   delete [] vecs;
345   delete [] edges;                                346   delete [] edges;
346                                                   347   
347   CopyStuff( source );                            348   CopyStuff( source );
348                                                   349 
349   return *this;                                   350   return *this;
350 }                                                 351 }
351                                                   352 
352 // CopyStuff                                      353 // CopyStuff
353 //                                                354 //
354 void G4PolyhedraSide::CopyStuff( const G4Polyh    355 void G4PolyhedraSide::CopyStuff( const G4PolyhedraSide& source )
355 {                                                 356 {
356   //                                              357   //
357   // The simple stuff                             358   // The simple stuff
358   //                                              359   //
                                                   >> 360   numSide    = source.numSide;
359   r[0]    = source.r[0];                          361   r[0]    = source.r[0];
360   r[1]    = source.r[1];                          362   r[1]    = source.r[1];
361   z[0]    = source.z[0];                          363   z[0]    = source.z[0];
362   z[1]    = source.z[1];                          364   z[1]    = source.z[1];
363   numSide   = source.numSide;                  << 
364   startPhi  = source.startPhi;                    365   startPhi  = source.startPhi;
365   deltaPhi  = source.deltaPhi;                    366   deltaPhi  = source.deltaPhi;
366   endPhi    = source.endPhi;                      367   endPhi    = source.endPhi;
367   phiIsOpen = source.phiIsOpen;                   368   phiIsOpen = source.phiIsOpen;
368   allBehind = source.allBehind;                   369   allBehind = source.allBehind;
369                                                   370   
370   lenRZ     = source.lenRZ;                       371   lenRZ     = source.lenRZ;
371   lenPhi[0] = source.lenPhi[0];                   372   lenPhi[0] = source.lenPhi[0];
372   lenPhi[1] = source.lenPhi[1];                   373   lenPhi[1] = source.lenPhi[1];
373   edgeNorm  = source.edgeNorm;                    374   edgeNorm  = source.edgeNorm;
374                                                   375 
375   kCarTolerance = source.kCarTolerance;           376   kCarTolerance = source.kCarTolerance;
376   fSurfaceArea = source.fSurfaceArea;             377   fSurfaceArea = source.fSurfaceArea;
377                                                   378 
378   cone = new G4IntersectingCone( *source.cone     379   cone = new G4IntersectingCone( *source.cone );
379                                                   380 
380   //                                              381   //
381   // Duplicate edges                              382   // Duplicate edges
382   //                                              383   //
383   const std::size_t numSides = (numSide > 0) ? << 384   G4int  numEdges = phiIsOpen ? numSide+1 : numSide;
384   const std::size_t numEdges = phiIsOpen ? num << 
385   edges = new G4PolyhedraSideEdge[numEdges];      385   edges = new G4PolyhedraSideEdge[numEdges];
386                                                   386   
387   G4PolyhedraSideEdge *edge = edges,              387   G4PolyhedraSideEdge *edge = edges,
388           *sourceEdge = source.edges;             388           *sourceEdge = source.edges;
389   do    // Loop checking, 13.08.2015, G.Cosmo     389   do    // Loop checking, 13.08.2015, G.Cosmo
390   {                                               390   {
391     *edge = *sourceEdge;                          391     *edge = *sourceEdge;
392   } while( ++sourceEdge, ++edge < edges + numE    392   } while( ++sourceEdge, ++edge < edges + numEdges);
393                                                   393 
394   //                                              394   //
395   // Duplicate vecs                               395   // Duplicate vecs
396   //                                              396   //
397   vecs = new G4PolyhedraSideVec[numSides];     << 397   vecs = new G4PolyhedraSideVec[numSide];
398                                                   398   
399   G4PolyhedraSideVec *vec = vecs,                 399   G4PolyhedraSideVec *vec = vecs,
400          *sourceVec = source.vecs;                400          *sourceVec = source.vecs;
401   do    // Loop checking, 13.08.2015, G.Cosmo     401   do    // Loop checking, 13.08.2015, G.Cosmo
402   {                                               402   {
403     *vec = *sourceVec;                            403     *vec = *sourceVec;
404     vec->edges[0] = edges + (sourceVec->edges[    404     vec->edges[0] = edges + (sourceVec->edges[0] - source.edges);
405     vec->edges[1] = edges + (sourceVec->edges[    405     vec->edges[1] = edges + (sourceVec->edges[1] - source.edges);
406   } while( ++sourceVec, ++vec < vecs + numSide << 406   } while( ++sourceVec, ++vec < vecs + numSide );
407 }                                                 407 }
408                                                   408   
409 // Intersect                                      409 // Intersect
410 //                                                410 //
411 // Decide if a line intersects the face.          411 // Decide if a line intersects the face.
412 //                                                412 //
413 // Arguments:                                     413 // Arguments:
414 //  p    = (in) starting point of line segment    414 //  p    = (in) starting point of line segment
415 //  v    = (in) direction of line segment (ass    415 //  v    = (in) direction of line segment (assumed a unit vector)
416 //  A, B    = (in) 2d transform variables (see    416 //  A, B    = (in) 2d transform variables (see note top of file)
417 //  normSign  = (in) desired sign for dot prod    417 //  normSign  = (in) desired sign for dot product with normal (see below)
418 //  surfTolerance  = (in) minimum distance fro    418 //  surfTolerance  = (in) minimum distance from the surface
419 //  vecs    = (in) Vector set array               419 //  vecs    = (in) Vector set array
420 //  distance  = (out) distance to surface furf    420 //  distance  = (out) distance to surface furfilling all requirements
421 //  distFromSurface = (out) distance from the     421 //  distFromSurface = (out) distance from the surface
422 //  thisNormal  = (out) normal vector of the i    422 //  thisNormal  = (out) normal vector of the intersecting surface
423 //                                                423 //
424 // Return value:                                  424 // Return value:
425 //  true if an intersection is found. Otherwis    425 //  true if an intersection is found. Otherwise, output parameters are
426 //  undefined.                                    426 //  undefined.
427 //                                                427 //
428 // Notes:                                         428 // Notes:
429 // * normSign: if we are "inside" the shape an    429 // * normSign: if we are "inside" the shape and only want to find out how far
430 //   to leave the shape, we only want to consi    430 //   to leave the shape, we only want to consider intersections with surfaces in
431 //   which the trajectory is leaving the shape    431 //   which the trajectory is leaving the shape. Since the normal vectors to the
432 //   surface always point outwards from the in    432 //   surface always point outwards from the inside, this means we want the dot
433 //   product of the trajectory direction v and    433 //   product of the trajectory direction v and the normal of the side normals[i]
434 //   to be positive. Thus, we should specify n    434 //   to be positive. Thus, we should specify normSign as +1.0. Otherwise, if
435 //   we are outside and want to go in, normSig    435 //   we are outside and want to go in, normSign should be set to -1.0.
436 //   Don't set normSign to zero, or you will g    436 //   Don't set normSign to zero, or you will get no intersections!
437 //                                                437 //
438 // * surfTolerance: see notes on argument "sur    438 // * surfTolerance: see notes on argument "surfTolerance" in routine
439 //   "IntersectSidePlane".                        439 //   "IntersectSidePlane".
440 //   ----HOWEVER---- We should *not* apply thi    440 //   ----HOWEVER---- We should *not* apply this surface tolerance if the
441 //   starting point is not within phi or z of     441 //   starting point is not within phi or z of the surface. Specifically,
442 //   if the starting point p angle in x/y plac    442 //   if the starting point p angle in x/y places it on a separate side from the
443 //   intersection or if the starting point p i    443 //   intersection or if the starting point p is outside the z bounds of the
444 //   segment, surfTolerance must be ignored or    444 //   segment, surfTolerance must be ignored or we should *always* accept the
445 //   intersection!                                445 //   intersection! 
446 //   This is simply because the sides do not h    446 //   This is simply because the sides do not have infinite extent.
447 //                                                447 //      
448 //                                                448 //
449 G4bool G4PolyhedraSide::Intersect( const G4Thr    449 G4bool G4PolyhedraSide::Intersect( const G4ThreeVector& p,
450                                    const G4Thr    450                                    const G4ThreeVector& v,  
451                                          G4boo    451                                          G4bool outgoing,
452                                          G4dou    452                                          G4double surfTolerance,
453                                          G4dou    453                                          G4double& distance,
454                                          G4dou    454                                          G4double& distFromSurface,
455                                          G4Thr    455                                          G4ThreeVector& normal,
456                                          G4boo    456                                          G4bool& isAllBehind )
457 {                                                 457 {
458   G4double normSign = outgoing ? +1 : -1;         458   G4double normSign = outgoing ? +1 : -1;
459                                                   459   
460   //                                              460   //
461   // ------------------TO BE IMPLEMENTED------    461   // ------------------TO BE IMPLEMENTED---------------------
462   // Testing the intersection of individual ph    462   // Testing the intersection of individual phi faces is
463   // pretty straight forward. The simple thing    463   // pretty straight forward. The simple thing therefore is to
464   // form a loop and check them all in sequenc    464   // form a loop and check them all in sequence.
465   //                                              465   //
466   // But, I worry about one day someone making    466   // But, I worry about one day someone making
467   // a polygon with a thousands sides. A linea    467   // a polygon with a thousands sides. A linear search
468   // would not be ideal in such a case.           468   // would not be ideal in such a case.
469   //                                              469   //
470   // So, it would be nice to be able to quickl    470   // So, it would be nice to be able to quickly decide
471   // which face would be intersected. One can     471   // which face would be intersected. One can make a very
472   // good guess by using the intersection with    472   // good guess by using the intersection with a cone.
473   // However, this is only reliable in 99% of     473   // However, this is only reliable in 99% of the cases.
474   //                                              474   //
475   // My solution: make a decent guess as to th    475   // My solution: make a decent guess as to the one or
476   // two potential faces might get intersected    476   // two potential faces might get intersected, and then
477   // test them. If we have the wrong face, use    477   // test them. If we have the wrong face, use the test
478   // to make a better guess.                      478   // to make a better guess.
479   //                                              479   //
480   // Since we might have two guesses, form a q    480   // Since we might have two guesses, form a queue of
481   // potential intersecting faces. Keep an arr    481   // potential intersecting faces. Keep an array of 
482   // already tested faces to avoid doing one m    482   // already tested faces to avoid doing one more than
483   // once.                                        483   // once.
484   //                                              484   //
485   // Result: at worst, an iterative search. On    485   // Result: at worst, an iterative search. On average,
486   // a little more than two tests would be req    486   // a little more than two tests would be required.
487   //                                              487   //
488   G4ThreeVector q = p + v;                        488   G4ThreeVector q = p + v;
489                                                   489   
490   G4int face = 0;                                 490   G4int face = 0;
491   G4PolyhedraSideVec* vec = vecs;                 491   G4PolyhedraSideVec* vec = vecs;
492   do    // Loop checking, 13.08.2015, G.Cosmo     492   do    // Loop checking, 13.08.2015, G.Cosmo
493   {                                               493   {
494     //                                            494     //
495     // Correct normal?                            495     // Correct normal?
496     //                                            496     //
497     G4double dotProd = normSign*v.dot(vec->nor    497     G4double dotProd = normSign*v.dot(vec->normal);
498     if (dotProd <= 0) continue;                   498     if (dotProd <= 0) continue;
499                                                   499   
500     //                                            500     //
501     // Is this face in front of the point alon    501     // Is this face in front of the point along the trajectory?
502     //                                            502     //
503     G4ThreeVector delta = p - vec->center;        503     G4ThreeVector delta = p - vec->center;
504     distFromSurface = -normSign*delta.dot(vec-    504     distFromSurface = -normSign*delta.dot(vec->normal);
505                                                   505     
506     if (distFromSurface < -surfTolerance) cont    506     if (distFromSurface < -surfTolerance) continue;
507                                                   507     
508     //                                            508     //
509     //                            phi             509     //                            phi
510     //      c -------- d           ^              510     //      c -------- d           ^
511     //      |          |           |              511     //      |          |           |
512     //      a -------- b           +---> r/z      512     //      a -------- b           +---> r/z
513     //                                            513     //
514     //                                            514     //
515     // Do we remain on this particular segment    515     // Do we remain on this particular segment?
516     //                                            516     //
517     G4ThreeVector qc = q - vec->edges[1]->corn    517     G4ThreeVector qc = q - vec->edges[1]->corner[0];
518     G4ThreeVector qd = q - vec->edges[1]->corn    518     G4ThreeVector qd = q - vec->edges[1]->corner[1];
519                                                   519     
520     if (normSign*qc.cross(qd).dot(v) < 0) cont    520     if (normSign*qc.cross(qd).dot(v) < 0) continue;
521                                                   521     
522     G4ThreeVector qa = q - vec->edges[0]->corn    522     G4ThreeVector qa = q - vec->edges[0]->corner[0];
523     G4ThreeVector qb = q - vec->edges[0]->corn    523     G4ThreeVector qb = q - vec->edges[0]->corner[1];
524                                                   524     
525     if (normSign*qa.cross(qb).dot(v) > 0) cont    525     if (normSign*qa.cross(qb).dot(v) > 0) continue;
526                                                   526     
527     //                                            527     //
528     // We found the one and only segment we mi    528     // We found the one and only segment we might be intersecting.
529     // Do we remain within r/z bounds?            529     // Do we remain within r/z bounds?
530     //                                            530     //
531                                                   531     
532     if (r[0] > 1/kInfinity && normSign*qa.cros    532     if (r[0] > 1/kInfinity && normSign*qa.cross(qc).dot(v) < 0) return false;
533     if (r[1] > 1/kInfinity && normSign*qb.cros    533     if (r[1] > 1/kInfinity && normSign*qb.cross(qd).dot(v) > 0) return false;
534                                                   534     
535     //                                            535     //
536     // We allow the face to be slightly behind    536     // We allow the face to be slightly behind the trajectory
537     // (surface tolerance) only if the point p    537     // (surface tolerance) only if the point p is within
538     // the vicinity of the face                   538     // the vicinity of the face
539     //                                            539     //
540     if (distFromSurface < 0)                      540     if (distFromSurface < 0)
541     {                                             541     {
542       G4ThreeVector ps = p - vec->center;         542       G4ThreeVector ps = p - vec->center; 
543                                                   543       
544       G4double rz = ps.dot(vec->surfRZ);          544       G4double rz = ps.dot(vec->surfRZ);
545       if (std::fabs(rz) > lenRZ+surfTolerance)    545       if (std::fabs(rz) > lenRZ+surfTolerance) return false; 
546                                                   546 
547       G4double pp = ps.dot(vec->surfPhi);         547       G4double pp = ps.dot(vec->surfPhi);
548       if (std::fabs(pp) > lenPhi[0]+lenPhi[1]*    548       if (std::fabs(pp) > lenPhi[0]+lenPhi[1]*rz+surfTolerance) return false;
549     }                                             549     }
550                                                   550       
551                                                   551 
552     //                                            552     //
553     // Intersection found. Return answer.         553     // Intersection found. Return answer.
554     //                                            554     //
555     distance = distFromSurface/dotProd;           555     distance = distFromSurface/dotProd;
556     normal = vec->normal;                         556     normal = vec->normal;
557     isAllBehind = allBehind;                      557     isAllBehind = allBehind;
558     return true;                                  558     return true;
559   } while( ++vec, ++face < numSide );             559   } while( ++vec, ++face < numSide );
560                                                   560 
561   //                                              561   //
562   // Oh well. Better luck next time.              562   // Oh well. Better luck next time.
563   //                                              563   //
564   return false;                                   564   return false;
565 }                                                 565 }
566                                                   566 
567 // Distance                                       567 // Distance
568 //                                                568 //
569 G4double G4PolyhedraSide::Distance( const G4Th    569 G4double G4PolyhedraSide::Distance( const G4ThreeVector& p, G4bool outgoing )
570 {                                                 570 {
571   G4double normSign = outgoing ? -1 : +1;         571   G4double normSign = outgoing ? -1 : +1;
572                                                   572   
573   //                                              573   //
574   // Try the closest phi segment first            574   // Try the closest phi segment first
575   //                                              575   //
576   G4int iPhi = ClosestPhiSegment( GetPhi(p) );    576   G4int iPhi = ClosestPhiSegment( GetPhi(p) );
577                                                   577   
578   G4ThreeVector pdotc = p - vecs[iPhi].center;    578   G4ThreeVector pdotc = p - vecs[iPhi].center;
579   G4double normDist = pdotc.dot(vecs[iPhi].nor    579   G4double normDist = pdotc.dot(vecs[iPhi].normal);
580                                                   580   
581   if (normSign*normDist > -0.5*kCarTolerance)     581   if (normSign*normDist > -0.5*kCarTolerance)
582   {                                               582   {
583     return DistanceAway( p, vecs[iPhi], &normD    583     return DistanceAway( p, vecs[iPhi], &normDist );
584   }                                               584   }
585                                                   585 
586   //                                              586   //
587   // Now we have an interesting problem... do     587   // Now we have an interesting problem... do we try to find the
588   // closest facing side??                        588   // closest facing side??
589   //                                              589   //
590   // Considered carefully, the answer is no. W    590   // Considered carefully, the answer is no. We know that if we
591   // are asking for the distance out, we are s    591   // are asking for the distance out, we are supposed to be inside,
592   // and vice versa.                              592   // and vice versa.
593   //                                              593   //
594                                                   594   
595   return kInfinity;                               595   return kInfinity;
596 }                                                 596 }
597                                                   597 
598 // Inside                                         598 // Inside
599 //                                                599 //
600 EInside G4PolyhedraSide::Inside( const G4Three    600 EInside G4PolyhedraSide::Inside( const G4ThreeVector& p,
601                                        G4doubl    601                                        G4double tolerance, 
602                                        G4doubl    602                                        G4double* bestDistance )
603 {                                                 603 {
604   //                                              604   //
605   // Which phi segment is closest to this poin    605   // Which phi segment is closest to this point?
606   //                                              606   //
607   G4int iPhi = ClosestPhiSegment( GetPhi(p) );    607   G4int iPhi = ClosestPhiSegment( GetPhi(p) );
608                                                   608   
609   G4double norm;                                  609   G4double norm;
610                                                   610   
611   //                                              611   //
612   // Get distance to this segment                 612   // Get distance to this segment
613   //                                              613   //
614   *bestDistance = DistanceToOneSide( p, vecs[i    614   *bestDistance = DistanceToOneSide( p, vecs[iPhi], &norm );
615                                                   615   
616   //                                              616   //
617   // Use distance along normal to decide retur    617   // Use distance along normal to decide return value
618   //                                              618   //
619   if ( (std::fabs(norm) > tolerance) || (*best    619   if ( (std::fabs(norm) > tolerance) || (*bestDistance > 2.0*tolerance) )
620     return (norm < 0) ? kInside : kOutside;       620     return (norm < 0) ? kInside : kOutside;
621   else                                            621   else
622     return kSurface;                              622     return kSurface;
623 }                                                 623 }
624                                                   624 
625 // Normal                                         625 // Normal
626 //                                                626 //
627 G4ThreeVector G4PolyhedraSide::Normal( const G    627 G4ThreeVector G4PolyhedraSide::Normal( const G4ThreeVector& p,
628                                              G    628                                              G4double* bestDistance )
629 {                                                 629 {
630   //                                              630   //
631   // Which phi segment is closest to this poin    631   // Which phi segment is closest to this point?
632   //                                              632   //
633   G4int iPhi = ClosestPhiSegment( GetPhi(p) );    633   G4int iPhi = ClosestPhiSegment( GetPhi(p) );
634                                                   634 
635   //                                              635   //
636   // Get distance to this segment                 636   // Get distance to this segment
637   //                                              637   //
638   G4double norm;                                  638   G4double norm;
639   *bestDistance = DistanceToOneSide( p, vecs[i    639   *bestDistance = DistanceToOneSide( p, vecs[iPhi], &norm );
640                                                   640 
641   return vecs[iPhi].normal;                       641   return vecs[iPhi].normal;
642 }                                                 642 }
643                                                   643 
644 // Extent                                         644 // Extent
645 //                                                645 //
646 G4double G4PolyhedraSide::Extent( const G4Thre    646 G4double G4PolyhedraSide::Extent( const G4ThreeVector axis )
647 {                                                 647 {
648   if (axis.perp2() < DBL_MIN)                     648   if (axis.perp2() < DBL_MIN)
649   {                                               649   {
650     //                                            650     //
651     // Special case                               651     // Special case
652     //                                            652     //
653     return axis.z() < 0 ? -cone->ZLo() : cone-    653     return axis.z() < 0 ? -cone->ZLo() : cone->ZHi();
654   }                                               654   }
655                                                   655 
656   G4int iPhi, i1, i2;                             656   G4int iPhi, i1, i2;
657   G4double best;                                  657   G4double best;
658   G4ThreeVector* list[4];                         658   G4ThreeVector* list[4];
659                                                   659   
660   //                                              660   //
661   // Which phi segment, if any, does the axis     661   // Which phi segment, if any, does the axis belong to
662   //                                              662   //
663   iPhi = PhiSegment( GetPhi(axis) );              663   iPhi = PhiSegment( GetPhi(axis) );
664                                                   664   
665   if (iPhi < 0)                                   665   if (iPhi < 0)
666   {                                               666   {
667     //                                            667     //
668     // No phi segment? Check front edge of fir    668     // No phi segment? Check front edge of first side and
669     // last edge of second side                   669     // last edge of second side
670     //                                            670     //
671     i1 = 0; i2 = numSide-1;                       671     i1 = 0; i2 = numSide-1;
672   }                                               672   }
673   else                                            673   else
674   {                                               674   {
675     //                                            675     //
676     // Check all corners of matching phi side     676     // Check all corners of matching phi side
677     //                                            677     //
678     i1 = iPhi; i2 = iPhi;                         678     i1 = iPhi; i2 = iPhi;
679   }                                               679   }
680                                                   680   
681   list[0] = vecs[i1].edges[0]->corner;            681   list[0] = vecs[i1].edges[0]->corner;
682   list[1] = vecs[i1].edges[0]->corner+1;          682   list[1] = vecs[i1].edges[0]->corner+1;
683   list[2] = vecs[i2].edges[1]->corner;            683   list[2] = vecs[i2].edges[1]->corner;
684   list[3] = vecs[i2].edges[1]->corner+1;          684   list[3] = vecs[i2].edges[1]->corner+1;
685                                                   685         
686   //                                              686   //
687   // Who's biggest?                               687   // Who's biggest?
688   //                                              688   //
689   best = -kInfinity;                              689   best = -kInfinity;
690   G4ThreeVector** vec = list;                     690   G4ThreeVector** vec = list;
691   do    // Loop checking, 13.08.2015, G.Cosmo     691   do    // Loop checking, 13.08.2015, G.Cosmo
692   {                                               692   {
693     G4double answer = (*vec)->dot(axis);          693     G4double answer = (*vec)->dot(axis);
694     if (answer > best) best = answer;             694     if (answer > best) best = answer;
695   } while( ++vec < list+4 );                      695   } while( ++vec < list+4 );
696                                                   696   
697   return best;                                    697   return best;
698 }                                                 698 }
699                                                   699 
700 // CalculateExtent                                700 // CalculateExtent
701 //                                                701 //
702 // See notes in G4VCSGface                        702 // See notes in G4VCSGface
703 //                                                703 //
704 void G4PolyhedraSide::CalculateExtent( const E    704 void G4PolyhedraSide::CalculateExtent( const EAxis axis, 
705                                        const G    705                                        const G4VoxelLimits& voxelLimit,
706                                        const G    706                                        const G4AffineTransform& transform,
707                                              G    707                                              G4SolidExtentList& extentList )
708 {                                                 708 {
709   //                                              709   //
710   // Loop over all sides                          710   // Loop over all sides
711   //                                              711   //
712   G4PolyhedraSideVec *vec = vecs;                 712   G4PolyhedraSideVec *vec = vecs;
713   do    // Loop checking, 13.08.2015, G.Cosmo     713   do    // Loop checking, 13.08.2015, G.Cosmo
714   {                                               714   {
715     //                                            715     //
716     // Fill our polygon with the four corners     716     // Fill our polygon with the four corners of
717     // this side, after the specified transfor    717     // this side, after the specified transformation
718     //                                            718     //
719     G4ClippablePolygon polygon;                   719     G4ClippablePolygon polygon;
720                                                   720     
721     polygon.AddVertexInOrder(transform.           721     polygon.AddVertexInOrder(transform.
722                              TransformPoint(ve    722                              TransformPoint(vec->edges[0]->corner[0]));
723     polygon.AddVertexInOrder(transform.           723     polygon.AddVertexInOrder(transform.
724                              TransformPoint(ve    724                              TransformPoint(vec->edges[0]->corner[1]));
725     polygon.AddVertexInOrder(transform.           725     polygon.AddVertexInOrder(transform.
726                              TransformPoint(ve    726                              TransformPoint(vec->edges[1]->corner[1]));
727     polygon.AddVertexInOrder(transform.           727     polygon.AddVertexInOrder(transform.
728                              TransformPoint(ve    728                              TransformPoint(vec->edges[1]->corner[0]));
729                                                   729     
730     //                                            730     //
731     // Get extent                                 731     // Get extent
732     //                                            732     //  
733     if (polygon.PartialClip( voxelLimit, axis     733     if (polygon.PartialClip( voxelLimit, axis ))
734     {                                             734     {
735       //                                          735       //
736       // Get dot product of normal along targe    736       // Get dot product of normal along target axis
737       //                                          737       //
738       polygon.SetNormal( transform.TransformAx    738       polygon.SetNormal( transform.TransformAxis(vec->normal) );
739                                                   739 
740       extentList.AddSurface( polygon );           740       extentList.AddSurface( polygon );
741     }                                             741     }
742   } while( ++vec < vecs+numSide );                742   } while( ++vec < vecs+numSide );
743                                                   743   
744   return;                                         744   return;
745 }                                                 745 }
746                                                   746 
747 // IntersectSidePlane                             747 // IntersectSidePlane
748 //                                                748 //
749 // Decide if a line correctly intersects one s    749 // Decide if a line correctly intersects one side plane of our segment.
750 // It is assumed that the correct side has bee    750 // It is assumed that the correct side has been chosen, and thus only 
751 // the z bounds (of the entire segment) are ch    751 // the z bounds (of the entire segment) are checked.
752 //                                                752 //
753 // normSign - To be multiplied against normal:    753 // normSign - To be multiplied against normal:
754 //            = +1.0 normal is unchanged          754 //            = +1.0 normal is unchanged
755 //            = -1.0 normal is reversed (now p    755 //            = -1.0 normal is reversed (now points inward)
756 //                                                756 //
757 // Arguments:                                     757 // Arguments:
758 //  p    - (in) Point                             758 //  p    - (in) Point
759 //  v    - (in) Direction                         759 //  v    - (in) Direction
760 //  vec    - (in) Description record of the si    760 //  vec    - (in) Description record of the side plane
761 //  normSign  - (in) Sign (+/- 1) to apply to     761 //  normSign  - (in) Sign (+/- 1) to apply to normal
762 //  surfTolerance  - (in) Surface tolerance (g    762 //  surfTolerance  - (in) Surface tolerance (generally > 0, see below)
763 //  distance  - (out) Distance along v to inte    763 //  distance  - (out) Distance along v to intersection
764 //  distFromSurface - (out) Distance from surf    764 //  distFromSurface - (out) Distance from surface normal
765 //                                                765 //
766 // Notes:                                         766 // Notes:
767 //   surfTolerance  - Used to decide if a poin    767 //   surfTolerance  - Used to decide if a point is behind the surface,
768 //        a point is allow to be -surfToleranc    768 //        a point is allow to be -surfTolerance behind the
769 //        surface (as measured along the norma    769 //        surface (as measured along the normal), but *only*
770 //        if the point is within the r/z bound    770 //        if the point is within the r/z bounds + surfTolerance
771 //        of the segment.                         771 //        of the segment.
772 //                                                772 //
773 G4bool G4PolyhedraSide::IntersectSidePlane( co    773 G4bool G4PolyhedraSide::IntersectSidePlane( const G4ThreeVector& p,
774                                             co    774                                             const G4ThreeVector& v,
775                                             co    775                                             const G4PolyhedraSideVec& vec,
776                                                   776                                                   G4double normSign, 
777                                                   777                                                   G4double surfTolerance,
778                                                   778                                                   G4double& distance,
779                                                   779                                                   G4double& distFromSurface )
780 {                                                 780 {
781   //                                              781   //
782   // Correct normal? Here we have straight sid    782   // Correct normal? Here we have straight sides, and can safely ignore
783   // intersections where the dot product with     783   // intersections where the dot product with the normal is zero.
784   //                                              784   //
785   G4double dotProd = normSign*v.dot(vec.normal    785   G4double dotProd = normSign*v.dot(vec.normal);
786                                                   786   
787   if (dotProd <= 0) return false;                 787   if (dotProd <= 0) return false;
788                                                   788   
789   //                                              789   //
790   // Calculate distance to surface. If the sid    790   // Calculate distance to surface. If the side is too far
791   // behind the point, we must reject it.         791   // behind the point, we must reject it.
792   //                                              792   //
793   G4ThreeVector delta = p - vec.center;           793   G4ThreeVector delta = p - vec.center;
794   distFromSurface = -normSign*delta.dot(vec.no    794   distFromSurface = -normSign*delta.dot(vec.normal);
795                                                   795     
796   if (distFromSurface < -surfTolerance) return    796   if (distFromSurface < -surfTolerance) return false;
797                                                   797 
798   //                                              798   //
799   // Calculate precise distance to intersectio    799   // Calculate precise distance to intersection with the side
800   // (along the trajectory, not normal to the     800   // (along the trajectory, not normal to the surface)
801   //                                              801   //
802   distance = distFromSurface/dotProd;             802   distance = distFromSurface/dotProd;
803                                                   803   
804   //                                              804   //
805   // Do we fall off the r/z extent of the segm    805   // Do we fall off the r/z extent of the segment?
806   //                                              806   //
807   // Calculate this very, very carefully! Why?    807   // Calculate this very, very carefully! Why?
808   //         1. If a RZ end is at R=0, you can    808   //         1. If a RZ end is at R=0, you can't miss!
809   //         2. If you just fall off in RZ, th    809   //         2. If you just fall off in RZ, the answer must
810   //            be consistent with adjacent G4    810   //            be consistent with adjacent G4PolyhedraSide faces.
811   // (2) implies that only variables used by o    811   // (2) implies that only variables used by other G4PolyhedraSide
812   // faces may be used, which includes only: p    812   // faces may be used, which includes only: p, v, and the edge corners.
813   // It also means that one side is a ">" or "    813   // It also means that one side is a ">" or "<", which the other
814   // must be ">=" or "<=". Fortunately, this i    814   // must be ">=" or "<=". Fortunately, this isn't a new problem.
815   // The solution below I borrowed from Joseph    815   // The solution below I borrowed from Joseph O'Rourke,
816   // "Computational Geometry in C (Second Edit    816   // "Computational Geometry in C (Second Edition)"
817   // See: http://cs.smith.edu/~orourke/           817   // See: http://cs.smith.edu/~orourke/
818   //                                              818   //
819   G4ThreeVector ic = p + distance*v - vec.cent    819   G4ThreeVector ic = p + distance*v - vec.center;
820   G4double atRZ = vec.surfRZ.dot(ic);             820   G4double atRZ = vec.surfRZ.dot(ic);
821                                                   821   
822   if (atRZ < 0)                                   822   if (atRZ < 0)
823   {                                               823   {
824     if (r[0]==0) return true;    // Can't miss    824     if (r[0]==0) return true;    // Can't miss!
825                                                   825     
826     if (atRZ < -lenRZ*1.2) return false;  // F    826     if (atRZ < -lenRZ*1.2) return false;  // Forget it! Missed by a mile.
827                                                   827     
828     G4ThreeVector q = p + v;                      828     G4ThreeVector q = p + v;    
829     G4ThreeVector qa = q - vec.edges[0]->corne    829     G4ThreeVector qa = q - vec.edges[0]->corner[0],
830                   qb = q - vec.edges[1]->corne    830                   qb = q - vec.edges[1]->corner[0];
831     G4ThreeVector qacb = qa.cross(qb);            831     G4ThreeVector qacb = qa.cross(qb);
832     if (normSign*qacb.dot(v) < 0) return false    832     if (normSign*qacb.dot(v) < 0) return false;
833                                                   833     
834     if (distFromSurface < 0)                      834     if (distFromSurface < 0)
835     {                                             835     {
836       if (atRZ < -lenRZ-surfTolerance) return     836       if (atRZ < -lenRZ-surfTolerance) return false;
837     }                                             837     }
838   }                                               838   }
839   else if (atRZ > 0)                              839   else if (atRZ > 0)
840   {                                               840   {
841     if (r[1]==0) return true;    // Can't miss    841     if (r[1]==0) return true;    // Can't miss!
842                                                   842     
843     if (atRZ > lenRZ*1.2) return false;  // Mi    843     if (atRZ > lenRZ*1.2) return false;  // Missed by a mile
844                                                   844     
845     G4ThreeVector q = p + v;                      845     G4ThreeVector q = p + v;    
846     G4ThreeVector qa = q - vec.edges[0]->corne    846     G4ThreeVector qa = q - vec.edges[0]->corner[1],
847                   qb = q - vec.edges[1]->corne    847                   qb = q - vec.edges[1]->corner[1];
848     G4ThreeVector qacb = qa.cross(qb);            848     G4ThreeVector qacb = qa.cross(qb);
849     if (normSign*qacb.dot(v) >= 0) return fals    849     if (normSign*qacb.dot(v) >= 0) return false;
850                                                   850     
851     if (distFromSurface < 0)                      851     if (distFromSurface < 0)
852     {                                             852     {
853       if (atRZ > lenRZ+surfTolerance) return f    853       if (atRZ > lenRZ+surfTolerance) return false;
854     }                                             854     }
855   }                                               855   }
856                                                   856 
857   return true;                                    857   return true;
858 }                                                 858 }
859                                                   859 
860 // LineHitsSegments                               860 // LineHitsSegments
861 //                                                861 //
862 // Calculate which phi segments a line interse    862 // Calculate which phi segments a line intersects in three dimensions.
863 // No check is made as to whether the intersec    863 // No check is made as to whether the intersections are within the z bounds of
864 // the segment.                                   864 // the segment.
865 //                                                865 //
866 G4int G4PolyhedraSide::LineHitsSegments( const    866 G4int G4PolyhedraSide::LineHitsSegments( const G4ThreeVector& p,
867                                          const    867                                          const G4ThreeVector& v,
868                                                   868                                                G4int* i1, G4int* i2 )
869 {                                                 869 {
870   G4double s1, s2;                                870   G4double s1, s2;
871   //                                              871   //
872   // First, decide if and where the line inter    872   // First, decide if and where the line intersects the cone
873   //                                              873   //
874   G4int n = cone->LineHitsCone( p, v, &s1, &s2    874   G4int n = cone->LineHitsCone( p, v, &s1, &s2 );
875                                                   875   
876   if (n==0) return 0;                             876   if (n==0) return 0;
877                                                   877   
878   //                                              878   //
879   // Try first intersection.                      879   // Try first intersection.
880   //                                              880   //
881   *i1 = PhiSegment( std::atan2( p.y() + s1*v.y    881   *i1 = PhiSegment( std::atan2( p.y() + s1*v.y(), p.x() + s1*v.x() ) );
882   if (n==1)                                       882   if (n==1)
883   {                                               883   {
884     return (*i1 < 0) ? 0 : 1;                     884     return (*i1 < 0) ? 0 : 1;
885   }                                               885   }
886                                                   886   
887   //                                              887   //
888   // Try second intersection                      888   // Try second intersection
889   //                                              889   //
890   *i2 = PhiSegment( std::atan2( p.y() + s2*v.y    890   *i2 = PhiSegment( std::atan2( p.y() + s2*v.y(), p.x() + s2*v.x() ) );
891   if (*i1 == *i2) return 0;                       891   if (*i1 == *i2) return 0;
892                                                   892   
893   if (*i1 < 0)                                    893   if (*i1 < 0)
894   {                                               894   {
895     if (*i2 < 0) return 0;                        895     if (*i2 < 0) return 0;
896     *i1 = *i2;                                    896     *i1 = *i2;
897     return 1;                                     897     return 1;
898   }                                               898   }
899                                                   899 
900   if (*i2 < 0) return 1;                          900   if (*i2 < 0) return 1;
901                                                   901   
902   return 2;                                       902   return 2;
903 }                                                 903 }
904                                                   904 
905 // ClosestPhiSegment                              905 // ClosestPhiSegment
906 //                                                906 //
907 // Decide which phi segment is closest in phi     907 // Decide which phi segment is closest in phi to the point.
908 // The result is the same as PhiSegment if the    908 // The result is the same as PhiSegment if there is no phi opening.
909 //                                                909 //
910 G4int G4PolyhedraSide::ClosestPhiSegment( G4do    910 G4int G4PolyhedraSide::ClosestPhiSegment( G4double phi0 )
911 {                                                 911 {
912   G4int iPhi = PhiSegment( phi0 );                912   G4int iPhi = PhiSegment( phi0 );
913   if (iPhi >= 0) return iPhi;                     913   if (iPhi >= 0) return iPhi;
914                                                   914   
915   //                                              915   //
916   // Boogers! The points falls inside the phi     916   // Boogers! The points falls inside the phi segment.
917   // Look for the closest point: the start, or    917   // Look for the closest point: the start, or  end
918   //                                              918   //
919   G4double phi = phi0;                            919   G4double phi = phi0;
920                                                   920   
921   while( phi < startPhi )    // Loop checking,    921   while( phi < startPhi )    // Loop checking, 13.08.2015, G.Cosmo
922     phi += twopi;                                 922     phi += twopi;
923   G4double d1 = phi-endPhi;                       923   G4double d1 = phi-endPhi;
924                                                   924 
925   while( phi > startPhi )    // Loop checking,    925   while( phi > startPhi )    // Loop checking, 13.08.2015, G.Cosmo
926     phi -= twopi;                                 926     phi -= twopi;
927   G4double d2 = startPhi-phi;                     927   G4double d2 = startPhi-phi;
928                                                   928   
929   return (d2 < d1) ? 0 : numSide-1;               929   return (d2 < d1) ? 0 : numSide-1;
930 }                                                 930 }
931                                                   931 
932 // PhiSegment                                     932 // PhiSegment
933 //                                                933 //
934 // Decide which phi segment an angle belongs t    934 // Decide which phi segment an angle belongs to, counting from zero.
935 // A value of -1 indicates that the phi value     935 // A value of -1 indicates that the phi value is outside the shape
936 // (only possible if phiTotal < 360 degrees).     936 // (only possible if phiTotal < 360 degrees).
937 //                                                937 //
938 G4int G4PolyhedraSide::PhiSegment( G4double ph    938 G4int G4PolyhedraSide::PhiSegment( G4double phi0 )
939 {                                                 939 {
940   //                                              940   //
941   // How far are we from phiStart? Come up wit    941   // How far are we from phiStart? Come up with a positive answer
942   // that is less than 2*PI                       942   // that is less than 2*PI
943   //                                              943   //
944   G4double phi = phi0 - startPhi;                 944   G4double phi = phi0 - startPhi;
945   while( phi < 0 )    // Loop checking, 13.08.    945   while( phi < 0 )    // Loop checking, 13.08.2015, G.Cosmo
946     phi += twopi;                                 946     phi += twopi;
947   while( phi > twopi )    // Loop checking, 13    947   while( phi > twopi )    // Loop checking, 13.08.2015, G.Cosmo
948     phi -= twopi;                                 948     phi -= twopi;
949                                                   949 
950   //                                              950   //
951   // Divide                                       951   // Divide
952   //                                              952   //
953   auto answer = (G4int)(phi/deltaPhi);         << 953   G4int answer = (G4int)(phi/deltaPhi);
954                                                   954   
955   if (answer >= numSide)                          955   if (answer >= numSide)
956   {                                               956   {
957     if (phiIsOpen)                                957     if (phiIsOpen)
958     {                                             958     {
959       return -1;  // Looks like we missed         959       return -1;  // Looks like we missed
960     }                                             960     }
961     else                                          961     else
962     {                                             962     {
963       answer = numSide-1;  // Probably just ro    963       answer = numSide-1;  // Probably just roundoff
964     }                                             964     }
965   }                                               965   }
966                                                   966   
967   return answer;                                  967   return answer;
968 }                                                 968 }
969                                                   969 
970 // GetPhi                                         970 // GetPhi
971 //                                                971 //
972 // Calculate Phi for a given 3-vector (point),    972 // Calculate Phi for a given 3-vector (point), if not already cached for the
973 // same point, in the attempt to avoid consecu    973 // same point, in the attempt to avoid consecutive computation of the same
974 // quantity                                       974 // quantity
975 //                                                975 //
976 G4double G4PolyhedraSide::GetPhi( const G4Thre    976 G4double G4PolyhedraSide::GetPhi( const G4ThreeVector& p )
977 {                                                 977 {
978   G4double val=0.;                                978   G4double val=0.;
979   G4ThreeVector vphi(G4MT_phphix, G4MT_phphiy,    979   G4ThreeVector vphi(G4MT_phphix, G4MT_phphiy, G4MT_phphiz);
980                                                   980 
981   if (vphi != p)                                  981   if (vphi != p)
982   {                                               982   {
983     val = p.phi();                                983     val = p.phi();
984     G4MT_phphix = p.x(); G4MT_phphiy = p.y();     984     G4MT_phphix = p.x(); G4MT_phphiy = p.y(); G4MT_phphiz = p.z();
985     G4MT_phphik = val;                            985     G4MT_phphik = val;
986   }                                               986   }
987   else                                            987   else
988   {                                               988   {
989     val = G4MT_phphik;                            989     val = G4MT_phphik;
990   }                                               990   }
991   return val;                                     991   return val;
992 }                                                 992 }
993                                                   993 
994 // DistanceToOneSide                              994 // DistanceToOneSide
995 //                                                995 //
996 // Arguments:                                     996 // Arguments:
997 //  p   - (in) Point to check                     997 //  p   - (in) Point to check
998 //  vec   - (in) vector set of this side          998 //  vec   - (in) vector set of this side
999 //  normDist - (out) distance normal to the si    999 //  normDist - (out) distance normal to the side or edge, as appropriate, signed
1000 // Return value = total distance from the sid    1000 // Return value = total distance from the side
1001 //                                               1001 //
1002 G4double G4PolyhedraSide::DistanceToOneSide(     1002 G4double G4PolyhedraSide::DistanceToOneSide( const G4ThreeVector& p,
1003                                                  1003                                              const G4PolyhedraSideVec& vec,
1004                                                  1004                                                    G4double* normDist )
1005 {                                                1005 {
1006   G4ThreeVector pct = p - vec.center;            1006   G4ThreeVector pct = p - vec.center;
1007                                                  1007   
1008   //                                             1008   //
1009   // Get normal distance                         1009   // Get normal distance
1010   //                                             1010   //
1011   *normDist = vec.normal.dot(pct);               1011   *normDist = vec.normal.dot(pct);
1012                                                  1012 
1013   //                                             1013   //
1014   // Add edge penalty                            1014   // Add edge penalty
1015   //                                             1015   //
1016   return DistanceAway( p, vec, normDist );       1016   return DistanceAway( p, vec, normDist );
1017 }                                                1017 }
1018                                                  1018 
1019 // DistanceAway                                  1019 // DistanceAway
1020 //                                               1020 //
1021 // Add distance from side edges, if necessary    1021 // Add distance from side edges, if necessary, to total distance,
1022 // and updates normDist appropriate depending    1022 // and updates normDist appropriate depending on edge normals.
1023 //                                               1023 //
1024 G4double G4PolyhedraSide::DistanceAway( const    1024 G4double G4PolyhedraSide::DistanceAway( const G4ThreeVector& p,
1025                                         const    1025                                         const G4PolyhedraSideVec& vec,
1026                                                  1026                                               G4double* normDist )
1027 {                                                1027 {
1028   G4double distOut2;                             1028   G4double distOut2;
1029   G4ThreeVector pct = p - vec.center;            1029   G4ThreeVector pct = p - vec.center;
1030   G4double distFaceNorm = *normDist;             1030   G4double distFaceNorm = *normDist;
1031                                                  1031   
1032   //                                             1032   //
1033   // Okay, are we inside bounds?                 1033   // Okay, are we inside bounds?
1034   //                                             1034   //
1035   G4double pcDotRZ  = pct.dot(vec.surfRZ);       1035   G4double pcDotRZ  = pct.dot(vec.surfRZ);
1036   G4double pcDotPhi = pct.dot(vec.surfPhi);      1036   G4double pcDotPhi = pct.dot(vec.surfPhi);
1037                                                  1037   
1038   //                                             1038   //
1039   // Go through all permutations.                1039   // Go through all permutations.
1040   //                                             1040   //                                                   Phi
1041   //               |              |              1041   //               |              |                     ^
1042   //           B   |      H       |   E          1042   //           B   |      H       |   E                 |
1043   //        ------[1]------------[3]-----        1043   //        ------[1]------------[3]-----               |
1044   //               |XXXXXXXXXXXXXX|              1044   //               |XXXXXXXXXXXXXX|                     +----> RZ
1045   //           C   |XXXXXXXXXXXXXX|   F          1045   //           C   |XXXXXXXXXXXXXX|   F
1046   //               |XXXXXXXXXXXXXX|              1046   //               |XXXXXXXXXXXXXX|
1047   //        ------[0]------------[2]----         1047   //        ------[0]------------[2]----
1048   //           A   |      G       |   D          1048   //           A   |      G       |   D
1049   //               |              |              1049   //               |              |
1050   //                                             1050   //
1051   // It's real messy, but at least it's quick    1051   // It's real messy, but at least it's quick
1052   //                                             1052   //
1053                                                  1053   
1054   if (pcDotRZ < -lenRZ)                          1054   if (pcDotRZ < -lenRZ)
1055   {                                              1055   {
1056     G4double lenPhiZ = lenPhi[0] - lenRZ*lenP    1056     G4double lenPhiZ = lenPhi[0] - lenRZ*lenPhi[1];
1057     G4double distOutZ = pcDotRZ+lenRZ;           1057     G4double distOutZ = pcDotRZ+lenRZ;
1058     //                                           1058     //
1059     // Below in RZ                               1059     // Below in RZ
1060     //                                           1060     //
1061     if (pcDotPhi < -lenPhiZ)                     1061     if (pcDotPhi < -lenPhiZ)
1062     {                                            1062     {
1063       //                                         1063       //
1064       // ...and below in phi. Find distance t    1064       // ...and below in phi. Find distance to point (A)
1065       //                                         1065       //
1066       G4double distOutPhi = pcDotPhi+lenPhiZ;    1066       G4double distOutPhi = pcDotPhi+lenPhiZ;
1067       distOut2 = distOutPhi*distOutPhi + dist    1067       distOut2 = distOutPhi*distOutPhi + distOutZ*distOutZ;
1068       G4ThreeVector pa = p - vec.edges[0]->co    1068       G4ThreeVector pa = p - vec.edges[0]->corner[0];
1069       *normDist = pa.dot(vec.edges[0]->cornNo    1069       *normDist = pa.dot(vec.edges[0]->cornNorm[0]);
1070     }                                            1070     }
1071     else if (pcDotPhi > lenPhiZ)                 1071     else if (pcDotPhi > lenPhiZ)
1072     {                                            1072     {
1073       //                                         1073       //
1074       // ...and above in phi. Find distance t    1074       // ...and above in phi. Find distance to point (B)
1075       //                                         1075       //
1076       G4double distOutPhi = pcDotPhi-lenPhiZ;    1076       G4double distOutPhi = pcDotPhi-lenPhiZ;
1077       distOut2 = distOutPhi*distOutPhi + dist    1077       distOut2 = distOutPhi*distOutPhi + distOutZ*distOutZ;
1078       G4ThreeVector pb = p - vec.edges[1]->co    1078       G4ThreeVector pb = p - vec.edges[1]->corner[0];
1079       *normDist = pb.dot(vec.edges[1]->cornNo    1079       *normDist = pb.dot(vec.edges[1]->cornNorm[0]);
1080     }                                            1080     }
1081     else                                         1081     else
1082     {                                            1082     {
1083       //                                         1083       //
1084       // ...and inside in phi. Find distance     1084       // ...and inside in phi. Find distance to line (C)
1085       //                                         1085       //
1086       G4ThreeVector pa = p - vec.edges[0]->co    1086       G4ThreeVector pa = p - vec.edges[0]->corner[0];
1087       distOut2 = distOutZ*distOutZ;              1087       distOut2 = distOutZ*distOutZ;
1088       *normDist = pa.dot(vec.edgeNorm[0]);       1088       *normDist = pa.dot(vec.edgeNorm[0]);
1089     }                                            1089     }
1090   }                                              1090   }
1091   else if (pcDotRZ > lenRZ)                      1091   else if (pcDotRZ > lenRZ)
1092   {                                              1092   {
1093     G4double lenPhiZ = lenPhi[0] + lenRZ*lenP    1093     G4double lenPhiZ = lenPhi[0] + lenRZ*lenPhi[1];
1094     G4double distOutZ = pcDotRZ-lenRZ;           1094     G4double distOutZ = pcDotRZ-lenRZ;
1095     //                                           1095     //
1096     // Above in RZ                               1096     // Above in RZ
1097     //                                           1097     //
1098     if (pcDotPhi < -lenPhiZ)                     1098     if (pcDotPhi < -lenPhiZ)
1099     {                                            1099     {
1100       //                                         1100       //
1101       // ...and below in phi. Find distance t    1101       // ...and below in phi. Find distance to point (D)
1102       //                                         1102       //
1103       G4double distOutPhi = pcDotPhi+lenPhiZ;    1103       G4double distOutPhi = pcDotPhi+lenPhiZ;
1104       distOut2 = distOutPhi*distOutPhi + dist    1104       distOut2 = distOutPhi*distOutPhi + distOutZ*distOutZ;
1105       G4ThreeVector pd = p - vec.edges[0]->co    1105       G4ThreeVector pd = p - vec.edges[0]->corner[1];
1106       *normDist = pd.dot(vec.edges[0]->cornNo    1106       *normDist = pd.dot(vec.edges[0]->cornNorm[1]);
1107     }                                            1107     }
1108     else if (pcDotPhi > lenPhiZ)                 1108     else if (pcDotPhi > lenPhiZ)
1109     {                                            1109     {
1110       //                                         1110       //
1111       // ...and above in phi. Find distance t    1111       // ...and above in phi. Find distance to point (E)
1112       //                                         1112       //
1113       G4double distOutPhi = pcDotPhi-lenPhiZ;    1113       G4double distOutPhi = pcDotPhi-lenPhiZ;
1114       distOut2 = distOutPhi*distOutPhi + dist    1114       distOut2 = distOutPhi*distOutPhi + distOutZ*distOutZ;
1115       G4ThreeVector pe = p - vec.edges[1]->co    1115       G4ThreeVector pe = p - vec.edges[1]->corner[1];
1116       *normDist = pe.dot(vec.edges[1]->cornNo    1116       *normDist = pe.dot(vec.edges[1]->cornNorm[1]);
1117     }                                            1117     }
1118     else                                         1118     else
1119     {                                            1119     {
1120       //                                         1120       //
1121       // ...and inside in phi. Find distance     1121       // ...and inside in phi. Find distance to line (F)
1122       //                                         1122       //
1123       distOut2 = distOutZ*distOutZ;              1123       distOut2 = distOutZ*distOutZ;
1124       G4ThreeVector pd = p - vec.edges[0]->co    1124       G4ThreeVector pd = p - vec.edges[0]->corner[1];
1125       *normDist = pd.dot(vec.edgeNorm[1]);       1125       *normDist = pd.dot(vec.edgeNorm[1]);
1126     }                                            1126     }
1127   }                                              1127   }
1128   else                                           1128   else
1129   {                                              1129   {
1130     G4double lenPhiZ = lenPhi[0] + pcDotRZ*le    1130     G4double lenPhiZ = lenPhi[0] + pcDotRZ*lenPhi[1];
1131     //                                           1131     //
1132     // We are inside RZ bounds                   1132     // We are inside RZ bounds
1133     //                                           1133     // 
1134     if (pcDotPhi < -lenPhiZ)                     1134     if (pcDotPhi < -lenPhiZ)
1135     {                                            1135     {
1136       //                                         1136       //
1137       // ...and below in phi. Find distance t    1137       // ...and below in phi. Find distance to line (G)
1138       //                                         1138       //
1139       G4double distOut = edgeNorm*(pcDotPhi+l    1139       G4double distOut = edgeNorm*(pcDotPhi+lenPhiZ);
1140       distOut2 = distOut*distOut;                1140       distOut2 = distOut*distOut;
1141       G4ThreeVector pd = p - vec.edges[0]->co    1141       G4ThreeVector pd = p - vec.edges[0]->corner[1];
1142       *normDist = pd.dot(vec.edges[0]->normal    1142       *normDist = pd.dot(vec.edges[0]->normal);
1143     }                                            1143     }
1144     else if (pcDotPhi > lenPhiZ)                 1144     else if (pcDotPhi > lenPhiZ)
1145     {                                            1145     {
1146       //                                         1146       //
1147       // ...and above in phi. Find distance t    1147       // ...and above in phi. Find distance to line (H)
1148       //                                         1148       //
1149       G4double distOut = edgeNorm*(pcDotPhi-l    1149       G4double distOut = edgeNorm*(pcDotPhi-lenPhiZ);
1150       distOut2 = distOut*distOut;                1150       distOut2 = distOut*distOut;
1151       G4ThreeVector pe = p - vec.edges[1]->co    1151       G4ThreeVector pe = p - vec.edges[1]->corner[1];
1152       *normDist = pe.dot(vec.edges[1]->normal    1152       *normDist = pe.dot(vec.edges[1]->normal);
1153     }                                            1153     }
1154     else                                         1154     else
1155     {                                            1155     {
1156       //                                         1156       //
1157       // Inside bounds! No penalty.              1157       // Inside bounds! No penalty.
1158       //                                         1158       //
1159       return std::fabs(distFaceNorm);            1159       return std::fabs(distFaceNorm);
1160     }                                            1160     }
1161   }                                              1161   }
1162   return std::sqrt( distFaceNorm*distFaceNorm    1162   return std::sqrt( distFaceNorm*distFaceNorm + distOut2 );
1163 }                                                1163 }
1164                                                  1164 
1165 // Calculation of surface area of a triangle.    1165 // Calculation of surface area of a triangle. 
1166 // At the same time a random point in the tri    1166 // At the same time a random point in the triangle is given
1167 //                                               1167 //
1168 G4double G4PolyhedraSide::SurfaceTriangle( co << 1168 G4double G4PolyhedraSide::SurfaceTriangle( G4ThreeVector p1,
1169                                            co << 1169                                            G4ThreeVector p2,
1170                                            co << 1170                                            G4ThreeVector p3,
1171                                            G4    1171                                            G4ThreeVector* p4 )
1172 {                                                1172 {
1173   G4ThreeVector v, w;                            1173   G4ThreeVector v, w;
1174                                                  1174   
1175   v = p3 - p1;                                   1175   v = p3 - p1;
1176   w = p1 - p2;                                   1176   w = p1 - p2;
1177   G4double lambda1 = G4UniformRand();            1177   G4double lambda1 = G4UniformRand();
1178   G4double lambda2 = lambda1*G4UniformRand();    1178   G4double lambda2 = lambda1*G4UniformRand();
1179                                                  1179  
1180   *p4=p2 + lambda1*w + lambda2*v;                1180   *p4=p2 + lambda1*w + lambda2*v;
1181   return 0.5*(v.cross(w)).mag();                 1181   return 0.5*(v.cross(w)).mag();
1182 }                                                1182 }
1183                                                  1183 
1184 // GetPointOnPlane                               1184 // GetPointOnPlane
1185 //                                               1185 //
1186 // Auxiliary method for GetPointOnSurface()      1186 // Auxiliary method for GetPointOnSurface()
1187 //                                               1187 //
1188 G4ThreeVector                                    1188 G4ThreeVector
1189 G4PolyhedraSide::GetPointOnPlane( const G4Thr << 1189 G4PolyhedraSide::GetPointOnPlane( G4ThreeVector p0, G4ThreeVector p1, 
1190                                   const G4Thr << 1190                                   G4ThreeVector p2, G4ThreeVector p3,
1191                                   G4double* A    1191                                   G4double* Area )
1192 {                                                1192 {
1193   G4double chose,aOne,aTwo;                      1193   G4double chose,aOne,aTwo;
1194   G4ThreeVector point1,point2;                   1194   G4ThreeVector point1,point2;
1195   aOne = SurfaceTriangle(p0,p1,p2,&point1);      1195   aOne = SurfaceTriangle(p0,p1,p2,&point1);
1196   aTwo = SurfaceTriangle(p2,p3,p0,&point2);      1196   aTwo = SurfaceTriangle(p2,p3,p0,&point2);
1197   *Area= aOne+aTwo;                              1197   *Area= aOne+aTwo;
1198                                                  1198 
1199   chose = G4UniformRand()*(aOne+aTwo);           1199   chose = G4UniformRand()*(aOne+aTwo);
1200   if( (chose>=0.) && (chose < aOne) )            1200   if( (chose>=0.) && (chose < aOne) )
1201   {                                              1201   {
1202    return (point1);                              1202    return (point1);    
1203   }                                              1203   }
1204   return (point2);                               1204   return (point2);
1205 }                                                1205 }
1206                                                  1206 
1207 // SurfaceArea()                                 1207 // SurfaceArea()
1208 //                                               1208 //
1209 G4double G4PolyhedraSide::SurfaceArea()          1209 G4double G4PolyhedraSide::SurfaceArea()
1210 {                                                1210 {
1211   if( fSurfaceArea==0. )                         1211   if( fSurfaceArea==0. )
1212   {                                              1212   { 
1213     // Define the variables                      1213     // Define the variables
1214     //                                           1214     //
1215     G4double area,areas;                         1215     G4double area,areas;
1216     G4ThreeVector point1;                        1216     G4ThreeVector point1;
1217     G4ThreeVector v1,v2,v3,v4;                   1217     G4ThreeVector v1,v2,v3,v4; 
1218     G4PolyhedraSideVec* vec = vecs;              1218     G4PolyhedraSideVec* vec = vecs;
1219     areas=0.;                                    1219     areas=0.;
1220                                                  1220 
1221     // Do a loop on all SideEdge                 1221     // Do a loop on all SideEdge
1222     //                                           1222     //
1223     do    // Loop checking, 13.08.2015, G.Cos    1223     do    // Loop checking, 13.08.2015, G.Cosmo
1224     {                                            1224     {
1225       // Define 4points for a Plane or Triang    1225       // Define 4points for a Plane or Triangle
1226       //                                         1226       //
1227       v1=vec->edges[0]->corner[0];               1227       v1=vec->edges[0]->corner[0];
1228       v2=vec->edges[0]->corner[1];               1228       v2=vec->edges[0]->corner[1];
1229       v3=vec->edges[1]->corner[1];               1229       v3=vec->edges[1]->corner[1];
1230       v4=vec->edges[1]->corner[0];               1230       v4=vec->edges[1]->corner[0];
1231       point1=GetPointOnPlane(v1,v2,v3,v4,&are    1231       point1=GetPointOnPlane(v1,v2,v3,v4,&area);
1232       areas+=area;                               1232       areas+=area;
1233     } while( ++vec < vecs + numSide);            1233     } while( ++vec < vecs + numSide);
1234                                                  1234 
1235     fSurfaceArea=areas;                          1235     fSurfaceArea=areas;
1236   }                                              1236   }
1237   return fSurfaceArea;                           1237   return fSurfaceArea;
1238 }                                                1238 }
1239                                                  1239 
1240 // GetPointOnFace()                              1240 // GetPointOnFace()
1241 //                                               1241 //
1242 G4ThreeVector G4PolyhedraSide::GetPointOnFace    1242 G4ThreeVector G4PolyhedraSide::GetPointOnFace()
1243 {                                                1243 {
1244   // Define the variables                        1244   // Define the variables
1245   //                                             1245   //
1246   std::vector<G4double>areas;                    1246   std::vector<G4double>areas;
1247   std::vector<G4ThreeVector>points;              1247   std::vector<G4ThreeVector>points;
1248   G4double area=0.;                              1248   G4double area=0.;
1249   G4double result1;                              1249   G4double result1;
1250   G4ThreeVector point1;                          1250   G4ThreeVector point1;
1251   G4ThreeVector v1,v2,v3,v4;                     1251   G4ThreeVector v1,v2,v3,v4; 
1252   G4PolyhedraSideVec* vec = vecs;                1252   G4PolyhedraSideVec* vec = vecs;
1253                                                  1253 
1254   // Do a loop on all SideEdge                   1254   // Do a loop on all SideEdge
1255   //                                             1255   //
1256   do    // Loop checking, 13.08.2015, G.Cosmo    1256   do    // Loop checking, 13.08.2015, G.Cosmo
1257   {                                              1257   {
1258     // Define 4points for a Plane or Triangle    1258     // Define 4points for a Plane or Triangle
1259     //                                           1259     //
1260     v1=vec->edges[0]->corner[0];                 1260     v1=vec->edges[0]->corner[0];
1261     v2=vec->edges[0]->corner[1];                 1261     v2=vec->edges[0]->corner[1];
1262     v3=vec->edges[1]->corner[1];                 1262     v3=vec->edges[1]->corner[1];
1263     v4=vec->edges[1]->corner[0];                 1263     v4=vec->edges[1]->corner[0];
1264     point1=GetPointOnPlane(v1,v2,v3,v4,&resul    1264     point1=GetPointOnPlane(v1,v2,v3,v4,&result1);
1265     points.push_back(point1);                    1265     points.push_back(point1);
1266     areas.push_back(result1);                    1266     areas.push_back(result1);
1267     area+=result1;                               1267     area+=result1;
1268   } while( ++vec < vecs+numSide );               1268   } while( ++vec < vecs+numSide );
1269                                                  1269 
1270   // Choose randomly one of the surfaces and     1270   // Choose randomly one of the surfaces and point on it
1271   //                                             1271   //
1272   G4double chose = area*G4UniformRand();         1272   G4double chose = area*G4UniformRand();
1273   G4double Achose1=0., Achose2=0.;               1273   G4double Achose1=0., Achose2=0.;
1274   G4int i=0;                                     1274   G4int i=0;
1275   do    // Loop checking, 13.08.2015, G.Cosmo    1275   do    // Loop checking, 13.08.2015, G.Cosmo
1276   {                                              1276   {
1277     Achose2+=areas[i];                           1277     Achose2+=areas[i];
1278     if(chose>=Achose1 && chose<Achose2)          1278     if(chose>=Achose1 && chose<Achose2)
1279     {                                            1279     {
1280       point1=points[i] ; break;                  1280       point1=points[i] ; break;     
1281     }                                            1281     }
1282     ++i; Achose1=Achose2;                        1282     ++i; Achose1=Achose2;
1283   } while( i<numSide );                          1283   } while( i<numSide );
1284                                                  1284  
1285   return point1;                                 1285   return point1;
1286 }                                                1286 }
1287                                                  1287