Geant4 Cross Reference

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Geant4/geometry/solids/specific/src/G4TriangularFacet.cc

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Differences between /geometry/solids/specific/src/G4TriangularFacet.cc (Version 11.3.0) and /geometry/solids/specific/src/G4TriangularFacet.cc (Version 11.2.1)


  1 //                                                  1 //
  2 // *******************************************      2 // ********************************************************************
  3 // * License and Disclaimer                         3 // * License and Disclaimer                                           *
  4 // *                                                4 // *                                                                  *
  5 // * The  Geant4 software  is  copyright of th      5 // * The  Geant4 software  is  copyright of the Copyright Holders  of *
  6 // * the Geant4 Collaboration.  It is provided      6 // * the Geant4 Collaboration.  It is provided  under  the terms  and *
  7 // * conditions of the Geant4 Software License      7 // * conditions of the Geant4 Software License,  included in the file *
  8 // * LICENSE and available at  http://cern.ch/      8 // * LICENSE and available at  http://cern.ch/geant4/license .  These *
  9 // * include a list of copyright holders.           9 // * include a list of copyright holders.                             *
 10 // *                                               10 // *                                                                  *
 11 // * Neither the authors of this software syst     11 // * Neither the authors of this software system, nor their employing *
 12 // * institutes,nor the agencies providing fin     12 // * institutes,nor the agencies providing financial support for this *
 13 // * work  make  any representation or  warran     13 // * work  make  any representation or  warranty, express or implied, *
 14 // * regarding  this  software system or assum     14 // * regarding  this  software system or assume any liability for its *
 15 // * use.  Please see the license in the file      15 // * use.  Please see the license in the file  LICENSE  and URL above *
 16 // * for the full disclaimer and the limitatio     16 // * for the full disclaimer and the limitation of liability.         *
 17 // *                                               17 // *                                                                  *
 18 // * This  code  implementation is the result      18 // * This  code  implementation is the result of  the  scientific and *
 19 // * technical work of the GEANT4 collaboratio     19 // * technical work of the GEANT4 collaboration.                      *
 20 // * By using,  copying,  modifying or  distri     20 // * By using,  copying,  modifying or  distributing the software (or *
 21 // * any work based  on the software)  you  ag     21 // * any work based  on the software)  you  agree  to acknowledge its *
 22 // * use  in  resulting  scientific  publicati     22 // * use  in  resulting  scientific  publications,  and indicate your *
 23 // * acceptance of all terms of the Geant4 Sof     23 // * acceptance of all terms of the Geant4 Software license.          *
 24 // *******************************************     24 // ********************************************************************
 25 //                                                 25 //
 26 // G4TriangularFacet implementation                26 // G4TriangularFacet implementation
 27 //                                                 27 //
 28 // 31.10.2004, P R Truscott, QinetiQ Ltd, UK -     28 // 31.10.2004, P R Truscott, QinetiQ Ltd, UK - Created.
 29 // 01.08.2007, P R Truscott, QinetiQ Ltd, UK       29 // 01.08.2007, P R Truscott, QinetiQ Ltd, UK
 30 //                  Significant modification t     30 //                  Significant modification to correct for errors and enhance
 31 //                  based on patches/observati     31 //                  based on patches/observations kindly provided by Rickard
 32 //                  Holmberg.                      32 //                  Holmberg.
 33 // 12.10.2012, M Gayer, CERN                       33 // 12.10.2012, M Gayer, CERN
 34 //                  New implementation reducin     34 //                  New implementation reducing memory requirements by 50%,
 35 //                  and considerable CPU speed     35 //                  and considerable CPU speedup together with the new
 36 //                  implementation of G4Tessel     36 //                  implementation of G4TessellatedSolid.
 37 // 23.02.2016, E Tcherniaev, CERN                  37 // 23.02.2016, E Tcherniaev, CERN
 38 //                  Improved test to detect de     38 //                  Improved test to detect degenerate (too small or
 39 //                  too narrow) triangles.         39 //                  too narrow) triangles.
 40 // -------------------------------------------     40 // --------------------------------------------------------------------
 41                                                    41 
 42 #include "G4TriangularFacet.hh"                    42 #include "G4TriangularFacet.hh"
 43                                                    43 
 44 #include "Randomize.hh"                            44 #include "Randomize.hh"
 45 #include "G4TessellatedGeometryAlgorithms.hh"      45 #include "G4TessellatedGeometryAlgorithms.hh"
 46                                                    46 
 47 using namespace std;                               47 using namespace std;
 48                                                    48 
 49 //////////////////////////////////////////////     49 ///////////////////////////////////////////////////////////////////////////////
 50 //                                                 50 //
 51 // Definition of triangular facet using absolu     51 // Definition of triangular facet using absolute vectors to fVertices.
 52 // From this for first vector is retained to d     52 // From this for first vector is retained to define the facet location and
 53 // two relative vectors (E0 and E1) define the     53 // two relative vectors (E0 and E1) define the sides and orientation of 
 54 // the outward surface normal.                     54 // the outward surface normal.
 55 //                                                 55 //
 56 G4TriangularFacet::G4TriangularFacet (const G4     56 G4TriangularFacet::G4TriangularFacet (const G4ThreeVector& vt0,
 57                                       const G4     57                                       const G4ThreeVector& vt1,
 58                                       const G4     58                                       const G4ThreeVector& vt2,
 59                                             G4     59                                             G4FacetVertexType vertexType)
 60 {                                                  60 {
 61   fVertices = new vector<G4ThreeVector>(3);        61   fVertices = new vector<G4ThreeVector>(3);
 62                                                    62 
 63   SetVertex(0, vt0);                               63   SetVertex(0, vt0);
 64   if (vertexType == ABSOLUTE)                      64   if (vertexType == ABSOLUTE)
 65   {                                                65   {
 66     SetVertex(1, vt1);                             66     SetVertex(1, vt1);
 67     SetVertex(2, vt2);                             67     SetVertex(2, vt2);
 68     fE1 = vt1 - vt0;                               68     fE1 = vt1 - vt0;
 69     fE2 = vt2 - vt0;                               69     fE2 = vt2 - vt0;
 70   }                                                70   }
 71   else                                             71   else
 72   {                                                72   {
 73     SetVertex(1, vt0 + vt1);                       73     SetVertex(1, vt0 + vt1);
 74     SetVertex(2, vt0 + vt2);                       74     SetVertex(2, vt0 + vt2);
 75     fE1 = vt1;                                     75     fE1 = vt1;
 76     fE2 = vt2;                                     76     fE2 = vt2;
 77   }                                                77   }
 78                                                    78 
 79   G4ThreeVector E1xE2 = fE1.cross(fE2);            79   G4ThreeVector E1xE2 = fE1.cross(fE2);
 80   fArea = 0.5 * E1xE2.mag();                       80   fArea = 0.5 * E1xE2.mag();
 81   for (G4int i = 0; i < 3; ++i) fIndices[i] =      81   for (G4int i = 0; i < 3; ++i) fIndices[i] = -1;
 82                                                    82 
 83   fIsDefined = true;                               83   fIsDefined = true;
 84   G4double delta = kCarTolerance; // Set toler     84   G4double delta = kCarTolerance; // Set tolerance for checking
 85                                                    85 
 86   // Check length of edges                         86   // Check length of edges
 87   //                                               87   //
 88   G4double leng1 = fE1.mag();                      88   G4double leng1 = fE1.mag();
 89   G4double leng2 = (fE2-fE1).mag();                89   G4double leng2 = (fE2-fE1).mag();
 90   G4double leng3 = fE2.mag();                      90   G4double leng3 = fE2.mag();
 91   if (leng1 <= delta || leng2 <= delta || leng     91   if (leng1 <= delta || leng2 <= delta || leng3 <= delta) 
 92   {                                                92   {
 93     fIsDefined = false;                            93     fIsDefined = false;
 94   }                                                94   }
 95                                                    95 
 96   // Check min height of triangle                  96   // Check min height of triangle
 97   //                                               97   //
 98   if (fIsDefined)                                  98   if (fIsDefined)
 99   {                                                99   {
100     if (2.*fArea/std::max(std::max(leng1,leng2    100     if (2.*fArea/std::max(std::max(leng1,leng2),leng3) <= delta)
101     {                                             101     {
102       fIsDefined = false;                         102       fIsDefined = false;
103     }                                             103     } 
104   }                                               104   }
105                                                   105 
106   // Define facet                                 106   // Define facet
107   //                                              107   //
108   if (!fIsDefined)                                108   if (!fIsDefined)
109   {                                               109   {
110     ostringstream message;                        110     ostringstream message;
111     message << "Facet is too small or too narr    111     message << "Facet is too small or too narrow." << G4endl
112             << "Triangle area = " << fArea <<     112             << "Triangle area = " << fArea << G4endl
113             << "P0 = " << GetVertex(0) << G4en    113             << "P0 = " << GetVertex(0) << G4endl
114             << "P1 = " << GetVertex(1) << G4en    114             << "P1 = " << GetVertex(1) << G4endl
115             << "P2 = " << GetVertex(2) << G4en    115             << "P2 = " << GetVertex(2) << G4endl
116             << "Side1 length (P0->P1) = " << l    116             << "Side1 length (P0->P1) = " << leng1 << G4endl
117             << "Side2 length (P1->P2) = " << l    117             << "Side2 length (P1->P2) = " << leng2 << G4endl
118             << "Side3 length (P2->P0) = " << l    118             << "Side3 length (P2->P0) = " << leng3;
119     G4Exception("G4TriangularFacet::G4Triangul    119     G4Exception("G4TriangularFacet::G4TriangularFacet()",
120     "GeomSolids1001", JustWarning, message);      120     "GeomSolids1001", JustWarning, message);
121     fSurfaceNormal.set(0,0,0);                    121     fSurfaceNormal.set(0,0,0);
122     fA = fB = fC = 0.0;                           122     fA = fB = fC = 0.0;
123     fDet = 0.0;                                   123     fDet = 0.0;
124     fCircumcentre = vt0 + 0.5*fE1 + 0.5*fE2;      124     fCircumcentre = vt0 + 0.5*fE1 + 0.5*fE2;
125     fArea = fRadius = 0.0;                        125     fArea = fRadius = 0.0;
126   }                                               126   }
127   else                                            127   else
128   {                                               128   { 
129     fSurfaceNormal = E1xE2.unit();                129     fSurfaceNormal = E1xE2.unit();
130     fA   = fE1.mag2();                            130     fA   = fE1.mag2();
131     fB   = fE1.dot(fE2);                          131     fB   = fE1.dot(fE2);
132     fC   = fE2.mag2();                            132     fC   = fE2.mag2();
133     fDet = std::fabs(fA*fC - fB*fB);              133     fDet = std::fabs(fA*fC - fB*fB);
134                                                   134 
135     fCircumcentre =                               135     fCircumcentre = 
136       vt0 + (E1xE2.cross(fE1)*fC + fE2.cross(E    136       vt0 + (E1xE2.cross(fE1)*fC + fE2.cross(E1xE2)*fA) / (2.*E1xE2.mag2());
137     fRadius = (fCircumcentre - vt0).mag();        137     fRadius = (fCircumcentre - vt0).mag();
138   }                                               138   }
139 }                                                 139 }
140                                                   140 
141 //////////////////////////////////////////////    141 ///////////////////////////////////////////////////////////////////////////////
142 //                                                142 //
143 G4TriangularFacet::G4TriangularFacet ()           143 G4TriangularFacet::G4TriangularFacet ()
144 {                                                 144 {
145   fVertices = new vector<G4ThreeVector>(3);       145   fVertices = new vector<G4ThreeVector>(3);
146   G4ThreeVector zero(0,0,0);                      146   G4ThreeVector zero(0,0,0);
147   SetVertex(0, zero);                             147   SetVertex(0, zero);
148   SetVertex(1, zero);                             148   SetVertex(1, zero);
149   SetVertex(2, zero);                             149   SetVertex(2, zero);
150   for (G4int i = 0; i < 3; ++i) fIndices[i] =     150   for (G4int i = 0; i < 3; ++i) fIndices[i] = -1;
151   fIsDefined = false;                             151   fIsDefined = false;
152   fSurfaceNormal.set(0,0,0);                      152   fSurfaceNormal.set(0,0,0);
153   fA = fB = fC = 0;                               153   fA = fB = fC = 0;
154   fE1 = zero;                                     154   fE1 = zero;
155   fE2 = zero;                                     155   fE2 = zero;
156   fDet = 0.0;                                     156   fDet = 0.0;
157   fArea = fRadius = 0.0;                          157   fArea = fRadius = 0.0;
158 }                                                 158 }
159                                                   159 
160 //////////////////////////////////////////////    160 ///////////////////////////////////////////////////////////////////////////////
161 //                                                161 //
162 G4TriangularFacet::~G4TriangularFacet ()          162 G4TriangularFacet::~G4TriangularFacet ()
163 {                                                 163 {
164   SetVertices(nullptr);                           164   SetVertices(nullptr);
165 }                                                 165 }
166                                                   166 
167 //////////////////////////////////////////////    167 ///////////////////////////////////////////////////////////////////////////////
168 //                                                168 //
169 void G4TriangularFacet::CopyFrom (const G4Tria    169 void G4TriangularFacet::CopyFrom (const G4TriangularFacet& rhs)
170 {                                                 170 {
171   auto p = (char *) &rhs;                         171   auto p = (char *) &rhs;
172   copy(p, p + sizeof(*this), (char *)this);       172   copy(p, p + sizeof(*this), (char *)this);
173                                                   173 
174   if (fIndices[0] < 0 && fVertices == nullptr)    174   if (fIndices[0] < 0 && fVertices == nullptr)
175   {                                               175   {
176     fVertices = new vector<G4ThreeVector>(3);     176     fVertices = new vector<G4ThreeVector>(3);
177     for (G4int i = 0; i < 3; ++i) (*fVertices)    177     for (G4int i = 0; i < 3; ++i) (*fVertices)[i] = (*rhs.fVertices)[i];
178   }                                               178   }
179 }                                                 179 }
180                                                   180 
181 //////////////////////////////////////////////    181 ///////////////////////////////////////////////////////////////////////////////
182 //                                                182 //
183 void G4TriangularFacet::MoveFrom (G4Triangular    183 void G4TriangularFacet::MoveFrom (G4TriangularFacet& rhs)
184 {                                                 184 {
185   fSurfaceNormal = std::move(rhs.fSurfaceNorma    185   fSurfaceNormal = std::move(rhs.fSurfaceNormal);
186   fArea = rhs.fArea;                              186   fArea = rhs.fArea;
187   fCircumcentre = std::move(rhs.fCircumcentre)    187   fCircumcentre = std::move(rhs.fCircumcentre);
188   fRadius = rhs.fRadius;                          188   fRadius = rhs.fRadius;
189   fIndices = rhs.fIndices;                        189   fIndices = rhs.fIndices;
190   fA = rhs.fA; fB = rhs.fB; fC = rhs.fC;          190   fA = rhs.fA; fB = rhs.fB; fC = rhs.fC;
191   fDet = rhs.fDet;                                191   fDet = rhs.fDet;
192   fSqrDist = rhs.fSqrDist;                        192   fSqrDist = rhs.fSqrDist;
193   fE1 = std::move(rhs.fE1); fE2 = std::move(rh    193   fE1 = std::move(rhs.fE1); fE2 = std::move(rhs.fE2);
194   fIsDefined = rhs.fIsDefined;                    194   fIsDefined = rhs.fIsDefined;
195   fVertices = rhs.fVertices;                      195   fVertices = rhs.fVertices;
196   rhs.fVertices = nullptr;                        196   rhs.fVertices = nullptr;
197 }                                                 197 }
198                                                   198 
199 //////////////////////////////////////////////    199 ///////////////////////////////////////////////////////////////////////////////
200 //                                                200 //
201 G4TriangularFacet::G4TriangularFacet (const G4    201 G4TriangularFacet::G4TriangularFacet (const G4TriangularFacet& rhs)
202   : G4VFacet(rhs)                                 202   : G4VFacet(rhs)
203 {                                                 203 {
204   CopyFrom(rhs);                                  204   CopyFrom(rhs);
205 }                                                 205 }
206                                                   206 
207 //////////////////////////////////////////////    207 ///////////////////////////////////////////////////////////////////////////////
208 //                                                208 //
209 G4TriangularFacet::G4TriangularFacet (G4Triang    209 G4TriangularFacet::G4TriangularFacet (G4TriangularFacet&& rhs) noexcept
210   : G4VFacet(rhs)                                 210   : G4VFacet(rhs)
211 {                                                 211 {
212   MoveFrom(rhs);                                  212   MoveFrom(rhs);
213 }                                                 213 }
214                                                   214 
215 //////////////////////////////////////////////    215 ///////////////////////////////////////////////////////////////////////////////
216 //                                                216 //
217 G4TriangularFacet&                                217 G4TriangularFacet&
218 G4TriangularFacet::operator=(const G4Triangula    218 G4TriangularFacet::operator=(const G4TriangularFacet& rhs)
219 {                                                 219 {
220   SetVertices(nullptr);                           220   SetVertices(nullptr);
221                                                   221 
222   if (this != &rhs)                               222   if (this != &rhs)
223   {                                               223   {
224     delete fVertices;                             224     delete fVertices;
225     CopyFrom(rhs);                                225     CopyFrom(rhs);
226   }                                               226   }
227                                                   227 
228   return *this;                                   228   return *this;
229 }                                                 229 }
230                                                   230 
231 //////////////////////////////////////////////    231 ///////////////////////////////////////////////////////////////////////////////
232 //                                                232 //
233 G4TriangularFacet&                                233 G4TriangularFacet&
234 G4TriangularFacet::operator=(G4TriangularFacet    234 G4TriangularFacet::operator=(G4TriangularFacet&& rhs) noexcept
235 {                                                 235 {
236   SetVertices(nullptr);                           236   SetVertices(nullptr);
237                                                   237 
238   if (this != &rhs)                               238   if (this != &rhs)
239   {                                               239   {
240     delete fVertices;                             240     delete fVertices;
241     MoveFrom(rhs);                                241     MoveFrom(rhs);
242   }                                               242   }
243                                                   243 
244   return *this;                                   244   return *this;
245 }                                                 245 }
246                                                   246 
247 //////////////////////////////////////////////    247 ///////////////////////////////////////////////////////////////////////////////
248 //                                                248 //
249 // GetClone                                       249 // GetClone
250 //                                                250 //
251 // Simple member function to generate fA dupli    251 // Simple member function to generate fA duplicate of the triangular facet.
252 //                                                252 //
253 G4VFacet* G4TriangularFacet::GetClone ()          253 G4VFacet* G4TriangularFacet::GetClone ()
254 {                                                 254 {
255   auto fc = new G4TriangularFacet (GetVertex(0    255   auto fc = new G4TriangularFacet (GetVertex(0), GetVertex(1),
256                                    GetVertex(2    256                                    GetVertex(2), ABSOLUTE);
257   return fc;                                      257   return fc;
258 }                                                 258 }
259                                                   259 
260 //////////////////////////////////////////////    260 ///////////////////////////////////////////////////////////////////////////////
261 //                                                261 //
262 // GetFlippedFacet                                262 // GetFlippedFacet
263 //                                                263 //
264 // Member function to generate an identical fa    264 // Member function to generate an identical facet, but with the normal vector
265 // pointing at 180 degrees.                       265 // pointing at 180 degrees.
266 //                                                266 //
267 G4TriangularFacet* G4TriangularFacet::GetFlipp    267 G4TriangularFacet* G4TriangularFacet::GetFlippedFacet ()
268 {                                                 268 {
269   auto flipped = new G4TriangularFacet (GetVer    269   auto flipped = new G4TriangularFacet (GetVertex(0), GetVertex(1),
270                                         GetVer    270                                         GetVertex(2), ABSOLUTE);
271   return flipped;                                 271   return flipped;
272 }                                                 272 }
273                                                   273 
274 //////////////////////////////////////////////    274 ///////////////////////////////////////////////////////////////////////////////
275 //                                                275 //
276 // Distance (G4ThreeVector)                       276 // Distance (G4ThreeVector)
277 //                                                277 //
278 // Determines the vector between p and the clo    278 // Determines the vector between p and the closest point on the facet to p.
279 // This is based on the algorithm published in    279 // This is based on the algorithm published in "Geometric Tools for Computer
280 // Graphics," Philip J Scheider and David H Eb    280 // Graphics," Philip J Scheider and David H Eberly, Elsevier Science (USA),
281 // 2003.  at the time of writing, the algorith    281 // 2003.  at the time of writing, the algorithm is also available in fA
282 // technical note "Distance between point and     282 // technical note "Distance between point and triangle in 3D," by David Eberly
283 // at http://www.geometrictools.com/Documentat    283 // at http://www.geometrictools.com/Documentation/DistancePoint3Triangle3.pdf
284 //                                                284 //
285 // The by-product is the square-distance fSqrD    285 // The by-product is the square-distance fSqrDist, which is retained
286 // in case needed by the other "Distance" memb    286 // in case needed by the other "Distance" member functions.
287 //                                                287 //
288 G4ThreeVector G4TriangularFacet::Distance (con    288 G4ThreeVector G4TriangularFacet::Distance (const G4ThreeVector& p)
289 {                                                 289 {
290   G4ThreeVector D  = GetVertex(0) - p;            290   G4ThreeVector D  = GetVertex(0) - p;
291   G4double d = fE1.dot(D);                        291   G4double d = fE1.dot(D);
292   G4double e = fE2.dot(D);                        292   G4double e = fE2.dot(D);
293   G4double f = D.mag2();                          293   G4double f = D.mag2();
294   G4double q = fB*e - fC*d;                       294   G4double q = fB*e - fC*d;
295   G4double t = fB*d - fA*e;                       295   G4double t = fB*d - fA*e;
296   fSqrDist = 0.;                                  296   fSqrDist = 0.;
297                                                   297 
298   if (q+t <= fDet)                                298   if (q+t <= fDet)
299   {                                               299   {
300     if (q < 0.0)                                  300     if (q < 0.0)
301     {                                             301     {
302       if (t < 0.0)                                302       if (t < 0.0)
303       {                                           303       {
304         //                                        304         //
305         // We are in region 4.                    305         // We are in region 4.
306         //                                        306         //
307         if (d < 0.0)                              307         if (d < 0.0)
308         {                                         308         {
309           t = 0.0;                                309           t = 0.0;
310           if (-d >= fA) {q = 1.0; fSqrDist = f    310           if (-d >= fA) {q = 1.0; fSqrDist = fA + 2.0*d + f;}
311           else         {q = -d/fA; fSqrDist =     311           else         {q = -d/fA; fSqrDist = d*q + f;}
312         }                                         312         }
313         else                                      313         else
314         {                                         314         {
315           q = 0.0;                                315           q = 0.0;
316           if       (e >= 0.0) {t = 0.0; fSqrDi    316           if       (e >= 0.0) {t = 0.0; fSqrDist = f;}
317           else if (-e >= fC)   {t = 1.0; fSqrD    317           else if (-e >= fC)   {t = 1.0; fSqrDist = fC + 2.0*e + f;}
318           else                {t = -e/fC; fSqr    318           else                {t = -e/fC; fSqrDist = e*t + f;}
319         }                                         319         }
320       }                                           320       }
321       else                                        321       else
322       {                                           322       {
323         //                                        323         //
324         // We are in region 3.                    324         // We are in region 3.
325         //                                        325         //
326         q = 0.0;                                  326         q = 0.0;
327         if      (e >= 0.0) {t = 0.0; fSqrDist     327         if      (e >= 0.0) {t = 0.0; fSqrDist = f;}
328         else if (-e >= fC)  {t = 1.0; fSqrDist    328         else if (-e >= fC)  {t = 1.0; fSqrDist = fC + 2.0*e + f;}
329         else               {t = -e/fC; fSqrDis    329         else               {t = -e/fC; fSqrDist = e*t + f;}
330       }                                           330       }
331     }                                             331     }
332     else if (t < 0.0)                             332     else if (t < 0.0)
333     {                                             333     {
334       //                                          334       //
335       // We are in region 5.                      335       // We are in region 5.
336       //                                          336       //
337       t = 0.0;                                    337       t = 0.0;
338       if      (d >= 0.0) {q = 0.0; fSqrDist =     338       if      (d >= 0.0) {q = 0.0; fSqrDist = f;}
339       else if (-d >= fA)  {q = 1.0; fSqrDist =    339       else if (-d >= fA)  {q = 1.0; fSqrDist = fA + 2.0*d + f;}
340       else               {q = -d/fA; fSqrDist     340       else               {q = -d/fA; fSqrDist = d*q + f;}
341     }                                             341     }
342     else                                          342     else
343     {                                             343     {
344       //                                          344       //
345       // We are in region 0.                      345       // We are in region 0.
346       //                                          346       //
347       G4double dist = fSurfaceNormal.dot(D);      347       G4double dist = fSurfaceNormal.dot(D);
348       fSqrDist = dist*dist;                       348       fSqrDist = dist*dist;
349       return fSurfaceNormal*dist;                 349       return fSurfaceNormal*dist;
350     }                                             350     }
351   }                                               351   }
352   else                                            352   else
353   {                                               353   {
354     if (q < 0.0)                                  354     if (q < 0.0)
355     {                                             355     {
356       //                                          356       //
357       // We are in region 2.                      357       // We are in region 2.
358       //                                          358       //
359       G4double tmp0 = fB + d;                     359       G4double tmp0 = fB + d;
360       G4double tmp1 = fC + e;                     360       G4double tmp1 = fC + e;
361       if (tmp1 > tmp0)                            361       if (tmp1 > tmp0)
362       {                                           362       {
363         G4double numer = tmp1 - tmp0;             363         G4double numer = tmp1 - tmp0;
364         G4double denom = fA - 2.0*fB + fC;        364         G4double denom = fA - 2.0*fB + fC;
365         if (numer >= denom) {q = 1.0; t = 0.0;    365         if (numer >= denom) {q = 1.0; t = 0.0; fSqrDist = fA + 2.0*d + f;}
366         else                                      366         else
367         {                                         367         {
368           q       = numer/denom;                  368           q       = numer/denom;
369           t       = 1.0 - q;                      369           t       = 1.0 - q;
370           fSqrDist = q*(fA*q + fB*t +2.0*d) +     370           fSqrDist = q*(fA*q + fB*t +2.0*d) + t*(fB*q + fC*t + 2.0*e) + f;
371         }                                         371         }
372       }                                           372       }
373       else                                        373       else
374       {                                           374       {
375         q = 0.0;                                  375         q = 0.0;
376         if      (tmp1 <= 0.0) {t = 1.0; fSqrDi    376         if      (tmp1 <= 0.0) {t = 1.0; fSqrDist = fC + 2.0*e + f;}
377         else if (e >= 0.0)    {t = 0.0; fSqrDi    377         else if (e >= 0.0)    {t = 0.0; fSqrDist = f;}
378         else                  {t = -e/fC; fSqr    378         else                  {t = -e/fC; fSqrDist = e*t + f;}
379       }                                           379       }
380     }                                             380     }
381     else if (t < 0.0)                             381     else if (t < 0.0)
382     {                                             382     {
383       //                                          383       //
384       // We are in region 6.                      384       // We are in region 6.
385       //                                          385       //
386       G4double tmp0 = fB + e;                     386       G4double tmp0 = fB + e;
387       G4double tmp1 = fA + d;                     387       G4double tmp1 = fA + d;
388       if (tmp1 > tmp0)                            388       if (tmp1 > tmp0)
389       {                                           389       {
390         G4double numer = tmp1 - tmp0;             390         G4double numer = tmp1 - tmp0;
391         G4double denom = fA - 2.0*fB + fC;        391         G4double denom = fA - 2.0*fB + fC;
392         if (numer >= denom) {t = 1.0; q = 0.0;    392         if (numer >= denom) {t = 1.0; q = 0.0; fSqrDist = fC + 2.0*e + f;}
393         else                                      393         else
394         {                                         394         {
395           t       = numer/denom;                  395           t       = numer/denom;
396           q       = 1.0 - t;                      396           q       = 1.0 - t;
397           fSqrDist = q*(fA*q + fB*t +2.0*d) +     397           fSqrDist = q*(fA*q + fB*t +2.0*d) + t*(fB*q + fC*t + 2.0*e) + f;
398         }                                         398         }
399       }                                           399       }
400       else                                        400       else
401       {                                           401       {
402         t = 0.0;                                  402         t = 0.0;
403         if      (tmp1 <= 0.0) {q = 1.0; fSqrDi    403         if      (tmp1 <= 0.0) {q = 1.0; fSqrDist = fA + 2.0*d + f;}
404         else if (d >= 0.0)    {q = 0.0; fSqrDi    404         else if (d >= 0.0)    {q = 0.0; fSqrDist = f;}
405         else                  {q = -d/fA; fSqr    405         else                  {q = -d/fA; fSqrDist = d*q + f;}
406       }                                           406       }
407     }                                             407     }
408     else                                          408     else
409       //                                          409       //
410       // We are in region 1.                      410       // We are in region 1.
411       //                                          411       //
412     {                                             412     {
413       G4double numer = fC + e - fB - d;           413       G4double numer = fC + e - fB - d;
414       if (numer <= 0.0)                           414       if (numer <= 0.0)
415       {                                           415       {
416         q       = 0.0;                            416         q       = 0.0;
417         t       = 1.0;                            417         t       = 1.0;
418         fSqrDist = fC + 2.0*e + f;                418         fSqrDist = fC + 2.0*e + f;
419       }                                           419       }
420       else                                        420       else
421       {                                           421       {
422         G4double denom = fA - 2.0*fB + fC;        422         G4double denom = fA - 2.0*fB + fC;
423         if (numer >= denom) {q = 1.0; t = 0.0;    423         if (numer >= denom) {q = 1.0; t = 0.0; fSqrDist = fA + 2.0*d + f;}
424         else                                      424         else
425         {                                         425         {
426           q       = numer/denom;                  426           q       = numer/denom;
427           t       = 1.0 - q;                      427           t       = 1.0 - q;
428           fSqrDist = q*(fA*q + fB*t + 2.0*d) +    428           fSqrDist = q*(fA*q + fB*t + 2.0*d) + t*(fB*q + fC*t + 2.0*e) + f;
429         }                                         429         }
430       }                                           430       }
431     }                                             431     }
432   }                                               432   } 
433   //                                              433   //
434   //                                              434   //
435   // Do fA check for rounding errors in the di    435   // Do fA check for rounding errors in the distance-squared.  It appears that
436   // the conventional methods for calculating     436   // the conventional methods for calculating fSqrDist breaks down when very
437   // near to or at the surface (as required by    437   // near to or at the surface (as required by transport).
438   // We'll therefore also use the magnitude-sq    438   // We'll therefore also use the magnitude-squared of the vector displacement.
439   // (Note that I've also tried to get around     439   // (Note that I've also tried to get around this problem by using the
440   // existing equations for                       440   // existing equations for
441   //                                              441   //
442   //    fSqrDist = function(fA,fB,fC,d,q,t)       442   //    fSqrDist = function(fA,fB,fC,d,q,t)
443   //                                              443   //
444   // and use fA more accurate addition process    444   // and use fA more accurate addition process which minimises errors and
445   // breakdown of cummutitivity [where (A+B)+C    445   // breakdown of cummutitivity [where (A+B)+C != A+(B+C)] but this still
446   // doesn't work.                                446   // doesn't work.
447   // Calculation from u = D + q*fE1 + t*fE2 is    447   // Calculation from u = D + q*fE1 + t*fE2 is less efficient, but appears
448   // more robust.                                 448   // more robust.
449   //                                              449   //
450   if (fSqrDist < 0.0) fSqrDist = 0.;              450   if (fSqrDist < 0.0) fSqrDist = 0.;
451   G4ThreeVector u = D + q*fE1 + t*fE2;            451   G4ThreeVector u = D + q*fE1 + t*fE2;
452   G4double u2 = u.mag2();                         452   G4double u2 = u.mag2();
453   //                                              453   //
454   // The following (part of the roundoff error    454   // The following (part of the roundoff error check) is from Oliver Merle'q
455   // updates.                                     455   // updates.
456   //                                              456   //
457   if (fSqrDist > u2) fSqrDist = u2;               457   if (fSqrDist > u2) fSqrDist = u2;
458                                                   458 
459   return u;                                       459   return u;
460 }                                                 460 }
461                                                   461 
462 //////////////////////////////////////////////    462 ///////////////////////////////////////////////////////////////////////////////
463 //                                                463 //
464 // Distance (G4ThreeVector, G4double)             464 // Distance (G4ThreeVector, G4double)
465 //                                                465 //
466 // Determines the closest distance between poi    466 // Determines the closest distance between point p and the facet.  This makes
467 // use of G4ThreeVector G4TriangularFacet::Dis    467 // use of G4ThreeVector G4TriangularFacet::Distance, which stores the
468 // square of the distance in variable fSqrDist    468 // square of the distance in variable fSqrDist.  If approximate methods show 
469 // the distance is to be greater than minDist,    469 // the distance is to be greater than minDist, then forget about further
470 // computation and return fA very large number    470 // computation and return fA very large number.
471 //                                                471 //
472 G4double G4TriangularFacet::Distance (const G4    472 G4double G4TriangularFacet::Distance (const G4ThreeVector& p,
473                                             G4    473                                             G4double minDist)
474 {                                                 474 {
475   //                                              475   //
476   // Start with quicky test to determine if th    476   // Start with quicky test to determine if the surface of the sphere enclosing
477   // the triangle is any closer to p than minD    477   // the triangle is any closer to p than minDist.  If not, then don't bother
478   // about more accurate test.                    478   // about more accurate test.
479   //                                              479   //
480   G4double dist = kInfinity;                      480   G4double dist = kInfinity;
481   if ((p-fCircumcentre).mag()-fRadius < minDis    481   if ((p-fCircumcentre).mag()-fRadius < minDist)
482   {                                               482   {
483     //                                            483     //
484     // It's possible that the triangle is clos    484     // It's possible that the triangle is closer than minDist,
485     // so do more accurate assessment.            485     // so do more accurate assessment.
486     //                                            486     //
487     dist = Distance(p).mag();                     487     dist = Distance(p).mag();
488   }                                               488   }
489   return dist;                                    489   return dist;
490 }                                                 490 }
491                                                   491 
492 //////////////////////////////////////////////    492 ///////////////////////////////////////////////////////////////////////////////
493 //                                                493 //
494 // Distance (G4ThreeVector, G4double, G4bool)     494 // Distance (G4ThreeVector, G4double, G4bool)
495 //                                                495 //
496 // Determine the distance to point p.  kInfini    496 // Determine the distance to point p.  kInfinity is returned if either:
497 // (1) outgoing is TRUE and the dot product of    497 // (1) outgoing is TRUE and the dot product of the normal vector to the facet
498 //     and the displacement vector from p to t    498 //     and the displacement vector from p to the triangle is negative.
499 // (2) outgoing is FALSE and the dot product o    499 // (2) outgoing is FALSE and the dot product of the normal vector to the facet
500 //     and the displacement vector from p to t    500 //     and the displacement vector from p to the triangle is positive.
501 // If approximate methods show the distance is    501 // If approximate methods show the distance is to be greater than minDist, then
502 // forget about further computation and return    502 // forget about further computation and return fA very large number.
503 //                                                503 //
504 // This method has been heavily modified thank    504 // This method has been heavily modified thanks to the valuable comments and 
505 // corrections of Rickard Holmberg.               505 // corrections of Rickard Holmberg.
506 //                                                506 //
507 G4double G4TriangularFacet::Distance (const G4    507 G4double G4TriangularFacet::Distance (const G4ThreeVector& p,
508                                             G4    508                                             G4double minDist,
509                                       const G4    509                                       const G4bool outgoing)
510 {                                                 510 {
511   //                                              511   //
512   // Start with quicky test to determine if th    512   // Start with quicky test to determine if the surface of the sphere enclosing
513   // the triangle is any closer to p than minD    513   // the triangle is any closer to p than minDist.  If not, then don't bother
514   // about more accurate test.                    514   // about more accurate test.
515   //                                              515   //
516   G4double dist = kInfinity;                      516   G4double dist = kInfinity;
517   if ((p-fCircumcentre).mag()-fRadius < minDis    517   if ((p-fCircumcentre).mag()-fRadius < minDist)
518   {                                               518   {
519     //                                            519     //
520     // It's possible that the triangle is clos    520     // It's possible that the triangle is closer than minDist,
521     // so do more accurate assessment.            521     // so do more accurate assessment.
522     //                                            522     //
523     G4ThreeVector v  = Distance(p);               523     G4ThreeVector v  = Distance(p);
524     G4double dist1 = sqrt(fSqrDist);              524     G4double dist1 = sqrt(fSqrDist);
525     G4double dir = v.dot(fSurfaceNormal);         525     G4double dir = v.dot(fSurfaceNormal);
526     G4bool wrongSide = (dir > 0.0 && !outgoing    526     G4bool wrongSide = (dir > 0.0 && !outgoing) || (dir < 0.0 && outgoing);
527     if (dist1 <= kCarTolerance)                   527     if (dist1 <= kCarTolerance)
528     {                                             528     {
529       //                                          529       //
530       // Point p is very close to triangle.  C    530       // Point p is very close to triangle.  Check if it's on the wrong side,
531       // in which case return distance of 0.0     531       // in which case return distance of 0.0 otherwise .
532       //                                          532       //
533       if (wrongSide) dist = 0.0;                  533       if (wrongSide) dist = 0.0;
534       else dist = dist1;                          534       else dist = dist1;
535     }                                             535     }
536     else if (!wrongSide) dist = dist1;            536     else if (!wrongSide) dist = dist1;
537   }                                               537   }
538   return dist;                                    538   return dist;
539 }                                                 539 }
540                                                   540 
541 //////////////////////////////////////////////    541 ///////////////////////////////////////////////////////////////////////////////
542 //                                                542 //
543 // Extent                                         543 // Extent
544 //                                                544 //
545 // Calculates the furthest the triangle extend    545 // Calculates the furthest the triangle extends in fA particular direction
546 // defined by the vector axis.                    546 // defined by the vector axis.
547 //                                                547 //
548 G4double G4TriangularFacet::Extent (const G4Th    548 G4double G4TriangularFacet::Extent (const G4ThreeVector axis)
549 {                                                 549 {
550   G4double ss = GetVertex(0).dot(axis);           550   G4double ss = GetVertex(0).dot(axis);
551   G4double sp = GetVertex(1).dot(axis);           551   G4double sp = GetVertex(1).dot(axis);
552   if (sp > ss) ss = sp;                           552   if (sp > ss) ss = sp;
553   sp = GetVertex(2).dot(axis);                    553   sp = GetVertex(2).dot(axis);
554   if (sp > ss) ss = sp;                           554   if (sp > ss) ss = sp;
555   return ss;                                      555   return ss;
556 }                                                 556 }
557                                                   557 
558 //////////////////////////////////////////////    558 ///////////////////////////////////////////////////////////////////////////////
559 //                                                559 //
560 // Intersect                                      560 // Intersect
561 //                                                561 //
562 // Member function to find the next intersecti    562 // Member function to find the next intersection when going from p in the
563 // direction of v.  If:                           563 // direction of v.  If:
564 // (1) "outgoing" is TRUE, only consider the f    564 // (1) "outgoing" is TRUE, only consider the face if we are going out through
565 //     the face.                                  565 //     the face.
566 // (2) "outgoing" is FALSE, only consider the     566 // (2) "outgoing" is FALSE, only consider the face if we are going in through
567 //     the face.                                  567 //     the face.
568 // Member functions returns TRUE if there is a    568 // Member functions returns TRUE if there is an intersection, FALSE otherwise.
569 // Sets the distance (distance along w), distF    569 // Sets the distance (distance along w), distFromSurface (orthogonal distance)
570 // and normal.                                    570 // and normal.
571 //                                                571 //
572 // Also considers intersections that happen wi    572 // Also considers intersections that happen with negative distance for small
573 // distances of distFromSurface = 0.5*kCarTole    573 // distances of distFromSurface = 0.5*kCarTolerance in the wrong direction.
574 // This is to detect kSurface without doing fA    574 // This is to detect kSurface without doing fA full Inside(p) in
575 // G4TessellatedSolid::Distance(p,v) calculati    575 // G4TessellatedSolid::Distance(p,v) calculation.
576 //                                                576 //
577 // This member function is thanks the valuable    577 // This member function is thanks the valuable work of Rickard Holmberg.  PT.
578 // However, "gotos" are the Work of the Devil     578 // However, "gotos" are the Work of the Devil have been exorcised with
579 // extreme prejudice!!                            579 // extreme prejudice!!
580 //                                                580 //
581 // IMPORTANT NOTE:  These calculations are pre    581 // IMPORTANT NOTE:  These calculations are predicated on v being fA unit
582 // vector.  If G4TessellatedSolid or other cla    582 // vector.  If G4TessellatedSolid or other classes call this member function
583 // with |v| != 1 then there will be errors.       583 // with |v| != 1 then there will be errors.
584 //                                                584 //
585 G4bool G4TriangularFacet::Intersect (const G4T    585 G4bool G4TriangularFacet::Intersect (const G4ThreeVector& p,
586                                      const G4T    586                                      const G4ThreeVector& v,
587                                            G4b    587                                            G4bool outgoing,
588                                            G4d    588                                            G4double& distance,
589                                            G4d    589                                            G4double& distFromSurface,
590                                            G4T    590                                            G4ThreeVector& normal)
591 {                                                 591 {
592   //                                              592   //
593   // Check whether the direction of the facet     593   // Check whether the direction of the facet is consistent with the vector v
594   // and the need to be outgoing or ingoing.      594   // and the need to be outgoing or ingoing.  If inconsistent, disregard and
595   // return false.                                595   // return false.
596   //                                              596   //
597   G4double w = v.dot(fSurfaceNormal);             597   G4double w = v.dot(fSurfaceNormal);
598   if ((outgoing && w < -dirTolerance) || (!out    598   if ((outgoing && w < -dirTolerance) || (!outgoing && w > dirTolerance))
599   {                                               599   {
600     distance = kInfinity;                         600     distance = kInfinity;
601     distFromSurface = kInfinity;                  601     distFromSurface = kInfinity;
602     normal.set(0,0,0);                            602     normal.set(0,0,0);
603     return false;                                 603     return false;
604   }                                               604   } 
605   //                                              605   //
606   // Calculate the orthogonal distance from p     606   // Calculate the orthogonal distance from p to the surface containing the
607   // triangle.  Then determine if we're on the    607   // triangle.  Then determine if we're on the right or wrong side of the
608   // surface (at fA distance greater than kCar    608   // surface (at fA distance greater than kCarTolerance to be consistent with
609   // "outgoing".                                  609   // "outgoing".
610   //                                              610   //
611   const G4ThreeVector& p0 = GetVertex(0);         611   const G4ThreeVector& p0 = GetVertex(0);
612   G4ThreeVector D  = p0 - p;                      612   G4ThreeVector D  = p0 - p;
613   distFromSurface  = D.dot(fSurfaceNormal);       613   distFromSurface  = D.dot(fSurfaceNormal);
614   G4bool wrongSide = (outgoing && distFromSurf    614   G4bool wrongSide = (outgoing && distFromSurface < -0.5*kCarTolerance) ||
615     (!outgoing && distFromSurface >  0.5*kCarT    615     (!outgoing && distFromSurface >  0.5*kCarTolerance);
616                                                   616  
617   if (wrongSide)                                  617   if (wrongSide)
618   {                                               618   {
619     distance = kInfinity;                         619     distance = kInfinity;
620     distFromSurface = kInfinity;                  620     distFromSurface = kInfinity;
621     normal.set(0,0,0);                            621     normal.set(0,0,0);
622     return false;                                 622     return false;
623   }                                               623   }
624                                                   624 
625   wrongSide = (outgoing && distFromSurface < 0    625   wrongSide = (outgoing && distFromSurface < 0.0)
626            || (!outgoing && distFromSurface >     626            || (!outgoing && distFromSurface > 0.0);
627   if (wrongSide)                                  627   if (wrongSide)
628   {                                               628   {
629     //                                            629     //
630     // We're slightly on the wrong side of the    630     // We're slightly on the wrong side of the surface.  Check if we're close
631     // enough using fA precise distance calcul    631     // enough using fA precise distance calculation.
632     //                                            632     //
633     G4ThreeVector u = Distance(p);                633     G4ThreeVector u = Distance(p);
634     if (fSqrDist <= kCarTolerance*kCarToleranc    634     if (fSqrDist <= kCarTolerance*kCarTolerance)
635     {                                             635     {
636       //                                          636       //
637       // We're very close.  Therefore return f    637       // We're very close.  Therefore return fA small negative number
638       // to pretend we intersect.                 638       // to pretend we intersect.
639       //                                          639       //
640       // distance = -0.5*kCarTolerance            640       // distance = -0.5*kCarTolerance
641       distance = 0.0;                             641       distance = 0.0;
642       normal = fSurfaceNormal;                    642       normal = fSurfaceNormal;
643       return true;                                643       return true;
644     }                                             644     }
645     else                                          645     else
646     {                                             646     {
647       //                                          647       //
648       // We're close to the surface containing    648       // We're close to the surface containing the triangle, but sufficiently
649       // far from the triangle, and on the wro    649       // far from the triangle, and on the wrong side compared to the directions
650       // of the surface normal and v.  There i    650       // of the surface normal and v.  There is no intersection.
651       //                                          651       //
652       distance = kInfinity;                       652       distance = kInfinity;
653       distFromSurface = kInfinity;                653       distFromSurface = kInfinity;
654       normal.set(0,0,0);                          654       normal.set(0,0,0);
655       return false;                               655       return false;
656     }                                             656     }
657   }                                               657   }
658   if (w < dirTolerance && w > -dirTolerance)      658   if (w < dirTolerance && w > -dirTolerance)
659   {                                               659   {
660     //                                            660     //
661     // The ray is within the plane of the tria    661     // The ray is within the plane of the triangle. Project the problem into 2D
662     // in the plane of the triangle. First try    662     // in the plane of the triangle. First try to create orthogonal unit vectors
663     // mu and nu, where mu is fE1/|fE1|.  This    663     // mu and nu, where mu is fE1/|fE1|.  This is kinda like
664     // the original algorithm due to Rickard H    664     // the original algorithm due to Rickard Holmberg, but with better
665     // mathematical justification than the ori    665     // mathematical justification than the original method ... however,
666     // beware Rickard's was less time-consumin    666     // beware Rickard's was less time-consuming.
667     //                                            667     //
668     // Note that vprime is not fA unit vector.    668     // Note that vprime is not fA unit vector.  We need to keep it unnormalised
669     // since the values of distance along vpri    669     // since the values of distance along vprime (s0 and s1) for intersection
670     // with the triangle will be used to deter    670     // with the triangle will be used to determine if we cut the plane at the
671     // same time.                                 671     // same time.
672     //                                            672     //
673     G4ThreeVector mu = fE1.unit();                673     G4ThreeVector mu = fE1.unit();
674     G4ThreeVector nu = fSurfaceNormal.cross(mu    674     G4ThreeVector nu = fSurfaceNormal.cross(mu);
675     G4TwoVector pprime(p.dot(mu), p.dot(nu));     675     G4TwoVector pprime(p.dot(mu), p.dot(nu));
676     G4TwoVector vprime(v.dot(mu), v.dot(nu));     676     G4TwoVector vprime(v.dot(mu), v.dot(nu));
677     G4TwoVector P0prime(p0.dot(mu), p0.dot(nu)    677     G4TwoVector P0prime(p0.dot(mu), p0.dot(nu));
678     G4TwoVector E0prime(fE1.mag(), 0.0);          678     G4TwoVector E0prime(fE1.mag(), 0.0);
679     G4TwoVector E1prime(fE2.dot(mu), fE2.dot(n    679     G4TwoVector E1prime(fE2.dot(mu), fE2.dot(nu));
680     G4TwoVector loc[2];                           680     G4TwoVector loc[2];
681     if (G4TessellatedGeometryAlgorithms::Inter    681     if (G4TessellatedGeometryAlgorithms::IntersectLineAndTriangle2D(pprime,
682                                     vprime, P0    682                                     vprime, P0prime, E0prime, E1prime, loc))
683     {                                             683     {
684       //                                          684       //
685       // There is an intersection between the     685       // There is an intersection between the line and triangle in 2D.
686       // Now check which part of the line inte    686       // Now check which part of the line intersects with the plane
687       // containing the triangle in 3D.           687       // containing the triangle in 3D.
688       //                                          688       //
689       G4double vprimemag = vprime.mag();          689       G4double vprimemag = vprime.mag();
690       G4double s0        = (loc[0] - pprime).m    690       G4double s0        = (loc[0] - pprime).mag()/vprimemag;
691       G4double s1        = (loc[1] - pprime).m    691       G4double s1        = (loc[1] - pprime).mag()/vprimemag;
692       G4double normDist0 = fSurfaceNormal.dot(    692       G4double normDist0 = fSurfaceNormal.dot(s0*v) - distFromSurface;
693       G4double normDist1 = fSurfaceNormal.dot(    693       G4double normDist1 = fSurfaceNormal.dot(s1*v) - distFromSurface;
694                                                   694 
695       if ((normDist0 < 0.0 && normDist1 < 0.0)    695       if ((normDist0 < 0.0 && normDist1 < 0.0)
696        || (normDist0 > 0.0 && normDist1 > 0.0)    696        || (normDist0 > 0.0 && normDist1 > 0.0)
697        || (normDist0 == 0.0 && normDist1 == 0.    697        || (normDist0 == 0.0 && normDist1 == 0.0) ) 
698       {                                           698       {
699         distance        = kInfinity;              699         distance        = kInfinity;
700         distFromSurface = kInfinity;              700         distFromSurface = kInfinity;
701         normal.set(0,0,0);                        701         normal.set(0,0,0);
702         return false;                             702         return false;
703       }                                           703       }
704       else                                        704       else
705       {                                           705       {
706         G4double dnormDist = normDist1 - normD    706         G4double dnormDist = normDist1 - normDist0;
707         if (fabs(dnormDist) < DBL_EPSILON)        707         if (fabs(dnormDist) < DBL_EPSILON)
708         {                                         708         {
709           distance = s0;                          709           distance = s0;
710           normal   = fSurfaceNormal;              710           normal   = fSurfaceNormal;
711           if (!outgoing) distFromSurface = -di    711           if (!outgoing) distFromSurface = -distFromSurface;
712           return true;                            712           return true;
713         }                                         713         }
714         else                                      714         else
715         {                                         715         {
716           distance = s0 - normDist0*(s1-s0)/dn    716           distance = s0 - normDist0*(s1-s0)/dnormDist;
717           normal   = fSurfaceNormal;              717           normal   = fSurfaceNormal;
718           if (!outgoing) distFromSurface = -di    718           if (!outgoing) distFromSurface = -distFromSurface;
719           return true;                            719           return true;
720         }                                         720         }
721       }                                           721       }
722     }                                             722     }
723     else                                          723     else
724     {                                             724     {
725       distance = kInfinity;                       725       distance = kInfinity;
726       distFromSurface = kInfinity;                726       distFromSurface = kInfinity;
727       normal.set(0,0,0);                          727       normal.set(0,0,0);
728       return false;                               728       return false;
729     }                                             729     }
730   }                                               730   }
731   //                                              731   //
732   //                                              732   //
733   // Use conventional algorithm to determine t    733   // Use conventional algorithm to determine the whether there is an
734   // intersection.  This involves determining     734   // intersection.  This involves determining the point of intersection of the
735   // line with the plane containing the triang    735   // line with the plane containing the triangle, and then calculating if the
736   // point is within the triangle.                736   // point is within the triangle.
737   //                                              737   //
738   distance = distFromSurface / w;                 738   distance = distFromSurface / w;
739   G4ThreeVector pp = p + v*distance;              739   G4ThreeVector pp = p + v*distance;
740   G4ThreeVector DD = p0 - pp;                     740   G4ThreeVector DD = p0 - pp;
741   G4double d = fE1.dot(DD);                       741   G4double d = fE1.dot(DD);
742   G4double e = fE2.dot(DD);                       742   G4double e = fE2.dot(DD);
743   G4double ss = fB*e - fC*d;                      743   G4double ss = fB*e - fC*d;
744   G4double t = fB*d - fA*e;                       744   G4double t = fB*d - fA*e;
745                                                   745 
746   G4double sTolerance = (fabs(fB)+ fabs(fC) +     746   G4double sTolerance = (fabs(fB)+ fabs(fC) + fabs(d) + fabs(e))*kCarTolerance;
747   G4double tTolerance = (fabs(fA)+ fabs(fB) +     747   G4double tTolerance = (fabs(fA)+ fabs(fB) + fabs(d) + fabs(e))*kCarTolerance;
748   G4double detTolerance = (fabs(fA)+ fabs(fC)     748   G4double detTolerance = (fabs(fA)+ fabs(fC) + 2*fabs(fB) )*kCarTolerance;
749                                                   749 
750   //if (ss < 0.0 || t < 0.0 || ss+t > fDet)       750   //if (ss < 0.0 || t < 0.0 || ss+t > fDet)
751   if (ss < -sTolerance || t < -tTolerance || (    751   if (ss < -sTolerance || t < -tTolerance || ( ss+t - fDet ) > detTolerance)
752   {                                               752   {
753     //                                            753     //
754     // The intersection is outside of the tria    754     // The intersection is outside of the triangle.
755     //                                            755     //
756     distance = distFromSurface = kInfinity;       756     distance = distFromSurface = kInfinity;
757     normal.set(0,0,0);                            757     normal.set(0,0,0);
758     return false;                                 758     return false;
759   }                                               759   }
760   else                                            760   else
761   {                                               761   {
762     //                                            762     //
763     // There is an intersection.  Now we only     763     // There is an intersection.  Now we only need to set the surface normal.
764     //                                            764     //
765     normal = fSurfaceNormal;                      765     normal = fSurfaceNormal;
766     if (!outgoing) distFromSurface = -distFrom    766     if (!outgoing) distFromSurface = -distFromSurface;
767     return true;                                  767     return true;
768   }                                               768   }
769 }                                                 769 }
770                                                   770 
771 //////////////////////////////////////////////    771 ////////////////////////////////////////////////////////////////////////
772 //                                                772 //
773 // GetPointOnFace                                 773 // GetPointOnFace
774 //                                                774 //
775 // Auxiliary method, returns a uniform random     775 // Auxiliary method, returns a uniform random point on the facet
776 //                                                776 //
777 G4ThreeVector G4TriangularFacet::GetPointOnFac    777 G4ThreeVector G4TriangularFacet::GetPointOnFace() const
778 {                                                 778 {
779   G4double u = G4UniformRand();                   779   G4double u = G4UniformRand();
780   G4double v = G4UniformRand();                   780   G4double v = G4UniformRand();
781   if (u+v > 1.) { u = 1. - u; v = 1. - v; }       781   if (u+v > 1.) { u = 1. - u; v = 1. - v; }
782   return GetVertex(0) + u*fE1 + v*fE2;            782   return GetVertex(0) + u*fE1 + v*fE2;
783 }                                                 783 }
784                                                   784 
785 //////////////////////////////////////////////    785 ////////////////////////////////////////////////////////////////////////
786 //                                                786 //
787 // GetArea                                        787 // GetArea
788 //                                                788 //
789 // Auxiliary method for returning the surface     789 // Auxiliary method for returning the surface fArea
790 //                                                790 //
791 G4double G4TriangularFacet::GetArea() const       791 G4double G4TriangularFacet::GetArea() const
792 {                                                 792 {
793   return fArea;                                   793   return fArea;
794 }                                                 794 }
795                                                   795 
796 //////////////////////////////////////////////    796 ////////////////////////////////////////////////////////////////////////
797 //                                                797 //
798 G4GeometryType G4TriangularFacet::GetEntityTyp    798 G4GeometryType G4TriangularFacet::GetEntityType () const
799 {                                                 799 {
800   return "G4TriangularFacet";                     800   return "G4TriangularFacet";
801 }                                                 801 }
802                                                   802 
803 //////////////////////////////////////////////    803 ////////////////////////////////////////////////////////////////////////
804 //                                                804 //
805 G4ThreeVector G4TriangularFacet::GetSurfaceNor    805 G4ThreeVector G4TriangularFacet::GetSurfaceNormal () const
806 {                                                 806 {
807   return fSurfaceNormal;                          807   return fSurfaceNormal;
808 }                                                 808 }
809                                                   809 
810 //////////////////////////////////////////////    810 ////////////////////////////////////////////////////////////////////////
811 //                                                811 //
812 void G4TriangularFacet::SetSurfaceNormal (cons    812 void G4TriangularFacet::SetSurfaceNormal (const G4ThreeVector& normal)
813 {                                                 813 {
814   fSurfaceNormal = normal;                        814   fSurfaceNormal = normal;
815 }                                                 815 }
816                                                   816