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 5.1.p1)


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