Geant4 Cross Reference

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Geant4/geometry/solids/specific/src/G4QuadrangularFacet.cc

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  1 //
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 26 //
 27 // G4QuadrangularFacet class implementation.
 28 //
 29 // 31 October 2004 P R Truscott, QinetiQ Ltd, UK - Created.
 30 // 12 October 2012 M Gayer, CERN
 31 //                 New implementation reducing memory requirements by 50%,
 32 //                 and considerable CPU speedup together with the new
 33 //                 implementation of G4TessellatedSolid.
 34 // 29 February 2016 E Tcherniaev, CERN
 35 //                 Added exhaustive tests to catch various problems with a
 36 //                 quadrangular facet: collinear vertices, non planar surface,
 37 //                 degenerate, concave or self intersecting quadrilateral.
 38 // --------------------------------------------------------------------
 39 
 40 #include "G4QuadrangularFacet.hh"
 41 #include "geomdefs.hh"
 42 #include "Randomize.hh"
 43  
 44 using namespace std;
 45 
 46 ///////////////////////////////////////////////////////////////////////////////
 47 //
 48 // Constructing two adjacent G4TriangularFacet
 49 // Not efficient, but practical...
 50 //
 51 G4QuadrangularFacet::G4QuadrangularFacet (const G4ThreeVector& vt0,
 52                                           const G4ThreeVector& vt1,
 53                                           const G4ThreeVector& vt2,
 54                                           const G4ThreeVector& vt3,
 55                                                 G4FacetVertexType vertexType)
 56 {
 57   G4double delta   =  1.0 * kCarTolerance; // dimension tolerance
 58   G4double epsilon = 0.01 * kCarTolerance; // planarity tolerance
 59 
 60   G4ThreeVector e1, e2, e3;
 61   SetVertex(0, vt0);
 62   if (vertexType == ABSOLUTE)
 63   {
 64     SetVertex(1, vt1);
 65     SetVertex(2, vt2);
 66     SetVertex(3, vt3);
 67 
 68     e1 = vt1 - vt0;
 69     e2 = vt2 - vt0;
 70     e3 = vt3 - vt0;
 71   }
 72   else
 73   {
 74     SetVertex(1, vt0 + vt1);
 75     SetVertex(2, vt0 + vt2);
 76     SetVertex(3, vt0 + vt3);
 77 
 78     e1 = vt1;
 79     e2 = vt2;
 80     e3 = vt3;
 81   }
 82 
 83   // Check length of sides and diagonals
 84   //
 85   G4double leng1 = e1.mag();
 86   G4double leng2 = (e2-e1).mag();
 87   G4double leng3 = (e3-e2).mag();
 88   G4double leng4 = e3.mag();
 89 
 90   G4double diag1 = e2.mag();
 91   G4double diag2 = (e3-e1).mag();
 92 
 93   if (leng1 <= delta || leng2 <= delta || leng3 <= delta || leng4 <= delta ||
 94       diag1 <= delta || diag2 <= delta)
 95   {
 96     ostringstream message;
 97     message << "Sides/diagonals of facet are too small." << G4endl
 98             << "P0 = " << GetVertex(0) << G4endl
 99             << "P1 = " << GetVertex(1) << G4endl
100             << "P2 = " << GetVertex(2) << G4endl
101             << "P3 = " << GetVertex(3) << G4endl
102             << "Side1 length (P0->P1) = " << leng1 << G4endl
103             << "Side2 length (P1->P2) = " << leng2 << G4endl
104             << "Side3 length (P2->P3) = " << leng3 << G4endl
105             << "Side4 length (P3->P0) = " << leng4 << G4endl
106             << "Diagonal1 length (P0->P2) = " << diag1 << G4endl
107             << "Diagonal2 length (P1->P3) = " << diag2;
108     G4Exception("G4QuadrangularFacet::G4QuadrangularFacet()",
109                 "GeomSolids1001", JustWarning, message);
110     return;
111   }
112 
113   // Check that vertices are not collinear
114   //
115   G4double s1 = (e1.cross(e2)).mag()*0.5;
116   G4double s2 = ((e2-e1).cross(e3-e2)).mag()*0.5;
117   G4double s3 = (e2.cross(e3)).mag()*0.5;
118   G4double s4 = (e1.cross(e3)).mag()*0.5;
119 
120   G4double h1 = 2.*s1 / std::max(std::max(leng1,leng2),diag1);
121   G4double h2 = 2.*s2 / std::max(std::max(leng2,leng3),diag2);
122   G4double h3 = 2.*s3 / std::max(std::max(leng3,leng4),diag1);
123   G4double h4 = 2.*s4 / std::max(std::max(leng4,leng1),diag2);
124    
125   if (h1 <= delta || h2 <= delta || h3 <= delta || h4 <= delta )
126   {
127     ostringstream message;
128     message << "Facet has three or more collinear vertices." << G4endl
129             << "P0 = " << GetVertex(0) << G4endl
130             << "P1 = " << GetVertex(1) << G4endl
131             << "P2 = " << GetVertex(2) << G4endl
132             << "P3 = " << GetVertex(3) << G4endl
133             << "Smallest heights:" << G4endl
134             << "  in triangle P0-P1-P2 = " << h1 << G4endl
135             << "  in triangle P1-P2-P3 = " << h2 << G4endl
136             << "  in triangle P2-P3-P0 = " << h3 << G4endl
137             << "  in triangle P3-P0-P1 = " << h4;
138     G4Exception("G4QuadrangularFacet::G4QuadrangularFacet()",
139           "GeomSolids1001", JustWarning, message);
140     return;
141   }
142 
143   // Check that vertices are coplanar by computing minimal
144   // height of tetrahedron comprising of vertices
145   //
146   G4double smax = std::max( std::max(s1,s2), std::max(s3,s4) ); 
147   G4double hmin = 0.5 * std::fabs( e1.dot(e2.cross(e3)) ) / smax;
148   if (hmin >= epsilon)
149   {
150     ostringstream message;
151     message << "Facet is not planar." << G4endl
152             << "Disrepancy = " << hmin << G4endl
153             << "P0 = " << GetVertex(0) << G4endl
154             << "P1 = " << GetVertex(1) << G4endl
155             << "P2 = " << GetVertex(2) << G4endl
156             << "P3 = " << GetVertex(3);
157     G4Exception("G4QuadrangularFacet::G4QuadrangularFacet()",
158           "GeomSolids1001", JustWarning, message);
159     return;
160   }
161   
162   // Check that facet is convex by computing crosspoint 
163   // of diagonals
164   //
165   G4ThreeVector normal = e2.cross(e3-e1);
166   G4double s = kInfinity, t = kInfinity, magnitude2 = normal.mag2();
167   if (magnitude2 > delta*delta) // check: magnitude2 != 0.
168   {
169     s = normal.dot(e1.cross(e3-e1)) / magnitude2;
170     t = normal.dot(e1.cross(e2))    / magnitude2;
171   }
172   if (s <= 0. || s >= 1. || t <= 0. || t >= 1.)
173   {
174     ostringstream message;
175     message << "Facet is not convex." << G4endl
176             << "Parameters of crosspoint of diagonals: "
177             << s << " and " << t << G4endl
178             << "should both be within (0,1) range" << G4endl
179       << "P0 = " << GetVertex(0) << G4endl
180       << "P1 = " << GetVertex(1) << G4endl
181       << "P2 = " << GetVertex(2) << G4endl
182       << "P3 = " << GetVertex(3);
183     G4Exception("G4QuadrangularFacet::G4QuadrangularFacet()",
184           "GeomSolids1001", JustWarning, message);
185     return;
186   }
187 
188   // Define facet
189   //
190   fFacet1 = G4TriangularFacet(GetVertex(0),GetVertex(1),GetVertex(2),ABSOLUTE);
191   fFacet2 = G4TriangularFacet(GetVertex(0),GetVertex(2),GetVertex(3),ABSOLUTE);
192 
193   normal = normal.unit();
194   fFacet1.SetSurfaceNormal(normal);
195   fFacet2.SetSurfaceNormal(normal);
196   
197   G4ThreeVector vtmp = 0.5 * (e1 + e2);
198   fCircumcentre = GetVertex(0) + vtmp;
199   G4double radiusSqr = vtmp.mag2();
200   fRadius = std::sqrt(radiusSqr);
201   // 29.02.2016 Remark by E.Tcherniaev: computation
202   // of fCircumcenter and fRadius is wrong, however
203   // it did not create any problem till now.
204   // Bizarre! Need to investigate!
205 }
206 
207 ///////////////////////////////////////////////////////////////////////////////
208 //
209 G4QuadrangularFacet::~G4QuadrangularFacet () = default;
210 
211 ///////////////////////////////////////////////////////////////////////////////
212 //
213 G4QuadrangularFacet::G4QuadrangularFacet (const G4QuadrangularFacet& rhs)
214   : G4VFacet(rhs)
215 {
216   fFacet1 = rhs.fFacet1;
217   fFacet2 = rhs.fFacet2;
218   fRadius = 0.0;
219 }
220 
221 ///////////////////////////////////////////////////////////////////////////////
222 //
223 G4QuadrangularFacet &
224 G4QuadrangularFacet::operator=(const G4QuadrangularFacet& rhs)
225 {
226   if (this == &rhs)  return *this;
227 
228   fFacet1 = rhs.fFacet1;
229   fFacet2 = rhs.fFacet2;
230   fRadius = 0.0;
231 
232   return *this;
233 }
234 
235 ///////////////////////////////////////////////////////////////////////////////
236 //
237 G4VFacet* G4QuadrangularFacet::GetClone ()
238 {
239   auto c = new G4QuadrangularFacet (GetVertex(0), GetVertex(1),
240                                     GetVertex(2), GetVertex(3), ABSOLUTE);
241   return c;
242 }
243 
244 ///////////////////////////////////////////////////////////////////////////////
245 //
246 G4ThreeVector G4QuadrangularFacet::Distance (const G4ThreeVector& p)
247 {
248   G4ThreeVector v1 = fFacet1.Distance(p);
249   G4ThreeVector v2 = fFacet2.Distance(p);
250 
251   if (v1.mag2() < v2.mag2()) return v1;
252   else return v2;
253 }
254 
255 ///////////////////////////////////////////////////////////////////////////////
256 //
257 G4double G4QuadrangularFacet::Distance (const G4ThreeVector& p,
258                                               G4double)
259 {  
260   G4double dist = Distance(p).mag();
261   return dist;
262 }
263 
264 ///////////////////////////////////////////////////////////////////////////////
265 //
266 G4double G4QuadrangularFacet::Distance (const G4ThreeVector& p, G4double,
267                                         const G4bool outgoing)
268 {
269   G4double dist;
270 
271   G4ThreeVector v = Distance(p);
272   G4double dir = v.dot(GetSurfaceNormal());
273   if ( ((dir > dirTolerance) && (!outgoing))
274     || ((dir < -dirTolerance) && outgoing))
275     dist = kInfinity;
276   else 
277     dist = v.mag();
278   return dist;
279 }
280 
281 ///////////////////////////////////////////////////////////////////////////////
282 //
283 G4double G4QuadrangularFacet::Extent (const G4ThreeVector axis)
284 {
285   G4double ss  = 0;
286 
287   for (G4int i = 0; i <= 3; ++i)
288   {
289     G4double sp = GetVertex(i).dot(axis);
290     if (sp > ss) ss = sp;
291   }
292   return ss;
293 }
294 
295 ///////////////////////////////////////////////////////////////////////////////
296 //
297 G4bool G4QuadrangularFacet::Intersect (const G4ThreeVector& p,
298                                        const G4ThreeVector& v,
299                                              G4bool outgoing,
300                                              G4double& distance,
301                                              G4double& distFromSurface,
302                                              G4ThreeVector& normal)
303 {
304   G4bool intersect =
305     fFacet1.Intersect(p,v,outgoing,distance,distFromSurface,normal);
306   if (!intersect) intersect =
307     fFacet2.Intersect(p,v,outgoing,distance,distFromSurface,normal);
308   if (!intersect)
309   {
310     distance = distFromSurface = kInfinity;
311     normal.set(0,0,0);
312   }
313   return intersect;
314 }
315 
316 ///////////////////////////////////////////////////////////////////////////////
317 //
318 // Auxiliary method to get a uniform random point on the facet
319 //
320 G4ThreeVector G4QuadrangularFacet::GetPointOnFace() const
321 {
322   G4double s1 = fFacet1.GetArea();
323   G4double s2 = fFacet2.GetArea();
324   return ((s1+s2)*G4UniformRand() < s1) ?
325     fFacet1.GetPointOnFace() : fFacet2.GetPointOnFace();
326 }
327 
328 ///////////////////////////////////////////////////////////////////////////////
329 //
330 // Auxiliary method for returning the surface area
331 //
332 G4double G4QuadrangularFacet::GetArea() const
333 {
334   G4double area = fFacet1.GetArea() + fFacet2.GetArea();
335   return area;
336 }
337 
338 ///////////////////////////////////////////////////////////////////////////////
339 //
340 G4String G4QuadrangularFacet::GetEntityType () const
341 {
342   return "G4QuadrangularFacet";
343 }
344 
345 ///////////////////////////////////////////////////////////////////////////////
346 //
347 G4ThreeVector G4QuadrangularFacet::GetSurfaceNormal () const
348 {
349   return fFacet1.GetSurfaceNormal();
350 }
351