1 | // |
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2 | // ******************************************************************** |
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3 | // * License and Disclaimer * |
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6 | // * the Geant4 Collaboration. It is provided under the terms and * |
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8 | // * LICENSE and available at http://cern.ch/geant4/license . These * |
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9 | // * include a list of copyright holders. * |
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10 | // * * |
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11 | // * Neither the authors of this software system, nor their employing * |
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12 | // * institutes,nor the agencies providing financial support for this * |
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13 | // * work make any representation or warranty, express or implied, * |
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14 | // * regarding this software system or assume any liability for its * |
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15 | // * use. Please see the license in the file LICENSE and URL above * |
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16 | // * for the full disclaimer and the limitation of liability. * |
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17 | // * * |
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18 | // * This code implementation is the result of the scientific and * |
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19 | // * technical work of the GEANT4 collaboration. * |
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20 | // * By using, copying, modifying or distributing the software (or * |
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21 | // * any work based on the software) you agree to acknowledge its * |
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22 | // * use in resulting scientific publications, and indicate your * |
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23 | // * acceptance of all terms of the Geant4 Software license. * |
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24 | // ******************************************************************** |
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25 | // |
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26 | // |
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27 | // $Id: G4ConicalSurface.cc,v 1.11 2006/06/29 18:41:58 gunter Exp $ |
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28 | // GEANT4 tag $Name: geant4-09-03 $ |
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29 | // |
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30 | // ---------------------------------------------------------------------- |
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31 | // GEANT 4 class source file |
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32 | // |
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33 | // G4ConicalSurface.cc |
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34 | // |
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35 | // ---------------------------------------------------------------------- |
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36 | |
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37 | #include "G4ConicalSurface.hh" |
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38 | #include "G4Sort.hh" |
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39 | #include "G4Globals.hh" |
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40 | |
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41 | |
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42 | G4ConicalSurface::G4ConicalSurface() |
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43 | : G4Surface(), axis(G4Vector3D(1.,0.,0.)), angle(1.) |
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44 | { |
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45 | } |
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46 | |
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47 | G4ConicalSurface::G4ConicalSurface( const G4Point3D&, |
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48 | const G4Vector3D& a, |
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49 | G4double e ) //: G4Surface( o ) |
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50 | { |
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51 | // Normal constructor |
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52 | // require axis to be a unit vector |
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53 | /* L. Broglia |
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54 | G4double amag = a.Magnitude(); |
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55 | |
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56 | include/G4ThreeVec.hh: G4double Magnitude() const |
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57 | { return std::sqrt( x*x + y*y + z*z ); } |
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58 | This function is mag2 for HepThreeVector |
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59 | */ |
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60 | G4double amag = a.mag2(); |
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61 | |
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62 | |
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63 | if ( amag != 0.0 ) |
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64 | /* L. Broglia |
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65 | axis = a / amag; // this makes the axis a unit vector |
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66 | */ |
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67 | axis = a*(1/amag); |
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68 | else { |
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69 | G4cerr << "WARNING - G4ConicalSurface::G4ConicalSurface" << G4endl |
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70 | << "\tAxis has zero length" << G4endl |
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71 | << "\tDefault axis ( 1.0, 0.0, 0.0 ) is used." << G4endl; |
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72 | |
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73 | axis = G4Vector3D( 1.0, 0.0, 0.0 ); |
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74 | } |
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75 | |
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76 | // Require angle to range from 0 to PI/2 |
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77 | if ( ( e > 0.0 ) && ( e < ( 0.5 * pi ) ) ) |
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78 | angle = e; |
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79 | else { |
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80 | G4cerr << "WARNING - G4ConicalSurface::G4ConicalSurface" << G4endl |
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81 | << "\tAsked for angle out of allowed range of 0 to " |
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82 | << 0.5*pi << " (PI/2): " << e << G4endl |
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83 | << "\tDefault angle of 1.0 is used." << G4endl; |
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84 | |
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85 | angle = 1.0; |
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86 | } |
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87 | } |
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88 | |
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89 | G4ConicalSurface::~G4ConicalSurface() |
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90 | { |
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91 | } |
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92 | |
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93 | /* |
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94 | G4ConicalSurface::G4ConicalSurface( const G4ConicalSurface& c ) |
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95 | : G4Surface( c.origin ) |
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96 | { |
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97 | axis = c.axis; angle = c.angle; |
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98 | } |
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99 | */ |
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100 | |
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101 | const char* G4ConicalSurface::NameOf() const |
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102 | { |
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103 | return "G4ConicalSurface"; |
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104 | } |
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105 | |
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106 | void G4ConicalSurface::CalcBBox() |
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107 | { |
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108 | // Created by L. Broglia |
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109 | // copy of G4FPlane::CalcBBox() |
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110 | |
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111 | bbox= new G4BoundingBox3D(surfaceBoundary.BBox().GetBoxMin(), |
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112 | surfaceBoundary.BBox().GetBoxMax()); |
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113 | } |
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114 | |
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115 | void G4ConicalSurface::PrintOn( std::ostream& os ) const |
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116 | { |
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117 | // printing function using C++ std::ostream class |
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118 | os << "G4ConicalSurface surface with origin: " << origin << "\t" |
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119 | << "angle: " << angle << " radians \tand axis " << axis << "\n"; |
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120 | } |
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121 | |
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122 | |
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123 | G4double G4ConicalSurface::HowNear( const G4Vector3D& x ) const |
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124 | { |
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125 | // Distance from the point x to the semi-infinite G4ConicalSurface. |
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126 | // The distance will be positive if the point is Inside the G4ConicalSurface, |
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127 | // negative if the point is outside. |
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128 | // Note that this may not be correct for a bounded conical object |
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129 | // subclassed to G4ConicalSurface. |
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130 | |
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131 | G4Vector3D d = G4Vector3D( x - origin ); |
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132 | G4double l = d * axis; |
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133 | G4Vector3D q = G4Vector3D( origin + l * axis ); |
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134 | G4Vector3D v = G4Vector3D( x - q ); |
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135 | |
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136 | /* L. Broglia |
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137 | G4double Dist = ( l * std::tan( angle ) - v.Magnitude() ) * std::cos ( angle ); |
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138 | */ |
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139 | G4double Dist = ( l*std::tan(angle) - v.mag2() ) * std::cos(angle); |
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140 | |
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141 | return Dist; |
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142 | } |
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143 | |
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144 | |
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145 | G4int G4ConicalSurface::Intersect( const G4Ray& ry ) |
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146 | { |
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147 | // Distance along a Ray (straight line with G4Vector3D) to leave or enter |
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148 | // a G4ConicalSurface. The input variable which_way should be set to +1 to |
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149 | // indicate leaving a G4ConicalSurface, -1 to indicate entering a |
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150 | // G4ConicalSurface. |
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151 | // p is the point of intersection of the Ray with the G4ConicalSurface. |
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152 | // If the G4Vector3D of the Ray is opposite to that of the Normal to |
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153 | // the G4ConicalSurface at the intersection point, it will not leave the |
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154 | // G4ConicalSurface. |
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155 | // Similarly, if the G4Vector3D of the Ray is along that of the Normal |
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156 | // to the G4ConicalSurface at the intersection point, it will not enter the |
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157 | // G4ConicalSurface. |
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158 | // This method is called by all finite shapes sub-classed to |
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159 | // G4ConicalSurface. |
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160 | // Use the virtual function table to check if the intersection point |
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161 | // is within the boundary of the finite shape. |
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162 | // A negative result means no intersection. |
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163 | // If no valid intersection point is found, set the distance |
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164 | // and intersection point to large numbers. |
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165 | |
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166 | G4int which_way = -1; //Originally a parameter.Read explanation above. |
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167 | |
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168 | distance = FLT_MAXX; |
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169 | |
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170 | // G4Vector3D lv ( FLT_MAXX, FLT_MAXX, FLT_MAXX ); |
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171 | G4Vector3D lv ( FLT_MAXX, FLT_MAXX, FLT_MAXX ); |
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172 | |
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173 | // p = lv; |
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174 | closest_hit = lv; |
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175 | |
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176 | // Origin and G4Vector3D unit vector of Ray. |
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177 | // G4Vector3D x = ry->position(); |
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178 | G4Vector3D x = G4Vector3D( ry.GetStart() ); |
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179 | |
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180 | // G4Vector3D dhat = ry->direction( 0.0 ); |
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181 | G4Vector3D dhat = ry.GetDir(); |
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182 | |
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183 | |
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184 | // Cone angle and axis unit vector. |
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185 | G4double ta = std::tan( GetAngle() ); |
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186 | G4Vector3D ahat = GetAxis(); |
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187 | G4int isoln = 0, |
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188 | maxsoln = 2; |
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189 | |
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190 | // array of solutions in distance along the Ray |
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191 | // G4double s[2] = { -1.0, -1.0 }; |
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192 | G4double s[2]; |
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193 | s[0] = -1.0; |
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194 | s[1] = -1.0 ; |
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195 | |
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196 | // calculate the two solutions (quadratic equation) |
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197 | G4Vector3D gamma = G4Vector3D( x - GetOrigin() ); |
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198 | G4double T = 1.0 + ta * ta; |
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199 | G4double ga = gamma * ahat; |
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200 | G4double da = dhat * ahat; |
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201 | G4double A = 1.0 - T * da * da; |
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202 | G4double B = 2.0 * ( gamma * dhat - T * ga * da ); |
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203 | G4double C = gamma * gamma - T * ga * ga; |
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204 | |
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205 | // if quadratic term vanishes, just do the simple solution |
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206 | if ( std::fabs( A ) < FLT_EPSILO ) |
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207 | { |
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208 | if ( B == 0.0 ) |
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209 | return 1; |
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210 | else |
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211 | s[0] = -C / B; |
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212 | } |
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213 | |
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214 | // Normal quadratic case, no intersection if radical is less than zero |
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215 | else |
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216 | { |
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217 | G4double radical = B * B - 4.0 * A * C; |
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218 | if ( radical < 0.0 ) |
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219 | return 1; |
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220 | else |
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221 | { |
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222 | G4double root = std::sqrt( radical ); |
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223 | s[0] = ( - B + root ) / ( 2. * A ); |
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224 | s[1] = ( - B - root ) / ( 2. * A ); |
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225 | } |
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226 | } |
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227 | |
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228 | // order the possible solutions by increasing distance along the Ray |
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229 | // (G4Sorting routines are in support/G4Sort.h) |
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230 | sort_double( s, isoln, maxsoln-1 ); |
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231 | |
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232 | // now loop over each positive solution, keeping the first one (smallest |
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233 | // distance along the Ray) which is within the boundary of the sub-shape |
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234 | // and which also has the correct G4Vector3D with respect to the Normal to |
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235 | // the G4ConicalSurface at the intersection point |
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236 | for ( isoln = 0; isoln < maxsoln; isoln++ ) |
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237 | { |
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238 | if ( s[isoln] >= 0.0 ) |
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239 | { |
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240 | if ( s[isoln] >= FLT_MAXX ) // quit if too large |
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241 | return 1; |
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242 | |
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243 | distance = s[isoln]; |
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244 | closest_hit = ry.GetPoint( distance ); |
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245 | |
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246 | // Following line necessary to select non-reflective solutions. |
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247 | if (( ahat * ( closest_hit - GetOrigin() ) > 0.0 ) && |
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248 | ((( dhat * SurfaceNormal( closest_hit ) * which_way )) >= 0.0 ) && |
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249 | ( std::fabs(HowNear( closest_hit )) < 0.1) ) |
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250 | return 1; |
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251 | } |
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252 | } |
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253 | |
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254 | // get here only if there was no solution within the boundary, Reset |
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255 | // distance and intersection point to large numbers |
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256 | distance = FLT_MAXX; |
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257 | closest_hit = lv; |
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258 | return 0; |
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259 | } |
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260 | |
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261 | |
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262 | /* |
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263 | G4double G4ConicalSurface::distanceAlongHelix(G4int which_way, const Helix* hx, |
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264 | G4Vector3D& p ) const |
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265 | { // Distance along a Helix to leave or enter a G4ConicalSurface. |
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266 | // The input variable which_way should be set to +1 to |
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267 | // indicate leaving a G4ConicalSurface, -1 to indicate entering a |
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268 | // G4ConicalSurface. |
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269 | // p is the point of intersection of the Helix with the G4ConicalSurface. |
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270 | // If the G4Vector3D of the Helix is opposite to that of the Normal to |
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271 | // the G4ConicalSurface at the intersection point, it will not leave the |
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272 | // G4ConicalSurface. |
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273 | // Similarly, if the G4Vector3D of the Helix is along that of the Normal |
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274 | // to the G4ConicalSurface at the intersection point, it will not enter the |
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275 | // G4ConicalSurface. |
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276 | // This method is called by all finite shapes sub-classed to |
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277 | // G4ConicalSurface. |
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278 | // Use the virtual function table to check if the intersection point |
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279 | // is within the boundary of the finite shape. |
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280 | // If no valid intersection point is found, set the distance |
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281 | // and intersection point to large numbers. |
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282 | // Possible negative distance solutions are discarded. |
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283 | G4double Dist = FLT_MAXX; |
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284 | G4Vector3D lv ( FLT_MAXX, FLT_MAXX, FLT_MAXX ); |
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285 | p = lv; |
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286 | G4int isoln = 0, maxsoln = 4; |
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287 | |
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288 | // Array of solutions in turning angle |
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289 | // G4double s[4] = { -1.0, -1.0, -1.0, -1.0 }; |
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290 | G4double s[4];s[0] = -1.0; s[1]= -1.0 ;s[2] = -1.0; s[3]= -1.0 ; |
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291 | |
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292 | // Flag set to 1 if exact solution is found |
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293 | G4int exact = 0; |
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294 | |
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295 | // Helix parameters |
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296 | G4double rh = hx->GetRadius(); // radius of Helix |
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297 | G4Vector3D oh = hx->position(); // origin of Helix |
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298 | G4Vector3D dh = hx->direction( 0.0 ); // initial G4Vector3D of Helix |
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299 | G4Vector3D prp = hx->getPerp(); // perpendicular vector |
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300 | G4double prpmag = prp.Magnitude(); |
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301 | G4double rhp = rh / prpmag; |
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302 | |
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303 | // G4ConicalSurface parameters |
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304 | G4double ta = std::tan( GetAngle() ); // tangent of angle of G4ConicalSurface |
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305 | G4Vector3D oc = GetOrigin(); // origin of G4ConicalSurface |
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306 | G4Vector3D ac = GetAxis(); // axis of G4ConicalSurface |
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307 | |
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308 | // Calculate quantities of use later on |
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309 | G4Vector3D alpha = rhp * prp; |
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310 | G4Vector3D beta = rhp * dh; |
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311 | G4Vector3D gamma = oh - oc; |
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312 | G4double T = 1.0 + ta * ta; |
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313 | G4double gc = gamma * ac; |
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314 | G4double bc = beta * ac; |
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315 | |
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316 | // General approximate solution for std::sin(s)-->s and std::cos(s)-->1-s**2/2, |
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317 | // keeping only terms to second order in s |
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318 | G4double A = gamma * alpha - T * ( gc * alpha * ac - bc * bc ) + |
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319 | beta * beta; |
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320 | G4double B = 2.0 * ( gamma * beta - gc * bc * T ); |
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321 | G4double C = gamma * gamma - gc * gc * T; |
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322 | |
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323 | // Solution for no quadratic term |
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324 | if ( std::fabs( A ) < FLT_EPSILO ) |
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325 | { |
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326 | if ( B == 0.0 ) |
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327 | return Dist; |
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328 | else |
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329 | s[0] = -C / B; |
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330 | } |
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331 | |
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332 | // General quadratic solutions |
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333 | else { |
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334 | G4double radical = B * B - 4.0 * A * C; |
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335 | if ( radical < 0.0 ) |
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336 | // Radical is less than zero, either there is no intersection, or the |
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337 | // approximation doesn't hold, so try a cruder technique to find a |
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338 | // possible intersection point using the gropeAlongHelix function. |
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339 | s[0] = gropeAlongHelix( hx ); |
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340 | // Normal non-negative radical solutions |
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341 | else { |
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342 | G4double root = std::sqrt( radical ); |
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343 | s[0] = ( -B + root ) / ( 2.0 * A ); |
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344 | s[1] = ( -B - root ) / ( 2.0 * A ); |
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345 | if ( rh < 0.0 ) { |
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346 | s[0] = -s[0]; |
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347 | s[1] = -s[1]; |
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348 | } |
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349 | s[2] = s[0] + 2.0 * pi; |
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350 | s[3] = s[1] + 2.0 * pi; |
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351 | } |
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352 | } |
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353 | // |
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354 | // Order the possible solutions by increasing turning angle |
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355 | // (G4Sorting routines are in support/G4Sort.h). |
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356 | G4Sort_double( s, isoln, maxsoln-1 ); |
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357 | // |
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358 | // Now loop over each positive solution, keeping the first one (smallest |
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359 | // distance along the Helix) which is within the boundary of the sub-shape. |
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360 | for ( isoln = 0; isoln < maxsoln; isoln++ ) { |
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361 | if ( s[isoln] >= 0.0 ) { |
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362 | // Calculate distance along Helix and position and G4Vector3D vectors. |
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363 | Dist = s[isoln] * std::fabs( rhp ); |
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364 | p = hx->position( Dist ); |
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365 | G4Vector3D d = hx->direction( Dist ); |
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366 | if ( exact == 0 ) { // only for approximate solns |
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367 | // Now do approximation to get remaining distance to correct this solution. |
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368 | // Iterate it until the accuracy is below the user-set surface precision. |
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369 | G4double delta = 0.; |
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370 | G4double delta0 = FLT_MAXX; |
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371 | G4int dummy = 1; |
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372 | G4int iter = 0; |
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373 | G4int in0 = Inside( hx->position() ); |
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374 | G4int in1 = Inside( p ); |
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375 | G4double sc = Scale(); |
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376 | while ( dummy ) { |
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377 | iter++; |
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378 | // Terminate loop after 50 iterations and Reset distance to large number, |
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379 | // indicating no intersection with G4ConicalSurface. |
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380 | // This generally occurs if the Helix curls too tightly to Intersect it. |
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381 | if ( iter > 50 ) { |
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382 | Dist = FLT_MAXX; |
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383 | p = lv; |
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384 | break; |
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385 | } |
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386 | // Find distance from the current point along the above-calculated |
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387 | // G4Vector3D using a Ray. |
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388 | // The G4Vector3D of the Ray and the Sign of the distance are determined |
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389 | // by whether the starting point of the Helix is Inside or outside of |
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390 | // the G4ConicalSurface. |
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391 | in1 = Inside( p ); |
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392 | if ( in1 ) { // current point Inside |
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393 | if ( in0 ) { // starting point Inside |
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394 | Ray* r = new Ray( p, d ); |
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395 | delta = |
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396 | distanceAlongRay( 1, r, p ); |
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397 | delete r; |
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398 | } |
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399 | else { // starting point outside |
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400 | Ray* r = new Ray( p, -d ); |
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401 | delta = |
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402 | -distanceAlongRay( 1, r, p ); |
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403 | delete r; |
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404 | } |
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405 | } |
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406 | else { // current point outside |
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407 | if ( in0 ) { // starting point Inside |
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408 | Ray* r = new Ray( p, -d ); |
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409 | delta = |
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410 | -distanceAlongRay( -1, r, p ); |
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411 | delete r; |
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412 | } |
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413 | else { // starting point outside |
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414 | Ray* r = new Ray( p, d ); |
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415 | delta = |
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416 | distanceAlongRay( -1, r, p ); |
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417 | delete r; |
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418 | } |
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419 | } |
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420 | // Test if distance is less than the surface precision, if so Terminate loop. |
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421 | if ( std::fabs( delta / sc ) <= SURFACE_PRECISION ) |
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422 | break; |
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423 | // If delta has not changed sufficiently from the previous iteration, |
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424 | // skip out of this loop. |
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425 | if ( std::fabs( ( delta - delta0 ) / sc ) <= |
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426 | SURFACE_PRECISION ) |
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427 | break; |
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428 | // If delta has increased in absolute value from the previous iteration |
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429 | // either the Helix doesn't Intersect the G4ConicalSurface or the approximate solution |
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430 | // is too far from the real solution. Try groping for a solution. If not |
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431 | // found, Reset distance to large number, indicating no intersection with |
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432 | // the G4ConicalSurface. |
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433 | if ( std::fabs( delta ) > std::fabs( delta0 ) ) { |
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434 | Dist = std::fabs( rhp ) * |
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435 | gropeAlongHelix( hx ); |
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436 | if ( Dist < 0.0 ) { |
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437 | Dist = FLT_MAXX; |
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438 | p = lv; |
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439 | } |
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440 | else |
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441 | p = hx->position( Dist ); |
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442 | break; |
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443 | } |
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444 | // Set old delta to new one. |
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445 | delta0 = delta; |
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446 | // Add distance to G4ConicalSurface to distance along Helix. |
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447 | Dist += delta; |
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448 | // Negative distance along Helix means Helix doesn't Intersect G4ConicalSurface. |
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449 | // Reset distance to large number, indicating no intersection with G4ConicalSurface. |
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450 | if ( Dist < 0.0 ) { |
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451 | Dist = FLT_MAXX; |
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452 | p = lv; |
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453 | break; |
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454 | } |
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455 | // Recalculate point along Helix and the G4Vector3D. |
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456 | p = hx->position( Dist ); |
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457 | d = hx->direction( Dist ); |
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458 | } // end of while loop |
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459 | } // end of exact == 0 condition |
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460 | // Now have best value of distance along Helix and position for this |
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461 | // solution, so test if it is within the boundary of the sub-shape |
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462 | // and require that it point in the correct G4Vector3D with respect to |
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463 | // the Normal to the G4ConicalSurface. |
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464 | if ( ( Dist < FLT_MAXX ) && |
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465 | ( ( hx->direction( Dist ) * Normal( p ) * |
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466 | which_way ) >= 0.0 ) && |
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467 | ( WithinBoundary( p ) == 1 ) ) |
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468 | return Dist; |
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469 | } // end of if s[isoln] >= 0.0 condition |
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470 | } // end of for loop over solutions |
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471 | // If one gets here, there is no solution, so set distance along Helix |
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472 | // and position to large numbers. |
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473 | Dist = FLT_MAXX; |
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474 | p = lv; |
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475 | return Dist; |
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476 | } |
---|
477 | */ |
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478 | |
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479 | |
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480 | G4Vector3D G4ConicalSurface::SurfaceNormal( const G4Point3D& p ) const |
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481 | { |
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482 | // return the Normal unit vector to the G4ConicalSurface at a point p |
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483 | // on (or nearly on) the G4ConicalSurface |
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484 | G4Vector3D s = G4Vector3D( p - origin ); |
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485 | /* L. Broglia |
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486 | G4double smag = s.Magnitude(); |
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487 | */ |
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488 | G4double smag = s.mag2(); |
---|
489 | |
---|
490 | // if the point happens to be at the origin, calculate a unit vector Normal |
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491 | // to the axis, with zero z component |
---|
492 | if ( smag == 0.0 ) |
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493 | { |
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494 | G4double ax = axis.x(); |
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495 | G4double ay = axis.y(); |
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496 | G4double ap = std::sqrt( ax * ax + ay * ay ); |
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497 | |
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498 | if ( ap == 0.0 ) |
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499 | return G4Vector3D( 1.0, 0.0, 0.0 ); |
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500 | else |
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501 | return G4Vector3D( ay / ap, -ax / ap, 0.0 ); |
---|
502 | } |
---|
503 | |
---|
504 | // otherwise do the calculation of the Normal to the conical surface |
---|
505 | else |
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506 | { |
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507 | G4double l = s * axis; |
---|
508 | /* L. Broglia |
---|
509 | s = s / smag; |
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510 | */ |
---|
511 | s = s*(1/smag); |
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512 | G4Vector3D q = G4Vector3D( origin + l * axis ); |
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513 | G4Vector3D v = G4Vector3D( p - q ); |
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514 | /* L. Broglia |
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515 | G4double sl = v.Magnitude() * std::sin( angle ); |
---|
516 | */ |
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517 | G4double sl = v.mag2() * std::sin( angle ); |
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518 | G4Vector3D n = G4Vector3D( v - sl * s ); |
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519 | /* L. Broglia |
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520 | G4double nmag = n.Magnitude(); |
---|
521 | */ |
---|
522 | G4double nmag = n.mag2(); |
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523 | |
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524 | if ( nmag != 0.0 ) |
---|
525 | /* L. Broglia |
---|
526 | n = n / nmag; |
---|
527 | */ |
---|
528 | n=n*(1/nmag); |
---|
529 | return n; |
---|
530 | } |
---|
531 | } |
---|
532 | |
---|
533 | |
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534 | G4int G4ConicalSurface::Inside ( const G4Vector3D& x ) const |
---|
535 | { |
---|
536 | // Return 0 if point x is outside G4ConicalSurface, 1 if Inside. |
---|
537 | // Outside means that the distance to the G4ConicalSurface would be negative. |
---|
538 | // Use the HowNear function to calculate this distance. |
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539 | if ( HowNear( x ) >= -0.5*kCarTolerance ) |
---|
540 | return 1; |
---|
541 | else |
---|
542 | return 0; |
---|
543 | } |
---|
544 | |
---|
545 | |
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546 | G4int G4ConicalSurface::WithinBoundary( const G4Vector3D& x ) const |
---|
547 | { |
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548 | // return 1 if point x is on the G4ConicalSurface, otherwise return zero |
---|
549 | // base this on the surface precision factor set in support/globals.h |
---|
550 | if ( std::fabs( HowNear( x ) / Scale() ) <= SURFACE_PRECISION ) |
---|
551 | return 1; |
---|
552 | else |
---|
553 | return 0; |
---|
554 | } |
---|
555 | |
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556 | G4double G4ConicalSurface::Scale() const |
---|
557 | { |
---|
558 | return 1.0; |
---|
559 | } |
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560 | |
---|
561 | void G4ConicalSurface::SetAngle( G4double e ) |
---|
562 | { |
---|
563 | // Reset the angle of the G4ConicalSurface |
---|
564 | // Require angle to range from 0 to PI/2 |
---|
565 | // if ( ( e > 0.0 ) && ( e < ( 0.5 * pi ) ) ) |
---|
566 | if ( (e > 0.0) && (e <= ( 0.5 * pi )) ) |
---|
567 | angle = e; |
---|
568 | // use old value (do not change angle) if out of the range, |
---|
569 | //but Print message |
---|
570 | else |
---|
571 | { |
---|
572 | G4cerr << "WARNING - G4ConicalSurface::SetAngle" << G4endl |
---|
573 | << "\tAsked for angle out of allowed range of 0 to " |
---|
574 | << 0.5*pi << " (PI/2):" << e << G4endl |
---|
575 | << "\tDefault angle of " << angle << " is used." << G4endl; |
---|
576 | } |
---|
577 | } |
---|
578 | |
---|