1 | // |
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2 | // ******************************************************************** |
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3 | // * License and Disclaimer * |
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4 | // * * |
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5 | // * The Geant4 software is copyright of the Copyright Holders of * |
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6 | // * the Geant4 Collaboration. It is provided under the terms and * |
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7 | // * conditions of the Geant4 Software License, included in the file * |
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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: G4FPlane.cc,v 1.16 2006/06/29 18:42:16 gunter Exp $ |
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28 | // GEANT4 tag $Name: geant4-09-02-ref-02 $ |
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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 | // G4FPlane.cc |
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34 | // |
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35 | // ---------------------------------------------------------------------- |
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36 | // Corrections by S.Giani: |
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37 | // - The constructor using iVec now properly stores both the internal and |
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38 | // external boundaries in the bounds vector. |
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39 | // - Proper initialization of sameSense in both the constructors. |
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40 | // - Addition of third argument (sense) in the second constructor to ensure |
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41 | // consistent setting of the normal in all the client code. |
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42 | // - Proper use of the tolerance in the Intersect function. |
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43 | // ---------------------------------------------------------------------- |
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44 | |
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45 | #include "G4FPlane.hh" |
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46 | #include "G4CompositeCurve.hh" |
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47 | |
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48 | |
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49 | G4FPlane::G4FPlane( const G4Vector3D& direction, |
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50 | const G4Vector3D& axis , |
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51 | const G4Point3D& Pt0, G4int sense ) |
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52 | : pplace(direction, axis, Pt0) |
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53 | { |
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54 | G4Point3D Pt1 = G4Point3D( Pt0 + direction ); |
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55 | |
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56 | // The plane include direction and axis is the normal, |
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57 | // so axis^direction is included in the plane |
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58 | G4Point3D Pt2 = G4Point3D( Pt0 + axis.cross(direction) ); |
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59 | |
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60 | G4Ray::CalcPlane3Pts( Pl, Pt0, Pt1, Pt2 ); |
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61 | |
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62 | active = 1; |
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63 | sameSense = sense; |
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64 | CalcNormal(); |
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65 | distance = kInfinity; |
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66 | Type = 1; |
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67 | } |
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68 | |
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69 | |
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70 | G4FPlane::G4FPlane(const G4Point3DVector* pVec, |
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71 | const G4Point3DVector* iVec, |
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72 | G4int sense) |
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73 | : pplace( (*pVec)[0]-(*pVec)[1], // direction |
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74 | ((*pVec)[pVec->size()-1]-(*pVec)[0]) |
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75 | .cross((*pVec)[0]-(*pVec)[1]), // axis |
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76 | (*pVec)[0] ) // location |
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77 | |
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78 | { |
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79 | G4Ray::CalcPlane3Pts( Pl, (*pVec)[0], (*pVec)[1], (*pVec)[2] ); |
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80 | |
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81 | G4CurveVector bounds; |
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82 | G4CompositeCurve* polygon; |
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83 | |
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84 | projectedBoundary = new G4SurfaceBoundary; |
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85 | |
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86 | sameSense = sense; |
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87 | |
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88 | // Outer boundary |
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89 | |
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90 | polygon= new G4CompositeCurve(*pVec); |
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91 | |
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92 | for (size_t i=0; i< polygon->GetSegments().size(); i++) |
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93 | polygon->GetSegments()[i]->SetSameSense(sameSense); |
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94 | |
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95 | bounds.push_back(polygon); |
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96 | |
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97 | // Eventual inner boundary |
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98 | |
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99 | if (iVec) |
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100 | { |
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101 | polygon= new G4CompositeCurve(*iVec); |
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102 | |
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103 | for (size_t i=0; i< polygon->GetSegments().size(); i++) |
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104 | polygon->GetSegments()[i]->SetSameSense(sameSense); |
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105 | |
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106 | bounds.push_back(polygon); |
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107 | } |
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108 | |
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109 | // Set sense for boundaries |
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110 | |
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111 | for (size_t j=0; j< bounds.size(); j++) |
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112 | bounds[j]->SetSameSense(sameSense); |
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113 | |
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114 | |
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115 | SetBoundaries(&bounds); |
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116 | |
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117 | CalcNormal(); |
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118 | IsConvex(); |
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119 | distance = kInfinity; |
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120 | Type=1; |
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121 | } |
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122 | |
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123 | |
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124 | G4FPlane::~G4FPlane() |
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125 | { |
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126 | delete NormalX; |
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127 | } |
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128 | |
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129 | |
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130 | void G4FPlane::CalcBBox() |
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131 | { |
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132 | // This is needed since the bounds are used for the Solid |
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133 | // bbox calculation. The bbox test is NOT performed for |
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134 | // planar surfaces. |
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135 | |
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136 | // Finds the bounds of the G4Plane surface iow |
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137 | // calculates the bounds for a bounding box |
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138 | // to the surface. The bounding box is used |
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139 | // for a preliminary check of intersection. |
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140 | |
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141 | bbox= new G4BoundingBox3D(surfaceBoundary.BBox().GetBoxMin(), |
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142 | surfaceBoundary.BBox().GetBoxMax()); |
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143 | |
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144 | } |
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145 | |
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146 | |
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147 | void G4FPlane::CalcNormal() |
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148 | { |
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149 | /* |
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150 | // Calc Normal for surface which is used for the projection |
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151 | // Make planes |
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152 | G4Vector3D norm; |
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153 | |
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154 | G4Vector3D RefDirection = pplace.GetRefDirection(); |
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155 | G4Vector3D Axis = pplace.GetAxis(); |
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156 | |
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157 | // L. Broglia : before in G4Placement |
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158 | if( RefDirection == Axis ) |
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159 | norm = RefDirection; |
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160 | else |
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161 | { |
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162 | // L. Broglia : error on setY, and it`s better to use cross function |
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163 | // norm.setX( RefDirection.y() * Axis.z() - RefDirection.z() * Axis.y() ); |
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164 | // norm.setY( RefDirection.x() * Axis.z() - RefDirection.z() * Axis.x() ); |
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165 | // norm.setZ( RefDirection.x() * Axis.y() - RefDirection.y() * Axis.x() ); |
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166 | |
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167 | norm = RefDirection.cross(Axis); |
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168 | } |
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169 | |
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170 | // const G4Point3D& tmp = pplace.GetSrfPoint(); |
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171 | const G4Point3D tmp = pplace.GetLocation(); |
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172 | */ |
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173 | |
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174 | // L. Broglia |
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175 | // The direction of the normal is the axis of his location |
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176 | // Its sense depend on the orientation of the bounded curve |
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177 | const G4Point3D tmp = pplace.GetLocation(); |
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178 | G4Vector3D norm; |
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179 | G4int sense = GetSameSense(); |
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180 | |
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181 | if (sense) |
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182 | norm = pplace.GetAxis(); |
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183 | else |
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184 | norm = - pplace.GetAxis(); |
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185 | |
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186 | NormalX = new G4Ray(tmp, norm); |
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187 | NormalX->RayCheck(); |
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188 | NormalX->CreatePlanes(); |
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189 | } |
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190 | |
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191 | |
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192 | void G4FPlane::Project() |
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193 | { |
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194 | // Project |
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195 | // const G4Plane& Plane1 = NormalX->GetPlane(1); |
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196 | // const G4Plane& Plane2 = NormalX->GetPlane(2); |
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197 | |
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198 | // probably not necessary |
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199 | // projections of the boundary should be handled by the intersection |
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200 | // OuterBoundary->ProjectBoundaryTo2D(Plane1, Plane2, 0); |
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201 | } |
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202 | |
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203 | |
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204 | G4int G4FPlane::IsConvex() const |
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205 | { |
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206 | return -1; |
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207 | } |
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208 | |
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209 | |
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210 | G4int G4FPlane::Intersect(const G4Ray& rayref) |
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211 | { |
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212 | // This function count the number of intersections of a |
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213 | // bounded surface by a ray. |
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214 | |
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215 | |
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216 | // Find the intersection with the infinite plane |
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217 | Intersected =1; |
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218 | |
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219 | // s is solution, line is p + tq, n is G4Plane Normal, r is point on G4Plane |
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220 | // all parameters are pointers to arrays of three elements |
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221 | |
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222 | hitpoint = PINFINITY; |
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223 | register G4double a, b, t; |
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224 | |
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225 | register const G4Vector3D& RayDir = rayref.GetDir(); |
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226 | register const G4Point3D& RayStart = rayref.GetStart(); |
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227 | |
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228 | G4double dirx = RayDir.x(); |
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229 | G4double diry = RayDir.y(); |
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230 | G4double dirz = RayDir.z(); |
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231 | |
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232 | G4Vector3D norm = (*NormalX).GetDir(); |
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233 | G4Point3D srf_point = pplace.GetLocation(); |
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234 | |
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235 | b = norm.x() * dirx + norm.y() * diry + norm.z() * dirz; |
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236 | |
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237 | if ( std::fabs(b) < perMillion ) |
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238 | { |
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239 | // G4cout << "\nLine is parallel to G4Plane.No Hit."; |
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240 | } |
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241 | else |
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242 | { |
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243 | G4double startx = RayStart.x(); |
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244 | G4double starty = RayStart.y(); |
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245 | G4double startz = RayStart.z(); |
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246 | |
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247 | a = norm.x() * (srf_point.x() - startx) + |
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248 | norm.y() * (srf_point.y() - starty) + |
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249 | norm.z() * (srf_point.z() - startz) ; |
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250 | |
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251 | t = a/b; |
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252 | |
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253 | // substitute t into line equation |
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254 | // to calculate final solution |
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255 | G4double solx,soly,solz; |
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256 | solx = startx + t * dirx; |
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257 | soly = starty + t * diry; |
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258 | solz = startz + t * dirz; |
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259 | |
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260 | // solve tolerance problem |
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261 | if( (t*dirx >= -kCarTolerance/2) && (t*dirx <= kCarTolerance/2) ) |
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262 | solx = startx; |
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263 | |
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264 | if( (t*diry >= -kCarTolerance/2) && (t*diry <= kCarTolerance/2) ) |
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265 | soly = starty; |
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266 | |
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267 | if( (t*dirz >= -kCarTolerance/2) && (t*dirz <= kCarTolerance/2) ) |
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268 | solz = startz; |
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269 | |
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270 | G4bool xhit = (dirx < 0 && solx <= startx) || (dirx >= 0 && solx >= startx); |
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271 | G4bool yhit = (diry < 0 && soly <= starty) || (diry >= 0 && soly >= starty); |
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272 | G4bool zhit = (dirz < 0 && solz <= startz) || (dirz >= 0 && solz >= startz); |
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273 | |
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274 | if( xhit && yhit && zhit ) { |
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275 | hitpoint= G4Point3D(solx, soly, solz); |
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276 | } |
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277 | } |
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278 | |
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279 | // closest_hit is a public Point3D in G4Surface |
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280 | closest_hit = hitpoint; |
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281 | |
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282 | if(closest_hit.x() == kInfinity) |
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283 | { |
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284 | // no hit |
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285 | active=0; |
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286 | SetDistance(kInfinity); |
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287 | return 0; |
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288 | } |
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289 | else |
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290 | { |
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291 | // calculate the squared distance from the point to the intersection |
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292 | // and set it in the distance data member (all clients know they have |
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293 | // to take the sqrt) |
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294 | SetDistance( RayStart.distance2(closest_hit) ); |
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295 | |
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296 | // now, we have to verify that the hit point founded |
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297 | // is included into the G4FPlane boundaries |
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298 | |
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299 | // project the hit to the xy plane, |
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300 | // with the same projection that took the boundary |
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301 | // into projectedBoundary |
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302 | G4Point3D projectedHit= pplace.GetToPlacementCoordinates() * closest_hit; |
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303 | |
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304 | // test ray from the hit on the xy plane |
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305 | G4Ray testRay( projectedHit, G4Vector3D(1, 0.01, 0) ); |
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306 | |
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307 | // check if it intersects the boundary |
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308 | G4int nbinter = projectedBoundary->IntersectRay2D(testRay); |
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309 | |
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310 | // If this number is par, it`s signify that the projected point |
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311 | // is outside the projected surface, so the hit point is outside |
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312 | // the bounded surface |
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313 | if(nbinter&1) |
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314 | { |
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315 | // the intersection point is into the boundaries |
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316 | // check if the intersection point is on the surface |
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317 | if(distance <= kCarTolerance*0.5*kCarTolerance*0.5) |
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318 | { |
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319 | // the point is on the surface, set the distance to 0 |
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320 | SetDistance(0); |
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321 | } |
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322 | else |
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323 | { |
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324 | // the point is outside the surface |
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325 | } |
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326 | |
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327 | return 1 ; |
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328 | } |
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329 | else |
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330 | { |
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331 | // the intersection point is out the boundaries |
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332 | // it is not a real intersection |
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333 | active=0; |
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334 | SetDistance(kInfinity); |
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335 | return 0; |
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336 | } |
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337 | } |
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338 | } |
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339 | |
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340 | |
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341 | G4double G4FPlane::ClosestDistanceToPoint(const G4Point3D& Pt) |
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342 | { |
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343 | // Calculates signed distance of point Pt to G4Plane Pl |
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344 | // Be careful, the equation of the plane is : |
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345 | // ax + by + cz = d |
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346 | G4double dist = Pt.x()*Pl.a + Pt.y()*Pl.b + Pt.z()*Pl.c - Pl.d; |
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347 | |
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348 | return dist; |
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349 | } |
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350 | |
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351 | |
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352 | void G4FPlane::InitBounded() |
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353 | { |
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354 | // L. Broglia |
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355 | |
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356 | projectedBoundary = |
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357 | surfaceBoundary.Project( pplace.GetToPlacementCoordinates() ); |
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358 | } |
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359 | |
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360 | G4double G4FPlane::HowNear( const G4Vector3D& Pt ) const |
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361 | { |
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362 | G4double hownear = Pt.x()*Pl.a + Pt.y()*Pl.b + Pt.z()*Pl.c - Pl.d; |
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363 | |
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364 | return hownear; |
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365 | } |
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