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: G4PolyPhiFace.cc,v 1.15 2008/05/15 11:41:59 gcosmo Exp $ |
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28 | // GEANT4 tag $Name: HEAD $ |
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29 | // |
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30 | // |
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31 | // -------------------------------------------------------------------- |
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32 | // GEANT 4 class source file |
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33 | // |
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34 | // |
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35 | // G4PolyPhiFace.cc |
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36 | // |
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37 | // Implementation of the face that bounds a polycone or polyhedra at |
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38 | // its phi opening. |
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39 | // |
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40 | // -------------------------------------------------------------------- |
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41 | |
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42 | #include "G4PolyPhiFace.hh" |
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43 | #include "G4ClippablePolygon.hh" |
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44 | #include "G4ReduciblePolygon.hh" |
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45 | #include "G4AffineTransform.hh" |
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46 | #include "G4SolidExtentList.hh" |
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47 | #include "G4GeometryTolerance.hh" |
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48 | |
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49 | #include "Randomize.hh" |
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50 | #include "G4TwoVector.hh" |
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51 | |
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52 | // |
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53 | // Constructor |
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54 | // |
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55 | // Points r,z should be supplied in clockwise order in r,z. For example: |
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56 | // |
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57 | // [1]---------[2] ^ R |
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58 | // | | | |
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59 | // | | +--> z |
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60 | // [0]---------[3] |
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61 | // |
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62 | G4PolyPhiFace::G4PolyPhiFace( const G4ReduciblePolygon *rz, |
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63 | G4double phi, |
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64 | G4double deltaPhi, |
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65 | G4double phiOther ) |
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66 | { |
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67 | kCarTolerance = G4GeometryTolerance::GetInstance()->GetSurfaceTolerance(); |
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68 | fSurfaceArea = 0.; |
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69 | |
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70 | numEdges = rz->NumVertices(); |
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71 | |
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72 | rMin = rz->Amin(); |
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73 | rMax = rz->Amax(); |
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74 | zMin = rz->Bmin(); |
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75 | zMax = rz->Bmax(); |
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76 | |
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77 | // |
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78 | // Is this the "starting" phi edge of the two? |
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79 | // |
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80 | G4bool start = (phiOther > phi); |
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81 | |
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82 | // |
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83 | // Build radial vector |
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84 | // |
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85 | radial = G4ThreeVector( std::cos(phi), std::sin(phi), 0.0 ); |
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86 | |
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87 | // |
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88 | // Build normal |
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89 | // |
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90 | G4double zSign = start ? 1 : -1; |
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91 | normal = G4ThreeVector( zSign*radial.y(), -zSign*radial.x(), 0 ); |
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92 | |
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93 | // |
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94 | // Is allBehind? |
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95 | // |
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96 | allBehind = (zSign*(std::cos(phiOther)*radial.y() - std::sin(phiOther)*radial.x()) < 0); |
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97 | |
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98 | // |
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99 | // Adjacent edges |
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100 | // |
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101 | G4double midPhi = phi + (start ? +0.5 : -0.5)*deltaPhi; |
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102 | G4double cosMid = std::cos(midPhi), |
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103 | sinMid = std::sin(midPhi); |
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104 | |
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105 | // |
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106 | // Allocate corners |
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107 | // |
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108 | corners = new G4PolyPhiFaceVertex[numEdges]; |
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109 | // |
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110 | // Fill them |
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111 | // |
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112 | G4ReduciblePolygonIterator iterRZ(rz); |
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113 | |
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114 | G4PolyPhiFaceVertex *corn = corners; |
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115 | G4PolyPhiFaceVertex *helper=corners; |
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116 | |
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117 | iterRZ.Begin(); |
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118 | do |
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119 | { |
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120 | corn->r = iterRZ.GetA(); |
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121 | corn->z = iterRZ.GetB(); |
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122 | corn->x = corn->r*radial.x(); |
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123 | corn->y = corn->r*radial.y(); |
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124 | |
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125 | // Add pointer on prev corner |
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126 | // |
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127 | if( corn == corners ) |
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128 | { corn->prev = corners+numEdges-1;} |
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129 | else |
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130 | { corn->prev = helper; } |
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131 | |
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132 | // Add pointer on next corner |
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133 | // |
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134 | if( corn < corners+numEdges-1 ) |
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135 | { corn->next = corn+1;} |
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136 | else |
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137 | { corn->next = corners; } |
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138 | |
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139 | helper = corn; |
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140 | } while( ++corn, iterRZ.Next() ); |
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141 | |
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142 | // |
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143 | // Allocate edges |
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144 | // |
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145 | edges = new G4PolyPhiFaceEdge[numEdges]; |
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146 | |
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147 | // |
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148 | // Fill them |
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149 | // |
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150 | G4double rFact = std::cos(0.5*deltaPhi); |
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151 | G4double rFactNormalize = 1.0/std::sqrt(1.0+rFact*rFact); |
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152 | |
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153 | G4PolyPhiFaceVertex *prev = corners+numEdges-1, |
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154 | *here = corners; |
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155 | G4PolyPhiFaceEdge *edge = edges; |
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156 | do |
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157 | { |
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158 | G4ThreeVector sideNorm; |
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159 | |
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160 | edge->v0 = prev; |
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161 | edge->v1 = here; |
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162 | |
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163 | G4double dr = here->r - prev->r, |
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164 | dz = here->z - prev->z; |
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165 | |
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166 | edge->length = std::sqrt( dr*dr + dz*dz ); |
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167 | |
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168 | edge->tr = dr/edge->length; |
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169 | edge->tz = dz/edge->length; |
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170 | |
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171 | if ((here->r < DBL_MIN) && (prev->r < DBL_MIN)) |
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172 | { |
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173 | // |
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174 | // Sigh! Always exceptions! |
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175 | // This edge runs at r==0, so its adjoing surface is not a |
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176 | // PolyconeSide or PolyhedraSide, but the opposite PolyPhiFace. |
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177 | // |
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178 | G4double zSignOther = start ? -1 : 1; |
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179 | sideNorm = G4ThreeVector( zSignOther*std::sin(phiOther), |
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180 | -zSignOther*std::cos(phiOther), 0 ); |
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181 | } |
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182 | else |
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183 | { |
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184 | sideNorm = G4ThreeVector( edge->tz*cosMid, |
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185 | edge->tz*sinMid, |
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186 | -edge->tr*rFact ); |
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187 | sideNorm *= rFactNormalize; |
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188 | } |
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189 | sideNorm += normal; |
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190 | |
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191 | edge->norm3D = sideNorm.unit(); |
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192 | } while( edge++, prev=here, ++here < corners+numEdges ); |
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193 | |
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194 | // |
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195 | // Go back and fill in corner "normals" |
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196 | // |
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197 | G4PolyPhiFaceEdge *prevEdge = edges+numEdges-1; |
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198 | edge = edges; |
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199 | do |
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200 | { |
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201 | // |
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202 | // Calculate vertex 2D normals (on the phi surface) |
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203 | // |
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204 | G4double rPart = prevEdge->tr + edge->tr; |
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205 | G4double zPart = prevEdge->tz + edge->tz; |
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206 | G4double norm = std::sqrt( rPart*rPart + zPart*zPart ); |
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207 | G4double rNorm = +zPart/norm; |
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208 | G4double zNorm = -rPart/norm; |
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209 | |
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210 | edge->v0->rNorm = rNorm; |
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211 | edge->v0->zNorm = zNorm; |
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212 | |
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213 | // |
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214 | // Calculate the 3D normals. |
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215 | // |
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216 | // Find the vector perpendicular to the z axis |
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217 | // that defines the plane that contains the vertex normal |
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218 | // |
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219 | G4ThreeVector xyVector; |
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220 | |
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221 | if (edge->v0->r < DBL_MIN) |
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222 | { |
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223 | // |
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224 | // This is a vertex at r==0, which is a special |
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225 | // case. The normal we will construct lays in the |
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226 | // plane at the center of the phi opening. |
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227 | // |
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228 | // We also know that rNorm < 0 |
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229 | // |
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230 | G4double zSignOther = start ? -1 : 1; |
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231 | G4ThreeVector normalOther( zSignOther*std::sin(phiOther), |
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232 | -zSignOther*std::cos(phiOther), 0 ); |
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233 | |
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234 | xyVector = - normal - normalOther; |
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235 | } |
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236 | else |
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237 | { |
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238 | // |
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239 | // This is a vertex at r > 0. The plane |
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240 | // is the average of the normal and the |
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241 | // normal of the adjacent phi face |
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242 | // |
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243 | xyVector = G4ThreeVector( cosMid, sinMid, 0 ); |
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244 | if (rNorm < 0) |
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245 | xyVector -= normal; |
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246 | else |
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247 | xyVector += normal; |
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248 | } |
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249 | |
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250 | // |
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251 | // Combine it with the r/z direction from the face |
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252 | // |
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253 | edge->v0->norm3D = rNorm*xyVector.unit() + G4ThreeVector( 0, 0, zNorm ); |
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254 | } while( prevEdge=edge, ++edge < edges+numEdges ); |
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255 | |
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256 | // |
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257 | // Build point on surface |
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258 | // |
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259 | G4double rAve = 0.5*(rMax-rMin), |
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260 | zAve = 0.5*(zMax-zMin); |
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261 | surface = G4ThreeVector( rAve*radial.x(), rAve*radial.y(), zAve ); |
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262 | } |
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263 | |
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264 | |
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265 | // |
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266 | // Diagnose |
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267 | // |
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268 | // Throw an exception if something is found inconsistent with |
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269 | // the solid. |
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270 | // |
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271 | // For debugging purposes only |
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272 | // |
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273 | void G4PolyPhiFace::Diagnose( G4VSolid *owner ) |
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274 | { |
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275 | G4PolyPhiFaceVertex *corner = corners; |
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276 | do |
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277 | { |
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278 | G4ThreeVector test(corner->x, corner->y, corner->z); |
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279 | test -= 1E-6*corner->norm3D; |
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280 | |
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281 | if (owner->Inside(test) != kInside) |
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282 | G4Exception( "G4PolyPhiFace::Diagnose()", "InvalidSetup", |
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283 | FatalException, "Bad vertex normal found." ); |
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284 | } while( ++corner < corners+numEdges ); |
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285 | } |
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286 | |
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287 | |
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288 | // |
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289 | // Fake default constructor - sets only member data and allocates memory |
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290 | // for usage restricted to object persistency. |
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291 | // |
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292 | G4PolyPhiFace::G4PolyPhiFace( __void__&) |
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293 | : edges(0), corners(0) |
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294 | { |
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295 | } |
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296 | |
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297 | |
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298 | // |
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299 | // Destructor |
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300 | // |
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301 | G4PolyPhiFace::~G4PolyPhiFace() |
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302 | { |
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303 | delete [] edges; |
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304 | delete [] corners; |
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305 | } |
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306 | |
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307 | |
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308 | // |
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309 | // Copy constructor |
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310 | // |
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311 | G4PolyPhiFace::G4PolyPhiFace( const G4PolyPhiFace &source ) |
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312 | : G4VCSGface() |
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313 | { |
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314 | CopyStuff( source ); |
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315 | } |
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316 | |
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317 | |
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318 | // |
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319 | // Assignment operator |
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320 | // |
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321 | G4PolyPhiFace& G4PolyPhiFace::operator=( const G4PolyPhiFace &source ) |
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322 | { |
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323 | if (this == &source) return *this; |
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324 | |
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325 | delete [] edges; |
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326 | delete [] corners; |
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327 | |
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328 | CopyStuff( source ); |
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329 | |
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330 | return *this; |
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331 | } |
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332 | |
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333 | |
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334 | // |
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335 | // CopyStuff (protected) |
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336 | // |
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337 | void G4PolyPhiFace::CopyStuff( const G4PolyPhiFace &source ) |
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338 | { |
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339 | // |
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340 | // The simple stuff |
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341 | // |
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342 | numEdges = source.numEdges; |
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343 | normal = source.normal; |
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344 | radial = source.radial; |
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345 | surface = source.surface; |
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346 | rMin = source.rMin; |
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347 | rMax = source.rMax; |
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348 | zMin = source.zMin; |
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349 | zMax = source.zMax; |
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350 | allBehind = source.allBehind; |
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351 | |
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352 | kCarTolerance = source.kCarTolerance; |
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353 | fSurfaceArea = source.fSurfaceArea; |
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354 | |
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355 | // |
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356 | // Corner dynamic array |
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357 | // |
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358 | corners = new G4PolyPhiFaceVertex[numEdges]; |
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359 | G4PolyPhiFaceVertex *corn = corners, |
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360 | *sourceCorn = source.corners; |
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361 | do |
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362 | { |
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363 | *corn = *sourceCorn; |
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364 | } while( ++sourceCorn, ++corn < corners+numEdges ); |
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365 | |
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366 | // |
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367 | // Edge dynamic array |
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368 | // |
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369 | edges = new G4PolyPhiFaceEdge[numEdges]; |
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370 | |
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371 | G4PolyPhiFaceVertex *prev = corners+numEdges-1, |
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372 | *here = corners; |
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373 | G4PolyPhiFaceEdge *edge = edges, |
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374 | *sourceEdge = source.edges; |
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375 | do |
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376 | { |
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377 | *edge = *sourceEdge; |
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378 | edge->v0 = prev; |
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379 | edge->v1 = here; |
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380 | } while( ++sourceEdge, ++edge, prev=here, ++here < corners+numEdges ); |
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381 | } |
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382 | |
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383 | |
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384 | // |
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385 | // Intersect |
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386 | // |
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387 | G4bool G4PolyPhiFace::Intersect( const G4ThreeVector &p, |
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388 | const G4ThreeVector &v, |
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389 | G4bool outgoing, |
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390 | G4double surfTolerance, |
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391 | G4double &distance, |
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392 | G4double &distFromSurface, |
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393 | G4ThreeVector &aNormal, |
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394 | G4bool &isAllBehind ) |
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395 | { |
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396 | G4double normSign = outgoing ? +1 : -1; |
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397 | |
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398 | // |
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399 | // These don't change |
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400 | // |
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401 | isAllBehind = allBehind; |
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402 | aNormal = normal; |
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403 | |
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404 | // |
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405 | // Correct normal? Here we have straight sides, and can safely ignore |
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406 | // intersections where the dot product with the normal is zero. |
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407 | // |
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408 | G4double dotProd = normSign*normal.dot(v); |
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409 | |
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410 | if (dotProd <= 0) return false; |
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411 | |
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412 | // |
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413 | // Calculate distance to surface. If the side is too far |
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414 | // behind the point, we must reject it. |
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415 | // |
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416 | G4ThreeVector ps = p - surface; |
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417 | distFromSurface = -normSign*ps.dot(normal); |
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418 | |
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419 | if (distFromSurface < -surfTolerance) return false; |
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420 | |
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421 | // |
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422 | // Calculate precise distance to intersection with the side |
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423 | // (along the trajectory, not normal to the surface) |
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424 | // |
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425 | distance = distFromSurface/dotProd; |
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426 | |
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427 | // |
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428 | // Calculate intersection point in r,z |
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429 | // |
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430 | G4ThreeVector ip = p + distance*v; |
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431 | |
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432 | G4double r = radial.dot(ip); |
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433 | |
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434 | // |
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435 | // And is it inside the r/z extent? |
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436 | // |
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437 | return InsideEdgesExact( r, ip.z(), normSign, p, v ); |
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438 | } |
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439 | |
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440 | |
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441 | // |
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442 | // Distance |
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443 | // |
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444 | G4double G4PolyPhiFace::Distance( const G4ThreeVector &p, G4bool outgoing ) |
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445 | { |
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446 | G4double normSign = outgoing ? +1 : -1; |
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447 | // |
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448 | // Correct normal? |
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449 | // |
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450 | G4ThreeVector ps = p - surface; |
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451 | G4double distPhi = -normSign*normal.dot(ps); |
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452 | |
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453 | if (distPhi < -0.5*kCarTolerance) |
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454 | return kInfinity; |
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455 | else if (distPhi < 0) |
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456 | distPhi = 0.0; |
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457 | |
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458 | // |
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459 | // Calculate projected point in r,z |
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460 | // |
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461 | G4double r = radial.dot(p); |
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462 | |
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463 | // |
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464 | // Are we inside the face? |
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465 | // |
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466 | G4double distRZ2; |
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467 | |
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468 | if (InsideEdges( r, p.z(), &distRZ2, 0 )) |
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469 | { |
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470 | // |
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471 | // Yup, answer is just distPhi |
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472 | // |
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473 | return distPhi; |
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474 | } |
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475 | else |
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476 | { |
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477 | // |
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478 | // Nope. Penalize by distance out |
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479 | // |
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480 | return std::sqrt( distPhi*distPhi + distRZ2 ); |
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481 | } |
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482 | } |
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483 | |
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484 | |
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485 | // |
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486 | // Inside |
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487 | // |
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488 | EInside G4PolyPhiFace::Inside( const G4ThreeVector &p, |
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489 | G4double tolerance, |
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490 | G4double *bestDistance ) |
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491 | { |
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492 | // |
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493 | // Get distance along phi, which if negative means the point |
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494 | // is nominally inside the shape. |
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495 | // |
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496 | G4ThreeVector ps = p - surface; |
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497 | G4double distPhi = normal.dot(ps); |
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498 | |
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499 | // |
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500 | // Calculate projected point in r,z |
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501 | // |
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502 | G4double r = radial.dot(p); |
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503 | |
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504 | // |
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505 | // Are we inside the face? |
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506 | // |
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507 | G4double distRZ2; |
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508 | G4PolyPhiFaceVertex *base3Dnorm; |
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509 | G4ThreeVector *head3Dnorm; |
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510 | |
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511 | if (InsideEdges( r, p.z(), &distRZ2, &base3Dnorm, &head3Dnorm )) |
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512 | { |
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513 | // |
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514 | // Looks like we're inside. Distance is distance in phi. |
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515 | // |
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516 | *bestDistance = std::fabs(distPhi); |
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517 | |
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518 | // |
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519 | // Use distPhi to decide fate |
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520 | // |
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521 | if (distPhi < -tolerance) return kInside; |
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522 | if (distPhi < tolerance) return kSurface; |
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523 | return kOutside; |
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524 | } |
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525 | else |
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526 | { |
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527 | // |
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528 | // We're outside the extent of the face, |
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529 | // so the distance is penalized by distance from edges in RZ |
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530 | // |
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531 | *bestDistance = std::sqrt( distPhi*distPhi + distRZ2 ); |
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532 | |
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533 | // |
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534 | // Use edge normal to decide fate |
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535 | // |
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536 | G4ThreeVector cc( base3Dnorm->r*radial.x(), |
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537 | base3Dnorm->r*radial.y(), |
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538 | base3Dnorm->z ); |
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539 | cc = p - cc; |
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540 | G4double normDist = head3Dnorm->dot(cc); |
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541 | if ( distRZ2 > tolerance*tolerance ) |
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542 | { |
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543 | // |
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544 | // We're far enough away that kSurface is not possible |
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545 | // |
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546 | return normDist < 0 ? kInside : kOutside; |
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547 | } |
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548 | |
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549 | if (normDist < -tolerance) return kInside; |
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550 | if (normDist < tolerance) return kSurface; |
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551 | return kOutside; |
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552 | } |
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553 | } |
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554 | |
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555 | |
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556 | // |
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557 | // Normal |
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558 | // |
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559 | // This virtual member is simple for our planer shape, |
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560 | // which has only one normal |
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561 | // |
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562 | G4ThreeVector G4PolyPhiFace::Normal( const G4ThreeVector &p, |
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563 | G4double *bestDistance ) |
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564 | { |
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565 | // |
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566 | // Get distance along phi, which if negative means the point |
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567 | // is nominally inside the shape. |
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568 | // |
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569 | G4double distPhi = normal.dot(p); |
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570 | |
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571 | // |
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572 | // Calculate projected point in r,z |
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573 | // |
---|
574 | G4double r = radial.dot(p); |
---|
575 | |
---|
576 | // |
---|
577 | // Are we inside the face? |
---|
578 | // |
---|
579 | G4double distRZ2; |
---|
580 | |
---|
581 | if (InsideEdges( r, p.z(), &distRZ2, 0 )) |
---|
582 | { |
---|
583 | // |
---|
584 | // Yup, answer is just distPhi |
---|
585 | // |
---|
586 | *bestDistance = std::fabs(distPhi); |
---|
587 | } |
---|
588 | else |
---|
589 | { |
---|
590 | // |
---|
591 | // Nope. Penalize by distance out |
---|
592 | // |
---|
593 | *bestDistance = std::sqrt( distPhi*distPhi + distRZ2 ); |
---|
594 | } |
---|
595 | |
---|
596 | return normal; |
---|
597 | } |
---|
598 | |
---|
599 | |
---|
600 | // |
---|
601 | // Extent |
---|
602 | // |
---|
603 | // This actually isn't needed by polycone or polyhedra... |
---|
604 | // |
---|
605 | G4double G4PolyPhiFace::Extent( const G4ThreeVector axis ) |
---|
606 | { |
---|
607 | G4double max = -kInfinity; |
---|
608 | |
---|
609 | G4PolyPhiFaceVertex *corner = corners; |
---|
610 | do |
---|
611 | { |
---|
612 | G4double here = axis.x()*corner->r*radial.x() |
---|
613 | + axis.y()*corner->r*radial.y() |
---|
614 | + axis.z()*corner->z; |
---|
615 | if (here > max) max = here; |
---|
616 | } while( ++corner < corners + numEdges ); |
---|
617 | |
---|
618 | return max; |
---|
619 | } |
---|
620 | |
---|
621 | |
---|
622 | // |
---|
623 | // CalculateExtent |
---|
624 | // |
---|
625 | // See notes in G4VCSGface |
---|
626 | // |
---|
627 | void G4PolyPhiFace::CalculateExtent( const EAxis axis, |
---|
628 | const G4VoxelLimits &voxelLimit, |
---|
629 | const G4AffineTransform &transform, |
---|
630 | G4SolidExtentList &extentList ) |
---|
631 | { |
---|
632 | // |
---|
633 | // Construct a (sometimes big) clippable polygon, |
---|
634 | // |
---|
635 | // Perform the necessary transformations while doing so |
---|
636 | // |
---|
637 | G4ClippablePolygon polygon; |
---|
638 | |
---|
639 | G4PolyPhiFaceVertex *corner = corners; |
---|
640 | do |
---|
641 | { |
---|
642 | G4ThreeVector point( 0, 0, corner->z ); |
---|
643 | point += radial*corner->r; |
---|
644 | |
---|
645 | polygon.AddVertexInOrder( transform.TransformPoint( point ) ); |
---|
646 | } while( ++corner < corners + numEdges ); |
---|
647 | |
---|
648 | // |
---|
649 | // Clip away |
---|
650 | // |
---|
651 | if (polygon.PartialClip( voxelLimit, axis )) |
---|
652 | { |
---|
653 | // |
---|
654 | // Add it to the list |
---|
655 | // |
---|
656 | polygon.SetNormal( transform.TransformAxis(normal) ); |
---|
657 | extentList.AddSurface( polygon ); |
---|
658 | } |
---|
659 | } |
---|
660 | |
---|
661 | |
---|
662 | // |
---|
663 | //------------------------------------------------------- |
---|
664 | |
---|
665 | |
---|
666 | // |
---|
667 | // InsideEdgesExact |
---|
668 | // |
---|
669 | // Decide if the point in r,z is inside the edges of our face, |
---|
670 | // **but** do so consistently with other faces. |
---|
671 | // |
---|
672 | // This routine has functionality similar to InsideEdges, but uses |
---|
673 | // an algorithm to decide if a trajectory falls inside or outside the |
---|
674 | // face that uses only the trajectory p,v values and the three dimensional |
---|
675 | // points representing the edges of the polygon. The objective is to plug up |
---|
676 | // any leaks between touching G4PolyPhiFaces (at r==0) and any other face |
---|
677 | // that uses the same convention. |
---|
678 | // |
---|
679 | // See: "Computational Geometry in C (Second Edition)" |
---|
680 | // http://cs.smith.edu/~orourke/ |
---|
681 | // |
---|
682 | G4bool G4PolyPhiFace::InsideEdgesExact( G4double r, G4double z, |
---|
683 | G4double normSign, |
---|
684 | const G4ThreeVector &p, |
---|
685 | const G4ThreeVector &v ) |
---|
686 | { |
---|
687 | // |
---|
688 | // Quick check of extent |
---|
689 | // |
---|
690 | if ( (r < rMin-kCarTolerance) |
---|
691 | || (r > rMax+kCarTolerance) ) return false; |
---|
692 | |
---|
693 | if ( (z < zMin-kCarTolerance) |
---|
694 | || (z > zMax+kCarTolerance) ) return false; |
---|
695 | |
---|
696 | // |
---|
697 | // Exact check: loop over all vertices |
---|
698 | // |
---|
699 | G4double qx = p.x() + v.x(), |
---|
700 | qy = p.y() + v.y(), |
---|
701 | qz = p.z() + v.z(); |
---|
702 | |
---|
703 | G4int answer = 0; |
---|
704 | G4PolyPhiFaceVertex *corn = corners, |
---|
705 | *prev = corners+numEdges-1; |
---|
706 | |
---|
707 | G4double cornZ, prevZ; |
---|
708 | |
---|
709 | prevZ = ExactZOrder( z, qx, qy, qz, v, normSign, prev ); |
---|
710 | do |
---|
711 | { |
---|
712 | // |
---|
713 | // Get z order of this vertex, and compare to previous vertex |
---|
714 | // |
---|
715 | cornZ = ExactZOrder( z, qx, qy, qz, v, normSign, corn ); |
---|
716 | |
---|
717 | if (cornZ < 0) |
---|
718 | { |
---|
719 | if (prevZ < 0) continue; |
---|
720 | } |
---|
721 | else if (cornZ > 0) |
---|
722 | { |
---|
723 | if (prevZ > 0) continue; |
---|
724 | } |
---|
725 | else |
---|
726 | { |
---|
727 | // |
---|
728 | // By chance, we overlap exactly (within precision) with |
---|
729 | // the current vertex. Continue if the same happened previously |
---|
730 | // (e.g. the previous vertex had the same z value) |
---|
731 | // |
---|
732 | if (prevZ == 0) continue; |
---|
733 | |
---|
734 | // |
---|
735 | // Otherwise, to decide what to do, we need to know what is |
---|
736 | // coming up next. Specifically, we need to find the next vertex |
---|
737 | // with a non-zero z order. |
---|
738 | // |
---|
739 | // One might worry about infinite loops, but the above conditional |
---|
740 | // should prevent it |
---|
741 | // |
---|
742 | G4PolyPhiFaceVertex *next = corn; |
---|
743 | G4double nextZ; |
---|
744 | do |
---|
745 | { |
---|
746 | next++; |
---|
747 | if (next == corners+numEdges) next = corners; |
---|
748 | |
---|
749 | nextZ = ExactZOrder( z, qx, qy, qz, v, normSign, next ); |
---|
750 | } while( nextZ == 0 ); |
---|
751 | |
---|
752 | // |
---|
753 | // If we won't be changing direction, go to the next vertex |
---|
754 | // |
---|
755 | if (nextZ*prevZ < 0) continue; |
---|
756 | } |
---|
757 | |
---|
758 | |
---|
759 | // |
---|
760 | // We overlap in z with the side of the face that stretches from |
---|
761 | // vertex "prev" to "corn". On which side (left or right) do |
---|
762 | // we lay with respect to this segment? |
---|
763 | // |
---|
764 | G4ThreeVector qa( qx - prev->x, qy - prev->y, qz - prev->z ), |
---|
765 | qb( qx - corn->x, qy - corn->y, qz - corn->z ); |
---|
766 | |
---|
767 | G4double aboveOrBelow = normSign*qa.cross(qb).dot(v); |
---|
768 | |
---|
769 | if (aboveOrBelow > 0) |
---|
770 | answer++; |
---|
771 | else if (aboveOrBelow < 0) |
---|
772 | answer--; |
---|
773 | else |
---|
774 | { |
---|
775 | // |
---|
776 | // A precisely zero answer here means we exactly |
---|
777 | // intersect (within roundoff) the edge of the face. |
---|
778 | // Return true in this case. |
---|
779 | // |
---|
780 | return true; |
---|
781 | } |
---|
782 | } while( prevZ = cornZ, prev=corn, ++corn < corners+numEdges ); |
---|
783 | |
---|
784 | // G4int fanswer = std::abs(answer); |
---|
785 | // if (fanswer==1 || fanswer>2) { |
---|
786 | // G4cerr << "G4PolyPhiFace::InsideEdgesExact: answer is " |
---|
787 | // << answer << G4endl; |
---|
788 | // } |
---|
789 | |
---|
790 | return answer!=0; |
---|
791 | } |
---|
792 | |
---|
793 | |
---|
794 | // |
---|
795 | // InsideEdges (don't care aboud distance) |
---|
796 | // |
---|
797 | // Decide if the point in r,z is inside the edges of our face |
---|
798 | // |
---|
799 | // This routine can be made a zillion times quicker by implementing |
---|
800 | // better code, for example: |
---|
801 | // |
---|
802 | // int pnpoly(int npol, float *xp, float *yp, float x, float y) |
---|
803 | // { |
---|
804 | // int i, j, c = 0; |
---|
805 | // for (i = 0, j = npol-1; i < npol; j = i++) { |
---|
806 | // if ((((yp[i]<=y) && (y<yp[j])) || |
---|
807 | // ((yp[j]<=y) && (y<yp[i]))) && |
---|
808 | // (x < (xp[j] - xp[i]) * (y - yp[i]) / (yp[j] - yp[i]) + xp[i])) |
---|
809 | // |
---|
810 | // c = !c; |
---|
811 | // } |
---|
812 | // return c; |
---|
813 | // } |
---|
814 | // |
---|
815 | // See "Point in Polyon Strategies", Eric Haines [Graphic Gems IV] pp. 24-46 |
---|
816 | // |
---|
817 | // My algorithm below is rather unique, but is based on code needed to |
---|
818 | // calculate the distance to the shape. I left it in here because ... |
---|
819 | // well ... to test it better. |
---|
820 | // |
---|
821 | G4bool G4PolyPhiFace::InsideEdges( G4double r, G4double z ) |
---|
822 | { |
---|
823 | // |
---|
824 | // Quick check of extent |
---|
825 | // |
---|
826 | if ( r < rMin || r > rMax ) return false; |
---|
827 | if ( z < zMin || z > zMax ) return false; |
---|
828 | |
---|
829 | // |
---|
830 | // More thorough check |
---|
831 | // |
---|
832 | G4double notUsed; |
---|
833 | |
---|
834 | return InsideEdges( r, z, ¬Used, 0 ); |
---|
835 | } |
---|
836 | |
---|
837 | |
---|
838 | // |
---|
839 | // InsideEdges (care about distance) |
---|
840 | // |
---|
841 | // Decide if the point in r,z is inside the edges of our face |
---|
842 | // |
---|
843 | G4bool G4PolyPhiFace::InsideEdges( G4double r, G4double z, |
---|
844 | G4double *bestDist2, |
---|
845 | G4PolyPhiFaceVertex **base3Dnorm, |
---|
846 | G4ThreeVector **head3Dnorm ) |
---|
847 | { |
---|
848 | G4double bestDistance2 = kInfinity; |
---|
849 | G4bool answer = 0; |
---|
850 | |
---|
851 | G4PolyPhiFaceEdge *edge = edges; |
---|
852 | do |
---|
853 | { |
---|
854 | G4PolyPhiFaceVertex *testMe; |
---|
855 | // |
---|
856 | // Get distance perpendicular to the edge |
---|
857 | // |
---|
858 | G4double dr = (r-edge->v0->r), dz = (z-edge->v0->z); |
---|
859 | |
---|
860 | G4double distOut = dr*edge->tz - dz*edge->tr; |
---|
861 | G4double distance2 = distOut*distOut; |
---|
862 | if (distance2 > bestDistance2) continue; // No hope! |
---|
863 | |
---|
864 | // |
---|
865 | // Check to see if normal intersects edge within the edge's boundary |
---|
866 | // |
---|
867 | G4double s = dr*edge->tr + dz*edge->tz; |
---|
868 | |
---|
869 | // |
---|
870 | // If it doesn't, penalize distance2 appropriately |
---|
871 | // |
---|
872 | if (s < 0) |
---|
873 | { |
---|
874 | distance2 += s*s; |
---|
875 | testMe = edge->v0; |
---|
876 | } |
---|
877 | else if (s > edge->length) |
---|
878 | { |
---|
879 | G4double s2 = s-edge->length; |
---|
880 | distance2 += s2*s2; |
---|
881 | testMe = edge->v1; |
---|
882 | } |
---|
883 | else |
---|
884 | { |
---|
885 | testMe = 0; |
---|
886 | } |
---|
887 | |
---|
888 | // |
---|
889 | // Closest edge so far? |
---|
890 | // |
---|
891 | if (distance2 < bestDistance2) |
---|
892 | { |
---|
893 | bestDistance2 = distance2; |
---|
894 | if (testMe) |
---|
895 | { |
---|
896 | G4double distNorm = dr*testMe->rNorm + dz*testMe->zNorm; |
---|
897 | answer = (distNorm <= 0); |
---|
898 | if (base3Dnorm) |
---|
899 | { |
---|
900 | *base3Dnorm = testMe; |
---|
901 | *head3Dnorm = &testMe->norm3D; |
---|
902 | } |
---|
903 | } |
---|
904 | else |
---|
905 | { |
---|
906 | answer = (distOut <= 0); |
---|
907 | if (base3Dnorm) |
---|
908 | { |
---|
909 | *base3Dnorm = edge->v0; |
---|
910 | *head3Dnorm = &edge->norm3D; |
---|
911 | } |
---|
912 | } |
---|
913 | } |
---|
914 | } while( ++edge < edges + numEdges ); |
---|
915 | |
---|
916 | *bestDist2 = bestDistance2; |
---|
917 | return answer; |
---|
918 | } |
---|
919 | |
---|
920 | // |
---|
921 | // Calculation of Surface Area of a Triangle |
---|
922 | // In the same time Random Point in Triangle is given |
---|
923 | // |
---|
924 | G4double G4PolyPhiFace::SurfaceTriangle( G4ThreeVector p1, |
---|
925 | G4ThreeVector p2, |
---|
926 | G4ThreeVector p3, |
---|
927 | G4ThreeVector *p4 ) |
---|
928 | { |
---|
929 | G4ThreeVector v, w; |
---|
930 | |
---|
931 | v = p3 - p1; |
---|
932 | w = p1 - p2; |
---|
933 | G4double lambda1 = G4UniformRand(); |
---|
934 | G4double lambda2 = lambda1*G4UniformRand(); |
---|
935 | |
---|
936 | *p4=p2 + lambda1*w + lambda2*v; |
---|
937 | return 0.5*(v.cross(w)).mag(); |
---|
938 | } |
---|
939 | |
---|
940 | // |
---|
941 | // Compute surface area |
---|
942 | // |
---|
943 | G4double G4PolyPhiFace::SurfaceArea() |
---|
944 | { |
---|
945 | if ( fSurfaceArea==0. ) { Triangulate(); } |
---|
946 | return fSurfaceArea; |
---|
947 | } |
---|
948 | |
---|
949 | // |
---|
950 | // Return random point on face |
---|
951 | // |
---|
952 | G4ThreeVector G4PolyPhiFace::GetPointOnFace() |
---|
953 | { |
---|
954 | Triangulate(); |
---|
955 | return surface_point; |
---|
956 | } |
---|
957 | |
---|
958 | // |
---|
959 | // Auxiliary Functions used for Finding the PointOnFace using Triangulation |
---|
960 | // |
---|
961 | |
---|
962 | // |
---|
963 | // Calculation of 2*Area of Triangle with Sign |
---|
964 | // |
---|
965 | G4double G4PolyPhiFace::Area2( G4TwoVector a, |
---|
966 | G4TwoVector b, |
---|
967 | G4TwoVector c ) |
---|
968 | { |
---|
969 | return ((b.x()-a.x())*(c.y()-a.y())- |
---|
970 | (c.x()-a.x())*(b.y()-a.y())); |
---|
971 | } |
---|
972 | |
---|
973 | // |
---|
974 | // Boolean function for sign of Surface |
---|
975 | // |
---|
976 | G4bool G4PolyPhiFace::Left( G4TwoVector a, |
---|
977 | G4TwoVector b, |
---|
978 | G4TwoVector c ) |
---|
979 | { |
---|
980 | return Area2(a,b,c)>0; |
---|
981 | } |
---|
982 | |
---|
983 | // |
---|
984 | // Boolean function for sign of Surface |
---|
985 | // |
---|
986 | G4bool G4PolyPhiFace::LeftOn( G4TwoVector a, |
---|
987 | G4TwoVector b, |
---|
988 | G4TwoVector c ) |
---|
989 | { |
---|
990 | return Area2(a,b,c)>=0; |
---|
991 | } |
---|
992 | |
---|
993 | // |
---|
994 | // Boolean function for sign of Surface |
---|
995 | // |
---|
996 | G4bool G4PolyPhiFace::Collinear( G4TwoVector a, |
---|
997 | G4TwoVector b, |
---|
998 | G4TwoVector c ) |
---|
999 | { |
---|
1000 | return Area2(a,b,c)==0; |
---|
1001 | } |
---|
1002 | |
---|
1003 | // |
---|
1004 | // Boolean function for finding "Proper" Intersection |
---|
1005 | // That means Intersection of two lines segments (a,b) and (c,d) |
---|
1006 | // |
---|
1007 | G4bool G4PolyPhiFace::IntersectProp( G4TwoVector a, |
---|
1008 | G4TwoVector b, |
---|
1009 | G4TwoVector c, G4TwoVector d ) |
---|
1010 | { |
---|
1011 | if( Collinear(a,b,c) || Collinear(a,b,d)|| |
---|
1012 | Collinear(c,d,a) || Collinear(c,d,b) ) { return false; } |
---|
1013 | |
---|
1014 | G4bool Positive; |
---|
1015 | Positive = !(Left(a,b,c))^!(Left(a,b,d)); |
---|
1016 | return Positive && (!Left(c,d,a)^!Left(c,d,b)); |
---|
1017 | } |
---|
1018 | |
---|
1019 | // |
---|
1020 | // Boolean function for determining if Point c is between a and b |
---|
1021 | // For the tree points(a,b,c) on the same line |
---|
1022 | // |
---|
1023 | G4bool G4PolyPhiFace::Between( G4TwoVector a, G4TwoVector b, G4TwoVector c ) |
---|
1024 | { |
---|
1025 | if( !Collinear(a,b,c) ) { return false; } |
---|
1026 | |
---|
1027 | if(a.x()!=b.x()) |
---|
1028 | { |
---|
1029 | return ((a.x()<=c.x())&&(c.x()<=b.x()))|| |
---|
1030 | ((a.x()>=c.x())&&(c.x()>=b.x())); |
---|
1031 | } |
---|
1032 | else |
---|
1033 | { |
---|
1034 | return ((a.y()<=c.y())&&(c.y()<=b.y()))|| |
---|
1035 | ((a.y()>=c.y())&&(c.y()>=b.y())); |
---|
1036 | } |
---|
1037 | } |
---|
1038 | |
---|
1039 | // |
---|
1040 | // Boolean function for finding Intersection "Proper" or not |
---|
1041 | // Between two line segments (a,b) and (c,d) |
---|
1042 | // |
---|
1043 | G4bool G4PolyPhiFace::Intersect( G4TwoVector a, |
---|
1044 | G4TwoVector b, |
---|
1045 | G4TwoVector c, G4TwoVector d ) |
---|
1046 | { |
---|
1047 | if( IntersectProp(a,b,c,d) ) |
---|
1048 | { return true; } |
---|
1049 | else if( Between(a,b,c)|| |
---|
1050 | Between(a,b,d)|| |
---|
1051 | Between(c,d,a)|| |
---|
1052 | Between(c,d,b) ) |
---|
1053 | { return true; } |
---|
1054 | else |
---|
1055 | { return false; } |
---|
1056 | } |
---|
1057 | |
---|
1058 | // |
---|
1059 | // Boolean Diagonalie help to determine |
---|
1060 | // if diagonal s of segment (a,b) is convex or reflex |
---|
1061 | // |
---|
1062 | G4bool G4PolyPhiFace::Diagonalie( G4PolyPhiFaceVertex *a, |
---|
1063 | G4PolyPhiFaceVertex *b ) |
---|
1064 | { |
---|
1065 | G4PolyPhiFaceVertex *corner = triangles; |
---|
1066 | G4PolyPhiFaceVertex *corner_next=triangles; |
---|
1067 | |
---|
1068 | // For each Edge (corner,corner_next) |
---|
1069 | do |
---|
1070 | { |
---|
1071 | corner_next=corner->next; |
---|
1072 | |
---|
1073 | // Skip edges incident to a of b |
---|
1074 | // |
---|
1075 | if( (corner!=a)&&(corner_next!=a) |
---|
1076 | &&(corner!=b)&&(corner_next!=b) ) |
---|
1077 | { |
---|
1078 | G4TwoVector rz1,rz2,rz3,rz4; |
---|
1079 | rz1 = G4TwoVector(a->r,a->z); |
---|
1080 | rz2 = G4TwoVector(b->r,b->z); |
---|
1081 | rz3 = G4TwoVector(corner->r,corner->z); |
---|
1082 | rz4 = G4TwoVector(corner_next->r,corner_next->z); |
---|
1083 | if( Intersect(rz1,rz2,rz3,rz4) ) { return false; } |
---|
1084 | } |
---|
1085 | corner=corner->next; |
---|
1086 | |
---|
1087 | } while( corner != triangles ); |
---|
1088 | |
---|
1089 | return true; |
---|
1090 | } |
---|
1091 | |
---|
1092 | // |
---|
1093 | // Boolean function that determine if b is Inside Cone (a0,a,a1) |
---|
1094 | // being a the center of the Cone |
---|
1095 | // |
---|
1096 | G4bool G4PolyPhiFace::InCone( G4PolyPhiFaceVertex *a, G4PolyPhiFaceVertex *b ) |
---|
1097 | { |
---|
1098 | // a0,a and a1 are consecutive vertices |
---|
1099 | // |
---|
1100 | G4PolyPhiFaceVertex *a0,*a1; |
---|
1101 | a1=a->next; |
---|
1102 | a0=a->prev; |
---|
1103 | |
---|
1104 | G4TwoVector arz,arz0,arz1,brz; |
---|
1105 | arz=G4TwoVector(a->r,a->z);arz0=G4TwoVector(a0->r,a0->z); |
---|
1106 | arz1=G4TwoVector(a1->r,a1->z);brz=G4TwoVector(b->r,b->z); |
---|
1107 | |
---|
1108 | |
---|
1109 | if(LeftOn(arz,arz1,arz0)) // If a is convex vertex |
---|
1110 | { |
---|
1111 | return Left(arz,brz,arz0)&&Left(brz,arz,arz1); |
---|
1112 | } |
---|
1113 | else // Else a is reflex |
---|
1114 | { |
---|
1115 | return !( LeftOn(arz,brz,arz1)&&LeftOn(brz,arz,arz0)); |
---|
1116 | } |
---|
1117 | } |
---|
1118 | |
---|
1119 | // |
---|
1120 | // Boolean function finding if Diagonal is possible |
---|
1121 | // inside Polycone or PolyHedra |
---|
1122 | // |
---|
1123 | G4bool G4PolyPhiFace::Diagonal( G4PolyPhiFaceVertex *a, G4PolyPhiFaceVertex *b ) |
---|
1124 | { |
---|
1125 | return InCone(a,b) && InCone(b,a) && Diagonalie(a,b); |
---|
1126 | } |
---|
1127 | |
---|
1128 | // |
---|
1129 | // Initialisation for Triangulisation by ear tips |
---|
1130 | // For details see "Computational Geometry in C" by Joseph O'Rourke |
---|
1131 | // |
---|
1132 | void G4PolyPhiFace::EarInit() |
---|
1133 | { |
---|
1134 | G4PolyPhiFaceVertex *corner = triangles; |
---|
1135 | G4PolyPhiFaceVertex *c_prev,*c_next; |
---|
1136 | |
---|
1137 | do |
---|
1138 | { |
---|
1139 | // We need to determine three consecutive vertices |
---|
1140 | // |
---|
1141 | c_next=corner->next; |
---|
1142 | c_prev=corner->prev; |
---|
1143 | |
---|
1144 | // Calculation of ears |
---|
1145 | // |
---|
1146 | corner->ear=Diagonal(c_prev,c_next); |
---|
1147 | corner=corner->next; |
---|
1148 | |
---|
1149 | } while( corner!=triangles ); |
---|
1150 | } |
---|
1151 | |
---|
1152 | // |
---|
1153 | // Triangulisation by ear tips for Polycone or Polyhedra |
---|
1154 | // For details see "Computational Geometry in C" by Joseph O'Rourke |
---|
1155 | // |
---|
1156 | void G4PolyPhiFace::Triangulate() |
---|
1157 | { |
---|
1158 | // The copy of Polycone is made and this copy is reordered in order to |
---|
1159 | // have a list of triangles. This list is used for GetPointOnFace(). |
---|
1160 | |
---|
1161 | G4PolyPhiFaceVertex *tri_help = new G4PolyPhiFaceVertex[numEdges]; |
---|
1162 | triangles = tri_help; |
---|
1163 | G4PolyPhiFaceVertex *triang = triangles; |
---|
1164 | |
---|
1165 | std::vector<G4double> areas; |
---|
1166 | std::vector<G4ThreeVector> points; |
---|
1167 | G4double area=0.; |
---|
1168 | G4PolyPhiFaceVertex *v0,*v1,*v2,*v3,*v4; |
---|
1169 | v2=triangles; |
---|
1170 | |
---|
1171 | // Make copy for prev/next for triang=corners |
---|
1172 | // |
---|
1173 | G4PolyPhiFaceVertex *helper = corners; |
---|
1174 | G4PolyPhiFaceVertex *helper2 = corners; |
---|
1175 | do |
---|
1176 | { |
---|
1177 | triang->r = helper->r; |
---|
1178 | triang->z = helper->z; |
---|
1179 | triang->x = helper->x; |
---|
1180 | triang->y= helper->y; |
---|
1181 | |
---|
1182 | // add pointer on prev corner |
---|
1183 | // |
---|
1184 | if( helper==corners ) |
---|
1185 | { triang->prev=triangles+numEdges-1; } |
---|
1186 | else |
---|
1187 | { triang->prev=helper2; } |
---|
1188 | |
---|
1189 | // add pointer on next corner |
---|
1190 | // |
---|
1191 | if( helper<corners+numEdges-1 ) |
---|
1192 | { triang->next=triang+1; } |
---|
1193 | else |
---|
1194 | { triang->next=triangles; } |
---|
1195 | helper2=triang; |
---|
1196 | helper=helper->next; |
---|
1197 | triang=triang->next; |
---|
1198 | |
---|
1199 | } while( helper!=corners ); |
---|
1200 | |
---|
1201 | EarInit(); |
---|
1202 | |
---|
1203 | G4int n=numEdges; |
---|
1204 | G4int i=0; |
---|
1205 | G4ThreeVector p1,p2,p3,p4; |
---|
1206 | const G4int max_n_loops=numEdges*10000; // protection against infinite loop |
---|
1207 | |
---|
1208 | // Each step of outer loop removes one ear |
---|
1209 | // |
---|
1210 | while(n>3) // Inner loop searches for one ear |
---|
1211 | { |
---|
1212 | v2=triangles; |
---|
1213 | do |
---|
1214 | { |
---|
1215 | if(v2->ear) // Ear found. Fill variables |
---|
1216 | { |
---|
1217 | // (v1,v3) is diagonal |
---|
1218 | // |
---|
1219 | v3=v2->next; v4=v3->next; |
---|
1220 | v1=v2->prev; v0=v1->prev; |
---|
1221 | |
---|
1222 | // Calculate areas and points |
---|
1223 | |
---|
1224 | p1=G4ThreeVector((v2)->x,(v2)->y,(v2)->z); |
---|
1225 | p2=G4ThreeVector((v1)->x,(v1)->y,(v1)->z); |
---|
1226 | p3=G4ThreeVector((v3)->x,(v3)->y,(v3)->z); |
---|
1227 | |
---|
1228 | G4double result1 = SurfaceTriangle(p1,p2,p3,&p4 ); |
---|
1229 | points.push_back(p4); |
---|
1230 | areas.push_back(result1); |
---|
1231 | area=area+result1; |
---|
1232 | |
---|
1233 | // Update earity of diagonal endpoints |
---|
1234 | // |
---|
1235 | v1->ear=Diagonal(v0,v3); |
---|
1236 | v3->ear=Diagonal(v1,v4); |
---|
1237 | |
---|
1238 | // Cut off the ear v2 |
---|
1239 | // Has to be done for a copy and not for real PolyPhiFace |
---|
1240 | // |
---|
1241 | v1->next=v3; |
---|
1242 | v3->prev=v1; |
---|
1243 | triangles=v3; // In case the head was v2 |
---|
1244 | n--; |
---|
1245 | |
---|
1246 | break; // out of inner loop |
---|
1247 | } // end if ear found |
---|
1248 | |
---|
1249 | v2=v2->next; |
---|
1250 | |
---|
1251 | } while( v2!=triangles ); |
---|
1252 | |
---|
1253 | i++; |
---|
1254 | if(i>=max_n_loops) |
---|
1255 | { |
---|
1256 | G4Exception( "G4PolyPhiFace::Triangulation()", |
---|
1257 | "Bad_Definition_of_Solid", FatalException, |
---|
1258 | "Maximum number of steps is reached for triangulation!" ); |
---|
1259 | } |
---|
1260 | } // end outer while loop |
---|
1261 | |
---|
1262 | if(v2->next) |
---|
1263 | { |
---|
1264 | // add last triangle |
---|
1265 | // |
---|
1266 | v2=v2->next; |
---|
1267 | p1=G4ThreeVector((v2)->x,(v2)->y,(v2)->z); |
---|
1268 | p2=G4ThreeVector((v2->next)->x,(v2->next)->y,(v2->next)->z); |
---|
1269 | p3=G4ThreeVector((v2->prev)->x,(v2->prev)->y,(v2->prev)->z); |
---|
1270 | G4double result1 = SurfaceTriangle(p1,p2,p3,&p4 ); |
---|
1271 | points.push_back(p4); |
---|
1272 | areas.push_back(result1); |
---|
1273 | area=area+result1; |
---|
1274 | } |
---|
1275 | |
---|
1276 | // Surface Area is stored |
---|
1277 | // |
---|
1278 | fSurfaceArea = area; |
---|
1279 | |
---|
1280 | // Second Step: choose randomly one surface |
---|
1281 | // |
---|
1282 | G4double chose = area*G4UniformRand(); |
---|
1283 | |
---|
1284 | // Third Step: Get a point on choosen surface |
---|
1285 | // |
---|
1286 | G4double Achose1, Achose2; |
---|
1287 | Achose1=0; Achose2=0.; |
---|
1288 | i=0; |
---|
1289 | do |
---|
1290 | { |
---|
1291 | Achose2+=areas[i]; |
---|
1292 | if(chose>=Achose1 && chose<Achose2) |
---|
1293 | { |
---|
1294 | G4ThreeVector point; |
---|
1295 | point=points[i] ; |
---|
1296 | surface_point=point; |
---|
1297 | break; |
---|
1298 | } |
---|
1299 | i++; Achose1=Achose2; |
---|
1300 | } while( i<numEdges-2 ); |
---|
1301 | |
---|
1302 | delete [] tri_help; |
---|
1303 | } |
---|