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: G4PolyconeSide.cc,v 1.17 2007/08/13 10:33:04 gcosmo Exp $ |
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28 | // GEANT4 tag $Name: $ |
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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 | // G4PolyconeSide.cc |
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36 | // |
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37 | // Implementation of the face representing one conical side of a polycone |
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38 | // |
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39 | // -------------------------------------------------------------------- |
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40 | |
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41 | #include "G4PolyconeSide.hh" |
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42 | #include "G4IntersectingCone.hh" |
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43 | #include "G4ClippablePolygon.hh" |
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44 | #include "G4AffineTransform.hh" |
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45 | #include "meshdefs.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 | // |
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50 | // Constructor |
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51 | // |
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52 | // Values for r1,z1 and r2,z2 should be specified in clockwise |
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53 | // order in (r,z). |
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54 | // |
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55 | G4PolyconeSide::G4PolyconeSide( const G4PolyconeSideRZ *prevRZ, |
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56 | const G4PolyconeSideRZ *tail, |
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57 | const G4PolyconeSideRZ *head, |
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58 | const G4PolyconeSideRZ *nextRZ, |
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59 | G4double thePhiStart, |
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60 | G4double theDeltaPhi, |
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61 | G4bool thePhiIsOpen, |
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62 | G4bool isAllBehind ) |
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63 | : ncorners(0), corners(0) |
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64 | { |
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65 | kCarTolerance = G4GeometryTolerance::GetInstance()->GetSurfaceTolerance(); |
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66 | |
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67 | // |
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68 | // Record values |
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69 | // |
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70 | r[0] = tail->r; z[0] = tail->z; |
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71 | r[1] = head->r; z[1] = head->z; |
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72 | |
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73 | phiIsOpen = thePhiIsOpen; |
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74 | if (phiIsOpen) |
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75 | { |
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76 | deltaPhi = theDeltaPhi; |
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77 | startPhi = thePhiStart; |
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78 | |
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79 | // |
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80 | // Set phi values to our conventions |
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81 | // |
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82 | while (deltaPhi < 0.0) deltaPhi += twopi; |
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83 | while (startPhi < 0.0) startPhi += twopi; |
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84 | |
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85 | // |
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86 | // Calculate corner coordinates |
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87 | // |
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88 | ncorners = 4; |
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89 | corners = new G4ThreeVector[ncorners]; |
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90 | |
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91 | corners[0] = G4ThreeVector( tail->r*std::cos(startPhi), |
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92 | tail->r*std::sin(startPhi), tail->z ); |
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93 | corners[1] = G4ThreeVector( head->r*std::cos(startPhi), |
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94 | head->r*std::sin(startPhi), head->z ); |
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95 | corners[2] = G4ThreeVector( tail->r*std::cos(startPhi+deltaPhi), |
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96 | tail->r*std::sin(startPhi+deltaPhi), tail->z ); |
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97 | corners[3] = G4ThreeVector( head->r*std::cos(startPhi+deltaPhi), |
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98 | head->r*std::sin(startPhi+deltaPhi), head->z ); |
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99 | } |
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100 | else |
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101 | { |
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102 | deltaPhi = twopi; |
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103 | startPhi = 0.0; |
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104 | } |
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105 | |
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106 | allBehind = isAllBehind; |
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107 | |
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108 | // |
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109 | // Make our intersecting cone |
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110 | // |
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111 | cone = new G4IntersectingCone( r, z ); |
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112 | |
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113 | // |
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114 | // Calculate vectors in r,z space |
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115 | // |
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116 | rS = r[1]-r[0]; zS = z[1]-z[0]; |
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117 | length = std::sqrt( rS*rS + zS*zS); |
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118 | rS /= length; zS /= length; |
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119 | |
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120 | rNorm = +zS; |
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121 | zNorm = -rS; |
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122 | |
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123 | G4double lAdj; |
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124 | |
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125 | prevRS = r[0]-prevRZ->r; |
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126 | prevZS = z[0]-prevRZ->z; |
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127 | lAdj = std::sqrt( prevRS*prevRS + prevZS*prevZS ); |
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128 | prevRS /= lAdj; |
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129 | prevZS /= lAdj; |
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130 | |
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131 | rNormEdge[0] = rNorm + prevZS; |
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132 | zNormEdge[0] = zNorm - prevRS; |
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133 | lAdj = std::sqrt( rNormEdge[0]*rNormEdge[0] + zNormEdge[0]*zNormEdge[0] ); |
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134 | rNormEdge[0] /= lAdj; |
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135 | zNormEdge[0] /= lAdj; |
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136 | |
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137 | nextRS = nextRZ->r-r[1]; |
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138 | nextZS = nextRZ->z-z[1]; |
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139 | lAdj = std::sqrt( nextRS*nextRS + nextZS*nextZS ); |
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140 | nextRS /= lAdj; |
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141 | nextZS /= lAdj; |
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142 | |
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143 | rNormEdge[1] = rNorm + nextZS; |
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144 | zNormEdge[1] = zNorm - nextRS; |
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145 | lAdj = std::sqrt( rNormEdge[1]*rNormEdge[1] + zNormEdge[1]*zNormEdge[1] ); |
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146 | rNormEdge[1] /= lAdj; |
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147 | zNormEdge[1] /= lAdj; |
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148 | } |
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149 | |
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150 | |
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151 | // |
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152 | // Fake default constructor - sets only member data and allocates memory |
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153 | // for usage restricted to object persistency. |
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154 | // |
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155 | G4PolyconeSide::G4PolyconeSide( __void__& ) |
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156 | : phiIsOpen(false), cone(0), ncorners(0), corners(0) |
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157 | { |
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158 | } |
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159 | |
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160 | |
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161 | // |
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162 | // Destructor |
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163 | // |
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164 | G4PolyconeSide::~G4PolyconeSide() |
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165 | { |
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166 | delete cone; |
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167 | if (phiIsOpen) delete [] corners; |
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168 | } |
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169 | |
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170 | |
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171 | // |
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172 | // Copy constructor |
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173 | // |
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174 | G4PolyconeSide::G4PolyconeSide( const G4PolyconeSide &source ) |
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175 | : G4VCSGface() |
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176 | { |
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177 | CopyStuff( source ); |
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178 | } |
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179 | |
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180 | |
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181 | // |
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182 | // Assignment operator |
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183 | // |
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184 | G4PolyconeSide& G4PolyconeSide::operator=( const G4PolyconeSide &source ) |
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185 | { |
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186 | if (this == &source) return *this; |
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187 | |
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188 | delete cone; |
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189 | if (phiIsOpen) delete [] corners; |
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190 | |
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191 | CopyStuff( source ); |
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192 | |
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193 | return *this; |
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194 | } |
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195 | |
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196 | |
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197 | // |
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198 | // CopyStuff |
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199 | // |
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200 | void G4PolyconeSide::CopyStuff( const G4PolyconeSide &source ) |
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201 | { |
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202 | r[0] = source.r[0]; |
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203 | r[1] = source.r[1]; |
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204 | z[0] = source.z[0]; |
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205 | z[1] = source.z[1]; |
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206 | |
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207 | startPhi = source.startPhi; |
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208 | deltaPhi = source.deltaPhi; |
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209 | phiIsOpen = source.phiIsOpen; |
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210 | allBehind = source.allBehind; |
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211 | |
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212 | kCarTolerance = source.kCarTolerance; |
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213 | |
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214 | cone = new G4IntersectingCone( *source.cone ); |
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215 | |
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216 | rNorm = source.rNorm; |
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217 | zNorm = source.zNorm; |
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218 | rS = source.rS; |
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219 | zS = source.zS; |
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220 | length = source.length; |
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221 | prevRS = source.prevRS; |
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222 | prevZS = source.prevZS; |
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223 | nextRS = source.nextRS; |
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224 | nextZS = source.nextZS; |
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225 | |
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226 | rNormEdge[0] = source.rNormEdge[0]; |
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227 | rNormEdge[1] = source.rNormEdge[1]; |
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228 | zNormEdge[0] = source.zNormEdge[0]; |
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229 | zNormEdge[1] = source.zNormEdge[1]; |
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230 | |
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231 | if (phiIsOpen) |
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232 | { |
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233 | ncorners = 4; |
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234 | corners = new G4ThreeVector[ncorners]; |
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235 | |
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236 | corners[0] = source.corners[0]; |
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237 | corners[1] = source.corners[1]; |
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238 | corners[2] = source.corners[2]; |
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239 | corners[3] = source.corners[3]; |
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240 | } |
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241 | } |
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242 | |
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243 | |
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244 | // |
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245 | // Intersect |
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246 | // |
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247 | G4bool G4PolyconeSide::Intersect( const G4ThreeVector &p, |
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248 | const G4ThreeVector &v, |
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249 | G4bool outgoing, |
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250 | G4double surfTolerance, |
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251 | G4double &distance, |
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252 | G4double &distFromSurface, |
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253 | G4ThreeVector &normal, |
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254 | G4bool &isAllBehind ) |
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255 | { |
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256 | G4double s1, s2; |
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257 | G4double normSign = outgoing ? +1 : -1; |
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258 | |
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259 | isAllBehind = allBehind; |
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260 | |
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261 | // |
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262 | // Check for two possible intersections |
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263 | // |
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264 | G4int nside = cone->LineHitsCone( p, v, &s1, &s2 ); |
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265 | if (nside == 0) return false; |
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266 | |
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267 | // |
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268 | // Check the first side first, since it is (supposed to be) closest |
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269 | // |
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270 | G4ThreeVector hit = p + s1*v; |
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271 | |
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272 | if (PointOnCone( hit, normSign, p, v, normal )) |
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273 | { |
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274 | // |
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275 | // Good intersection! What about the normal? |
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276 | // |
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277 | if (normSign*v.dot(normal) > 0) |
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278 | { |
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279 | // |
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280 | // We have a valid intersection, but it could very easily |
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281 | // be behind the point. To decide if we tolerate this, |
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282 | // we have to see if the point p is on the surface near |
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283 | // the intersecting point. |
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284 | // |
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285 | // What does it mean exactly for the point p to be "near" |
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286 | // the intersection? It means that if we draw a line from |
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287 | // p to the hit, the line remains entirely within the |
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288 | // tolerance bounds of the cone. To test this, we can |
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289 | // ask if the normal is correct near p. |
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290 | // |
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291 | G4double pr = p.perp(); |
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292 | if (pr < DBL_MIN) pr = DBL_MIN; |
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293 | G4ThreeVector pNormal( rNorm*p.x()/pr, rNorm*p.y()/pr, zNorm ); |
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294 | if (normSign*v.dot(pNormal) > 0) |
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295 | { |
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296 | // |
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297 | // p and intersection in same hemisphere |
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298 | // |
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299 | G4double distOutside2; |
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300 | distFromSurface = -normSign*DistanceAway( p, false, distOutside2 ); |
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301 | if (distOutside2 < surfTolerance*surfTolerance) |
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302 | { |
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303 | if (distFromSurface > -surfTolerance) |
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304 | { |
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305 | // |
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306 | // We are just inside or away from the |
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307 | // surface. Accept *any* value of distance. |
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308 | // |
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309 | distance = s1; |
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310 | return true; |
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311 | } |
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312 | } |
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313 | } |
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314 | else |
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315 | distFromSurface = s1; |
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316 | |
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317 | // |
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318 | // Accept positive distances |
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319 | // |
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320 | if (s1 > 0) |
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321 | { |
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322 | distance = s1; |
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323 | return true; |
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324 | } |
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325 | } |
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326 | } |
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327 | |
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328 | if (nside==1) return false; |
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329 | |
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330 | // |
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331 | // Well, try the second hit |
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332 | // |
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333 | hit = p + s2*v; |
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334 | |
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335 | if (PointOnCone( hit, normSign, p, v, normal )) |
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336 | { |
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337 | // |
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338 | // Good intersection! What about the normal? |
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339 | // |
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340 | if (normSign*v.dot(normal) > 0) |
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341 | { |
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342 | G4double pr = p.perp(); |
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343 | if (pr < DBL_MIN) pr = DBL_MIN; |
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344 | G4ThreeVector pNormal( rNorm*p.x()/pr, rNorm*p.y()/pr, zNorm ); |
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345 | if (normSign*v.dot(pNormal) > 0) |
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346 | { |
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347 | G4double distOutside2; |
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348 | distFromSurface = -normSign*DistanceAway( p, false, distOutside2 ); |
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349 | if (distOutside2 < surfTolerance*surfTolerance) |
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350 | { |
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351 | if (distFromSurface > -surfTolerance) |
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352 | { |
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353 | distance = s2; |
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354 | return true; |
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355 | } |
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356 | } |
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357 | } |
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358 | else |
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359 | distFromSurface = s2; |
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360 | |
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361 | if (s2 > 0) |
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362 | { |
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363 | distance = s2; |
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364 | return true; |
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365 | } |
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366 | } |
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367 | } |
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368 | |
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369 | // |
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370 | // Better luck next time |
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371 | // |
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372 | return false; |
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373 | } |
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374 | |
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375 | |
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376 | G4double G4PolyconeSide::Distance( const G4ThreeVector &p, G4bool outgoing ) |
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377 | { |
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378 | G4double normSign = outgoing ? -1 : +1; |
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379 | G4double distFrom, distOut2; |
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380 | |
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381 | // |
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382 | // We have two tries for each hemisphere. Try the closest first. |
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383 | // |
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384 | distFrom = normSign*DistanceAway( p, false, distOut2 ); |
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385 | if (distFrom > -0.5*kCarTolerance ) |
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386 | { |
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387 | // |
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388 | // Good answer |
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389 | // |
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390 | if (distOut2 > 0) |
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391 | return std::sqrt( distFrom*distFrom + distOut2 ); |
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392 | else |
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393 | return std::fabs(distFrom); |
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394 | } |
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395 | |
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396 | // |
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397 | // Try second side. |
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398 | // |
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399 | distFrom = normSign*DistanceAway( p, true, distOut2 ); |
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400 | if (distFrom > -0.5*kCarTolerance) |
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401 | { |
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402 | |
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403 | if (distOut2 > 0) |
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404 | return std::sqrt( distFrom*distFrom + distOut2 ); |
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405 | else |
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406 | return std::fabs(distFrom); |
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407 | } |
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408 | |
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409 | return kInfinity; |
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410 | } |
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411 | |
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412 | |
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413 | // |
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414 | // Inside |
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415 | // |
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416 | EInside G4PolyconeSide::Inside( const G4ThreeVector &p, |
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417 | G4double tolerance, |
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418 | G4double *bestDistance ) |
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419 | { |
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420 | // |
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421 | // Check both sides |
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422 | // |
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423 | G4double distFrom[2], distOut2[2], dist2[2]; |
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424 | G4double edgeRZnorm[2]; |
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425 | |
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426 | distFrom[0] = DistanceAway( p, false, distOut2[0], edgeRZnorm ); |
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427 | distFrom[1] = DistanceAway( p, true, distOut2[1], edgeRZnorm+1 ); |
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428 | |
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429 | dist2[0] = distFrom[0]*distFrom[0] + distOut2[0]; |
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430 | dist2[1] = distFrom[1]*distFrom[1] + distOut2[1]; |
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431 | |
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432 | // |
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433 | // Who's closest? |
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434 | // |
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435 | G4int i = std::fabs(dist2[0]) < std::fabs(dist2[1]) ? 0 : 1; |
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436 | |
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437 | *bestDistance = std::sqrt( dist2[i] ); |
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438 | |
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439 | // |
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440 | // Okay then, inside or out? |
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441 | // |
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442 | if ( (std::fabs(edgeRZnorm[i]) < tolerance) |
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443 | && (distOut2[i] < tolerance*tolerance) ) |
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444 | return kSurface; |
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445 | else if (edgeRZnorm[i] < 0) |
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446 | return kInside; |
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447 | else |
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448 | return kOutside; |
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449 | } |
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450 | |
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451 | |
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452 | // |
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453 | // Normal |
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454 | // |
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455 | G4ThreeVector G4PolyconeSide::Normal( const G4ThreeVector &p, |
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456 | G4double *bestDistance ) |
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457 | { |
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458 | if (p == G4ThreeVector(0.,0.,0.)) { return p; } |
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459 | |
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460 | G4ThreeVector dFrom; |
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461 | G4double dOut2; |
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462 | |
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463 | dFrom = DistanceAway( p, false, dOut2 ); |
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464 | |
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465 | *bestDistance = std::sqrt( dFrom*dFrom + dOut2 ); |
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466 | |
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467 | G4double rad = p.perp(); |
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468 | return G4ThreeVector( rNorm*p.x()/rad, rNorm*p.y()/rad, zNorm ); |
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469 | } |
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470 | |
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471 | |
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472 | // |
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473 | // Extent |
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474 | // |
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475 | G4double G4PolyconeSide::Extent( const G4ThreeVector axis ) |
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476 | { |
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477 | if (axis.perp2() < DBL_MIN) |
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478 | { |
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479 | // |
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480 | // Special case |
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481 | // |
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482 | return axis.z() < 0 ? -cone->ZLo() : cone->ZHi(); |
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483 | } |
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484 | |
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485 | // |
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486 | // Is the axis pointing inside our phi gap? |
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487 | // |
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488 | if (phiIsOpen) |
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489 | { |
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490 | G4double phi = axis.phi(); |
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491 | while( phi < startPhi ) phi += twopi; |
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492 | |
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493 | if (phi > deltaPhi+startPhi) |
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494 | { |
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495 | // |
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496 | // Yeah, looks so. Make four three vectors defining the phi |
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497 | // opening |
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498 | // |
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499 | G4double cosP = std::cos(startPhi), sinP = std::sin(startPhi); |
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500 | G4ThreeVector a( r[0]*cosP, r[0]*sinP, z[0] ); |
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501 | G4ThreeVector b( r[1]*cosP, r[1]*sinP, z[1] ); |
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502 | cosP = std::cos(startPhi+deltaPhi); sinP = std::sin(startPhi+deltaPhi); |
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503 | G4ThreeVector c( r[0]*cosP, r[0]*sinP, z[0] ); |
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504 | G4ThreeVector d( r[1]*cosP, r[1]*sinP, z[1] ); |
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505 | |
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506 | G4double ad = axis.dot(a), |
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507 | bd = axis.dot(b), |
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508 | cd = axis.dot(c), |
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509 | dd = axis.dot(d); |
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510 | |
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511 | if (bd > ad) ad = bd; |
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512 | if (cd > ad) ad = cd; |
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513 | if (dd > ad) ad = dd; |
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514 | |
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515 | return ad; |
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516 | } |
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517 | } |
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518 | |
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519 | // |
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520 | // Check either end |
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521 | // |
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522 | G4double aPerp = axis.perp(); |
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523 | |
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524 | G4double a = aPerp*r[0] + axis.z()*z[0]; |
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525 | G4double b = aPerp*r[1] + axis.z()*z[1]; |
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526 | |
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527 | if (b > a) a = b; |
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528 | |
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529 | return a; |
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530 | } |
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531 | |
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532 | |
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533 | |
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534 | // |
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535 | // CalculateExtent |
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536 | // |
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537 | // See notes in G4VCSGface |
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538 | // |
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539 | void G4PolyconeSide::CalculateExtent( const EAxis axis, |
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540 | const G4VoxelLimits &voxelLimit, |
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541 | const G4AffineTransform &transform, |
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542 | G4SolidExtentList &extentList ) |
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543 | { |
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544 | G4ClippablePolygon polygon; |
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545 | |
---|
546 | // |
---|
547 | // Here we will approximate (ala G4Cons) and divide our conical section |
---|
548 | // into segments, like G4Polyhedra. When doing so, the radius |
---|
549 | // is extented far enough such that the segments always lie |
---|
550 | // just outside the surface of the conical section we are |
---|
551 | // approximating. |
---|
552 | // |
---|
553 | |
---|
554 | // |
---|
555 | // Choose phi size of our segment(s) based on constants as |
---|
556 | // defined in meshdefs.hh |
---|
557 | // |
---|
558 | G4int numPhi = (G4int)(deltaPhi/kMeshAngleDefault) + 1; |
---|
559 | if (numPhi < kMinMeshSections) |
---|
560 | numPhi = kMinMeshSections; |
---|
561 | else if (numPhi > kMaxMeshSections) |
---|
562 | numPhi = kMaxMeshSections; |
---|
563 | |
---|
564 | G4double sigPhi = deltaPhi/numPhi; |
---|
565 | |
---|
566 | // |
---|
567 | // Determine radius factor to keep segments outside |
---|
568 | // |
---|
569 | G4double rFudge = 1.0/std::cos(0.5*sigPhi); |
---|
570 | |
---|
571 | // |
---|
572 | // Decide which radius to use on each end of the side, |
---|
573 | // and whether a transition mesh is required |
---|
574 | // |
---|
575 | // {r0,z0} - Beginning of this side |
---|
576 | // {r1,z1} - Ending of this side |
---|
577 | // {r2,z0} - Beginning of transition piece connecting previous |
---|
578 | // side (and ends at beginning of this side) |
---|
579 | // |
---|
580 | // So, order is 2 --> 0 --> 1. |
---|
581 | // ------- |
---|
582 | // |
---|
583 | // r2 < 0 indicates that no transition piece is required |
---|
584 | // |
---|
585 | G4double r0, r1, r2, z0, z1; |
---|
586 | |
---|
587 | r2 = -1; // By default: no transition piece |
---|
588 | |
---|
589 | if (rNorm < -DBL_MIN) |
---|
590 | { |
---|
591 | // |
---|
592 | // This side faces *inward*, and so our mesh has |
---|
593 | // the same radius |
---|
594 | // |
---|
595 | r1 = r[1]; |
---|
596 | z1 = z[1]; |
---|
597 | z0 = z[0]; |
---|
598 | r0 = r[0]; |
---|
599 | |
---|
600 | r2 = -1; |
---|
601 | |
---|
602 | if (prevZS > DBL_MIN) |
---|
603 | { |
---|
604 | // |
---|
605 | // The previous side is facing outwards |
---|
606 | // |
---|
607 | if ( prevRS*zS - prevZS*rS > 0 ) |
---|
608 | { |
---|
609 | // |
---|
610 | // Transition was convex: build transition piece |
---|
611 | // |
---|
612 | if (r[0] > DBL_MIN) r2 = r[0]*rFudge; |
---|
613 | } |
---|
614 | else |
---|
615 | { |
---|
616 | // |
---|
617 | // Transition was concave: short this side |
---|
618 | // |
---|
619 | FindLineIntersect( z0, r0, zS, rS, |
---|
620 | z0, r0*rFudge, prevZS, prevRS*rFudge, z0, r0 ); |
---|
621 | } |
---|
622 | } |
---|
623 | |
---|
624 | if ( nextZS > DBL_MIN && (rS*nextZS - zS*nextRS < 0) ) |
---|
625 | { |
---|
626 | // |
---|
627 | // The next side is facing outwards, forming a |
---|
628 | // concave transition: short this side |
---|
629 | // |
---|
630 | FindLineIntersect( z1, r1, zS, rS, |
---|
631 | z1, r1*rFudge, nextZS, nextRS*rFudge, z1, r1 ); |
---|
632 | } |
---|
633 | } |
---|
634 | else if (rNorm > DBL_MIN) |
---|
635 | { |
---|
636 | // |
---|
637 | // This side faces *outward* and is given a boost to |
---|
638 | // it radius |
---|
639 | // |
---|
640 | r0 = r[0]*rFudge; |
---|
641 | z0 = z[0]; |
---|
642 | r1 = r[1]*rFudge; |
---|
643 | z1 = z[1]; |
---|
644 | |
---|
645 | if (prevZS < -DBL_MIN) |
---|
646 | { |
---|
647 | // |
---|
648 | // The previous side is facing inwards |
---|
649 | // |
---|
650 | if ( prevRS*zS - prevZS*rS > 0 ) |
---|
651 | { |
---|
652 | // |
---|
653 | // Transition was convex: build transition piece |
---|
654 | // |
---|
655 | if (r[0] > DBL_MIN) r2 = r[0]; |
---|
656 | } |
---|
657 | else |
---|
658 | { |
---|
659 | // |
---|
660 | // Transition was concave: short this side |
---|
661 | // |
---|
662 | FindLineIntersect( z0, r0, zS, rS*rFudge, |
---|
663 | z0, r[0], prevZS, prevRS, z0, r0 ); |
---|
664 | } |
---|
665 | } |
---|
666 | |
---|
667 | if ( nextZS < -DBL_MIN && (rS*nextZS - zS*nextRS < 0) ) |
---|
668 | { |
---|
669 | // |
---|
670 | // The next side is facing inwards, forming a |
---|
671 | // concave transition: short this side |
---|
672 | // |
---|
673 | FindLineIntersect( z1, r1, zS, rS*rFudge, |
---|
674 | z1, r[1], nextZS, nextRS, z1, r1 ); |
---|
675 | } |
---|
676 | } |
---|
677 | else |
---|
678 | { |
---|
679 | // |
---|
680 | // This side is perpendicular to the z axis (is a disk) |
---|
681 | // |
---|
682 | // Whether or not r0 needs a rFudge factor depends |
---|
683 | // on the normal of the previous edge. Similar with r1 |
---|
684 | // and the next edge. No transition piece is required. |
---|
685 | // |
---|
686 | r0 = r[0]; |
---|
687 | r1 = r[1]; |
---|
688 | z0 = z[0]; |
---|
689 | z1 = z[1]; |
---|
690 | |
---|
691 | if (prevZS > DBL_MIN) r0 *= rFudge; |
---|
692 | if (nextZS > DBL_MIN) r1 *= rFudge; |
---|
693 | } |
---|
694 | |
---|
695 | // |
---|
696 | // Loop |
---|
697 | // |
---|
698 | G4double phi = startPhi, |
---|
699 | cosPhi = std::cos(phi), |
---|
700 | sinPhi = std::sin(phi); |
---|
701 | |
---|
702 | G4ThreeVector v0( r0*cosPhi, r0*sinPhi, z0 ), |
---|
703 | v1( r1*cosPhi, r1*sinPhi, z1 ), |
---|
704 | v2, w0, w1, w2; |
---|
705 | transform.ApplyPointTransform( v0 ); |
---|
706 | transform.ApplyPointTransform( v1 ); |
---|
707 | |
---|
708 | if (r2 >= 0) |
---|
709 | { |
---|
710 | v2 = G4ThreeVector( r2*cosPhi, r2*sinPhi, z0 ); |
---|
711 | transform.ApplyPointTransform( v2 ); |
---|
712 | } |
---|
713 | |
---|
714 | do |
---|
715 | { |
---|
716 | phi += sigPhi; |
---|
717 | if (numPhi == 1) phi = startPhi+deltaPhi; // Try to avoid roundoff |
---|
718 | cosPhi = std::cos(phi), |
---|
719 | sinPhi = std::sin(phi); |
---|
720 | |
---|
721 | w0 = G4ThreeVector( r0*cosPhi, r0*sinPhi, z0 ); |
---|
722 | w1 = G4ThreeVector( r1*cosPhi, r1*sinPhi, z1 ); |
---|
723 | transform.ApplyPointTransform( w0 ); |
---|
724 | transform.ApplyPointTransform( w1 ); |
---|
725 | |
---|
726 | G4ThreeVector deltaV = r0 > r1 ? w0-v0 : w1-v1; |
---|
727 | |
---|
728 | // |
---|
729 | // Build polygon, taking special care to keep the vertices |
---|
730 | // in order |
---|
731 | // |
---|
732 | polygon.ClearAllVertices(); |
---|
733 | |
---|
734 | polygon.AddVertexInOrder( v0 ); |
---|
735 | polygon.AddVertexInOrder( v1 ); |
---|
736 | polygon.AddVertexInOrder( w1 ); |
---|
737 | polygon.AddVertexInOrder( w0 ); |
---|
738 | |
---|
739 | // |
---|
740 | // Get extent |
---|
741 | // |
---|
742 | if (polygon.PartialClip( voxelLimit, axis )) |
---|
743 | { |
---|
744 | // |
---|
745 | // Get dot product of normal with target axis |
---|
746 | // |
---|
747 | polygon.SetNormal( deltaV.cross(v1-v0).unit() ); |
---|
748 | |
---|
749 | extentList.AddSurface( polygon ); |
---|
750 | } |
---|
751 | |
---|
752 | if (r2 >= 0) |
---|
753 | { |
---|
754 | // |
---|
755 | // Repeat, for transition piece |
---|
756 | // |
---|
757 | w2 = G4ThreeVector( r2*cosPhi, r2*sinPhi, z0 ); |
---|
758 | transform.ApplyPointTransform( w2 ); |
---|
759 | |
---|
760 | polygon.ClearAllVertices(); |
---|
761 | |
---|
762 | polygon.AddVertexInOrder( v2 ); |
---|
763 | polygon.AddVertexInOrder( v0 ); |
---|
764 | polygon.AddVertexInOrder( w0 ); |
---|
765 | polygon.AddVertexInOrder( w2 ); |
---|
766 | |
---|
767 | if (polygon.PartialClip( voxelLimit, axis )) |
---|
768 | { |
---|
769 | polygon.SetNormal( deltaV.cross(v0-v2).unit() ); |
---|
770 | |
---|
771 | extentList.AddSurface( polygon ); |
---|
772 | } |
---|
773 | |
---|
774 | v2 = w2; |
---|
775 | } |
---|
776 | |
---|
777 | // |
---|
778 | // Next vertex |
---|
779 | // |
---|
780 | v0 = w0; |
---|
781 | v1 = w1; |
---|
782 | } while( --numPhi > 0 ); |
---|
783 | |
---|
784 | // |
---|
785 | // We are almost done. But, it is important that we leave no |
---|
786 | // gaps in the surface of our solid. By using rFudge, however, |
---|
787 | // we've done exactly that, if we have a phi segment. |
---|
788 | // Add two additional faces if necessary |
---|
789 | // |
---|
790 | if (phiIsOpen && rNorm > DBL_MIN) |
---|
791 | { |
---|
792 | G4double cosPhi = std::cos(startPhi), |
---|
793 | sinPhi = std::sin(startPhi); |
---|
794 | |
---|
795 | G4ThreeVector a0( r[0]*cosPhi, r[0]*sinPhi, z[0] ), |
---|
796 | a1( r[1]*cosPhi, r[1]*sinPhi, z[1] ), |
---|
797 | b0( r0*cosPhi, r0*sinPhi, z[0] ), |
---|
798 | b1( r1*cosPhi, r1*sinPhi, z[1] ); |
---|
799 | |
---|
800 | transform.ApplyPointTransform( a0 ); |
---|
801 | transform.ApplyPointTransform( a1 ); |
---|
802 | transform.ApplyPointTransform( b0 ); |
---|
803 | transform.ApplyPointTransform( b1 ); |
---|
804 | |
---|
805 | polygon.ClearAllVertices(); |
---|
806 | |
---|
807 | polygon.AddVertexInOrder( a0 ); |
---|
808 | polygon.AddVertexInOrder( a1 ); |
---|
809 | polygon.AddVertexInOrder( b0 ); |
---|
810 | polygon.AddVertexInOrder( b1 ); |
---|
811 | |
---|
812 | if (polygon.PartialClip( voxelLimit , axis)) |
---|
813 | { |
---|
814 | G4ThreeVector normal( sinPhi, -cosPhi, 0 ); |
---|
815 | polygon.SetNormal( transform.TransformAxis( normal ) ); |
---|
816 | |
---|
817 | extentList.AddSurface( polygon ); |
---|
818 | } |
---|
819 | |
---|
820 | cosPhi = std::cos(startPhi+deltaPhi); |
---|
821 | sinPhi = std::sin(startPhi+deltaPhi); |
---|
822 | |
---|
823 | a0 = G4ThreeVector( r[0]*cosPhi, r[0]*sinPhi, z[0] ), |
---|
824 | a1 = G4ThreeVector( r[1]*cosPhi, r[1]*sinPhi, z[1] ), |
---|
825 | b0 = G4ThreeVector( r0*cosPhi, r0*sinPhi, z[0] ), |
---|
826 | b1 = G4ThreeVector( r1*cosPhi, r1*sinPhi, z[1] ); |
---|
827 | transform.ApplyPointTransform( a0 ); |
---|
828 | transform.ApplyPointTransform( a1 ); |
---|
829 | transform.ApplyPointTransform( b0 ); |
---|
830 | transform.ApplyPointTransform( b1 ); |
---|
831 | |
---|
832 | polygon.ClearAllVertices(); |
---|
833 | |
---|
834 | polygon.AddVertexInOrder( a0 ); |
---|
835 | polygon.AddVertexInOrder( a1 ); |
---|
836 | polygon.AddVertexInOrder( b0 ); |
---|
837 | polygon.AddVertexInOrder( b1 ); |
---|
838 | |
---|
839 | if (polygon.PartialClip( voxelLimit, axis )) |
---|
840 | { |
---|
841 | G4ThreeVector normal( -sinPhi, cosPhi, 0 ); |
---|
842 | polygon.SetNormal( transform.TransformAxis( normal ) ); |
---|
843 | |
---|
844 | extentList.AddSurface( polygon ); |
---|
845 | } |
---|
846 | } |
---|
847 | |
---|
848 | return; |
---|
849 | } |
---|
850 | |
---|
851 | |
---|
852 | // |
---|
853 | // DistanceAway |
---|
854 | // |
---|
855 | // Calculate distance of a point from our conical surface, including the effect |
---|
856 | // of any phi segmentation |
---|
857 | // |
---|
858 | // Arguments: |
---|
859 | // p - (in) Point to check |
---|
860 | // opposite - (in) If true, check opposite hemisphere (see below) |
---|
861 | // distOutside - (out) Additional distance outside the edges of the surface |
---|
862 | // edgeRZnorm - (out) if negative, point is inside |
---|
863 | // |
---|
864 | // return value = distance from the conical plane, if extrapolated beyond edges, |
---|
865 | // signed by whether the point is in inside or outside the shape |
---|
866 | // |
---|
867 | // Notes: |
---|
868 | // * There are two answers, depending on which hemisphere is considered. |
---|
869 | // |
---|
870 | G4double G4PolyconeSide::DistanceAway( const G4ThreeVector &p, |
---|
871 | G4bool opposite, |
---|
872 | G4double &distOutside2, |
---|
873 | G4double *edgeRZnorm ) |
---|
874 | { |
---|
875 | // |
---|
876 | // Convert our point to r and z |
---|
877 | // |
---|
878 | G4double rx = p.perp(), zx = p.z(); |
---|
879 | |
---|
880 | // |
---|
881 | // Change sign of r if opposite says we should |
---|
882 | // |
---|
883 | if (opposite) rx = -rx; |
---|
884 | |
---|
885 | // |
---|
886 | // Calculate return value |
---|
887 | // |
---|
888 | G4double deltaR = rx - r[0], deltaZ = zx - z[0]; |
---|
889 | G4double answer = deltaR*rNorm + deltaZ*zNorm; |
---|
890 | |
---|
891 | // |
---|
892 | // Are we off the surface in r,z space? |
---|
893 | // |
---|
894 | G4double s = deltaR*rS + deltaZ*zS; |
---|
895 | if (s < 0) |
---|
896 | { |
---|
897 | distOutside2 = s*s; |
---|
898 | if (edgeRZnorm) *edgeRZnorm = deltaR*rNormEdge[0] + deltaZ*zNormEdge[0]; |
---|
899 | } |
---|
900 | else if (s > length) |
---|
901 | { |
---|
902 | distOutside2 = sqr( s-length ); |
---|
903 | if (edgeRZnorm) |
---|
904 | { |
---|
905 | G4double deltaR = rx - r[1], deltaZ = zx - z[1]; |
---|
906 | *edgeRZnorm = deltaR*rNormEdge[1] + deltaZ*zNormEdge[1]; |
---|
907 | } |
---|
908 | } |
---|
909 | else |
---|
910 | { |
---|
911 | distOutside2 = 0; |
---|
912 | if (edgeRZnorm) *edgeRZnorm = answer; |
---|
913 | } |
---|
914 | |
---|
915 | if (phiIsOpen) |
---|
916 | { |
---|
917 | // |
---|
918 | // Finally, check phi |
---|
919 | // |
---|
920 | G4double phi = p.phi(); |
---|
921 | while( phi < startPhi ) phi += twopi; |
---|
922 | |
---|
923 | if (phi > startPhi+deltaPhi) |
---|
924 | { |
---|
925 | // |
---|
926 | // Oops. Are we closer to the start phi or end phi? |
---|
927 | // |
---|
928 | G4double d1 = phi-startPhi-deltaPhi; |
---|
929 | while( phi > startPhi ) phi -= twopi; |
---|
930 | G4double d2 = startPhi-phi; |
---|
931 | |
---|
932 | if (d2 < d1) d1 = d2; |
---|
933 | |
---|
934 | // |
---|
935 | // Add result to our distance |
---|
936 | // |
---|
937 | G4double dist = d1*rx; |
---|
938 | |
---|
939 | distOutside2 += dist*dist; |
---|
940 | if (edgeRZnorm) |
---|
941 | { |
---|
942 | *edgeRZnorm = std::max(std::fabs(*edgeRZnorm),std::fabs(dist)); |
---|
943 | } |
---|
944 | } |
---|
945 | } |
---|
946 | |
---|
947 | return answer; |
---|
948 | } |
---|
949 | |
---|
950 | |
---|
951 | // |
---|
952 | // PointOnCone |
---|
953 | // |
---|
954 | // Decide if a point is on a cone and return normal if it is |
---|
955 | // |
---|
956 | G4bool G4PolyconeSide::PointOnCone( const G4ThreeVector &hit, |
---|
957 | G4double normSign, |
---|
958 | const G4ThreeVector &p, |
---|
959 | const G4ThreeVector &v, |
---|
960 | G4ThreeVector &normal ) |
---|
961 | { |
---|
962 | G4double rx = hit.perp(); |
---|
963 | // |
---|
964 | // Check radial/z extent, as appropriate |
---|
965 | // |
---|
966 | if (!cone->HitOn( rx, hit.z() )) return false; |
---|
967 | |
---|
968 | if (phiIsOpen) |
---|
969 | { |
---|
970 | G4double phiTolerant = 2.0*kCarTolerance/(rx+kCarTolerance); |
---|
971 | // |
---|
972 | // Check phi segment. Here we have to be careful |
---|
973 | // to use the standard method consistent with |
---|
974 | // PolyPhiFace. See PolyPhiFace::InsideEdgesExact |
---|
975 | // |
---|
976 | G4double phi = hit.phi(); |
---|
977 | while( phi < startPhi-phiTolerant ) phi += twopi; |
---|
978 | |
---|
979 | if (phi > startPhi+deltaPhi+phiTolerant) return false; |
---|
980 | |
---|
981 | if (phi > startPhi+deltaPhi-phiTolerant) |
---|
982 | { |
---|
983 | // |
---|
984 | // Exact treatment |
---|
985 | // |
---|
986 | G4ThreeVector qx = p + v; |
---|
987 | G4ThreeVector qa = qx - corners[2], |
---|
988 | qb = qx - corners[3]; |
---|
989 | G4ThreeVector qacb = qa.cross(qb); |
---|
990 | |
---|
991 | if (normSign*qacb.dot(v) < 0) return false; |
---|
992 | } |
---|
993 | else if (phi < phiTolerant) |
---|
994 | { |
---|
995 | G4ThreeVector qx = p + v; |
---|
996 | G4ThreeVector qa = qx - corners[1], |
---|
997 | qb = qx - corners[0]; |
---|
998 | G4ThreeVector qacb = qa.cross(qb); |
---|
999 | |
---|
1000 | if (normSign*qacb.dot(v) < 0) return false; |
---|
1001 | } |
---|
1002 | } |
---|
1003 | |
---|
1004 | // |
---|
1005 | // We have a good hit! Calculate normal |
---|
1006 | // |
---|
1007 | if (rx < DBL_MIN) |
---|
1008 | normal = G4ThreeVector( 0, 0, zNorm < 0 ? -1 : 1 ); |
---|
1009 | else |
---|
1010 | normal = G4ThreeVector( rNorm*hit.x()/rx, rNorm*hit.y()/rx, zNorm ); |
---|
1011 | return true; |
---|
1012 | } |
---|
1013 | |
---|
1014 | |
---|
1015 | // |
---|
1016 | // FindLineIntersect |
---|
1017 | // |
---|
1018 | // Decide the point at which two 2-dimensional lines intersect |
---|
1019 | // |
---|
1020 | // Equation of line: x = x1 + s*tx1 |
---|
1021 | // y = y1 + s*ty1 |
---|
1022 | // |
---|
1023 | // It is assumed that the lines are *not* parallel |
---|
1024 | // |
---|
1025 | void G4PolyconeSide::FindLineIntersect( G4double x1, G4double y1, |
---|
1026 | G4double tx1, G4double ty1, |
---|
1027 | G4double x2, G4double y2, |
---|
1028 | G4double tx2, G4double ty2, |
---|
1029 | G4double &x, G4double &y ) |
---|
1030 | { |
---|
1031 | // |
---|
1032 | // The solution is a simple linear equation |
---|
1033 | // |
---|
1034 | G4double deter = tx1*ty2 - tx2*ty1; |
---|
1035 | |
---|
1036 | G4double s1 = ((x2-x1)*ty2 - tx2*(y2-y1))/deter; |
---|
1037 | G4double s2 = ((x2-x1)*ty1 - tx1*(y2-y1))/deter; |
---|
1038 | |
---|
1039 | // |
---|
1040 | // We want the answer to not depend on which order the |
---|
1041 | // lines were specified. Take average. |
---|
1042 | // |
---|
1043 | x = 0.5*( x1+s1*tx1 + x2+s2*tx2 ); |
---|
1044 | y = 0.5*( y1+s1*ty1 + y2+s2*ty2 ); |
---|
1045 | } |
---|