source: trunk/source/geometry/solids/specific/src/G4PolyhedraSide.cc @ 850

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27// $Id: G4PolyhedraSide.cc,v 1.15 2008/05/15 11:41:59 gcosmo Exp $
28// GEANT4 tag $Name: HEAD $
29//
30//
31// --------------------------------------------------------------------
32// GEANT 4 class source file
33//
34//
35// G4PolyhedraSide.cc
36//
37// Implementation of the face representing one segmented side of a Polyhedra
38//
39// --------------------------------------------------------------------
40
41#include "G4PolyhedraSide.hh"
42#include "G4IntersectingCone.hh"
43#include "G4ClippablePolygon.hh"
44#include "G4AffineTransform.hh"
45#include "G4SolidExtentList.hh"
46#include "G4GeometryTolerance.hh"
47
48#include "Randomize.hh"
49
50//
51// Constructor
52//
53// Values for r1,z1 and r2,z2 should be specified in clockwise
54// order in (r,z).
55//
56G4PolyhedraSide::G4PolyhedraSide( const G4PolyhedraSideRZ *prevRZ,
57                                  const G4PolyhedraSideRZ *tail,
58                                  const G4PolyhedraSideRZ *head,
59                                  const G4PolyhedraSideRZ *nextRZ,
60                                        G4int theNumSide, 
61                                        G4double thePhiStart, 
62                                        G4double thePhiTotal, 
63                                        G4bool thePhiIsOpen,
64                                        G4bool isAllBehind )
65{
66
67  kCarTolerance = G4GeometryTolerance::GetInstance()->GetSurfaceTolerance();
68  fSurfaceArea=0.;
69  //
70  // Record values
71  //
72  r[0] = tail->r; z[0] = tail->z;
73  r[1] = head->r; z[1] = head->z;
74 
75  G4double phiTotal;
76 
77  //
78  // Set phi to our convention
79  //
80  startPhi = thePhiStart;
81  while (startPhi < 0.0) startPhi += twopi;
82 
83  phiIsOpen = thePhiIsOpen;
84  phiTotal = (phiIsOpen) ? thePhiTotal : twopi;
85 
86  allBehind = isAllBehind;
87   
88  //
89  // Make our intersecting cone
90  //
91  cone = new G4IntersectingCone( r, z );
92 
93  //
94  // Construct side plane vector set
95  //
96  numSide = theNumSide;
97  deltaPhi = phiTotal/theNumSide;
98  endPhi = startPhi+phiTotal;
99 
100  vecs = new G4PolyhedraSideVec[numSide];
101 
102  edges = new G4PolyhedraSideEdge[phiIsOpen ? numSide+1 : numSide];
103 
104  //
105  // ...this is where we start
106  //
107  G4double phi = startPhi;
108  G4ThreeVector a1( r[0]*std::cos(phi), r[0]*std::sin(phi), z[0] ),
109          b1( r[1]*std::cos(phi), r[1]*std::sin(phi), z[1] ),
110          c1( prevRZ->r*std::cos(phi), prevRZ->r*std::sin(phi), prevRZ->z ),
111          d1( nextRZ->r*std::cos(phi), nextRZ->r*std::sin(phi), nextRZ->z ),
112          a2, b2, c2, d2;
113  G4PolyhedraSideEdge *edge = edges;
114         
115  G4PolyhedraSideVec *vec = vecs;
116  do
117  {
118    //
119    // ...this is where we are going
120    //
121    phi += deltaPhi;
122    a2 = G4ThreeVector( r[0]*std::cos(phi), r[0]*std::sin(phi), z[0] );
123    b2 = G4ThreeVector( r[1]*std::cos(phi), r[1]*std::sin(phi), z[1] );
124    c2 = G4ThreeVector( prevRZ->r*std::cos(phi), prevRZ->r*std::sin(phi), prevRZ->z );
125    d2 = G4ThreeVector( nextRZ->r*std::cos(phi), nextRZ->r*std::sin(phi), nextRZ->z );
126   
127    G4ThreeVector tt; 
128   
129    //
130    // ...build some relevant vectors.
131    //    the point is to sacrifice a little memory with precalcs
132    //    to gain speed
133    //
134    vec->center = 0.25*( a1 + a2 + b1 + b2 );
135   
136    tt = b2 + b1 - a2 - a1;
137    vec->surfRZ = tt.unit();
138    if (vec==vecs) lenRZ = 0.25*tt.mag();
139   
140    tt = b2 - b1 + a2 - a1;
141    vec->surfPhi = tt.unit();
142    if (vec==vecs)
143    {
144      lenPhi[0] = 0.25*tt.mag();
145      tt = b2 - b1;
146      lenPhi[1] = (0.5*tt.mag()-lenPhi[0])/lenRZ;
147    }
148   
149    tt = vec->surfPhi.cross(vec->surfRZ);
150    vec->normal = tt.unit();
151   
152    //
153    // ...edge normals are the average of the normals of
154    //    the two faces they connect.
155    //
156    // ...edge normals are necessary if we are to accurately
157    //    decide if a point is "inside" a face. For non-convex
158    //    shapes, it is absolutely necessary to know information
159    //    on adjacent faces to accurate determine this.
160    //
161    // ...we don't need them for the phi edges, since that
162    //    information is taken care of internally. The r/z edges,
163    //    however, depend on the adjacent G4PolyhedraSide.
164    //
165    G4ThreeVector a12, adj;
166   
167    a12 = a2-a1;
168
169    adj = 0.5*(c1+c2-a1-a2);
170    adj = adj.cross(a12); 
171    adj = adj.unit() + vec->normal;       
172    vec->edgeNorm[0] = adj.unit();
173   
174    a12 = b1-b2;
175    adj = 0.5*(d1+d2-b1-b2);
176    adj = adj.cross(a12); 
177    adj = adj.unit() + vec->normal;       
178    vec->edgeNorm[1] = adj.unit();
179   
180    //
181    // ...the corners are crucial. It is important that
182    //    they are calculated consistently for adjacent
183    //    G4PolyhedraSides, to avoid gaps caused by roundoff.
184    //
185    vec->edges[0] = edge;
186    edge->corner[0] = a1;
187    edge->corner[1] = b1;
188    edge++;
189    vec->edges[1] = edge;
190
191    a1 = a2;
192    b1 = b2;
193    c1 = c2;
194    d1 = d2;
195  } while( ++vec < vecs+numSide );
196 
197  //
198  // Clean up hanging edge
199  //
200  if (phiIsOpen)
201  {
202    edge->corner[0] = a2;
203    edge->corner[1] = b2;
204  }
205  else
206  {
207    vecs[numSide-1].edges[1] = edges;
208  }
209 
210  //
211  // Go back and fill in remaining fields in edges
212  //
213  vec = vecs;
214  G4PolyhedraSideVec *prev = vecs+numSide-1;
215  do
216  {
217    edge = vec->edges[0];    // The edge between prev and vec
218   
219    //
220    // Okay: edge normal is average of normals of adjacent faces
221    //
222    G4ThreeVector eNorm = vec->normal + prev->normal;
223    edge->normal = eNorm.unit(); 
224   
225    //
226    // Vertex normal is average of norms of adjacent surfaces (all four)
227    // However, vec->edgeNorm is unit vector in some direction
228    // as the sum of normals of adjacent PolyhedraSide with vec.
229    // The normalization used for this vector should be the same
230    // for vec and prev.
231    //
232    eNorm = vec->edgeNorm[0] + prev->edgeNorm[0];
233    edge->cornNorm[0] = eNorm.unit();
234 
235    eNorm = vec->edgeNorm[1] + prev->edgeNorm[1];
236    edge->cornNorm[1] = eNorm.unit();
237  } while( prev=vec, ++vec < vecs + numSide );
238 
239  if (phiIsOpen)
240  {
241    // G4double rFact = std::cos(0.5*deltaPhi);
242    //
243    // If phi is open, we need to patch up normals of the
244    // first and last edges and their corresponding
245    // vertices.
246    //
247    // We use vectors that are in the plane of the
248    // face. This should be safe.
249    //
250    vec = vecs;
251   
252    G4ThreeVector normvec = vec->edges[0]->corner[0]
253                          - vec->edges[0]->corner[1];
254    normvec = normvec.cross(vec->normal);
255    if (normvec.dot(vec->surfPhi) > 0) normvec = -normvec;
256
257    vec->edges[0]->normal = normvec.unit();
258   
259    vec->edges[0]->cornNorm[0] = (vec->edges[0]->corner[0]
260                                - vec->center).unit();
261    vec->edges[0]->cornNorm[1] = (vec->edges[0]->corner[1]
262                                - vec->center).unit();
263   
264    //
265    // Repeat for ending phi
266    //
267    vec = vecs + numSide - 1;
268   
269    normvec = vec->edges[1]->corner[0] - vec->edges[1]->corner[1];
270    normvec = normvec.cross(vec->normal);
271    if (normvec.dot(vec->surfPhi) < 0) normvec = -normvec;
272
273    vec->edges[1]->normal = normvec.unit();
274   
275    vec->edges[1]->cornNorm[0] = (vec->edges[1]->corner[0]
276                                - vec->center).unit();
277    vec->edges[1]->cornNorm[1] = (vec->edges[1]->corner[1]
278                                - vec->center).unit();
279  }
280 
281  //
282  // edgeNorm is the factor one multiplies the distance along vector phi
283  // on the surface of one of our sides in order to calculate the distance
284  // from the edge. (see routine DistanceAway)
285  //
286  edgeNorm = 1.0/std::sqrt( 1.0 + lenPhi[1]*lenPhi[1] );
287}
288
289
290//
291// Fake default constructor - sets only member data and allocates memory
292//                            for usage restricted to object persistency.
293//
294G4PolyhedraSide::G4PolyhedraSide( __void__&)
295  : cone(0), vecs(0), edges(0)
296{
297}
298
299
300//
301// Destructor
302// 
303G4PolyhedraSide::~G4PolyhedraSide()
304{
305  delete cone;
306  delete [] vecs;
307  delete [] edges;
308}
309
310
311//
312// Copy constructor
313//
314G4PolyhedraSide::G4PolyhedraSide( const G4PolyhedraSide &source )
315  : G4VCSGface()
316{
317  CopyStuff( source );
318}
319
320
321//
322// Assignment operator
323//
324G4PolyhedraSide& G4PolyhedraSide::operator=( const G4PolyhedraSide &source )
325{
326  if (this == &source) return *this;
327 
328  delete cone;
329  delete [] vecs;
330  delete [] edges;
331 
332  CopyStuff( source );
333
334  return *this;
335}
336
337
338//
339// CopyStuff
340//
341void G4PolyhedraSide::CopyStuff( const G4PolyhedraSide &source )
342{
343  //
344  // The simple stuff
345  //
346  numSide    = source.numSide;
347  r[0]    = source.r[0];
348  r[1]    = source.r[1];
349  z[0]    = source.z[0];
350  z[1]    = source.z[1];
351  startPhi  = source.startPhi;
352  deltaPhi  = source.deltaPhi;
353  endPhi    = source.endPhi;
354  phiIsOpen = source.phiIsOpen;
355  allBehind = source.allBehind;
356 
357  lenRZ     = source.lenRZ;
358  lenPhi[0] = source.lenPhi[0];
359  lenPhi[1] = source.lenPhi[1];
360  edgeNorm  = source.edgeNorm;
361
362  kCarTolerance = source.kCarTolerance;
363  fSurfaceArea = source.fSurfaceArea;
364
365  cone = new G4IntersectingCone( *source.cone );
366
367  //
368  // Duplicate edges
369  //
370  G4int  numEdges = phiIsOpen ? numSide+1 : numSide;
371  edges = new G4PolyhedraSideEdge[numEdges];
372 
373  G4PolyhedraSideEdge *edge = edges,
374          *sourceEdge = source.edges;
375  do
376  {
377    *edge = *sourceEdge;
378  } while( ++sourceEdge, ++edge < edges + numEdges);
379
380  //
381  // Duplicate vecs
382  //
383  vecs = new G4PolyhedraSideVec[numSide];
384 
385  G4PolyhedraSideVec *vec = vecs,
386         *sourceVec = source.vecs;
387  do
388  {
389    *vec = *sourceVec;
390    vec->edges[0] = edges + (sourceVec->edges[0] - source.edges);
391    vec->edges[1] = edges + (sourceVec->edges[1] - source.edges);
392  } while( ++sourceVec, ++vec < vecs + numSide );
393}
394 
395
396//
397// Intersect
398//
399// Decide if a line intersects the face.
400//
401// Arguments:
402//  p    = (in) starting point of line segment
403//  v    = (in) direction of line segment (assumed a unit vector)
404//  A, B    = (in) 2d transform variables (see note top of file)
405//  normSign  = (in) desired sign for dot product with normal (see below)
406//  surfTolerance  = (in) minimum distance from the surface
407//  vecs    = (in) Vector set array
408//  distance  = (out) distance to surface furfilling all requirements
409//  distFromSurface = (out) distance from the surface
410//  thisNormal  = (out) normal vector of the intersecting surface
411//
412// Return value:
413//  true if an intersection is found. Otherwise, output parameters are
414//  undefined.
415//
416// Notes:
417// * normSign: if we are "inside" the shape and only want to find out how far
418//   to leave the shape, we only want to consider intersections with surfaces in
419//   which the trajectory is leaving the shape. Since the normal vectors to the
420//   surface always point outwards from the inside, this means we want the dot
421//   product of the trajectory direction v and the normal of the side normals[i]
422//   to be positive. Thus, we should specify normSign as +1.0. Otherwise, if
423//   we are outside and want to go in, normSign should be set to -1.0.
424//   Don't set normSign to zero, or you will get no intersections!
425//
426// * surfTolerance: see notes on argument "surfTolerance" in routine
427//   "IntersectSidePlane".
428//   ----HOWEVER---- We should *not* apply this surface tolerance if the
429//   starting point is not within phi or z of the surface. Specifically,
430//   if the starting point p angle in x/y places it on a separate side from the
431//   intersection or if the starting point p is outside the z bounds of the
432//   segment, surfTolerance must be ignored or we should *always* accept the
433//   intersection!
434//   This is simply because the sides do not have infinite extent.
435//     
436//
437G4bool G4PolyhedraSide::Intersect( const G4ThreeVector &p,
438                                   const G4ThreeVector &v, 
439                                         G4bool outgoing,
440                                         G4double surfTolerance,
441                                         G4double &distance,
442                                         G4double &distFromSurface,
443                                         G4ThreeVector &normal,
444                                         G4bool &isAllBehind )
445{
446  G4double normSign = outgoing ? +1 : -1;
447 
448  //
449  // ------------------TO BE IMPLEMENTED---------------------
450  // Testing the intersection of individual phi faces is
451  // pretty straight forward. The simple thing therefore is to
452  // form a loop and check them all in sequence.
453  //
454  // But, I worry about one day someone making
455  // a polygon with a thousands sides. A linear search
456  // would not be ideal in such a case.
457  //
458  // So, it would be nice to be able to quickly decide
459  // which face would be intersected. One can make a very
460  // good guess by using the intersection with a cone.
461  // However, this is only reliable in 99% of the cases.
462  //
463  // My solution: make a decent guess as to the one or
464  // two potential faces might get intersected, and then
465  // test them. If we have the wrong face, use the test
466  // to make a better guess.
467  //
468  // Since we might have two guesses, form a queue of
469  // potential intersecting faces. Keep an array of
470  // already tested faces to avoid doing one more than
471  // once.
472  //
473  // Result: at worst, an iterative search. On average,
474  // a little more than two tests would be required.
475  //
476  G4ThreeVector q = p + v;
477 
478  G4int face = 0;
479  G4PolyhedraSideVec *vec = vecs;
480  do
481  {
482    //
483    // Correct normal?
484    //
485    G4double dotProd = normSign*v.dot(vec->normal);
486    if (dotProd <= 0) continue;
487 
488    //
489    // Is this face in front of the point along the trajectory?
490    //
491    G4ThreeVector delta = p - vec->center;
492    distFromSurface = -normSign*delta.dot(vec->normal);
493   
494    if (distFromSurface < -surfTolerance) continue;
495   
496    //
497    //                            phi
498    //      c -------- d           ^
499    //      |          |           |
500    //      a -------- b           +---> r/z
501    //
502    //
503    // Do we remain on this particular segment?
504    //
505    G4ThreeVector qc = q - vec->edges[1]->corner[0];
506    G4ThreeVector qd = q - vec->edges[1]->corner[1];
507   
508    if (normSign*qc.cross(qd).dot(v) < 0) continue;
509   
510    G4ThreeVector qa = q - vec->edges[0]->corner[0];
511    G4ThreeVector qb = q - vec->edges[0]->corner[1];
512   
513    if (normSign*qa.cross(qb).dot(v) > 0) continue;
514   
515    //
516    // We found the one and only segment we might be intersecting.
517    // Do we remain within r/z bounds?
518    //
519   
520    if (r[0] > 1/kInfinity && normSign*qa.cross(qc).dot(v) < 0) return false;
521    if (r[1] > 1/kInfinity && normSign*qb.cross(qd).dot(v) > 0) return false;
522   
523    //
524    // We allow the face to be slightly behind the trajectory
525    // (surface tolerance) only if the point p is within
526    // the vicinity of the face
527    //
528    if (distFromSurface < 0)
529    {
530      G4ThreeVector ps = p - vec->center; 
531     
532      G4double rz = ps.dot(vec->surfRZ);
533      if (std::fabs(rz) > lenRZ+surfTolerance) return false; 
534
535      G4double pp = ps.dot(vec->surfPhi);
536      if (std::fabs(pp) > lenPhi[0] + lenPhi[1]*rz + surfTolerance) return false;
537    }
538     
539
540    //
541    // Intersection found. Return answer.
542    //
543    distance = distFromSurface/dotProd;
544    normal = vec->normal;
545    isAllBehind = allBehind;
546    return true;
547  } while( ++vec, ++face < numSide );
548
549  //
550  // Oh well. Better luck next time.
551  //
552  return false;
553}
554
555
556G4double G4PolyhedraSide::Distance( const G4ThreeVector &p, G4bool outgoing )
557{
558  G4double normSign = outgoing ? -1 : +1;
559 
560  //
561  // Try the closest phi segment first
562  //
563  G4int iPhi = ClosestPhiSegment( p.phi() );
564 
565  G4ThreeVector pdotc = p - vecs[iPhi].center;
566  G4double normDist = pdotc.dot(vecs[iPhi].normal);
567 
568  if (normSign*normDist > -0.5*kCarTolerance)
569  {
570    return DistanceAway( p, vecs[iPhi], &normDist );
571  }
572
573  //
574  // Now we have an interesting problem... do we try to find the
575  // closest facing side??
576  //
577  // Considered carefully, the answer is no. We know that if we
578  // are asking for the distance out, we are supposed to be inside,
579  // and vice versa.
580  //
581 
582  return kInfinity;
583}
584
585
586//
587// Inside
588//
589EInside G4PolyhedraSide::Inside( const G4ThreeVector &p,
590                                       G4double tolerance, 
591                                       G4double *bestDistance )
592{
593  //
594  // Which phi segment is closest to this point?
595  //
596  G4int iPhi = ClosestPhiSegment( p.phi() );
597 
598  G4double norm;
599 
600  //
601  // Get distance to this segment
602  //
603  *bestDistance = DistanceToOneSide( p, vecs[iPhi], &norm );
604 
605  //
606  // Use distance along normal to decide return value
607  //
608  if ( (std::fabs(norm) < tolerance) && (*bestDistance < 2.0*tolerance) )
609    return kSurface;
610  else if (norm < 0)
611    return kInside;
612  else 
613    return kOutside;
614}
615
616
617//
618// Normal
619//
620G4ThreeVector G4PolyhedraSide::Normal( const G4ThreeVector &p,
621                                             G4double *bestDistance )
622{
623  //
624  // Which phi segment is closest to this point?
625  //
626  G4int iPhi = ClosestPhiSegment( p.phi() );
627
628  //
629  // Get distance to this segment
630  //
631  G4double norm;
632  *bestDistance = DistanceToOneSide( p, vecs[iPhi], &norm );
633
634  return vecs[iPhi].normal;
635}
636
637
638//
639// Extent
640//
641G4double G4PolyhedraSide::Extent( const G4ThreeVector axis )
642{
643  if (axis.perp2() < DBL_MIN)
644  {
645    //
646    // Special case
647    //
648    return axis.z() < 0 ? -cone->ZLo() : cone->ZHi();
649  }
650
651  G4int iPhi, i1, i2;
652  G4double best;
653  G4ThreeVector *list[4];
654 
655  //
656  // Which phi segment, if any, does the axis belong to
657  //
658  iPhi = PhiSegment( axis.phi() );
659 
660  if (iPhi < 0)
661  {
662    //
663    // No phi segment? Check front edge of first side and
664    // last edge of second side
665    //
666    i1 = 0; i2 = numSide-1;
667  }
668  else
669  {
670    //
671    // Check all corners of matching phi side
672    //
673    i1 = iPhi; i2 = iPhi;
674  }
675 
676  list[0] = vecs[i1].edges[0]->corner;
677  list[1] = vecs[i1].edges[0]->corner+1;
678  list[2] = vecs[i2].edges[1]->corner;
679  list[3] = vecs[i2].edges[1]->corner+1;
680       
681  //
682  // Who's biggest?
683  //
684  best = -kInfinity;
685  G4ThreeVector **vec = list;
686  do
687  {
688    G4double answer = (*vec)->dot(axis);
689    if (answer > best) best = answer;
690  } while( ++vec < list+4 );
691 
692  return best;
693}
694
695
696//
697// CalculateExtent
698//
699// See notes in G4VCSGface
700//
701void G4PolyhedraSide::CalculateExtent( const EAxis axis, 
702                                       const G4VoxelLimits &voxelLimit,
703                                       const G4AffineTransform &transform,
704                                             G4SolidExtentList &extentList )
705{
706  //
707  // Loop over all sides
708  //
709  G4PolyhedraSideVec *vec = vecs;
710  do
711  {
712    //
713    // Fill our polygon with the four corners of
714    // this side, after the specified transformation
715    //
716    G4ClippablePolygon polygon;
717   
718    polygon.AddVertexInOrder(transform.
719                             TransformPoint(vec->edges[0]->corner[0]));
720    polygon.AddVertexInOrder(transform.
721                             TransformPoint(vec->edges[0]->corner[1]));
722    polygon.AddVertexInOrder(transform.
723                             TransformPoint(vec->edges[1]->corner[1]));
724    polygon.AddVertexInOrder(transform.
725                             TransformPoint(vec->edges[1]->corner[0]));
726   
727    //
728    // Get extent
729    // 
730    if (polygon.PartialClip( voxelLimit, axis ))
731    {
732      //
733      // Get dot product of normal along target axis
734      //
735      polygon.SetNormal( transform.TransformAxis(vec->normal) );
736
737      extentList.AddSurface( polygon );
738    }
739  } while( ++vec < vecs+numSide );
740 
741  return;
742}
743
744
745//
746// IntersectSidePlane
747//
748// Decide if a line correctly intersects one side plane of our segment.
749// It is assumed that the correct side has been chosen, and thus only
750// the z bounds (of the entire segment) are checked.
751//
752// normSign - To be multiplied against normal:
753//            = +1.0 normal is unchanged
754//            = -1.0 normal is reversed (now points inward)
755//
756// Arguments:
757//  p    - (in) Point
758//  v    - (in) Direction
759//  vec    - (in) Description record of the side plane
760//  normSign  - (in) Sign (+/- 1) to apply to normal
761//  surfTolerance  - (in) Surface tolerance (generally > 0, see below)
762//  distance  - (out) Distance along v to intersection
763//  distFromSurface - (out) Distance from surface normal
764//
765// Notes:
766//   surfTolerance  - Used to decide if a point is behind the surface,
767//        a point is allow to be -surfTolerance behind the
768//        surface (as measured along the normal), but *only*
769//        if the point is within the r/z bounds + surfTolerance
770//        of the segment.
771//
772G4bool G4PolyhedraSide::IntersectSidePlane( const G4ThreeVector &p,
773                                            const G4ThreeVector &v,
774                                            const G4PolyhedraSideVec vec,
775                                                  G4double normSign, 
776                                                  G4double surfTolerance,
777                                                  G4double &distance,
778                                                  G4double &distFromSurface )
779{
780  //
781  // Correct normal? Here we have straight sides, and can safely ignore
782  // intersections where the dot product with the normal is zero.
783  //
784  G4double dotProd = normSign*v.dot(vec.normal);
785 
786  if (dotProd <= 0) return false;
787 
788  //
789  // Calculate distance to surface. If the side is too far
790  // behind the point, we must reject it.
791  //
792  G4ThreeVector delta = p - vec.center;
793  distFromSurface = -normSign*delta.dot(vec.normal);
794   
795  if (distFromSurface < -surfTolerance) return false;
796
797  //
798  // Calculate precise distance to intersection with the side
799  // (along the trajectory, not normal to the surface)
800  //
801  distance = distFromSurface/dotProd;
802 
803  //
804  // Do we fall off the r/z extent of the segment?
805  //
806  // Calculate this very, very carefully! Why?
807  //         1. If a RZ end is at R=0, you can't miss!
808  //         2. If you just fall off in RZ, the answer must
809  //            be consistent with adjacent G4PolyhedraSide faces.
810  // (2) implies that only variables used by other G4PolyhedraSide
811  // faces may be used, which includes only: p, v, and the edge corners.
812  // It also means that one side is a ">" or "<", which the other
813  // must be ">=" or "<=". Fortunately, this isn't a new problem.
814  // The solution below I borrowed from Joseph O'Rourke,
815  // "Computational Geometry in C (Second Edition)"
816  // See: http://cs.smith.edu/~orourke/
817  //
818  G4ThreeVector ic = p + distance*v - vec.center;
819  G4double atRZ = vec.surfRZ.dot(ic);
820 
821  if (atRZ < 0)
822  {
823    if (r[0]==0) return true;    // Can't miss!
824   
825    if (atRZ < -lenRZ*1.2) return false;  // Forget it! Missed by a mile.
826   
827    G4ThreeVector q = p + v;   
828    G4ThreeVector qa = q - vec.edges[0]->corner[0],
829                  qb = q - vec.edges[1]->corner[0];
830    G4ThreeVector qacb = qa.cross(qb);
831    if (normSign*qacb.dot(v) < 0) return false;
832   
833    if (distFromSurface < 0)
834    {
835      if (atRZ < -lenRZ-surfTolerance) return false;
836    }
837  }
838  else if (atRZ > 0)
839  {
840    if (r[1]==0) return true;    // Can't miss!
841   
842    if (atRZ > lenRZ*1.2) return false;  // Missed by a mile
843   
844    G4ThreeVector q = p + v;   
845    G4ThreeVector qa = q - vec.edges[0]->corner[1],
846                  qb = q - vec.edges[1]->corner[1];
847    G4ThreeVector qacb = qa.cross(qb);
848    if (normSign*qacb.dot(v) >= 0) return false;
849   
850    if (distFromSurface < 0)
851    {
852      if (atRZ > lenRZ+surfTolerance) return false;
853    }
854  }
855
856  return true;
857}
858
859
860//
861// LineHitsSegments
862//
863// Calculate which phi segments a line intersects in three dimensions.
864// No check is made as to whether the intersections are within the z bounds of
865// the segment.
866//
867G4int G4PolyhedraSide::LineHitsSegments( const G4ThreeVector &p,
868                                         const G4ThreeVector &v,
869                                               G4int *i1, G4int *i2 )
870{
871  G4double s1, s2;
872  //
873  // First, decide if and where the line intersects the cone
874  //
875  G4int n = cone->LineHitsCone( p, v, &s1, &s2 );
876 
877  if (n==0) return 0;
878 
879  //
880  // Try first intersection.
881  //
882  *i1 = PhiSegment( std::atan2( p.y() + s1*v.y(), p.x() + s1*v.x() ) );
883  if (n==1)
884  {
885    return (*i1 < 0) ? 0 : 1;
886  }
887 
888  //
889  // Try second intersection
890  //
891  *i2 = PhiSegment( std::atan2( p.y() + s2*v.y(), p.x() + s2*v.x() ) );
892  if (*i1 == *i2) return 0;
893 
894  if (*i1 < 0)
895  {
896    if (*i2 < 0) return 0;
897    *i1 = *i2;
898    return 1;
899  }
900
901  if (*i2 < 0) return 1;
902 
903  return 2;
904}
905
906
907//
908// ClosestPhiSegment
909//
910// Decide which phi segment is closest in phi to the point.
911// The result is the same as PhiSegment if there is no phi opening.
912//
913G4int G4PolyhedraSide::ClosestPhiSegment( G4double phi0 )
914{
915  G4int iPhi = PhiSegment( phi0 );
916  if (iPhi >= 0) return iPhi;
917 
918  //
919  // Boogers! The points falls inside the phi segment.
920  // Look for the closest point: the start, or  end
921  //
922  G4double phi = phi0;
923 
924  while( phi < startPhi ) phi += twopi;
925  G4double d1 = phi-endPhi;
926
927  while( phi > startPhi ) phi -= twopi;
928  G4double d2 = startPhi-phi;
929 
930  return (d2 < d1) ? 0 : numSide-1;
931}
932
933
934//
935// PhiSegment
936//
937// Decide which phi segment an angle belongs to, counting from zero.
938// A value of -1 indicates that the phi value is outside the shape
939// (only possible if phiTotal < 360 degrees).
940//
941G4int G4PolyhedraSide::PhiSegment( G4double phi0 )
942{
943  //
944  // How far are we from phiStart? Come up with a positive answer
945  // that is less than 2*PI
946  //
947  G4double phi = phi0 - startPhi;
948  while( phi < 0      ) phi += twopi;
949  while( phi > twopi ) phi -= twopi;
950
951  //
952  // Divide
953  //
954  G4int answer = (G4int)(phi/deltaPhi);
955 
956  if (answer >= numSide)
957  {
958    if (phiIsOpen)
959    {
960      return -1;  // Looks like we missed
961    }
962    else
963    {
964      answer = numSide-1;  // Probably just roundoff
965    }
966  }
967 
968  return answer;
969}
970
971
972//
973// DistanceToOneSide
974//
975// Arguments:
976//  p   - (in) Point to check
977//  vec   - (in) vector set of this side
978//  normDist - (out) distance normal to the side or edge, as appropriate, signed
979// Return value = total distance from the side
980//
981G4double G4PolyhedraSide::DistanceToOneSide( const G4ThreeVector &p,
982                                             const G4PolyhedraSideVec &vec,
983                                                   G4double *normDist )
984{
985  G4ThreeVector pc = p - vec.center;
986 
987  //
988  // Get normal distance
989  //
990  *normDist = vec.normal.dot(pc);
991
992  //
993  // Add edge penalty
994  //
995  return DistanceAway( p, vec, normDist );
996}
997
998
999//
1000// DistanceAway
1001//
1002// Add distance from side edges, if necesssary, to total distance,
1003// and updates normDist appropriate depending on edge normals.
1004//
1005G4double G4PolyhedraSide::DistanceAway( const G4ThreeVector &p,
1006                                        const G4PolyhedraSideVec &vec,
1007                                              G4double *normDist )
1008{
1009  G4double distOut2;
1010  G4ThreeVector pc = p - vec.center;
1011  G4double distFaceNorm = *normDist;
1012 
1013  //
1014  // Okay, are we inside bounds?
1015  //
1016  G4double pcDotRZ  = pc.dot(vec.surfRZ);
1017  G4double pcDotPhi = pc.dot(vec.surfPhi);
1018 
1019  //
1020  // Go through all permutations.
1021  //                                                   Phi
1022  //               |              |                     ^
1023  //           B   |      H       |   E                 |
1024  //        ------[1]------------[3]-----               |
1025  //               |XXXXXXXXXXXXXX|                     +----> RZ
1026  //           C   |XXXXXXXXXXXXXX|   F
1027  //               |XXXXXXXXXXXXXX|
1028  //        ------[0]------------[2]----
1029  //           A   |      G       |   D
1030  //               |              |
1031  //
1032  // It's real messy, but at least it's quick
1033  //
1034 
1035  if (pcDotRZ < -lenRZ)
1036  {
1037    G4double lenPhiZ = lenPhi[0] - lenRZ*lenPhi[1];
1038    G4double distOutZ = pcDotRZ+lenRZ;
1039    //
1040    // Below in RZ
1041    //
1042    if (pcDotPhi < -lenPhiZ)
1043    {
1044      //
1045      // ...and below in phi. Find distance to point (A)
1046      //
1047      G4double distOutPhi = pcDotPhi+lenPhiZ;
1048      distOut2 = distOutPhi*distOutPhi + distOutZ*distOutZ;
1049      G4ThreeVector pa = p - vec.edges[0]->corner[0];
1050      *normDist = pa.dot(vec.edges[0]->cornNorm[0]);
1051    }
1052    else if (pcDotPhi > lenPhiZ)
1053    {
1054      //
1055      // ...and above in phi. Find distance to point (B)
1056      //
1057      G4double distOutPhi = pcDotPhi-lenPhiZ;
1058      distOut2 = distOutPhi*distOutPhi + distOutZ*distOutZ;
1059      G4ThreeVector pb = p - vec.edges[1]->corner[0];
1060      *normDist = pb.dot(vec.edges[1]->cornNorm[0]);
1061    }
1062    else
1063    {
1064      //
1065      // ...and inside in phi. Find distance to line (C)
1066      //
1067      G4ThreeVector pa = p - vec.edges[0]->corner[0];
1068      distOut2 = distOutZ*distOutZ;
1069      *normDist = pa.dot(vec.edgeNorm[0]);
1070    }
1071  }
1072  else if (pcDotRZ > lenRZ)
1073  {
1074    G4double lenPhiZ = lenPhi[0] + lenRZ*lenPhi[1];
1075    G4double distOutZ = pcDotRZ-lenRZ;
1076    //
1077    // Above in RZ
1078    //
1079    if (pcDotPhi < -lenPhiZ)
1080    {
1081      //
1082      // ...and below in phi. Find distance to point (D)
1083      //
1084      G4double distOutPhi = pcDotPhi+lenPhiZ;
1085      distOut2 = distOutPhi*distOutPhi + distOutZ*distOutZ;
1086      G4ThreeVector pd = p - vec.edges[0]->corner[1];
1087      *normDist = pd.dot(vec.edges[0]->cornNorm[1]);
1088    }
1089    else if (pcDotPhi > lenPhiZ)
1090    {
1091      //
1092      // ...and above in phi. Find distance to point (E)
1093      //
1094      G4double distOutPhi = pcDotPhi-lenPhiZ;
1095      distOut2 = distOutPhi*distOutPhi + distOutZ*distOutZ;
1096      G4ThreeVector pe = p - vec.edges[1]->corner[1];
1097      *normDist = pe.dot(vec.edges[1]->cornNorm[1]);
1098    }
1099    else
1100    {
1101      //
1102      // ...and inside in phi. Find distance to line (F)
1103      //
1104      distOut2 = distOutZ*distOutZ;
1105      G4ThreeVector pd = p - vec.edges[0]->corner[1];
1106      *normDist = pd.dot(vec.edgeNorm[1]);
1107    }
1108  }
1109  else
1110  {
1111    G4double lenPhiZ = lenPhi[0] + pcDotRZ*lenPhi[1];
1112    //
1113    // We are inside RZ bounds
1114    //
1115    if (pcDotPhi < -lenPhiZ)
1116    {
1117      //
1118      // ...and below in phi. Find distance to line (G)
1119      //
1120      G4double distOut = edgeNorm*(pcDotPhi+lenPhiZ);
1121      distOut2 = distOut*distOut;
1122      G4ThreeVector pd = p - vec.edges[0]->corner[1];
1123      *normDist = pd.dot(vec.edges[0]->normal);
1124    }
1125    else if (pcDotPhi > lenPhiZ)
1126    {
1127      //
1128      // ...and above in phi. Find distance to line (H)
1129      //
1130      G4double distOut = edgeNorm*(pcDotPhi-lenPhiZ);
1131      distOut2 = distOut*distOut;
1132      G4ThreeVector pe = p - vec.edges[1]->corner[1];
1133      *normDist = pe.dot(vec.edges[1]->normal);
1134    }
1135    else
1136    {
1137      //
1138      // Inside bounds! No penalty.
1139      //
1140      return std::fabs(distFaceNorm);
1141    }
1142  }
1143  return std::sqrt( distFaceNorm*distFaceNorm + distOut2 );
1144}
1145
1146
1147//
1148// Calculation of surface area of a triangle.
1149// At the same time a random point in the triangle is given
1150//
1151G4double G4PolyhedraSide::SurfaceTriangle( G4ThreeVector p1,
1152                                           G4ThreeVector p2,
1153                                           G4ThreeVector p3,
1154                                           G4ThreeVector *p4 )
1155{
1156  G4ThreeVector v, w;
1157 
1158  v = p3 - p1;
1159  w = p1 - p2;
1160  G4double lambda1 = G4UniformRand();
1161  G4double lambda2 = lambda1*G4UniformRand();
1162 
1163  *p4=p2 + lambda1*w + lambda2*v;
1164  return 0.5*(v.cross(w)).mag();
1165}
1166
1167
1168//
1169// GetPointOnPlane
1170//
1171// Auxiliary method for GetPointOnSurface()
1172//
1173G4ThreeVector
1174G4PolyhedraSide::GetPointOnPlane( G4ThreeVector p0, G4ThreeVector p1, 
1175                                  G4ThreeVector p2, G4ThreeVector p3,
1176                                  G4double *Area )
1177{
1178  G4double chose,aOne,aTwo;
1179  G4ThreeVector point1,point2;
1180  aOne = SurfaceTriangle(p0,p1,p2,&point1);
1181  aTwo = SurfaceTriangle(p2,p3,p0,&point2);
1182  *Area= aOne+aTwo;
1183
1184  chose = G4UniformRand()*(aOne+aTwo);
1185  if( (chose>=0.) && (chose < aOne) )
1186  {
1187   return (point1);   
1188  }
1189  return (point2);
1190}
1191
1192
1193//
1194// SurfaceArea()
1195//
1196G4double G4PolyhedraSide::SurfaceArea()
1197{
1198  if( fSurfaceArea==0. )
1199  { 
1200    // Define the variables
1201    //
1202    G4double area,areas;
1203    G4ThreeVector point1;
1204    G4ThreeVector v1,v2,v3,v4; 
1205    G4PolyhedraSideVec *vec = vecs;
1206    areas=0.;
1207
1208    // Do a loop on all SideEdge
1209    //
1210    do
1211    {
1212      // Define 4points for a Plane or Triangle
1213      //
1214      G4ThreeVector v1=vec->edges[0]->corner[0];
1215      G4ThreeVector v2=vec->edges[0]->corner[1];
1216      G4ThreeVector v3=vec->edges[1]->corner[1];
1217      G4ThreeVector v4=vec->edges[1]->corner[0];
1218      point1=GetPointOnPlane(v1,v2,v3,v4,&area);
1219      areas+=area;
1220    } while( ++vec < vecs + numSide);
1221
1222    fSurfaceArea=areas;
1223  }
1224  return fSurfaceArea;
1225}
1226
1227
1228//
1229// GetPointOnFace()
1230//
1231G4ThreeVector G4PolyhedraSide::GetPointOnFace()
1232{
1233  // Define the variables
1234  //
1235  std::vector<G4double>areas;
1236  std::vector<G4ThreeVector>points;
1237  G4double area=0;
1238  G4double result1;
1239  G4ThreeVector point1;
1240  G4ThreeVector v1,v2,v3,v4; 
1241  G4PolyhedraSideVec *vec = vecs;
1242
1243  // Do a loop on all SideEdge
1244  //
1245  do
1246  {
1247    // Define 4points for a Plane or Triangle
1248    //
1249    G4ThreeVector v1=vec->edges[0]->corner[0];
1250    G4ThreeVector v2=vec->edges[0]->corner[1];
1251    G4ThreeVector v3=vec->edges[1]->corner[1];
1252    G4ThreeVector v4=vec->edges[1]->corner[0];
1253    point1=GetPointOnPlane(v1,v2,v3,v4,&result1);
1254    points.push_back(point1);
1255    areas.push_back(result1);
1256    area+=result1;
1257  } while( ++vec < vecs+numSide );
1258
1259  // Choose randomly one of the surfaces and point on it
1260  //
1261  G4double chose = area*G4UniformRand();
1262  G4double Achose1,Achose2;
1263  Achose1=0;Achose2=0.; 
1264  G4int i=0;
1265  do 
1266  {
1267    Achose2+=areas[i];
1268    if(chose>=Achose1 && chose<Achose2)
1269    {
1270      point1=points[i] ; break;     
1271    }
1272    i++; Achose1=Achose2;
1273  } while( i<numSide );
1274 
1275  return point1;
1276}
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