source: trunk/source/geometry/solids/specific/src/G4TriangularFacet.cc @ 1350

Last change on this file since 1350 was 1337, checked in by garnier, 14 years ago

tag geant4.9.4 beta 1 + modifs locales

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26//
27// $Id: G4TriangularFacet.cc,v 1.13 2010/04/28 16:21:21 flei Exp $
28// GEANT4 tag $Name: geant4-09-04-beta-01 $
29//
30// %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
31//
32// MODULE:              G4TriangularFacet.cc
33//
34// Date:                15/06/2005
35// Author:              P R Truscott
36// Organisation:        QinetiQ Ltd, UK
37// Customer:            UK Ministry of Defence : RAO CRP TD Electronic Systems
38// Contract:            C/MAT/N03517
39//
40// %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
41//
42// CHANGE HISTORY
43// --------------
44//
45// 31 October 2004, P R Truscott, QinetiQ Ltd, UK - Created.
46//
47// 01 August 2007   P R Truscott, QinetiQ Ltd, UK
48//                  Significant modification to correct for errors and enhance
49//                  based on patches/observations kindly provided by Rickard
50//                  Holmberg
51//
52// 26 September 2007
53//                  P R Truscott, QinetiQ Ltd, UK
54//                  Further chamges implemented to the Intersect member
55//                  function to correctly treat rays nearly parallel to the
56//                  plane of the triangle.
57//
58// 12 April 2010    P R Truscott, QinetiQ, bug fixes to treat optical
59//                  photon transport, in particular internal reflection
60//                  at surface.
61// %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
62
63#include "G4TriangularFacet.hh"
64#include "G4TwoVector.hh"
65#include "globals.hh"
66#include "Randomize.hh"
67
68///////////////////////////////////////////////////////////////////////////////
69//
70// Definition of triangular facet using absolute vectors to vertices.
71// From this for first vector is retained to define the facet location and
72// two relative vectors (E0 and E1) define the sides and orientation of
73// the outward surface normal.
74//
75G4TriangularFacet::G4TriangularFacet (const G4ThreeVector Pt0,
76             const G4ThreeVector vt1, const G4ThreeVector vt2,
77                   G4FacetVertexType vertexType)
78  : G4VFacet()
79{
80  tGeomAlg  = G4TessellatedGeometryAlgorithms::GetInstance();
81  P0        = Pt0;
82  nVertices = 3;
83  if (vertexType == ABSOLUTE)
84  {
85    P.push_back(vt1);
86    P.push_back(vt2);
87 
88    E.push_back(vt1 - P0);
89    E.push_back(vt2 - P0);
90  }
91  else
92  {
93    P.push_back(P0 + vt1);
94    P.push_back(P0 + vt2);
95 
96    E.push_back(vt1);
97    E.push_back(vt2);
98  }
99
100  G4double Emag1 = E[0].mag();
101  G4double Emag2 = E[1].mag();
102  G4double Emag3 = (E[1]-E[0]).mag();
103 
104  if (Emag1 <= kCarTolerance || Emag2 <= kCarTolerance ||
105      Emag3 <= kCarTolerance)
106  {
107    G4Exception("G4TriangularFacet::G4TriangularFacet()", "InvalidSetup",
108                JustWarning, "Length of sides of facet are too small.");
109    G4cerr << G4endl;
110    G4cerr << "P0 = " << P0   << G4endl;
111    G4cerr << "P1 = " << P[0] << G4endl;
112    G4cerr << "P2 = " << P[1] << G4endl;
113    G4cerr << "Side lengths = P0->P1" << Emag1 << G4endl;   
114    G4cerr << "Side lengths = P0->P2" << Emag2 << G4endl;   
115    G4cerr << "Side lengths = P1->P2" << Emag3 << G4endl;   
116    G4cerr << G4endl;
117   
118    isDefined     = false;
119    geometryType  = "G4TriangularFacet";
120    surfaceNormal = G4ThreeVector(0.0,0.0,0.0);
121    a   = 0.0;
122    b   = 0.0;
123    c   = 0.0;
124    det = 0.0;
125  }
126  else
127  {
128    isDefined     = true;
129    geometryType  = "G4TriangularFacet";
130    surfaceNormal = E[0].cross(E[1]).unit();
131    a   = E[0].mag2();
132    b   = E[0].dot(E[1]);
133    c   = E[1].mag2();
134    det = std::abs(a*c - b*b);
135   
136    sMin = -0.5*kCarTolerance/std::sqrt(a);
137    sMax = 1.0 - sMin;
138    tMin = -0.5*kCarTolerance/std::sqrt(c);
139   
140    area = 0.5 * (E[0].cross(E[1])).mag();
141
142//    G4ThreeVector vtmp = 0.25 * (E[0] + E[1]);
143    G4double lambda0 = (a-b) * c / (8.0*area*area);
144    G4double lambda1 = (c-b) * a / (8.0*area*area);
145    circumcentre     = P0 + lambda0*E[0] + lambda1*E[1];
146    radiusSqr        = (circumcentre-P0).mag2();
147    radius           = std::sqrt(radiusSqr);
148 
149    for (size_t i=0; i<3; i++) { I.push_back(0); }
150  }
151}
152
153///////////////////////////////////////////////////////////////////////////////
154//
155// ~G4TriangularFacet
156//
157// A pretty boring destructor indeed!
158//
159G4TriangularFacet::~G4TriangularFacet ()
160{
161  P.clear();
162  E.clear();
163  I.clear();
164}
165
166///////////////////////////////////////////////////////////////////////////////
167//
168// GetClone
169//
170// Simple member function to generate a diplicate of the triangular facet.
171//
172G4VFacet *G4TriangularFacet::GetClone ()
173{
174  G4TriangularFacet *fc = new G4TriangularFacet (P0, P[0], P[1], ABSOLUTE);
175  G4VFacet *cc         = 0;
176  cc                   = fc;
177  return cc;
178}
179
180///////////////////////////////////////////////////////////////////////////////
181//
182// GetFlippedFacet
183//
184// Member function to generate an identical facet, but with the normal vector
185// pointing at 180 degrees.
186//
187G4TriangularFacet *G4TriangularFacet::GetFlippedFacet ()
188{
189  G4TriangularFacet *flipped = new G4TriangularFacet (P0, P[1], P[0], ABSOLUTE);
190  return flipped;
191}
192
193///////////////////////////////////////////////////////////////////////////////
194//
195// Distance (G4ThreeVector)
196//
197// Determines the vector between p and the closest point on the facet to p.
198// This is based on the algorithm published in "Geometric Tools for Computer
199// Graphics," Philip J Scheider and David H Eberly, Elsevier Science (USA),
200// 2003.  at the time of writing, the algorithm is also available in a
201// technical note "Distance between point and triangle in 3D," by David Eberly
202// at http://www.geometrictools.com/Documentation/DistancePoint3Triangle3.pdf
203//
204// The by-product is the square-distance sqrDist, which is retained
205// in case needed by the other "Distance" member functions.
206//
207G4ThreeVector G4TriangularFacet::Distance (const G4ThreeVector &p)
208{
209  G4ThreeVector D  = P0 - p;
210  G4double d       = E[0].dot(D);
211  G4double e       = E[1].dot(D);
212  G4double f       = D.mag2();
213  G4double s       = b*e - c*d;
214  G4double t       = b*d - a*e;
215
216  sqrDist          = 0.0;
217
218  if (s+t <= det)
219  {
220    if (s < 0.0)
221    {
222      if (t < 0.0)
223      {
224  //
225  // We are in region 4.
226  //
227        if (d < 0.0)
228        {
229          t = 0.0;
230          if (-d >= a) {s = 1.0; sqrDist = a + 2.0*d + f;}
231          else         {s = -d/a; sqrDist = d*s + f;}
232        }
233        else
234        {
235          s = 0.0;
236          if       (e >= 0.0) {t = 0.0; sqrDist = f;}
237          else if (-e >= c)   {t = 1.0; sqrDist = c + 2.0*e + f;}
238          else                {t = -e/c; sqrDist = e*t + f;}
239        }
240      }
241      else
242      {
243   //
244   // We are in region 3.
245   //
246        s = 0.0;
247        if      (e >= 0.0) {t = 0.0; sqrDist = f;}
248        else if (-e >= c)  {t = 1.0; sqrDist = c + 2.0*e + f;}
249        else               {t = -e/c; sqrDist = e*t + f;}
250      }
251    }
252    else if (t < 0.0)
253    {
254   //
255   // We are in region 5.
256   //
257      t = 0.0;
258      if      (d >= 0.0) {s = 0.0; sqrDist = f;}
259      else if (-d >= a)  {s = 1.0; sqrDist = a + 2.0*d + f;}
260      else               {s = -d/a; sqrDist = d*s + f;}
261    }
262    else
263    {
264   //
265   // We are in region 0.
266   //
267      s       = s / det;
268      t       = t / det;
269      sqrDist = s*(a*s + b*t + 2.0*d) + t*(b*s + c*t + 2.0*e) + f;
270    }
271  }
272  else
273  {
274    if (s < 0.0)
275    {
276   //
277   // We are in region 2.
278   //
279      G4double tmp0 = b + d;
280      G4double tmp1 = c + e;
281      if (tmp1 > tmp0)
282      {
283        G4double numer = tmp1 - tmp0;
284        G4double denom = a - 2.0*b + c;
285        if (numer >= denom) {s = 1.0; t = 0.0; sqrDist = a + 2.0*d + f;}
286        else
287        {
288          s       = numer/denom;
289          t       = 1.0 - s;
290          sqrDist = s*(a*s + b*t +2.0*d) + t*(b*s + c*t + 2.0*e) + f;
291        }
292      }
293      else
294      {
295        s = 0.0;
296        if      (tmp1 <= 0.0) {t = 1.0; sqrDist = c + 2.0*e + f;}
297        else if (e >= 0.0)    {t = 0.0; sqrDist = f;}
298        else                  {t = -e/c; sqrDist = e*t + f;}
299      }
300    }
301    else if (t < 0.0)
302    {
303   //
304   // We are in region 6.
305   //
306      G4double tmp0 = b + e;
307      G4double tmp1 = a + d;
308      if (tmp1 > tmp0)
309      {
310        G4double numer = tmp1 - tmp0;
311        G4double denom = a - 2.0*b + c;
312        if (numer >= denom) {t = 1.0; s = 0.0; sqrDist = c + 2.0*e + f;}
313        else
314        {
315          t       = numer/denom;
316          s       = 1.0 - t;
317          sqrDist = s*(a*s + b*t +2.0*d) + t*(b*s + c*t + 2.0*e) + f;
318        }
319      }
320      else
321      {
322        t = 0.0;
323        if      (tmp1 <= 0.0) {s = 1.0; sqrDist = a + 2.0*d + f;}
324        else if (d >= 0.0)    {s = 0.0; sqrDist = f;}
325        else                  {s = -d/a; sqrDist = d*s + f;}
326      }
327    }
328    else
329   //
330   // We are in region 1.
331   //
332    {
333      G4double numer = c + e - b - d;
334      if (numer <= 0.0)
335      {
336        s       = 0.0;
337        t       = 1.0;
338        sqrDist = c + 2.0*e + f;
339      }
340      else
341      {
342        G4double denom = a - 2.0*b + c;
343        if (numer >= denom) {s = 1.0; t = 0.0; sqrDist = a + 2.0*d + f;}
344        else
345        {
346          s       = numer/denom;
347          t       = 1.0 - s;
348          sqrDist = s*(a*s + b*t + 2.0*d) + t*(b*s + c*t + 2.0*e) + f;
349        }
350      }
351    }
352  }
353//
354//
355// Do a check for rounding errors in the distance-squared.  It appears that
356// the conventional methods for calculating sqrDist breaks down when very near
357// to or at the surface (as required by transport).  We'll therefore also use
358// the magnitude-squared of the vector displacement.  (Note that I've also
359// tried to get around this problem by using the existing equations for
360//
361//    sqrDist = function(a,b,c,d,s,t)
362//
363// and use a more accurate addition process which minimises errors and
364// breakdown of cummutitivity [where (A+B)+C != A+(B+C)] but this still
365// doesn't work.
366// Calculation from u = D + s*E[0] + t*E[1] is less efficient, but appears
367// more robust.
368//
369  if (sqrDist < 0.0) { sqrDist = 0.0; }
370  G4ThreeVector u = D + s*E[0] + t*E[1];
371  G4double u2     = u.mag2();
372//
373//
374// The following (part of the roundoff error check) is from Oliver Merle's
375// updates.
376//
377  if ( sqrDist > u2 ) sqrDist = u2;
378
379  return u;
380}
381
382///////////////////////////////////////////////////////////////////////////////
383//
384// Distance (G4ThreeVector, G4double)
385//
386// Determines the closest distance between point p and the facet.  This makes
387// use of G4ThreeVector G4TriangularFacet::Distance, which stores the
388// square of the distance in variable sqrDist.  If approximate methods show
389// the distance is to be greater than minDist, then forget about further
390// computation and return a very large number.
391//
392G4double G4TriangularFacet::Distance (const G4ThreeVector &p,
393  const G4double minDist)
394{
395//
396//
397// Start with quicky test to determine if the surface of the sphere enclosing
398// the triangle is any closer to p than minDist.  If not, then don't bother
399// about more accurate test.
400//
401  G4double dist = kInfinity;
402  if ((p-circumcentre).mag()-radius < minDist)
403  {
404//
405//
406// It's possible that the triangle is closer than minDist, so do more accurate
407// assessment.
408//
409    dist = Distance(p).mag();
410//    dist = std::sqrt(sqrDist);
411  }
412
413  return dist;
414}
415
416///////////////////////////////////////////////////////////////////////////////
417//
418// Distance (G4ThreeVector, G4double, G4double)
419//
420// Determine the distance to point p.  kInfinity is returned if either:
421// (1) outgoing is TRUE and the dot product of the normal vector to the facet
422//     and the displacement vector from p to the triangle is negative.
423// (2) outgoing is FALSE and the dot product of the normal vector to the facet
424//     and the displacement vector from p to the triangle is positive.
425// If approximate methods show the distance is to be greater than minDist, then
426// forget about further computation and return a very large number.
427//
428// This method has been heavily modified thanks to the valuable comments and
429// corrections of Rickard Holmberg.
430//
431G4double G4TriangularFacet::Distance (const G4ThreeVector &p,
432  const G4double minDist, const G4bool outgoing)
433{
434//
435//
436// Start with quicky test to determine if the surface of the sphere enclosing
437// the triangle is any closer to p than minDist.  If not, then don't bother
438// about more accurate test.
439//
440  G4double dist = kInfinity;
441  if ((p-circumcentre).mag()-radius < minDist)
442  {
443//
444//
445// It's possible that the triangle is closer than minDist, so do more accurate
446// assessment.
447//
448    G4ThreeVector v  = Distance(p);
449    G4double dist1   = std::sqrt(sqrDist);
450    G4double dir     = v.dot(surfaceNormal);
451    G4bool wrongSide = (dir > 0.0 && !outgoing) || (dir < 0.0 && outgoing);
452    if (dist1 <= kCarTolerance*0.5)
453    {
454//
455//
456// Point p is very close to triangle.  Check if it's on the wrong side, in
457// which case return distance of 0.0 otherwise .
458//
459      if (wrongSide) dist = 0.0;
460      else           dist = dist1;
461    }
462    else if (!wrongSide) dist = dist1;
463  }
464
465  return dist;
466}
467
468///////////////////////////////////////////////////////////////////////////////
469//
470// Extent
471//
472// Calculates the furthest the triangle extends in a particular direction
473// defined by the vector axis.
474//
475G4double G4TriangularFacet::Extent (const G4ThreeVector axis)
476{
477  G4double s  = P0.dot(axis);
478  G4double sp = P[0].dot(axis);
479  if (sp > s) s = sp;
480  sp = P[1].dot(axis);
481  if (sp > s) s = sp;
482
483  return s;
484}
485
486///////////////////////////////////////////////////////////////////////////////
487//
488// Intersect
489//
490// Member function to find the next intersection when going from p in the
491// direction of v.  If:
492// (1) "outgoing" is TRUE, only consider the face if we are going out through
493//     the face.
494// (2) "outgoing" is FALSE, only consider the face if we are going in through
495//     the face.
496// Member functions returns TRUE if there is an intersection, FALSE otherwise.
497// Sets the distance (distance along w), distFromSurface (orthogonal distance)
498// and normal.
499//
500// Also considers intersections that happen with negative distance for small
501// distances of distFromSurface = 0.5*kCarTolerance in the wrong direction.
502// This is to detect kSurface without doing a full Inside(p) in
503// G4TessellatedSolid::Distance(p,v) calculation.
504//
505// This member function is thanks the valuable work of Rickard Holmberg.  PT.
506// However, "gotos" are the Work of the Devil have been exorcised with
507// extreme prejudice!!
508//
509// IMPORTANT NOTE:  These calculations are predicated on v being a unit
510// vector.  If G4TessellatedSolid or other classes call this member function
511// with |v| != 1 then there will be errors.
512//
513G4bool G4TriangularFacet::Intersect (const G4ThreeVector &p,
514                   const G4ThreeVector &v, G4bool outgoing, G4double &distance,
515                         G4double &distFromSurface, G4ThreeVector &normal)
516{
517//
518//
519// Check whether the direction of the facet is consistent with the vector v
520// and the need to be outgoing or ingoing.  If inconsistent, disregard and
521// return false.
522//
523  G4double w = v.dot(surfaceNormal);
524  if ((outgoing && (w <-dirTolerance)) || (!outgoing && (w > dirTolerance)))
525  {
526    distance        = kInfinity;
527    distFromSurface = kInfinity;
528    normal          = G4ThreeVector(0.0,0.0,0.0);
529    return false;
530  }
531//
532//
533// Calculate the orthogonal distance from p to the surface containing the
534// triangle.  Then determine if we're on the right or wrong side of the
535// surface (at a distance greater than kCarTolerance) to be consistent with
536// "outgoing".
537//
538  G4ThreeVector D  = P0 - p;
539  distFromSurface  = D.dot(surfaceNormal);
540  G4bool wrongSide = (outgoing && (distFromSurface < -0.5*kCarTolerance)) ||
541                    (!outgoing && (distFromSurface >  0.5*kCarTolerance));
542  if (wrongSide)
543  {
544    distance        = kInfinity;
545    distFromSurface = kInfinity;
546    normal          = G4ThreeVector(0.0,0.0,0.0);
547    return false;
548  }
549
550  wrongSide = (outgoing && (distFromSurface < 0.0)) ||
551             (!outgoing && (distFromSurface > 0.0));
552  if (wrongSide)
553  {
554//
555//
556// We're slightly on the wrong side of the surface.  Check if we're close
557// enough using a precise distance calculation.
558//
559    G4ThreeVector u = Distance(p);
560    if (std::sqrt(sqrDist) <= 0.5*kCarTolerance)
561    {
562//
563//
564// We're very close.  Therefore return a small negative number to pretend
565// we intersect.
566//
567//      distance = -0.5*kCarTolerance;
568      distance = 0.0;
569      normal   = surfaceNormal;
570      return true;
571    }
572    else
573    {
574//
575//
576// We're close to the surface containing the triangle, but sufficiently
577// far from the triangle, and on the wrong side compared to the directions
578// of the surface normal and v.  There is no intersection.
579//
580      distance        = kInfinity;
581      distFromSurface = kInfinity;
582      normal          = G4ThreeVector(0.0,0.0,0.0);
583      return false;
584    }
585  }
586  if (w < dirTolerance && w > -dirTolerance)
587  {
588//
589//
590// The ray is within the plane of the triangle.  Project the problem into 2D
591// in the plane of the triangle.  First try to create orthogonal unit vectors
592// mu and nu, where mu is E[0]/|E[0]|.  This is kinda like
593// the original algorithm due to Rickard Holmberg, but with better mathematical
594// justification than the original method ... however, beware Rickard's was less
595// time-consuming.
596//
597// Note that vprime is not a unit vector.  We need to keep it unnormalised
598// since the values of distance along vprime (s0 and s1) for intersection with
599// the triangle will be used to determine if we cut the plane at the same
600// time.
601//
602    G4ThreeVector mu = E[0].unit();
603    G4ThreeVector nu = surfaceNormal.cross(mu);
604    G4TwoVector pprime(p.dot(mu),p.dot(nu));
605    G4TwoVector vprime(v.dot(mu),v.dot(nu));
606    G4TwoVector P0prime(P0.dot(mu),P0.dot(nu));
607    G4TwoVector E0prime(E[0].mag(),0.0);
608    G4TwoVector E1prime(E[1].dot(mu),E[1].dot(nu));
609
610    G4TwoVector loc[2];
611    if ( tGeomAlg->IntersectLineAndTriangle2D(pprime,vprime,P0prime,
612                                              E0prime,E1prime,loc) )
613    {
614//
615//
616// There is an intersection between the line and triangle in 2D.  Now check
617// which part of the line intersects with the plane containing the triangle
618// in 3D.
619//
620      G4double vprimemag = vprime.mag();
621      G4double s0        = (loc[0] - pprime).mag()/vprimemag;
622      G4double s1        = (loc[1] - pprime).mag()/vprimemag;
623      G4double normDist0 = surfaceNormal.dot(s0*v) - distFromSurface;
624      G4double normDist1 = surfaceNormal.dot(s1*v) - distFromSurface;
625
626      if ((normDist0 < 0.0 && normDist1 < 0.0) ||
627          (normDist0 > 0.0 && normDist1 > 0.0))
628      {
629        distance        = kInfinity;
630        distFromSurface = kInfinity;
631        normal          = G4ThreeVector(0.0,0.0,0.0);
632        return false;
633      }
634      else
635      {
636        G4double dnormDist = normDist1-normDist0;
637        if (std::abs(dnormDist) < DBL_EPSILON)
638        {
639          distance = s0;
640          normal   = surfaceNormal;
641          if (!outgoing) distFromSurface = -distFromSurface;
642          return true;
643        }
644        else
645        {
646          distance = s0 - normDist0*(s1-s0)/dnormDist;
647          normal   = surfaceNormal;
648          if (!outgoing) distFromSurface = -distFromSurface;
649          return true;
650        }
651      }
652
653//      G4ThreeVector dloc   = loc1 - loc0;
654//      G4ThreeVector dlocXv = dloc.cross(v);
655//      G4double dlocXvmag   = dlocXv.mag();
656//      if (dloc.mag() <= 0.5*kCarTolerance || dlocXvmag <= DBL_EPSILON)
657//      {
658//        distance = loc0.mag();
659//        normal = surfaceNormal;
660//        if (!outgoing) distFromSurface = -distFromSurface;
661//        return true;
662//      }
663
664//      G4ThreeVector loc0Xv   = loc0.cross(v);
665//      G4ThreeVector loc1Xv   = loc1.cross(v);
666//      G4double sameDir       = -loc0Xv.dot(loc1Xv);
667//      if (sameDir < 0.0)
668//      {
669//        distance        = kInfinity;
670//        distFromSurface = kInfinity;
671//        normal          = G4ThreeVector(0.0,0.0,0.0);
672//        return false;
673//      }
674//      else
675//      {
676//        distance = loc0.mag() + loc0Xv.mag() * dloc.mag()/dlocXvmag;
677//        normal   = surfaceNormal;
678//        if (!outgoing) distFromSurface = -distFromSurface;
679//        return true;
680//      }
681    }
682    else
683    {
684      distance        = kInfinity;
685      distFromSurface = kInfinity;
686      normal          = G4ThreeVector(0.0,0.0,0.0);
687      return false;
688    }
689  }
690//
691//
692// Use conventional algorithm to determine the whether there is an
693// intersection.  This involves determining the point of intersection of the
694// line with the plane containing the triangle, and then calculating if the
695// point is within the triangle.
696//
697  distance         = distFromSurface / w;
698  G4ThreeVector pp = p + v*distance;
699  G4ThreeVector DD = P0 - pp;
700  G4double d       = E[0].dot(DD);
701  G4double e       = E[1].dot(DD);
702  G4double s       = b*e - c*d;
703  G4double t       = b*d - a*e;
704
705  if (s < 0.0 || t < 0.0 || s+t > det)
706  {
707//
708//
709// The intersection is outside of the triangle.
710//
711    distance        = kInfinity;
712    distFromSurface = kInfinity;
713    normal          = G4ThreeVector(0.0,0.0,0.0);
714    return false;
715  }
716  else
717  {
718//
719//
720// There is an intersection.  Now we only need to set the surface normal.
721//
722     normal = surfaceNormal;
723     if (!outgoing) distFromSurface = -distFromSurface;
724     return true;
725  }
726}
727
728////////////////////////////////////////////////////////////////////////
729//
730// GetPointOnFace
731//
732// Auxiliary method for get a random point on surface
733
734G4ThreeVector G4TriangularFacet::GetPointOnFace() const
735{
736  G4double alpha = CLHEP::RandFlat::shoot(0.,1.);
737  G4double beta = CLHEP::RandFlat::shoot(0.,1);
738  G4double lambda1=alpha*beta;
739  G4double lambda0=alpha-lambda1;
740 
741  return (P0 + lambda0*E[0] + lambda1*E[1]);
742}
743
744////////////////////////////////////////////////////////////////////////
745//
746// GetArea
747//
748// Auxiliary method for returning the surface area
749
750G4double G4TriangularFacet::GetArea()
751{
752  return area;
753}
754////////////////////////////////////////////////////////////////////////
755//
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