source: trunk/source/geometry/solids/specific/src/G4TriangularFacet.cc @ 1202

Last change on this file since 1202 was 1058, checked in by garnier, 15 years ago

file release beta

File size: 22.1 KB
Line 
1//
2// ********************************************************************
3// * License and Disclaimer                                           *
4// *                                                                  *
5// * The  Geant4 software  is  copyright of the Copyright Holders  of *
6// * the Geant4 Collaboration.  It is provided  under  the terms  and *
7// * conditions of the Geant4 Software License,  included in the file *
8// * LICENSE and available at  http://cern.ch/geant4/license .  These *
9// * include a list of copyright holders.                             *
10// *                                                                  *
11// * Neither the authors of this software system, nor their employing *
12// * institutes,nor the agencies providing financial support for this *
13// * work  make  any representation or  warranty, express or implied, *
14// * regarding  this  software system or assume any liability for its *
15// * use.  Please see the license in the file  LICENSE  and URL above *
16// * for the full disclaimer and the limitation of liability.         *
17// *                                                                  *
18// * This  code  implementation is the result of  the  scientific and *
19// * technical work of the GEANT4 collaboration and of QinetiQ Ltd,   *
20// * subject to DEFCON 705 IPR conditions.                            *
21// * By using,  copying,  modifying or  distributing the software (or *
22// * any work based  on the software)  you  agree  to acknowledge its *
23// * use  in  resulting  scientific  publications,  and indicate your *
24// * acceptance of all terms of the Geant4 Software license.          *
25// ********************************************************************
26//
27// $Id: G4TriangularFacet.cc,v 1.12 2008/11/13 08:25:07 gcosmo Exp $
28// GEANT4 tag $Name: geant4-09-02-ref-02 $
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// %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
59
60#include "G4TriangularFacet.hh"
61#include "G4TwoVector.hh"
62#include "globals.hh"
63#include "Randomize.hh"
64
65///////////////////////////////////////////////////////////////////////////////
66//
67// Definition of triangular facet using absolute vectors to vertices.
68// From this for first vector is retained to define the facet location and
69// two relative vectors (E0 and E1) define the sides and orientation of
70// the outward surface normal.
71//
72G4TriangularFacet::G4TriangularFacet (const G4ThreeVector Pt0,
73             const G4ThreeVector vt1, const G4ThreeVector vt2,
74                   G4FacetVertexType vertexType)
75  : G4VFacet()
76{
77  tGeomAlg  = G4TessellatedGeometryAlgorithms::GetInstance();
78  P0        = Pt0;
79  nVertices = 3;
80  if (vertexType == ABSOLUTE)
81  {
82    P.push_back(vt1);
83    P.push_back(vt2);
84 
85    E.push_back(vt1 - P0);
86    E.push_back(vt2 - P0);
87  }
88  else
89  {
90    P.push_back(P0 + vt1);
91    P.push_back(P0 + vt2);
92 
93    E.push_back(vt1);
94    E.push_back(vt2);
95  }
96
97  G4double Emag1 = E[0].mag();
98  G4double Emag2 = E[1].mag();
99  G4double Emag3 = (E[1]-E[0]).mag();
100 
101  if (Emag1 <= kCarTolerance || Emag2 <= kCarTolerance ||
102      Emag3 <= kCarTolerance)
103  {
104    G4Exception("G4TriangularFacet::G4TriangularFacet()", "InvalidSetup",
105                JustWarning, "Length of sides of facet are too small.");
106    G4cerr << G4endl;
107    G4cerr << "P0 = " << P0   << G4endl;
108    G4cerr << "P1 = " << P[0] << G4endl;
109    G4cerr << "P2 = " << P[1] << G4endl;
110    G4cerr << "Side lengths = P0->P1" << Emag1 << G4endl;   
111    G4cerr << "Side lengths = P0->P2" << Emag2 << G4endl;   
112    G4cerr << "Side lengths = P1->P2" << Emag3 << G4endl;   
113    G4cerr << G4endl;
114   
115    isDefined     = false;
116    geometryType  = "G4TriangularFacet";
117    surfaceNormal = G4ThreeVector(0.0,0.0,0.0);
118    a   = 0.0;
119    b   = 0.0;
120    c   = 0.0;
121    det = 0.0;
122  }
123  else
124  {
125    isDefined     = true;
126    geometryType  = "G4TriangularFacet";
127    surfaceNormal = E[0].cross(E[1]).unit();
128    a   = E[0].mag2();
129    b   = E[0].dot(E[1]);
130    c   = E[1].mag2();
131    det = std::abs(a*c - b*b);
132   
133    sMin = -0.5*kCarTolerance/std::sqrt(a);
134    sMax = 1.0 - sMin;
135    tMin = -0.5*kCarTolerance/std::sqrt(c);
136   
137    area = 0.5 * (E[0].cross(E[1])).mag();
138
139//    G4ThreeVector vtmp = 0.25 * (E[0] + E[1]);
140    G4double lambda0 = (a-b) * c / (8.0*area*area);
141    G4double lambda1 = (c-b) * a / (8.0*area*area);
142    circumcentre     = P0 + lambda0*E[0] + lambda1*E[1];
143    radiusSqr        = (circumcentre-P0).mag2();
144    radius           = std::sqrt(radiusSqr);
145 
146    for (size_t i=0; i<3; i++) { I.push_back(0); }
147  }
148}
149
150///////////////////////////////////////////////////////////////////////////////
151//
152// ~G4TriangularFacet
153//
154// A pretty boring destructor indeed!
155//
156G4TriangularFacet::~G4TriangularFacet ()
157{
158  P.clear();
159  E.clear();
160  I.clear();
161}
162
163///////////////////////////////////////////////////////////////////////////////
164//
165// GetClone
166//
167// Simple member function to generate a diplicate of the triangular facet.
168//
169G4VFacet *G4TriangularFacet::GetClone ()
170{
171  G4TriangularFacet *fc = new G4TriangularFacet (P0, P[0], P[1], ABSOLUTE);
172  G4VFacet *cc         = 0;
173  cc                   = fc;
174  return cc;
175}
176
177///////////////////////////////////////////////////////////////////////////////
178//
179// GetFlippedFacet
180//
181// Member function to generate an identical facet, but with the normal vector
182// pointing at 180 degrees.
183//
184G4TriangularFacet *G4TriangularFacet::GetFlippedFacet ()
185{
186  G4TriangularFacet *flipped = new G4TriangularFacet (P0, P[1], P[0], ABSOLUTE);
187  return flipped;
188}
189
190///////////////////////////////////////////////////////////////////////////////
191//
192// Distance (G4ThreeVector)
193//
194// Determines the vector between p and the closest point on the facet to p.
195// This is based on the algorithm published in "Geometric Tools for Computer
196// Graphics," Philip J Scheider and David H Eberly, Elsevier Science (USA),
197// 2003.  at the time of writing, the algorithm is also available in a
198// technical note "Distance between point and triangle in 3D," by David Eberly
199// at http://www.geometrictools.com/Documentation/DistancePoint3Triangle3.pdf
200//
201// The by-product is the square-distance sqrDist, which is retained
202// in case needed by the other "Distance" member functions.
203//
204G4ThreeVector G4TriangularFacet::Distance (const G4ThreeVector &p)
205{
206  G4ThreeVector D  = P0 - p;
207  G4double d       = E[0].dot(D);
208  G4double e       = E[1].dot(D);
209  G4double f       = D.mag2();
210  G4double s       = b*e - c*d;
211  G4double t       = b*d - a*e;
212
213  sqrDist          = 0.0;
214
215  if (s+t <= det)
216  {
217    if (s < 0.0)
218    {
219      if (t < 0.0)
220      {
221  //
222  // We are in region 4.
223  //
224        if (d < 0.0)
225        {
226          t = 0.0;
227          if (-d >= a) {s = 1.0; sqrDist = a + 2.0*d + f;}
228          else         {s = -d/a; sqrDist = d*s + f;}
229        }
230        else
231        {
232          s = 0.0;
233          if       (e >= 0.0) {t = 0.0; sqrDist = f;}
234          else if (-e >= c)   {t = 1.0; sqrDist = c + 2.0*e + f;}
235          else                {t = -e/c; sqrDist = e*t + f;}
236        }
237      }
238      else
239      {
240   //
241   // We are in region 3.
242   //
243        s = 0.0;
244        if      (e >= 0.0) {t = 0.0; sqrDist = f;}
245        else if (-e >= c)  {t = 1.0; sqrDist = c + 2.0*e + f;}
246        else               {t = -e/c; sqrDist = e*t + f;}
247      }
248    }
249    else if (t < 0.0)
250    {
251   //
252   // We are in region 5.
253   //
254      t = 0.0;
255      if      (d >= 0.0) {s = 0.0; sqrDist = f;}
256      else if (-d >= a)  {s = 1.0; sqrDist = a + 2.0*d + f;}
257      else               {s = -d/a; sqrDist = d*s + f;}
258    }
259    else
260    {
261   //
262   // We are in region 0.
263   //
264      s       = s / det;
265      t       = t / det;
266      sqrDist = s*(a*s + b*t + 2.0*d) + t*(b*s + c*t + 2.0*e) + f;
267    }
268  }
269  else
270  {
271    if (s < 0.0)
272    {
273   //
274   // We are in region 2.
275   //
276      G4double tmp0 = b + d;
277      G4double tmp1 = c + e;
278      if (tmp1 > tmp0)
279      {
280        G4double numer = tmp1 - tmp0;
281        G4double denom = a - 2.0*b + c;
282        if (numer >= denom) {s = 1.0; t = 0.0; sqrDist = a + 2.0*d + f;}
283        else
284        {
285          s       = numer/denom;
286          t       = 1.0 - s;
287          sqrDist = s*(a*s + b*t +2.0*d) + t*(b*s + c*t + 2.0*e) + f;
288        }
289      }
290      else
291      {
292        s = 0.0;
293        if      (tmp1 <= 0.0) {t = 1.0; sqrDist = c + 2.0*e + f;}
294        else if (e >= 0.0)    {t = 0.0; sqrDist = f;}
295        else                  {t = -e/c; sqrDist = e*t + f;}
296      }
297    }
298    else if (t < 0.0)
299    {
300   //
301   // We are in region 6.
302   //
303      G4double tmp0 = b + e;
304      G4double tmp1 = a + d;
305      if (tmp1 > tmp0)
306      {
307        G4double numer = tmp1 - tmp0;
308        G4double denom = a - 2.0*b + c;
309        if (numer >= denom) {t = 1.0; s = 0.0; sqrDist = c + 2.0*e + f;}
310        else
311        {
312          t       = numer/denom;
313          s       = 1.0 - t;
314          sqrDist = s*(a*s + b*t +2.0*d) + t*(b*s + c*t + 2.0*e) + f;
315        }
316      }
317      else
318      {
319        t = 0.0;
320        if      (tmp1 <= 0.0) {s = 1.0; sqrDist = a + 2.0*d + f;}
321        else if (d >= 0.0)    {s = 0.0; sqrDist = f;}
322        else                  {s = -d/a; sqrDist = d*s + f;}
323      }
324    }
325    else
326   //
327   // We are in region 1.
328   //
329    {
330      G4double numer = c + e - b - d;
331      if (numer <= 0.0)
332      {
333        s       = 0.0;
334        t       = 1.0;
335        sqrDist = c + 2.0*e + f;
336      }
337      else
338      {
339        G4double denom = a - 2.0*b + c;
340        if (numer >= denom) {s = 1.0; t = 0.0; sqrDist = a + 2.0*d + f;}
341        else
342        {
343          s       = numer/denom;
344          t       = 1.0 - s;
345          sqrDist = s*(a*s + b*t + 2.0*d) + t*(b*s + c*t + 2.0*e) + f;
346        }
347      }
348    }
349  }
350//
351//
352// Do a heck for rounding errors in the distance-squared.
353//
354  if (sqrDist < 0.0) { sqrDist = 0.0; }
355
356  return D + s*E[0] + t*E[1];
357}
358
359///////////////////////////////////////////////////////////////////////////////
360//
361// Distance (G4ThreeVector, G4double)
362//
363// Determines the closest distance between point p and the facet.  This makes
364// use of G4ThreeVector G4TriangularFacet::Distance, which stores the
365// square of the distance in variable sqrDist.  If approximate methods show
366// the distance is to be greater than minDist, then forget about further
367// computation and return a very large number.
368//
369G4double G4TriangularFacet::Distance (const G4ThreeVector &p,
370  const G4double minDist)
371{
372//
373//
374// Start with quicky test to determine if the surface of the sphere enclosing
375// the triangle is any closer to p than minDist.  If not, then don't bother
376// about more accurate test.
377//
378  G4double dist = kInfinity;
379  if ((p-circumcentre).mag()-radius < minDist)
380  {
381//
382//
383// It's possible that the triangle is closer than minDist, so do more accurate
384// assessment.
385//
386    dist = Distance(p).mag();
387//    dist = std::sqrt(sqrDist);
388  }
389
390  return dist;
391}
392
393///////////////////////////////////////////////////////////////////////////////
394//
395// Distance (G4ThreeVector, G4double, G4double)
396//
397// Determine the distance to point p.  kInfinity is returned if either:
398// (1) outgoing is TRUE and the dot product of the normal vector to the facet
399//     and the displacement vector from p to the triangle is negative.
400// (2) outgoing is FALSE and the dot product of the normal vector to the facet
401//     and the displacement vector from p to the triangle is positive.
402// If approximate methods show the distance is to be greater than minDist, then
403// forget about further computation and return a very large number.
404//
405// This method has been heavily modified thanks to the valuable comments and
406// corrections of Rickard Holmberg.
407//
408G4double G4TriangularFacet::Distance (const G4ThreeVector &p,
409  const G4double minDist, const G4bool outgoing)
410{
411//
412//
413// Start with quicky test to determine if the surface of the sphere enclosing
414// the triangle is any closer to p than minDist.  If not, then don't bother
415// about more accurate test.
416//
417  G4double dist = kInfinity;
418  if ((p-circumcentre).mag()-radius < minDist)
419  {
420//
421//
422// It's possible that the triangle is closer than minDist, so do more accurate
423// assessment.
424//
425    G4ThreeVector v  = Distance(p);
426    G4double dist1   = std::sqrt(sqrDist);
427    G4double dir     = v.dot(surfaceNormal);
428    G4bool wrongSide = (dir > 0.0 && !outgoing) || (dir < 0.0 && outgoing);
429    if (dist1 <= kCarTolerance*0.5)
430    {
431//
432//
433// Point p is very close to triangle.  Check if it's on the wrong side, in
434// which case return distance of 0.0 otherwise .
435//
436      if (wrongSide) dist = 0.0;
437      else           dist = dist1;
438    }
439    else if (!wrongSide) dist = dist1;
440  }
441
442  return dist;
443}
444
445///////////////////////////////////////////////////////////////////////////////
446//
447// Extent
448//
449// Calculates the furthest the triangle extends in a particular direction
450// defined by the vector axis.
451//
452G4double G4TriangularFacet::Extent (const G4ThreeVector axis)
453{
454  G4double s  = P0.dot(axis);
455  G4double sp = P[0].dot(axis);
456  if (sp > s) s = sp;
457  sp = P[1].dot(axis);
458  if (sp > s) s = sp;
459
460  return s;
461}
462
463///////////////////////////////////////////////////////////////////////////////
464//
465// Intersect
466//
467// Member function to find the next intersection when going from p in the
468// direction of v.  If:
469// (1) "outgoing" is TRUE, only consider the face if we are going out through
470//     the face.
471// (2) "outgoing" is FALSE, only consider the face if we are going in through
472//     the face.
473// Member functions returns TRUE if there is an intersection, FALSE otherwise.
474// Sets the distance (distance along w), distFromSurface (orthogonal distance)
475// and normal.
476//
477// Also considers intersections that happen with negative distance for small
478// distances of distFromSurface = 0.5*kCarTolerance in the wrong direction.
479// This is to detect kSurface without doing a full Inside(p) in
480// G4TessellatedSolid::Distance(p,v) calculation.
481//
482// This member function is thanks the valuable work of Rickard Holmberg.  PT.
483// However, "gotos" are the Work of the Devil have been exorcised with
484// extreme prejudice!!
485//
486// IMPORTANT NOTE:  These calculations are predicated on v being a unit
487// vector.  If G4TessellatedSolid or other classes call this member function
488// with |v| != 1 then there will be errors.
489//
490G4bool G4TriangularFacet::Intersect (const G4ThreeVector &p,
491                   const G4ThreeVector &v, G4bool outgoing, G4double &distance,
492                         G4double &distFromSurface, G4ThreeVector &normal)
493{
494//
495//
496// Check whether the direction of the facet is consistent with the vector v
497// and the need to be outgoing or ingoing.  If inconsistent, disregard and
498// return false.
499//
500  G4double w = v.dot(surfaceNormal);
501  if ((outgoing && (w <-dirTolerance)) || (!outgoing && (w > dirTolerance)))
502  {
503    distance        = kInfinity;
504    distFromSurface = kInfinity;
505    normal          = G4ThreeVector(0.0,0.0,0.0);
506    return false;
507  }
508//
509//
510// Calculate the orthogonal distance from p to the surface containing the
511// triangle.  Then determine if we're on the right or wrong side of the
512// surface (at a distance greater than kCarTolerance) to be consistent with
513// "outgoing".
514//
515  G4ThreeVector D  = P0 - p;
516  distFromSurface  = D.dot(surfaceNormal);
517  G4bool wrongSide = (outgoing && (distFromSurface < -0.5*kCarTolerance)) ||
518                    (!outgoing && (distFromSurface >  0.5*kCarTolerance));
519  if (wrongSide)
520  {
521    distance        = kInfinity;
522    distFromSurface = kInfinity;
523    normal          = G4ThreeVector(0.0,0.0,0.0);
524    return false;
525  }
526
527  wrongSide = (outgoing && (distFromSurface < 0.0)) ||
528             (!outgoing && (distFromSurface > 0.0));
529  if (wrongSide)
530  {
531//
532//
533// We're slightly on the wrong side of the surface.  Check if we're close
534// enough using a precise distance calculation.
535//
536    G4ThreeVector u = Distance(p);
537    if (std::sqrt(sqrDist) <= 0.5*kCarTolerance)
538    {
539//
540//
541// We're very close.  Therefore return a small negative number to pretend
542// we intersect.
543//
544      distance = -0.5*kCarTolerance;
545      normal   = surfaceNormal;
546      return true;
547    }
548    else
549    {
550//
551//
552// We're close to the surface containing the triangle, but sufficiently
553// far from the triangle, and on the wrong side compared to the directions
554// of the surface normal and v.  There is no intersection.
555//
556      distance        = kInfinity;
557      distFromSurface = kInfinity;
558      normal          = G4ThreeVector(0.0,0.0,0.0);
559      return false;
560    }
561  }
562  if (w < dirTolerance && w > -dirTolerance)
563  {
564//
565//
566// The ray is within the plane of the triangle.  Project the problem into 2D
567// in the plane of the triangle.  First try to create orthogonal unit vectors
568// mu and nu, where mu is E[0]/|E[0]|.  This is kinda like
569// the original algorithm due to Rickard Holmberg, but with better mathematical
570// justification than the original method ... however, beware Rickard's was less
571// time-consuming.
572//
573// Note that vprime is not a unit vector.  We need to keep it unnormalised
574// since the values of distance along vprime (s0 and s1) for intersection with
575// the triangle will be used to determine if we cut the plane at the same
576// time.
577//
578    G4ThreeVector mu = E[0].unit();
579    G4ThreeVector nu = surfaceNormal.cross(mu);
580    G4TwoVector pprime(p.dot(mu),p.dot(nu));
581    G4TwoVector vprime(v.dot(mu),v.dot(nu));
582    G4TwoVector P0prime(P0.dot(mu),P0.dot(nu));
583    G4TwoVector E0prime(E[0].mag(),0.0);
584    G4TwoVector E1prime(E[1].dot(mu),E[1].dot(nu));
585
586    G4TwoVector loc[2];
587    if ( tGeomAlg->IntersectLineAndTriangle2D(pprime,vprime,P0prime,
588                                              E0prime,E1prime,loc) )
589    {
590//
591//
592// There is an intersection between the line and triangle in 2D.  Now check
593// which part of the line intersects with the plane containing the triangle
594// in 3D.
595//
596      G4double vprimemag = vprime.mag();
597      G4double s0        = (loc[0] - pprime).mag()/vprimemag;
598      G4double s1        = (loc[1] - pprime).mag()/vprimemag;
599      G4double normDist0 = surfaceNormal.dot(s0*v) - distFromSurface;
600      G4double normDist1 = surfaceNormal.dot(s1*v) - distFromSurface;
601
602      if ((normDist0 < 0.0 && normDist1 < 0.0) ||
603          (normDist0 > 0.0 && normDist1 > 0.0))
604      {
605        distance        = kInfinity;
606        distFromSurface = kInfinity;
607        normal          = G4ThreeVector(0.0,0.0,0.0);
608        return false;
609      }
610      else
611      {
612        G4double dnormDist = normDist1-normDist0;
613        if (std::abs(dnormDist) < DBL_EPSILON)
614        {
615          distance = s0;
616          normal   = surfaceNormal;
617          if (!outgoing) distFromSurface = -distFromSurface;
618          return true;
619        }
620        else
621        {
622          distance = s0 - normDist0*(s1-s0)/dnormDist;
623          normal   = surfaceNormal;
624          if (!outgoing) distFromSurface = -distFromSurface;
625          return true;
626        }
627      }
628
629//      G4ThreeVector dloc   = loc1 - loc0;
630//      G4ThreeVector dlocXv = dloc.cross(v);
631//      G4double dlocXvmag   = dlocXv.mag();
632//      if (dloc.mag() <= 0.5*kCarTolerance || dlocXvmag <= DBL_EPSILON)
633//      {
634//        distance = loc0.mag();
635//        normal = surfaceNormal;
636//        if (!outgoing) distFromSurface = -distFromSurface;
637//        return true;
638//      }
639
640//      G4ThreeVector loc0Xv   = loc0.cross(v);
641//      G4ThreeVector loc1Xv   = loc1.cross(v);
642//      G4double sameDir       = -loc0Xv.dot(loc1Xv);
643//      if (sameDir < 0.0)
644//      {
645//        distance        = kInfinity;
646//        distFromSurface = kInfinity;
647//        normal          = G4ThreeVector(0.0,0.0,0.0);
648//        return false;
649//      }
650//      else
651//      {
652//        distance = loc0.mag() + loc0Xv.mag() * dloc.mag()/dlocXvmag;
653//        normal   = surfaceNormal;
654//        if (!outgoing) distFromSurface = -distFromSurface;
655//        return true;
656//      }
657    }
658    else
659    {
660      distance        = kInfinity;
661      distFromSurface = kInfinity;
662      normal          = G4ThreeVector(0.0,0.0,0.0);
663      return false;
664    }
665  }
666//
667//
668// Use conventional algorithm to determine the whether there is an
669// intersection.  This involves determining the point of intersection of the
670// line with the plane containing the triangle, and then calculating if the
671// point is within the triangle.
672//
673  distance         = distFromSurface / w;
674  G4ThreeVector pp = p + v*distance;
675  G4ThreeVector DD = P0 - pp;
676  G4double d       = E[0].dot(DD);
677  G4double e       = E[1].dot(DD);
678  G4double s       = b*e - c*d;
679  G4double t       = b*d - a*e;
680
681  if (s < 0.0 || t < 0.0 || s+t > det)
682  {
683//
684//
685// The intersection is outside of the triangle.
686//
687    distance        = kInfinity;
688    distFromSurface = kInfinity;
689    normal          = G4ThreeVector(0.0,0.0,0.0);
690    return false;
691  }
692  else
693  {
694//
695//
696// There is an intersection.  Now we only need to set the surface normal.
697//
698     normal = surfaceNormal;
699     if (!outgoing) distFromSurface = -distFromSurface;
700     return true;
701  }
702}
703
704////////////////////////////////////////////////////////////////////////
705//
706// GetPointOnFace
707//
708// Auxiliary method for get a random point on surface
709
710G4ThreeVector G4TriangularFacet::GetPointOnFace() const
711{
712  G4double alpha = CLHEP::RandFlat::shoot(0.,1.);
713  G4double beta = CLHEP::RandFlat::shoot(0.,1);
714  G4double lambda1=alpha*beta;
715  G4double lambda0=alpha-lambda1;
716 
717  return (P0 + lambda0*E[0] + lambda1*E[1]);
718}
719
720////////////////////////////////////////////////////////////////////////
721//
722// GetArea
723//
724// Auxiliary method for returning the surface area
725
726G4double G4TriangularFacet::GetArea()
727{
728  return area;
729}
Note: See TracBrowser for help on using the repository browser.