G4Parabola.icc

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00026 //
00027 // $Id$
00028 //
00029 // --------------------------------------------------------------------
00030 // GEANT 4 inline definitions file
00031 //
00032 // G4Parabola.icc
00033 //
00034 // Implementation of inline methods of G4Parabola
00035 // --------------------------------------------------------------------
00036 
00037 inline
00038 void G4Parabola::Init(const G4Axis2Placement3D& position0,
00039                       G4double focalDist0)
00040 {
00041   position= position0;
00042   focalDist= focalDist0;
00043 
00044   // focus
00045   F= position.GetLocation()+focalDist*position.GetPX();
00046   // line
00047   L0= position.GetLocation()-focalDist*position.GetPX();
00048   //l= position.GetPY();
00049 }
00050 
00051 inline
00052 G4double G4Parabola::GetFocalDist() const
00053 {
00054   return focalDist;
00055 }
00056 
00058 
00059 inline
00060 G4double G4Parabola::GetPMax() const
00061 {
00062   return -1;
00063 }
00064 
00065 inline
00066 G4Point3D G4Parabola::GetPoint(G4double param) const
00067 {
00068   return G4Point3D( position.GetLocation()
00069                     + focalDist* (param*param*position.GetPX()
00070                     + 2*param*position.GetPY()) );
00071 }
00072 
00073 inline
00074 G4double G4Parabola::GetPPoint(const G4Point3D& pt) const
00075 {
00076   G4Point3D ptLocal= position.GetToPlacementCoordinates()*pt;
00077   return ptLocal.y()/(2*focalDist);
00078 }
00079 
00081 
00082 /*
00083 #include "G4CurveRayIntersection.hh"
00084 
00085 inline
00086 void G4Parabola::IntersectRay2D(const G4Ray& ray,
00087                                 G4CurveRayIntersection& is)
00088 {
00089   is.Init(*this, ray);
00090 
00091   const G4Point3D& S= ray.GetStart();
00092   const G4Vector3D& d= ray.GetDir();
00093 
00094   const G4Vector3D& l= position.GetPY();
00095 
00096   // a == 1
00097   G4Vector3D SMinusF= S-F;
00098   G4double bHalf= SMinusF*d - (d.x()*l.y()-d.y()*l.x());
00099   G4double c= SMinusF.mag2() + ( (S.x()-L0.x())*l.y() - (S.y()-L0.y())*l.x() );
00100 
00101   G4double discr= bHalf*bHalf-c;
00102   if (discr >= 0) {
00103 
00104     // 2 intersections (maybe 1, but this case is rare)
00105     G4double sqrtdiscr= std::sqrt(discr);
00106     // find the smallest positive i
00107     G4double i= -bHalf-sqrtdiscr;
00108     if (i<kCarTolerance) {
00109       i= -bHalf+sqrtdiscr;
00110       if (i<kCarTolerance) {
00111         return;
00112       }
00113     }
00114     G4CurveRayIntersection isTmp(*this, ray);
00115     isTmp.ResetDistance(i);
00116     is.Update(isTmp);
00117 
00118   }
00119 }
00120 */
00121 
00122 inline
00123 G4int G4Parabola::IntersectRay2D(const G4Ray& ray)
00124 {
00125   // NOT VERIFIED
00126 
00127   const G4Point3D&  S= ray.GetStart();
00128   const G4Vector3D& d= ray.GetDir();
00129   const G4Vector3D& l= position.GetPY();
00130 
00131   // a == 1
00132   G4Vector3D SMinusF= G4Vector3D( S-F );
00133   G4double bHalf= SMinusF*d - (d.x()*l.y()-d.y()*l.x());
00134   G4double c= SMinusF.mag2() + ( (S.x()-L0.x())*l.y() - (S.y()-L0.y())*l.x() );
00135 
00136   G4int nbinter = 0;
00137 
00138   G4double discr= bHalf*bHalf-c;
00139   if (discr >= 0) 
00140   {
00141     // 2 intersections (maybe 1, but this case is rare)
00142     G4double sqrtdiscr= std::sqrt(discr);
00143     
00144     G4double i= -bHalf-sqrtdiscr;
00145     if (i>kCarTolerance) 
00146       nbinter++;  
00147      
00148     i= -bHalf+sqrtdiscr;
00149     if (i>kCarTolerance) 
00150       nbinter++;        
00151   }
00152 
00153   return nbinter++; 
00154 }

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