Geant4 Cross Reference

Cross-Referencing   Geant4
Geant4/geometry/management/src/G4VoxelLimits.cc

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Differences between /geometry/management/src/G4VoxelLimits.cc (Version 11.3.0) and /geometry/management/src/G4VoxelLimits.cc (Version 11.0)


  1 //                                                  1 //
  2 // *******************************************      2 // ********************************************************************
  3 // * License and Disclaimer                         3 // * License and Disclaimer                                           *
  4 // *                                                4 // *                                                                  *
  5 // * The  Geant4 software  is  copyright of th      5 // * The  Geant4 software  is  copyright of the Copyright Holders  of *
  6 // * the Geant4 Collaboration.  It is provided      6 // * the Geant4 Collaboration.  It is provided  under  the terms  and *
  7 // * conditions of the Geant4 Software License      7 // * conditions of the Geant4 Software License,  included in the file *
  8 // * LICENSE and available at  http://cern.ch/      8 // * LICENSE and available at  http://cern.ch/geant4/license .  These *
  9 // * include a list of copyright holders.           9 // * include a list of copyright holders.                             *
 10 // *                                               10 // *                                                                  *
 11 // * Neither the authors of this software syst     11 // * Neither the authors of this software system, nor their employing *
 12 // * institutes,nor the agencies providing fin     12 // * institutes,nor the agencies providing financial support for this *
 13 // * work  make  any representation or  warran     13 // * work  make  any representation or  warranty, express or implied, *
 14 // * regarding  this  software system or assum     14 // * regarding  this  software system or assume any liability for its *
 15 // * use.  Please see the license in the file      15 // * use.  Please see the license in the file  LICENSE  and URL above *
 16 // * for the full disclaimer and the limitatio     16 // * for the full disclaimer and the limitation of liability.         *
 17 // *                                               17 // *                                                                  *
 18 // * This  code  implementation is the result      18 // * This  code  implementation is the result of  the  scientific and *
 19 // * technical work of the GEANT4 collaboratio     19 // * technical work of the GEANT4 collaboration.                      *
 20 // * By using,  copying,  modifying or  distri     20 // * By using,  copying,  modifying or  distributing the software (or *
 21 // * any work based  on the software)  you  ag     21 // * any work based  on the software)  you  agree  to acknowledge its *
 22 // * use  in  resulting  scientific  publicati     22 // * use  in  resulting  scientific  publications,  and indicate your *
 23 // * acceptance of all terms of the Geant4 Sof     23 // * acceptance of all terms of the Geant4 Software license.          *
 24 // *******************************************     24 // ********************************************************************
 25 //                                                 25 //
 26 // Class G4VoxelLimits implementation              26 // Class G4VoxelLimits implementation
 27 //                                                 27 //
 28 // 13.07.95, P.Kent - Initial version              28 // 13.07.95, P.Kent - Initial version
 29 // -------------------------------------------     29 // --------------------------------------------------------------------
 30                                                    30 
 31 #include "G4VoxelLimits.hh"                        31 #include "G4VoxelLimits.hh"
 32                                                    32 
 33 #include "G4ios.hh"                                33 #include "G4ios.hh"
 34                                                    34 
 35 //////////////////////////////////////////////     35 ///////////////////////////////////////////////////////////////////////////
 36 //                                                 36 //
 37 // Further restrict limits                         37 // Further restrict limits
 38 // No checks for illegal restrictions              38 // No checks for illegal restrictions
 39 //                                                 39 //
 40 void G4VoxelLimits::AddLimit( const EAxis pAxi     40 void G4VoxelLimits::AddLimit( const EAxis pAxis, 
 41                               const G4double p     41                               const G4double pMin,
 42                               const G4double p     42                               const G4double pMax )
 43 {                                                  43 {
 44   if ( pAxis == kXAxis )                           44   if ( pAxis == kXAxis )
 45   {                                                45   {
 46     if ( pMin > fxAxisMin ) fxAxisMin = pMin ;     46     if ( pMin > fxAxisMin ) fxAxisMin = pMin ;    
 47     if ( pMax < fxAxisMax ) fxAxisMax = pMax ;     47     if ( pMax < fxAxisMax ) fxAxisMax = pMax ;    
 48   }                                                48   }
 49   else if ( pAxis == kYAxis )                      49   else if ( pAxis == kYAxis )
 50   {                                                50   {
 51     if ( pMin > fyAxisMin ) fyAxisMin = pMin ;     51     if ( pMin > fyAxisMin ) fyAxisMin = pMin ;    
 52     if ( pMax < fyAxisMax ) fyAxisMax = pMax ;     52     if ( pMax < fyAxisMax ) fyAxisMax = pMax ;
 53   }                                                53   }
 54   else                                             54   else
 55   {                                                55   { 
 56     assert( pAxis == kZAxis ) ;                    56     assert( pAxis == kZAxis ) ;
 57                                                    57 
 58     if ( pMin > fzAxisMin ) fzAxisMin = pMin ;     58     if ( pMin > fzAxisMin ) fzAxisMin = pMin ;
 59     if ( pMax < fzAxisMax ) fzAxisMax = pMax ;     59     if ( pMax < fzAxisMax ) fzAxisMax = pMax ;
 60   }                                                60   }
 61 }                                                  61 }
 62                                                    62 
 63 //////////////////////////////////////////////     63 ///////////////////////////////////////////////////////////////////////////
 64 //                                                 64 //
 65 // ClipToLimits                                    65 // ClipToLimits
 66 //                                                 66 //
 67 // Clip the line segment pStart->pEnd to the v     67 // Clip the line segment pStart->pEnd to the volume described by the
 68 // current limits. Return true if the line rem     68 // current limits. Return true if the line remains after clipping,
 69 // else false, and leave the vectors in an und     69 // else false, and leave the vectors in an undefined state.
 70 //                                                 70 //
 71 // Process:                                        71 // Process:
 72 //                                                 72 //
 73 // Use Cohen-Sutherland clipping in 3D             73 // Use Cohen-Sutherland clipping in 3D
 74 // [Fundamentals of Interactive Computer Graph     74 // [Fundamentals of Interactive Computer Graphics,Foley & Van Dam]
 75 //                                                 75 //
 76 G4bool G4VoxelLimits::ClipToLimits( G4ThreeVec     76 G4bool G4VoxelLimits::ClipToLimits( G4ThreeVector& pStart,
 77                                     G4ThreeVec     77                                     G4ThreeVector& pEnd      ) const
 78 {                                                  78 {
 79   G4int sCode, eCode ;                             79   G4int sCode, eCode ;
 80   G4bool remainsAfterClip ;                        80   G4bool remainsAfterClip ;
 81                                                    81     
 82   // Determine if line is trivially inside (bo     82   // Determine if line is trivially inside (both outcodes==0) or outside
 83   // (logical AND of outcodes !=0)                 83   // (logical AND of outcodes !=0)
 84                                                    84 
 85   sCode = OutCode(pStart) ;                        85   sCode = OutCode(pStart) ;
 86   eCode = OutCode(pEnd)   ;                        86   eCode = OutCode(pEnd)   ;
 87                                                    87 
 88   if ( (sCode & eCode) != 0 )                  <<  88   if ( sCode & eCode )
 89   {                                                89   {
 90     // Trivially outside, no intersection with     90     // Trivially outside, no intersection with region
 91                                                    91 
 92     remainsAfterClip = false;                      92     remainsAfterClip = false;
 93   }                                                93   }
 94   else if ( sCode == 0 && eCode == 0 )             94   else if ( sCode == 0 && eCode == 0 )
 95   {                                                95   {
 96     // Trivially inside, no intersections          96     // Trivially inside, no intersections
 97                                                    97 
 98     remainsAfterClip = true ;                      98     remainsAfterClip = true ;
 99   }                                                99   }
100   else                                            100   else
101   {                                               101   {
102     // Line segment *may* cut volume boundarie    102     // Line segment *may* cut volume boundaries
103     // At most, one end point is inside           103     // At most, one end point is inside
104                                                   104 
105     G4double x1, y1, z1, x2, y2, z2 ;             105     G4double x1, y1, z1, x2, y2, z2 ;
106                                                   106 
107     x1 = pStart.x() ;                             107     x1 = pStart.x() ;
108     y1 = pStart.y() ;                             108     y1 = pStart.y() ;
109     z1 = pStart.z() ;                             109     z1 = pStart.z() ;
110                                                   110 
111     x2 = pEnd.x() ;                               111     x2 = pEnd.x() ;
112     y2 = pEnd.y() ;                               112     y2 = pEnd.y() ;
113     z2 = pEnd.z() ;                               113     z2 = pEnd.z() ;
114                                                   114 
115     while ( sCode != eCode )  // Loop checking    115     while ( sCode != eCode )  // Loop checking, 06.08.2015, G.Cosmo
116     {                                             116     {
117       // Copy vectors to work variables x1-z1,    117       // Copy vectors to work variables x1-z1,x2-z2
118       // Ensure x1-z1 lies outside volume, swa    118       // Ensure x1-z1 lies outside volume, swapping vectors and outcodes
119       // if necessary                             119       // if necessary
120                                                   120 
121       if ( sCode != 0 )                        << 121       if ( sCode )
122       {                                           122       {
123         if ( (sCode & 0x01) != 0 )  // Clip ag << 123         if ( sCode & 0x01 )  // Clip against fxAxisMin
124         {                                         124         {
125           z1 += (fxAxisMin-x1)*(z2-z1)/(x2-x1)    125           z1 += (fxAxisMin-x1)*(z2-z1)/(x2-x1);
126           y1 += (fxAxisMin-x1)*(y2-y1)/(x2-x1)    126           y1 += (fxAxisMin-x1)*(y2-y1)/(x2-x1);
127           x1  = fxAxisMin;                        127           x1  = fxAxisMin;
128         }                                         128         }
129         else if ( (sCode & 0x02) != 0 ) // Cli << 129         else if ( sCode & 0x02 ) // Clip against fxAxisMax
130         {                                         130         {
131           z1 += (fxAxisMax-x1)*(z2-z1)/(x2-x1)    131           z1 += (fxAxisMax-x1)*(z2-z1)/(x2-x1);
132           y1 += (fxAxisMax-x1)*(y2-y1)/(x2-x1)    132           y1 += (fxAxisMax-x1)*(y2-y1)/(x2-x1);
133           x1  = fxAxisMax ;                       133           x1  = fxAxisMax ;
134         }                                         134         }
135         else if ( (sCode & 0x04) != 0 )  // Cl << 135         else if ( sCode & 0x04 )  // Clip against fyAxisMin
136         {                                         136         {
137           x1 += (fyAxisMin-y1)*(x2-x1)/(y2-y1)    137           x1 += (fyAxisMin-y1)*(x2-x1)/(y2-y1);
138           z1 += (fyAxisMin-y1)*(z2-z1)/(y2-y1)    138           z1 += (fyAxisMin-y1)*(z2-z1)/(y2-y1);
139           y1  = fyAxisMin;                        139           y1  = fyAxisMin;
140         }                                         140         }
141         else if ( (sCode & 0x08) != 0 )  // Cl << 141         else if ( sCode & 0x08 )  // Clip against fyAxisMax
142         {                                         142         {
143           x1 += (fyAxisMax-y1)*(x2-x1)/(y2-y1)    143           x1 += (fyAxisMax-y1)*(x2-x1)/(y2-y1);
144           z1 += (fyAxisMax-y1)*(z2-z1)/(y2-y1)    144           z1 += (fyAxisMax-y1)*(z2-z1)/(y2-y1);
145           y1  = fyAxisMax;                        145           y1  = fyAxisMax;
146         }                                         146         }
147         else if ( (sCode & 0x10) != 0 )  // Cl << 147         else if ( sCode & 0x10 )  // Clip against fzAxisMin
148         {                                         148         {
149           x1 += (fzAxisMin-z1)*(x2-x1)/(z2-z1)    149           x1 += (fzAxisMin-z1)*(x2-x1)/(z2-z1);
150           y1 += (fzAxisMin-z1)*(y2-y1)/(z2-z1)    150           y1 += (fzAxisMin-z1)*(y2-y1)/(z2-z1);
151           z1  = fzAxisMin;                        151           z1  = fzAxisMin;
152         }                                         152         }
153         else if ( (sCode & 0x20) != 0 )  // Cl << 153         else if ( sCode & 0x20 )  // Clip against fzAxisMax
154         {                                         154         {
155           x1 += (fzAxisMax-z1)*(x2-x1)/(z2-z1)    155           x1 += (fzAxisMax-z1)*(x2-x1)/(z2-z1);
156           y1 += (fzAxisMax-z1)*(y2-y1)/(z2-z1)    156           y1 += (fzAxisMax-z1)*(y2-y1)/(z2-z1);
157           z1  = fzAxisMax;                        157           z1  = fzAxisMax;
158         }                                         158         }
159       }                                           159       }
160       if ( eCode != 0 )  // Clip 2nd end: repe << 160       if ( eCode )  // Clip 2nd end: repeat of 1st, but 1<>2
161       {                                           161       {
162         if ( (eCode & 0x01) != 0 )  // Clip ag << 162         if ( eCode & 0x01 )  // Clip against fxAxisMin
163         {                                         163         {
164           z2 += (fxAxisMin-x2)*(z1-z2)/(x1-x2)    164           z2 += (fxAxisMin-x2)*(z1-z2)/(x1-x2);
165           y2 += (fxAxisMin-x2)*(y1-y2)/(x1-x2)    165           y2 += (fxAxisMin-x2)*(y1-y2)/(x1-x2);
166           x2  = fxAxisMin;                        166           x2  = fxAxisMin;
167         }                                         167         }
168         else if ( (eCode & 0x02) != 0 )  // Cl << 168         else if ( eCode & 0x02 )  // Clip against fxAxisMax
169         {                                         169         {
170           z2 += (fxAxisMax-x2)*(z1-z2)/(x1-x2)    170           z2 += (fxAxisMax-x2)*(z1-z2)/(x1-x2);
171           y2 += (fxAxisMax-x2)*(y1-y2)/(x1-x2)    171           y2 += (fxAxisMax-x2)*(y1-y2)/(x1-x2);
172           x2  = fxAxisMax;                        172           x2  = fxAxisMax;
173         }                                         173         }
174         else if ( (eCode & 0x04) != 0 )  // Cl << 174         else if ( eCode & 0x04 )  // Clip against fyAxisMin
175         {                                         175         {
176           x2 += (fyAxisMin-y2)*(x1-x2)/(y1-y2)    176           x2 += (fyAxisMin-y2)*(x1-x2)/(y1-y2);
177           z2 += (fyAxisMin-y2)*(z1-z2)/(y1-y2)    177           z2 += (fyAxisMin-y2)*(z1-z2)/(y1-y2);
178           y2  = fyAxisMin;                        178           y2  = fyAxisMin;
179         }                                         179         }
180         else if ((eCode&0x08) != 0)  // Clip a << 180         else if (eCode&0x08)  // Clip against fyAxisMax
181         {                                         181         {
182           x2 += (fyAxisMax-y2)*(x1-x2)/(y1-y2)    182           x2 += (fyAxisMax-y2)*(x1-x2)/(y1-y2);
183           z2 += (fyAxisMax-y2)*(z1-z2)/(y1-y2)    183           z2 += (fyAxisMax-y2)*(z1-z2)/(y1-y2);
184           y2  = fyAxisMax;                        184           y2  = fyAxisMax;
185         }                                         185         }
186         else if ( (eCode & 0x10) != 0 )  // Cl << 186         else if ( eCode & 0x10 )  // Clip against fzAxisMin
187         {                                         187         {
188           x2 += (fzAxisMin-z2)*(x1-x2)/(z1-z2)    188           x2 += (fzAxisMin-z2)*(x1-x2)/(z1-z2);
189           y2 += (fzAxisMin-z2)*(y1-y2)/(z1-z2)    189           y2 += (fzAxisMin-z2)*(y1-y2)/(z1-z2);
190           z2  = fzAxisMin;                        190           z2  = fzAxisMin;
191         }                                         191         }
192         else if ( (eCode & 0x20) != 0 )  // Cl << 192         else if ( eCode & 0x20 )  // Clip against fzAxisMax
193         {                                         193         {
194           x2 += (fzAxisMax-z2)*(x1-x2)/(z1-z2)    194           x2 += (fzAxisMax-z2)*(x1-x2)/(z1-z2);
195           y2 += (fzAxisMax-z2)*(y1-y2)/(z1-z2)    195           y2 += (fzAxisMax-z2)*(y1-y2)/(z1-z2);
196           z2  = fzAxisMax;                        196           z2  = fzAxisMax;
197         }                                         197         }
198       }                                           198       }
199       pStart = G4ThreeVector(x1,y1,z1);           199       pStart = G4ThreeVector(x1,y1,z1);
200       pEnd   = G4ThreeVector(x2,y2,z2);           200       pEnd   = G4ThreeVector(x2,y2,z2);
201       sCode  = OutCode(pStart);                   201       sCode  = OutCode(pStart);
202       eCode  = OutCode(pEnd);                     202       eCode  = OutCode(pEnd);
203     }                                             203     }
204     remainsAfterClip = sCode == 0 && eCode ==  << 204     if ( sCode == 0 && eCode == 0 ) remainsAfterClip = true;
                                                   >> 205     else                            remainsAfterClip = false;
205   }                                               206   }
206   return remainsAfterClip;                        207   return remainsAfterClip;
207 }                                                 208 }
208                                                   209 
209 //////////////////////////////////////////////    210 ////////////////////////////////////////////////////////////////////////////
210 //                                                211 //
211 // Calculate the `outcode' for the specified v    212 // Calculate the `outcode' for the specified vector:
212 // The following bits are set:                    213 // The following bits are set:
213 //   0      pVec.x()<fxAxisMin && IsXLimited()    214 //   0      pVec.x()<fxAxisMin && IsXLimited()
214 //   1      pVec.x()>fxAxisMax && IsXLimited()    215 //   1      pVec.x()>fxAxisMax && IsXLimited()
215 //   2      pVec.y()<fyAxisMin && IsYLimited()    216 //   2      pVec.y()<fyAxisMin && IsYLimited()
216 //   3      pVec.y()>fyAxisMax && IsYLimited()    217 //   3      pVec.y()>fyAxisMax && IsYLimited()
217 //   4      pVec.z()<fzAxisMin && IsZLimited()    218 //   4      pVec.z()<fzAxisMin && IsZLimited()
218 //   5      pVec.z()>fzAxisMax && IsZLimited()    219 //   5      pVec.z()>fzAxisMax && IsZLimited()
219 //                                                220 //
220 G4int G4VoxelLimits::OutCode( const G4ThreeVec    221 G4int G4VoxelLimits::OutCode( const G4ThreeVector& pVec ) const
221 {                                                 222 {
222   G4int code = 0 ;                // The outco    223   G4int code = 0 ;                // The outcode
223                                                   224 
224   if ( IsXLimited() )                             225   if ( IsXLimited() )
225   {                                               226   {
226     if ( pVec.x() < fxAxisMin ) code |= 0x01 ;    227     if ( pVec.x() < fxAxisMin ) code |= 0x01 ;
227     if ( pVec.x() > fxAxisMax ) code |= 0x02 ;    228     if ( pVec.x() > fxAxisMax ) code |= 0x02 ;
228   }                                               229   }
229   if ( IsYLimited() )                             230   if ( IsYLimited() )
230   {                                               231   {
231     if ( pVec.y() < fyAxisMin ) code |= 0x04 ;    232     if ( pVec.y() < fyAxisMin ) code |= 0x04 ;
232     if ( pVec.y() > fyAxisMax ) code |= 0x08 ;    233     if ( pVec.y() > fyAxisMax ) code |= 0x08 ;
233   }                                               234   }
234   if (IsZLimited())                               235   if (IsZLimited())
235   {                                               236   {
236     if ( pVec.z() < fzAxisMin ) code |= 0x10 ;    237     if ( pVec.z() < fzAxisMin ) code |= 0x10 ;
237     if ( pVec.z() > fzAxisMax ) code |= 0x20 ;    238     if ( pVec.z() > fzAxisMax ) code |= 0x20 ;
238   }                                               239   }
239   return code;                                    240   return code;
240 }                                                 241 }
241                                                   242 
242 //////////////////////////////////////////////    243 ///////////////////////////////////////////////////////////////////////////////
243                                                   244 
244 std::ostream& operator << (std::ostream& os, c    245 std::ostream& operator << (std::ostream& os, const G4VoxelLimits& pLim)
245 {                                                 246 {
246     os << "{";                                    247     os << "{";
247     if (pLim.IsXLimited())                        248     if (pLim.IsXLimited())
248         {                                         249         {
249             os << "(" << pLim.GetMinXExtent()     250             os << "(" << pLim.GetMinXExtent() 
250                << "," << pLim.GetMaxXExtent()     251                << "," << pLim.GetMaxXExtent() << ") ";
251         }                                         252         }
252     else                                          253     else
253         {                                         254         {
254             os << "(-,-) ";                       255             os << "(-,-) ";
255         }                                         256         }
256     if (pLim.IsYLimited())                        257     if (pLim.IsYLimited())
257         {                                         258         {
258             os << "(" << pLim.GetMinYExtent()     259             os << "(" << pLim.GetMinYExtent() 
259                << "," << pLim.GetMaxYExtent()     260                << "," << pLim.GetMaxYExtent() << ") ";
260         }                                         261         }
261     else                                          262     else
262         {                                         263         {
263             os << "(-,-) ";                       264             os << "(-,-) ";
264         }                                         265         }
265     if (pLim.IsZLimited())                        266     if (pLim.IsZLimited())
266         {                                         267         {
267             os << "(" << pLim.GetMinZExtent()     268             os << "(" << pLim.GetMinZExtent()
268                << "," << pLim.GetMaxZExtent()     269                << "," << pLim.GetMaxZExtent() << ")";
269         }                                         270         }
270     else                                          271     else
271         {                                         272         {
272             os << "(-,-)";                        273             os << "(-,-)";
273         }                                         274         }
274     os << "}";                                    275     os << "}";
275     return os;                                    276     return os;
276 }                                                 277 }
277                                                   278