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Geant4/geometry/solids/Boolean/src/G4IntersectionSolid.cc

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Differences between /geometry/solids/Boolean/src/G4IntersectionSolid.cc (Version 11.3.0) and /geometry/solids/Boolean/src/G4IntersectionSolid.cc (Version 10.0.p2)


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 25 //                                                 25 //
                                                   >>  26 //
                                                   >>  27 // $Id: G4IntersectionSolid.cc 66356 2012-12-18 09:02:32Z gcosmo $
                                                   >>  28 //
 26 // Implementation of methods for the class G4I     29 // Implementation of methods for the class G4IntersectionSolid
 27 //                                                 30 //
                                                   >>  31 // History:
                                                   >>  32 //
                                                   >>  33 // 17.02.05 V.Grichine: bug was fixed in DistanceToIn(p,v) based on algorithm
                                                   >>  34 //                      proposed by Dino Bazzacco <dino.bazzacco@pd.infn.it>
                                                   >>  35 // 29.05.01 V.Grichine: bug was fixed in DistanceToIn(p,v)
                                                   >>  36 // 16.03.01 V.Grichine: modifications in CalculateExtent() and Inside()
                                                   >>  37 // 29.07.99 V.Grichine: modifications in DistanceToIn(p,v)
 28 // 12.09.98 V.Grichine: first implementation       38 // 12.09.98 V.Grichine: first implementation
                                                   >>  39 //
 29 // -------------------------------------------     40 // --------------------------------------------------------------------
 30                                                    41 
                                                   >>  42 
 31 #include <sstream>                                 43 #include <sstream>
 32                                                    44 
 33 #include "G4IntersectionSolid.hh"                  45 #include "G4IntersectionSolid.hh"
 34                                                    46 
 35 #include "G4SystemOfUnits.hh"                      47 #include "G4SystemOfUnits.hh"
 36 #include "G4VoxelLimits.hh"                        48 #include "G4VoxelLimits.hh"
 37 #include "G4VPVParameterisation.hh"                49 #include "G4VPVParameterisation.hh"
 38                                                    50 
 39 #include "G4VGraphicsScene.hh"                     51 #include "G4VGraphicsScene.hh"
 40 #include "G4Polyhedron.hh"                         52 #include "G4Polyhedron.hh"
 41 #include "G4PolyhedronArbitrary.hh"            << 
 42 #include "HepPolyhedronProcessor.h"                53 #include "HepPolyhedronProcessor.h"
 43                                                    54 
 44 ////////////////////////////////////////////// <<  55 /////////////////////////////////////////////////////////////////////
 45 //                                                 56 //
 46 // Transfer all data members to G4BooleanSolid     57 // Transfer all data members to G4BooleanSolid which is responsible
 47 // for them. pName will be in turn sent to G4V     58 // for them. pName will be in turn sent to G4VSolid
 48 //                                                 59 //
 49                                                    60 
 50 G4IntersectionSolid::G4IntersectionSolid( cons     61 G4IntersectionSolid::G4IntersectionSolid( const G4String& pName,
 51                                                    62                                                 G4VSolid* pSolidA ,
 52                                                    63                                                 G4VSolid* pSolidB   )
 53   : G4BooleanSolid(pName,pSolidA,pSolidB)          64   : G4BooleanSolid(pName,pSolidA,pSolidB)
 54 {                                                  65 {
 55 }                                                  66 } 
 56                                                    67 
 57 ////////////////////////////////////////////// <<  68 ///////////////////////////////////////////////////////////////////
 58 //                                                 69 //
 59                                                    70 
 60 G4IntersectionSolid::G4IntersectionSolid( cons     71 G4IntersectionSolid::G4IntersectionSolid( const G4String& pName,
 61                                                    72                                                 G4VSolid* pSolidA,
 62                                                    73                                                 G4VSolid* pSolidB,
 63                                                    74                                                 G4RotationMatrix* rotMatrix,
 64                                           cons     75                                           const G4ThreeVector& transVector  )
 65   : G4BooleanSolid(pName,pSolidA,pSolidB,rotMa     76   : G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector)
 66 {                                                  77 {
 67 }                                                  78 }
 68                                                    79 
 69 ////////////////////////////////////////////// <<  80 //////////////////////////////////////////////////////////////////
 70 //                                                 81 //
 71 //                                                 82 // 
 72                                                    83  
 73 G4IntersectionSolid::G4IntersectionSolid( cons     84 G4IntersectionSolid::G4IntersectionSolid( const G4String& pName,
 74                                                    85                                                 G4VSolid* pSolidA,
 75                                                    86                                                 G4VSolid* pSolidB,
 76                                           cons     87                                           const G4Transform3D& transform )
 77   : G4BooleanSolid(pName,pSolidA,pSolidB,trans     88   : G4BooleanSolid(pName,pSolidA,pSolidB,transform)
 78 {                                                  89 {
 79 }                                                  90 } 
 80                                                    91 
 81 ////////////////////////////////////////////// <<  92 //////////////////////////////////////////////////////////////////
 82 //                                                 93 //
 83 // Fake default constructor - sets only member     94 // Fake default constructor - sets only member data and allocates memory
 84 //                            for usage restri     95 //                            for usage restricted to object persistency.
 85                                                    96 
 86 G4IntersectionSolid::G4IntersectionSolid( __vo     97 G4IntersectionSolid::G4IntersectionSolid( __void__& a )
 87   : G4BooleanSolid(a)                              98   : G4BooleanSolid(a)
 88 {                                                  99 {
 89 }                                                 100 }
 90                                                   101 
 91 ////////////////////////////////////////////// << 102 ///////////////////////////////////////////////////////////////
 92 //                                                103 //
 93 //                                                104 //
 94                                                   105 
 95 G4IntersectionSolid::~G4IntersectionSolid() =  << 106 G4IntersectionSolid::~G4IntersectionSolid()
                                                   >> 107 {
                                                   >> 108 }
 96                                                   109 
 97 ////////////////////////////////////////////// << 110 ///////////////////////////////////////////////////////////////
 98 //                                                111 //
 99 // Copy constructor                               112 // Copy constructor
100                                                   113 
101 G4IntersectionSolid::G4IntersectionSolid(const << 114 G4IntersectionSolid::G4IntersectionSolid(const G4IntersectionSolid& rhs)
                                                   >> 115   : G4BooleanSolid (rhs)
                                                   >> 116 {
                                                   >> 117 }
102                                                   118 
103 ////////////////////////////////////////////// << 119 ///////////////////////////////////////////////////////////////
104 //                                                120 //
105 // Assignment operator                            121 // Assignment operator
106                                                   122 
107 G4IntersectionSolid&                              123 G4IntersectionSolid&
108 G4IntersectionSolid::operator = (const G4Inter    124 G4IntersectionSolid::operator = (const G4IntersectionSolid& rhs) 
109 {                                                 125 {
110   // Check assignment to self                     126   // Check assignment to self
111   //                                              127   //
112   if (this == &rhs)  { return *this; }            128   if (this == &rhs)  { return *this; }
113                                                   129 
114   // Copy base class data                         130   // Copy base class data
115   //                                              131   //
116   G4BooleanSolid::operator=(rhs);                 132   G4BooleanSolid::operator=(rhs);
117                                                   133 
118   return *this;                                   134   return *this;
119 }                                                 135 }  
120                                                   136 
121 ////////////////////////////////////////////// << 137 ///////////////////////////////////////////////////////////////
122 //                                                138 //
123 // Get bounding box                            << 
124                                                << 
125 void                                           << 
126 G4IntersectionSolid::BoundingLimits(G4ThreeVec << 
127                                     G4ThreeVec << 
128 {                                              << 
129   G4ThreeVector minA,maxA, minB,maxB;          << 
130   fPtrSolidA->BoundingLimits(minA,maxA);       << 
131   fPtrSolidB->BoundingLimits(minB,maxB);       << 
132                                                << 
133   pMin.set(std::max(minA.x(),minB.x()),        << 
134            std::max(minA.y(),minB.y()),        << 
135            std::max(minA.z(),minB.z()));       << 
136                                                << 
137   pMax.set(std::min(maxA.x(),maxB.x()),        << 
138            std::min(maxA.y(),maxB.y()),        << 
139            std::min(maxA.z(),maxB.z()));       << 
140                                                << 
141   // Check correctness of the bounding box     << 
142   //                                           << 
143   if (pMin.x() >= pMax.x() || pMin.y() >= pMax << 
144   {                                            << 
145     std::ostringstream message;                << 
146     message << "Bad bounding box (min >= max)  << 
147             << GetName() << " !"               << 
148             << "\npMin = " << pMin             << 
149             << "\npMax = " << pMax;            << 
150     G4Exception("G4IntersectionSolid::Bounding << 
151                 JustWarning, message);         << 
152     DumpInfo();                                << 
153   }                                            << 
154 }                                              << 
155                                                << 
156 ////////////////////////////////////////////// << 
157 //                                                139 //
158 // Calculate extent under transform and specif << 
159                                                   140      
160 G4bool                                            141 G4bool 
161 G4IntersectionSolid::CalculateExtent(const EAx    142 G4IntersectionSolid::CalculateExtent(const EAxis pAxis,
162                                      const G4V    143                                      const G4VoxelLimits& pVoxelLimit,
163                                      const G4A    144                                      const G4AffineTransform& pTransform,
164                                            G4d    145                                            G4double& pMin,
165                                            G4d    146                                            G4double& pMax) const 
166 {                                                 147 {
167   G4bool   retA, retB, out;                       148   G4bool   retA, retB, out;
168   G4double minA, minB, maxA, maxB;                149   G4double minA, minB, maxA, maxB; 
169                                                   150 
170   retA = fPtrSolidA                               151   retA = fPtrSolidA
171           ->CalculateExtent( pAxis, pVoxelLimi    152           ->CalculateExtent( pAxis, pVoxelLimit, pTransform, minA, maxA);
172   retB = fPtrSolidB                               153   retB = fPtrSolidB
173           ->CalculateExtent( pAxis, pVoxelLimi    154           ->CalculateExtent( pAxis, pVoxelLimit, pTransform, minB, maxB);
174                                                   155 
175   if( retA && retB )                              156   if( retA && retB )
176   {                                               157   {
177     pMin = std::max( minA, minB );                158     pMin = std::max( minA, minB ); 
178     pMax = std::min( maxA, maxB );                159     pMax = std::min( maxA, maxB );
179     out  = (pMax > pMin); // true;                160     out  = (pMax > pMin); // true;
                                                   >> 161 #ifdef G4BOOLDEBUG
                                                   >> 162     // G4cout.precision(16);
                                                   >> 163     // G4cout<<"pMin = "<<pMin<<"; pMax = "<<pMax<<G4endl;
                                                   >> 164 #endif
180   }                                               165   }
181   else                                         << 166   else out = false;
182   {                                            << 
183     out = false;                               << 
184   }                                            << 
185                                                   167 
186   return out; // It exists in this slice only     168   return out; // It exists in this slice only if both exist in it.
187 }                                                 169 }
188                                                   170  
189 ////////////////////////////////////////////// << 171 /////////////////////////////////////////////////////
190 //                                                172 //
191 // Touching ? Empty intersection ?                173 // Touching ? Empty intersection ?
192                                                   174 
193 EInside G4IntersectionSolid::Inside(const G4Th    175 EInside G4IntersectionSolid::Inside(const G4ThreeVector& p) const
194 {                                                 176 {
195   EInside positionA = fPtrSolidA->Inside(p);   << 177   EInside positionA = fPtrSolidA->Inside(p) ;
196   if(positionA == kOutside) return positionA;  << 
197                                                   178 
198   EInside positionB = fPtrSolidB->Inside(p);   << 179   if( positionA == kOutside ) return kOutside ;
199   if(positionA == kInside)  return positionB;  << 
200                                                   180 
201   if(positionB == kOutside) return positionB;  << 181   EInside positionB = fPtrSolidB->Inside(p) ;
202   return kSurface;                             << 182   
                                                   >> 183   if(positionA == kInside && positionB == kInside)
                                                   >> 184   {
                                                   >> 185     return kInside ;
                                                   >> 186   }
                                                   >> 187   else
                                                   >> 188   {
                                                   >> 189     if((positionA == kInside && positionB == kSurface) ||
                                                   >> 190        (positionB == kInside && positionA == kSurface) ||
                                                   >> 191        (positionA == kSurface && positionB == kSurface)   )
                                                   >> 192     {
                                                   >> 193       return kSurface ;
                                                   >> 194     }
                                                   >> 195     else
                                                   >> 196     {
                                                   >> 197       return kOutside ;
                                                   >> 198     }
                                                   >> 199   }
203 }                                                 200 }
204                                                   201 
205 ////////////////////////////////////////////// << 202 //////////////////////////////////////////////////////////////
206 //                                                203 //
207                                                   204 
208 G4ThreeVector                                     205 G4ThreeVector 
209 G4IntersectionSolid::SurfaceNormal( const G4Th    206 G4IntersectionSolid::SurfaceNormal( const G4ThreeVector& p ) const 
210 {                                                 207 {
211   G4ThreeVector normal;                           208   G4ThreeVector normal;
212   EInside insideA, insideB;                       209   EInside insideA, insideB;
213                                                   210   
214   insideA = fPtrSolidA->Inside(p);             << 211   insideA= fPtrSolidA->Inside(p);
215   insideB = fPtrSolidB->Inside(p);             << 212   insideB= fPtrSolidB->Inside(p);
216                                                   213 
217 #ifdef G4BOOLDEBUG                                214 #ifdef G4BOOLDEBUG
218   if( (insideA == kOutside) || (insideB == kOu    215   if( (insideA == kOutside) || (insideB == kOutside) )
219   {                                               216   {
220     G4cout << "WARNING - Invalid call in "        217     G4cout << "WARNING - Invalid call in "
221            << "G4IntersectionSolid::SurfaceNor    218            << "G4IntersectionSolid::SurfaceNormal(p)" << G4endl
222            << "  Point p is outside !" << G4en    219            << "  Point p is outside !" << G4endl;
223     G4cout << "          p = " << p << G4endl;    220     G4cout << "          p = " << p << G4endl;
224     G4cerr << "WARNING - Invalid call in "        221     G4cerr << "WARNING - Invalid call in "
225            << "G4IntersectionSolid::SurfaceNor    222            << "G4IntersectionSolid::SurfaceNormal(p)" << G4endl
226            << "  Point p is outside !" << G4en    223            << "  Point p is outside !" << G4endl;
227     G4cerr << "          p = " << p << G4endl;    224     G4cerr << "          p = " << p << G4endl;
228   }                                               225   }
229 #endif                                            226 #endif
230                                                   227 
                                                   >> 228   // OLD: if(fPtrSolidA->DistanceToOut(p) <= fPtrSolidB->DistanceToOut(p) ) 
                                                   >> 229 
231   // On the surface of both is difficult ... t    230   // On the surface of both is difficult ... treat it like on A now!
232   //                                              231   //
                                                   >> 232   // if( (insideA == kSurface) && (insideB == kSurface) )
                                                   >> 233   //    normal= fPtrSolidA->SurfaceNormal(p) ;
                                                   >> 234   // else 
233   if( insideA == kSurface )                       235   if( insideA == kSurface )
234   {                                            << 
235     normal = fPtrSolidA->SurfaceNormal(p) ;    << 
236   }                                            << 
237   else if( insideB == kSurface )               << 
238   {                                            << 
239     normal = fPtrSolidB->SurfaceNormal(p) ;    << 
240   }                                            << 
241   else  // We are on neither surface, so we sh << 
242   {                                            << 
243     if(fPtrSolidA->DistanceToOut(p) <= fPtrSol << 
244     {                                          << 
245       normal= fPtrSolidA->SurfaceNormal(p) ;   << 
246     }                                          << 
247     else                                       << 
248     {                                             236     {
249       normal= fPtrSolidB->SurfaceNormal(p) ;   << 237       normal= fPtrSolidA->SurfaceNormal(p) ;
250     }                                             238     }
                                                   >> 239   else if( insideB == kSurface )
                                                   >> 240     {
                                                   >> 241       normal= fPtrSolidB->SurfaceNormal(p) ;
                                                   >> 242     } 
                                                   >> 243     // We are on neither surface, so we should generate an exception
                                                   >> 244   else
                                                   >> 245     {
                                                   >> 246       if(fPtrSolidA->DistanceToOut(p) <= fPtrSolidB->DistanceToOut(p) ) 
                                                   >> 247    normal= fPtrSolidA->SurfaceNormal(p) ;   
                                                   >> 248       else
                                                   >> 249    normal= fPtrSolidB->SurfaceNormal(p) ;   
251 #ifdef G4BOOLDEBUG                                250 #ifdef G4BOOLDEBUG
252     G4cout << "WARNING - Invalid call in "     << 251       G4cout << "WARNING - Invalid call in "
253            << "G4IntersectionSolid::SurfaceNor << 252              << "G4IntersectionSolid::SurfaceNormal(p)" << G4endl
254            << "  Point p is out of surface !"  << 253              << "  Point p is out of surface !" << G4endl;
255     G4cout << "          p = " << p << G4endl; << 254       G4cout << "          p = " << p << G4endl;
256     G4cerr << "WARNING - Invalid call in "     << 255       G4cerr << "WARNING - Invalid call in "
257            << "G4IntersectionSolid::SurfaceNor << 256              << "G4IntersectionSolid::SurfaceNormal(p)" << G4endl
258            << "  Point p is out of surface !"  << 257              << "  Point p is out of surface !" << G4endl;
259     G4cerr << "          p = " << p << G4endl; << 258       G4cerr << "          p = " << p << G4endl;
260 #endif                                            259 #endif
261     }                                             260     }
262                                                   261 
263   return normal;                                  262   return normal;
264 }                                                 263 }
265                                                   264 
266 ////////////////////////////////////////////// << 265 /////////////////////////////////////////////////////////////
267 //                                                266 //
268 // The same algorithm as in DistanceToIn(p)       267 // The same algorithm as in DistanceToIn(p)
269                                                   268 
270 G4double                                          269 G4double 
271 G4IntersectionSolid::DistanceToIn( const G4Thr    270 G4IntersectionSolid::DistanceToIn( const G4ThreeVector& p,
272                                    const G4Thr    271                                    const G4ThreeVector& v  ) const 
273 {                                                 272 {
274   G4double dist = 0.0;                            273   G4double dist = 0.0;
275   if( Inside(p) == kInside )                      274   if( Inside(p) == kInside )
276   {                                               275   {
277 #ifdef G4BOOLDEBUG                                276 #ifdef G4BOOLDEBUG
278     G4cout << "WARNING - Invalid call in "        277     G4cout << "WARNING - Invalid call in "
279            << "G4IntersectionSolid::DistanceTo    278            << "G4IntersectionSolid::DistanceToIn(p,v)" << G4endl
280            << "  Point p is inside !" << G4end    279            << "  Point p is inside !" << G4endl;
281     G4cout << "          p = " << p << G4endl;    280     G4cout << "          p = " << p << G4endl;
282     G4cout << "          v = " << v << G4endl;    281     G4cout << "          v = " << v << G4endl;
283     G4cerr << "WARNING - Invalid call in "        282     G4cerr << "WARNING - Invalid call in "
284            << "G4IntersectionSolid::DistanceTo    283            << "G4IntersectionSolid::DistanceToIn(p,v)" << G4endl
285            << "  Point p is inside !" << G4end    284            << "  Point p is inside !" << G4endl;
286     G4cerr << "          p = " << p << G4endl;    285     G4cerr << "          p = " << p << G4endl;
287     G4cerr << "          v = " << v << G4endl;    286     G4cerr << "          v = " << v << G4endl;
288 #endif                                            287 #endif
289   }                                               288   }
290   else // if( Inside(p) == kSurface )             289   else // if( Inside(p) == kSurface ) 
291   {                                               290   {
292     EInside wA = fPtrSolidA->Inside(p);           291     EInside wA = fPtrSolidA->Inside(p);
293     EInside wB = fPtrSolidB->Inside(p);           292     EInside wB = fPtrSolidB->Inside(p);
294                                                   293 
295     G4ThreeVector pA = p,  pB = p;                294     G4ThreeVector pA = p,  pB = p;
296     G4double      dA = 0., dA1=0., dA2=0.;        295     G4double      dA = 0., dA1=0., dA2=0.;
297     G4double      dB = 0., dB1=0., dB2=0.;        296     G4double      dB = 0., dB1=0., dB2=0.;
298     G4bool        doA = true, doB = true;         297     G4bool        doA = true, doB = true;
299                                                   298 
300     static const std::size_t max_trials=10000; << 299     while(true) 
301     for (std::size_t trial=0; trial<max_trials << 
302     {                                             300     {
303       if(doA)                                     301       if(doA) 
304       {                                           302       {
305         // find next valid range for A            303         // find next valid range for A
306                                                   304 
307         dA1 = 0.;                                 305         dA1 = 0.;
308                                                   306 
309         if( wA != kInside )                       307         if( wA != kInside ) 
310         {                                         308         {
311           dA1 = fPtrSolidA->DistanceToIn(pA, v    309           dA1 = fPtrSolidA->DistanceToIn(pA, v);
312                                                   310 
313           if( dA1 == kInfinity )   return kInf    311           if( dA1 == kInfinity )   return kInfinity;
314                                                   312         
315           pA += dA1*v;                            313           pA += dA1*v;
316         }                                         314         }
317         dA2 = dA1 + fPtrSolidA->DistanceToOut(    315         dA2 = dA1 + fPtrSolidA->DistanceToOut(pA, v);
318       }                                           316       }
319       dA1 += dA;                                  317       dA1 += dA;
320       dA2 += dA;                                  318       dA2 += dA;
321                                                   319 
322       if(doB)                                     320       if(doB) 
323       {                                           321       {
324         // find next valid range for B            322         // find next valid range for B
325                                                   323 
326         dB1 = 0.;                                 324         dB1 = 0.;
327         if(wB != kInside)                         325         if(wB != kInside) 
328         {                                         326         {
329           dB1 = fPtrSolidB->DistanceToIn(pB, v    327           dB1 = fPtrSolidB->DistanceToIn(pB, v);
330                                                   328 
331           if(dB1 == kInfinity)   return kInfin    329           if(dB1 == kInfinity)   return kInfinity;
332                                                   330         
333           pB += dB1*v;                            331           pB += dB1*v;
334         }                                         332         }
335         dB2 = dB1 + fPtrSolidB->DistanceToOut(    333         dB2 = dB1 + fPtrSolidB->DistanceToOut(pB, v);
336       }                                           334       }
337       dB1 += dB;                                  335       dB1 += dB;
338       dB2 += dB;                                  336       dB2 += dB;
339                                                   337 
340        // check if they overlap                   338        // check if they overlap
341                                                   339 
342       if( dA1 < dB1 )                             340       if( dA1 < dB1 ) 
343       {                                           341       {
344         if( dB1 < dA2 )  return dB1;              342         if( dB1 < dA2 )  return dB1;
345                                                   343 
346         dA   = dA2;                               344         dA   = dA2;
347         pA   = p + dA*v;  // continue from her    345         pA   = p + dA*v;  // continue from here
348         wA   = kSurface;                          346         wA   = kSurface;
349         doA  = true;                              347         doA  = true;
350         doB  = false;                             348         doB  = false;
351       }                                           349       }
352       else                                        350       else 
353       {                                           351       {
354         if( dA1 < dB2 )  return dA1;              352         if( dA1 < dB2 )  return dA1;
355                                                   353 
356         dB   = dB2;                               354         dB   = dB2;
357         pB   = p + dB*v;  // continue from her    355         pB   = p + dB*v;  // continue from here
358         wB   = kSurface;                          356         wB   = kSurface;
359         doB  = true;                              357         doB  = true;
360         doA  = false;                             358         doA  = false;
361       }                                           359       }
362     }                                             360     }
363   }                                               361   }
364 #ifdef G4BOOLDEBUG                             << 
365   G4Exception("G4IntersectionSolid::DistanceTo << 
366               "GeomSolids0001", JustWarning,   << 
367               "Reached maximum number of itera << 
368 #endif                                         << 
369   return dist ;                                   362   return dist ;  
370 }                                                 363 }
371                                                   364 
372 ////////////////////////////////////////////// << 365 ////////////////////////////////////////////////////////
373 //                                                366 //
374 // Approximate nearest distance from the point    367 // Approximate nearest distance from the point p to the intersection of
375 // two solids                                     368 // two solids
376                                                   369 
377 G4double                                          370 G4double 
378 G4IntersectionSolid::DistanceToIn( const G4Thr    371 G4IntersectionSolid::DistanceToIn( const G4ThreeVector& p) const 
379 {                                                 372 {
380 #ifdef G4BOOLDEBUG                                373 #ifdef G4BOOLDEBUG
381   if( Inside(p) == kInside )                      374   if( Inside(p) == kInside )
382   {                                               375   {
383     G4cout << "WARNING - Invalid call in "        376     G4cout << "WARNING - Invalid call in "
384            << "G4IntersectionSolid::DistanceTo    377            << "G4IntersectionSolid::DistanceToIn(p)" << G4endl
385            << "  Point p is inside !" << G4end    378            << "  Point p is inside !" << G4endl;
386     G4cout << "          p = " << p << G4endl;    379     G4cout << "          p = " << p << G4endl;
387     G4cerr << "WARNING - Invalid call in "        380     G4cerr << "WARNING - Invalid call in "
388            << "G4IntersectionSolid::DistanceTo    381            << "G4IntersectionSolid::DistanceToIn(p)" << G4endl
389            << "  Point p is inside !" << G4end    382            << "  Point p is inside !" << G4endl;
390     G4cerr << "          p = " << p << G4endl;    383     G4cerr << "          p = " << p << G4endl;
391   }                                               384   }
392 #endif                                            385 #endif
393   EInside sideA = fPtrSolidA->Inside(p) ;         386   EInside sideA = fPtrSolidA->Inside(p) ;
394   EInside sideB = fPtrSolidB->Inside(p) ;         387   EInside sideB = fPtrSolidB->Inside(p) ;
395   G4double dist=0.0 ;                             388   G4double dist=0.0 ;
396                                                   389 
397   if( sideA != kInside && sideB != kOutside )  << 390   if( sideA != kInside && sideB  != kOutside )
398   {                                               391   {
399     dist = fPtrSolidA->DistanceToIn(p) ;          392     dist = fPtrSolidA->DistanceToIn(p) ;
400   }                                               393   }
401   else                                            394   else
402   {                                               395   {
403     if( sideB != kInside && sideA != kOutside  << 396     if( sideB != kInside  && sideA != kOutside )
404     {                                             397     {
405       dist = fPtrSolidB->DistanceToIn(p) ;        398       dist = fPtrSolidB->DistanceToIn(p) ;
406     }                                             399     }
407     else                                          400     else
408     {                                             401     {
409       dist =  std::min(fPtrSolidA->DistanceToI    402       dist =  std::min(fPtrSolidA->DistanceToIn(p),
410                        fPtrSolidB->DistanceToI << 403                     fPtrSolidB->DistanceToIn(p) ) ; 
411     }                                             404     }
412   }                                               405   }
413   return dist ;                                   406   return dist ;
414 }                                                 407 }
415                                                   408 
416 ////////////////////////////////////////////// << 409 //////////////////////////////////////////////////////////
417 //                                                410 //
418 // The same algorithm as DistanceToOut(p)         411 // The same algorithm as DistanceToOut(p)
419                                                   412 
420 G4double                                          413 G4double 
421 G4IntersectionSolid::DistanceToOut( const G4Th    414 G4IntersectionSolid::DistanceToOut( const G4ThreeVector& p,
422                                     const G4Th    415                                     const G4ThreeVector& v,
423                                     const G4bo    416                                     const G4bool calcNorm,
424                                           G4bo << 417                                           G4bool *validNorm,
425                                           G4Th << 418                                           G4ThreeVector *n      ) const 
426 {                                                 419 {
427   G4bool         validNormA, validNormB;          420   G4bool         validNormA, validNormB;
428   G4ThreeVector  nA, nB;                          421   G4ThreeVector  nA, nB;
429                                                   422 
430 #ifdef G4BOOLDEBUG                                423 #ifdef G4BOOLDEBUG
431   if( Inside(p) == kOutside )                     424   if( Inside(p) == kOutside )
432   {                                               425   {
433     G4cout << "Position:"  << G4endl << G4endl    426     G4cout << "Position:"  << G4endl << G4endl;
434     G4cout << "p.x() = "   << p.x()/mm << " mm    427     G4cout << "p.x() = "   << p.x()/mm << " mm" << G4endl;
435     G4cout << "p.y() = "   << p.y()/mm << " mm    428     G4cout << "p.y() = "   << p.y()/mm << " mm" << G4endl;
436     G4cout << "p.z() = "   << p.z()/mm << " mm    429     G4cout << "p.z() = "   << p.z()/mm << " mm" << G4endl << G4endl;
437     G4cout << "Direction:" << G4endl << G4endl    430     G4cout << "Direction:" << G4endl << G4endl;
438     G4cout << "v.x() = "   << v.x() << G4endl;    431     G4cout << "v.x() = "   << v.x() << G4endl;
439     G4cout << "v.y() = "   << v.y() << G4endl;    432     G4cout << "v.y() = "   << v.y() << G4endl;
440     G4cout << "v.z() = "   << v.z() << G4endl     433     G4cout << "v.z() = "   << v.z() << G4endl << G4endl;
441     G4cout << "WARNING - Invalid call in "        434     G4cout << "WARNING - Invalid call in "
442            << "G4IntersectionSolid::DistanceTo    435            << "G4IntersectionSolid::DistanceToOut(p,v)" << G4endl
443            << "  Point p is outside !" << G4en    436            << "  Point p is outside !" << G4endl;
444     G4cout << "          p = " << p << G4endl;    437     G4cout << "          p = " << p << G4endl;
445     G4cout << "          v = " << v << G4endl;    438     G4cout << "          v = " << v << G4endl;
446     G4cerr << "WARNING - Invalid call in "        439     G4cerr << "WARNING - Invalid call in "
447            << "G4IntersectionSolid::DistanceTo    440            << "G4IntersectionSolid::DistanceToOut(p,v)" << G4endl
448            << "  Point p is outside !" << G4en    441            << "  Point p is outside !" << G4endl;
449     G4cerr << "          p = " << p << G4endl;    442     G4cerr << "          p = " << p << G4endl;
450     G4cerr << "          v = " << v << G4endl;    443     G4cerr << "          v = " << v << G4endl;
451   }                                               444   }
452 #endif                                            445 #endif
453   G4double distA = fPtrSolidA->DistanceToOut(p    446   G4double distA = fPtrSolidA->DistanceToOut(p,v,calcNorm,&validNormA,&nA) ;
454   G4double distB = fPtrSolidB->DistanceToOut(p    447   G4double distB = fPtrSolidB->DistanceToOut(p,v,calcNorm,&validNormB,&nB) ;
455                                                   448 
456   G4double dist = std::min(distA,distB) ;         449   G4double dist = std::min(distA,distB) ; 
457                                                   450 
458   if( calcNorm )                                  451   if( calcNorm )
459   {                                               452   {
460     if ( distA < distB )                          453     if ( distA < distB )
461     {                                             454     {
462        *validNorm = validNormA;                   455        *validNorm = validNormA;
463        *n =         nA;                           456        *n =         nA;
464     }                                             457     }
465     else                                          458     else
466     {                                             459     {   
467        *validNorm = validNormB;                   460        *validNorm = validNormB;
468        *n =         nB;                           461        *n =         nB;
469     }                                             462     }
470   }                                               463   }
471                                                   464 
472   return dist ;                                   465   return dist ; 
473 }                                                 466 }
474                                                   467 
475 ////////////////////////////////////////////// << 468 //////////////////////////////////////////////////////////////
476 //                                                469 //
477 // Inverted algorithm of DistanceToIn(p)          470 // Inverted algorithm of DistanceToIn(p)
478                                                   471 
479 G4double                                          472 G4double 
480 G4IntersectionSolid::DistanceToOut( const G4Th    473 G4IntersectionSolid::DistanceToOut( const G4ThreeVector& p ) const 
481 {                                                 474 {
482 #ifdef G4BOOLDEBUG                                475 #ifdef G4BOOLDEBUG
483   if( Inside(p) == kOutside )                     476   if( Inside(p) == kOutside )
484   {                                               477   {
485     G4cout << "WARNING - Invalid call in "        478     G4cout << "WARNING - Invalid call in "
486            << "G4IntersectionSolid::DistanceTo    479            << "G4IntersectionSolid::DistanceToOut(p)" << G4endl
487            << "  Point p is outside !" << G4en    480            << "  Point p is outside !" << G4endl;
488     G4cout << "          p = " << p << G4endl;    481     G4cout << "          p = " << p << G4endl;
489     G4cerr << "WARNING - Invalid call in "        482     G4cerr << "WARNING - Invalid call in "
490            << "G4IntersectionSolid::DistanceTo    483            << "G4IntersectionSolid::DistanceToOut(p)" << G4endl
491            << "  Point p is outside !" << G4en    484            << "  Point p is outside !" << G4endl;
492     G4cerr << "          p = " << p << G4endl;    485     G4cerr << "          p = " << p << G4endl;
493   }                                               486   }
494 #endif                                            487 #endif
495                                                   488 
496   return std::min(fPtrSolidA->DistanceToOut(p)    489   return std::min(fPtrSolidA->DistanceToOut(p),
497                   fPtrSolidB->DistanceToOut(p)    490                   fPtrSolidB->DistanceToOut(p) ) ; 
498                                                   491 
499 }                                                 492 }
500                                                   493 
501 ////////////////////////////////////////////// << 494 //////////////////////////////////////////////////////////////
                                                   >> 495 //
502 //                                                496 //
503 // ComputeDimensions                           << 
504                                                   497 
505 void                                              498 void 
506 G4IntersectionSolid::ComputeDimensions( G4VPVP    499 G4IntersectionSolid::ComputeDimensions( G4VPVParameterisation*,
507                                         const  << 500                                   const G4int,
508                                         const     501                                         const G4VPhysicalVolume* ) 
509 {                                                 502 {
510 }                                                 503 }
511                                                   504 
512 ////////////////////////////////////////////// << 505 /////////////////////////////////////////////////
513 //                                                506 //
514 // GetEntityType                               << 507 //                    
515                                                   508 
516 G4GeometryType G4IntersectionSolid::GetEntityT    509 G4GeometryType G4IntersectionSolid::GetEntityType() const 
517 {                                                 510 {
518   return {"G4IntersectionSolid"};              << 511   return G4String("G4IntersectionSolid");
519 }                                                 512 }
520                                                   513 
521 //////////////////////////////////////////////    514 //////////////////////////////////////////////////////////////////////////
522 //                                                515 //
523 // Make a clone of the object                     516 // Make a clone of the object
524                                                   517 
525 G4VSolid* G4IntersectionSolid::Clone() const      518 G4VSolid* G4IntersectionSolid::Clone() const
526 {                                                 519 {
527   return new G4IntersectionSolid(*this);          520   return new G4IntersectionSolid(*this);
528 }                                                 521 }
529                                                   522 
530 ////////////////////////////////////////////// << 523 /////////////////////////////////////////////////
531 //                                                524 //
532 // DescribeYourselfTo                          << 525 //                    
533                                                   526 
534 void                                              527 void 
535 G4IntersectionSolid::DescribeYourselfTo ( G4VG    528 G4IntersectionSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const 
536 {                                                 529 {
537   scene.AddSolid (*this);                         530   scene.AddSolid (*this);
538 }                                                 531 }
539                                                   532 
540 ////////////////////////////////////////////// << 533 ////////////////////////////////////////////////////
                                                   >> 534 //
541 //                                                535 //
542 // CreatePolyhedron                            << 
543                                                   536 
544 G4Polyhedron*                                     537 G4Polyhedron* 
545 G4IntersectionSolid::CreatePolyhedron () const    538 G4IntersectionSolid::CreatePolyhedron () const 
546 {                                                 539 {
547   if (fExternalBoolProcessor == nullptr)       << 540   HepPolyhedronProcessor processor;
548   {                                            << 541   // Stack components and components of components recursively
549     HepPolyhedronProcessor processor;          << 542   // See G4BooleanSolid::StackPolyhedron
550     // Stack components and components of comp << 543   G4Polyhedron* top = StackPolyhedron(processor, this);
551     // See G4BooleanSolid::StackPolyhedron     << 544   G4Polyhedron* result = new G4Polyhedron(*top);
552     G4Polyhedron* top = StackPolyhedron(proces << 545   if (processor.execute(*result)) { return result; }
553     auto result = new G4Polyhedron(*top);      << 546   else { return 0; }
554     if (processor.execute(*result))            << 
555     {                                          << 
556       return result;                           << 
557     }                                          << 
558     else                                       << 
559     {                                          << 
560       return nullptr;                          << 
561     }                                          << 
562   }                                            << 
563   else                                         << 
564   {                                            << 
565     return fExternalBoolProcessor->Process(thi << 
566   }                                            << 
567 }                                                 547 }
568                                                   548