Geant4 Cross Reference

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Geant4/geometry/solids/Boolean/src/G4SubtractionSolid.cc

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Differences between /geometry/solids/Boolean/src/G4SubtractionSolid.cc (Version 11.3.0) and /geometry/solids/Boolean/src/G4SubtractionSolid.cc (Version 10.4.p3)


  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 //
                                                   >>  27 // $Id$
                                                   >>  28 //
 26 // Implementation of methods for the class G4I     29 // Implementation of methods for the class G4IntersectionSolid
 27 //                                                 30 //
 28 // 22.07.11 T.Nikitina: added detection of inf <<  31 // History:
 29 // 19.10.98 V.Grichine: new algorithm of Dista <<  32 //
 30 // 14.10.98 V.Grichine: implementation of the      33 // 14.10.98 V.Grichine: implementation of the first version 
                                                   >>  34 // 19.10.98 V.Grichine: new algorithm of DistanceToIn(p,v)
                                                   >>  35 // 02.08.99 V.Grichine: bugs fixed in DistanceToOut(p,v,...)
                                                   >>  36 //                      while -> do-while & surfaceA limitations
                                                   >>  37 // 13.09.00 V.Grichine: bug fixed in SurfaceNormal(p), p can be inside
                                                   >>  38 // 22.07.11 T.Nikitina: add detection of Infinite Loop in DistanceToIn(p,v)
                                                   >>  39 //
 31 // -------------------------------------------     40 // --------------------------------------------------------------------
 32                                                    41 
 33 #include "G4SubtractionSolid.hh"                   42 #include "G4SubtractionSolid.hh"
 34                                                    43 
 35 #include "G4SystemOfUnits.hh"                      44 #include "G4SystemOfUnits.hh"
 36 #include "G4VoxelLimits.hh"                        45 #include "G4VoxelLimits.hh"
 37 #include "G4VPVParameterisation.hh"                46 #include "G4VPVParameterisation.hh"
 38 #include "G4GeometryTolerance.hh"                  47 #include "G4GeometryTolerance.hh"
 39                                                    48 
 40 #include "G4VGraphicsScene.hh"                     49 #include "G4VGraphicsScene.hh"
 41 #include "G4Polyhedron.hh"                         50 #include "G4Polyhedron.hh"
 42 #include "G4PolyhedronArbitrary.hh"            << 
 43 #include "HepPolyhedronProcessor.h"                51 #include "HepPolyhedronProcessor.h"
 44                                                    52 
 45 #include "G4IntersectionSolid.hh"              << 
 46                                                << 
 47 #include <sstream>                                 53 #include <sstream>
 48                                                    54 
 49 ////////////////////////////////////////////// <<  55 ///////////////////////////////////////////////////////////////////
 50 //                                                 56 //
 51 // Transfer all data members to G4BooleanSolid     57 // Transfer all data members to G4BooleanSolid which is responsible
 52 // for them. pName will be in turn sent to G4V     58 // for them. pName will be in turn sent to G4VSolid
 53                                                    59 
 54 G4SubtractionSolid::G4SubtractionSolid( const      60 G4SubtractionSolid::G4SubtractionSolid( const G4String& pName,
 55                                                    61                                               G4VSolid* pSolidA ,
 56                                                    62                                               G4VSolid* pSolidB   )
 57   : G4BooleanSolid(pName,pSolidA,pSolidB)          63   : G4BooleanSolid(pName,pSolidA,pSolidB)
 58 {                                                  64 {
 59 }                                                  65 }
 60                                                    66 
 61 ////////////////////////////////////////////// <<  67 ///////////////////////////////////////////////////////////////
 62 //                                                 68 //
 63 // Constructor                                     69 // Constructor
 64                                                    70  
 65 G4SubtractionSolid::G4SubtractionSolid( const      71 G4SubtractionSolid::G4SubtractionSolid( const G4String& pName,
 66                                                    72                                               G4VSolid* pSolidA ,
 67                                                    73                                               G4VSolid* pSolidB ,
 68                                                    74                                               G4RotationMatrix* rotMatrix,
 69                                         const      75                                         const G4ThreeVector& transVector )
 70   : G4BooleanSolid(pName,pSolidA,pSolidB,rotMa     76   : G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector)
 71 {                                                  77 {
 72 }                                                  78 } 
 73                                                    79 
 74 ////////////////////////////////////////////// <<  80 ///////////////////////////////////////////////////////////////
 75 //                                                 81 //
 76 // Constructor                                     82 // Constructor
 77                                                    83 
 78 G4SubtractionSolid::G4SubtractionSolid( const      84 G4SubtractionSolid::G4SubtractionSolid( const G4String& pName,
 79                                                    85                                               G4VSolid* pSolidA ,
 80                                                    86                                               G4VSolid* pSolidB ,
 81                                         const      87                                         const G4Transform3D& transform )
 82   : G4BooleanSolid(pName,pSolidA,pSolidB,trans     88   : G4BooleanSolid(pName,pSolidA,pSolidB,transform)
 83 {                                                  89 {
 84 }                                                  90 }
 85                                                    91 
 86 ////////////////////////////////////////////// <<  92 //////////////////////////////////////////////////////////////////
 87 //                                                 93 //
 88 // Fake default constructor - sets only member     94 // Fake default constructor - sets only member data and allocates memory
 89 //                            for usage restri     95 //                            for usage restricted to object persistency.
 90                                                    96 
 91 G4SubtractionSolid::G4SubtractionSolid( __void     97 G4SubtractionSolid::G4SubtractionSolid( __void__& a )
 92   : G4BooleanSolid(a)                              98   : G4BooleanSolid(a)
 93 {                                                  99 {
 94 }                                                 100 }
 95                                                   101 
 96 ////////////////////////////////////////////// << 102 ///////////////////////////////////////////////////////////////
 97 //                                                103 //
 98 // Destructor                                     104 // Destructor
 99                                                   105 
100 G4SubtractionSolid::~G4SubtractionSolid() = de << 106 G4SubtractionSolid::~G4SubtractionSolid()
                                                   >> 107 {
                                                   >> 108 }
101                                                   109 
102 ////////////////////////////////////////////// << 110 ///////////////////////////////////////////////////////////////
103 //                                                111 //
104 // Copy constructor                               112 // Copy constructor
105                                                   113 
106 G4SubtractionSolid::G4SubtractionSolid(const G << 114 G4SubtractionSolid::G4SubtractionSolid(const G4SubtractionSolid& rhs)
                                                   >> 115   : G4BooleanSolid (rhs)
                                                   >> 116 {
                                                   >> 117 }
107                                                   118 
108 ////////////////////////////////////////////// << 119 ///////////////////////////////////////////////////////////////
109 //                                                120 //
110 // Assignment operator                            121 // Assignment operator
111                                                   122 
112 G4SubtractionSolid&                               123 G4SubtractionSolid&
113 G4SubtractionSolid::operator = (const G4Subtra    124 G4SubtractionSolid::operator = (const G4SubtractionSolid& rhs) 
114 {                                                 125 {
115   // Check assignment to self                     126   // Check assignment to self
116   //                                              127   //
117   if (this == &rhs)  { return *this; }            128   if (this == &rhs)  { return *this; }
118                                                   129 
119   // Copy base class data                         130   // Copy base class data
120   //                                              131   //
121   G4BooleanSolid::operator=(rhs);                 132   G4BooleanSolid::operator=(rhs);
122                                                   133 
123   return *this;                                   134   return *this;
124 }                                                 135 }  
125                                                   136 
126 //////////////////////////////////////////////    137 //////////////////////////////////////////////////////////////////////////
127 //                                                138 //
128 // Get bounding box                               139 // Get bounding box
129                                                   140 
130 void                                              141 void
131 G4SubtractionSolid::BoundingLimits(G4ThreeVect    142 G4SubtractionSolid::BoundingLimits(G4ThreeVector& pMin,
132                                    G4ThreeVect    143                                    G4ThreeVector& pMax) const
133 {                                                 144 {
134   // Since it is unclear how the shape of the     145   // Since it is unclear how the shape of the first solid will be changed
135   // after subtraction, just return its origin    146   // after subtraction, just return its original bounding box.
136   //                                              147   //
137   fPtrSolidA->BoundingLimits(pMin,pMax);          148   fPtrSolidA->BoundingLimits(pMin,pMax);
138                                                   149 
139   // Check correctness of the bounding box        150   // Check correctness of the bounding box
140   //                                              151   //
141   if (pMin.x() >= pMax.x() || pMin.y() >= pMax    152   if (pMin.x() >= pMax.x() || pMin.y() >= pMax.y() || pMin.z() >= pMax.z())
142   {                                               153   {
143     std::ostringstream message;                   154     std::ostringstream message;
144     message << "Bad bounding box (min >= max)     155     message << "Bad bounding box (min >= max) for solid: "
145             << GetName() << " !"                  156             << GetName() << " !"
146             << "\npMin = " << pMin                157             << "\npMin = " << pMin
147             << "\npMax = " << pMax;               158             << "\npMax = " << pMax;
148     G4Exception("G4SubtractionSolid::BoundingL    159     G4Exception("G4SubtractionSolid::BoundingLimits()", "GeomMgt0001",
149                 JustWarning, message);            160                 JustWarning, message);
150     DumpInfo();                                   161     DumpInfo();
151   }                                               162   }
152 }                                                 163 }
153                                                   164 
154 //////////////////////////////////////////////    165 //////////////////////////////////////////////////////////////////////////
155 //                                                166 //
156 // Calculate extent under transform and specif    167 // Calculate extent under transform and specified limit
157                                                   168      
158 G4bool                                            169 G4bool 
159 G4SubtractionSolid::CalculateExtent( const EAx    170 G4SubtractionSolid::CalculateExtent( const EAxis pAxis,
160                                      const G4V    171                                      const G4VoxelLimits& pVoxelLimit,
161                                      const G4A    172                                      const G4AffineTransform& pTransform,
162                                            G4d    173                                            G4double& pMin,
163                                            G4d    174                                            G4double& pMax ) const 
164 {                                                 175 {
165   // Since we cannot be sure how much the seco    176   // Since we cannot be sure how much the second solid subtracts 
166   // from the first, we must use the first sol    177   // from the first, we must use the first solid's extent!
167                                                   178 
168   return fPtrSolidA->CalculateExtent( pAxis, p    179   return fPtrSolidA->CalculateExtent( pAxis, pVoxelLimit, 
169                                       pTransfo    180                                       pTransform, pMin, pMax );
170 }                                                 181 }
171                                                   182  
172 ////////////////////////////////////////////// << 183 /////////////////////////////////////////////////////
173 //                                                184 //
174 // Touching ? Empty subtraction ?                 185 // Touching ? Empty subtraction ?
175                                                   186 
176 EInside G4SubtractionSolid::Inside( const G4Th    187 EInside G4SubtractionSolid::Inside( const G4ThreeVector& p ) const
177 {                                                 188 {
178   EInside positionA = fPtrSolidA->Inside(p);      189   EInside positionA = fPtrSolidA->Inside(p);
179   if (positionA == kOutside) return positionA; << 190   if (positionA == kOutside) return kOutside;
180                                                   191 
181   EInside positionB = fPtrSolidB->Inside(p);      192   EInside positionB = fPtrSolidB->Inside(p);
182   if (positionB == kOutside) return positionA; << 193   
183                                                << 194   if(positionA == kInside && positionB == kOutside)
184   if (positionB == kInside) return kOutside;   << 195   {
185   if (positionA == kInside) return kSurface; / << 196     return kInside ;
186                                                << 197   }
187   // Point is on both surfaces                 << 198   else
188   //                                           << 199   {
189   static const G4double rtol = 1000*kCarTolera << 200     static const G4double rtol
190                                                << 201       = 1000.0*G4GeometryTolerance::GetInstance()->GetRadialTolerance();
191   return ((fPtrSolidA->SurfaceNormal(p) -      << 202     if(( positionA == kInside && positionB == kSurface) ||
192            fPtrSolidB->SurfaceNormal(p)).mag2( << 203        ( positionB == kOutside && positionA == kSurface) ||
                                                   >> 204        ( positionA == kSurface && positionB == kSurface &&
                                                   >> 205          ( fPtrSolidA->SurfaceNormal(p) - 
                                                   >> 206            fPtrSolidB->SurfaceNormal(p) ).mag2() > rtol ) )
                                                   >> 207     {
                                                   >> 208       return kSurface;
                                                   >> 209     }
                                                   >> 210     else
                                                   >> 211     {
                                                   >> 212       return kOutside;
                                                   >> 213     }
                                                   >> 214   }
193 }                                                 215 }
194                                                   216 
195 ////////////////////////////////////////////// << 217 //////////////////////////////////////////////////////////////
196 //                                                218 //
197 // SurfaceNormal                                  219 // SurfaceNormal
198                                                   220 
199 G4ThreeVector                                     221 G4ThreeVector 
200 G4SubtractionSolid::SurfaceNormal( const G4Thr    222 G4SubtractionSolid::SurfaceNormal( const G4ThreeVector& p ) const 
201 {                                                 223 {
202   G4ThreeVector normal;                           224   G4ThreeVector normal;
203                                                   225 
204   EInside InsideA = fPtrSolidA->Inside(p);        226   EInside InsideA = fPtrSolidA->Inside(p);
205   EInside InsideB = fPtrSolidB->Inside(p);        227   EInside InsideB = fPtrSolidB->Inside(p); 
206                                                   228 
207   if( InsideA == kOutside )                       229   if( InsideA == kOutside )
208   {                                               230   {
209 #ifdef G4BOOLDEBUG                                231 #ifdef G4BOOLDEBUG
210     G4cout << "WARNING - Invalid call [1] in "    232     G4cout << "WARNING - Invalid call [1] in "
211            << "G4SubtractionSolid::SurfaceNorm    233            << "G4SubtractionSolid::SurfaceNormal(p)" << G4endl
212            << "  Point p is outside !" << G4en    234            << "  Point p is outside !" << G4endl;
213     G4cout << "          p = " << p << G4endl;    235     G4cout << "          p = " << p << G4endl;
214     G4cerr << "WARNING - Invalid call [1] in "    236     G4cerr << "WARNING - Invalid call [1] in "
215            << "G4SubtractionSolid::SurfaceNorm    237            << "G4SubtractionSolid::SurfaceNormal(p)" << G4endl
216            << "  Point p is outside !" << G4en    238            << "  Point p is outside !" << G4endl;
217     G4cerr << "          p = " << p << G4endl;    239     G4cerr << "          p = " << p << G4endl;
218 #endif                                            240 #endif
219     normal = fPtrSolidA->SurfaceNormal(p) ;       241     normal = fPtrSolidA->SurfaceNormal(p) ;
220   }                                               242   }
221   else if( InsideA == kSurface &&                 243   else if( InsideA == kSurface && 
222            InsideB != kInside      )              244            InsideB != kInside      ) 
223   {                                               245   {
224     normal = fPtrSolidA->SurfaceNormal(p) ;       246     normal = fPtrSolidA->SurfaceNormal(p) ;
225   }                                               247   }
226   else if( InsideA == kInside &&                  248   else if( InsideA == kInside && 
227            InsideB != kOutside    )               249            InsideB != kOutside    )
228   {                                               250   {
229     normal = -fPtrSolidB->SurfaceNormal(p) ;      251     normal = -fPtrSolidB->SurfaceNormal(p) ;
230   }                                               252   }
231   else                                            253   else 
232   {                                               254   {
233     if ( fPtrSolidA->DistanceToOut(p) <= fPtrS    255     if ( fPtrSolidA->DistanceToOut(p) <= fPtrSolidB->DistanceToIn(p) )
234     {                                             256     {
235       normal = fPtrSolidA->SurfaceNormal(p) ;     257       normal = fPtrSolidA->SurfaceNormal(p) ;
236     }                                             258     }
237     else                                          259     else
238     {                                             260     {
239       normal = -fPtrSolidB->SurfaceNormal(p) ;    261       normal = -fPtrSolidB->SurfaceNormal(p) ;
240     }                                             262     }
241 #ifdef G4BOOLDEBUG                                263 #ifdef G4BOOLDEBUG
242     if(Inside(p) == kInside)                      264     if(Inside(p) == kInside)
243     {                                             265     {
244       G4cout << "WARNING - Invalid call [2] in    266       G4cout << "WARNING - Invalid call [2] in "
245              << "G4SubtractionSolid::SurfaceNo    267              << "G4SubtractionSolid::SurfaceNormal(p)" << G4endl
246              << "  Point p is inside !" << G4e    268              << "  Point p is inside !" << G4endl;
247       G4cout << "          p = " << p << G4end    269       G4cout << "          p = " << p << G4endl;
248       G4cerr << "WARNING - Invalid call [2] in    270       G4cerr << "WARNING - Invalid call [2] in "
249              << "G4SubtractionSolid::SurfaceNo    271              << "G4SubtractionSolid::SurfaceNormal(p)" << G4endl
250              << "  Point p is inside !" << G4e    272              << "  Point p is inside !" << G4endl;
251       G4cerr << "          p = " << p << G4end    273       G4cerr << "          p = " << p << G4endl;
252     }                                             274     }
253 #endif                                            275 #endif
254   }                                               276   }
255   return normal;                                  277   return normal;
256 }                                                 278 }
257                                                   279 
258 ////////////////////////////////////////////// << 280 /////////////////////////////////////////////////////////////
259 //                                                281 //
260 // The same algorithm as in DistanceToIn(p)       282 // The same algorithm as in DistanceToIn(p)
261                                                   283 
262 G4double                                          284 G4double 
263 G4SubtractionSolid::DistanceToIn( const G4Thre << 285 G4SubtractionSolid::DistanceToIn(  const G4ThreeVector& p,
264                                   const G4Thre << 286                                    const G4ThreeVector& v  ) const 
265 {                                                 287 {
266   G4double dist = 0.0, dist2 = 0.0, disTmp = 0    288   G4double dist = 0.0, dist2 = 0.0, disTmp = 0.0;
267                                                   289     
268 #ifdef G4BOOLDEBUG                                290 #ifdef G4BOOLDEBUG
269   if( Inside(p) == kInside )                      291   if( Inside(p) == kInside )
270   {                                               292   {
271     G4cout << "WARNING - Invalid call in "        293     G4cout << "WARNING - Invalid call in "
272            << "G4SubtractionSolid::DistanceToI    294            << "G4SubtractionSolid::DistanceToIn(p,v)" << G4endl
273            << "  Point p is inside !" << G4end    295            << "  Point p is inside !" << G4endl;
274     G4cout << "          p = " << p << G4endl;    296     G4cout << "          p = " << p << G4endl;
275     G4cout << "          v = " << v << G4endl;    297     G4cout << "          v = " << v << G4endl;
276     G4cerr << "WARNING - Invalid call in "        298     G4cerr << "WARNING - Invalid call in "
277            << "G4SubtractionSolid::DistanceToI    299            << "G4SubtractionSolid::DistanceToIn(p,v)" << G4endl
278            << "  Point p is inside !" << G4end    300            << "  Point p is inside !" << G4endl;
279     G4cerr << "          p = " << p << G4endl;    301     G4cerr << "          p = " << p << G4endl;
280     G4cerr << "          v = " << v << G4endl;    302     G4cerr << "          v = " << v << G4endl;
281   }                                               303   }
282 #endif                                            304 #endif
283                                                   305 
284     // if( // ( fPtrSolidA->Inside(p) != kOuts    306     // if( // ( fPtrSolidA->Inside(p) != kOutside) &&  // case1:p in both A&B 
285     if ( fPtrSolidB->Inside(p) != kOutside )      307     if ( fPtrSolidB->Inside(p) != kOutside )   // start: out of B
286     {                                             308     {
287       dist = fPtrSolidB->DistanceToOut(p,v) ;     309       dist = fPtrSolidB->DistanceToOut(p,v) ; // ,calcNorm,validNorm,n) ;
288                                                   310       
289       if( fPtrSolidA->Inside(p+dist*v) != kIns    311       if( fPtrSolidA->Inside(p+dist*v) != kInside )
290       {                                           312       {
291         G4int count1=0;                           313         G4int count1=0;
292         do   // Loop checking, 13.08.2015, G.C    314         do   // Loop checking, 13.08.2015, G.Cosmo
293         {                                         315         {
294           disTmp = fPtrSolidA->DistanceToIn(p+    316           disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
295                                                   317 
296           if(disTmp == kInfinity)                 318           if(disTmp == kInfinity)
297           {                                       319           {  
298             return kInfinity ;                    320             return kInfinity ;
299           }                                       321           }
300           dist += disTmp ;                        322           dist += disTmp ;
301                                                   323 
302           if( Inside(p+dist*v) == kOutside )      324           if( Inside(p+dist*v) == kOutside )
303           {                                       325           {
304             disTmp = fPtrSolidB->DistanceToOut    326             disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v) ;
305             dist2 = dist+disTmp;                  327             dist2 = dist+disTmp;
306             if (dist == dist2)  { return dist;    328             if (dist == dist2)  { return dist; }   // no progress
307             dist = dist2 ;                        329             dist = dist2 ;
308             ++count1;                          << 330             count1++;
309             if( count1 > 1000 )  // Infinite l    331             if( count1 > 1000 )  // Infinite loop detected
310             {                                     332             {
311               G4String nameB = fPtrSolidB->Get    333               G4String nameB = fPtrSolidB->GetName();
312               if(fPtrSolidB->GetEntityType()==    334               if(fPtrSolidB->GetEntityType()=="G4DisplacedSolid")
313               {                                   335               {
314                 nameB = (dynamic_cast<G4Displa    336                 nameB = (dynamic_cast<G4DisplacedSolid*>(fPtrSolidB))
315                         ->GetConstituentMovedS    337                         ->GetConstituentMovedSolid()->GetName();
316               }                                   338               }
317               std::ostringstream message;         339               std::ostringstream message;
318               message << "Illegal condition ca    340               message << "Illegal condition caused by solids: "
319                       << fPtrSolidA->GetName()    341                       << fPtrSolidA->GetName() << " and " << nameB << G4endl;
320               message.precision(16);              342               message.precision(16);
321               message << "Looping detected in     343               message << "Looping detected in point " << p+dist*v
322                       << ", from original poin    344                       << ", from original point " << p
323                       << " and direction " <<     345                       << " and direction " << v << G4endl
324                       << "Computed candidate d    346                       << "Computed candidate distance: " << dist << "*mm. ";
325               message.precision(6);               347               message.precision(6);
326               DumpInfo();                         348               DumpInfo();
327               G4Exception("G4SubtractionSolid:    349               G4Exception("G4SubtractionSolid::DistanceToIn(p,v)",
328                           "GeomSolids1001", Ju    350                           "GeomSolids1001", JustWarning, message,
329                           "Returning candidate    351                           "Returning candidate distance.");
330               return dist;                        352               return dist;
331             }                                     353             }
332           }                                       354           }    
333         }                                         355         }
334         while( Inside(p+dist*v) == kOutside )     356         while( Inside(p+dist*v) == kOutside ) ;
335       }                                           357       }
336     }                                             358     }
337     else // p outside A, start in A               359     else // p outside A, start in A
338     {                                             360     {
339       dist = fPtrSolidA->DistanceToIn(p,v) ;      361       dist = fPtrSolidA->DistanceToIn(p,v) ;
340                                                   362 
341       if( dist == kInfinity ) // past A, hence    363       if( dist == kInfinity ) // past A, hence past A\B
342       {                                           364       {
343         return kInfinity ;                        365         return kInfinity ;
344       }                                           366       }
345       else                                        367       else
346       {                                           368       {
347         G4int count2=0;                           369         G4int count2=0;
348         while( Inside(p+dist*v) == kOutside )     370         while( Inside(p+dist*v) == kOutside )  // pushing loop
349         {                                         371         {
350           disTmp = fPtrSolidB->DistanceToOut(p    372           disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v) ;
351           dist += disTmp ;                        373           dist += disTmp ;
352                                                   374 
353           if( Inside(p+dist*v) == kOutside )      375           if( Inside(p+dist*v) == kOutside )
354           {                                       376           { 
355             disTmp = fPtrSolidA->DistanceToIn(    377             disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
356                                                   378 
357             if(disTmp == kInfinity) // past A,    379             if(disTmp == kInfinity) // past A, hence past A\B
358             {                                     380             {  
359               return kInfinity ;                  381               return kInfinity ;
360             }                                     382             }                 
361             dist2 = dist+disTmp;                  383             dist2 = dist+disTmp;
362             if (dist == dist2)  { return dist;    384             if (dist == dist2)  { return dist; }   // no progress
363             dist = dist2 ;                        385             dist = dist2 ;
364             ++count2;                          << 386             count2++;
365             if( count2 > 1000 )  // Infinite l    387             if( count2 > 1000 )  // Infinite loop detected
366             {                                     388             {
367               G4String nameB = fPtrSolidB->Get    389               G4String nameB = fPtrSolidB->GetName();
368               if(fPtrSolidB->GetEntityType()==    390               if(fPtrSolidB->GetEntityType()=="G4DisplacedSolid")
369               {                                   391               {
370                 nameB = (dynamic_cast<G4Displa    392                 nameB = (dynamic_cast<G4DisplacedSolid*>(fPtrSolidB))
371                         ->GetConstituentMovedS    393                         ->GetConstituentMovedSolid()->GetName();
372               }                                   394               }
373               std::ostringstream message;         395               std::ostringstream message;
374               message << "Illegal condition ca    396               message << "Illegal condition caused by solids: "
375                       << fPtrSolidA->GetName()    397                       << fPtrSolidA->GetName() << " and " << nameB << G4endl;
376               message.precision(16);              398               message.precision(16);
377               message << "Looping detected in     399               message << "Looping detected in point " << p+dist*v
378                       << ", from original poin    400                       << ", from original point " << p
379                       << " and direction " <<     401                       << " and direction " << v << G4endl
380                       << "Computed candidate d    402                       << "Computed candidate distance: " << dist << "*mm. ";
381               message.precision(6);               403               message.precision(6);
382               DumpInfo();                         404               DumpInfo();
383               G4Exception("G4SubtractionSolid:    405               G4Exception("G4SubtractionSolid::DistanceToIn(p,v)",
384                           "GeomSolids1001", Ju    406                           "GeomSolids1001", JustWarning, message,
385                           "Returning candidate    407                           "Returning candidate distance.");
386               return dist;                        408               return dist;
387             }                                     409             }
388           }                                       410           }
389         }    // Loop checking, 13.08.2015, G.C    411         }    // Loop checking, 13.08.2015, G.Cosmo
390       }                                           412       }
391     }                                             413     }
392                                                   414   
393   return dist ;                                   415   return dist ;
394 }                                                 416 }
395                                                   417 
396 ////////////////////////////////////////////// << 418 ////////////////////////////////////////////////////////
397 //                                                419 //
398 // Approximate nearest distance from the point    420 // Approximate nearest distance from the point p to the intersection of
399 // two solids. It is usually underestimated fr    421 // two solids. It is usually underestimated from the point of view of
400 // isotropic safety                               422 // isotropic safety
401                                                   423 
402 G4double                                          424 G4double 
403 G4SubtractionSolid::DistanceToIn( const G4Thre    425 G4SubtractionSolid::DistanceToIn( const G4ThreeVector& p ) const 
404 {                                                 426 {
405   G4double dist = 0.0;                         << 427   G4double dist=0.0;
406                                                   428 
407 #ifdef G4BOOLDEBUG                                429 #ifdef G4BOOLDEBUG
408   if( Inside(p) == kInside )                      430   if( Inside(p) == kInside )
409   {                                               431   {
410     G4cout << "WARNING - Invalid call in "        432     G4cout << "WARNING - Invalid call in "
411            << "G4SubtractionSolid::DistanceToI    433            << "G4SubtractionSolid::DistanceToIn(p)" << G4endl
412            << "  Point p is inside !" << G4end    434            << "  Point p is inside !" << G4endl;
413     G4cout << "          p = " << p << G4endl;    435     G4cout << "          p = " << p << G4endl;
414     G4cerr << "WARNING - Invalid call in "        436     G4cerr << "WARNING - Invalid call in "
415            << "G4SubtractionSolid::DistanceToI    437            << "G4SubtractionSolid::DistanceToIn(p)" << G4endl
416            << "  Point p is inside !" << G4end    438            << "  Point p is inside !" << G4endl;
417     G4cerr << "          p = " << p << G4endl;    439     G4cerr << "          p = " << p << G4endl;
418   }                                               440   }
419 #endif                                            441 #endif
420                                                   442 
421   if( ( fPtrSolidA->Inside(p) != kOutside) &&     443   if( ( fPtrSolidA->Inside(p) != kOutside) &&   // case 1
422       ( fPtrSolidB->Inside(p) != kOutside)        444       ( fPtrSolidB->Inside(p) != kOutside)    )
423   {                                               445   {
424     dist = fPtrSolidB->DistanceToOut(p);       << 446       dist= fPtrSolidB->DistanceToOut(p)  ;
425   }                                               447   }
426   else                                            448   else
427   {                                               449   {
428     dist = fPtrSolidA->DistanceToIn(p);        << 450       dist= fPtrSolidA->DistanceToIn(p) ; 
429   }                                               451   }
430                                                   452   
431   return dist;                                    453   return dist; 
432 }                                                 454 }
433                                                   455 
434 ////////////////////////////////////////////// << 456 //////////////////////////////////////////////////////////
435 //                                                457 //
436 // The same algorithm as DistanceToOut(p)         458 // The same algorithm as DistanceToOut(p)
437                                                   459 
438 G4double                                          460 G4double 
439 G4SubtractionSolid::DistanceToOut( const G4Thr    461 G4SubtractionSolid::DistanceToOut( const G4ThreeVector& p,
440                                    const G4Thr << 462                  const G4ThreeVector& v,
441                                    const G4boo << 463                  const G4bool calcNorm,
442                                          G4boo << 464                        G4bool *validNorm,
443                                          G4Thr << 465                        G4ThreeVector *n ) const 
444 {                                                 466 {
445 #ifdef G4BOOLDEBUG                                467 #ifdef G4BOOLDEBUG
446     if( Inside(p) == kOutside )                   468     if( Inside(p) == kOutside )
447     {                                             469     {
448       G4cout << "Position:"  << G4endl << G4en    470       G4cout << "Position:"  << G4endl << G4endl;
449       G4cout << "p.x() = "   << p.x()/mm << "     471       G4cout << "p.x() = "   << p.x()/mm << " mm" << G4endl;
450       G4cout << "p.y() = "   << p.y()/mm << "     472       G4cout << "p.y() = "   << p.y()/mm << " mm" << G4endl;
451       G4cout << "p.z() = "   << p.z()/mm << "     473       G4cout << "p.z() = "   << p.z()/mm << " mm" << G4endl << G4endl;
452       G4cout << "Direction:" << G4endl << G4en    474       G4cout << "Direction:" << G4endl << G4endl;
453       G4cout << "v.x() = "   << v.x() << G4end    475       G4cout << "v.x() = "   << v.x() << G4endl;
454       G4cout << "v.y() = "   << v.y() << G4end    476       G4cout << "v.y() = "   << v.y() << G4endl;
455       G4cout << "v.z() = "   << v.z() << G4end    477       G4cout << "v.z() = "   << v.z() << G4endl << G4endl;
456       G4cout << "WARNING - Invalid call in "      478       G4cout << "WARNING - Invalid call in "
457              << "G4SubtractionSolid::DistanceT    479              << "G4SubtractionSolid::DistanceToOut(p,v)" << G4endl
458              << "  Point p is outside !" << G4    480              << "  Point p is outside !" << G4endl;
459       G4cout << "          p = " << p << G4end    481       G4cout << "          p = " << p << G4endl;
460       G4cout << "          v = " << v << G4end    482       G4cout << "          v = " << v << G4endl;
461       G4cerr << "WARNING - Invalid call in "      483       G4cerr << "WARNING - Invalid call in "
462              << "G4SubtractionSolid::DistanceT    484              << "G4SubtractionSolid::DistanceToOut(p,v)" << G4endl
463              << "  Point p is outside !" << G4    485              << "  Point p is outside !" << G4endl;
464       G4cerr << "          p = " << p << G4end    486       G4cerr << "          p = " << p << G4endl;
465       G4cerr << "          v = " << v << G4end    487       G4cerr << "          v = " << v << G4endl;
466     }                                             488     }
467 #endif                                            489 #endif
468                                                   490 
469     G4double distout;                             491     G4double distout;
470     G4double distA = fPtrSolidA->DistanceToOut    492     G4double distA = fPtrSolidA->DistanceToOut(p,v,calcNorm,validNorm,n) ;
471     G4double distB = fPtrSolidB->DistanceToIn(    493     G4double distB = fPtrSolidB->DistanceToIn(p,v) ;
472     if(distB < distA)                             494     if(distB < distA)
473     {                                             495     {
474       if(calcNorm)                                496       if(calcNorm)
475       {                                           497       {
476         *n = -(fPtrSolidB->SurfaceNormal(p+dis    498         *n = -(fPtrSolidB->SurfaceNormal(p+distB*v)) ;
477         *validNorm = false ;                      499         *validNorm = false ;
478       }                                           500       }
479       distout= distB ;                            501       distout= distB ;
480     }                                             502     }
481     else                                          503     else
482     {                                             504     {
483       distout= distA ;                            505       distout= distA ; 
484     }                                             506     } 
485     return distout;                               507     return distout;
486 }                                                 508 }
487                                                   509 
488 ////////////////////////////////////////////// << 510 //////////////////////////////////////////////////////////////
489 //                                                511 //
490 // Inverted algorithm of DistanceToIn(p)          512 // Inverted algorithm of DistanceToIn(p)
491                                                   513 
492 G4double                                          514 G4double 
493 G4SubtractionSolid::DistanceToOut( const G4Thr    515 G4SubtractionSolid::DistanceToOut( const G4ThreeVector& p ) const 
494 {                                                 516 {
495   G4double dist=0.0;                              517   G4double dist=0.0;
496                                                   518 
497   if( Inside(p) == kOutside )                     519   if( Inside(p) == kOutside )
498   {                                               520   { 
499 #ifdef G4BOOLDEBUG                                521 #ifdef G4BOOLDEBUG
500     G4cout << "WARNING - Invalid call in "        522     G4cout << "WARNING - Invalid call in "
501            << "G4SubtractionSolid::DistanceToO    523            << "G4SubtractionSolid::DistanceToOut(p)" << G4endl
502            << "  Point p is outside" << G4endl    524            << "  Point p is outside" << G4endl;
503     G4cout << "          p = " << p << G4endl;    525     G4cout << "          p = " << p << G4endl;
504     G4cerr << "WARNING - Invalid call in "        526     G4cerr << "WARNING - Invalid call in "
505            << "G4SubtractionSolid::DistanceToO    527            << "G4SubtractionSolid::DistanceToOut(p)" << G4endl
506            << "  Point p is outside" << G4endl    528            << "  Point p is outside" << G4endl;
507     G4cerr << "          p = " << p << G4endl;    529     G4cerr << "          p = " << p << G4endl;
508 #endif                                            530 #endif
509   }                                               531   }
510   else                                            532   else
511   {                                               533   {
512      dist= std::min(fPtrSolidA->DistanceToOut(    534      dist= std::min(fPtrSolidA->DistanceToOut(p),
513                       fPtrSolidB->DistanceToIn    535                       fPtrSolidB->DistanceToIn(p) ) ; 
514   }                                               536   }
515   return dist;                                    537   return dist; 
516 }                                                 538 }
517                                                   539 
518 ////////////////////////////////////////////// << 540 //////////////////////////////////////////////////////////////
519 //                                                541 //
520 //                                                542 //
521                                                   543 
522 G4GeometryType G4SubtractionSolid::GetEntityTy    544 G4GeometryType G4SubtractionSolid::GetEntityType() const 
523 {                                                 545 {
524   return {"G4SubtractionSolid"};               << 546   return G4String("G4SubtractionSolid");
525 }                                                 547 }
526                                                   548 
527 //////////////////////////////////////////////    549 //////////////////////////////////////////////////////////////////////////
528 //                                                550 //
529 // Make a clone of the object                     551 // Make a clone of the object
530                                                   552 
531 G4VSolid* G4SubtractionSolid::Clone() const       553 G4VSolid* G4SubtractionSolid::Clone() const
532 {                                                 554 {
533   return new G4SubtractionSolid(*this);           555   return new G4SubtractionSolid(*this);
534 }                                                 556 }
535                                                   557 
536 ////////////////////////////////////////////// << 558 //////////////////////////////////////////////////////////////
                                                   >> 559 //
537 //                                                560 //
538 // ComputeDimensions                           << 
539                                                   561 
540 void                                              562 void 
541 G4SubtractionSolid::ComputeDimensions(       G    563 G4SubtractionSolid::ComputeDimensions(       G4VPVParameterisation*,
542                                        const G    564                                        const G4int,
543                                        const G    565                                        const G4VPhysicalVolume* ) 
544 {                                                 566 {
545 }                                                 567 }
546                                                   568 
547 ////////////////////////////////////////////// << 569 /////////////////////////////////////////////////
548 //                                                570 //
549 // DescribeYourselfTo                          << 571 //                    
550                                                   572 
551 void                                              573 void 
552 G4SubtractionSolid::DescribeYourselfTo ( G4VGr    574 G4SubtractionSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const 
553 {                                                 575 {
554   scene.AddSolid (*this);                         576   scene.AddSolid (*this);
555 }                                                 577 }
556                                                   578 
557 ////////////////////////////////////////////// << 579 ////////////////////////////////////////////////////
558 //                                                580 //
559 // CreatePolyhedron                            << 
560                                                << 
561 G4Polyhedron* G4SubtractionSolid::CreatePolyhe << 
562 {                                              << 
563   if (fExternalBoolProcessor == nullptr)       << 
564   {                                            << 
565     HepPolyhedronProcessor processor;          << 
566     // Stack components and components of comp << 
567     // See G4BooleanSolid::StackPolyhedron     << 
568     G4Polyhedron* top = StackPolyhedron(proces << 
569     auto result = new G4Polyhedron(*top);      << 
570     if (processor.execute(*result))            << 
571     {                                          << 
572       return result;                           << 
573     }                                          << 
574     else                                       << 
575     {                                          << 
576       return nullptr;                          << 
577     }                                          << 
578   }                                            << 
579   else                                         << 
580   {                                            << 
581     return fExternalBoolProcessor->Process(thi << 
582   }                                            << 
583 }                                              << 
584                                                << 
585 ////////////////////////////////////////////// << 
586 //                                             << 
587 // GetCubicVolume                              << 
588 //                                                581 //
589                                                   582 
590 G4double G4SubtractionSolid::GetCubicVolume()  << 583 G4Polyhedron* 
                                                   >> 584 G4SubtractionSolid::CreatePolyhedron () const 
591 {                                                 585 {
592   if( fCubicVolume >= 0. )                     << 586   HepPolyhedronProcessor processor;
593   {                                            << 587   // Stack components and components of components recursively
594     return fCubicVolume;                       << 588   // See G4BooleanSolid::StackPolyhedron
595   }                                            << 589   G4Polyhedron* top = StackPolyhedron(processor, this);
596   G4ThreeVector bminA, bmaxA, bminB, bmaxB;    << 590   G4Polyhedron* result = new G4Polyhedron(*top);
597   fPtrSolidA->BoundingLimits(bminA, bmaxA);    << 591   if (processor.execute(*result)) { return result; }
598   fPtrSolidB->BoundingLimits(bminB, bmaxB);    << 592   else { return 0; }
599   G4bool noIntersection =                      << 
600      bminA.x() >= bmaxB.x() || bminA.y() >= bm << 
601      bminB.x() >= bmaxA.x() || bminB.y() >= bm << 
602                                                << 
603   if (noIntersection)                          << 
604   {                                            << 
605     fCubicVolume = fPtrSolidA->GetCubicVolume( << 
606   }                                            << 
607   else                                         << 
608   {                                            << 
609     if (GetNumOfConstituents() > 10)           << 
610     {                                          << 
611       fCubicVolume = G4BooleanSolid::GetCubicV << 
612     }                                          << 
613     else                                       << 
614     {                                          << 
615       G4IntersectionSolid intersectVol("Tempor << 
616                                         fPtrSo << 
617       intersectVol.SetCubVolStatistics(GetCubV << 
618       intersectVol.SetCubVolEpsilon(GetCubVolE << 
619                                                << 
620       G4double cubVolumeA = fPtrSolidA->GetCub << 
621       fCubicVolume = cubVolumeA - intersectVol << 
622       if (fCubicVolume < 0.01*cubVolumeA) fCub << 
623     }                                          << 
624   }                                            << 
625   return fCubicVolume;                         << 
626 }                                                 593 }
627                                                   594