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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: G4SubtractionSolid.cc,v 1.35 2010-10-20 07:31:39 gcosmo Exp $ >> 28 // GEANT4 tag $Name: geant4-09-04-patch-01 $ >> 29 // 26 // Implementation of methods for the class G4I 30 // Implementation of methods for the class G4IntersectionSolid 27 // 31 // 28 // 22.07.11 T.Nikitina: added detection of inf << 32 // History: 29 // 19.10.98 V.Grichine: new algorithm of Dista << 33 // 30 // 14.10.98 V.Grichine: implementation of the 34 // 14.10.98 V.Grichine: implementation of the first version >> 35 // 19.10.98 V.Grichine: new algorithm of DistanceToIn(p,v) >> 36 // 02.08.99 V.Grichine: bugs fixed in DistanceToOut(p,v,...) >> 37 // while -> do-while & surfaceA limitations >> 38 // 13.09.00 V.Grichine: bug fixed in SurfaceNormal(p), p can be inside >> 39 // 31 // ------------------------------------------- 40 // -------------------------------------------------------------------- 32 41 33 #include "G4SubtractionSolid.hh" 42 #include "G4SubtractionSolid.hh" 34 43 35 #include "G4SystemOfUnits.hh" << 36 #include "G4VoxelLimits.hh" 44 #include "G4VoxelLimits.hh" 37 #include "G4VPVParameterisation.hh" 45 #include "G4VPVParameterisation.hh" 38 #include "G4GeometryTolerance.hh" 46 #include "G4GeometryTolerance.hh" 39 47 40 #include "G4VGraphicsScene.hh" 48 #include "G4VGraphicsScene.hh" 41 #include "G4Polyhedron.hh" 49 #include "G4Polyhedron.hh" 42 #include "G4PolyhedronArbitrary.hh" << 43 #include "HepPolyhedronProcessor.h" 50 #include "HepPolyhedronProcessor.h" 44 << 51 #include "G4NURBS.hh" 45 #include "G4IntersectionSolid.hh" << 52 // #include "G4NURBSbox.hh" 46 53 47 #include <sstream> 54 #include <sstream> 48 55 49 ////////////////////////////////////////////// << 56 /////////////////////////////////////////////////////////////////// 50 // 57 // 51 // Transfer all data members to G4BooleanSolid 58 // Transfer all data members to G4BooleanSolid which is responsible 52 // for them. pName will be in turn sent to G4V 59 // for them. pName will be in turn sent to G4VSolid 53 60 54 G4SubtractionSolid::G4SubtractionSolid( const 61 G4SubtractionSolid::G4SubtractionSolid( const G4String& pName, 55 62 G4VSolid* pSolidA , 56 63 G4VSolid* pSolidB ) 57 : G4BooleanSolid(pName,pSolidA,pSolidB) 64 : G4BooleanSolid(pName,pSolidA,pSolidB) 58 { 65 { 59 } 66 } 60 67 61 ////////////////////////////////////////////// << 68 /////////////////////////////////////////////////////////////// 62 // 69 // 63 // Constructor 70 // Constructor 64 71 65 G4SubtractionSolid::G4SubtractionSolid( const 72 G4SubtractionSolid::G4SubtractionSolid( const G4String& pName, 66 73 G4VSolid* pSolidA , 67 74 G4VSolid* pSolidB , 68 75 G4RotationMatrix* rotMatrix, 69 const 76 const G4ThreeVector& transVector ) 70 : G4BooleanSolid(pName,pSolidA,pSolidB,rotMa 77 : G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector) 71 { 78 { 72 } 79 } 73 80 74 ////////////////////////////////////////////// << 81 /////////////////////////////////////////////////////////////// 75 // 82 // 76 // Constructor 83 // Constructor 77 84 78 G4SubtractionSolid::G4SubtractionSolid( const 85 G4SubtractionSolid::G4SubtractionSolid( const G4String& pName, 79 86 G4VSolid* pSolidA , 80 87 G4VSolid* pSolidB , 81 const 88 const G4Transform3D& transform ) 82 : G4BooleanSolid(pName,pSolidA,pSolidB,trans 89 : G4BooleanSolid(pName,pSolidA,pSolidB,transform) 83 { 90 { 84 } 91 } 85 92 86 ////////////////////////////////////////////// << 93 ////////////////////////////////////////////////////////////////// 87 // 94 // 88 // Fake default constructor - sets only member 95 // Fake default constructor - sets only member data and allocates memory 89 // for usage restri 96 // for usage restricted to object persistency. 90 97 91 G4SubtractionSolid::G4SubtractionSolid( __void 98 G4SubtractionSolid::G4SubtractionSolid( __void__& a ) 92 : G4BooleanSolid(a) 99 : G4BooleanSolid(a) 93 { 100 { 94 } 101 } 95 102 96 ////////////////////////////////////////////// << 103 /////////////////////////////////////////////////////////////// 97 // 104 // 98 // Destructor 105 // Destructor 99 106 100 G4SubtractionSolid::~G4SubtractionSolid() = de << 107 G4SubtractionSolid::~G4SubtractionSolid() >> 108 { >> 109 } 101 110 102 ////////////////////////////////////////////// << 111 /////////////////////////////////////////////////////////////// 103 // 112 // 104 // Copy constructor 113 // Copy constructor 105 114 106 G4SubtractionSolid::G4SubtractionSolid(const G << 115 G4SubtractionSolid::G4SubtractionSolid(const G4SubtractionSolid& rhs) >> 116 : G4BooleanSolid (rhs) >> 117 { >> 118 } 107 119 108 ////////////////////////////////////////////// << 120 /////////////////////////////////////////////////////////////// 109 // 121 // 110 // Assignment operator 122 // Assignment operator 111 123 112 G4SubtractionSolid& 124 G4SubtractionSolid& 113 G4SubtractionSolid::operator = (const G4Subtra 125 G4SubtractionSolid::operator = (const G4SubtractionSolid& rhs) 114 { 126 { 115 // Check assignment to self 127 // Check assignment to self 116 // 128 // 117 if (this == &rhs) { return *this; } 129 if (this == &rhs) { return *this; } 118 130 119 // Copy base class data 131 // Copy base class data 120 // 132 // 121 G4BooleanSolid::operator=(rhs); 133 G4BooleanSolid::operator=(rhs); 122 134 123 return *this; 135 return *this; 124 } 136 } 125 137 126 ////////////////////////////////////////////// << 138 /////////////////////////////////////////////////////////////// 127 // 139 // 128 // Get bounding box << 140 // CalculateExtent 129 << 130 void << 131 G4SubtractionSolid::BoundingLimits(G4ThreeVect << 132 G4ThreeVect << 133 { << 134 // Since it is unclear how the shape of the << 135 // after subtraction, just return its origin << 136 // << 137 fPtrSolidA->BoundingLimits(pMin,pMax); << 138 << 139 // Check correctness of the bounding box << 140 // << 141 if (pMin.x() >= pMax.x() || pMin.y() >= pMax << 142 { << 143 std::ostringstream message; << 144 message << "Bad bounding box (min >= max) << 145 << GetName() << " !" << 146 << "\npMin = " << pMin << 147 << "\npMax = " << pMax; << 148 G4Exception("G4SubtractionSolid::BoundingL << 149 JustWarning, message); << 150 DumpInfo(); << 151 } << 152 } << 153 << 154 ////////////////////////////////////////////// << 155 // << 156 // Calculate extent under transform and specif << 157 141 158 G4bool 142 G4bool 159 G4SubtractionSolid::CalculateExtent( const EAx 143 G4SubtractionSolid::CalculateExtent( const EAxis pAxis, 160 const G4V 144 const G4VoxelLimits& pVoxelLimit, 161 const G4A 145 const G4AffineTransform& pTransform, 162 G4d 146 G4double& pMin, 163 G4d 147 G4double& pMax ) const 164 { 148 { 165 // Since we cannot be sure how much the seco 149 // Since we cannot be sure how much the second solid subtracts 166 // from the first, we must use the first sol << 150 // from the first, we must use the first solid's extent! 167 151 168 return fPtrSolidA->CalculateExtent( pAxis, p 152 return fPtrSolidA->CalculateExtent( pAxis, pVoxelLimit, 169 pTransfo 153 pTransform, pMin, pMax ); 170 } 154 } 171 155 172 ////////////////////////////////////////////// << 156 ///////////////////////////////////////////////////// 173 // 157 // 174 // Touching ? Empty subtraction ? 158 // Touching ? Empty subtraction ? 175 159 176 EInside G4SubtractionSolid::Inside( const G4Th 160 EInside G4SubtractionSolid::Inside( const G4ThreeVector& p ) const 177 { 161 { 178 EInside positionA = fPtrSolidA->Inside(p); 162 EInside positionA = fPtrSolidA->Inside(p); 179 if (positionA == kOutside) return positionA; << 163 if (positionA == kOutside) return kOutside; 180 164 181 EInside positionB = fPtrSolidB->Inside(p); 165 EInside positionB = fPtrSolidB->Inside(p); 182 if (positionB == kOutside) return positionA; << 166 183 << 167 if(positionA == kInside && positionB == kOutside) 184 if (positionB == kInside) return kOutside; << 168 { 185 if (positionA == kInside) return kSurface; / << 169 return kInside ; 186 << 170 } 187 // Point is on both surfaces << 171 else 188 // << 172 { 189 static const G4double rtol = 1000*kCarTolera << 173 if(( positionA == kInside && positionB == kSurface) || 190 << 174 ( positionB == kOutside && positionA == kSurface) || 191 return ((fPtrSolidA->SurfaceNormal(p) - << 175 ( positionA == kSurface && positionB == kSurface && 192 fPtrSolidB->SurfaceNormal(p)).mag2( << 176 ( fPtrSolidA->SurfaceNormal(p) - >> 177 fPtrSolidB->SurfaceNormal(p) ).mag2() > >> 178 1000*G4GeometryTolerance::GetInstance()->GetRadialTolerance() ) ) >> 179 { >> 180 return kSurface; >> 181 } >> 182 else >> 183 { >> 184 return kOutside; >> 185 } >> 186 } 193 } 187 } 194 188 195 ////////////////////////////////////////////// << 189 ////////////////////////////////////////////////////////////// 196 // 190 // 197 // SurfaceNormal 191 // SurfaceNormal 198 192 199 G4ThreeVector 193 G4ThreeVector 200 G4SubtractionSolid::SurfaceNormal( const G4Thr 194 G4SubtractionSolid::SurfaceNormal( const G4ThreeVector& p ) const 201 { 195 { 202 G4ThreeVector normal; 196 G4ThreeVector normal; 203 << 197 if( Inside(p) == kOutside ) 204 EInside InsideA = fPtrSolidA->Inside(p); << 205 EInside InsideB = fPtrSolidB->Inside(p); << 206 << 207 if( InsideA == kOutside ) << 208 { 198 { 209 #ifdef G4BOOLDEBUG 199 #ifdef G4BOOLDEBUG 210 G4cout << "WARNING - Invalid call [1] in " 200 G4cout << "WARNING - Invalid call [1] in " 211 << "G4SubtractionSolid::SurfaceNorm 201 << "G4SubtractionSolid::SurfaceNormal(p)" << G4endl 212 << " Point p is outside !" << G4en << 202 << " Point p is inside !" << G4endl; 213 G4cout << " p = " << p << G4endl; 203 G4cout << " p = " << p << G4endl; 214 G4cerr << "WARNING - Invalid call [1] in " 204 G4cerr << "WARNING - Invalid call [1] in " 215 << "G4SubtractionSolid::SurfaceNorm 205 << "G4SubtractionSolid::SurfaceNormal(p)" << G4endl 216 << " Point p is outside !" << G4en << 206 << " Point p is inside !" << G4endl; 217 G4cerr << " p = " << p << G4endl; 207 G4cerr << " p = " << p << G4endl; 218 #endif 208 #endif 219 normal = fPtrSolidA->SurfaceNormal(p) ; << 220 } 209 } 221 else if( InsideA == kSurface && << 210 else 222 InsideB != kInside ) << 211 { 223 { << 212 if( fPtrSolidA->Inside(p) == kSurface && 224 normal = fPtrSolidA->SurfaceNormal(p) ; << 213 fPtrSolidB->Inside(p) != kInside ) 225 } << 226 else if( InsideA == kInside && << 227 InsideB != kOutside ) << 228 { << 229 normal = -fPtrSolidB->SurfaceNormal(p) ; << 230 } << 231 else << 232 { << 233 if ( fPtrSolidA->DistanceToOut(p) <= fPtrS << 234 { 214 { 235 normal = fPtrSolidA->SurfaceNormal(p) ; 215 normal = fPtrSolidA->SurfaceNormal(p) ; 236 } 216 } 237 else << 217 else if( fPtrSolidA->Inside(p) == kInside && >> 218 fPtrSolidB->Inside(p) != kOutside ) 238 { 219 { 239 normal = -fPtrSolidB->SurfaceNormal(p) ; 220 normal = -fPtrSolidB->SurfaceNormal(p) ; 240 } 221 } 241 #ifdef G4BOOLDEBUG << 222 else 242 if(Inside(p) == kInside) << 243 { 223 { 244 G4cout << "WARNING - Invalid call [2] in << 224 if ( fPtrSolidA->DistanceToOut(p) <= fPtrSolidB->DistanceToIn(p) ) >> 225 { >> 226 normal = fPtrSolidA->SurfaceNormal(p) ; >> 227 } >> 228 else >> 229 { >> 230 normal = -fPtrSolidB->SurfaceNormal(p) ; >> 231 } >> 232 #ifdef G4BOOLDEBUG >> 233 if(Inside(p) == kInside) >> 234 { >> 235 G4cout << "WARNING - Invalid call [2] in " 245 << "G4SubtractionSolid::SurfaceNo 236 << "G4SubtractionSolid::SurfaceNormal(p)" << G4endl 246 << " Point p is inside !" << G4e 237 << " Point p is inside !" << G4endl; 247 G4cout << " p = " << p << G4end << 238 G4cout << " p = " << p << G4endl; 248 G4cerr << "WARNING - Invalid call [2] in << 239 G4cerr << "WARNING - Invalid call [2] in " 249 << "G4SubtractionSolid::SurfaceNo 240 << "G4SubtractionSolid::SurfaceNormal(p)" << G4endl 250 << " Point p is inside !" << G4e 241 << " Point p is inside !" << G4endl; 251 G4cerr << " p = " << p << G4end << 242 G4cerr << " p = " << p << G4endl; 252 } << 243 } 253 #endif 244 #endif >> 245 } 254 } 246 } 255 return normal; 247 return normal; 256 } 248 } 257 249 258 ////////////////////////////////////////////// << 250 ///////////////////////////////////////////////////////////// 259 // 251 // 260 // The same algorithm as in DistanceToIn(p) 252 // The same algorithm as in DistanceToIn(p) 261 253 262 G4double 254 G4double 263 G4SubtractionSolid::DistanceToIn( const G4Thre << 255 G4SubtractionSolid::DistanceToIn( const G4ThreeVector& p, 264 const G4Thre << 256 const G4ThreeVector& v ) const 265 { 257 { 266 G4double dist = 0.0, dist2 = 0.0, disTmp = 0 << 258 G4double dist = 0.0,disTmp = 0.0 ; 267 259 268 #ifdef G4BOOLDEBUG 260 #ifdef G4BOOLDEBUG 269 if( Inside(p) == kInside ) 261 if( Inside(p) == kInside ) 270 { 262 { 271 G4cout << "WARNING - Invalid call in " 263 G4cout << "WARNING - Invalid call in " 272 << "G4SubtractionSolid::DistanceToI 264 << "G4SubtractionSolid::DistanceToIn(p,v)" << G4endl 273 << " Point p is inside !" << G4end 265 << " Point p is inside !" << G4endl; 274 G4cout << " p = " << p << G4endl; 266 G4cout << " p = " << p << G4endl; 275 G4cout << " v = " << v << G4endl; 267 G4cout << " v = " << v << G4endl; 276 G4cerr << "WARNING - Invalid call in " 268 G4cerr << "WARNING - Invalid call in " 277 << "G4SubtractionSolid::DistanceToI 269 << "G4SubtractionSolid::DistanceToIn(p,v)" << G4endl 278 << " Point p is inside !" << G4end 270 << " Point p is inside !" << G4endl; 279 G4cerr << " p = " << p << G4endl; 271 G4cerr << " p = " << p << G4endl; 280 G4cerr << " v = " << v << G4endl; 272 G4cerr << " v = " << v << G4endl; 281 } 273 } 282 #endif 274 #endif 283 275 284 // if( // ( fPtrSolidA->Inside(p) != kOuts 276 // if( // ( fPtrSolidA->Inside(p) != kOutside) && // case1:p in both A&B 285 if ( fPtrSolidB->Inside(p) != kOutside ) 277 if ( fPtrSolidB->Inside(p) != kOutside ) // start: out of B 286 { 278 { 287 dist = fPtrSolidB->DistanceToOut(p,v) ; 279 dist = fPtrSolidB->DistanceToOut(p,v) ; // ,calcNorm,validNorm,n) ; 288 280 289 if( fPtrSolidA->Inside(p+dist*v) != kIns 281 if( fPtrSolidA->Inside(p+dist*v) != kInside ) 290 { 282 { 291 G4int count1=0; << 283 do 292 do // Loop checking, 13.08.2015, G.C << 293 { 284 { 294 disTmp = fPtrSolidA->DistanceToIn(p+ 285 disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ; 295 286 296 if(disTmp == kInfinity) 287 if(disTmp == kInfinity) 297 { 288 { 298 return kInfinity ; 289 return kInfinity ; 299 } 290 } 300 dist += disTmp ; 291 dist += disTmp ; 301 292 302 if( Inside(p+dist*v) == kOutside ) 293 if( Inside(p+dist*v) == kOutside ) 303 { 294 { 304 disTmp = fPtrSolidB->DistanceToOut << 295 disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v) ; 305 dist2 = dist+disTmp; << 296 dist += disTmp ; 306 if (dist == dist2) { return dist; << 297 } 307 dist = dist2 ; << 308 ++count1; << 309 if( count1 > 1000 ) // Infinite l << 310 { << 311 G4String nameB = fPtrSolidB->Get << 312 if(fPtrSolidB->GetEntityType()== << 313 { << 314 nameB = (dynamic_cast<G4Displa << 315 ->GetConstituentMovedS << 316 } << 317 std::ostringstream message; << 318 message << "Illegal condition ca << 319 << fPtrSolidA->GetName() << 320 message.precision(16); << 321 message << "Looping detected in << 322 << ", from original poin << 323 << " and direction " << << 324 << "Computed candidate d << 325 message.precision(6); << 326 DumpInfo(); << 327 G4Exception("G4SubtractionSolid: << 328 "GeomSolids1001", Ju << 329 "Returning candidate << 330 return dist; << 331 } << 332 } << 333 } 298 } 334 while( Inside(p+dist*v) == kOutside ) 299 while( Inside(p+dist*v) == kOutside ) ; 335 } 300 } 336 } 301 } 337 else // p outside A, start in A 302 else // p outside A, start in A 338 { 303 { 339 dist = fPtrSolidA->DistanceToIn(p,v) ; 304 dist = fPtrSolidA->DistanceToIn(p,v) ; 340 305 341 if( dist == kInfinity ) // past A, hence 306 if( dist == kInfinity ) // past A, hence past A\B 342 { 307 { 343 return kInfinity ; 308 return kInfinity ; 344 } 309 } 345 else 310 else 346 { 311 { 347 G4int count2=0; << 348 while( Inside(p+dist*v) == kOutside ) 312 while( Inside(p+dist*v) == kOutside ) // pushing loop 349 { 313 { 350 disTmp = fPtrSolidB->DistanceToOut(p 314 disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v) ; 351 dist += disTmp ; 315 dist += disTmp ; 352 316 353 if( Inside(p+dist*v) == kOutside ) 317 if( Inside(p+dist*v) == kOutside ) 354 { 318 { 355 disTmp = fPtrSolidA->DistanceToIn( 319 disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ; 356 320 357 if(disTmp == kInfinity) // past A, 321 if(disTmp == kInfinity) // past A, hence past A\B 358 { 322 { 359 return kInfinity ; 323 return kInfinity ; 360 } 324 } 361 dist2 = dist+disTmp; << 325 dist += disTmp ; 362 if (dist == dist2) { return dist; << 363 dist = dist2 ; << 364 ++count2; << 365 if( count2 > 1000 ) // Infinite l << 366 { << 367 G4String nameB = fPtrSolidB->Get << 368 if(fPtrSolidB->GetEntityType()== << 369 { << 370 nameB = (dynamic_cast<G4Displa << 371 ->GetConstituentMovedS << 372 } << 373 std::ostringstream message; << 374 message << "Illegal condition ca << 375 << fPtrSolidA->GetName() << 376 message.precision(16); << 377 message << "Looping detected in << 378 << ", from original poin << 379 << " and direction " << << 380 << "Computed candidate d << 381 message.precision(6); << 382 DumpInfo(); << 383 G4Exception("G4SubtractionSolid: << 384 "GeomSolids1001", Ju << 385 "Returning candidate << 386 return dist; << 387 } << 388 } 326 } 389 } // Loop checking, 13.08.2015, G.C << 327 } 390 } 328 } 391 } 329 } 392 330 393 return dist ; 331 return dist ; 394 } 332 } 395 333 396 ////////////////////////////////////////////// << 334 //////////////////////////////////////////////////////// 397 // 335 // 398 // Approximate nearest distance from the point 336 // Approximate nearest distance from the point p to the intersection of 399 // two solids. It is usually underestimated fr 337 // two solids. It is usually underestimated from the point of view of 400 // isotropic safety 338 // isotropic safety 401 339 402 G4double 340 G4double 403 G4SubtractionSolid::DistanceToIn( const G4Thre 341 G4SubtractionSolid::DistanceToIn( const G4ThreeVector& p ) const 404 { 342 { 405 G4double dist = 0.0; << 343 G4double dist=0.0; 406 344 407 #ifdef G4BOOLDEBUG 345 #ifdef G4BOOLDEBUG 408 if( Inside(p) == kInside ) 346 if( Inside(p) == kInside ) 409 { 347 { 410 G4cout << "WARNING - Invalid call in " 348 G4cout << "WARNING - Invalid call in " 411 << "G4SubtractionSolid::DistanceToI 349 << "G4SubtractionSolid::DistanceToIn(p)" << G4endl 412 << " Point p is inside !" << G4end 350 << " Point p is inside !" << G4endl; 413 G4cout << " p = " << p << G4endl; 351 G4cout << " p = " << p << G4endl; 414 G4cerr << "WARNING - Invalid call in " 352 G4cerr << "WARNING - Invalid call in " 415 << "G4SubtractionSolid::DistanceToI 353 << "G4SubtractionSolid::DistanceToIn(p)" << G4endl 416 << " Point p is inside !" << G4end 354 << " Point p is inside !" << G4endl; 417 G4cerr << " p = " << p << G4endl; 355 G4cerr << " p = " << p << G4endl; 418 } 356 } 419 #endif 357 #endif 420 358 421 if( ( fPtrSolidA->Inside(p) != kOutside) && 359 if( ( fPtrSolidA->Inside(p) != kOutside) && // case 1 422 ( fPtrSolidB->Inside(p) != kOutside) 360 ( fPtrSolidB->Inside(p) != kOutside) ) 423 { 361 { 424 dist = fPtrSolidB->DistanceToOut(p); << 362 dist= fPtrSolidB->DistanceToOut(p) ; 425 } 363 } 426 else 364 else 427 { 365 { 428 dist = fPtrSolidA->DistanceToIn(p); << 366 dist= fPtrSolidA->DistanceToIn(p) ; 429 } 367 } 430 368 431 return dist; 369 return dist; 432 } 370 } 433 371 434 ////////////////////////////////////////////// << 372 ////////////////////////////////////////////////////////// 435 // 373 // 436 // The same algorithm as DistanceToOut(p) 374 // The same algorithm as DistanceToOut(p) 437 375 438 G4double 376 G4double 439 G4SubtractionSolid::DistanceToOut( const G4Thr 377 G4SubtractionSolid::DistanceToOut( const G4ThreeVector& p, 440 const G4Thr << 378 const G4ThreeVector& v, 441 const G4boo << 379 const G4bool calcNorm, 442 G4boo << 380 G4bool *validNorm, 443 G4Thr << 381 G4ThreeVector *n ) const 444 { 382 { 445 #ifdef G4BOOLDEBUG 383 #ifdef G4BOOLDEBUG 446 if( Inside(p) == kOutside ) 384 if( Inside(p) == kOutside ) 447 { 385 { 448 G4cout << "Position:" << G4endl << G4en 386 G4cout << "Position:" << G4endl << G4endl; 449 G4cout << "p.x() = " << p.x()/mm << " 387 G4cout << "p.x() = " << p.x()/mm << " mm" << G4endl; 450 G4cout << "p.y() = " << p.y()/mm << " 388 G4cout << "p.y() = " << p.y()/mm << " mm" << G4endl; 451 G4cout << "p.z() = " << p.z()/mm << " 389 G4cout << "p.z() = " << p.z()/mm << " mm" << G4endl << G4endl; 452 G4cout << "Direction:" << G4endl << G4en 390 G4cout << "Direction:" << G4endl << G4endl; 453 G4cout << "v.x() = " << v.x() << G4end 391 G4cout << "v.x() = " << v.x() << G4endl; 454 G4cout << "v.y() = " << v.y() << G4end 392 G4cout << "v.y() = " << v.y() << G4endl; 455 G4cout << "v.z() = " << v.z() << G4end 393 G4cout << "v.z() = " << v.z() << G4endl << G4endl; 456 G4cout << "WARNING - Invalid call in " 394 G4cout << "WARNING - Invalid call in " 457 << "G4SubtractionSolid::DistanceT 395 << "G4SubtractionSolid::DistanceToOut(p,v)" << G4endl 458 << " Point p is outside !" << G4 396 << " Point p is outside !" << G4endl; 459 G4cout << " p = " << p << G4end 397 G4cout << " p = " << p << G4endl; 460 G4cout << " v = " << v << G4end 398 G4cout << " v = " << v << G4endl; 461 G4cerr << "WARNING - Invalid call in " 399 G4cerr << "WARNING - Invalid call in " 462 << "G4SubtractionSolid::DistanceT 400 << "G4SubtractionSolid::DistanceToOut(p,v)" << G4endl 463 << " Point p is outside !" << G4 401 << " Point p is outside !" << G4endl; 464 G4cerr << " p = " << p << G4end 402 G4cerr << " p = " << p << G4endl; 465 G4cerr << " v = " << v << G4end 403 G4cerr << " v = " << v << G4endl; 466 } 404 } 467 #endif 405 #endif 468 406 469 G4double distout; 407 G4double distout; 470 G4double distA = fPtrSolidA->DistanceToOut 408 G4double distA = fPtrSolidA->DistanceToOut(p,v,calcNorm,validNorm,n) ; 471 G4double distB = fPtrSolidB->DistanceToIn( 409 G4double distB = fPtrSolidB->DistanceToIn(p,v) ; 472 if(distB < distA) 410 if(distB < distA) 473 { 411 { 474 if(calcNorm) 412 if(calcNorm) 475 { 413 { 476 *n = -(fPtrSolidB->SurfaceNormal(p+dis 414 *n = -(fPtrSolidB->SurfaceNormal(p+distB*v)) ; 477 *validNorm = false ; 415 *validNorm = false ; 478 } 416 } 479 distout= distB ; 417 distout= distB ; 480 } 418 } 481 else 419 else 482 { 420 { 483 distout= distA ; 421 distout= distA ; 484 } 422 } 485 return distout; 423 return distout; 486 } 424 } 487 425 488 ////////////////////////////////////////////// << 426 ////////////////////////////////////////////////////////////// 489 // 427 // 490 // Inverted algorithm of DistanceToIn(p) 428 // Inverted algorithm of DistanceToIn(p) 491 429 492 G4double 430 G4double 493 G4SubtractionSolid::DistanceToOut( const G4Thr 431 G4SubtractionSolid::DistanceToOut( const G4ThreeVector& p ) const 494 { 432 { 495 G4double dist=0.0; 433 G4double dist=0.0; 496 434 497 if( Inside(p) == kOutside ) 435 if( Inside(p) == kOutside ) 498 { 436 { 499 #ifdef G4BOOLDEBUG 437 #ifdef G4BOOLDEBUG 500 G4cout << "WARNING - Invalid call in " 438 G4cout << "WARNING - Invalid call in " 501 << "G4SubtractionSolid::DistanceToO 439 << "G4SubtractionSolid::DistanceToOut(p)" << G4endl 502 << " Point p is outside" << G4endl 440 << " Point p is outside" << G4endl; 503 G4cout << " p = " << p << G4endl; 441 G4cout << " p = " << p << G4endl; 504 G4cerr << "WARNING - Invalid call in " 442 G4cerr << "WARNING - Invalid call in " 505 << "G4SubtractionSolid::DistanceToO 443 << "G4SubtractionSolid::DistanceToOut(p)" << G4endl 506 << " Point p is outside" << G4endl 444 << " Point p is outside" << G4endl; 507 G4cerr << " p = " << p << G4endl; 445 G4cerr << " p = " << p << G4endl; 508 #endif 446 #endif 509 } 447 } 510 else 448 else 511 { 449 { 512 dist= std::min(fPtrSolidA->DistanceToOut( 450 dist= std::min(fPtrSolidA->DistanceToOut(p), 513 fPtrSolidB->DistanceToIn 451 fPtrSolidB->DistanceToIn(p) ) ; 514 } 452 } 515 return dist; 453 return dist; 516 } 454 } 517 455 518 ////////////////////////////////////////////// << 456 ////////////////////////////////////////////////////////////// 519 // 457 // 520 // 458 // 521 459 522 G4GeometryType G4SubtractionSolid::GetEntityTy 460 G4GeometryType G4SubtractionSolid::GetEntityType() const 523 { 461 { 524 return {"G4SubtractionSolid"}; << 462 return G4String("G4SubtractionSolid"); 525 } 463 } 526 464 527 ////////////////////////////////////////////// 465 ////////////////////////////////////////////////////////////////////////// 528 // 466 // 529 // Make a clone of the object 467 // Make a clone of the object 530 468 531 G4VSolid* G4SubtractionSolid::Clone() const 469 G4VSolid* G4SubtractionSolid::Clone() const 532 { 470 { 533 return new G4SubtractionSolid(*this); 471 return new G4SubtractionSolid(*this); 534 } 472 } 535 473 536 ////////////////////////////////////////////// << 474 ////////////////////////////////////////////////////////////// >> 475 // 537 // 476 // 538 // ComputeDimensions << 539 477 540 void 478 void 541 G4SubtractionSolid::ComputeDimensions( G 479 G4SubtractionSolid::ComputeDimensions( G4VPVParameterisation*, 542 const G 480 const G4int, 543 const G 481 const G4VPhysicalVolume* ) 544 { 482 { 545 } 483 } 546 484 547 ////////////////////////////////////////////// << 485 ///////////////////////////////////////////////// 548 // 486 // 549 // DescribeYourselfTo << 487 // 550 488 551 void 489 void 552 G4SubtractionSolid::DescribeYourselfTo ( G4VGr 490 G4SubtractionSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const 553 { 491 { 554 scene.AddSolid (*this); 492 scene.AddSolid (*this); 555 } 493 } 556 494 557 ////////////////////////////////////////////// << 495 //////////////////////////////////////////////////// >> 496 // 558 // 497 // 559 // CreatePolyhedron << 560 498 561 G4Polyhedron* G4SubtractionSolid::CreatePolyhe << 499 G4Polyhedron* >> 500 G4SubtractionSolid::CreatePolyhedron () const 562 { 501 { 563 if (fExternalBoolProcessor == nullptr) << 502 HepPolyhedronProcessor processor; 564 { << 503 // Stack components and components of components recursively 565 HepPolyhedronProcessor processor; << 504 // See G4BooleanSolid::StackPolyhedron 566 // Stack components and components of comp << 505 G4Polyhedron* top = StackPolyhedron(processor, this); 567 // See G4BooleanSolid::StackPolyhedron << 506 G4Polyhedron* result = new G4Polyhedron(*top); 568 G4Polyhedron* top = StackPolyhedron(proces << 507 if (processor.execute(*result)) { return result; } 569 auto result = new G4Polyhedron(*top); << 508 else { return 0; } 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 } 509 } 584 510 585 ////////////////////////////////////////////// << 511 ///////////////////////////////////////////////////////// 586 // 512 // 587 // GetCubicVolume << 588 // 513 // 589 514 590 G4double G4SubtractionSolid::GetCubicVolume() << 515 G4NURBS* >> 516 G4SubtractionSolid::CreateNURBS () const 591 { 517 { 592 if( fCubicVolume >= 0. ) << 518 // Take into account boolean operation - see CreatePolyhedron. 593 { << 519 // return new G4NURBSbox (1.0, 1.0, 1.0); 594 return fCubicVolume; << 520 return 0; 595 } << 596 G4ThreeVector bminA, bmaxA, bminB, bmaxB; << 597 fPtrSolidA->BoundingLimits(bminA, bmaxA); << 598 fPtrSolidB->BoundingLimits(bminB, bmaxB); << 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 } 521 } 627 522