Geant4 Cross Reference

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Geant4/geometry/solids/Boolean/src/G4UnionSolid.cc

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Diff markup

Differences between /geometry/solids/Boolean/src/G4UnionSolid.cc (Version 11.3.0) and /geometry/solids/Boolean/src/G4UnionSolid.cc (Version 11.1)


  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 // Implementation of methods for the class G4U     26 // Implementation of methods for the class G4UnionSolid
 27 //                                                 27 //
 28 // 23.04.18 E.Tcherniaev: added extended BBox,     28 // 23.04.18 E.Tcherniaev: added extended BBox, yearly return in Inside()
 29 // 17.03.17 E.Tcherniaev: revision of SurfaceN     29 // 17.03.17 E.Tcherniaev: revision of SurfaceNormal()
 30 // 12.09.98 V.Grichine: first implementation       30 // 12.09.98 V.Grichine: first implementation
 31 // -------------------------------------------     31 // --------------------------------------------------------------------
 32                                                    32 
 33 #include <sstream>                                 33 #include <sstream>
 34                                                    34 
 35 #include "G4UnionSolid.hh"                         35 #include "G4UnionSolid.hh"
 36                                                    36 
 37 #include "G4SystemOfUnits.hh"                      37 #include "G4SystemOfUnits.hh"
 38 #include "G4VoxelLimits.hh"                        38 #include "G4VoxelLimits.hh"
 39 #include "G4VPVParameterisation.hh"                39 #include "G4VPVParameterisation.hh"
 40 #include "G4GeometryTolerance.hh"                  40 #include "G4GeometryTolerance.hh"
 41                                                    41 
 42 #include "G4VGraphicsScene.hh"                     42 #include "G4VGraphicsScene.hh"
 43 #include "G4Polyhedron.hh"                         43 #include "G4Polyhedron.hh"
 44 #include "G4PolyhedronArbitrary.hh"            << 
 45 #include "HepPolyhedronProcessor.h"                44 #include "HepPolyhedronProcessor.h"
 46                                                    45 
 47 #include "G4IntersectionSolid.hh"                  46 #include "G4IntersectionSolid.hh"
 48                                                    47 
 49 ////////////////////////////////////////////// <<  48 ///////////////////////////////////////////////////////////////////
 50 //                                                 49 //
 51 // Transfer all data members to G4BooleanSolid     50 // Transfer all data members to G4BooleanSolid which is responsible
 52 // for them. pName will be in turn sent to G4V     51 // for them. pName will be in turn sent to G4VSolid
 53                                                    52 
 54 G4UnionSolid:: G4UnionSolid( const G4String& p     53 G4UnionSolid:: G4UnionSolid( const G4String& pName,
 55                                    G4VSolid* p     54                                    G4VSolid* pSolidA ,
 56                                    G4VSolid* p     55                                    G4VSolid* pSolidB )
 57   : G4BooleanSolid(pName,pSolidA,pSolidB)          56   : G4BooleanSolid(pName,pSolidA,pSolidB)
 58 {                                                  57 {
 59   Init();                                          58   Init();
 60 }                                                  59 }
 61                                                    60 
 62 ////////////////////////////////////////////// <<  61 /////////////////////////////////////////////////////////////////////
 63 //                                                 62 //
 64 // Constructor                                     63 // Constructor
 65                                                    64  
 66 G4UnionSolid::G4UnionSolid( const G4String& pN     65 G4UnionSolid::G4UnionSolid( const G4String& pName,
 67                                   G4VSolid* pS     66                                   G4VSolid* pSolidA ,
 68                                   G4VSolid* pS     67                                   G4VSolid* pSolidB ,
 69                                   G4RotationMa     68                                   G4RotationMatrix* rotMatrix,
 70                             const G4ThreeVecto     69                             const G4ThreeVector& transVector )
 71   : G4BooleanSolid(pName,pSolidA,pSolidB,rotMa     70   : G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector)
 72                                                    71 
 73 {                                                  72 {
 74   Init();                                          73   Init();
 75 }                                                  74 }
 76                                                    75 
 77 ////////////////////////////////////////////// <<  76 ///////////////////////////////////////////////////////////
 78 //                                                 77 //
 79 // Constructor                                     78 // Constructor
 80                                                    79  
 81 G4UnionSolid::G4UnionSolid( const G4String& pN     80 G4UnionSolid::G4UnionSolid( const G4String& pName,
 82                                   G4VSolid* pS     81                                   G4VSolid* pSolidA ,
 83                                   G4VSolid* pS     82                                   G4VSolid* pSolidB ,
 84                             const G4Transform3     83                             const G4Transform3D& transform )
 85   : G4BooleanSolid(pName,pSolidA,pSolidB,trans     84   : G4BooleanSolid(pName,pSolidA,pSolidB,transform)
 86 {                                                  85 {
 87   Init();                                          86   Init();
 88 }                                                  87 } 
 89                                                    88 
 90 ////////////////////////////////////////////// <<  89 //////////////////////////////////////////////////////////////////
 91 //                                                 90 //
 92 // Fake default constructor - sets only member     91 // Fake default constructor - sets only member data and allocates memory
 93 //                            for usage restri     92 //                            for usage restricted to object persistency.
 94                                                    93 
 95 G4UnionSolid::G4UnionSolid( __void__& a )          94 G4UnionSolid::G4UnionSolid( __void__& a )
 96   : G4BooleanSolid(a)                              95   : G4BooleanSolid(a)
 97 {                                                  96 {
 98 }                                                  97 }
 99                                                    98 
100 ////////////////////////////////////////////// <<  99 ///////////////////////////////////////////////////////////
101 //                                                100 //
102 // Destructor                                     101 // Destructor
103                                                   102 
104 G4UnionSolid::~G4UnionSolid()                     103 G4UnionSolid::~G4UnionSolid()
105 = default;                                     << 104 {
                                                   >> 105 }
106                                                   106 
107 ////////////////////////////////////////////// << 107 ///////////////////////////////////////////////////////////////
108 //                                                108 //
109 // Copy constructor                               109 // Copy constructor
110                                                   110 
111 G4UnionSolid::G4UnionSolid(const G4UnionSolid&    111 G4UnionSolid::G4UnionSolid(const G4UnionSolid& rhs)
112   : G4BooleanSolid (rhs)                          112   : G4BooleanSolid (rhs)
113 {                                                 113 {
114   fPMin = rhs.fPMin;                              114   fPMin = rhs.fPMin;
115   fPMax = rhs.fPMax;                              115   fPMax = rhs.fPMax;
116   halfCarTolerance=0.5*kCarTolerance;             116   halfCarTolerance=0.5*kCarTolerance;
117 }                                                 117 }
118                                                   118 
119 ////////////////////////////////////////////// << 119 ///////////////////////////////////////////////////////////////
120 //                                                120 //
121 // Assignment operator                            121 // Assignment operator
122                                                   122 
123 G4UnionSolid& G4UnionSolid::operator = (const     123 G4UnionSolid& G4UnionSolid::operator = (const G4UnionSolid& rhs) 
124 {                                                 124 {
125   // Check assignment to self                     125   // Check assignment to self
126   //                                              126   //
127   if (this == &rhs)  { return *this; }            127   if (this == &rhs)  { return *this; }
128                                                   128 
129   // Copy base class data                         129   // Copy base class data
130   //                                              130   //
131   G4BooleanSolid::operator=(rhs);                 131   G4BooleanSolid::operator=(rhs);
132                                                   132 
133   fPMin = rhs.fPMin;                              133   fPMin = rhs.fPMin;
134   fPMax = rhs.fPMax;                              134   fPMax = rhs.fPMax;
135   halfCarTolerance = rhs.halfCarTolerance;        135   halfCarTolerance = rhs.halfCarTolerance;
136                                                   136 
137   return *this;                                   137   return *this;
138 }                                                 138 }  
139                                                   139 
140 ////////////////////////////////////////////// << 140 ///////////////////////////////////////////////////////////////
141 //                                                141 //
142 // Initialisation                                 142 // Initialisation
143                                                   143 
144 void G4UnionSolid::Init()                         144 void G4UnionSolid::Init()
145 {                                                 145 {
146   G4ThreeVector pdelta(kCarTolerance,kCarToler    146   G4ThreeVector pdelta(kCarTolerance,kCarTolerance,kCarTolerance);
147   G4ThreeVector pmin, pmax;                       147   G4ThreeVector pmin, pmax;
148   BoundingLimits(pmin, pmax);                     148   BoundingLimits(pmin, pmax);
149   fPMin = pmin - pdelta;                          149   fPMin = pmin - pdelta;
150   fPMax = pmax + pdelta;                          150   fPMax = pmax + pdelta;
151   halfCarTolerance=0.5*kCarTolerance;             151   halfCarTolerance=0.5*kCarTolerance;
152 }                                                 152 }
153                                                   153 
154 //////////////////////////////////////////////    154 //////////////////////////////////////////////////////////////////////////
155 //                                                155 //
156 // Get bounding box                               156 // Get bounding box
157                                                   157 
158 void G4UnionSolid::BoundingLimits(G4ThreeVecto    158 void G4UnionSolid::BoundingLimits(G4ThreeVector& pMin,
159                                   G4ThreeVecto    159                                   G4ThreeVector& pMax) const
160 {                                                 160 {
161   G4ThreeVector minA,maxA, minB,maxB;             161   G4ThreeVector minA,maxA, minB,maxB;
162   fPtrSolidA->BoundingLimits(minA,maxA);          162   fPtrSolidA->BoundingLimits(minA,maxA);
163   fPtrSolidB->BoundingLimits(minB,maxB);          163   fPtrSolidB->BoundingLimits(minB,maxB);
164                                                   164 
165   pMin.set(std::min(minA.x(),minB.x()),           165   pMin.set(std::min(minA.x(),minB.x()),
166            std::min(minA.y(),minB.y()),           166            std::min(minA.y(),minB.y()),
167            std::min(minA.z(),minB.z()));          167            std::min(minA.z(),minB.z()));
168                                                   168 
169   pMax.set(std::max(maxA.x(),maxB.x()),           169   pMax.set(std::max(maxA.x(),maxB.x()),
170            std::max(maxA.y(),maxB.y()),           170            std::max(maxA.y(),maxB.y()),
171            std::max(maxA.z(),maxB.z()));          171            std::max(maxA.z(),maxB.z()));
172                                                   172 
173   // Check correctness of the bounding box        173   // Check correctness of the bounding box
174   //                                              174   //
175   if (pMin.x() >= pMax.x() || pMin.y() >= pMax    175   if (pMin.x() >= pMax.x() || pMin.y() >= pMax.y() || pMin.z() >= pMax.z())
176   {                                               176   {
177     std::ostringstream message;                   177     std::ostringstream message;
178     message << "Bad bounding box (min >= max)     178     message << "Bad bounding box (min >= max) for solid: "
179             << GetName() << " !"                  179             << GetName() << " !"
180             << "\npMin = " << pMin                180             << "\npMin = " << pMin
181             << "\npMax = " << pMax;               181             << "\npMax = " << pMax;
182     G4Exception("G4UnionSolid::BoundingLimits(    182     G4Exception("G4UnionSolid::BoundingLimits()", "GeomMgt0001",
183                 JustWarning, message);            183                 JustWarning, message);
184     DumpInfo();                                   184     DumpInfo();
185   }                                               185   }
186 }                                                 186 }
187                                                   187 
188 //////////////////////////////////////////////    188 //////////////////////////////////////////////////////////////////////////
189 //                                                189 //
190 // Calculate extent under transform and specif    190 // Calculate extent under transform and specified limit
191                                                   191      
192 G4bool                                            192 G4bool 
193 G4UnionSolid::CalculateExtent( const EAxis pAx    193 G4UnionSolid::CalculateExtent( const EAxis pAxis,
194                                const G4VoxelLi    194                                const G4VoxelLimits& pVoxelLimit,
195                                const G4AffineT    195                                const G4AffineTransform& pTransform,
196                                      G4double&    196                                      G4double& pMin,
197                                      G4double&    197                                      G4double& pMax ) const 
198 {                                                 198 {
199   G4bool   touchesA, touchesB, out ;              199   G4bool   touchesA, touchesB, out ;
200   G4double minA =  kInfinity, minB =  kInfinit    200   G4double minA =  kInfinity, minB =  kInfinity, 
201            maxA = -kInfinity, maxB = -kInfinit    201            maxA = -kInfinity, maxB = -kInfinity; 
202                                                   202 
203   touchesA = fPtrSolidA->CalculateExtent( pAxi    203   touchesA = fPtrSolidA->CalculateExtent( pAxis, pVoxelLimit, 
204                                           pTra    204                                           pTransform, minA, maxA);
205   touchesB = fPtrSolidB->CalculateExtent( pAxi    205   touchesB = fPtrSolidB->CalculateExtent( pAxis, pVoxelLimit, 
206                                           pTra    206                                           pTransform, minB, maxB);
207   if( touchesA || touchesB )                      207   if( touchesA || touchesB )
208   {                                               208   {
209     pMin = std::min( minA, minB );                209     pMin = std::min( minA, minB ); 
210     pMax = std::max( maxA, maxB );                210     pMax = std::max( maxA, maxB );
211     out  = true ;                                 211     out  = true ; 
212   }                                               212   }
213   else                                            213   else
214   {                                               214   {
215     out = false ;                                 215     out = false ;
216   }                                               216   }
217                                                   217 
218   return out ;  // It exists in this slice if     218   return out ;  // It exists in this slice if either one does.
219 }                                                 219 }
220                                                   220  
221 ////////////////////////////////////////////// << 221 /////////////////////////////////////////////////////
222 //                                                222 //
223 // Important comment: When solids A and B touc    223 // Important comment: When solids A and B touch together along flat
224 // surface the surface points will be consider    224 // surface the surface points will be considered as kSurface, while points 
225 // located around will correspond to kInside      225 // located around will correspond to kInside
226                                                   226 
227 EInside G4UnionSolid::Inside( const G4ThreeVec    227 EInside G4UnionSolid::Inside( const G4ThreeVector& p ) const
228 {                                                 228 {
229   if (std::max(p.z()-fPMax.z(), fPMin.z()-p.z(    229   if (std::max(p.z()-fPMax.z(), fPMin.z()-p.z()) > 0) { return kOutside; }
230                                                   230 
231   EInside positionA = fPtrSolidA->Inside(p);      231   EInside positionA = fPtrSolidA->Inside(p);
232   if (positionA == kInside)  { return position    232   if (positionA == kInside)  { return positionA; } // inside A
233   EInside positionB = fPtrSolidB->Inside(p);      233   EInside positionB = fPtrSolidB->Inside(p);
234   if (positionA == kOutside) { return position    234   if (positionA == kOutside) { return positionB; }
235                                                   235 
236   if (positionB == kInside)  { return position    236   if (positionB == kInside)  { return positionB; } // inside  B
237   if (positionB == kOutside) { return position    237   if (positionB == kOutside) { return positionA; } // surface A
238                                                   238 
239   // Both points are on surface                   239   // Both points are on surface
240   //                                              240   //
241   static const G4double rtol                      241   static const G4double rtol
242     = 1000*G4GeometryTolerance::GetInstance()-    242     = 1000*G4GeometryTolerance::GetInstance()->GetRadialTolerance();
243                                                   243 
244   return ((fPtrSolidA->SurfaceNormal(p) +         244   return ((fPtrSolidA->SurfaceNormal(p) + 
245            fPtrSolidB->SurfaceNormal(p)).mag2(    245            fPtrSolidB->SurfaceNormal(p)).mag2() < rtol) ? kInside : kSurface;
246 }                                                 246 }
247                                                   247 
248 ////////////////////////////////////////////// << 248 //////////////////////////////////////////////////////////////
249 //                                                249 //
250 // Get surface normal                             250 // Get surface normal
251                                                   251 
252 G4ThreeVector                                     252 G4ThreeVector 
253 G4UnionSolid::SurfaceNormal( const G4ThreeVect    253 G4UnionSolid::SurfaceNormal( const G4ThreeVector& p ) const 
254 {                                                 254 {
255   EInside positionA = fPtrSolidA->Inside(p);      255   EInside positionA = fPtrSolidA->Inside(p);
256   EInside positionB = fPtrSolidB->Inside(p);      256   EInside positionB = fPtrSolidB->Inside(p);
257                                                   257 
258   if (positionA == kSurface &&                    258   if (positionA == kSurface &&
259       positionB == kOutside) return fPtrSolidA    259       positionB == kOutside) return fPtrSolidA->SurfaceNormal(p);
260                                                   260 
261   if (positionA == kOutside &&                    261   if (positionA == kOutside &&
262       positionB == kSurface) return fPtrSolidB    262       positionB == kSurface) return fPtrSolidB->SurfaceNormal(p);
263                                                   263 
264   if (positionA == kSurface &&                    264   if (positionA == kSurface &&
265       positionB == kSurface)                      265       positionB == kSurface)
266   {                                               266   {
267     if (Inside(p) == kSurface)                    267     if (Inside(p) == kSurface)
268     {                                             268     {
269       G4ThreeVector normalA = fPtrSolidA->Surf    269       G4ThreeVector normalA = fPtrSolidA->SurfaceNormal(p);
270       G4ThreeVector normalB = fPtrSolidB->Surf    270       G4ThreeVector normalB = fPtrSolidB->SurfaceNormal(p);
271       return (normalA + normalB).unit();          271       return (normalA + normalB).unit(); 
272     }                                             272     }
273   }                                               273   }
274 #ifdef G4BOOLDEBUG                                274 #ifdef G4BOOLDEBUG
275   G4String surf[3] = { "OUTSIDE", "SURFACE", "    275   G4String surf[3] = { "OUTSIDE", "SURFACE", "INSIDE" };
276   std::ostringstream message;                     276   std::ostringstream message;
277   G4int oldprc = message.precision(16);           277   G4int oldprc = message.precision(16);
278   message << "Invalid call of SurfaceNormal(p)    278   message << "Invalid call of SurfaceNormal(p) for union solid: "
279           << GetName() << " !"                    279           << GetName() << " !"
280           << "\nPoint p" << p << " is " << sur    280           << "\nPoint p" << p << " is " << surf[Inside(p)] << " !!!"; 
281   message.precision(oldprc);                      281   message.precision(oldprc);
282   G4Exception("G4UnionSolid::SurfaceNormal()",    282   G4Exception("G4UnionSolid::SurfaceNormal()", "GeomMgt0001",
283               JustWarning, message);              283               JustWarning, message);
284 #endif                                            284 #endif
285   return fPtrSolidA->SurfaceNormal(p);            285   return fPtrSolidA->SurfaceNormal(p);
286 }                                                 286 }
287                                                   287 
288 ////////////////////////////////////////////// << 288 /////////////////////////////////////////////////////////////
289 //                                                289 //
290 // The same algorithm as in DistanceToIn(p)       290 // The same algorithm as in DistanceToIn(p)
291                                                   291 
292 G4double                                          292 G4double 
293 G4UnionSolid::DistanceToIn( const G4ThreeVecto    293 G4UnionSolid::DistanceToIn( const G4ThreeVector& p,
294                             const G4ThreeVecto    294                             const G4ThreeVector& v  ) const 
295 {                                                 295 {
296 #ifdef G4BOOLDEBUG                                296 #ifdef G4BOOLDEBUG
297   if( Inside(p) == kInside )                      297   if( Inside(p) == kInside )
298   {                                               298   {
299     G4cout << "WARNING - Invalid call in "        299     G4cout << "WARNING - Invalid call in "
300            << "G4UnionSolid::DistanceToIn(p,v)    300            << "G4UnionSolid::DistanceToIn(p,v)" << G4endl
301            << "  Point p is inside !" << G4end    301            << "  Point p is inside !" << G4endl;
302     G4cout << "          p = " << p << G4endl;    302     G4cout << "          p = " << p << G4endl;
303     G4cout << "          v = " << v << G4endl;    303     G4cout << "          v = " << v << G4endl;
304     G4cerr << "WARNING - Invalid call in "        304     G4cerr << "WARNING - Invalid call in "
305            << "G4UnionSolid::DistanceToIn(p,v)    305            << "G4UnionSolid::DistanceToIn(p,v)" << G4endl
306            << "  Point p is inside !" << G4end    306            << "  Point p is inside !" << G4endl;
307     G4cerr << "          p = " << p << G4endl;    307     G4cerr << "          p = " << p << G4endl;
308     G4cerr << "          v = " << v << G4endl;    308     G4cerr << "          v = " << v << G4endl;
309   }                                               309   }
310 #endif                                            310 #endif
311                                                   311 
312   return std::min(fPtrSolidA->DistanceToIn(p,v    312   return std::min(fPtrSolidA->DistanceToIn(p,v),
313                   fPtrSolidB->DistanceToIn(p,v    313                   fPtrSolidB->DistanceToIn(p,v) ) ;
314 }                                                 314 }
315                                                   315 
316 ////////////////////////////////////////////// << 316 ////////////////////////////////////////////////////////
317 //                                                317 //
318 // Approximate nearest distance from the point    318 // Approximate nearest distance from the point p to the union of
319 // two solids                                     319 // two solids
320                                                   320 
321 G4double                                          321 G4double 
322 G4UnionSolid::DistanceToIn( const G4ThreeVecto << 322 G4UnionSolid::DistanceToIn( const G4ThreeVector& p) const 
323 {                                                 323 {
324 #ifdef G4BOOLDEBUG                                324 #ifdef G4BOOLDEBUG
325   if( Inside(p) == kInside )                      325   if( Inside(p) == kInside )
326   {                                               326   {
327     G4cout << "WARNING - Invalid call in "        327     G4cout << "WARNING - Invalid call in "
328            << "G4UnionSolid::DistanceToIn(p)"     328            << "G4UnionSolid::DistanceToIn(p)" << G4endl
329            << "  Point p is inside !" << G4end    329            << "  Point p is inside !" << G4endl;
330     G4cout << "          p = " << p << G4endl;    330     G4cout << "          p = " << p << G4endl;
331     G4cerr << "WARNING - Invalid call in "        331     G4cerr << "WARNING - Invalid call in "
332            << "G4UnionSolid::DistanceToIn(p)"     332            << "G4UnionSolid::DistanceToIn(p)" << G4endl
333            << "  Point p is inside !" << G4end    333            << "  Point p is inside !" << G4endl;
334     G4cerr << "          p = " << p << G4endl;    334     G4cerr << "          p = " << p << G4endl;
335   }                                               335   }
336 #endif                                            336 #endif
337   G4double distA = fPtrSolidA->DistanceToIn(p)    337   G4double distA = fPtrSolidA->DistanceToIn(p) ;
338   G4double distB = fPtrSolidB->DistanceToIn(p)    338   G4double distB = fPtrSolidB->DistanceToIn(p) ;
339   G4double safety = std::min(distA,distB) ;       339   G4double safety = std::min(distA,distB) ;
340   if(safety < 0.0) safety = 0.0 ;                 340   if(safety < 0.0) safety = 0.0 ;
341   return safety ;                                 341   return safety ;
342 }                                                 342 }
343                                                   343 
344 ////////////////////////////////////////////// << 344 //////////////////////////////////////////////////////////
345 //                                                345 //
346 // The same algorithm as DistanceToOut(p)         346 // The same algorithm as DistanceToOut(p)
347                                                   347 
348 G4double                                          348 G4double 
349 G4UnionSolid::DistanceToOut( const G4ThreeVect    349 G4UnionSolid::DistanceToOut( const G4ThreeVector& p,
350                              const G4ThreeVect << 350            const G4ThreeVector& v,
351                              const G4bool calc << 351            const G4bool calcNorm,
352                                    G4bool* val << 352                  G4bool *validNorm,
353                                    G4ThreeVect << 353                  G4ThreeVector *n      ) const 
354 {                                                 354 {
355   G4double  dist = 0.0, disTmp = 0.0 ;            355   G4double  dist = 0.0, disTmp = 0.0 ;
356   G4ThreeVector normTmp;                          356   G4ThreeVector normTmp;
357   G4ThreeVector* nTmp = &normTmp;                 357   G4ThreeVector* nTmp = &normTmp;
358                                                   358 
359   if( Inside(p) == kOutside )                     359   if( Inside(p) == kOutside )
360   {                                               360   {
361 #ifdef G4BOOLDEBUG                                361 #ifdef G4BOOLDEBUG
362       G4cout << "Position:"  << G4endl << G4en    362       G4cout << "Position:"  << G4endl << G4endl;
363       G4cout << "p.x() = "   << p.x()/mm << "     363       G4cout << "p.x() = "   << p.x()/mm << " mm" << G4endl;
364       G4cout << "p.y() = "   << p.y()/mm << "     364       G4cout << "p.y() = "   << p.y()/mm << " mm" << G4endl;
365       G4cout << "p.z() = "   << p.z()/mm << "     365       G4cout << "p.z() = "   << p.z()/mm << " mm" << G4endl << G4endl;
366       G4cout << "Direction:" << G4endl << G4en    366       G4cout << "Direction:" << G4endl << G4endl;
367       G4cout << "v.x() = "   << v.x() << G4end    367       G4cout << "v.x() = "   << v.x() << G4endl;
368       G4cout << "v.y() = "   << v.y() << G4end    368       G4cout << "v.y() = "   << v.y() << G4endl;
369       G4cout << "v.z() = "   << v.z() << G4end    369       G4cout << "v.z() = "   << v.z() << G4endl << G4endl;
370       G4cout << "WARNING - Invalid call in "      370       G4cout << "WARNING - Invalid call in "
371              << "G4UnionSolid::DistanceToOut(p    371              << "G4UnionSolid::DistanceToOut(p,v)" << G4endl
372              << "  Point p is outside !" << G4    372              << "  Point p is outside !" << G4endl;
373       G4cout << "          p = " << p << G4end    373       G4cout << "          p = " << p << G4endl;
374       G4cout << "          v = " << v << G4end    374       G4cout << "          v = " << v << G4endl;
375       G4cerr << "WARNING - Invalid call in "      375       G4cerr << "WARNING - Invalid call in "
376              << "G4UnionSolid::DistanceToOut(p    376              << "G4UnionSolid::DistanceToOut(p,v)" << G4endl
377              << "  Point p is outside !" << G4    377              << "  Point p is outside !" << G4endl;
378       G4cerr << "          p = " << p << G4end    378       G4cerr << "          p = " << p << G4endl;
379       G4cerr << "          v = " << v << G4end    379       G4cerr << "          v = " << v << G4endl;
380 #endif                                            380 #endif
381   }                                               381   }
382   else                                            382   else
383   {                                               383   {
384     EInside positionA = fPtrSolidA->Inside(p)     384     EInside positionA = fPtrSolidA->Inside(p) ;
385                                                   385 
386     if( positionA != kOutside )                   386     if( positionA != kOutside )
387     {                                             387     { 
388       do  // Loop checking, 13.08.2015, G.Cosm    388       do  // Loop checking, 13.08.2015, G.Cosmo
389       {                                           389       {
390         disTmp = fPtrSolidA->DistanceToOut(p+d    390         disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v,calcNorm,
391                                            val    391                                            validNorm,nTmp);
392         dist += disTmp ;                          392         dist += disTmp ;
393                                                   393 
394         if(fPtrSolidB->Inside(p+dist*v) != kOu    394         if(fPtrSolidB->Inside(p+dist*v) != kOutside)
395         {                                         395         { 
396           disTmp = fPtrSolidB->DistanceToOut(p    396           disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v,calcNorm,
397                                              v    397                                              validNorm,nTmp);
398           dist += disTmp ;                        398           dist += disTmp ;
399         }                                         399         }
400       }                                           400       }
401       while( (fPtrSolidA->Inside(p+dist*v) !=     401       while( (fPtrSolidA->Inside(p+dist*v) != kOutside)
402           && (disTmp > halfCarTolerance) );       402           && (disTmp > halfCarTolerance) );
403     }                                             403     }
404     else // if( positionB != kOutside )           404     else // if( positionB != kOutside )
405     {                                             405     {
406       do  // Loop checking, 13.08.2015, G.Cosm    406       do  // Loop checking, 13.08.2015, G.Cosmo
407       {                                           407       {
408         disTmp = fPtrSolidB->DistanceToOut(p+d    408         disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v,calcNorm,
409                                            val    409                                            validNorm,nTmp); 
410         dist += disTmp ;                          410         dist += disTmp ;
411                                                   411 
412         if(fPtrSolidA->Inside(p+dist*v) != kOu    412         if(fPtrSolidA->Inside(p+dist*v) != kOutside)
413         {                                         413         { 
414           disTmp = fPtrSolidA->DistanceToOut(p    414           disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v,calcNorm,
415                                              v    415                                              validNorm,nTmp);
416           dist += disTmp ;                        416           dist += disTmp ;
417         }                                         417         }
418       }                                           418       }
419       while( (fPtrSolidB->Inside(p+dist*v) !=     419       while( (fPtrSolidB->Inside(p+dist*v) != kOutside)
420           && (disTmp > halfCarTolerance) );       420           && (disTmp > halfCarTolerance) );
421     }                                             421     }
422   }                                               422   }
423   if( calcNorm )                                  423   if( calcNorm )
424   {                                               424   { 
425      *validNorm = false ;                         425      *validNorm = false ;
426      *n         = *nTmp ;                         426      *n         = *nTmp ;   
427   }                                               427   }
428   return dist ;                                   428   return dist ;
429 }                                                 429 }
430                                                   430 
431 ////////////////////////////////////////////// << 431 //////////////////////////////////////////////////////////////
432 //                                                432 //
433 // Inverted algorithm of DistanceToIn(p)          433 // Inverted algorithm of DistanceToIn(p)
434                                                   434 
435 G4double                                          435 G4double 
436 G4UnionSolid::DistanceToOut( const G4ThreeVect    436 G4UnionSolid::DistanceToOut( const G4ThreeVector& p ) const 
437 {                                                 437 {
438   G4double distout = 0.0;                         438   G4double distout = 0.0;
439   if( Inside(p) == kOutside )                     439   if( Inside(p) == kOutside )
440   {                                               440   {
441 #ifdef G4BOOLDEBUG                                441 #ifdef G4BOOLDEBUG
442     G4cout << "WARNING - Invalid call in "        442     G4cout << "WARNING - Invalid call in "
443            << "G4UnionSolid::DistanceToOut(p)"    443            << "G4UnionSolid::DistanceToOut(p)" << G4endl
444            << "  Point p is outside !" << G4en    444            << "  Point p is outside !" << G4endl;
445     G4cout << "          p = " << p << G4endl;    445     G4cout << "          p = " << p << G4endl;
446     G4cerr << "WARNING - Invalid call in "        446     G4cerr << "WARNING - Invalid call in "
447            << "G4UnionSolid::DistanceToOut(p)"    447            << "G4UnionSolid::DistanceToOut(p)" << G4endl
448            << "  Point p is outside !" << G4en    448            << "  Point p is outside !" << G4endl;
449     G4cerr << "          p = " << p << G4endl;    449     G4cerr << "          p = " << p << G4endl;
450 #endif                                            450 #endif
451   }                                               451   }
452   else                                            452   else
453   {                                               453   {
454     EInside positionA = fPtrSolidA->Inside(p)     454     EInside positionA = fPtrSolidA->Inside(p) ;
455     EInside positionB = fPtrSolidB->Inside(p)     455     EInside positionB = fPtrSolidB->Inside(p) ;
456                                                   456   
457     //  Is this equivalent ??                     457     //  Is this equivalent ??
458     //    if( ! (  (positionA == kOutside)) &&    458     //    if( ! (  (positionA == kOutside)) && 
459     //             (positionB == kOutside))  )    459     //             (positionB == kOutside))  ) 
460     if((positionA == kInside  && positionB ==     460     if((positionA == kInside  && positionB == kInside  ) ||
461        (positionA == kInside  && positionB ==     461        (positionA == kInside  && positionB == kSurface ) ||
462        (positionA == kSurface && positionB ==     462        (positionA == kSurface && positionB == kInside  )     )
463     {                                             463     {     
464       distout= std::max(fPtrSolidA->DistanceTo    464       distout= std::max(fPtrSolidA->DistanceToOut(p),
465                         fPtrSolidB->DistanceTo    465                         fPtrSolidB->DistanceToOut(p) ) ;
466     }                                             466     }
467     else                                          467     else
468     {                                             468     {
469       if(positionA == kOutside)                   469       if(positionA == kOutside)
470       {                                           470       {
471         distout= fPtrSolidB->DistanceToOut(p)     471         distout= fPtrSolidB->DistanceToOut(p) ;
472       }                                           472       }
473       else                                        473       else
474       {                                           474       {
475         distout= fPtrSolidA->DistanceToOut(p)     475         distout= fPtrSolidA->DistanceToOut(p) ;
476       }                                           476       }
477     }                                             477     }
478   }                                               478   }
479   return distout;                                 479   return distout;
480 }                                                 480 }
481                                                   481 
482 ////////////////////////////////////////////// << 482 //////////////////////////////////////////////////////////////
483 //                                                483 //
484 // GetEntityType                                  484 // GetEntityType
485                                                   485 
486 G4GeometryType G4UnionSolid::GetEntityType() c    486 G4GeometryType G4UnionSolid::GetEntityType() const 
487 {                                                 487 {
488   return {"G4UnionSolid"};                     << 488   return G4String("G4UnionSolid");
489 }                                                 489 }
490                                                   490 
491 //////////////////////////////////////////////    491 //////////////////////////////////////////////////////////////////////////
492 //                                                492 //
493 // Make a clone of the object                     493 // Make a clone of the object
494                                                   494 
495 G4VSolid* G4UnionSolid::Clone() const             495 G4VSolid* G4UnionSolid::Clone() const
496 {                                                 496 {
497   return new G4UnionSolid(*this);                 497   return new G4UnionSolid(*this);
498 }                                                 498 }
499                                                   499 
500 ////////////////////////////////////////////// << 500 //////////////////////////////////////////////////////////////
501 //                                                501 //
502 // ComputeDimensions                              502 // ComputeDimensions
503                                                   503 
504 void                                              504 void 
505 G4UnionSolid::ComputeDimensions(       G4VPVPa    505 G4UnionSolid::ComputeDimensions(       G4VPVParameterisation*,
506                                  const G4int,     506                                  const G4int,
507                                  const G4VPhys    507                                  const G4VPhysicalVolume* ) 
508 {                                                 508 {
509 }                                                 509 }
510                                                   510 
511 ////////////////////////////////////////////// << 511 /////////////////////////////////////////////////
512 //                                                512 //
513 // DescribeYourselfTo                             513 // DescribeYourselfTo
514                                                   514 
515 void                                              515 void 
516 G4UnionSolid::DescribeYourselfTo ( G4VGraphics    516 G4UnionSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const 
517 {                                                 517 {
518   scene.AddSolid (*this);                         518   scene.AddSolid (*this);
519 }                                                 519 }
520                                                   520 
521 ////////////////////////////////////////////// << 521 ////////////////////////////////////////////////////
522 //                                                522 //
523 // CreatePolyhedron                               523 // CreatePolyhedron
524                                                   524 
525 G4Polyhedron*                                     525 G4Polyhedron* 
526 G4UnionSolid::CreatePolyhedron () const        << 526 G4UnionSolid::CreatePolyhedron () const 
527 {                                                 527 {
528   if (fExternalBoolProcessor == nullptr)       << 528   HepPolyhedronProcessor processor;
529   {                                            << 529   // Stack components and components of components recursively
530     HepPolyhedronProcessor processor;          << 530   // See G4BooleanSolid::StackPolyhedron
531     // Stack components and components of comp << 531   G4Polyhedron* top = StackPolyhedron(processor, this);
532     // See G4BooleanSolid::StackPolyhedron     << 532   G4Polyhedron* result = new G4Polyhedron(*top);
533     G4Polyhedron* top = StackPolyhedron(proces << 533   if (processor.execute(*result)) { return result; }
534     auto result = new G4Polyhedron(*top);      << 534   else { return nullptr; }
535     if (processor.execute(*result))            << 
536     {                                          << 
537       return result;                           << 
538     }                                          << 
539     else                                       << 
540     {                                          << 
541       return nullptr;                          << 
542     }                                          << 
543   }                                            << 
544   else                                         << 
545   {                                            << 
546     return fExternalBoolProcessor->Process(thi << 
547   }                                            << 
548 }                                                 535 }
549                                                   536 
550 ////////////////////////////////////////////// << 537 
                                                   >> 538 ////////////////////////////////////////////////////
551 //                                                539 //
552 // GetCubicVolume                                 540 // GetCubicVolume
553                                                   541 
554 G4double G4UnionSolid::GetCubicVolume()           542 G4double G4UnionSolid::GetCubicVolume()
555 {                                                 543 {
556   if( fCubicVolume >= 0. )                     << 544    if( fCubicVolume != -1.0 ) {
557   {                                            << 545       return fCubicVolume;
558     return fCubicVolume;                       << 546    }
559   }                                            << 547    G4double cubVolumeA = fPtrSolidA->GetCubicVolume();
560   G4ThreeVector bminA, bmaxA, bminB, bmaxB;    << 548    G4double cubVolumeB = fPtrSolidB->GetCubicVolume();
561   fPtrSolidA->BoundingLimits(bminA, bmaxA);    << 549 
562   fPtrSolidB->BoundingLimits(bminB, bmaxB);    << 550    G4ThreeVector bminA, bmaxA, bminB, bmaxB;
563   G4bool noIntersection =                      << 551    fPtrSolidA->BoundingLimits(bminA, bmaxA);
564      bminA.x() >= bmaxB.x() || bminA.y() >= bm << 552    fPtrSolidB->BoundingLimits(bminB, bmaxB);
565      bminB.x() >= bmaxA.x() || bminB.y() >= bm << 553 
                                                   >> 554    G4double intersection = 0.;
                                                   >> 555    G4bool   canIntersect = 
                                                   >> 556         bminA.x() < bmaxB.x() && bminA.y() < bmaxB.y() && bminA.z() < bmaxB.z() &&
                                                   >> 557         bminB.x() < bmaxA.x() && bminB.y() < bmaxA.y() && bminB.z() < bmaxA.z();
                                                   >> 558    if ( canIntersect )
                                                   >> 559    {
                                                   >> 560       G4IntersectionSolid intersectVol( "Temporary-Intersection-for-Union",
                                                   >> 561                                         fPtrSolidA, fPtrSolidB );
                                                   >> 562       intersection = intersectVol.GetCubicVolume();
                                                   >> 563    }
566                                                   564 
567   if (noIntersection)                          << 565    fCubicVolume = cubVolumeA + cubVolumeB - intersection;
568   {                                            << 
569     fCubicVolume = fPtrSolidA->GetCubicVolume( << 
570   }                                            << 
571   else                                         << 
572   {                                            << 
573     if (GetNumOfConstituents() > 10)           << 
574     {                                          << 
575       fCubicVolume = G4BooleanSolid::GetCubicV << 
576     }                                          << 
577     else                                       << 
578     {                                          << 
579       G4IntersectionSolid intersectVol("Tempor << 
580                                        fPtrSol << 
581       intersectVol.SetCubVolStatistics(GetCubV << 
582       intersectVol.SetCubVolEpsilon(GetCubVolE << 
583                                                   566 
584       fCubicVolume = fPtrSolidA->GetCubicVolum << 567    return fCubicVolume;
585         - intersectVol.GetCubicVolume();       << 
586     }                                          << 
587   }                                            << 
588   return fCubicVolume;                         << 
589 }                                                 568 }
590                                                   569