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

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Differences between /geometry/solids/Boolean/src/G4UnionSolid.cc (Version 11.3.0) and /geometry/solids/Boolean/src/G4UnionSolid.cc (Version 9.6.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 // Implementation of methods for the class G4U << 
 27 //                                                 26 //
 28 // 23.04.18 E.Tcherniaev: added extended BBox, <<  27 // $Id$
 29 // 17.03.17 E.Tcherniaev: revision of SurfaceN <<  28 //
                                                   >>  29 // Implementation of methods for the class G4IntersectionSolid
                                                   >>  30 //
                                                   >>  31 // History:
                                                   >>  32 //
 30 // 12.09.98 V.Grichine: first implementation       33 // 12.09.98 V.Grichine: first implementation
                                                   >>  34 // 28.11.98 V.Grichine: fix while loops in DistToIn/Out 
                                                   >>  35 // 27.07.99 V.Grichine: modifications in DistToOut(p,v,...), while -> do-while
                                                   >>  36 // 16.03.01 V.Grichine: modifications in CalculateExtent()
                                                   >>  37 //
 31 // -------------------------------------------     38 // --------------------------------------------------------------------
 32                                                    39 
 33 #include <sstream>                                 40 #include <sstream>
 34                                                    41 
 35 #include "G4UnionSolid.hh"                         42 #include "G4UnionSolid.hh"
 36                                                    43 
 37 #include "G4SystemOfUnits.hh"                      44 #include "G4SystemOfUnits.hh"
 38 #include "G4VoxelLimits.hh"                        45 #include "G4VoxelLimits.hh"
 39 #include "G4VPVParameterisation.hh"                46 #include "G4VPVParameterisation.hh"
 40 #include "G4GeometryTolerance.hh"                  47 #include "G4GeometryTolerance.hh"
 41                                                    48 
 42 #include "G4VGraphicsScene.hh"                     49 #include "G4VGraphicsScene.hh"
 43 #include "G4Polyhedron.hh"                         50 #include "G4Polyhedron.hh"
 44 #include "G4PolyhedronArbitrary.hh"            << 
 45 #include "HepPolyhedronProcessor.h"                51 #include "HepPolyhedronProcessor.h"
                                                   >>  52 #include "G4NURBS.hh"
                                                   >>  53 // #include "G4NURBSbox.hh"
 46                                                    54 
 47 #include "G4IntersectionSolid.hh"              <<  55 ///////////////////////////////////////////////////////////////////
 48                                                << 
 49 ////////////////////////////////////////////// << 
 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 G4UnionSolid:: G4UnionSolid( const G4String& p     60 G4UnionSolid:: G4UnionSolid( const G4String& pName,
 55                                    G4VSolid* p     61                                    G4VSolid* pSolidA ,
 56                                    G4VSolid* p     62                                    G4VSolid* pSolidB )
 57   : G4BooleanSolid(pName,pSolidA,pSolidB)          63   : G4BooleanSolid(pName,pSolidA,pSolidB)
 58 {                                                  64 {
 59   Init();                                      << 
 60 }                                                  65 }
 61                                                    66 
 62 ////////////////////////////////////////////// <<  67 /////////////////////////////////////////////////////////////////////
 63 //                                                 68 //
 64 // Constructor                                     69 // Constructor
 65                                                    70  
 66 G4UnionSolid::G4UnionSolid( const G4String& pN     71 G4UnionSolid::G4UnionSolid( const G4String& pName,
 67                                   G4VSolid* pS     72                                   G4VSolid* pSolidA ,
 68                                   G4VSolid* pS     73                                   G4VSolid* pSolidB ,
 69                                   G4RotationMa     74                                   G4RotationMatrix* rotMatrix,
 70                             const G4ThreeVecto     75                             const G4ThreeVector& transVector )
 71   : G4BooleanSolid(pName,pSolidA,pSolidB,rotMa     76   : G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector)
 72                                                    77 
 73 {                                                  78 {
 74   Init();                                      << 
 75 }                                                  79 }
 76                                                    80 
 77 ////////////////////////////////////////////// <<  81 ///////////////////////////////////////////////////////////
 78 //                                                 82 //
 79 // Constructor                                     83 // Constructor
 80                                                    84  
 81 G4UnionSolid::G4UnionSolid( const G4String& pN     85 G4UnionSolid::G4UnionSolid( const G4String& pName,
 82                                   G4VSolid* pS     86                                   G4VSolid* pSolidA ,
 83                                   G4VSolid* pS     87                                   G4VSolid* pSolidB ,
 84                             const G4Transform3     88                             const G4Transform3D& transform )
 85   : G4BooleanSolid(pName,pSolidA,pSolidB,trans     89   : G4BooleanSolid(pName,pSolidA,pSolidB,transform)
 86 {                                                  90 {
 87   Init();                                      << 
 88 }                                                  91 } 
 89                                                    92 
 90 ////////////////////////////////////////////// <<  93 //////////////////////////////////////////////////////////////////
 91 //                                                 94 //
 92 // Fake default constructor - sets only member     95 // Fake default constructor - sets only member data and allocates memory
 93 //                            for usage restri     96 //                            for usage restricted to object persistency.
 94                                                    97 
 95 G4UnionSolid::G4UnionSolid( __void__& a )          98 G4UnionSolid::G4UnionSolid( __void__& a )
 96   : G4BooleanSolid(a)                              99   : G4BooleanSolid(a)
 97 {                                                 100 {
 98 }                                                 101 }
 99                                                   102 
100 ////////////////////////////////////////////// << 103 ///////////////////////////////////////////////////////////
101 //                                                104 //
102 // Destructor                                     105 // Destructor
103                                                   106 
104 G4UnionSolid::~G4UnionSolid()                     107 G4UnionSolid::~G4UnionSolid()
105 = default;                                     << 108 {
                                                   >> 109 }
106                                                   110 
107 ////////////////////////////////////////////// << 111 ///////////////////////////////////////////////////////////////
108 //                                                112 //
109 // Copy constructor                               113 // Copy constructor
110                                                   114 
111 G4UnionSolid::G4UnionSolid(const G4UnionSolid&    115 G4UnionSolid::G4UnionSolid(const G4UnionSolid& rhs)
112   : G4BooleanSolid (rhs)                          116   : G4BooleanSolid (rhs)
113 {                                                 117 {
114   fPMin = rhs.fPMin;                           << 
115   fPMax = rhs.fPMax;                           << 
116   halfCarTolerance=0.5*kCarTolerance;          << 
117 }                                                 118 }
118                                                   119 
119 ////////////////////////////////////////////// << 120 ///////////////////////////////////////////////////////////////
120 //                                                121 //
121 // Assignment operator                            122 // Assignment operator
122                                                   123 
123 G4UnionSolid& G4UnionSolid::operator = (const     124 G4UnionSolid& G4UnionSolid::operator = (const G4UnionSolid& rhs) 
124 {                                                 125 {
125   // Check assignment to self                     126   // Check assignment to self
126   //                                              127   //
127   if (this == &rhs)  { return *this; }            128   if (this == &rhs)  { return *this; }
128                                                   129 
129   // Copy base class data                         130   // Copy base class data
130   //                                              131   //
131   G4BooleanSolid::operator=(rhs);                 132   G4BooleanSolid::operator=(rhs);
132                                                   133 
133   fPMin = rhs.fPMin;                           << 
134   fPMax = rhs.fPMax;                           << 
135   halfCarTolerance = rhs.halfCarTolerance;     << 
136                                                << 
137   return *this;                                   134   return *this;
138 }                                                 135 }  
139                                                   136 
140 ////////////////////////////////////////////// << 137 ///////////////////////////////////////////////////////////////
141 //                                                138 //
142 // Initialisation                              << 
143                                                << 
144 void G4UnionSolid::Init()                      << 
145 {                                              << 
146   G4ThreeVector pdelta(kCarTolerance,kCarToler << 
147   G4ThreeVector pmin, pmax;                    << 
148   BoundingLimits(pmin, pmax);                  << 
149   fPMin = pmin - pdelta;                       << 
150   fPMax = pmax + pdelta;                       << 
151   halfCarTolerance=0.5*kCarTolerance;          << 
152 }                                              << 
153                                                << 
154 ////////////////////////////////////////////// << 
155 //                                             << 
156 // Get bounding box                            << 
157                                                << 
158 void G4UnionSolid::BoundingLimits(G4ThreeVecto << 
159                                   G4ThreeVecto << 
160 {                                              << 
161   G4ThreeVector minA,maxA, minB,maxB;          << 
162   fPtrSolidA->BoundingLimits(minA,maxA);       << 
163   fPtrSolidB->BoundingLimits(minB,maxB);       << 
164                                                << 
165   pMin.set(std::min(minA.x(),minB.x()),        << 
166            std::min(minA.y(),minB.y()),        << 
167            std::min(minA.z(),minB.z()));       << 
168                                                << 
169   pMax.set(std::max(maxA.x(),maxB.x()),        << 
170            std::max(maxA.y(),maxB.y()),        << 
171            std::max(maxA.z(),maxB.z()));       << 
172                                                << 
173   // Check correctness of the bounding box     << 
174   //                                           << 
175   if (pMin.x() >= pMax.x() || pMin.y() >= pMax << 
176   {                                            << 
177     std::ostringstream message;                << 
178     message << "Bad bounding box (min >= max)  << 
179             << GetName() << " !"               << 
180             << "\npMin = " << pMin             << 
181             << "\npMax = " << pMax;            << 
182     G4Exception("G4UnionSolid::BoundingLimits( << 
183                 JustWarning, message);         << 
184     DumpInfo();                                << 
185   }                                            << 
186 }                                              << 
187                                                << 
188 ////////////////////////////////////////////// << 
189 //                                                139 //
190 // Calculate extent under transform and specif << 
191                                                   140      
192 G4bool                                            141 G4bool 
193 G4UnionSolid::CalculateExtent( const EAxis pAx    142 G4UnionSolid::CalculateExtent( const EAxis pAxis,
194                                const G4VoxelLi    143                                const G4VoxelLimits& pVoxelLimit,
195                                const G4AffineT    144                                const G4AffineTransform& pTransform,
196                                      G4double&    145                                      G4double& pMin,
197                                      G4double&    146                                      G4double& pMax ) const 
198 {                                                 147 {
199   G4bool   touchesA, touchesB, out ;              148   G4bool   touchesA, touchesB, out ;
200   G4double minA =  kInfinity, minB =  kInfinit    149   G4double minA =  kInfinity, minB =  kInfinity, 
201            maxA = -kInfinity, maxB = -kInfinit    150            maxA = -kInfinity, maxB = -kInfinity; 
202                                                   151 
203   touchesA = fPtrSolidA->CalculateExtent( pAxi    152   touchesA = fPtrSolidA->CalculateExtent( pAxis, pVoxelLimit, 
204                                           pTra    153                                           pTransform, minA, maxA);
205   touchesB = fPtrSolidB->CalculateExtent( pAxi << 154   touchesB= fPtrSolidB->CalculateExtent( pAxis, pVoxelLimit, 
206                                           pTra << 155                                          pTransform, minB, maxB);
207   if( touchesA || touchesB )                      156   if( touchesA || touchesB )
208   {                                               157   {
209     pMin = std::min( minA, minB );                158     pMin = std::min( minA, minB ); 
210     pMax = std::max( maxA, maxB );                159     pMax = std::max( maxA, maxB );
211     out  = true ;                                 160     out  = true ; 
212   }                                               161   }
213   else                                         << 162   else out = false ;
214   {                                            << 
215     out = false ;                              << 
216   }                                            << 
217                                                   163 
218   return out ;  // It exists in this slice if     164   return out ;  // It exists in this slice if either one does.
219 }                                                 165 }
220                                                   166  
221 ////////////////////////////////////////////// << 167 /////////////////////////////////////////////////////
222 //                                                168 //
223 // Important comment: When solids A and B touc    169 // Important comment: When solids A and B touch together along flat
224 // surface the surface points will be consider    170 // surface the surface points will be considered as kSurface, while points 
225 // located around will correspond to kInside      171 // located around will correspond to kInside
226                                                   172 
227 EInside G4UnionSolid::Inside( const G4ThreeVec    173 EInside G4UnionSolid::Inside( const G4ThreeVector& p ) const
228 {                                                 174 {
229   if (std::max(p.z()-fPMax.z(), fPMin.z()-p.z( << 
230                                                << 
231   EInside positionA = fPtrSolidA->Inside(p);      175   EInside positionA = fPtrSolidA->Inside(p);
232   if (positionA == kInside)  { return position << 176   if (positionA == kInside)  { return kInside; }
233   EInside positionB = fPtrSolidB->Inside(p);   << 
234   if (positionA == kOutside) { return position << 
235                                                << 
236   if (positionB == kInside)  { return position << 
237   if (positionB == kOutside) { return position << 
238                                                   177 
239   // Both points are on surface                << 178   EInside positionB = fPtrSolidB->Inside(p);
240   //                                           << 
241   static const G4double rtol                   << 
242     = 1000*G4GeometryTolerance::GetInstance()- << 
243                                                   179 
244   return ((fPtrSolidA->SurfaceNormal(p) +      << 180   if( positionB == kInside  ||
245            fPtrSolidB->SurfaceNormal(p)).mag2( << 181     ( positionA == kSurface && positionB == kSurface &&
                                                   >> 182         ( fPtrSolidA->SurfaceNormal(p) + 
                                                   >> 183           fPtrSolidB->SurfaceNormal(p) ).mag2() < 
                                                   >> 184           1000*G4GeometryTolerance::GetInstance()->GetRadialTolerance() ) )
                                                   >> 185   {
                                                   >> 186     return kInside;
                                                   >> 187   }
                                                   >> 188   else
                                                   >> 189   {
                                                   >> 190     if( ( positionB == kSurface ) || ( positionA == kSurface ) )
                                                   >> 191       { return kSurface; }
                                                   >> 192     else
                                                   >> 193       { return kOutside; } 
                                                   >> 194   }
246 }                                                 195 }
247                                                   196 
248 ////////////////////////////////////////////// << 197 //////////////////////////////////////////////////////////////
                                                   >> 198 //
249 //                                                199 //
250 // Get surface normal                          << 
251                                                   200 
252 G4ThreeVector                                     201 G4ThreeVector 
253 G4UnionSolid::SurfaceNormal( const G4ThreeVect    202 G4UnionSolid::SurfaceNormal( const G4ThreeVector& p ) const 
254 {                                                 203 {
255   EInside positionA = fPtrSolidA->Inside(p);   << 204     G4ThreeVector normal;
256   EInside positionB = fPtrSolidB->Inside(p);   << 
257                                                << 
258   if (positionA == kSurface &&                 << 
259       positionB == kOutside) return fPtrSolidA << 
260                                                   205 
261   if (positionA == kOutside &&                 << 206 #ifdef G4BOOLDEBUG
262       positionB == kSurface) return fPtrSolidB << 207     if( Inside(p) == kOutside )
                                                   >> 208     {
                                                   >> 209       G4cout << "WARNING - Invalid call in "
                                                   >> 210              << "G4UnionSolid::SurfaceNormal(p)" << G4endl
                                                   >> 211              << "  Point p is outside !" << G4endl;
                                                   >> 212       G4cout << "          p = " << p << G4endl;
                                                   >> 213       G4cerr << "WARNING - Invalid call in "
                                                   >> 214              << "G4UnionSolid::SurfaceNormal(p)" << G4endl
                                                   >> 215              << "  Point p is outside !" << G4endl;
                                                   >> 216       G4cerr << "          p = " << p << G4endl;
                                                   >> 217     }
                                                   >> 218 #endif
263                                                   219 
264   if (positionA == kSurface &&                 << 220     if(fPtrSolidA->Inside(p) == kSurface && fPtrSolidB->Inside(p) != kInside) 
265       positionB == kSurface)                   << 
266   {                                            << 
267     if (Inside(p) == kSurface)                 << 
268     {                                             221     {
269       G4ThreeVector normalA = fPtrSolidA->Surf << 222        normal= fPtrSolidA->SurfaceNormal(p) ;
270       G4ThreeVector normalB = fPtrSolidB->Surf << 
271       return (normalA + normalB).unit();       << 
272     }                                             223     }
273   }                                            << 224     else if(fPtrSolidB->Inside(p) == kSurface && 
                                                   >> 225             fPtrSolidA->Inside(p) != kInside)
                                                   >> 226     {
                                                   >> 227        normal= fPtrSolidB->SurfaceNormal(p) ;
                                                   >> 228     }
                                                   >> 229     else 
                                                   >> 230     {
                                                   >> 231       normal= fPtrSolidA->SurfaceNormal(p) ;
274 #ifdef G4BOOLDEBUG                                232 #ifdef G4BOOLDEBUG
275   G4String surf[3] = { "OUTSIDE", "SURFACE", " << 233       if(Inside(p)==kInside)
276   std::ostringstream message;                  << 234       {
277   G4int oldprc = message.precision(16);        << 235         G4cout << "WARNING - Invalid call in "
278   message << "Invalid call of SurfaceNormal(p) << 236              << "G4UnionSolid::SurfaceNormal(p)" << G4endl
279           << GetName() << " !"                 << 237              << "  Point p is inside !" << G4endl;
280           << "\nPoint p" << p << " is " << sur << 238         G4cout << "          p = " << p << G4endl;
281   message.precision(oldprc);                   << 239         G4cerr << "WARNING - Invalid call in "
282   G4Exception("G4UnionSolid::SurfaceNormal()", << 240              << "G4UnionSolid::SurfaceNormal(p)" << G4endl
283               JustWarning, message);           << 241              << "  Point p is inside !" << G4endl;
                                                   >> 242         G4cerr << "          p = " << p << G4endl;
                                                   >> 243       }
284 #endif                                            244 #endif
285   return fPtrSolidA->SurfaceNormal(p);         << 245     }
                                                   >> 246     return normal;
286 }                                                 247 }
287                                                   248 
288 ////////////////////////////////////////////// << 249 /////////////////////////////////////////////////////////////
289 //                                                250 //
290 // The same algorithm as in DistanceToIn(p)       251 // The same algorithm as in DistanceToIn(p)
291                                                   252 
292 G4double                                          253 G4double 
293 G4UnionSolid::DistanceToIn( const G4ThreeVecto    254 G4UnionSolid::DistanceToIn( const G4ThreeVector& p,
294                             const G4ThreeVecto << 255                                    const G4ThreeVector& v  ) const 
295 {                                                 256 {
296 #ifdef G4BOOLDEBUG                                257 #ifdef G4BOOLDEBUG
297   if( Inside(p) == kInside )                      258   if( Inside(p) == kInside )
298   {                                               259   {
299     G4cout << "WARNING - Invalid call in "        260     G4cout << "WARNING - Invalid call in "
300            << "G4UnionSolid::DistanceToIn(p,v)    261            << "G4UnionSolid::DistanceToIn(p,v)" << G4endl
301            << "  Point p is inside !" << G4end    262            << "  Point p is inside !" << G4endl;
302     G4cout << "          p = " << p << G4endl;    263     G4cout << "          p = " << p << G4endl;
303     G4cout << "          v = " << v << G4endl;    264     G4cout << "          v = " << v << G4endl;
304     G4cerr << "WARNING - Invalid call in "        265     G4cerr << "WARNING - Invalid call in "
305            << "G4UnionSolid::DistanceToIn(p,v)    266            << "G4UnionSolid::DistanceToIn(p,v)" << G4endl
306            << "  Point p is inside !" << G4end    267            << "  Point p is inside !" << G4endl;
307     G4cerr << "          p = " << p << G4endl;    268     G4cerr << "          p = " << p << G4endl;
308     G4cerr << "          v = " << v << G4endl;    269     G4cerr << "          v = " << v << G4endl;
309   }                                               270   }
310 #endif                                            271 #endif
311                                                   272 
312   return std::min(fPtrSolidA->DistanceToIn(p,v    273   return std::min(fPtrSolidA->DistanceToIn(p,v),
313                   fPtrSolidB->DistanceToIn(p,v << 274                     fPtrSolidB->DistanceToIn(p,v) ) ;
314 }                                                 275 }
315                                                   276 
316 ////////////////////////////////////////////// << 277 ////////////////////////////////////////////////////////
317 //                                                278 //
318 // Approximate nearest distance from the point    279 // Approximate nearest distance from the point p to the union of
319 // two solids                                     280 // two solids
320                                                   281 
321 G4double                                          282 G4double 
322 G4UnionSolid::DistanceToIn( const G4ThreeVecto << 283 G4UnionSolid::DistanceToIn( const G4ThreeVector& p) const 
323 {                                                 284 {
324 #ifdef G4BOOLDEBUG                                285 #ifdef G4BOOLDEBUG
325   if( Inside(p) == kInside )                      286   if( Inside(p) == kInside )
326   {                                               287   {
327     G4cout << "WARNING - Invalid call in "        288     G4cout << "WARNING - Invalid call in "
328            << "G4UnionSolid::DistanceToIn(p)"     289            << "G4UnionSolid::DistanceToIn(p)" << G4endl
329            << "  Point p is inside !" << G4end    290            << "  Point p is inside !" << G4endl;
330     G4cout << "          p = " << p << G4endl;    291     G4cout << "          p = " << p << G4endl;
331     G4cerr << "WARNING - Invalid call in "        292     G4cerr << "WARNING - Invalid call in "
332            << "G4UnionSolid::DistanceToIn(p)"     293            << "G4UnionSolid::DistanceToIn(p)" << G4endl
333            << "  Point p is inside !" << G4end    294            << "  Point p is inside !" << G4endl;
334     G4cerr << "          p = " << p << G4endl;    295     G4cerr << "          p = " << p << G4endl;
335   }                                               296   }
336 #endif                                            297 #endif
337   G4double distA = fPtrSolidA->DistanceToIn(p)    298   G4double distA = fPtrSolidA->DistanceToIn(p) ;
338   G4double distB = fPtrSolidB->DistanceToIn(p)    299   G4double distB = fPtrSolidB->DistanceToIn(p) ;
339   G4double safety = std::min(distA,distB) ;       300   G4double safety = std::min(distA,distB) ;
340   if(safety < 0.0) safety = 0.0 ;                 301   if(safety < 0.0) safety = 0.0 ;
341   return safety ;                                 302   return safety ;
342 }                                                 303 }
343                                                   304 
344 ////////////////////////////////////////////// << 305 //////////////////////////////////////////////////////////
345 //                                                306 //
346 // The same algorithm as DistanceToOut(p)         307 // The same algorithm as DistanceToOut(p)
347                                                   308 
348 G4double                                          309 G4double 
349 G4UnionSolid::DistanceToOut( const G4ThreeVect    310 G4UnionSolid::DistanceToOut( const G4ThreeVector& p,
350                              const G4ThreeVect << 311            const G4ThreeVector& v,
351                              const G4bool calc << 312            const G4bool calcNorm,
352                                    G4bool* val << 313                  G4bool *validNorm,
353                                    G4ThreeVect << 314                  G4ThreeVector *n      ) const 
354 {                                                 315 {
355   G4double  dist = 0.0, disTmp = 0.0 ;            316   G4double  dist = 0.0, disTmp = 0.0 ;
356   G4ThreeVector normTmp;                          317   G4ThreeVector normTmp;
357   G4ThreeVector* nTmp = &normTmp;              << 318   G4ThreeVector* nTmp= &normTmp;
358                                                   319 
359   if( Inside(p) == kOutside )                     320   if( Inside(p) == kOutside )
360   {                                               321   {
361 #ifdef G4BOOLDEBUG                                322 #ifdef G4BOOLDEBUG
362       G4cout << "Position:"  << G4endl << G4en    323       G4cout << "Position:"  << G4endl << G4endl;
363       G4cout << "p.x() = "   << p.x()/mm << "     324       G4cout << "p.x() = "   << p.x()/mm << " mm" << G4endl;
364       G4cout << "p.y() = "   << p.y()/mm << "     325       G4cout << "p.y() = "   << p.y()/mm << " mm" << G4endl;
365       G4cout << "p.z() = "   << p.z()/mm << "     326       G4cout << "p.z() = "   << p.z()/mm << " mm" << G4endl << G4endl;
366       G4cout << "Direction:" << G4endl << G4en    327       G4cout << "Direction:" << G4endl << G4endl;
367       G4cout << "v.x() = "   << v.x() << G4end    328       G4cout << "v.x() = "   << v.x() << G4endl;
368       G4cout << "v.y() = "   << v.y() << G4end    329       G4cout << "v.y() = "   << v.y() << G4endl;
369       G4cout << "v.z() = "   << v.z() << G4end    330       G4cout << "v.z() = "   << v.z() << G4endl << G4endl;
370       G4cout << "WARNING - Invalid call in "      331       G4cout << "WARNING - Invalid call in "
371              << "G4UnionSolid::DistanceToOut(p    332              << "G4UnionSolid::DistanceToOut(p,v)" << G4endl
372              << "  Point p is outside !" << G4    333              << "  Point p is outside !" << G4endl;
373       G4cout << "          p = " << p << G4end    334       G4cout << "          p = " << p << G4endl;
374       G4cout << "          v = " << v << G4end    335       G4cout << "          v = " << v << G4endl;
375       G4cerr << "WARNING - Invalid call in "      336       G4cerr << "WARNING - Invalid call in "
376              << "G4UnionSolid::DistanceToOut(p    337              << "G4UnionSolid::DistanceToOut(p,v)" << G4endl
377              << "  Point p is outside !" << G4    338              << "  Point p is outside !" << G4endl;
378       G4cerr << "          p = " << p << G4end    339       G4cerr << "          p = " << p << G4endl;
379       G4cerr << "          v = " << v << G4end    340       G4cerr << "          v = " << v << G4endl;
380 #endif                                            341 #endif
381   }                                               342   }
382   else                                            343   else
383   {                                               344   {
384     EInside positionA = fPtrSolidA->Inside(p)     345     EInside positionA = fPtrSolidA->Inside(p) ;
                                                   >> 346     // EInside positionB = fPtrSolidB->Inside(p) ;
385                                                   347 
386     if( positionA != kOutside )                   348     if( positionA != kOutside )
387     {                                             349     { 
388       do  // Loop checking, 13.08.2015, G.Cosm << 350       do
389       {                                           351       {
390         disTmp = fPtrSolidA->DistanceToOut(p+d    352         disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v,calcNorm,
391                                            val << 353                                            validNorm,nTmp)        ;
392         dist += disTmp ;                          354         dist += disTmp ;
393                                                   355 
394         if(fPtrSolidB->Inside(p+dist*v) != kOu    356         if(fPtrSolidB->Inside(p+dist*v) != kOutside)
395         {                                         357         { 
396           disTmp = fPtrSolidB->DistanceToOut(p    358           disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v,calcNorm,
397                                              v << 359                                             validNorm,nTmp)         ;
398           dist += disTmp ;                        360           dist += disTmp ;
399         }                                         361         }
400       }                                           362       }
401       while( (fPtrSolidA->Inside(p+dist*v) !=  << 363       //     while( Inside(p+dist*v) == kInside ) ;
402           && (disTmp > halfCarTolerance) );    << 364            while( fPtrSolidA->Inside(p+dist*v) != kOutside && 
                                                   >> 365                   disTmp > 0.5*kCarTolerance ) ;
403     }                                             366     }
404     else // if( positionB != kOutside )           367     else // if( positionB != kOutside )
405     {                                             368     {
406       do  // Loop checking, 13.08.2015, G.Cosm << 369       do
407       {                                           370       {
408         disTmp = fPtrSolidB->DistanceToOut(p+d    371         disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v,calcNorm,
409                                            val << 372                                            validNorm,nTmp)        ; 
410         dist += disTmp ;                          373         dist += disTmp ;
411                                                   374 
412         if(fPtrSolidA->Inside(p+dist*v) != kOu    375         if(fPtrSolidA->Inside(p+dist*v) != kOutside)
413         {                                         376         { 
414           disTmp = fPtrSolidA->DistanceToOut(p    377           disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v,calcNorm,
415                                              v << 378                                             validNorm,nTmp)         ;
416           dist += disTmp ;                        379           dist += disTmp ;
417         }                                         380         }
418       }                                           381       }
419       while( (fPtrSolidB->Inside(p+dist*v) !=  << 382       //  while( Inside(p+dist*v) == kInside ) ;
420           && (disTmp > halfCarTolerance) );    << 383         while( (fPtrSolidB->Inside(p+dist*v) != kOutside)
                                                   >> 384             && (disTmp > 0.5*kCarTolerance) ) ;
421     }                                             385     }
422   }                                               386   }
423   if( calcNorm )                                  387   if( calcNorm )
424   {                                               388   { 
425      *validNorm = false ;                         389      *validNorm = false ;
426      *n         = *nTmp ;                         390      *n         = *nTmp ;   
427   }                                               391   }
428   return dist ;                                   392   return dist ;
429 }                                                 393 }
430                                                   394 
431 ////////////////////////////////////////////// << 395 //////////////////////////////////////////////////////////////
432 //                                                396 //
433 // Inverted algorithm of DistanceToIn(p)          397 // Inverted algorithm of DistanceToIn(p)
434                                                   398 
435 G4double                                          399 G4double 
436 G4UnionSolid::DistanceToOut( const G4ThreeVect    400 G4UnionSolid::DistanceToOut( const G4ThreeVector& p ) const 
437 {                                                 401 {
438   G4double distout = 0.0;                         402   G4double distout = 0.0;
439   if( Inside(p) == kOutside )                     403   if( Inside(p) == kOutside )
440   {                                               404   {
441 #ifdef G4BOOLDEBUG                                405 #ifdef G4BOOLDEBUG
442     G4cout << "WARNING - Invalid call in "        406     G4cout << "WARNING - Invalid call in "
443            << "G4UnionSolid::DistanceToOut(p)"    407            << "G4UnionSolid::DistanceToOut(p)" << G4endl
444            << "  Point p is outside !" << G4en    408            << "  Point p is outside !" << G4endl;
445     G4cout << "          p = " << p << G4endl;    409     G4cout << "          p = " << p << G4endl;
446     G4cerr << "WARNING - Invalid call in "        410     G4cerr << "WARNING - Invalid call in "
447            << "G4UnionSolid::DistanceToOut(p)"    411            << "G4UnionSolid::DistanceToOut(p)" << G4endl
448            << "  Point p is outside !" << G4en    412            << "  Point p is outside !" << G4endl;
449     G4cerr << "          p = " << p << G4endl;    413     G4cerr << "          p = " << p << G4endl;
450 #endif                                            414 #endif
451   }                                               415   }
452   else                                            416   else
453   {                                               417   {
454     EInside positionA = fPtrSolidA->Inside(p)     418     EInside positionA = fPtrSolidA->Inside(p) ;
455     EInside positionB = fPtrSolidB->Inside(p)     419     EInside positionB = fPtrSolidB->Inside(p) ;
456                                                   420   
457     //  Is this equivalent ??                     421     //  Is this equivalent ??
458     //    if( ! (  (positionA == kOutside)) &&    422     //    if( ! (  (positionA == kOutside)) && 
459     //             (positionB == kOutside))  )    423     //             (positionB == kOutside))  ) 
460     if((positionA == kInside  && positionB ==     424     if((positionA == kInside  && positionB == kInside  ) ||
461        (positionA == kInside  && positionB ==     425        (positionA == kInside  && positionB == kSurface ) ||
462        (positionA == kSurface && positionB ==     426        (positionA == kSurface && positionB == kInside  )     )
463     {                                             427     {     
464       distout= std::max(fPtrSolidA->DistanceTo    428       distout= std::max(fPtrSolidA->DistanceToOut(p),
465                         fPtrSolidB->DistanceTo << 429                           fPtrSolidB->DistanceToOut(p) ) ;
466     }                                             430     }
467     else                                          431     else
468     {                                             432     {
469       if(positionA == kOutside)                   433       if(positionA == kOutside)
470       {                                           434       {
471         distout= fPtrSolidB->DistanceToOut(p)     435         distout= fPtrSolidB->DistanceToOut(p) ;
472       }                                           436       }
473       else                                        437       else
474       {                                           438       {
475         distout= fPtrSolidA->DistanceToOut(p)     439         distout= fPtrSolidA->DistanceToOut(p) ;
476       }                                           440       }
477     }                                             441     }
478   }                                               442   }
479   return distout;                                 443   return distout;
480 }                                                 444 }
481                                                   445 
482 ////////////////////////////////////////////// << 446 //////////////////////////////////////////////////////////////
                                                   >> 447 //
483 //                                                448 //
484 // GetEntityType                               << 
485                                                   449 
486 G4GeometryType G4UnionSolid::GetEntityType() c    450 G4GeometryType G4UnionSolid::GetEntityType() const 
487 {                                                 451 {
488   return {"G4UnionSolid"};                     << 452   return G4String("G4UnionSolid");
489 }                                                 453 }
490                                                   454 
491 //////////////////////////////////////////////    455 //////////////////////////////////////////////////////////////////////////
492 //                                                456 //
493 // Make a clone of the object                     457 // Make a clone of the object
494                                                   458 
495 G4VSolid* G4UnionSolid::Clone() const             459 G4VSolid* G4UnionSolid::Clone() const
496 {                                                 460 {
497   return new G4UnionSolid(*this);                 461   return new G4UnionSolid(*this);
498 }                                                 462 }
499                                                   463 
500 ////////////////////////////////////////////// << 464 //////////////////////////////////////////////////////////////
                                                   >> 465 //
501 //                                                466 //
502 // ComputeDimensions                           << 
503                                                   467 
504 void                                              468 void 
505 G4UnionSolid::ComputeDimensions(       G4VPVPa    469 G4UnionSolid::ComputeDimensions(       G4VPVParameterisation*,
506                                  const G4int,     470                                  const G4int,
507                                  const G4VPhys    471                                  const G4VPhysicalVolume* ) 
508 {                                                 472 {
509 }                                                 473 }
510                                                   474 
511 ////////////////////////////////////////////// << 475 /////////////////////////////////////////////////
512 //                                                476 //
513 // DescribeYourselfTo                          << 477 //                    
514                                                   478 
515 void                                              479 void 
516 G4UnionSolid::DescribeYourselfTo ( G4VGraphics    480 G4UnionSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const 
517 {                                                 481 {
518   scene.AddSolid (*this);                         482   scene.AddSolid (*this);
519 }                                                 483 }
520                                                   484 
521 ////////////////////////////////////////////// << 485 ////////////////////////////////////////////////////
                                                   >> 486 //
522 //                                                487 //
523 // CreatePolyhedron                            << 
524                                                   488 
525 G4Polyhedron*                                     489 G4Polyhedron* 
526 G4UnionSolid::CreatePolyhedron () const        << 490 G4UnionSolid::CreatePolyhedron () const 
527 {                                                 491 {
528   if (fExternalBoolProcessor == nullptr)       << 492   HepPolyhedronProcessor processor;
529   {                                            << 493   // Stack components and components of components recursively
530     HepPolyhedronProcessor processor;          << 494   // See G4BooleanSolid::StackPolyhedron
531     // Stack components and components of comp << 495   G4Polyhedron* top = StackPolyhedron(processor, this);
532     // See G4BooleanSolid::StackPolyhedron     << 496   G4Polyhedron* result = new G4Polyhedron(*top);
533     G4Polyhedron* top = StackPolyhedron(proces << 497   if (processor.execute(*result)) { return result; }
534     auto result = new G4Polyhedron(*top);      << 498   else { return 0; }
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 }                                                 499 }
549                                                   500 
550 ////////////////////////////////////////////// << 501 /////////////////////////////////////////////////////////
                                                   >> 502 //
551 //                                                503 //
552 // GetCubicVolume                              << 
553                                                   504 
554 G4double G4UnionSolid::GetCubicVolume()        << 505 G4NURBS*      
                                                   >> 506 G4UnionSolid::CreateNURBS      () const 
555 {                                                 507 {
556   if( fCubicVolume >= 0. )                     << 508   // Take into account boolean operation - see CreatePolyhedron.
557   {                                            << 509   // return new G4NURBSbox (1.0, 1.0, 1.0);
558     return fCubicVolume;                       << 510   return 0;
559   }                                            << 
560   G4ThreeVector bminA, bmaxA, bminB, bmaxB;    << 
561   fPtrSolidA->BoundingLimits(bminA, bmaxA);    << 
562   fPtrSolidB->BoundingLimits(bminB, bmaxB);    << 
563   G4bool noIntersection =                      << 
564      bminA.x() >= bmaxB.x() || bminA.y() >= bm << 
565      bminB.x() >= bmaxA.x() || bminB.y() >= bm << 
566                                                << 
567   if (noIntersection)                          << 
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                                                << 
584       fCubicVolume = fPtrSolidA->GetCubicVolum << 
585         - intersectVol.GetCubicVolume();       << 
586     }                                          << 
587   }                                            << 
588   return fCubicVolume;                         << 
589 }                                                 511 }
590                                                   512