Geant4 Cross Reference

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Geant4/geometry/solids/specific/src/G4TessellatedSolid.cc

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Differences between /geometry/solids/specific/src/G4TessellatedSolid.cc (Version 11.3.0) and /geometry/solids/specific/src/G4TessellatedSolid.cc (Version 11.1.1)


  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 and of QinetiQ Ltd,   *
 20 // * subject to DEFCON 705 IPR conditions.         20 // * subject to DEFCON 705 IPR conditions.                            *
 21 // * By using,  copying,  modifying or  distri     21 // * By using,  copying,  modifying or  distributing the software (or *
 22 // * any work based  on the software)  you  ag     22 // * any work based  on the software)  you  agree  to acknowledge its *
 23 // * use  in  resulting  scientific  publicati     23 // * use  in  resulting  scientific  publications,  and indicate your *
 24 // * acceptance of all terms of the Geant4 Sof     24 // * acceptance of all terms of the Geant4 Software license.          *
 25 // *******************************************     25 // ********************************************************************
 26 //                                                 26 //
 27 // G4TessellatedSolid implementation               27 // G4TessellatedSolid implementation
 28 //                                                 28 //
 29 // 31.10.2004, P R Truscott, QinetiQ Ltd, UK -     29 // 31.10.2004, P R Truscott, QinetiQ Ltd, UK - Created.
 30 // 17.09.2007, P R Truscott, QinetiQ Ltd & Ric     30 // 17.09.2007, P R Truscott, QinetiQ Ltd & Richard Holmberg
 31 //                    Updated extensively prio     31 //                    Updated extensively prior to this date to deal with
 32 //                    concaved tessellated sur     32 //                    concaved tessellated surfaces, based on the algorithm
 33 //                    of Richard Holmberg.  Th     33 //                    of Richard Holmberg.  This had been slightly modified
 34 //                    to determine with inside     34 //                    to determine with inside the geometry by projecting
 35 //                    random rays from the poi     35 //                    random rays from the point provided.  Now random rays
 36 //                    are predefined rather th     36 //                    are predefined rather than making use of random
 37 //                    number generator at run-     37 //                    number generator at run-time.
 38 // 12.10.2012, M Gayer, CERN, complete rewrite     38 // 12.10.2012, M Gayer, CERN, complete rewrite reducing memory
 39 //                    requirements more than 5     39 //                    requirements more than 50% and speedup by a factor of
 40 //                    tens or more depending o     40 //                    tens or more depending on the number of facets, thanks
 41 //                    to voxelization of surfa     41 //                    to voxelization of surface and improvements.
 42 //                    Speedup factor of thousa     42 //                    Speedup factor of thousands for solids with number of
 43 //                    facets in hundreds of th     43 //                    facets in hundreds of thousands.
 44 // 23.10.2016, E Tcherniaev, reimplemented Cal     44 // 23.10.2016, E Tcherniaev, reimplemented CalculateExtent() to make
 45 //                    use of G4BoundingEnvelop     45 //                    use of G4BoundingEnvelope.
 46 // -------------------------------------------     46 // --------------------------------------------------------------------
 47                                                    47 
 48 #include "G4TessellatedSolid.hh"                   48 #include "G4TessellatedSolid.hh"
 49                                                    49 
 50 #if !defined(G4GEOM_USE_UTESSELLATEDSOLID)         50 #if !defined(G4GEOM_USE_UTESSELLATEDSOLID)
 51                                                    51 
 52 #include <algorithm>                           << 
 53 #include <fstream>                             << 
 54 #include <iomanip>                             << 
 55 #include <iostream>                                52 #include <iostream>
                                                   >>  53 #include <stack>
                                                   >>  54 #include <iostream>
                                                   >>  55 #include <iomanip>
                                                   >>  56 #include <fstream>
                                                   >>  57 #include <algorithm>
 56 #include <list>                                    58 #include <list>
 57 #include <random>                                  59 #include <random>
 58 #include <stack>                               << 
 59                                                    60 
 60 #include "geomdefs.hh"                             61 #include "geomdefs.hh"
 61 #include "Randomize.hh"                            62 #include "Randomize.hh"
 62 #include "G4SystemOfUnits.hh"                      63 #include "G4SystemOfUnits.hh"
 63 #include "G4PhysicalConstants.hh"                  64 #include "G4PhysicalConstants.hh"
 64 #include "G4GeometryTolerance.hh"                  65 #include "G4GeometryTolerance.hh"
 65 #include "G4VoxelLimits.hh"                        66 #include "G4VoxelLimits.hh"
 66 #include "G4AffineTransform.hh"                    67 #include "G4AffineTransform.hh"
 67 #include "G4BoundingEnvelope.hh"                   68 #include "G4BoundingEnvelope.hh"
 68                                                    69 
 69 #include "G4VGraphicsScene.hh"                     70 #include "G4VGraphicsScene.hh"
 70 #include "G4VisExtent.hh"                          71 #include "G4VisExtent.hh"
 71                                                    72 
 72 #include "G4AutoLock.hh"                           73 #include "G4AutoLock.hh"
 73                                                    74 
 74 namespace                                          75 namespace
 75 {                                                  76 {
 76   G4Mutex polyhedronMutex = G4MUTEX_INITIALIZE     77   G4Mutex polyhedronMutex = G4MUTEX_INITIALIZER;
 77 }                                                  78 }
 78                                                    79 
 79 using namespace std;                               80 using namespace std;
 80                                                    81 
 81 //////////////////////////////////////////////     82 ///////////////////////////////////////////////////////////////////////////////
 82 //                                                 83 //
 83 // Standard contructor has blank name and defi     84 // Standard contructor has blank name and defines no fFacets.
 84 //                                                 85 //
 85 G4TessellatedSolid::G4TessellatedSolid () : G4     86 G4TessellatedSolid::G4TessellatedSolid () : G4VSolid("dummy")
 86 {                                                  87 {
 87   Initialize();                                    88   Initialize();
 88 }                                                  89 }
 89                                                    90 
 90 //////////////////////////////////////////////     91 ///////////////////////////////////////////////////////////////////////////////
 91 //                                                 92 //
 92 // Alternative constructor. Simple define name     93 // Alternative constructor. Simple define name and geometry type - no fFacets
 93 // to detine.                                      94 // to detine.
 94 //                                                 95 //
 95 G4TessellatedSolid::G4TessellatedSolid (const      96 G4TessellatedSolid::G4TessellatedSolid (const G4String& name)
 96   : G4VSolid(name)                                 97   : G4VSolid(name)
 97 {                                                  98 {
 98   Initialize();                                    99   Initialize();
 99 }                                                 100 }
100                                                   101 
101 //////////////////////////////////////////////    102 ///////////////////////////////////////////////////////////////////////////////
102 //                                                103 //
103 // Fake default constructor - sets only member    104 // Fake default constructor - sets only member data and allocates memory
104 //                            for usage restri    105 //                            for usage restricted to object persistency.
105 //                                                106 //
106 G4TessellatedSolid::G4TessellatedSolid( __void    107 G4TessellatedSolid::G4TessellatedSolid( __void__& a) : G4VSolid(a)
107 {                                                 108 {
108   Initialize();                                   109   Initialize();
109   fMinExtent.set(0,0,0);                          110   fMinExtent.set(0,0,0);
110   fMaxExtent.set(0,0,0);                          111   fMaxExtent.set(0,0,0);
111 }                                                 112 }
112                                                   113 
113                                                   114 
114 //////////////////////////////////////////////    115 ///////////////////////////////////////////////////////////////////////////////
115 G4TessellatedSolid::~G4TessellatedSolid()         116 G4TessellatedSolid::~G4TessellatedSolid()
116 {                                                 117 {
117   DeleteObjects();                                118   DeleteObjects();
118 }                                                 119 }
119                                                   120 
120 //////////////////////////////////////////////    121 ///////////////////////////////////////////////////////////////////////////////
121 //                                                122 //
122 // Copy constructor.                              123 // Copy constructor.
123 //                                                124 //
124 G4TessellatedSolid::G4TessellatedSolid (const     125 G4TessellatedSolid::G4TessellatedSolid (const G4TessellatedSolid& ts)
125   : G4VSolid(ts)                                  126   : G4VSolid(ts)
126 {                                                 127 {
127   Initialize();                                   128   Initialize();
128                                                   129 
129   CopyObjects(ts);                                130   CopyObjects(ts);
130 }                                                 131 }
131                                                   132 
132 //////////////////////////////////////////////    133 ///////////////////////////////////////////////////////////////////////////////
133 //                                                134 //
134 // Assignment operator.                           135 // Assignment operator.
135 //                                                136 //
136 G4TessellatedSolid&                               137 G4TessellatedSolid&
137 G4TessellatedSolid::operator= (const G4Tessell    138 G4TessellatedSolid::operator= (const G4TessellatedSolid &ts)
138 {                                                 139 {
139   if (&ts == this) return *this;                  140   if (&ts == this) return *this;
140                                                   141 
141   // Copy base class data                         142   // Copy base class data
142   G4VSolid::operator=(ts);                        143   G4VSolid::operator=(ts);
143                                                   144 
144   DeleteObjects ();                               145   DeleteObjects ();
145                                                   146 
146   Initialize();                                   147   Initialize();
147                                                   148 
148   CopyObjects (ts);                               149   CopyObjects (ts);
149                                                   150 
150   return *this;                                   151   return *this;
151 }                                                 152 }
152                                                   153 
153 //////////////////////////////////////////////    154 ///////////////////////////////////////////////////////////////////////////////
154 //                                                155 //
155 void G4TessellatedSolid::Initialize()             156 void G4TessellatedSolid::Initialize()
156 {                                                 157 {
157   kCarToleranceHalf = 0.5*kCarTolerance;          158   kCarToleranceHalf = 0.5*kCarTolerance;
158                                                   159 
159   fRebuildPolyhedron = false; fpPolyhedron = n    160   fRebuildPolyhedron = false; fpPolyhedron = nullptr;
160   fCubicVolume = 0.; fSurfaceArea = 0.;           161   fCubicVolume = 0.; fSurfaceArea = 0.;
161                                                   162 
162   fGeometryType = "G4TessellatedSolid";           163   fGeometryType = "G4TessellatedSolid";
163   fSolidClosed  = false;                          164   fSolidClosed  = false;
164                                                   165 
165   fMinExtent.set(kInfinity,kInfinity,kInfinity    166   fMinExtent.set(kInfinity,kInfinity,kInfinity);
166   fMaxExtent.set(-kInfinity,-kInfinity,-kInfin    167   fMaxExtent.set(-kInfinity,-kInfinity,-kInfinity);
167                                                   168 
168   SetRandomVectors();                             169   SetRandomVectors();
169 }                                                 170 }
170                                                   171 
171 //////////////////////////////////////////////    172 ///////////////////////////////////////////////////////////////////////////////
172 //                                                173 //
173 void G4TessellatedSolid::DeleteObjects()          174 void G4TessellatedSolid::DeleteObjects()
174 {                                                 175 {
175   std::size_t size = fFacets.size();              176   std::size_t size = fFacets.size();
176   for (std::size_t i = 0; i < size; ++i)  { de    177   for (std::size_t i = 0; i < size; ++i)  { delete fFacets[i]; }
177   fFacets.clear();                                178   fFacets.clear();
178   delete fpPolyhedron; fpPolyhedron = nullptr;    179   delete fpPolyhedron; fpPolyhedron = nullptr;
179 }                                                 180 }
180                                                   181 
181 //////////////////////////////////////////////    182 ///////////////////////////////////////////////////////////////////////////////
182 //                                                183 //
183 void G4TessellatedSolid::CopyObjects (const G4    184 void G4TessellatedSolid::CopyObjects (const G4TessellatedSolid &ts)
184 {                                                 185 {
185   G4ThreeVector reductionRatio;                   186   G4ThreeVector reductionRatio;
186   G4int fmaxVoxels = fVoxels.GetMaxVoxels(redu    187   G4int fmaxVoxels = fVoxels.GetMaxVoxels(reductionRatio);
187   if (fmaxVoxels < 0)                             188   if (fmaxVoxels < 0)
188     fVoxels.SetMaxVoxels(reductionRatio);         189     fVoxels.SetMaxVoxels(reductionRatio);
189   else                                            190   else
190     fVoxels.SetMaxVoxels(fmaxVoxels);             191     fVoxels.SetMaxVoxels(fmaxVoxels);
191                                                   192 
192   G4int n = ts.GetNumberOfFacets();               193   G4int n = ts.GetNumberOfFacets();
193   for (G4int i = 0; i < n; ++i)                   194   for (G4int i = 0; i < n; ++i)
194   {                                               195   {
195     G4VFacet *facetClone = (ts.GetFacet(i))->G    196     G4VFacet *facetClone = (ts.GetFacet(i))->GetClone();
196     AddFacet(facetClone);                         197     AddFacet(facetClone);
197   }                                               198   }
198   if (ts.GetSolidClosed()) SetSolidClosed(true    199   if (ts.GetSolidClosed()) SetSolidClosed(true);
199 }                                                 200 }
200                                                   201 
201 //////////////////////////////////////////////    202 ///////////////////////////////////////////////////////////////////////////////
202 //                                                203 //
203 // Add a facet to the facet list.                 204 // Add a facet to the facet list.
204 // Note that you can add, but you cannot delet    205 // Note that you can add, but you cannot delete.
205 //                                                206 //
206 G4bool G4TessellatedSolid::AddFacet (G4VFacet*    207 G4bool G4TessellatedSolid::AddFacet (G4VFacet* aFacet)
207 {                                                 208 {
208   // Add the facet to the vector.                 209   // Add the facet to the vector.
209   //                                              210   //
210   if (fSolidClosed)                               211   if (fSolidClosed)
211   {                                               212   {
212     G4Exception("G4TessellatedSolid::AddFacet(    213     G4Exception("G4TessellatedSolid::AddFacet()", "GeomSolids1002",
213                 JustWarning, "Attempt to add f    214                 JustWarning, "Attempt to add facets when solid is closed.");
214     return false;                                 215     return false;
215   }                                               216   }
216   else if (aFacet->IsDefined())                   217   else if (aFacet->IsDefined())
217   {                                               218   {
218     set<G4VertexInfo,G4VertexComparator>::iter    219     set<G4VertexInfo,G4VertexComparator>::iterator begin
219       = fFacetList.begin(), end = fFacetList.e    220       = fFacetList.begin(), end = fFacetList.end(), pos, it;
220     G4ThreeVector p = aFacet->GetCircumcentre(    221     G4ThreeVector p = aFacet->GetCircumcentre();
221     G4VertexInfo value;                           222     G4VertexInfo value;
222     value.id = (G4int)fFacetList.size();          223     value.id = (G4int)fFacetList.size();
223     value.mag2 = p.x() + p.y() + p.z();           224     value.mag2 = p.x() + p.y() + p.z();
224                                                   225 
225     G4bool found = false;                         226     G4bool found = false;
226     if (!OutsideOfExtent(p, kCarTolerance))       227     if (!OutsideOfExtent(p, kCarTolerance))
227     {                                             228     {
228       G4double kCarTolerance3 = 3 * kCarTolera    229       G4double kCarTolerance3 = 3 * kCarTolerance;
229       pos = fFacetList.lower_bound(value);        230       pos = fFacetList.lower_bound(value);
230                                                   231 
231       it = pos;                                   232       it = pos;
232       while (!found && it != end)    // Loop c    233       while (!found && it != end)    // Loop checking, 13.08.2015, G.Cosmo
233       {                                           234       {
234         G4int id = (*it).id;                      235         G4int id = (*it).id;
235         G4VFacet *facet = fFacets[id];            236         G4VFacet *facet = fFacets[id];
236         G4ThreeVector q = facet->GetCircumcent    237         G4ThreeVector q = facet->GetCircumcentre();
237         if ((found = (facet == aFacet))) break    238         if ((found = (facet == aFacet))) break;
238         G4double dif = q.x() + q.y() + q.z() -    239         G4double dif = q.x() + q.y() + q.z() - value.mag2;
239         if (dif > kCarTolerance3) break;          240         if (dif > kCarTolerance3) break;
240         it++;                                     241         it++;
241       }                                           242       }
242                                                   243 
243       if (fFacets.size() > 1)                     244       if (fFacets.size() > 1)
244       {                                           245       {
245         it = pos;                                 246         it = pos;
246         while (!found && it != begin)    // Lo    247         while (!found && it != begin)    // Loop checking, 13.08.2015, G.Cosmo
247         {                                         248         {
248           --it;                                   249           --it;
249           G4int id = (*it).id;                    250           G4int id = (*it).id;
250           G4VFacet *facet = fFacets[id];          251           G4VFacet *facet = fFacets[id];
251           G4ThreeVector q = facet->GetCircumce    252           G4ThreeVector q = facet->GetCircumcentre();
252           found = (facet == aFacet);              253           found = (facet == aFacet);
253           if (found) break;                       254           if (found) break;
254           G4double dif = value.mag2 - (q.x() +    255           G4double dif = value.mag2 - (q.x() + q.y() + q.z());
255           if (dif > kCarTolerance3) break;        256           if (dif > kCarTolerance3) break;
256         }                                         257         }
257       }                                           258       }
258     }                                             259     }
259                                                   260 
260     if (!found)                                   261     if (!found)
261     {                                             262     {
262       fFacets.push_back(aFacet);                  263       fFacets.push_back(aFacet);
263       fFacetList.insert(value);                   264       fFacetList.insert(value);
264     }                                             265     }
265     return true;                                  266     return true;
266   }                                               267   }
267   else                                            268   else
268   {                                               269   {
269     G4Exception("G4TessellatedSolid::AddFacet(    270     G4Exception("G4TessellatedSolid::AddFacet()", "GeomSolids1002",
270                 JustWarning, "Attempt to add f    271                 JustWarning, "Attempt to add facet not properly defined.");
271     aFacet->StreamInfo(G4cout);                   272     aFacet->StreamInfo(G4cout);
272     return false;                                 273     return false;
273   }                                               274   }
274 }                                                 275 }
275                                                   276 
276 //////////////////////////////////////////////    277 ///////////////////////////////////////////////////////////////////////////////
277 //                                                278 //
278 G4int G4TessellatedSolid::SetAllUsingStack(con    279 G4int G4TessellatedSolid::SetAllUsingStack(const std::vector<G4int>& voxel,
279                                            con    280                                            const std::vector<G4int>& max,
280                                            G4b    281                                            G4bool status, G4SurfBits& checked)
281 {                                                 282 {
282   vector<G4int> xyz = voxel;                      283   vector<G4int> xyz = voxel;
283   stack<vector<G4int> > pos;                      284   stack<vector<G4int> > pos;
284   pos.push(xyz);                                  285   pos.push(xyz);
285   G4int filled = 0;                               286   G4int filled = 0;
286                                                   287 
287   vector<G4int> candidates;                       288   vector<G4int> candidates;
288                                                   289 
289   while (!pos.empty())    // Loop checking, 13    290   while (!pos.empty())    // Loop checking, 13.08.2015, G.Cosmo
290   {                                               291   {
291     xyz = pos.top();                              292     xyz = pos.top();
292     pos.pop();                                    293     pos.pop();
293     G4int index = fVoxels.GetVoxelsIndex(xyz);    294     G4int index = fVoxels.GetVoxelsIndex(xyz);
294     if (!checked[index])                          295     if (!checked[index])
295     {                                             296     {
296       checked.SetBitNumber(index, true);          297       checked.SetBitNumber(index, true);
297                                                   298 
298       if (fVoxels.IsEmpty(index))                 299       if (fVoxels.IsEmpty(index))
299       {                                           300       {
300         ++filled;                                 301         ++filled;
301                                                   302 
302         fInsides.SetBitNumber(index, status);     303         fInsides.SetBitNumber(index, status);
303                                                   304 
304         for (auto i = 0; i <= 2; ++i)             305         for (auto i = 0; i <= 2; ++i)
305         {                                         306         {
306           if (xyz[i] < max[i] - 1)                307           if (xyz[i] < max[i] - 1)
307           {                                       308           {
308             xyz[i]++;                             309             xyz[i]++;
309             pos.push(xyz);                        310             pos.push(xyz);
310             xyz[i]--;                             311             xyz[i]--;
311           }                                       312           }
312                                                   313 
313           if (xyz[i] > 0)                         314           if (xyz[i] > 0)
314           {                                       315           {
315             xyz[i]--;                             316             xyz[i]--;
316             pos.push(xyz);                        317             pos.push(xyz);
317             xyz[i]++;                             318             xyz[i]++;
318           }                                       319           }
319         }                                         320         }
320       }                                           321       }
321     }                                             322     }
322   }                                               323   }
323   return filled;                                  324   return filled;
324 }                                                 325 }
325                                                   326 
326 //////////////////////////////////////////////    327 ///////////////////////////////////////////////////////////////////////////////
327 //                                                328 //
328 void G4TessellatedSolid::PrecalculateInsides()    329 void G4TessellatedSolid::PrecalculateInsides()
329 {                                                 330 {
330   vector<G4int> voxel(3), maxVoxels(3);           331   vector<G4int> voxel(3), maxVoxels(3);
331   for (auto i = 0; i <= 2; ++i)                   332   for (auto i = 0; i <= 2; ++i)
332     maxVoxels[i] = (G4int)fVoxels.GetBoundary(    333     maxVoxels[i] = (G4int)fVoxels.GetBoundary(i).size();
333   G4int size = maxVoxels[0] * maxVoxels[1] * m    334   G4int size = maxVoxels[0] * maxVoxels[1] * maxVoxels[2];
334                                                   335 
335   G4SurfBits checked(size-1);                     336   G4SurfBits checked(size-1);
336   fInsides.Clear();                               337   fInsides.Clear();
337   fInsides.ResetBitNumber(size-1);                338   fInsides.ResetBitNumber(size-1);
338                                                   339 
339   G4ThreeVector point;                            340   G4ThreeVector point;
340   for (voxel[2] = 0; voxel[2] < maxVoxels[2] -    341   for (voxel[2] = 0; voxel[2] < maxVoxels[2] - 1; ++voxel[2])
341   {                                               342   {
342     for (voxel[1] = 0; voxel[1] < maxVoxels[1]    343     for (voxel[1] = 0; voxel[1] < maxVoxels[1] - 1; ++voxel[1])
343     {                                             344     {
344       for (voxel[0] = 0; voxel[0] < maxVoxels[    345       for (voxel[0] = 0; voxel[0] < maxVoxels[0] - 1; ++voxel[0])
345       {                                           346       {
346         G4int index = fVoxels.GetVoxelsIndex(v    347         G4int index = fVoxels.GetVoxelsIndex(voxel);
347         if (!checked[index] && fVoxels.IsEmpty    348         if (!checked[index] && fVoxels.IsEmpty(index))
348         {                                         349         {
349           for (auto i = 0; i <= 2; ++i)           350           for (auto i = 0; i <= 2; ++i)
350           {                                       351           {
351             point[i] = fVoxels.GetBoundary(i)[    352             point[i] = fVoxels.GetBoundary(i)[voxel[i]];
352           }                                       353           }
353           auto inside = (G4bool) (InsideNoVoxe << 354           G4bool inside = (G4bool) (InsideNoVoxels(point) == kInside);
354           SetAllUsingStack(voxel, maxVoxels, i    355           SetAllUsingStack(voxel, maxVoxels, inside, checked);
355         }                                         356         }
356         else checked.SetBitNumber(index);         357         else checked.SetBitNumber(index);
357       }                                           358       }
358     }                                             359     }
359   }                                               360   }
360 }                                                 361 }
361                                                   362 
362 //////////////////////////////////////////////    363 ///////////////////////////////////////////////////////////////////////////////
363 //                                                364 //
364 void G4TessellatedSolid::Voxelize ()              365 void G4TessellatedSolid::Voxelize ()
365 {                                                 366 {
366 #ifdef G4SPECSDEBUG                               367 #ifdef G4SPECSDEBUG
367   G4cout << "Voxelizing..." << G4endl;            368   G4cout << "Voxelizing..." << G4endl;
368 #endif                                            369 #endif
369   fVoxels.Voxelize(fFacets);                      370   fVoxels.Voxelize(fFacets);
370                                                   371 
371   if (fVoxels.Empty().GetNbits() != 0u)        << 372   if (fVoxels.Empty().GetNbits())
372   {                                               373   {
373 #ifdef G4SPECSDEBUG                               374 #ifdef G4SPECSDEBUG
374     G4cout << "Precalculating Insides..." << G    375     G4cout << "Precalculating Insides..." << G4endl;
375 #endif                                            376 #endif
376     PrecalculateInsides();                        377     PrecalculateInsides();
377   }                                               378   }
378 }                                                 379 }
379                                                   380 
380 //////////////////////////////////////////////    381 ///////////////////////////////////////////////////////////////////////////////
381 //                                                382 //
382 // Compute extremeFacets, i.e. find those face    383 // Compute extremeFacets, i.e. find those facets that have surface
383 // planes that bound the volume.                  384 // planes that bound the volume.
384 // Note that this is going to reject concaved     385 // Note that this is going to reject concaved surfaces as being extreme. Also
385 // note that if the vertex is on the facet, di    386 // note that if the vertex is on the facet, displacement is zero, so IsInside
386 // returns true. So will this work??  Need non    387 // returns true. So will this work??  Need non-equality
387 // "G4bool inside = displacement < 0.0;"          388 // "G4bool inside = displacement < 0.0;"
388 // or                                             389 // or
389 // "G4bool inside = displacement <= -0.5*kCarT    390 // "G4bool inside = displacement <= -0.5*kCarTolerance"
390 // (Notes from PT 13/08/2007).                    391 // (Notes from PT 13/08/2007).
391 //                                                392 //
392 void G4TessellatedSolid::SetExtremeFacets()       393 void G4TessellatedSolid::SetExtremeFacets()
393 {                                                 394 {
394   // Copy vertices to local array                 395   // Copy vertices to local array
395   std::size_t vsize = fVertexList.size();         396   std::size_t vsize = fVertexList.size();
396   std::vector<G4ThreeVector> vertices(vsize);     397   std::vector<G4ThreeVector> vertices(vsize);
397   for (std::size_t i = 0; i < vsize; ++i) { ve    398   for (std::size_t i = 0; i < vsize; ++i) { vertices[i] = fVertexList[i]; }
398                                                   399 
399   // Shuffle vertices                             400   // Shuffle vertices
400   std::mt19937 gen(12345678);                     401   std::mt19937 gen(12345678);
401   std::shuffle(vertices.begin(), vertices.end(    402   std::shuffle(vertices.begin(), vertices.end(), gen);
402                                                   403 
403   // Select six extreme vertices in different     404   // Select six extreme vertices in different directions
404   G4ThreeVector points[6];                        405   G4ThreeVector points[6];
405   for (auto & point : points) { point = vertic << 406   for (G4int i=0; i < 6; ++i) { points[i] = vertices[0]; }
406   for (std::size_t i=1; i < vsize; ++i)           407   for (std::size_t i=1; i < vsize; ++i)
407   {                                               408   {
408     if (vertices[i].x() < points[0].x()) point    409     if (vertices[i].x() < points[0].x()) points[0] = vertices[i];
409     if (vertices[i].x() > points[1].x()) point    410     if (vertices[i].x() > points[1].x()) points[1] = vertices[i];
410     if (vertices[i].y() < points[2].y()) point    411     if (vertices[i].y() < points[2].y()) points[2] = vertices[i];
411     if (vertices[i].y() > points[3].y()) point    412     if (vertices[i].y() > points[3].y()) points[3] = vertices[i];
412     if (vertices[i].z() < points[4].z()) point    413     if (vertices[i].z() < points[4].z()) points[4] = vertices[i];
413     if (vertices[i].z() > points[5].z()) point    414     if (vertices[i].z() > points[5].z()) points[5] = vertices[i];
414   }                                               415   }
415                                                   416 
416   // Find extreme facets                          417   // Find extreme facets
417   std::size_t size = fFacets.size();              418   std::size_t size = fFacets.size();
418   for (std::size_t j = 0; j < size; ++j)          419   for (std::size_t j = 0; j < size; ++j)
419   {                                               420   {
420     G4VFacet &facet = *fFacets[j];                421     G4VFacet &facet = *fFacets[j];
421                                                   422 
422     // Check extreme vertices                     423     // Check extreme vertices
423     if (!facet.IsInside(points[0])) continue;     424     if (!facet.IsInside(points[0])) continue;
424     if (!facet.IsInside(points[1])) continue;     425     if (!facet.IsInside(points[1])) continue;
425     if (!facet.IsInside(points[2])) continue;     426     if (!facet.IsInside(points[2])) continue;
426     if (!facet.IsInside(points[3])) continue;     427     if (!facet.IsInside(points[3])) continue;
427     if (!facet.IsInside(points[4])) continue;     428     if (!facet.IsInside(points[4])) continue;
428     if (!facet.IsInside(points[5])) continue;     429     if (!facet.IsInside(points[5])) continue;
429                                                   430 
430     // Check vertices                             431     // Check vertices
431     G4bool isExtreme = true;                      432     G4bool isExtreme = true;
432     for (std::size_t i=0; i < vsize; ++i)         433     for (std::size_t i=0; i < vsize; ++i)
433     {                                             434     {
434       if (!facet.IsInside(vertices[i]))           435       if (!facet.IsInside(vertices[i]))
435       {                                           436       {
436         isExtreme = false;                        437         isExtreme = false;
437         break;                                    438         break;
438       }                                           439       }
439     }                                             440     }
440     if (isExtreme) fExtremeFacets.insert(&face    441     if (isExtreme) fExtremeFacets.insert(&facet);
441   }                                               442   }
442 }                                                 443 }
443                                                   444 
444 //////////////////////////////////////////////    445 ///////////////////////////////////////////////////////////////////////////////
445 //                                                446 //
446 void G4TessellatedSolid::CreateVertexList()       447 void G4TessellatedSolid::CreateVertexList()
447 {                                                 448 {
448   // The algorithm:                               449   // The algorithm:
449   // we will have additional vertexListSorted,    450   // we will have additional vertexListSorted, where all the items will be
450   // sorted by magnitude of vertice vector.       451   // sorted by magnitude of vertice vector.
451   // New candidate for fVertexList - we will d    452   // New candidate for fVertexList - we will determine the position fo first
452   // item which would be within its magnitude     453   // item which would be within its magnitude - 0.5*kCarTolerance.
453   // We will go trough until we will reach > +    454   // We will go trough until we will reach > +0.5 kCarTolerance.
454   // Comparison (q-p).mag() < 0.5*kCarToleranc    455   // Comparison (q-p).mag() < 0.5*kCarTolerance will be made.
455   // They can be just stored in std::vector, w    456   // They can be just stored in std::vector, with custom insertion based
456   // on binary search.                            457   // on binary search.
457                                                   458 
458   set<G4VertexInfo,G4VertexComparator> vertexL    459   set<G4VertexInfo,G4VertexComparator> vertexListSorted;
459   set<G4VertexInfo,G4VertexComparator>::iterat    460   set<G4VertexInfo,G4VertexComparator>::iterator begin
460      = vertexListSorted.begin(), end = vertexL    461      = vertexListSorted.begin(), end = vertexListSorted.end(), pos, it;
461   G4ThreeVector p;                                462   G4ThreeVector p;
462   G4VertexInfo value;                             463   G4VertexInfo value;
463                                                   464 
464   fVertexList.clear();                            465   fVertexList.clear();
465   std::size_t size = fFacets.size();              466   std::size_t size = fFacets.size();
466                                                   467 
467   G4double kCarTolerance24 = kCarTolerance * k    468   G4double kCarTolerance24 = kCarTolerance * kCarTolerance / 4.0;
468   G4double kCarTolerance3 = 3 * kCarTolerance;    469   G4double kCarTolerance3 = 3 * kCarTolerance;
469   vector<G4int> newIndex(100);                    470   vector<G4int> newIndex(100);
470                                                   471 
471   for (std::size_t k = 0; k < size; ++k)          472   for (std::size_t k = 0; k < size; ++k)
472   {                                               473   {
473     G4VFacet &facet = *fFacets[k];                474     G4VFacet &facet = *fFacets[k];
474     G4int max = facet.GetNumberOfVertices();      475     G4int max = facet.GetNumberOfVertices();
475                                                   476 
476     for (G4int i = 0; i < max; ++i)               477     for (G4int i = 0; i < max; ++i)
477     {                                             478     {
478       p = facet.GetVertex(i);                     479       p = facet.GetVertex(i);
479       value.id = (G4int)fVertexList.size();       480       value.id = (G4int)fVertexList.size();
480       value.mag2 = p.x() + p.y() + p.z();         481       value.mag2 = p.x() + p.y() + p.z();
481                                                   482 
482       G4bool found = false;                       483       G4bool found = false;
483       G4int id = 0;                               484       G4int id = 0;
484       if (!OutsideOfExtent(p, kCarTolerance))     485       if (!OutsideOfExtent(p, kCarTolerance))
485       {                                           486       {
486         pos = vertexListSorted.lower_bound(val    487         pos = vertexListSorted.lower_bound(value);
487         it = pos;                                 488         it = pos;
488         while (it != end)    // Loop checking,    489         while (it != end)    // Loop checking, 13.08.2015, G.Cosmo
489         {                                         490         {
490           id = (*it).id;                          491           id = (*it).id;
491           G4ThreeVector q = fVertexList[id];      492           G4ThreeVector q = fVertexList[id];
492           G4double dif = (q-p).mag2();            493           G4double dif = (q-p).mag2();
493           found = (dif < kCarTolerance24);        494           found = (dif < kCarTolerance24);
494           if (found) break;                       495           if (found) break;
495           dif = q.x() + q.y() + q.z() - value.    496           dif = q.x() + q.y() + q.z() - value.mag2;
496           if (dif > kCarTolerance3) break;        497           if (dif > kCarTolerance3) break;
497           ++it;                                   498           ++it;
498         }                                         499         }
499                                                   500 
500         if (!found && (fVertexList.size() > 1)    501         if (!found && (fVertexList.size() > 1))
501         {                                         502         {
502           it = pos;                               503           it = pos;
503           while (it != begin)    // Loop check    504           while (it != begin)    // Loop checking, 13.08.2015, G.Cosmo
504           {                                       505           {
505             --it;                                 506             --it;
506             id = (*it).id;                        507             id = (*it).id;
507             G4ThreeVector q = fVertexList[id];    508             G4ThreeVector q = fVertexList[id];
508             G4double dif = (q-p).mag2();          509             G4double dif = (q-p).mag2();
509             found = (dif < kCarTolerance24);      510             found = (dif < kCarTolerance24);
510             if (found) break;                     511             if (found) break;
511             dif = value.mag2 - (q.x() + q.y()     512             dif = value.mag2 - (q.x() + q.y() + q.z());
512             if (dif > kCarTolerance3) break;      513             if (dif > kCarTolerance3) break;
513           }                                       514           }
514         }                                         515         }
515       }                                           516       }
516                                                   517 
517       if (!found)                                 518       if (!found)
518       {                                           519       {
519 #ifdef G4SPECSDEBUG                               520 #ifdef G4SPECSDEBUG
520         G4cout << p.x() << ":" << p.y() << ":"    521         G4cout << p.x() << ":" << p.y() << ":" << p.z() << G4endl;
521         G4cout << "Adding new vertex #" << i <    522         G4cout << "Adding new vertex #" << i << " of facet " << k
522                << " id " << value.id << G4endl    523                << " id " << value.id << G4endl;
523         G4cout << "===" << G4endl;                524         G4cout << "===" << G4endl;
524 #endif                                            525 #endif
525         fVertexList.push_back(p);                 526         fVertexList.push_back(p);
526         vertexListSorted.insert(value);           527         vertexListSorted.insert(value);
527         begin = vertexListSorted.begin();         528         begin = vertexListSorted.begin();
528         end = vertexListSorted.end();             529         end = vertexListSorted.end();
529         newIndex[i] = value.id;                   530         newIndex[i] = value.id;
530         //                                        531         //
531         // Now update the maximum x, y and z l    532         // Now update the maximum x, y and z limits of the volume.
532         //                                        533         //
533         if (value.id == 0) fMinExtent = fMaxEx    534         if (value.id == 0) fMinExtent = fMaxExtent = p;
534         else                                      535         else
535         {                                         536         {
536           if (p.x() > fMaxExtent.x()) fMaxExte    537           if (p.x() > fMaxExtent.x()) fMaxExtent.setX(p.x());
537           else if (p.x() < fMinExtent.x()) fMi    538           else if (p.x() < fMinExtent.x()) fMinExtent.setX(p.x());
538           if (p.y() > fMaxExtent.y()) fMaxExte    539           if (p.y() > fMaxExtent.y()) fMaxExtent.setY(p.y());
539           else if (p.y() < fMinExtent.y()) fMi    540           else if (p.y() < fMinExtent.y()) fMinExtent.setY(p.y());
540           if (p.z() > fMaxExtent.z()) fMaxExte    541           if (p.z() > fMaxExtent.z()) fMaxExtent.setZ(p.z());
541           else if (p.z() < fMinExtent.z()) fMi    542           else if (p.z() < fMinExtent.z()) fMinExtent.setZ(p.z());
542         }                                         543         }
543       }                                           544       }
544       else                                        545       else
545       {                                           546       {
546 #ifdef G4SPECSDEBUG                               547 #ifdef G4SPECSDEBUG
547         G4cout << p.x() << ":" << p.y() << ":"    548         G4cout << p.x() << ":" << p.y() << ":" << p.z() << G4endl;
548         G4cout << "Vertex #" << i << " of face    549         G4cout << "Vertex #" << i << " of facet " << k
549                << " found, redirecting to " <<    550                << " found, redirecting to " << id << G4endl;
550         G4cout << "===" << G4endl;                551         G4cout << "===" << G4endl;
551 #endif                                            552 #endif
552         newIndex[i] = id;                         553         newIndex[i] = id;
553       }                                           554       }
554     }                                             555     }
555     // only now it is possible to change verti    556     // only now it is possible to change vertices pointer
556     //                                            557     //
557     facet.SetVertices(&fVertexList);              558     facet.SetVertices(&fVertexList);
558     for (G4int i = 0; i < max; ++i)               559     for (G4int i = 0; i < max; ++i)
559       facet.SetVertexIndex(i,newIndex[i]);        560       facet.SetVertexIndex(i,newIndex[i]);
560   }                                               561   }
561   vector<G4ThreeVector>(fVertexList).swap(fVer    562   vector<G4ThreeVector>(fVertexList).swap(fVertexList);
562                                                   563 
563 #ifdef G4SPECSDEBUG                               564 #ifdef G4SPECSDEBUG
564   G4double previousValue = 0.;                    565   G4double previousValue = 0.;
565   for (auto res=vertexListSorted.cbegin(); res    566   for (auto res=vertexListSorted.cbegin(); res!=vertexListSorted.cend(); ++res)
566   {                                               567   {
567     G4int id = (*res).id;                         568     G4int id = (*res).id;
568     G4ThreeVector vec = fVertexList[id];          569     G4ThreeVector vec = fVertexList[id];
569     G4double mvalue = vec.x() + vec.y() + vec.    570     G4double mvalue = vec.x() + vec.y() + vec.z();
570     if (previousValue && (previousValue - 1e-9    571     if (previousValue && (previousValue - 1e-9 > mvalue))
571       G4cout << "Error in CreateVertexList: pr    572       G4cout << "Error in CreateVertexList: previousValue " << previousValue
572              <<  " is smaller than mvalue " <<    573              <<  " is smaller than mvalue " << mvalue << G4endl;
573     previousValue = mvalue;                       574     previousValue = mvalue;
574   }                                               575   }
575 #endif                                            576 #endif
576 }                                                 577 }
577                                                   578 
578 //////////////////////////////////////////////    579 ///////////////////////////////////////////////////////////////////////////////
579 //                                                580 //
580 void G4TessellatedSolid::DisplayAllocatedMemor    581 void G4TessellatedSolid::DisplayAllocatedMemory()
581 {                                                 582 {
582   G4int without = AllocatedMemoryWithoutVoxels    583   G4int without = AllocatedMemoryWithoutVoxels();
583   G4int with = AllocatedMemory();                 584   G4int with = AllocatedMemory();
584   G4double ratio = (G4double) with / without;     585   G4double ratio = (G4double) with / without;
585   G4cout << "G4TessellatedSolid - Allocated me    586   G4cout << "G4TessellatedSolid - Allocated memory without voxel overhead "
586          << without << "; with " << with << ";    587          << without << "; with " << with << "; ratio: " << ratio << G4endl;
587 }                                                 588 }
588                                                   589 
589 //////////////////////////////////////////////    590 ///////////////////////////////////////////////////////////////////////////////
590 //                                                591 //
591 void G4TessellatedSolid::SetSolidClosed (const    592 void G4TessellatedSolid::SetSolidClosed (const G4bool t)
592 {                                                 593 {
593   if (t)                                          594   if (t)
594   {                                               595   {
595 #ifdef G4SPECSDEBUG                               596 #ifdef G4SPECSDEBUG
596     G4cout << "Creating vertex list..." << G4e    597     G4cout << "Creating vertex list..." << G4endl;
597 #endif                                            598 #endif
598     CreateVertexList();                           599     CreateVertexList();
599                                                   600 
600 #ifdef G4SPECSDEBUG                               601 #ifdef G4SPECSDEBUG
601     G4cout << "Setting extreme facets..." << G    602     G4cout << "Setting extreme facets..." << G4endl;
602 #endif                                            603 #endif
603     SetExtremeFacets();                           604     SetExtremeFacets();
604                                                   605 
605 #ifdef G4SPECSDEBUG                               606 #ifdef G4SPECSDEBUG
606     G4cout << "Voxelizing..." << G4endl;          607     G4cout << "Voxelizing..." << G4endl;
607 #endif                                            608 #endif
608     Voxelize();                                   609     Voxelize();
609                                                   610 
610 #ifdef G4SPECSDEBUG                               611 #ifdef G4SPECSDEBUG
611     DisplayAllocatedMemory();                     612     DisplayAllocatedMemory();
612 #endif                                            613 #endif
613                                                   614 
614 #ifdef G4SPECSDEBUG                               615 #ifdef G4SPECSDEBUG
615     G4cout << "Checking Structure..." << G4end    616     G4cout << "Checking Structure..." << G4endl;
616 #endif                                            617 #endif
617     G4int irep = CheckStructure();                618     G4int irep = CheckStructure();
618     if (irep != 0)                                619     if (irep != 0)
619     {                                             620     {
620       if ((irep & 1) != 0)                     << 621       if (irep & 1)
621       {                                           622       {
622          std::ostringstream message;              623          std::ostringstream message;
623          message << "Defects in solid: " << Ge    624          message << "Defects in solid: " << GetName()
624                  << " - negative cubic volume,    625                  << " - negative cubic volume, please check orientation of facets!";
625          G4Exception("G4TessellatedSolid::SetS    626          G4Exception("G4TessellatedSolid::SetSolidClosed()",
626                      "GeomSolids1001", JustWar    627                      "GeomSolids1001", JustWarning, message);
627       }                                           628       }
628       if ((irep & 2) != 0)                     << 629       if (irep & 2)
629       {                                           630       {
630          std::ostringstream message;              631          std::ostringstream message;
631          message << "Defects in solid: " << Ge    632          message << "Defects in solid: " << GetName()
632                  << " - some facets have wrong    633                  << " - some facets have wrong orientation!";
633          G4Exception("G4TessellatedSolid::SetS    634          G4Exception("G4TessellatedSolid::SetSolidClosed()",
634                      "GeomSolids1001", JustWar    635                      "GeomSolids1001", JustWarning, message);
635       }                                           636       }
636       if ((irep & 4) != 0)                     << 637       if (irep & 4)
637       {                                           638       {
638          std::ostringstream message;              639          std::ostringstream message;
639          message << "Defects in solid: " << Ge    640          message << "Defects in solid: " << GetName()
640                  << " - there are holes in the    641                  << " - there are holes in the surface!";
641          G4Exception("G4TessellatedSolid::SetS    642          G4Exception("G4TessellatedSolid::SetSolidClosed()",
642                      "GeomSolids1001", JustWar    643                      "GeomSolids1001", JustWarning, message);
643       }                                           644       }
644     }                                             645     }
645   }                                               646   }
646   fSolidClosed = t;                               647   fSolidClosed = t;
647 }                                                 648 }
648                                                   649 
649 //////////////////////////////////////////////    650 ///////////////////////////////////////////////////////////////////////////////
650 //                                                651 //
651 // GetSolidClosed                                 652 // GetSolidClosed
652 //                                                653 //
653 // Used to determine whether the solid is clos    654 // Used to determine whether the solid is closed to adding further fFacets.
654 //                                                655 //
655 G4bool G4TessellatedSolid::GetSolidClosed () c    656 G4bool G4TessellatedSolid::GetSolidClosed () const
656 {                                                 657 {
657   return fSolidClosed;                            658   return fSolidClosed;
658 }                                                 659 }
659                                                   660 
660 //////////////////////////////////////////////    661 ///////////////////////////////////////////////////////////////////////////////
661 //                                                662 //
662 // CheckStructure                                 663 // CheckStructure
663 //                                                664 //
664 // Checks structure of the solid. Return value    665 // Checks structure of the solid. Return value is a sum of the following
665 // defect indicators, if any (0 means no defec    666 // defect indicators, if any (0 means no defects):
666 //   1 - cubic volume is negative, wrong orien    667 //   1 - cubic volume is negative, wrong orientation of facets
667 //   2 - some facets have wrong orientation       668 //   2 - some facets have wrong orientation
668 //   4 - holes in the surface                     669 //   4 - holes in the surface
669 //                                                670 //
670 G4int G4TessellatedSolid::CheckStructure() con    671 G4int G4TessellatedSolid::CheckStructure() const
671 {                                                 672 {
672   G4int nedge = 0;                                673   G4int nedge = 0;
673   std::size_t nface = fFacets.size();             674   std::size_t nface = fFacets.size();
674                                                   675 
675   // Calculate volume                             676   // Calculate volume
676   //                                              677   //
677   G4double volume = 0.;                           678   G4double volume = 0.;
678   for (std::size_t i = 0; i < nface; ++i)         679   for (std::size_t i = 0; i < nface; ++i)
679   {                                               680   {
680     G4VFacet& facet = *fFacets[i];                681     G4VFacet& facet = *fFacets[i];
681     nedge += facet.GetNumberOfVertices();         682     nedge += facet.GetNumberOfVertices();
682     volume += facet.GetArea()*(facet.GetVertex    683     volume += facet.GetArea()*(facet.GetVertex(0).dot(facet.GetSurfaceNormal()));
683   }                                               684   }
684   auto  ivolume = static_cast<G4int>(volume <= << 685   G4int ivolume = (volume <= 0.);
685                                                   686 
686   // Create sorted vector of edges                687   // Create sorted vector of edges
687   //                                              688   //
688   std::vector<int64_t> iedge(nedge);              689   std::vector<int64_t> iedge(nedge);
689   G4int kk = 0;                                   690   G4int kk = 0;
690   for (std::size_t i = 0; i < nface; ++i)         691   for (std::size_t i = 0; i < nface; ++i)
691   {                                               692   {
692     G4VFacet& facet = *fFacets[i];                693     G4VFacet& facet = *fFacets[i];
693     G4int nnode = facet.GetNumberOfVertices();    694     G4int nnode = facet.GetNumberOfVertices();
694     for (G4int k = 0; k < nnode; ++k)             695     for (G4int k = 0; k < nnode; ++k)
695     {                                             696     {
696       int64_t i1 = facet.GetVertexIndex((k ==     697       int64_t i1 = facet.GetVertexIndex((k == 0) ? nnode - 1 : k - 1);
697       int64_t i2 = facet.GetVertexIndex(k);       698       int64_t i2 = facet.GetVertexIndex(k);
698       auto  inverse = static_cast<int64_t>(i2  << 699       int64_t inverse = (i2 > i1);
699       if (inverse != 0) std::swap(i1, i2);     << 700       if (inverse) std::swap(i1, i2);
700       iedge[kk++] = i1*1000000000 + i2*2 + inv    701       iedge[kk++] = i1*1000000000 + i2*2 + inverse;
701     }                                             702     }
702   }                                               703   }
703   std::sort(iedge.begin(), iedge.end());          704   std::sort(iedge.begin(), iedge.end());
704                                                   705 
705   // Check edges, correct structure should con    706   // Check edges, correct structure should consist of paired edges
706   // with different orientation                   707   // with different orientation
707   //                                              708   //
708   G4int iorder = 0;                               709   G4int iorder = 0;
709   G4int ihole = 0;                                710   G4int ihole = 0;
710   G4int i = 0;                                    711   G4int i = 0;
711   while (i < nedge - 1)                           712   while (i < nedge - 1)
712   {                                               713   {
713     if (iedge[i + 1] - iedge[i] == 1) // paire    714     if (iedge[i + 1] - iedge[i] == 1) // paired edges with different orientation
714     {                                             715     {
715       i += 2;                                     716       i += 2;
716     }                                             717     }
717     else if (iedge[i + 1] == iedge[i]) // pair    718     else if (iedge[i + 1] == iedge[i]) // paired edges with the same orientation
718     {                                             719     {
719       iorder = 2;                                 720       iorder = 2;
720       i += 2;                                     721       i += 2;
721     }                                             722     }
722     else // unpaired edge                         723     else // unpaired edge
723     {                                             724     {
724       ihole = 4;                                  725       ihole = 4;
725       i++;                                        726       i++;
726     }                                             727     }
727   }                                               728   }
728   return ivolume + iorder + ihole;                729   return ivolume + iorder + ihole;
729 }                                                 730 }
730                                                   731 
731 //////////////////////////////////////////////    732 ///////////////////////////////////////////////////////////////////////////////
732 //                                                733 //
733 // operator+=                                     734 // operator+=
734 //                                                735 //
735 // This operator allows the user to add two te    736 // This operator allows the user to add two tessellated solids together, so
736 // that the solid on the left then includes al    737 // that the solid on the left then includes all of the facets in the solid
737 // on the right.  Note that copies of the face    738 // on the right.  Note that copies of the facets are generated, rather than
738 // using the original facet set of the solid o    739 // using the original facet set of the solid on the right.
739 //                                                740 //
740 G4TessellatedSolid&                               741 G4TessellatedSolid&
741 G4TessellatedSolid::operator+=(const G4Tessell    742 G4TessellatedSolid::operator+=(const G4TessellatedSolid& right)
742 {                                                 743 {
743   G4int size = right.GetNumberOfFacets();         744   G4int size = right.GetNumberOfFacets();
744   for (G4int i = 0; i < size; ++i)                745   for (G4int i = 0; i < size; ++i)
745     AddFacet(right.GetFacet(i)->GetClone());      746     AddFacet(right.GetFacet(i)->GetClone());
746                                                   747 
747   return *this;                                   748   return *this;
748 }                                                 749 }
749                                                   750 
750 //////////////////////////////////////////////    751 ///////////////////////////////////////////////////////////////////////////////
751 //                                                752 //
752 // GetNumberOfFacets                              753 // GetNumberOfFacets
753 //                                                754 //
754 G4int G4TessellatedSolid::GetNumberOfFacets()     755 G4int G4TessellatedSolid::GetNumberOfFacets() const
755 {                                                 756 {
756   return (G4int)fFacets.size();                   757   return (G4int)fFacets.size();
757 }                                                 758 }
758                                                   759 
759 //////////////////////////////////////////////    760 ///////////////////////////////////////////////////////////////////////////////
760 //                                                761 //
761 EInside G4TessellatedSolid::InsideVoxels(const    762 EInside G4TessellatedSolid::InsideVoxels(const G4ThreeVector& p) const
762 {                                                 763 {
763   //                                              764   //
764   // First the simple test - check if we're ou    765   // First the simple test - check if we're outside of the X-Y-Z extremes
765   // of the tessellated solid.                    766   // of the tessellated solid.
766   //                                              767   //
767   if (OutsideOfExtent(p, kCarTolerance))          768   if (OutsideOfExtent(p, kCarTolerance))
768     return kOutside;                              769     return kOutside;
769                                                   770 
770   vector<G4int> startingVoxel(3);                 771   vector<G4int> startingVoxel(3);
771   fVoxels.GetVoxel(startingVoxel, p);             772   fVoxels.GetVoxel(startingVoxel, p);
772                                                   773 
773   const G4double dirTolerance = 1.0E-14;          774   const G4double dirTolerance = 1.0E-14;
774                                                   775 
775   const vector<G4int> &startingCandidates =       776   const vector<G4int> &startingCandidates =
776     fVoxels.GetCandidates(startingVoxel);         777     fVoxels.GetCandidates(startingVoxel);
777   std::size_t limit = startingCandidates.size(    778   std::size_t limit = startingCandidates.size();
778   if (limit == 0 && (fInsides.GetNbits() != 0u << 779   if (limit == 0 && fInsides.GetNbits())
779   {                                               780   {
780     G4int index = fVoxels.GetPointIndex(p);       781     G4int index = fVoxels.GetPointIndex(p);
781     EInside location = fInsides[index] ? kInsi    782     EInside location = fInsides[index] ? kInside : kOutside;
782     return location;                              783     return location;
783   }                                               784   }
784                                                   785 
785   G4double minDist = kInfinity;                   786   G4double minDist = kInfinity;
786                                                   787 
787   for(std::size_t i = 0; i < limit; ++i)          788   for(std::size_t i = 0; i < limit; ++i)
788   {                                               789   {
789     G4int candidate = startingCandidates[i];      790     G4int candidate = startingCandidates[i];
790     G4VFacet &facet = *fFacets[candidate];        791     G4VFacet &facet = *fFacets[candidate];
791     G4double dist = facet.Distance(p,minDist);    792     G4double dist = facet.Distance(p,minDist);
792     if (dist < minDist) minDist = dist;           793     if (dist < minDist) minDist = dist;
793     if (dist <= kCarToleranceHalf)                794     if (dist <= kCarToleranceHalf)
794       return kSurface;                            795       return kSurface;
795   }                                               796   }
796                                                   797 
797   // The following is something of an adaptati    798   // The following is something of an adaptation of the method implemented by
798   // Rickard Holmberg augmented with informati    799   // Rickard Holmberg augmented with information from Schneider & Eberly,
799   // "Geometric Tools for Computer Graphics,"     800   // "Geometric Tools for Computer Graphics," pp700-701, 2003. In essence,
800   // we're trying to determine whether we're i    801   // we're trying to determine whether we're inside the volume by projecting
801   // a few rays and determining if the first s    802   // a few rays and determining if the first surface crossed is has a normal
802   // vector between 0 to pi/2 (out-going) or p    803   // vector between 0 to pi/2 (out-going) or pi/2 to pi (in-going).
803   // We should also avoid rays which are nearl    804   // We should also avoid rays which are nearly within the plane of the
804   // tessellated surface, and therefore produc    805   // tessellated surface, and therefore produce rays randomly.
805   // For the moment, this is a bit over-engine    806   // For the moment, this is a bit over-engineered (belt-braces-and-ducttape).
806   //                                              807   //
807   G4double distOut          = kInfinity;          808   G4double distOut          = kInfinity;
808   G4double distIn           = kInfinity;          809   G4double distIn           = kInfinity;
809   G4double distO            = 0.0;                810   G4double distO            = 0.0;
810   G4double distI            = 0.0;                811   G4double distI            = 0.0;
811   G4double distFromSurfaceO = 0.0;                812   G4double distFromSurfaceO = 0.0;
812   G4double distFromSurfaceI = 0.0;                813   G4double distFromSurfaceI = 0.0;
813   G4ThreeVector normalO, normalI;                 814   G4ThreeVector normalO, normalI;
814   G4bool crossingO          = false;              815   G4bool crossingO          = false;
815   G4bool crossingI          = false;              816   G4bool crossingI          = false;
816   EInside location          = kOutside;           817   EInside location          = kOutside;
817   G4int sm                  = 0;                  818   G4int sm                  = 0;
818                                                   819 
819   G4bool nearParallel = false;                    820   G4bool nearParallel = false;
820   do    // Loop checking, 13.08.2015, G.Cosmo     821   do    // Loop checking, 13.08.2015, G.Cosmo
821   {                                               822   {
822     // We loop until we find direction where t    823     // We loop until we find direction where the vector is not nearly parallel
823     // to the surface of any facet since this     824     // to the surface of any facet since this causes ambiguities.  The usual
824     // case is that the angles should be suffi    825     // case is that the angles should be sufficiently different, but there
825     // are 20 random directions to select from    826     // are 20 random directions to select from - hopefully sufficient.
826     //                                            827     //
827     distOut = distIn = kInfinity;                 828     distOut = distIn = kInfinity;
828     const G4ThreeVector& v = fRandir[sm];         829     const G4ThreeVector& v = fRandir[sm];
829     ++sm;                                         830     ++sm;
830     //                                            831     //
831     // This code could be voxelized by the sam    832     // This code could be voxelized by the same algorithm, which is used for
832     // DistanceToOut(). We will traverse throu    833     // DistanceToOut(). We will traverse through fVoxels. we will call
833     // intersect only for those, which would b    834     // intersect only for those, which would be candidates and was not
834     // checked before.                            835     // checked before.
835     //                                            836     //
836     G4ThreeVector currentPoint = p;               837     G4ThreeVector currentPoint = p;
837     G4ThreeVector direction = v.unit();           838     G4ThreeVector direction = v.unit();
838     // G4SurfBits exclusion(fVoxels.GetBitsPer    839     // G4SurfBits exclusion(fVoxels.GetBitsPerSlice());
839     vector<G4int> curVoxel(3);                    840     vector<G4int> curVoxel(3);
840     curVoxel = startingVoxel;                     841     curVoxel = startingVoxel;
841     G4double shiftBonus = kCarTolerance;          842     G4double shiftBonus = kCarTolerance;
842                                                   843 
843     G4bool crossed = false;                       844     G4bool crossed = false;
844     G4bool started = true;                        845     G4bool started = true;
845                                                   846 
846     do    // Loop checking, 13.08.2015, G.Cosm    847     do    // Loop checking, 13.08.2015, G.Cosmo
847     {                                             848     {
848       const vector<G4int> &candidates =           849       const vector<G4int> &candidates =
849         started ? startingCandidates : fVoxels    850         started ? startingCandidates : fVoxels.GetCandidates(curVoxel);
850       started = false;                            851       started = false;
851       if (auto candidatesCount = (G4int)candid << 852       if (G4int candidatesCount = (G4int)candidates.size())
852       {                                           853       {
853         for (G4int i = 0 ; i < candidatesCount    854         for (G4int i = 0 ; i < candidatesCount; ++i)
854         {                                         855         {
855           G4int candidate = candidates[i];        856           G4int candidate = candidates[i];
856           // bits.SetBitNumber(candidate);        857           // bits.SetBitNumber(candidate);
857           G4VFacet& facet = *fFacets[candidate    858           G4VFacet& facet = *fFacets[candidate];
858                                                   859 
859           crossingO = facet.Intersect(p,v,true    860           crossingO = facet.Intersect(p,v,true,distO,distFromSurfaceO,normalO);
860           crossingI = facet.Intersect(p,v,fals    861           crossingI = facet.Intersect(p,v,false,distI,distFromSurfaceI,normalI);
861                                                   862 
862           if (crossingO || crossingI)             863           if (crossingO || crossingI)
863           {                                       864           {
864             crossed = true;                       865             crossed = true;
865                                                   866 
866             nearParallel = (crossingO             867             nearParallel = (crossingO
867                      && std::fabs(normalO.dot(    868                      && std::fabs(normalO.dot(v))<dirTolerance)
868                      || (crossingI && std::fab    869                      || (crossingI && std::fabs(normalI.dot(v))<dirTolerance);
869             if (!nearParallel)                    870             if (!nearParallel)
870             {                                     871             {
871               if (crossingO && distO > 0.0 &&     872               if (crossingO && distO > 0.0 && distO < distOut)
872                 distOut = distO;                  873                 distOut = distO;
873               if (crossingI && distI > 0.0 &&     874               if (crossingI && distI > 0.0 && distI < distIn)
874                 distIn  = distI;                  875                 distIn  = distI;
875             }                                     876             }
876             else break;                           877             else break;
877           }                                       878           }
878         }                                         879         }
879         if (nearParallel) break;                  880         if (nearParallel) break;
880       }                                           881       }
881       else                                        882       else
882       {                                           883       {
883         if (!crossed)                             884         if (!crossed)
884         {                                         885         {
885           G4int index = fVoxels.GetVoxelsIndex    886           G4int index = fVoxels.GetVoxelsIndex(curVoxel);
886           G4bool inside = fInsides[index];        887           G4bool inside = fInsides[index];
887           location = inside ? kInside : kOutsi    888           location = inside ? kInside : kOutside;
888           return location;                        889           return location;
889         }                                         890         }
890       }                                           891       }
891                                                   892 
892       G4double shift=fVoxels.DistanceToNext(cu    893       G4double shift=fVoxels.DistanceToNext(currentPoint, direction, curVoxel);
893       if (shift == kInfinity) break;              894       if (shift == kInfinity) break;
894                                                   895 
895       currentPoint += direction * (shift + shi    896       currentPoint += direction * (shift + shiftBonus);
896     }                                             897     }
897     while (fVoxels.UpdateCurrentVoxel(currentP    898     while (fVoxels.UpdateCurrentVoxel(currentPoint, direction, curVoxel));
898                                                   899 
899   }                                               900   }
900   while (nearParallel && sm != fMaxTries);        901   while (nearParallel && sm != fMaxTries);
901   //                                              902   //
902   // Here we loop through the facets to find o    903   // Here we loop through the facets to find out if there is an intersection
903   // between the ray and that facet.  The test    904   // between the ray and that facet.  The test if performed separately whether
904   // the ray is entering the facet or exiting.    905   // the ray is entering the facet or exiting.
905   //                                              906   //
906 #ifdef G4VERBOSE                                  907 #ifdef G4VERBOSE
907   if (sm == fMaxTries)                            908   if (sm == fMaxTries)
908   {                                               909   {
909     //                                            910     //
910     // We've run out of random vector directio    911     // We've run out of random vector directions. If nTries is set sufficiently
911     // low (nTries <= 0.5*maxTries) then this     912     // low (nTries <= 0.5*maxTries) then this would indicate that there is
912     // something wrong with geometry.             913     // something wrong with geometry.
913     //                                            914     //
914     std::ostringstream message;                   915     std::ostringstream message;
915     G4long oldprc = message.precision(16);        916     G4long oldprc = message.precision(16);
916     message << "Cannot determine whether point    917     message << "Cannot determine whether point is inside or outside volume!"
917       << G4endl                                   918       << G4endl
918       << "Solid name       = " << GetName()  <    919       << "Solid name       = " << GetName()  << G4endl
919       << "Geometry Type    = " << fGeometryTyp    920       << "Geometry Type    = " << fGeometryType  << G4endl
920       << "Number of facets = " << fFacets.size    921       << "Number of facets = " << fFacets.size() << G4endl
921       << "Position:"  << G4endl << G4endl         922       << "Position:"  << G4endl << G4endl
922       << "p.x() = "   << p.x()/mm << " mm" <<     923       << "p.x() = "   << p.x()/mm << " mm" << G4endl
923       << "p.y() = "   << p.y()/mm << " mm" <<     924       << "p.y() = "   << p.y()/mm << " mm" << G4endl
924       << "p.z() = "   << p.z()/mm << " mm";       925       << "p.z() = "   << p.z()/mm << " mm";
925     message.precision(oldprc);                    926     message.precision(oldprc);
926     G4Exception("G4TessellatedSolid::Inside()"    927     G4Exception("G4TessellatedSolid::Inside()",
927                 "GeomSolids1002", JustWarning,    928                 "GeomSolids1002", JustWarning, message);
928   }                                               929   }
929 #endif                                            930 #endif
930                                                   931 
931   // In the next if-then-elseif G4String the l    932   // In the next if-then-elseif G4String the logic is as follows:
932   // (1) You don't hit anything so cannot be i    933   // (1) You don't hit anything so cannot be inside volume, provided volume
933   //     constructed correctly!                   934   //     constructed correctly!
934   // (2) Distance to inside (ie. nearest facet    935   // (2) Distance to inside (ie. nearest facet such that you enter facet) is
935   //     shorter than distance to outside (nea    936   //     shorter than distance to outside (nearest facet such that you exit
936   //     facet) - on condition of safety dista    937   //     facet) - on condition of safety distance - therefore we're outside.
937   // (3) Distance to outside is shorter than d    938   // (3) Distance to outside is shorter than distance to inside therefore
938   //     we're inside.                            939   //     we're inside.
939   //                                              940   //
940   if (distIn == kInfinity && distOut == kInfin    941   if (distIn == kInfinity && distOut == kInfinity)
941     location = kOutside;                          942     location = kOutside;
942   else if (distIn <= distOut - kCarToleranceHa    943   else if (distIn <= distOut - kCarToleranceHalf)
943     location = kOutside;                          944     location = kOutside;
944   else if (distOut <= distIn - kCarToleranceHa    945   else if (distOut <= distIn - kCarToleranceHalf)
945     location = kInside;                           946     location = kInside;
946                                                   947 
947   return location;                                948   return location;
948 }                                                 949 }
949                                                   950 
950 //////////////////////////////////////////////    951 ///////////////////////////////////////////////////////////////////////////////
951 //                                                952 //
952 EInside G4TessellatedSolid::InsideNoVoxels (co    953 EInside G4TessellatedSolid::InsideNoVoxels (const G4ThreeVector &p) const
953 {                                                 954 {
954   //                                              955   //
955   // First the simple test - check if we're ou    956   // First the simple test - check if we're outside of the X-Y-Z extremes
956   // of the tessellated solid.                    957   // of the tessellated solid.
957   //                                              958   //
958   if (OutsideOfExtent(p, kCarTolerance))          959   if (OutsideOfExtent(p, kCarTolerance))
959     return kOutside;                              960     return kOutside;
960                                                   961 
961   const G4double dirTolerance = 1.0E-14;          962   const G4double dirTolerance = 1.0E-14;
962                                                   963 
963   G4double minDist = kInfinity;                   964   G4double minDist = kInfinity;
964   //                                              965   //
965   // Check if we are close to a surface           966   // Check if we are close to a surface
966   //                                              967   //
967   std::size_t size = fFacets.size();              968   std::size_t size = fFacets.size();
968   for (std::size_t i = 0; i < size; ++i)          969   for (std::size_t i = 0; i < size; ++i)
969   {                                               970   {
970     G4VFacet& facet = *fFacets[i];                971     G4VFacet& facet = *fFacets[i];
971     G4double dist = facet.Distance(p,minDist);    972     G4double dist = facet.Distance(p,minDist);
972     if (dist < minDist) minDist = dist;           973     if (dist < minDist) minDist = dist;
973     if (dist <= kCarToleranceHalf)                974     if (dist <= kCarToleranceHalf)
974     {                                             975     {
975       return kSurface;                            976       return kSurface;
976     }                                             977     }
977   }                                               978   }
978   //                                              979   //
979   // The following is something of an adaptati    980   // The following is something of an adaptation of the method implemented by
980   // Rickard Holmberg augmented with informati    981   // Rickard Holmberg augmented with information from Schneider & Eberly,
981   // "Geometric Tools for Computer Graphics,"     982   // "Geometric Tools for Computer Graphics," pp700-701, 2003. In essence, we're
982   // trying to determine whether we're inside     983   // trying to determine whether we're inside the volume by projecting a few
983   // rays and determining if the first surface    984   // rays and determining if the first surface crossed is has a normal vector
984   // between 0 to pi/2 (out-going) or pi/2 to     985   // between 0 to pi/2 (out-going) or pi/2 to pi (in-going). We should also
985   // avoid rays which are nearly within the pl    986   // avoid rays which are nearly within the plane of the tessellated surface,
986   // and therefore produce rays randomly. For     987   // and therefore produce rays randomly. For the moment, this is a bit
987   // over-engineered (belt-braces-and-ducttape    988   // over-engineered (belt-braces-and-ducttape).
988   //                                              989   //
989 #if G4SPECSDEBUG                                  990 #if G4SPECSDEBUG
990   G4int nTry                = 7;                  991   G4int nTry                = 7;
991 #else                                             992 #else
992   G4int nTry                = 3;                  993   G4int nTry                = 3;
993 #endif                                            994 #endif
994   G4double distOut          = kInfinity;          995   G4double distOut          = kInfinity;
995   G4double distIn           = kInfinity;          996   G4double distIn           = kInfinity;
996   G4double distO            = 0.0;                997   G4double distO            = 0.0;
997   G4double distI            = 0.0;                998   G4double distI            = 0.0;
998   G4double distFromSurfaceO = 0.0;                999   G4double distFromSurfaceO = 0.0;
999   G4double distFromSurfaceI = 0.0;                1000   G4double distFromSurfaceI = 0.0;
1000   G4ThreeVector normalO(0.0,0.0,0.0);            1001   G4ThreeVector normalO(0.0,0.0,0.0);
1001   G4ThreeVector normalI(0.0,0.0,0.0);            1002   G4ThreeVector normalI(0.0,0.0,0.0);
1002   G4bool crossingO          = false;             1003   G4bool crossingO          = false;
1003   G4bool crossingI          = false;             1004   G4bool crossingI          = false;
1004   EInside location          = kOutside;          1005   EInside location          = kOutside;
1005   EInside locationprime     = kOutside;          1006   EInside locationprime     = kOutside;
1006   G4int sm = 0;                                  1007   G4int sm = 0;
1007                                                  1008 
1008   for (G4int i=0; i<nTry; ++i)                   1009   for (G4int i=0; i<nTry; ++i)
1009   {                                              1010   {
1010     G4bool nearParallel = false;                 1011     G4bool nearParallel = false;
1011     do    // Loop checking, 13.08.2015, G.Cos    1012     do    // Loop checking, 13.08.2015, G.Cosmo
1012     {                                            1013     {
1013       //                                         1014       //
1014       // We loop until we find direction wher    1015       // We loop until we find direction where the vector is not nearly parallel
1015       // to the surface of any facet since th    1016       // to the surface of any facet since this causes ambiguities.  The usual
1016       // case is that the angles should be su    1017       // case is that the angles should be sufficiently different, but there
1017       // are 20 random directions to select f    1018       // are 20 random directions to select from - hopefully sufficient.
1018       //                                         1019       //
1019       distOut = distIn = kInfinity;              1020       distOut = distIn = kInfinity;
1020       G4ThreeVector v = fRandir[sm];             1021       G4ThreeVector v = fRandir[sm];
1021       sm++;                                      1022       sm++;
1022       auto f = fFacets.cbegin();              << 1023       vector<G4VFacet*>::const_iterator f = fFacets.cbegin();
1023                                                  1024 
1024       do    // Loop checking, 13.08.2015, G.C    1025       do    // Loop checking, 13.08.2015, G.Cosmo
1025       {                                          1026       {
1026         //                                       1027         //
1027         // Here we loop through the facets to    1028         // Here we loop through the facets to find out if there is an
1028         // intersection between the ray and t    1029         // intersection between the ray and that facet. The test if performed
1029         // separately whether the ray is ente    1030         // separately whether the ray is entering the facet or exiting.
1030         //                                       1031         //
1031         crossingO = ((*f)->Intersect(p,v,true    1032         crossingO = ((*f)->Intersect(p,v,true,distO,distFromSurfaceO,normalO));
1032         crossingI = ((*f)->Intersect(p,v,fals    1033         crossingI = ((*f)->Intersect(p,v,false,distI,distFromSurfaceI,normalI));
1033         if (crossingO || crossingI)              1034         if (crossingO || crossingI)
1034         {                                        1035         {
1035           nearParallel = (crossingO && std::f    1036           nearParallel = (crossingO && std::fabs(normalO.dot(v))<dirTolerance)
1036                       || (crossingI && std::f    1037                       || (crossingI && std::fabs(normalI.dot(v))<dirTolerance);
1037           if (!nearParallel)                     1038           if (!nearParallel)
1038           {                                      1039           {
1039             if (crossingO && distO > 0.0 && d    1040             if (crossingO && distO > 0.0 && distO < distOut) distOut = distO;
1040             if (crossingI && distI > 0.0 && d    1041             if (crossingI && distI > 0.0 && distI < distIn)  distIn  = distI;
1041           }                                      1042           }
1042         }                                        1043         }
1043       } while (!nearParallel && ++f != fFacet    1044       } while (!nearParallel && ++f != fFacets.cend());
1044     } while (nearParallel && sm != fMaxTries)    1045     } while (nearParallel && sm != fMaxTries);
1045                                                  1046 
1046 #ifdef G4VERBOSE                                 1047 #ifdef G4VERBOSE
1047     if (sm == fMaxTries)                         1048     if (sm == fMaxTries)
1048     {                                            1049     {
1049       //                                         1050       //
1050       // We've run out of random vector direc    1051       // We've run out of random vector directions. If nTries is set
1051       // sufficiently low (nTries <= 0.5*maxT    1052       // sufficiently low (nTries <= 0.5*maxTries) then this would indicate
1052       // that there is something wrong with g    1053       // that there is something wrong with geometry.
1053       //                                         1054       //
1054       std::ostringstream message;                1055       std::ostringstream message;
1055       G4long oldprc = message.precision(16);     1056       G4long oldprc = message.precision(16);
1056       message << "Cannot determine whether po    1057       message << "Cannot determine whether point is inside or outside volume!"
1057         << G4endl                                1058         << G4endl
1058         << "Solid name       = " << GetName()    1059         << "Solid name       = " << GetName()  << G4endl
1059         << "Geometry Type    = " << fGeometry    1060         << "Geometry Type    = " << fGeometryType  << G4endl
1060         << "Number of facets = " << fFacets.s    1061         << "Number of facets = " << fFacets.size() << G4endl
1061         << "Position:"  << G4endl << G4endl      1062         << "Position:"  << G4endl << G4endl
1062         << "p.x() = "   << p.x()/mm << " mm"     1063         << "p.x() = "   << p.x()/mm << " mm" << G4endl
1063         << "p.y() = "   << p.y()/mm << " mm"     1064         << "p.y() = "   << p.y()/mm << " mm" << G4endl
1064         << "p.z() = "   << p.z()/mm << " mm";    1065         << "p.z() = "   << p.z()/mm << " mm";
1065       message.precision(oldprc);                 1066       message.precision(oldprc);
1066       G4Exception("G4TessellatedSolid::Inside    1067       G4Exception("G4TessellatedSolid::Inside()",
1067         "GeomSolids1002", JustWarning, messag    1068         "GeomSolids1002", JustWarning, message);
1068     }                                            1069     }
1069 #endif                                           1070 #endif
1070     //                                           1071     //
1071     // In the next if-then-elseif G4String th    1072     // In the next if-then-elseif G4String the logic is as follows:
1072     // (1) You don't hit anything so cannot b    1073     // (1) You don't hit anything so cannot be inside volume, provided volume
1073     //     constructed correctly!                1074     //     constructed correctly!
1074     // (2) Distance to inside (ie. nearest fa    1075     // (2) Distance to inside (ie. nearest facet such that you enter facet) is
1075     //     shorter than distance to outside (    1076     //     shorter than distance to outside (nearest facet such that you exit
1076     //     facet) - on condition of safety di    1077     //     facet) - on condition of safety distance - therefore we're outside.
1077     // (3) Distance to outside is shorter tha    1078     // (3) Distance to outside is shorter than distance to inside therefore
1078     // we're inside.                             1079     // we're inside.
1079     //                                           1080     //
1080     if (distIn == kInfinity && distOut == kIn    1081     if (distIn == kInfinity && distOut == kInfinity)
1081       locationprime = kOutside;                  1082       locationprime = kOutside;
1082     else if (distIn <= distOut - kCarToleranc    1083     else if (distIn <= distOut - kCarToleranceHalf)
1083       locationprime = kOutside;                  1084       locationprime = kOutside;
1084     else if (distOut <= distIn - kCarToleranc    1085     else if (distOut <= distIn - kCarToleranceHalf)
1085       locationprime = kInside;                   1086       locationprime = kInside;
1086                                                  1087 
1087     if (i == 0) location = locationprime;        1088     if (i == 0) location = locationprime;
1088   }                                              1089   }
1089                                                  1090 
1090   return location;                               1091   return location;
1091 }                                                1092 }
1092                                                  1093 
1093 /////////////////////////////////////////////    1094 ///////////////////////////////////////////////////////////////////////////////
1094 //                                               1095 //
1095 // Return index of the facet closest to the p    1096 // Return index of the facet closest to the point p, normally the point should
1096 // be located on the surface. Return -1 if no    1097 // be located on the surface. Return -1 if no facet selected.
1097 //                                               1098 //
1098 G4int G4TessellatedSolid::GetFacetIndex (cons    1099 G4int G4TessellatedSolid::GetFacetIndex (const G4ThreeVector& p) const
1099 {                                                1100 {
1100   G4int index = -1;                              1101   G4int index = -1;
1101                                                  1102 
1102   if (fVoxels.GetCountOfVoxels() > 1)            1103   if (fVoxels.GetCountOfVoxels() > 1)
1103   {                                              1104   {
1104     vector<G4int> curVoxel(3);                   1105     vector<G4int> curVoxel(3);
1105     fVoxels.GetVoxel(curVoxel, p);               1106     fVoxels.GetVoxel(curVoxel, p);
1106     const vector<G4int> &candidates = fVoxels    1107     const vector<G4int> &candidates = fVoxels.GetCandidates(curVoxel);
1107     if (auto limit = (G4int)candidates.size() << 1108     if (G4int limit = (G4int)candidates.size())
1108     {                                            1109     {
1109       G4double minDist = kInfinity;              1110       G4double minDist = kInfinity;
1110       for(G4int i = 0 ; i < limit ; ++i)         1111       for(G4int i = 0 ; i < limit ; ++i)
1111       {                                          1112       {
1112         G4int candidate = candidates[i];         1113         G4int candidate = candidates[i];
1113         G4VFacet& facet = *fFacets[candidate]    1114         G4VFacet& facet = *fFacets[candidate];
1114         G4double dist = facet.Distance(p, min    1115         G4double dist = facet.Distance(p, minDist);
1115         if (dist <= kCarToleranceHalf) return    1116         if (dist <= kCarToleranceHalf) return index = candidate;
1116         if (dist < minDist)                      1117         if (dist < minDist)
1117   {                                              1118   {
1118     minDist = dist;                              1119     minDist = dist;
1119     index = candidate;                           1120     index = candidate;
1120   }                                              1121   }
1121       }                                          1122       }
1122     }                                            1123     }
1123   }                                              1124   }
1124   else                                           1125   else
1125   {                                              1126   {
1126     G4double minDist = kInfinity;                1127     G4double minDist = kInfinity;
1127     std::size_t size = fFacets.size();           1128     std::size_t size = fFacets.size();
1128     for (std::size_t i = 0; i < size; ++i)       1129     for (std::size_t i = 0; i < size; ++i)
1129     {                                            1130     {
1130       G4VFacet& facet = *fFacets[i];             1131       G4VFacet& facet = *fFacets[i];
1131       G4double dist = facet.Distance(p, minDi    1132       G4double dist = facet.Distance(p, minDist);
1132       if (dist < minDist)                        1133       if (dist < minDist)
1133       {                                          1134       {
1134         minDist  = dist;                         1135         minDist  = dist;
1135         index = (G4int)i;                        1136         index = (G4int)i;
1136       }                                          1137       }
1137     }                                            1138     }
1138   }                                              1139   }
1139   return index;                                  1140   return index;
1140 }                                                1141 }
1141                                                  1142 
1142 /////////////////////////////////////////////    1143 ///////////////////////////////////////////////////////////////////////////////
1143 //                                               1144 //
1144 // Return the outwards pointing unit normal o    1145 // Return the outwards pointing unit normal of the shape for the
1145 // surface closest to the point at offset p.     1146 // surface closest to the point at offset p.
1146 //                                               1147 //
1147 G4bool G4TessellatedSolid::Normal (const G4Th    1148 G4bool G4TessellatedSolid::Normal (const G4ThreeVector& p,
1148                                          G4Th    1149                                          G4ThreeVector& aNormal) const
1149 {                                                1150 {
1150   G4double minDist;                              1151   G4double minDist;
1151   G4VFacet* facet = nullptr;                     1152   G4VFacet* facet = nullptr;
1152                                                  1153 
1153   if (fVoxels.GetCountOfVoxels() > 1)            1154   if (fVoxels.GetCountOfVoxels() > 1)
1154   {                                              1155   {
1155     vector<G4int> curVoxel(3);                   1156     vector<G4int> curVoxel(3);
1156     fVoxels.GetVoxel(curVoxel, p);               1157     fVoxels.GetVoxel(curVoxel, p);
1157     const vector<G4int> &candidates = fVoxels    1158     const vector<G4int> &candidates = fVoxels.GetCandidates(curVoxel);
1158     // fVoxels.GetCandidatesVoxelArray(p, can    1159     // fVoxels.GetCandidatesVoxelArray(p, candidates, 0);
1159                                                  1160 
1160     if (auto limit = (G4int)candidates.size() << 1161     if (G4int limit = (G4int)candidates.size())
1161     {                                            1162     {
1162       minDist = kInfinity;                       1163       minDist = kInfinity;
1163       for(G4int i = 0 ; i < limit ; ++i)         1164       for(G4int i = 0 ; i < limit ; ++i)
1164       {                                          1165       {
1165         G4int candidate = candidates[i];         1166         G4int candidate = candidates[i];
1166         G4VFacet &fct = *fFacets[candidate];     1167         G4VFacet &fct = *fFacets[candidate];
1167         G4double dist = fct.Distance(p,minDis    1168         G4double dist = fct.Distance(p,minDist);
1168         if (dist < minDist) minDist = dist;      1169         if (dist < minDist) minDist = dist;
1169         if (dist <= kCarToleranceHalf)           1170         if (dist <= kCarToleranceHalf)
1170         {                                        1171         {
1171           aNormal = fct.GetSurfaceNormal();      1172           aNormal = fct.GetSurfaceNormal();
1172           return true;                           1173           return true;
1173         }                                        1174         }
1174       }                                          1175       }
1175     }                                            1176     }
1176     minDist = MinDistanceFacet(p, true, facet    1177     minDist = MinDistanceFacet(p, true, facet);
1177   }                                              1178   }
1178   else                                           1179   else
1179   {                                              1180   {
1180     minDist = kInfinity;                         1181     minDist = kInfinity;
1181     std::size_t size = fFacets.size();           1182     std::size_t size = fFacets.size();
1182     for (std::size_t i = 0; i < size; ++i)       1183     for (std::size_t i = 0; i < size; ++i)
1183     {                                            1184     {
1184       G4VFacet& f = *fFacets[i];                 1185       G4VFacet& f = *fFacets[i];
1185       G4double dist = f.Distance(p, minDist);    1186       G4double dist = f.Distance(p, minDist);
1186       if (dist < minDist)                        1187       if (dist < minDist)
1187       {                                          1188       {
1188         minDist  = dist;                         1189         minDist  = dist;
1189         facet = &f;                              1190         facet = &f;
1190       }                                          1191       }
1191     }                                            1192     }
1192   }                                              1193   }
1193                                                  1194 
1194   if (minDist != kInfinity)                      1195   if (minDist != kInfinity)
1195   {                                              1196   {
1196     if (facet != nullptr)  { aNormal = facet- << 1197     if (facet)  { aNormal = facet->GetSurfaceNormal(); }
1197     return minDist <= kCarToleranceHalf;         1198     return minDist <= kCarToleranceHalf;
1198   }                                              1199   }
1199   else                                           1200   else
1200   {                                              1201   {
1201 #ifdef G4VERBOSE                                 1202 #ifdef G4VERBOSE
1202     std::ostringstream message;                  1203     std::ostringstream message;
1203     message << "Point p is not on surface !?"    1204     message << "Point p is not on surface !?" << G4endl
1204       << "          No facets found for point    1205       << "          No facets found for point: " << p << " !" << G4endl
1205       << "          Returning approximated va    1206       << "          Returning approximated value for normal.";
1206                                                  1207 
1207     G4Exception("G4TessellatedSolid::SurfaceN    1208     G4Exception("G4TessellatedSolid::SurfaceNormal(p)",
1208                 "GeomSolids1002", JustWarning    1209                 "GeomSolids1002", JustWarning, message );
1209 #endif                                           1210 #endif
1210     aNormal = (p.z() > 0 ? G4ThreeVector(0,0,    1211     aNormal = (p.z() > 0 ? G4ThreeVector(0,0,1) : G4ThreeVector(0,0,-1));
1211     return false;                                1212     return false;
1212   }                                              1213   }
1213 }                                                1214 }
1214                                                  1215 
1215 /////////////////////////////////////////////    1216 ///////////////////////////////////////////////////////////////////////////////
1216 //                                               1217 //
1217 // G4double DistanceToIn(const G4ThreeVector&    1218 // G4double DistanceToIn(const G4ThreeVector& p, const G4ThreeVector& v)
1218 //                                               1219 //
1219 // Return the distance along the normalised v    1220 // Return the distance along the normalised vector v to the shape,
1220 // from the point at offset p. If there is no    1221 // from the point at offset p. If there is no intersection, return
1221 // kInfinity. The first intersection resultin    1222 // kInfinity. The first intersection resulting from 'leaving' a
1222 // surface/volume is discarded. Hence, this i    1223 // surface/volume is discarded. Hence, this is tolerant of points on
1223 // surface of shape.                             1224 // surface of shape.
1224 //                                               1225 //
1225 G4double                                         1226 G4double
1226 G4TessellatedSolid::DistanceToInNoVoxels (con    1227 G4TessellatedSolid::DistanceToInNoVoxels (const G4ThreeVector& p,
1227                                           con    1228                                           const G4ThreeVector& v,
1228                                                  1229                                                 G4double /*aPstep*/) const
1229 {                                                1230 {
1230   G4double minDist         = kInfinity;          1231   G4double minDist         = kInfinity;
1231   G4double dist            = 0.0;                1232   G4double dist            = 0.0;
1232   G4double distFromSurface = 0.0;                1233   G4double distFromSurface = 0.0;
1233   G4ThreeVector normal;                          1234   G4ThreeVector normal;
1234                                                  1235 
1235 #if G4SPECSDEBUG                                 1236 #if G4SPECSDEBUG
1236   if (Inside(p) == kInside )                     1237   if (Inside(p) == kInside )
1237   {                                              1238   {
1238     std::ostringstream message;                  1239     std::ostringstream message;
1239     G4int oldprc = message.precision(16) ;       1240     G4int oldprc = message.precision(16) ;
1240     message << "Point p is already inside!?"     1241     message << "Point p is already inside!?" << G4endl
1241       << "Position:"  << G4endl << G4endl        1242       << "Position:"  << G4endl << G4endl
1242       << "   p.x() = "   << p.x()/mm << " mm"    1243       << "   p.x() = "   << p.x()/mm << " mm" << G4endl
1243       << "   p.y() = "   << p.y()/mm << " mm"    1244       << "   p.y() = "   << p.y()/mm << " mm" << G4endl
1244       << "   p.z() = "   << p.z()/mm << " mm"    1245       << "   p.z() = "   << p.z()/mm << " mm" << G4endl
1245       << "DistanceToOut(p) == " << DistanceTo    1246       << "DistanceToOut(p) == " << DistanceToOut(p);
1246     message.precision(oldprc) ;                  1247     message.precision(oldprc) ;
1247     G4Exception("G4TriangularFacet::DistanceT    1248     G4Exception("G4TriangularFacet::DistanceToIn(p,v)",
1248                 "GeomSolids1002", JustWarning    1249                 "GeomSolids1002", JustWarning, message);
1249   }                                              1250   }
1250 #endif                                           1251 #endif
1251                                                  1252 
1252   std::size_t size = fFacets.size();             1253   std::size_t size = fFacets.size();
1253   for (std::size_t i = 0; i < size; ++i)         1254   for (std::size_t i = 0; i < size; ++i)
1254   {                                              1255   {
1255     G4VFacet& facet = *fFacets[i];               1256     G4VFacet& facet = *fFacets[i];
1256     if (facet.Intersect(p,v,false,dist,distFr    1257     if (facet.Intersect(p,v,false,dist,distFromSurface,normal))
1257     {                                            1258     {
1258       //                                         1259       //
1259       // set minDist to the new distance to c    1260       // set minDist to the new distance to current facet if distFromSurface
1260       // is in positive direction and point i    1261       // is in positive direction and point is not at surface. If the point is
1261       // within 0.5*kCarTolerance of the surf    1262       // within 0.5*kCarTolerance of the surface, then force distance to be
1262       // zero and leave member function immed    1263       // zero and leave member function immediately (for efficiency), as
1263       // proposed by & credit to Akira Okumur    1264       // proposed by & credit to Akira Okumura.
1264       //                                         1265       //
1265       if (distFromSurface > kCarToleranceHalf    1266       if (distFromSurface > kCarToleranceHalf && dist >= 0.0 && dist < minDist)
1266       {                                          1267       {
1267         minDist  = dist;                         1268         minDist  = dist;
1268       }                                          1269       }
1269       else                                       1270       else
1270       {                                          1271       {
1271         if (-kCarToleranceHalf <= dist && dis    1272         if (-kCarToleranceHalf <= dist && dist <= kCarToleranceHalf)
1272         {                                        1273         {
1273           return 0.0;                            1274           return 0.0;
1274         }                                        1275         }
1275         else                                     1276         else
1276         {                                        1277         {
1277           if  (distFromSurface > -kCarToleran    1278           if  (distFromSurface > -kCarToleranceHalf
1278             && distFromSurface <  kCarToleran    1279             && distFromSurface <  kCarToleranceHalf)
1279           {                                      1280           {
1280             minDist = dist;                      1281             minDist = dist;
1281           }                                      1282           }
1282         }                                        1283         }
1283       }                                          1284       }
1284     }                                            1285     }
1285   }                                              1286   }
1286   return minDist;                                1287   return minDist;
1287 }                                                1288 }
1288                                                  1289 
1289 /////////////////////////////////////////////    1290 ///////////////////////////////////////////////////////////////////////////////
1290 //                                               1291 //
1291 G4double                                         1292 G4double
1292 G4TessellatedSolid::DistanceToOutNoVoxels (co    1293 G4TessellatedSolid::DistanceToOutNoVoxels (const G4ThreeVector& p,
1293                                            co    1294                                            const G4ThreeVector& v,
1294                                                  1295                                                  G4ThreeVector& aNormalVector,
1295                                                  1296                                                  G4bool& aConvex,
1296                                                  1297                                                  G4double /*aPstep*/) const
1297 {                                                1298 {
1298   G4double minDist         = kInfinity;          1299   G4double minDist         = kInfinity;
1299   G4double dist            = 0.0;                1300   G4double dist            = 0.0;
1300   G4double distFromSurface = 0.0;                1301   G4double distFromSurface = 0.0;
1301   G4ThreeVector normal, minNormal;               1302   G4ThreeVector normal, minNormal;
1302                                                  1303 
1303 #if G4SPECSDEBUG                                 1304 #if G4SPECSDEBUG
1304   if ( Inside(p) == kOutside )                   1305   if ( Inside(p) == kOutside )
1305   {                                              1306   {
1306     std::ostringstream message;                  1307     std::ostringstream message;
1307     G4int oldprc = message.precision(16) ;       1308     G4int oldprc = message.precision(16) ;
1308     message << "Point p is already outside!?"    1309     message << "Point p is already outside!?" << G4endl
1309       << "Position:"  << G4endl << G4endl        1310       << "Position:"  << G4endl << G4endl
1310       << "   p.x() = "   << p.x()/mm << " mm"    1311       << "   p.x() = "   << p.x()/mm << " mm" << G4endl
1311       << "   p.y() = "   << p.y()/mm << " mm"    1312       << "   p.y() = "   << p.y()/mm << " mm" << G4endl
1312       << "   p.z() = "   << p.z()/mm << " mm"    1313       << "   p.z() = "   << p.z()/mm << " mm" << G4endl
1313       << "DistanceToIn(p) == " << DistanceToI    1314       << "DistanceToIn(p) == " << DistanceToIn(p);
1314     message.precision(oldprc) ;                  1315     message.precision(oldprc) ;
1315     G4Exception("G4TriangularFacet::DistanceT    1316     G4Exception("G4TriangularFacet::DistanceToOut(p)",
1316                 "GeomSolids1002", JustWarning    1317                 "GeomSolids1002", JustWarning, message);
1317   }                                              1318   }
1318 #endif                                           1319 #endif
1319                                                  1320 
1320   G4bool isExtreme = false;                      1321   G4bool isExtreme = false;
1321   std::size_t size = fFacets.size();             1322   std::size_t size = fFacets.size();
1322   for (std::size_t i = 0; i < size; ++i)         1323   for (std::size_t i = 0; i < size; ++i)
1323   {                                              1324   {
1324     G4VFacet& facet = *fFacets[i];               1325     G4VFacet& facet = *fFacets[i];
1325     if (facet.Intersect(p,v,true,dist,distFro    1326     if (facet.Intersect(p,v,true,dist,distFromSurface,normal))
1326     {                                            1327     {
1327       if (distFromSurface > 0.0 && distFromSu    1328       if (distFromSurface > 0.0 && distFromSurface <= kCarToleranceHalf
1328         && facet.Distance(p,kCarTolerance) <=    1329         && facet.Distance(p,kCarTolerance) <= kCarToleranceHalf)
1329       {                                          1330       {
1330         // We are on a surface. Return zero.     1331         // We are on a surface. Return zero.
1331         aConvex = (fExtremeFacets.find(&facet    1332         aConvex = (fExtremeFacets.find(&facet) != fExtremeFacets.end());
1332         // Normal(p, aNormalVector);             1333         // Normal(p, aNormalVector);
1333         // aNormalVector = facet.GetSurfaceNo    1334         // aNormalVector = facet.GetSurfaceNormal();
1334         aNormalVector = normal;                  1335         aNormalVector = normal;
1335         return 0.0;                              1336         return 0.0;
1336       }                                          1337       }
1337       if (dist >= 0.0 && dist < minDist)         1338       if (dist >= 0.0 && dist < minDist)
1338       {                                          1339       {
1339         minDist   = dist;                        1340         minDist   = dist;
1340         minNormal = normal;                      1341         minNormal = normal;
1341         isExtreme = (fExtremeFacets.find(&fac    1342         isExtreme = (fExtremeFacets.find(&facet) != fExtremeFacets.end());
1342       }                                          1343       }
1343     }                                            1344     }
1344   }                                              1345   }
1345   if (minDist < kInfinity)                       1346   if (minDist < kInfinity)
1346   {                                              1347   {
1347     aNormalVector = minNormal;                   1348     aNormalVector = minNormal;
1348     aConvex = isExtreme;                         1349     aConvex = isExtreme;
1349     return minDist;                              1350     return minDist;
1350   }                                              1351   }
1351   else                                           1352   else
1352   {                                              1353   {
1353     // No intersection found                     1354     // No intersection found
1354     aConvex = false;                             1355     aConvex = false;
1355     Normal(p, aNormalVector);                    1356     Normal(p, aNormalVector);
1356     return 0.0;                                  1357     return 0.0;
1357   }                                              1358   }
1358 }                                                1359 }
1359                                                  1360 
1360 /////////////////////////////////////////////    1361 ///////////////////////////////////////////////////////////////////////////////
1361 //                                               1362 //
1362 void G4TessellatedSolid::                        1363 void G4TessellatedSolid::
1363 DistanceToOutCandidates(const std::vector<G4i    1364 DistanceToOutCandidates(const std::vector<G4int>& candidates,
1364                         const G4ThreeVector&     1365                         const G4ThreeVector& aPoint,
1365                         const G4ThreeVector&     1366                         const G4ThreeVector& direction,
1366                               G4double& minDi    1367                               G4double& minDist, G4ThreeVector& minNormal,
1367                               G4int& minCandi    1368                               G4int& minCandidate ) const
1368 {                                                1369 {
1369   auto candidatesCount = (G4int)candidates.si << 1370   G4int candidatesCount = (G4int)candidates.size();
1370   G4double dist            = 0.0;                1371   G4double dist            = 0.0;
1371   G4double distFromSurface = 0.0;                1372   G4double distFromSurface = 0.0;
1372   G4ThreeVector normal;                          1373   G4ThreeVector normal;
1373                                                  1374 
1374   for (G4int i = 0 ; i < candidatesCount; ++i    1375   for (G4int i = 0 ; i < candidatesCount; ++i)
1375   {                                              1376   {
1376     G4int candidate = candidates[i];             1377     G4int candidate = candidates[i];
1377     G4VFacet& facet = *fFacets[candidate];       1378     G4VFacet& facet = *fFacets[candidate];
1378     if (facet.Intersect(aPoint,direction,true    1379     if (facet.Intersect(aPoint,direction,true,dist,distFromSurface,normal))
1379     {                                            1380     {
1380       if (distFromSurface > 0.0 && distFromSu    1381       if (distFromSurface > 0.0 && distFromSurface <= kCarToleranceHalf
1381        && facet.Distance(aPoint,kCarTolerance    1382        && facet.Distance(aPoint,kCarTolerance) <= kCarToleranceHalf)
1382       {                                          1383       {
1383         // We are on a surface                   1384         // We are on a surface
1384         //                                       1385         //
1385         minDist = 0.0;                           1386         minDist = 0.0;
1386         minNormal = normal;                      1387         minNormal = normal;
1387         minCandidate = candidate;                1388         minCandidate = candidate;
1388         break;                                   1389         break;
1389       }                                          1390       }
1390       if (dist >= 0.0 && dist < minDist)         1391       if (dist >= 0.0 && dist < minDist)
1391       {                                          1392       {
1392         minDist = dist;                          1393         minDist = dist;
1393         minNormal = normal;                      1394         minNormal = normal;
1394         minCandidate = candidate;                1395         minCandidate = candidate;
1395       }                                          1396       }
1396     }                                            1397     }
1397   }                                              1398   }
1398 }                                                1399 }
1399                                                  1400 
1400 /////////////////////////////////////////////    1401 ///////////////////////////////////////////////////////////////////////////////
1401 //                                               1402 //
1402 G4double                                         1403 G4double
1403 G4TessellatedSolid::DistanceToOutCore(const G    1404 G4TessellatedSolid::DistanceToOutCore(const G4ThreeVector& aPoint,
1404                                       const G    1405                                       const G4ThreeVector& aDirection,
1405                                             G    1406                                             G4ThreeVector& aNormalVector,
1406                                             G    1407                                             G4bool &aConvex,
1407                                             G    1408                                             G4double aPstep) const
1408 {                                                1409 {
1409   G4double minDistance;                          1410   G4double minDistance;
1410                                                  1411 
1411   if (fVoxels.GetCountOfVoxels() > 1)            1412   if (fVoxels.GetCountOfVoxels() > 1)
1412   {                                              1413   {
1413     minDistance = kInfinity;                     1414     minDistance = kInfinity;
1414                                                  1415 
1415     G4ThreeVector currentPoint = aPoint;         1416     G4ThreeVector currentPoint = aPoint;
1416     G4ThreeVector direction = aDirection.unit    1417     G4ThreeVector direction = aDirection.unit();
1417     G4double totalShift = 0.;                    1418     G4double totalShift = 0.;
1418     vector<G4int> curVoxel(3);                   1419     vector<G4int> curVoxel(3);
1419     if (!fVoxels.Contains(aPoint)) return 0.;    1420     if (!fVoxels.Contains(aPoint)) return 0.;
1420                                                  1421 
1421     fVoxels.GetVoxel(curVoxel, currentPoint);    1422     fVoxels.GetVoxel(curVoxel, currentPoint);
1422                                                  1423 
1423     G4double shiftBonus = kCarTolerance;         1424     G4double shiftBonus = kCarTolerance;
1424                                                  1425 
1425     const vector<G4int>* old = nullptr;          1426     const vector<G4int>* old = nullptr;
1426                                                  1427 
1427     G4int minCandidate = -1;                     1428     G4int minCandidate = -1;
1428     do    // Loop checking, 13.08.2015, G.Cos    1429     do    // Loop checking, 13.08.2015, G.Cosmo
1429     {                                            1430     {
1430       const vector<G4int>& candidates = fVoxe    1431       const vector<G4int>& candidates = fVoxels.GetCandidates(curVoxel);
1431       if (old == &candidates)                    1432       if (old == &candidates)
1432         ++old;                                   1433         ++old;
1433       if (old != &candidates && !candidates.e << 1434       if (old != &candidates && candidates.size())
1434       {                                          1435       {
1435         DistanceToOutCandidates(candidates, a    1436         DistanceToOutCandidates(candidates, aPoint, direction, minDistance,
1436                                 aNormalVector    1437                                 aNormalVector, minCandidate);
1437         if (minDistance <= totalShift) break;    1438         if (minDistance <= totalShift) break;
1438       }                                          1439       }
1439                                                  1440 
1440       G4double shift=fVoxels.DistanceToNext(c    1441       G4double shift=fVoxels.DistanceToNext(currentPoint, direction, curVoxel);
1441       if (shift == kInfinity) break;             1442       if (shift == kInfinity) break;
1442                                                  1443 
1443       totalShift += shift;                       1444       totalShift += shift;
1444       if (minDistance <= totalShift) break;      1445       if (minDistance <= totalShift) break;
1445                                                  1446 
1446       currentPoint += direction * (shift + sh    1447       currentPoint += direction * (shift + shiftBonus);
1447                                                  1448 
1448       old = &candidates;                         1449       old = &candidates;
1449     }                                            1450     }
1450     while (fVoxels.UpdateCurrentVoxel(current    1451     while (fVoxels.UpdateCurrentVoxel(currentPoint, direction, curVoxel));
1451                                                  1452 
1452     if (minCandidate < 0)                        1453     if (minCandidate < 0)
1453     {                                            1454     {
1454       // No intersection found                   1455       // No intersection found
1455       minDistance = 0.;                          1456       minDistance = 0.;
1456       aConvex = false;                           1457       aConvex = false;
1457       Normal(aPoint, aNormalVector);             1458       Normal(aPoint, aNormalVector);
1458     }                                            1459     }
1459     else                                         1460     else
1460     {                                            1461     {
1461       aConvex = (fExtremeFacets.find(fFacets[    1462       aConvex = (fExtremeFacets.find(fFacets[minCandidate])
1462               != fExtremeFacets.end());          1463               != fExtremeFacets.end());
1463     }                                            1464     }
1464   }                                              1465   }
1465   else                                           1466   else
1466   {                                              1467   {
1467     minDistance = DistanceToOutNoVoxels(aPoin    1468     minDistance = DistanceToOutNoVoxels(aPoint, aDirection, aNormalVector,
1468                                         aConv    1469                                         aConvex, aPstep);
1469   }                                              1470   }
1470   return minDistance;                            1471   return minDistance;
1471 }                                                1472 }
1472                                                  1473 
1473 /////////////////////////////////////////////    1474 ///////////////////////////////////////////////////////////////////////////////
1474 //                                               1475 //
1475 G4double G4TessellatedSolid::                    1476 G4double G4TessellatedSolid::
1476 DistanceToInCandidates(const std::vector<G4in    1477 DistanceToInCandidates(const std::vector<G4int>& candidates,
1477                        const G4ThreeVector& a    1478                        const G4ThreeVector& aPoint,
1478                        const G4ThreeVector& d    1479                        const G4ThreeVector& direction) const
1479 {                                                1480 {
1480   auto candidatesCount = (G4int)candidates.si << 1481   G4int candidatesCount = (G4int)candidates.size();
1481   G4double dist            = 0.0;                1482   G4double dist            = 0.0;
1482   G4double distFromSurface = 0.0;                1483   G4double distFromSurface = 0.0;
1483   G4ThreeVector normal;                          1484   G4ThreeVector normal;
1484                                                  1485 
1485   G4double minDistance = kInfinity;              1486   G4double minDistance = kInfinity;
1486   for (G4int i = 0 ; i < candidatesCount; ++i    1487   for (G4int i = 0 ; i < candidatesCount; ++i)
1487   {                                              1488   {
1488     G4int candidate = candidates[i];             1489     G4int candidate = candidates[i];
1489     G4VFacet& facet = *fFacets[candidate];       1490     G4VFacet& facet = *fFacets[candidate];
1490     if (facet.Intersect(aPoint,direction,fals    1491     if (facet.Intersect(aPoint,direction,false,dist,distFromSurface,normal))
1491     {                                            1492     {
1492       //                                         1493       //
1493       // Set minDist to the new distance to c    1494       // Set minDist to the new distance to current facet if distFromSurface is
1494       // in positive direction and point is n    1495       // in positive direction and point is not at surface. If the point is
1495       // within 0.5*kCarTolerance of the surf    1496       // within 0.5*kCarTolerance of the surface, then force distance to be
1496       // zero and leave member function immed    1497       // zero and leave member function immediately (for efficiency), as
1497       // proposed by & credit to Akira Okumur    1498       // proposed by & credit to Akira Okumura.
1498       //                                         1499       //
1499       if ( (distFromSurface > kCarToleranceHa    1500       if ( (distFromSurface > kCarToleranceHalf)
1500         && (dist >= 0.0) && (dist < minDistan    1501         && (dist >= 0.0) && (dist < minDistance))
1501       {                                          1502       {
1502         minDistance  = dist;                     1503         minDistance  = dist;
1503       }                                          1504       }
1504       else                                       1505       else
1505       {                                          1506       {
1506         if (-kCarToleranceHalf <= dist && dis    1507         if (-kCarToleranceHalf <= dist && dist <= kCarToleranceHalf)
1507         {                                        1508         {
1508          return 0.0;                             1509          return 0.0;
1509         }                                        1510         }
1510         else if  (distFromSurface > -kCarTole    1511         else if  (distFromSurface > -kCarToleranceHalf
1511                && distFromSurface <  kCarTole    1512                && distFromSurface <  kCarToleranceHalf)
1512         {                                        1513         {
1513           minDistance = dist;                    1514           minDistance = dist;
1514         }                                        1515         }
1515       }                                          1516       }
1516     }                                            1517     }
1517   }                                              1518   }
1518   return minDistance;                            1519   return minDistance;
1519 }                                                1520 }
1520                                                  1521 
1521 /////////////////////////////////////////////    1522 ///////////////////////////////////////////////////////////////////////////////
1522 //                                               1523 //
1523 G4double                                         1524 G4double
1524 G4TessellatedSolid::DistanceToInCore(const G4    1525 G4TessellatedSolid::DistanceToInCore(const G4ThreeVector& aPoint,
1525                                      const G4    1526                                      const G4ThreeVector& aDirection,
1526                                            G4    1527                                            G4double aPstep) const
1527 {                                                1528 {
1528   G4double minDistance;                          1529   G4double minDistance;
1529                                                  1530 
1530   if (fVoxels.GetCountOfVoxels() > 1)            1531   if (fVoxels.GetCountOfVoxels() > 1)
1531   {                                              1532   {
1532     minDistance = kInfinity;                     1533     minDistance = kInfinity;
1533     G4ThreeVector currentPoint = aPoint;         1534     G4ThreeVector currentPoint = aPoint;
1534     G4ThreeVector direction = aDirection.unit    1535     G4ThreeVector direction = aDirection.unit();
1535     G4double shift = fVoxels.DistanceToFirst(    1536     G4double shift = fVoxels.DistanceToFirst(currentPoint, direction);
1536     if (shift == kInfinity) return shift;        1537     if (shift == kInfinity) return shift;
1537     G4double shiftBonus = kCarTolerance;         1538     G4double shiftBonus = kCarTolerance;
1538     if (shift != 0.0)                         << 1539     if (shift)
1539       currentPoint += direction * (shift + sh    1540       currentPoint += direction * (shift + shiftBonus);
1540     // if (!fVoxels.Contains(currentPoint))      1541     // if (!fVoxels.Contains(currentPoint))  return minDistance;
1541     G4double totalShift = shift;                 1542     G4double totalShift = shift;
1542                                                  1543 
1543     // G4SurfBits exclusion; // (1/*fVoxels.G    1544     // G4SurfBits exclusion; // (1/*fVoxels.GetBitsPerSlice()*/);
1544     vector<G4int> curVoxel(3);                   1545     vector<G4int> curVoxel(3);
1545                                                  1546 
1546     fVoxels.GetVoxel(curVoxel, currentPoint);    1547     fVoxels.GetVoxel(curVoxel, currentPoint);
1547     do    // Loop checking, 13.08.2015, G.Cos    1548     do    // Loop checking, 13.08.2015, G.Cosmo
1548     {                                            1549     {
1549       const vector<G4int>& candidates = fVoxe    1550       const vector<G4int>& candidates = fVoxels.GetCandidates(curVoxel);
1550       if (!candidates.empty())                << 1551       if (candidates.size())
1551       {                                          1552       {
1552         G4double distance=DistanceToInCandida    1553         G4double distance=DistanceToInCandidates(candidates, aPoint, direction);
1553         if (minDistance > distance) minDistan    1554         if (minDistance > distance) minDistance = distance;
1554         if (distance < totalShift) break;        1555         if (distance < totalShift) break;
1555       }                                          1556       }
1556                                                  1557 
1557       shift = fVoxels.DistanceToNext(currentP    1558       shift = fVoxels.DistanceToNext(currentPoint, direction, curVoxel);
1558       if (shift == kInfinity /*|| shift == 0*    1559       if (shift == kInfinity /*|| shift == 0*/) break;
1559                                                  1560 
1560       totalShift += shift;                       1561       totalShift += shift;
1561       if (minDistance < totalShift) break;       1562       if (minDistance < totalShift) break;
1562                                                  1563 
1563       currentPoint += direction * (shift + sh    1564       currentPoint += direction * (shift + shiftBonus);
1564     }                                            1565     }
1565     while (fVoxels.UpdateCurrentVoxel(current    1566     while (fVoxels.UpdateCurrentVoxel(currentPoint, direction, curVoxel));
1566   }                                              1567   }
1567   else                                           1568   else
1568   {                                              1569   {
1569     minDistance = DistanceToInNoVoxels(aPoint    1570     minDistance = DistanceToInNoVoxels(aPoint, aDirection, aPstep);
1570   }                                              1571   }
1571                                                  1572 
1572   return minDistance;                            1573   return minDistance;
1573 }                                                1574 }
1574                                                  1575 
1575 /////////////////////////////////////////////    1576 ///////////////////////////////////////////////////////////////////////////////
1576 //                                               1577 //
1577 G4bool                                           1578 G4bool
1578 G4TessellatedSolid::CompareSortedVoxel(const     1579 G4TessellatedSolid::CompareSortedVoxel(const std::pair<G4int, G4double>& l,
1579                                        const     1580                                        const std::pair<G4int, G4double>& r)
1580 {                                                1581 {
1581   return l.second < r.second;                    1582   return l.second < r.second;
1582 }                                                1583 }
1583                                                  1584 
1584 /////////////////////////////////////////////    1585 ///////////////////////////////////////////////////////////////////////////////
1585 //                                               1586 //
1586 G4double                                         1587 G4double
1587 G4TessellatedSolid::MinDistanceFacet(const G4    1588 G4TessellatedSolid::MinDistanceFacet(const G4ThreeVector& p,
1588                                            G4    1589                                            G4bool simple,
1589                                            G4    1590                                            G4VFacet* &minFacet) const
1590 {                                                1591 {
1591   G4double minDist = kInfinity;                  1592   G4double minDist = kInfinity;
1592                                                  1593 
1593   G4int size = fVoxels.GetVoxelBoxesSize();      1594   G4int size = fVoxels.GetVoxelBoxesSize();
1594   vector<pair<G4int, G4double> > voxelsSorted    1595   vector<pair<G4int, G4double> > voxelsSorted(size);
1595                                                  1596 
1596   pair<G4int, G4double> info;                    1597   pair<G4int, G4double> info;
1597                                                  1598 
1598   for (G4int i = 0; i < size; ++i)               1599   for (G4int i = 0; i < size; ++i)
1599   {                                              1600   {
1600     const G4VoxelBox& voxelBox = fVoxels.GetV    1601     const G4VoxelBox& voxelBox = fVoxels.GetVoxelBox(i);
1601                                                  1602 
1602     G4ThreeVector pointShifted = p - voxelBox    1603     G4ThreeVector pointShifted = p - voxelBox.pos;
1603     G4double safety = fVoxels.MinDistanceToBo    1604     G4double safety = fVoxels.MinDistanceToBox(pointShifted, voxelBox.hlen);
1604     info.first = i;                              1605     info.first = i;
1605     info.second = safety;                        1606     info.second = safety;
1606     voxelsSorted[i] = info;                      1607     voxelsSorted[i] = info;
1607   }                                              1608   }
1608                                                  1609 
1609   std::sort(voxelsSorted.begin(), voxelsSorte    1610   std::sort(voxelsSorted.begin(), voxelsSorted.end(),
1610             &G4TessellatedSolid::CompareSorte    1611             &G4TessellatedSolid::CompareSortedVoxel);
1611                                                  1612 
1612   for (G4int i = 0; i < size; ++i)               1613   for (G4int i = 0; i < size; ++i)
1613   {                                              1614   {
1614     const pair<G4int,G4double>& inf = voxelsS    1615     const pair<G4int,G4double>& inf = voxelsSorted[i];
1615     G4double dist = inf.second;                  1616     G4double dist = inf.second;
1616     if (dist > minDist) break;                   1617     if (dist > minDist) break;
1617                                                  1618 
1618     const vector<G4int>& candidates = fVoxels    1619     const vector<G4int>& candidates = fVoxels.GetVoxelBoxCandidates(inf.first);
1619     auto csize = (G4int)candidates.size();    << 1620     G4int csize = (G4int)candidates.size();
1620     for (G4int j = 0; j < csize; ++j)            1621     for (G4int j = 0; j < csize; ++j)
1621     {                                            1622     {
1622       G4int candidate = candidates[j];           1623       G4int candidate = candidates[j];
1623       G4VFacet& facet = *fFacets[candidate];     1624       G4VFacet& facet = *fFacets[candidate];
1624       dist = simple ? facet.Distance(p,minDis    1625       dist = simple ? facet.Distance(p,minDist)
1625                     : facet.Distance(p,minDis    1626                     : facet.Distance(p,minDist,false);
1626       if (dist < minDist)                        1627       if (dist < minDist)
1627       {                                          1628       {
1628         minDist  = dist;                         1629         minDist  = dist;
1629         minFacet = &facet;                       1630         minFacet = &facet;
1630       }                                          1631       }
1631     }                                            1632     }
1632   }                                              1633   }
1633   return minDist;                                1634   return minDist;
1634 }                                                1635 }
1635                                                  1636 
1636 /////////////////////////////////////////////    1637 ///////////////////////////////////////////////////////////////////////////////
1637 //                                               1638 //
1638 G4double G4TessellatedSolid::SafetyFromOutsid    1639 G4double G4TessellatedSolid::SafetyFromOutside (const G4ThreeVector& p,
1639                                                  1640                                                       G4bool aAccurate) const
1640 {                                                1641 {
1641 #if G4SPECSDEBUG                                 1642 #if G4SPECSDEBUG
1642   if ( Inside(p) == kInside )                    1643   if ( Inside(p) == kInside )
1643   {                                              1644   {
1644     std::ostringstream message;                  1645     std::ostringstream message;
1645     G4int oldprc = message.precision(16) ;       1646     G4int oldprc = message.precision(16) ;
1646     message << "Point p is already inside!?"     1647     message << "Point p is already inside!?" << G4endl
1647       << "Position:"  << G4endl << G4endl        1648       << "Position:"  << G4endl << G4endl
1648       << "p.x() = "   << p.x()/mm << " mm" <<    1649       << "p.x() = "   << p.x()/mm << " mm" << G4endl
1649       << "p.y() = "   << p.y()/mm << " mm" <<    1650       << "p.y() = "   << p.y()/mm << " mm" << G4endl
1650       << "p.z() = "   << p.z()/mm << " mm" <<    1651       << "p.z() = "   << p.z()/mm << " mm" << G4endl
1651       << "DistanceToOut(p) == " << DistanceTo    1652       << "DistanceToOut(p) == " << DistanceToOut(p);
1652     message.precision(oldprc) ;                  1653     message.precision(oldprc) ;
1653     G4Exception("G4TriangularFacet::DistanceT    1654     G4Exception("G4TriangularFacet::DistanceToIn(p)",
1654                 "GeomSolids1002", JustWarning    1655                 "GeomSolids1002", JustWarning, message);
1655   }                                              1656   }
1656 #endif                                           1657 #endif
1657                                                  1658 
1658   G4double minDist;                              1659   G4double minDist;
1659                                                  1660 
1660   if (fVoxels.GetCountOfVoxels() > 1)            1661   if (fVoxels.GetCountOfVoxels() > 1)
1661   {                                              1662   {
1662     if (!aAccurate)                              1663     if (!aAccurate)
1663       return fVoxels.DistanceToBoundingBox(p)    1664       return fVoxels.DistanceToBoundingBox(p);
1664                                                  1665 
1665     if (!OutsideOfExtent(p, kCarTolerance))      1666     if (!OutsideOfExtent(p, kCarTolerance))
1666     {                                            1667     {
1667       vector<G4int> startingVoxel(3);            1668       vector<G4int> startingVoxel(3);
1668       fVoxels.GetVoxel(startingVoxel, p);        1669       fVoxels.GetVoxel(startingVoxel, p);
1669       const vector<G4int> &candidates = fVoxe    1670       const vector<G4int> &candidates = fVoxels.GetCandidates(startingVoxel);
1670       if (candidates.empty() && (fInsides.Get << 1671       if (candidates.size() == 0 && fInsides.GetNbits())
1671       {                                          1672       {
1672         G4int index = fVoxels.GetPointIndex(p    1673         G4int index = fVoxels.GetPointIndex(p);
1673         if (fInsides[index]) return 0.;          1674         if (fInsides[index]) return 0.;
1674       }                                          1675       }
1675     }                                            1676     }
1676                                                  1677 
1677     G4VFacet* facet;                             1678     G4VFacet* facet;
1678     minDist = MinDistanceFacet(p, true, facet    1679     minDist = MinDistanceFacet(p, true, facet);
1679   }                                              1680   }
1680   else                                           1681   else
1681   {                                              1682   {
1682     minDist = kInfinity;                         1683     minDist = kInfinity;
1683     std::size_t size = fFacets.size();           1684     std::size_t size = fFacets.size();
1684     for (std::size_t i = 0; i < size; ++i)       1685     for (std::size_t i = 0; i < size; ++i)
1685     {                                            1686     {
1686       G4VFacet& facet = *fFacets[i];             1687       G4VFacet& facet = *fFacets[i];
1687       G4double dist = facet.Distance(p,minDis    1688       G4double dist = facet.Distance(p,minDist);
1688       if (dist < minDist) minDist = dist;        1689       if (dist < minDist) minDist = dist;
1689     }                                            1690     }
1690   }                                              1691   }
1691   return minDist;                                1692   return minDist;
1692 }                                                1693 }
1693                                                  1694 
1694 /////////////////////////////////////////////    1695 ///////////////////////////////////////////////////////////////////////////////
1695 //                                               1696 //
1696 G4double                                         1697 G4double
1697 G4TessellatedSolid::SafetyFromInside (const G    1698 G4TessellatedSolid::SafetyFromInside (const G4ThreeVector& p, G4bool) const
1698 {                                                1699 {
1699 #if G4SPECSDEBUG                                 1700 #if G4SPECSDEBUG
1700   if ( Inside(p) == kOutside )                   1701   if ( Inside(p) == kOutside )
1701   {                                              1702   {
1702     std::ostringstream message;                  1703     std::ostringstream message;
1703     G4int oldprc = message.precision(16) ;       1704     G4int oldprc = message.precision(16) ;
1704     message << "Point p is already outside!?"    1705     message << "Point p is already outside!?" << G4endl
1705       << "Position:"  << G4endl << G4endl        1706       << "Position:"  << G4endl << G4endl
1706       << "p.x() = "   << p.x()/mm << " mm" <<    1707       << "p.x() = "   << p.x()/mm << " mm" << G4endl
1707       << "p.y() = "   << p.y()/mm << " mm" <<    1708       << "p.y() = "   << p.y()/mm << " mm" << G4endl
1708       << "p.z() = "   << p.z()/mm << " mm" <<    1709       << "p.z() = "   << p.z()/mm << " mm" << G4endl
1709       << "DistanceToIn(p) == " << DistanceToI    1710       << "DistanceToIn(p) == " << DistanceToIn(p);
1710     message.precision(oldprc) ;                  1711     message.precision(oldprc) ;
1711     G4Exception("G4TriangularFacet::DistanceT    1712     G4Exception("G4TriangularFacet::DistanceToOut(p)",
1712                 "GeomSolids1002", JustWarning    1713                 "GeomSolids1002", JustWarning, message);
1713   }                                              1714   }
1714 #endif                                           1715 #endif
1715                                                  1716 
1716   G4double minDist;                              1717   G4double minDist;
1717                                                  1718 
1718   if (OutsideOfExtent(p, kCarTolerance)) retu    1719   if (OutsideOfExtent(p, kCarTolerance)) return 0.0;
1719                                                  1720 
1720   if (fVoxels.GetCountOfVoxels() > 1)            1721   if (fVoxels.GetCountOfVoxels() > 1)
1721   {                                              1722   {
1722     G4VFacet* facet;                             1723     G4VFacet* facet;
1723     minDist = MinDistanceFacet(p, true, facet    1724     minDist = MinDistanceFacet(p, true, facet);
1724   }                                              1725   }
1725   else                                           1726   else
1726   {                                              1727   {
1727     minDist = kInfinity;                         1728     minDist = kInfinity;
1728     G4double dist = 0.0;                         1729     G4double dist = 0.0;
1729     std::size_t size = fFacets.size();           1730     std::size_t size = fFacets.size();
1730     for (std::size_t i = 0; i < size; ++i)       1731     for (std::size_t i = 0; i < size; ++i)
1731     {                                            1732     {
1732       G4VFacet& facet = *fFacets[i];             1733       G4VFacet& facet = *fFacets[i];
1733       dist = facet.Distance(p,minDist);          1734       dist = facet.Distance(p,minDist);
1734       if (dist < minDist) minDist  = dist;       1735       if (dist < minDist) minDist  = dist;
1735     }                                            1736     }
1736   }                                              1737   }
1737   return minDist;                                1738   return minDist;
1738 }                                                1739 }
1739                                                  1740 
1740 /////////////////////////////////////////////    1741 ///////////////////////////////////////////////////////////////////////////////
1741 //                                               1742 //
1742 // G4GeometryType GetEntityType() const;         1743 // G4GeometryType GetEntityType() const;
1743 //                                               1744 //
1744 // Provide identification of the class of an     1745 // Provide identification of the class of an object
1745 //                                               1746 //
1746 G4GeometryType G4TessellatedSolid::GetEntityT    1747 G4GeometryType G4TessellatedSolid::GetEntityType () const
1747 {                                                1748 {
1748   return fGeometryType;                          1749   return fGeometryType;
1749 }                                                1750 }
1750                                                  1751 
1751 /////////////////////////////////////////////    1752 ///////////////////////////////////////////////////////////////////////////////
1752 //                                               1753 //
1753 // IsFaceted                                  << 
1754 //                                            << 
1755 G4bool G4TessellatedSolid::IsFaceted () const << 
1756 {                                             << 
1757   return true;                                << 
1758 }                                             << 
1759                                               << 
1760 ///////////////////////////////////////////// << 
1761 //                                            << 
1762 std::ostream &G4TessellatedSolid::StreamInfo(    1754 std::ostream &G4TessellatedSolid::StreamInfo(std::ostream &os) const
1763 {                                                1755 {
1764   os << G4endl;                                  1756   os << G4endl;
1765   os << "Solid name       = " << GetName()       1757   os << "Solid name       = " << GetName()      << G4endl;
1766   os << "Geometry Type    = " << fGeometryTyp    1758   os << "Geometry Type    = " << fGeometryType  << G4endl;
1767   os << "Number of facets = " << fFacets.size    1759   os << "Number of facets = " << fFacets.size() << G4endl;
1768                                                  1760 
1769   std::size_t size = fFacets.size();             1761   std::size_t size = fFacets.size();
1770   for (std::size_t i = 0; i < size; ++i)         1762   for (std::size_t i = 0; i < size; ++i)
1771   {                                              1763   {
1772     os << "FACET #          = " << i + 1 << G    1764     os << "FACET #          = " << i + 1 << G4endl;
1773     G4VFacet &facet = *fFacets[i];               1765     G4VFacet &facet = *fFacets[i];
1774     facet.StreamInfo(os);                        1766     facet.StreamInfo(os);
1775   }                                              1767   }
1776   os << G4endl;                                  1768   os << G4endl;
1777                                                  1769 
1778   return os;                                     1770   return os;
1779 }                                                1771 }
1780                                                  1772 
1781 /////////////////////////////////////////////    1773 ///////////////////////////////////////////////////////////////////////////////
1782 //                                               1774 //
1783 // Make a clone of the object                    1775 // Make a clone of the object
1784 //                                               1776 //
1785 G4VSolid* G4TessellatedSolid::Clone() const      1777 G4VSolid* G4TessellatedSolid::Clone() const
1786 {                                                1778 {
1787   return new G4TessellatedSolid(*this);          1779   return new G4TessellatedSolid(*this);
1788 }                                                1780 }
1789                                                  1781 
1790 /////////////////////////////////////////////    1782 ///////////////////////////////////////////////////////////////////////////////
1791 //                                               1783 //
1792 // EInside G4TessellatedSolid::Inside (const     1784 // EInside G4TessellatedSolid::Inside (const G4ThreeVector &p) const
1793 //                                               1785 //
1794 // This method must return:                      1786 // This method must return:
1795 //    * kOutside if the point at offset p is     1787 //    * kOutside if the point at offset p is outside the shape
1796 //      boundaries plus kCarTolerance/2,         1788 //      boundaries plus kCarTolerance/2,
1797 //    * kSurface if the point is <= kCarToler    1789 //    * kSurface if the point is <= kCarTolerance/2 from a surface, or
1798 //    * kInside otherwise.                       1790 //    * kInside otherwise.
1799 //                                               1791 //
1800 EInside G4TessellatedSolid::Inside (const G4T    1792 EInside G4TessellatedSolid::Inside (const G4ThreeVector& aPoint) const
1801 {                                                1793 {
1802   EInside location;                              1794   EInside location;
1803                                                  1795 
1804   if (fVoxels.GetCountOfVoxels() > 1)            1796   if (fVoxels.GetCountOfVoxels() > 1)
1805   {                                              1797   {
1806     location = InsideVoxels(aPoint);             1798     location = InsideVoxels(aPoint);
1807   }                                              1799   }
1808   else                                           1800   else
1809   {                                              1801   {
1810     location = InsideNoVoxels(aPoint);           1802     location = InsideNoVoxels(aPoint);
1811   }                                              1803   }
1812   return location;                               1804   return location;
1813 }                                                1805 }
1814                                                  1806 
1815 /////////////////////////////////////////////    1807 ///////////////////////////////////////////////////////////////////////////////
1816 //                                               1808 //
1817 G4ThreeVector G4TessellatedSolid::SurfaceNorm    1809 G4ThreeVector G4TessellatedSolid::SurfaceNormal(const G4ThreeVector& p) const
1818 {                                                1810 {
1819   G4ThreeVector n;                               1811   G4ThreeVector n;
1820   Normal(p, n);                                  1812   Normal(p, n);
1821   return n;                                      1813   return n;
1822 }                                                1814 }
1823                                                  1815 
1824 /////////////////////////////////////////////    1816 ///////////////////////////////////////////////////////////////////////////////
1825 //                                               1817 //
1826 // G4double DistanceToIn(const G4ThreeVector&    1818 // G4double DistanceToIn(const G4ThreeVector& p)
1827 //                                               1819 //
1828 // Calculate distance to nearest surface of s    1820 // Calculate distance to nearest surface of shape from an outside point p. The
1829 // distance can be an underestimate.             1821 // distance can be an underestimate.
1830 //                                               1822 //
1831 G4double G4TessellatedSolid::DistanceToIn(con    1823 G4double G4TessellatedSolid::DistanceToIn(const G4ThreeVector& p) const
1832 {                                                1824 {
1833   return SafetyFromOutside(p, false);            1825   return SafetyFromOutside(p, false);
1834 }                                                1826 }
1835                                                  1827 
1836 /////////////////////////////////////////////    1828 ///////////////////////////////////////////////////////////////////////////////
1837 //                                               1829 //
1838 G4double G4TessellatedSolid::DistanceToIn(con    1830 G4double G4TessellatedSolid::DistanceToIn(const G4ThreeVector& p,
1839                                           con    1831                                           const G4ThreeVector& v)const
1840 {                                                1832 {
1841   G4double dist = DistanceToInCore(p,v,kInfin    1833   G4double dist = DistanceToInCore(p,v,kInfinity);
1842 #ifdef G4SPECSDEBUG                              1834 #ifdef G4SPECSDEBUG
1843   if (dist < kInfinity)                          1835   if (dist < kInfinity)
1844   {                                              1836   {
1845     if (Inside(p + dist*v) != kSurface)          1837     if (Inside(p + dist*v) != kSurface)
1846     {                                            1838     {
1847       std::ostringstream message;                1839       std::ostringstream message;
1848       message << "Invalid response from facet    1840       message << "Invalid response from facet in solid '" << GetName() << "',"
1849               << G4endl                          1841               << G4endl
1850               << "at point: " << p <<  "and d    1842               << "at point: " << p <<  "and direction: " << v;
1851       G4Exception("G4TessellatedSolid::Distan    1843       G4Exception("G4TessellatedSolid::DistanceToIn(p,v)",
1852                   "GeomSolids1002", JustWarni    1844                   "GeomSolids1002", JustWarning, message);
1853     }                                            1845     }
1854   }                                              1846   }
1855 #endif                                           1847 #endif
1856   return dist;                                   1848   return dist;
1857 }                                                1849 }
1858                                                  1850 
1859 /////////////////////////////////////////////    1851 ///////////////////////////////////////////////////////////////////////////////
1860 //                                               1852 //
1861 // G4double DistanceToOut(const G4ThreeVector    1853 // G4double DistanceToOut(const G4ThreeVector& p)
1862 //                                               1854 //
1863 // Calculate distance to nearest surface of s    1855 // Calculate distance to nearest surface of shape from an inside
1864 // point. The distance can be an underestimat    1856 // point. The distance can be an underestimate.
1865 //                                               1857 //
1866 G4double G4TessellatedSolid::DistanceToOut(co    1858 G4double G4TessellatedSolid::DistanceToOut(const G4ThreeVector& p) const
1867 {                                                1859 {
1868   return SafetyFromInside(p, false);             1860   return SafetyFromInside(p, false);
1869 }                                                1861 }
1870                                                  1862 
1871 /////////////////////////////////////////////    1863 ///////////////////////////////////////////////////////////////////////////////
1872 //                                               1864 //
1873 // G4double DistanceToOut(const G4ThreeVector    1865 // G4double DistanceToOut(const G4ThreeVector& p, const G4ThreeVector& v,
1874 //                        const G4bool calcNo    1866 //                        const G4bool calcNorm=false,
1875 //                        G4bool *validNorm=0    1867 //                        G4bool *validNorm=0, G4ThreeVector *n=0);
1876 //                                               1868 //
1877 // Return distance along the normalised vecto    1869 // Return distance along the normalised vector v to the shape, from a
1878 // point at an offset p inside or on the surf    1870 // point at an offset p inside or on the surface of the
1879 // shape. Intersections with surfaces, when t    1871 // shape. Intersections with surfaces, when the point is not greater
1880 // than kCarTolerance/2 from a surface, must     1872 // than kCarTolerance/2 from a surface, must be ignored.
1881 //     If calcNorm is true, then it must also    1873 //     If calcNorm is true, then it must also set validNorm to either
1882 //     * true, if the solid lies entirely beh    1874 //     * true, if the solid lies entirely behind or on the exiting
1883 //        surface. Then it must set n to the     1875 //        surface. Then it must set n to the outwards normal vector
1884 //        (the Magnitude of the vector is not    1876 //        (the Magnitude of the vector is not defined).
1885 //     * false, if the solid does not lie ent    1877 //     * false, if the solid does not lie entirely behind or on the
1886 //       exiting surface.                        1878 //       exiting surface.
1887 // If calcNorm is false, then validNorm and n    1879 // If calcNorm is false, then validNorm and n are unused.
1888 //                                               1880 //
1889 G4double G4TessellatedSolid::DistanceToOut(co    1881 G4double G4TessellatedSolid::DistanceToOut(const G4ThreeVector& p,
1890                                            co    1882                                            const G4ThreeVector& v,
1891                                            co    1883                                            const G4bool calcNorm,
1892                                                  1884                                                  G4bool* validNorm,
1893                                                  1885                                                  G4ThreeVector* norm) const
1894 {                                                1886 {
1895   G4ThreeVector n;                               1887   G4ThreeVector n;
1896   G4bool valid;                                  1888   G4bool valid;
1897                                                  1889 
1898   G4double dist = DistanceToOutCore(p, v, n,     1890   G4double dist = DistanceToOutCore(p, v, n, valid);
1899   if (calcNorm)                                  1891   if (calcNorm)
1900   {                                              1892   {
1901     *norm = n;                                   1893     *norm = n;
1902     *validNorm = valid;                          1894     *validNorm = valid;
1903   }                                              1895   }
1904 #ifdef G4SPECSDEBUG                              1896 #ifdef G4SPECSDEBUG
1905   if (dist < kInfinity)                          1897   if (dist < kInfinity)
1906   {                                              1898   {
1907     if (Inside(p + dist*v) != kSurface)          1899     if (Inside(p + dist*v) != kSurface)
1908     {                                            1900     {
1909       std::ostringstream message;                1901       std::ostringstream message;
1910       message << "Invalid response from facet    1902       message << "Invalid response from facet in solid '" << GetName() << "',"
1911               << G4endl                          1903               << G4endl
1912               << "at point: " << p <<  "and d    1904               << "at point: " << p <<  "and direction: " << v;
1913       G4Exception("G4TessellatedSolid::Distan    1905       G4Exception("G4TessellatedSolid::DistanceToOut(p,v,..)",
1914                   "GeomSolids1002", JustWarni    1906                   "GeomSolids1002", JustWarning, message);
1915     }                                            1907     }
1916   }                                              1908   }
1917 #endif                                           1909 #endif
1918   return dist;                                   1910   return dist;
1919 }                                                1911 }
1920                                                  1912 
1921 /////////////////////////////////////////////    1913 ///////////////////////////////////////////////////////////////////////////////
1922 //                                               1914 //
1923 void G4TessellatedSolid::DescribeYourselfTo (    1915 void G4TessellatedSolid::DescribeYourselfTo (G4VGraphicsScene& scene) const
1924 {                                                1916 {
1925   scene.AddSolid (*this);                        1917   scene.AddSolid (*this);
1926 }                                                1918 }
1927                                                  1919 
1928 /////////////////////////////////////////////    1920 ///////////////////////////////////////////////////////////////////////////////
1929 //                                               1921 //
1930 G4Polyhedron* G4TessellatedSolid::CreatePolyh    1922 G4Polyhedron* G4TessellatedSolid::CreatePolyhedron () const
1931 {                                                1923 {
1932   auto nVertices = (G4int)fVertexList.size(); << 1924   G4int nVertices = (G4int)fVertexList.size();
1933   auto nFacets = (G4int)fFacets.size();       << 1925   G4int nFacets = (G4int)fFacets.size();
1934   auto polyhedron = new G4Polyhedron(nVertice << 1926   G4Polyhedron* polyhedron = new G4Polyhedron(nVertices, nFacets);
1935   for (auto i = 0; i < nVertices; ++i)           1927   for (auto i = 0; i < nVertices; ++i)
1936   {                                              1928   {
1937     polyhedron->SetVertex(i+1, fVertexList[i]    1929     polyhedron->SetVertex(i+1, fVertexList[i]);
1938   }                                              1930   }
1939                                                  1931 
1940   for (auto i = 0; i < nFacets; ++i)             1932   for (auto i = 0; i < nFacets; ++i)
1941   {                                              1933   {
1942     G4VFacet* facet = fFacets[i];                1934     G4VFacet* facet = fFacets[i];
1943     G4int v[4] = {0};                            1935     G4int v[4] = {0};
1944     G4int n = facet->GetNumberOfVertices();      1936     G4int n = facet->GetNumberOfVertices();
1945     if (n > 4) n = 4;                            1937     if (n > 4) n = 4;
1946     for (auto j = 0; j < n; ++j)                 1938     for (auto j = 0; j < n; ++j)
1947     {                                            1939     {
1948       v[j] = facet->GetVertexIndex(j) + 1;       1940       v[j] = facet->GetVertexIndex(j) + 1;
1949     }                                            1941     }
1950     polyhedron->SetFacet(i+1, v[0], v[1], v[2    1942     polyhedron->SetFacet(i+1, v[0], v[1], v[2], v[3]);
1951   }                                              1943   }
1952   polyhedron->SetReferences();                   1944   polyhedron->SetReferences();
1953                                                  1945 
1954   return polyhedron;                             1946   return polyhedron;
1955 }                                                1947 }
1956                                                  1948 
1957 /////////////////////////////////////////////    1949 ///////////////////////////////////////////////////////////////////////////////
1958 //                                               1950 //
1959 // GetPolyhedron                                 1951 // GetPolyhedron
1960 //                                               1952 //
1961 G4Polyhedron* G4TessellatedSolid::GetPolyhedr    1953 G4Polyhedron* G4TessellatedSolid::GetPolyhedron() const
1962 {                                                1954 {
1963   if (fpPolyhedron == nullptr ||                 1955   if (fpPolyhedron == nullptr ||
1964       fRebuildPolyhedron ||                      1956       fRebuildPolyhedron ||
1965       fpPolyhedron->GetNumberOfRotationStepsA    1957       fpPolyhedron->GetNumberOfRotationStepsAtTimeOfCreation() !=
1966       fpPolyhedron->GetNumberOfRotationSteps(    1958       fpPolyhedron->GetNumberOfRotationSteps())
1967   {                                              1959   {
1968     G4AutoLock l(&polyhedronMutex);              1960     G4AutoLock l(&polyhedronMutex);
1969     delete fpPolyhedron;                         1961     delete fpPolyhedron;
1970     fpPolyhedron = CreatePolyhedron();           1962     fpPolyhedron = CreatePolyhedron();
1971     fRebuildPolyhedron = false;                  1963     fRebuildPolyhedron = false;
1972     l.unlock();                                  1964     l.unlock();
1973   }                                              1965   }
1974   return fpPolyhedron;                           1966   return fpPolyhedron;
1975 }                                                1967 }
1976                                                  1968 
1977 /////////////////////////////////////////////    1969 ///////////////////////////////////////////////////////////////////////////////
1978 //                                               1970 //
1979 // Get bounding box                              1971 // Get bounding box
1980 //                                               1972 //
1981 void G4TessellatedSolid::BoundingLimits(G4Thr    1973 void G4TessellatedSolid::BoundingLimits(G4ThreeVector& pMin,
1982                                         G4Thr    1974                                         G4ThreeVector& pMax) const
1983 {                                                1975 {
1984   pMin = fMinExtent;                             1976   pMin = fMinExtent;
1985   pMax = fMaxExtent;                             1977   pMax = fMaxExtent;
1986                                                  1978 
1987   // Check correctness of the bounding box       1979   // Check correctness of the bounding box
1988   //                                             1980   //
1989   if (pMin.x() >= pMax.x() || pMin.y() >= pMa    1981   if (pMin.x() >= pMax.x() || pMin.y() >= pMax.y() || pMin.z() >= pMax.z())
1990   {                                              1982   {
1991     std::ostringstream message;                  1983     std::ostringstream message;
1992     message << "Bad bounding box (min >= max)    1984     message << "Bad bounding box (min >= max) for solid: "
1993             << GetName() << " !"                 1985             << GetName() << " !"
1994             << "\npMin = " << pMin               1986             << "\npMin = " << pMin
1995             << "\npMax = " << pMax;              1987             << "\npMax = " << pMax;
1996     G4Exception("G4TessellatedSolid::Bounding    1988     G4Exception("G4TessellatedSolid::BoundingLimits()",
1997                 "GeomMgt0001", JustWarning, m    1989                 "GeomMgt0001", JustWarning, message);
1998     DumpInfo();                                  1990     DumpInfo();
1999   }                                              1991   }
2000 }                                                1992 }
2001                                                  1993 
2002 /////////////////////////////////////////////    1994 ///////////////////////////////////////////////////////////////////////////////
2003 //                                               1995 //
2004 // Calculate extent under transform and speci    1996 // Calculate extent under transform and specified limit
2005 //                                               1997 //
2006 G4bool                                           1998 G4bool
2007 G4TessellatedSolid::CalculateExtent(const EAx    1999 G4TessellatedSolid::CalculateExtent(const EAxis pAxis,
2008                                     const G4V    2000                                     const G4VoxelLimits& pVoxelLimit,
2009                                     const G4A    2001                                     const G4AffineTransform& pTransform,
2010                                           G4d    2002                                           G4double& pMin, G4double& pMax) const
2011 {                                                2003 {
2012   G4ThreeVector bmin, bmax;                      2004   G4ThreeVector bmin, bmax;
2013                                                  2005 
2014   // Check bounding box (bbox)                   2006   // Check bounding box (bbox)
2015   //                                             2007   //
2016   BoundingLimits(bmin,bmax);                     2008   BoundingLimits(bmin,bmax);
2017   G4BoundingEnvelope bbox(bmin,bmax);            2009   G4BoundingEnvelope bbox(bmin,bmax);
2018                                                  2010 
2019   // Use simple bounding-box to help in the c    2011   // Use simple bounding-box to help in the case of complex meshes
2020   //                                             2012   //
2021   return bbox.CalculateExtent(pAxis,pVoxelLim    2013   return bbox.CalculateExtent(pAxis,pVoxelLimit,pTransform,pMin,pMax);
2022                                                  2014 
2023 #if 0                                            2015 #if 0
2024   // Precise extent computation (disabled by     2016   // Precise extent computation (disabled by default for this shape)
2025   //                                             2017   //
2026   if (bbox.BoundingBoxVsVoxelLimits(pAxis,pVo    2018   if (bbox.BoundingBoxVsVoxelLimits(pAxis,pVoxelLimit,pTransform,pMin,pMax))
2027   {                                              2019   {
2028     return (pMin < pMax) ? true : false;         2020     return (pMin < pMax) ? true : false;
2029   }                                              2021   }
2030                                                  2022 
2031   // The extent is calculated as cumulative e    2023   // The extent is calculated as cumulative extent of the pyramids
2032   // formed by facets and the center of the b    2024   // formed by facets and the center of the bounding box.
2033   //                                             2025   //
2034   G4double eminlim = pVoxelLimit.GetMinExtent    2026   G4double eminlim = pVoxelLimit.GetMinExtent(pAxis);
2035   G4double emaxlim = pVoxelLimit.GetMaxExtent    2027   G4double emaxlim = pVoxelLimit.GetMaxExtent(pAxis);
2036                                                  2028 
2037   G4ThreeVectorList base;                        2029   G4ThreeVectorList base;
2038   G4ThreeVectorList apex(1);                     2030   G4ThreeVectorList apex(1);
2039   std::vector<const G4ThreeVectorList *> pyra    2031   std::vector<const G4ThreeVectorList *> pyramid(2);
2040   pyramid[0] = &base;                            2032   pyramid[0] = &base;
2041   pyramid[1] = &apex;                            2033   pyramid[1] = &apex;
2042   apex[0] = (bmin+bmax)*0.5;                     2034   apex[0] = (bmin+bmax)*0.5;
2043                                                  2035 
2044   // main loop along facets                      2036   // main loop along facets
2045   pMin =  kInfinity;                             2037   pMin =  kInfinity;
2046   pMax = -kInfinity;                             2038   pMax = -kInfinity;
2047   for (G4int i=0; i<GetNumberOfFacets(); ++i)    2039   for (G4int i=0; i<GetNumberOfFacets(); ++i)
2048   {                                              2040   {
2049     G4VFacet* facet = GetFacet(i);               2041     G4VFacet* facet = GetFacet(i);
2050     if (std::abs((facet->GetSurfaceNormal()).    2042     if (std::abs((facet->GetSurfaceNormal()).dot(facet->GetVertex(0)-apex[0]))
2051         < kCarToleranceHalf) continue;           2043         < kCarToleranceHalf) continue;
2052                                                  2044 
2053     G4int nv = facet->GetNumberOfVertices();     2045     G4int nv = facet->GetNumberOfVertices();
2054     base.resize(nv);                             2046     base.resize(nv);
2055     for (G4int k=0; k<nv; ++k) { base[k] = fa    2047     for (G4int k=0; k<nv; ++k) { base[k] = facet->GetVertex(k); }
2056                                                  2048 
2057     G4double emin,emax;                          2049     G4double emin,emax;
2058     G4BoundingEnvelope benv(pyramid);            2050     G4BoundingEnvelope benv(pyramid);
2059     if (!benv.CalculateExtent(pAxis,pVoxelLim    2051     if (!benv.CalculateExtent(pAxis,pVoxelLimit,pTransform,emin,emax)) continue;
2060     if (emin < pMin) pMin = emin;                2052     if (emin < pMin) pMin = emin;
2061     if (emax > pMax) pMax = emax;                2053     if (emax > pMax) pMax = emax;
2062     if (eminlim > pMin && emaxlim < pMax) bre    2054     if (eminlim > pMin && emaxlim < pMax) break; // max possible extent
2063   }                                              2055   }
2064   return (pMin < pMax);                          2056   return (pMin < pMax);
2065 #endif                                           2057 #endif
2066 }                                                2058 }
2067                                                  2059 
2068 /////////////////////////////////////////////    2060 ///////////////////////////////////////////////////////////////////////////////
2069 //                                               2061 //
2070 G4double G4TessellatedSolid::GetMinXExtent ()    2062 G4double G4TessellatedSolid::GetMinXExtent () const
2071 {                                                2063 {
2072   return fMinExtent.x();                         2064   return fMinExtent.x();
2073 }                                                2065 }
2074                                                  2066 
2075 /////////////////////////////////////////////    2067 ///////////////////////////////////////////////////////////////////////////////
2076 //                                               2068 //
2077 G4double G4TessellatedSolid::GetMaxXExtent ()    2069 G4double G4TessellatedSolid::GetMaxXExtent () const
2078 {                                                2070 {
2079   return fMaxExtent.x();                         2071   return fMaxExtent.x();
2080 }                                                2072 }
2081                                                  2073 
2082 /////////////////////////////////////////////    2074 ///////////////////////////////////////////////////////////////////////////////
2083 //                                               2075 //
2084 G4double G4TessellatedSolid::GetMinYExtent ()    2076 G4double G4TessellatedSolid::GetMinYExtent () const
2085 {                                                2077 {
2086   return fMinExtent.y();                         2078   return fMinExtent.y();
2087 }                                                2079 }
2088                                                  2080 
2089 /////////////////////////////////////////////    2081 ///////////////////////////////////////////////////////////////////////////////
2090 //                                               2082 //
2091 G4double G4TessellatedSolid::GetMaxYExtent ()    2083 G4double G4TessellatedSolid::GetMaxYExtent () const
2092 {                                                2084 {
2093   return fMaxExtent.y();                         2085   return fMaxExtent.y();
2094 }                                                2086 }
2095                                                  2087 
2096 /////////////////////////////////////////////    2088 ///////////////////////////////////////////////////////////////////////////////
2097 //                                               2089 //
2098 G4double G4TessellatedSolid::GetMinZExtent ()    2090 G4double G4TessellatedSolid::GetMinZExtent () const
2099 {                                                2091 {
2100   return fMinExtent.z();                         2092   return fMinExtent.z();
2101 }                                                2093 }
2102                                                  2094 
2103 /////////////////////////////////////////////    2095 ///////////////////////////////////////////////////////////////////////////////
2104 //                                               2096 //
2105 G4double G4TessellatedSolid::GetMaxZExtent ()    2097 G4double G4TessellatedSolid::GetMaxZExtent () const
2106 {                                                2098 {
2107   return fMaxExtent.z();                         2099   return fMaxExtent.z();
2108 }                                                2100 }
2109                                                  2101 
2110 /////////////////////////////////////////////    2102 ///////////////////////////////////////////////////////////////////////////////
2111 //                                               2103 //
2112 G4VisExtent G4TessellatedSolid::GetExtent ()     2104 G4VisExtent G4TessellatedSolid::GetExtent () const
2113 {                                                2105 {
2114   return { fMinExtent.x(), fMaxExtent.x(),    << 2106   return G4VisExtent (fMinExtent.x(), fMaxExtent.x(),
2115            fMinExtent.y(), fMaxExtent.y(),    << 2107                       fMinExtent.y(), fMaxExtent.y(),
2116            fMinExtent.z(), fMaxExtent.z() };  << 2108                       fMinExtent.z(), fMaxExtent.z());
2117 }                                                2109 }
2118                                                  2110 
2119 /////////////////////////////////////////////    2111 ///////////////////////////////////////////////////////////////////////////////
2120 //                                               2112 //
2121 G4double G4TessellatedSolid::GetCubicVolume (    2113 G4double G4TessellatedSolid::GetCubicVolume ()
2122 {                                                2114 {
2123   if (fCubicVolume != 0.) return fCubicVolume    2115   if (fCubicVolume != 0.) return fCubicVolume;
2124                                                  2116 
2125   // For explanation of the following algorit    2117   // For explanation of the following algorithm see:
2126   // https://en.wikipedia.org/wiki/Polyhedron    2118   // https://en.wikipedia.org/wiki/Polyhedron#Volume
2127   // http://wwwf.imperial.ac.uk/~rn/centroid.    2119   // http://wwwf.imperial.ac.uk/~rn/centroid.pdf
2128                                                  2120 
2129   std::size_t size = fFacets.size();             2121   std::size_t size = fFacets.size();
2130   for (std::size_t i = 0; i < size; ++i)         2122   for (std::size_t i = 0; i < size; ++i)
2131   {                                              2123   {
2132     G4VFacet &facet = *fFacets[i];               2124     G4VFacet &facet = *fFacets[i];
2133     G4double area = facet.GetArea();             2125     G4double area = facet.GetArea();
2134     G4ThreeVector unit_normal = facet.GetSurf    2126     G4ThreeVector unit_normal = facet.GetSurfaceNormal();
2135     fCubicVolume += area * (facet.GetVertex(0    2127     fCubicVolume += area * (facet.GetVertex(0).dot(unit_normal));
2136   }                                              2128   }
2137   fCubicVolume /= 3.;                            2129   fCubicVolume /= 3.;
2138   return fCubicVolume;                           2130   return fCubicVolume;
2139 }                                                2131 }
2140                                                  2132 
2141 /////////////////////////////////////////////    2133 ///////////////////////////////////////////////////////////////////////////////
2142 //                                               2134 //
2143 G4double G4TessellatedSolid::GetSurfaceArea (    2135 G4double G4TessellatedSolid::GetSurfaceArea ()
2144 {                                                2136 {
2145   if (fSurfaceArea != 0.) return fSurfaceArea    2137   if (fSurfaceArea != 0.) return fSurfaceArea;
2146                                                  2138 
2147   std::size_t size = fFacets.size();             2139   std::size_t size = fFacets.size();
2148   for (std::size_t i = 0; i < size; ++i)         2140   for (std::size_t i = 0; i < size; ++i)
2149   {                                              2141   {
2150     G4VFacet &facet = *fFacets[i];               2142     G4VFacet &facet = *fFacets[i];
2151     fSurfaceArea += facet.GetArea();             2143     fSurfaceArea += facet.GetArea();
2152   }                                              2144   }
2153   return fSurfaceArea;                           2145   return fSurfaceArea;
2154 }                                                2146 }
2155                                                  2147 
2156 /////////////////////////////////////////////    2148 ///////////////////////////////////////////////////////////////////////////////
2157 //                                               2149 //
2158 G4ThreeVector G4TessellatedSolid::GetPointOnS    2150 G4ThreeVector G4TessellatedSolid::GetPointOnSurface() const
2159 {                                                2151 {
2160   // Select randomly a facet and return a ran    2152   // Select randomly a facet and return a random point on it
2161                                                  2153 
2162   auto i = (G4int) G4RandFlat::shoot(0., fFac << 2154   G4int i = (G4int) G4RandFlat::shoot(0., fFacets.size());
2163   return fFacets[i]->GetPointOnFace();           2155   return fFacets[i]->GetPointOnFace();
2164 }                                                2156 }
2165                                                  2157 
2166 /////////////////////////////////////////////    2158 ///////////////////////////////////////////////////////////////////////////////
2167 //                                               2159 //
2168 // SetRandomVectorSet                            2160 // SetRandomVectorSet
2169 //                                               2161 //
2170 // This is a set of predefined random vectors    2162 // This is a set of predefined random vectors (if that isn't a contradition
2171 // in terms!) used to generate rays from a us    2163 // in terms!) used to generate rays from a user-defined point.  The member
2172 // function Inside uses these to determine wh    2164 // function Inside uses these to determine whether the point is inside or
2173 // outside of the tessellated solid.  All vec    2165 // outside of the tessellated solid.  All vectors should be unit vectors.
2174 //                                               2166 //
2175 void G4TessellatedSolid::SetRandomVectors ()     2167 void G4TessellatedSolid::SetRandomVectors ()
2176 {                                                2168 {
2177   fRandir.resize(20);                            2169   fRandir.resize(20);
2178   fRandir[0]  =                                  2170   fRandir[0]  =
2179     G4ThreeVector(-0.9577428892113370, 0.2732    2171     G4ThreeVector(-0.9577428892113370, 0.2732676269591740, 0.0897405271949221);
2180   fRandir[1]  =                                  2172   fRandir[1]  =
2181     G4ThreeVector(-0.8331264504940770,-0.5162    2173     G4ThreeVector(-0.8331264504940770,-0.5162067214954600,-0.1985722492445700);
2182   fRandir[2]  =                                  2174   fRandir[2]  =
2183     G4ThreeVector(-0.1516671651108820, 0.9666    2175     G4ThreeVector(-0.1516671651108820, 0.9666292616127460, 0.2064580868390110);
2184   fRandir[3]  =                                  2176   fRandir[3]  =
2185     G4ThreeVector( 0.6570250350323190,-0.6944    2177     G4ThreeVector( 0.6570250350323190,-0.6944539025883300, 0.2933460081893360);
2186   fRandir[4]  =                                  2178   fRandir[4]  =
2187     G4ThreeVector(-0.4820456281280320,-0.6331    2179     G4ThreeVector(-0.4820456281280320,-0.6331060000098690,-0.6056474264406270);
2188   fRandir[5]  =                                  2180   fRandir[5]  =
2189     G4ThreeVector( 0.7629032554236800 , 0.101    2181     G4ThreeVector( 0.7629032554236800 , 0.1016854697539910,-0.6384658864065180);
2190   fRandir[6]  =                                  2182   fRandir[6]  =
2191     G4ThreeVector( 0.7689540409061150, 0.5034    2183     G4ThreeVector( 0.7689540409061150, 0.5034929891988220, 0.3939600142169160);
2192   fRandir[7]  =                                  2184   fRandir[7]  =
2193     G4ThreeVector( 0.5765188359255740, 0.5997    2185     G4ThreeVector( 0.5765188359255740, 0.5997271636278330,-0.5549354566343150);
2194   fRandir[8]  =                                  2186   fRandir[8]  =
2195     G4ThreeVector( 0.6660632777862070,-0.6362    2187     G4ThreeVector( 0.6660632777862070,-0.6362809868288380, 0.3892379937580790);
2196   fRandir[9]  =                                  2188   fRandir[9]  =
2197     G4ThreeVector( 0.3824415020414780, 0.6541    2189     G4ThreeVector( 0.3824415020414780, 0.6541792713761380,-0.6525243125110690);
2198   fRandir[10] =                                  2190   fRandir[10] =
2199     G4ThreeVector(-0.5107726564526760, 0.6020    2191     G4ThreeVector(-0.5107726564526760, 0.6020905056811610, 0.6136760679616570);
2200   fRandir[11] =                                  2192   fRandir[11] =
2201     G4ThreeVector( 0.7459135439578050, 0.6618    2193     G4ThreeVector( 0.7459135439578050, 0.6618796061649330, 0.0743530220183488);
2202   fRandir[12] =                                  2194   fRandir[12] =
2203     G4ThreeVector( 0.1536405855311580, 0.8117    2195     G4ThreeVector( 0.1536405855311580, 0.8117477913978260,-0.5634359711967240);
2204   fRandir[13] =                                  2196   fRandir[13] =
2205     G4ThreeVector( 0.0744395301705579,-0.8707    2197     G4ThreeVector( 0.0744395301705579,-0.8707110101772920,-0.4861286795736560);
2206   fRandir[14] =                                  2198   fRandir[14] =
2207     G4ThreeVector(-0.1665874645185400, 0.6018    2199     G4ThreeVector(-0.1665874645185400, 0.6018553940549240,-0.7810369397872780);
2208   fRandir[15] =                                  2200   fRandir[15] =
2209     G4ThreeVector( 0.7766902003633100, 0.6014    2201     G4ThreeVector( 0.7766902003633100, 0.6014617505959970,-0.1870724331097450);
2210   fRandir[16] =                                  2202   fRandir[16] =
2211     G4ThreeVector(-0.8710128685847430,-0.1434    2203     G4ThreeVector(-0.8710128685847430,-0.1434320216603030,-0.4698551243971010);
2212   fRandir[17] =                                  2204   fRandir[17] =
2213     G4ThreeVector( 0.8901082092766820,-0.4388    2205     G4ThreeVector( 0.8901082092766820,-0.4388411398893870, 0.1229871120030100);
2214   fRandir[18] =                                  2206   fRandir[18] =
2215     G4ThreeVector(-0.6430417431544370,-0.3295    2207     G4ThreeVector(-0.6430417431544370,-0.3295938228697690, 0.6912779675984150);
2216   fRandir[19] =                                  2208   fRandir[19] =
2217     G4ThreeVector( 0.6331124368380410, 0.6306    2209     G4ThreeVector( 0.6331124368380410, 0.6306211461665000, 0.4488714875425340);
2218                                                  2210 
2219   fMaxTries = 20;                                2211   fMaxTries = 20;
2220 }                                                2212 }
2221                                                  2213 
2222 /////////////////////////////////////////////    2214 ///////////////////////////////////////////////////////////////////////////////
2223 //                                               2215 //
2224 G4int G4TessellatedSolid::AllocatedMemoryWith    2216 G4int G4TessellatedSolid::AllocatedMemoryWithoutVoxels()
2225 {                                                2217 {
2226   G4int base = sizeof(*this);                    2218   G4int base = sizeof(*this);
2227   base += fVertexList.capacity() * sizeof(G4T    2219   base += fVertexList.capacity() * sizeof(G4ThreeVector);
2228   base += fRandir.capacity() * sizeof(G4Three    2220   base += fRandir.capacity() * sizeof(G4ThreeVector);
2229                                                  2221 
2230   std::size_t limit = fFacets.size();            2222   std::size_t limit = fFacets.size();
2231   for (std::size_t i = 0; i < limit; ++i)        2223   for (std::size_t i = 0; i < limit; ++i)
2232   {                                              2224   {
2233     G4VFacet& facet = *fFacets[i];               2225     G4VFacet& facet = *fFacets[i];
2234     base += facet.AllocatedMemory();             2226     base += facet.AllocatedMemory();
2235   }                                              2227   }
2236                                                  2228 
2237   for (const auto & fExtremeFacet : fExtremeF << 2229   for (auto it = fExtremeFacets.cbegin(); it != fExtremeFacets.cend(); ++it)
2238   {                                              2230   {
2239     G4VFacet &facet = *fExtremeFacet;         << 2231     G4VFacet &facet = *(*it);
2240     base += facet.AllocatedMemory();             2232     base += facet.AllocatedMemory();
2241   }                                              2233   }
2242   return base;                                   2234   return base;
2243 }                                                2235 }
2244                                                  2236 
2245 /////////////////////////////////////////////    2237 ///////////////////////////////////////////////////////////////////////////////
2246 //                                               2238 //
2247 G4int G4TessellatedSolid::AllocatedMemory()      2239 G4int G4TessellatedSolid::AllocatedMemory()
2248 {                                                2240 {
2249   G4int size = AllocatedMemoryWithoutVoxels()    2241   G4int size = AllocatedMemoryWithoutVoxels();
2250   G4int sizeInsides = fInsides.GetNbytes();      2242   G4int sizeInsides = fInsides.GetNbytes();
2251   G4int sizeVoxels = fVoxels.AllocatedMemory(    2243   G4int sizeVoxels = fVoxels.AllocatedMemory();
2252   size += sizeInsides + sizeVoxels;              2244   size += sizeInsides + sizeVoxels;
2253   return size;                                   2245   return size;
2254 }                                                2246 }
2255                                                  2247 
2256 #endif                                           2248 #endif
2257                                                  2249