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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 // $Id: G4TessellatedSolid.cc 79565 2014-03-07 09:21:17Z gcosmo $ 28 // 28 // 29 // 31.10.2004, P R Truscott, QinetiQ Ltd, UK - << 29 // %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% 30 // 17.09.2007, P R Truscott, QinetiQ Ltd & Ric << 30 // >> 31 // CHANGE HISTORY >> 32 // -------------- >> 33 // 12 October 2012, M Gayer, CERN, complete rewrite reducing memory >> 34 // requirements more than 50% and speedup by a factor of >> 35 // tens or more depending on the number of facets, thanks >> 36 // to voxelization of surface and improvements. >> 37 // Speedup factor of thousands for solids with number of >> 38 // facets in hundreds of thousands. >> 39 // >> 40 // 22 August 2011, I Hrivnacova, Orsay, fix in DistanceToOut(p) and >> 41 // DistanceToIn(p) to exactly compute distance from facet >> 42 // avoiding use of 'outgoing' flag shortcut variant. >> 43 // >> 44 // 04 August 2011, T Nikitina, CERN, added SetReferences() to >> 45 // CreatePolyhedron() for Visualization of Boolean Operations >> 46 // >> 47 // 12 April 2010, P R Truscott, QinetiQ, bug fixes to treat optical >> 48 // photon transport, in particular internal reflection >> 49 // at surface. >> 50 // >> 51 // 14 November 2007, P R Truscott, QinetiQ & Stan Seibert, U Texas >> 52 // Bug fixes to CalculateExtent >> 53 // >> 54 // 17 September 2007, P R Truscott, QinetiQ Ltd & Richard Holmberg 31 // Updated extensively prio 55 // Updated extensively prior to this date to deal with 32 // concaved tessellated sur 56 // concaved tessellated surfaces, based on the algorithm 33 // of Richard Holmberg. Th 57 // of Richard Holmberg. This had been slightly modified 34 // to determine with inside 58 // to determine with inside the geometry by projecting 35 // random rays from the poi 59 // random rays from the point provided. Now random rays 36 // are predefined rather th 60 // are predefined rather than making use of random 37 // number generator at run- 61 // number generator at run-time. 38 // 12.10.2012, M Gayer, CERN, complete rewrite << 62 // 39 // requirements more than 5 << 63 // 22 November 2005, F Lei 40 // tens or more depending o << 64 // - Changed ::DescribeYourselfTo(), line 464 41 // to voxelization of surfa << 65 // - added GetPolyHedron() 42 // Speedup factor of thousa << 66 // 43 // facets in hundreds of th << 67 // 31 October 2004, P R Truscott, QinetiQ Ltd, UK 44 // 23.10.2016, E Tcherniaev, reimplemented Cal << 68 // - Created. 45 // use of G4BoundingEnvelop << 69 // 46 // ------------------------------------------- << 70 // %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% 47 << 48 #include "G4TessellatedSolid.hh" << 49 << 50 #if !defined(G4GEOM_USE_UTESSELLATEDSOLID) << 51 71 52 #include <algorithm> << 53 #include <fstream> << 54 #include <iomanip> << 55 #include <iostream> 72 #include <iostream> 56 #include <list> << 57 #include <random> << 58 #include <stack> 73 #include <stack> >> 74 #include <iostream> >> 75 #include <iomanip> >> 76 #include <fstream> >> 77 #include <algorithm> >> 78 #include <list> >> 79 >> 80 #include "G4TessellatedSolid.hh" 59 81 60 #include "geomdefs.hh" 82 #include "geomdefs.hh" 61 #include "Randomize.hh" 83 #include "Randomize.hh" 62 #include "G4SystemOfUnits.hh" 84 #include "G4SystemOfUnits.hh" 63 #include "G4PhysicalConstants.hh" 85 #include "G4PhysicalConstants.hh" 64 #include "G4GeometryTolerance.hh" 86 #include "G4GeometryTolerance.hh" >> 87 #include "G4VFacet.hh" 65 #include "G4VoxelLimits.hh" 88 #include "G4VoxelLimits.hh" 66 #include "G4AffineTransform.hh" 89 #include "G4AffineTransform.hh" 67 #include "G4BoundingEnvelope.hh" << 68 90 >> 91 #include "G4PolyhedronArbitrary.hh" 69 #include "G4VGraphicsScene.hh" 92 #include "G4VGraphicsScene.hh" 70 #include "G4VisExtent.hh" 93 #include "G4VisExtent.hh" 71 94 72 #include "G4AutoLock.hh" << 73 << 74 namespace << 75 { << 76 G4Mutex polyhedronMutex = G4MUTEX_INITIALIZE << 77 } << 78 << 79 using namespace std; 95 using namespace std; 80 96 81 ////////////////////////////////////////////// 97 /////////////////////////////////////////////////////////////////////////////// 82 // 98 // 83 // Standard contructor has blank name and defi 99 // Standard contructor has blank name and defines no fFacets. 84 // 100 // 85 G4TessellatedSolid::G4TessellatedSolid () : G4 101 G4TessellatedSolid::G4TessellatedSolid () : G4VSolid("dummy") 86 { 102 { 87 Initialize(); 103 Initialize(); 88 } 104 } 89 105 90 ////////////////////////////////////////////// 106 /////////////////////////////////////////////////////////////////////////////// 91 // 107 // 92 // Alternative constructor. Simple define name 108 // Alternative constructor. Simple define name and geometry type - no fFacets 93 // to detine. 109 // to detine. 94 // 110 // 95 G4TessellatedSolid::G4TessellatedSolid (const << 111 G4TessellatedSolid::G4TessellatedSolid (const G4String &name) 96 : G4VSolid(name) 112 : G4VSolid(name) 97 { 113 { 98 Initialize(); 114 Initialize(); 99 } 115 } 100 116 101 ////////////////////////////////////////////// 117 /////////////////////////////////////////////////////////////////////////////// 102 // 118 // 103 // Fake default constructor - sets only member 119 // Fake default constructor - sets only member data and allocates memory 104 // for usage restri 120 // for usage restricted to object persistency. 105 // 121 // 106 G4TessellatedSolid::G4TessellatedSolid( __void 122 G4TessellatedSolid::G4TessellatedSolid( __void__& a) : G4VSolid(a) 107 { 123 { 108 Initialize(); 124 Initialize(); 109 fMinExtent.set(0,0,0); 125 fMinExtent.set(0,0,0); 110 fMaxExtent.set(0,0,0); 126 fMaxExtent.set(0,0,0); 111 } 127 } 112 128 113 129 114 ////////////////////////////////////////////// 130 /////////////////////////////////////////////////////////////////////////////// 115 G4TessellatedSolid::~G4TessellatedSolid() << 131 G4TessellatedSolid::~G4TessellatedSolid () 116 { 132 { 117 DeleteObjects(); << 133 DeleteObjects (); 118 } 134 } 119 135 120 ////////////////////////////////////////////// 136 /////////////////////////////////////////////////////////////////////////////// 121 // 137 // 122 // Copy constructor. 138 // Copy constructor. 123 // 139 // 124 G4TessellatedSolid::G4TessellatedSolid (const << 140 G4TessellatedSolid::G4TessellatedSolid (const G4TessellatedSolid &ts) 125 : G4VSolid(ts) << 141 : G4VSolid(ts), fpPolyhedron(0) 126 { 142 { 127 Initialize(); 143 Initialize(); 128 144 129 CopyObjects(ts); 145 CopyObjects(ts); 130 } 146 } 131 147 132 ////////////////////////////////////////////// 148 /////////////////////////////////////////////////////////////////////////////// 133 // 149 // 134 // Assignment operator. 150 // Assignment operator. 135 // 151 // 136 G4TessellatedSolid& 152 G4TessellatedSolid& 137 G4TessellatedSolid::operator= (const G4Tessell 153 G4TessellatedSolid::operator= (const G4TessellatedSolid &ts) 138 { 154 { 139 if (&ts == this) return *this; 155 if (&ts == this) return *this; 140 156 141 // Copy base class data 157 // Copy base class data 142 G4VSolid::operator=(ts); 158 G4VSolid::operator=(ts); 143 159 144 DeleteObjects (); 160 DeleteObjects (); 145 161 146 Initialize(); 162 Initialize(); 147 163 148 CopyObjects (ts); 164 CopyObjects (ts); 149 165 150 return *this; 166 return *this; 151 } 167 } 152 168 153 ////////////////////////////////////////////// 169 /////////////////////////////////////////////////////////////////////////////// 154 // 170 // 155 void G4TessellatedSolid::Initialize() 171 void G4TessellatedSolid::Initialize() 156 { 172 { 157 kCarToleranceHalf = 0.5*kCarTolerance; 173 kCarToleranceHalf = 0.5*kCarTolerance; 158 174 159 fRebuildPolyhedron = false; fpPolyhedron = n << 175 fpPolyhedron = 0; fCubicVolume = 0.; fSurfaceArea = 0.; 160 fCubicVolume = 0.; fSurfaceArea = 0.; << 161 176 162 fGeometryType = "G4TessellatedSolid"; 177 fGeometryType = "G4TessellatedSolid"; 163 fSolidClosed = false; 178 fSolidClosed = false; 164 179 165 fMinExtent.set(kInfinity,kInfinity,kInfinity 180 fMinExtent.set(kInfinity,kInfinity,kInfinity); 166 fMaxExtent.set(-kInfinity,-kInfinity,-kInfin 181 fMaxExtent.set(-kInfinity,-kInfinity,-kInfinity); 167 182 168 SetRandomVectors(); 183 SetRandomVectors(); 169 } 184 } 170 185 171 ////////////////////////////////////////////// 186 /////////////////////////////////////////////////////////////////////////////// 172 // 187 // 173 void G4TessellatedSolid::DeleteObjects() << 188 void G4TessellatedSolid::DeleteObjects () 174 { 189 { 175 std::size_t size = fFacets.size(); << 190 G4int size = fFacets.size(); 176 for (std::size_t i = 0; i < size; ++i) { de << 191 for (G4int i = 0; i < size; ++i) { delete fFacets[i]; } 177 fFacets.clear(); 192 fFacets.clear(); 178 delete fpPolyhedron; fpPolyhedron = nullptr; << 179 } 193 } 180 194 181 ////////////////////////////////////////////// 195 /////////////////////////////////////////////////////////////////////////////// 182 // 196 // 183 void G4TessellatedSolid::CopyObjects (const G4 197 void G4TessellatedSolid::CopyObjects (const G4TessellatedSolid &ts) 184 { 198 { 185 G4ThreeVector reductionRatio; 199 G4ThreeVector reductionRatio; 186 G4int fmaxVoxels = fVoxels.GetMaxVoxels(redu 200 G4int fmaxVoxels = fVoxels.GetMaxVoxels(reductionRatio); 187 if (fmaxVoxels < 0) 201 if (fmaxVoxels < 0) 188 fVoxels.SetMaxVoxels(reductionRatio); 202 fVoxels.SetMaxVoxels(reductionRatio); 189 else 203 else 190 fVoxels.SetMaxVoxels(fmaxVoxels); 204 fVoxels.SetMaxVoxels(fmaxVoxels); 191 205 192 G4int n = ts.GetNumberOfFacets(); 206 G4int n = ts.GetNumberOfFacets(); 193 for (G4int i = 0; i < n; ++i) 207 for (G4int i = 0; i < n; ++i) 194 { 208 { 195 G4VFacet *facetClone = (ts.GetFacet(i))->G 209 G4VFacet *facetClone = (ts.GetFacet(i))->GetClone(); 196 AddFacet(facetClone); 210 AddFacet(facetClone); 197 } 211 } 198 if (ts.GetSolidClosed()) SetSolidClosed(true 212 if (ts.GetSolidClosed()) SetSolidClosed(true); 199 } 213 } 200 214 201 ////////////////////////////////////////////// 215 /////////////////////////////////////////////////////////////////////////////// 202 // 216 // 203 // Add a facet to the facet list. 217 // Add a facet to the facet list. 204 // Note that you can add, but you cannot delet 218 // Note that you can add, but you cannot delete. 205 // 219 // 206 G4bool G4TessellatedSolid::AddFacet (G4VFacet* << 220 G4bool G4TessellatedSolid::AddFacet (G4VFacet *aFacet) 207 { 221 { 208 // Add the facet to the vector. 222 // Add the facet to the vector. 209 // 223 // 210 if (fSolidClosed) 224 if (fSolidClosed) 211 { 225 { 212 G4Exception("G4TessellatedSolid::AddFacet( 226 G4Exception("G4TessellatedSolid::AddFacet()", "GeomSolids1002", 213 JustWarning, "Attempt to add f 227 JustWarning, "Attempt to add facets when solid is closed."); 214 return false; 228 return false; 215 } 229 } 216 else if (aFacet->IsDefined()) 230 else if (aFacet->IsDefined()) 217 { 231 { 218 set<G4VertexInfo,G4VertexComparator>::iter 232 set<G4VertexInfo,G4VertexComparator>::iterator begin 219 = fFacetList.begin(), end = fFacetList.e 233 = fFacetList.begin(), end = fFacetList.end(), pos, it; 220 G4ThreeVector p = aFacet->GetCircumcentre( 234 G4ThreeVector p = aFacet->GetCircumcentre(); 221 G4VertexInfo value; 235 G4VertexInfo value; 222 value.id = (G4int)fFacetList.size(); << 236 value.id = fFacetList.size(); 223 value.mag2 = p.x() + p.y() + p.z(); 237 value.mag2 = p.x() + p.y() + p.z(); 224 238 225 G4bool found = false; 239 G4bool found = false; 226 if (!OutsideOfExtent(p, kCarTolerance)) 240 if (!OutsideOfExtent(p, kCarTolerance)) 227 { 241 { 228 G4double kCarTolerance3 = 3 * kCarTolera 242 G4double kCarTolerance3 = 3 * kCarTolerance; 229 pos = fFacetList.lower_bound(value); 243 pos = fFacetList.lower_bound(value); 230 244 231 it = pos; 245 it = pos; 232 while (!found && it != end) // Loop c << 246 while (!found && it != end) 233 { 247 { 234 G4int id = (*it).id; 248 G4int id = (*it).id; 235 G4VFacet *facet = fFacets[id]; 249 G4VFacet *facet = fFacets[id]; 236 G4ThreeVector q = facet->GetCircumcent 250 G4ThreeVector q = facet->GetCircumcentre(); 237 if ((found = (facet == aFacet))) break 251 if ((found = (facet == aFacet))) break; 238 G4double dif = q.x() + q.y() + q.z() - 252 G4double dif = q.x() + q.y() + q.z() - value.mag2; 239 if (dif > kCarTolerance3) break; 253 if (dif > kCarTolerance3) break; 240 it++; 254 it++; 241 } 255 } 242 256 243 if (fFacets.size() > 1) 257 if (fFacets.size() > 1) 244 { 258 { 245 it = pos; 259 it = pos; 246 while (!found && it != begin) // Lo << 260 while (!found && it != begin) 247 { 261 { 248 --it; 262 --it; 249 G4int id = (*it).id; 263 G4int id = (*it).id; 250 G4VFacet *facet = fFacets[id]; << 264 G4VFacet *facet = fFacets[id]; 251 G4ThreeVector q = facet->GetCircumce 265 G4ThreeVector q = facet->GetCircumcentre(); 252 found = (facet == aFacet); 266 found = (facet == aFacet); 253 if (found) break; 267 if (found) break; 254 G4double dif = value.mag2 - (q.x() + 268 G4double dif = value.mag2 - (q.x() + q.y() + q.z()); 255 if (dif > kCarTolerance3) break; 269 if (dif > kCarTolerance3) break; 256 } 270 } 257 } 271 } 258 } 272 } 259 273 260 if (!found) 274 if (!found) 261 { 275 { 262 fFacets.push_back(aFacet); 276 fFacets.push_back(aFacet); 263 fFacetList.insert(value); 277 fFacetList.insert(value); 264 } 278 } >> 279 265 return true; 280 return true; 266 } 281 } 267 else 282 else 268 { 283 { 269 G4Exception("G4TessellatedSolid::AddFacet( 284 G4Exception("G4TessellatedSolid::AddFacet()", "GeomSolids1002", 270 JustWarning, "Attempt to add f << 285 JustWarning, "Attempt to add facet not properly defined."); 271 aFacet->StreamInfo(G4cout); 286 aFacet->StreamInfo(G4cout); 272 return false; 287 return false; 273 } 288 } 274 } 289 } 275 290 276 ////////////////////////////////////////////// 291 /////////////////////////////////////////////////////////////////////////////// 277 // 292 // 278 G4int G4TessellatedSolid::SetAllUsingStack(con << 293 G4int G4TessellatedSolid::SetAllUsingStack(const std::vector<G4int> &voxel, 279 con << 294 const std::vector<G4int> &max, 280 G4b << 295 G4bool status, G4SurfBits &checked) 281 { 296 { 282 vector<G4int> xyz = voxel; 297 vector<G4int> xyz = voxel; 283 stack<vector<G4int> > pos; 298 stack<vector<G4int> > pos; 284 pos.push(xyz); 299 pos.push(xyz); 285 G4int filled = 0; 300 G4int filled = 0; >> 301 G4int cc = 0, nz = 0; 286 302 287 vector<G4int> candidates; 303 vector<G4int> candidates; 288 304 289 while (!pos.empty()) // Loop checking, 13 << 305 while (!pos.empty()) 290 { 306 { 291 xyz = pos.top(); 307 xyz = pos.top(); 292 pos.pop(); 308 pos.pop(); 293 G4int index = fVoxels.GetVoxelsIndex(xyz); 309 G4int index = fVoxels.GetVoxelsIndex(xyz); 294 if (!checked[index]) 310 if (!checked[index]) 295 { 311 { 296 checked.SetBitNumber(index, true); 312 checked.SetBitNumber(index, true); >> 313 cc++; 297 314 298 if (fVoxels.IsEmpty(index)) 315 if (fVoxels.IsEmpty(index)) 299 { 316 { 300 ++filled; << 317 filled++; 301 318 302 fInsides.SetBitNumber(index, status); 319 fInsides.SetBitNumber(index, status); 303 320 304 for (auto i = 0; i <= 2; ++i) << 321 for (G4int i = 0; i <= 2; ++i) 305 { 322 { 306 if (xyz[i] < max[i] - 1) 323 if (xyz[i] < max[i] - 1) 307 { 324 { 308 xyz[i]++; 325 xyz[i]++; 309 pos.push(xyz); 326 pos.push(xyz); 310 xyz[i]--; 327 xyz[i]--; 311 } 328 } 312 329 313 if (xyz[i] > 0) 330 if (xyz[i] > 0) 314 { 331 { 315 xyz[i]--; 332 xyz[i]--; 316 pos.push(xyz); 333 pos.push(xyz); 317 xyz[i]++; 334 xyz[i]++; 318 } 335 } 319 } 336 } 320 } 337 } >> 338 else >> 339 { >> 340 nz++; >> 341 } 321 } 342 } 322 } 343 } 323 return filled; 344 return filled; 324 } 345 } 325 346 326 ////////////////////////////////////////////// 347 /////////////////////////////////////////////////////////////////////////////// 327 // 348 // 328 void G4TessellatedSolid::PrecalculateInsides() 349 void G4TessellatedSolid::PrecalculateInsides() 329 { 350 { 330 vector<G4int> voxel(3), maxVoxels(3); 351 vector<G4int> voxel(3), maxVoxels(3); 331 for (auto i = 0; i <= 2; ++i) << 352 for (G4int i = 0; i <= 2; ++i) maxVoxels[i] = fVoxels.GetBoundary(i).size(); 332 maxVoxels[i] = (G4int)fVoxels.GetBoundary( << 333 G4int size = maxVoxels[0] * maxVoxels[1] * m 353 G4int size = maxVoxels[0] * maxVoxels[1] * maxVoxels[2]; 334 354 335 G4SurfBits checked(size-1); 355 G4SurfBits checked(size-1); 336 fInsides.Clear(); 356 fInsides.Clear(); 337 fInsides.ResetBitNumber(size-1); 357 fInsides.ResetBitNumber(size-1); 338 358 339 G4ThreeVector point; 359 G4ThreeVector point; 340 for (voxel[2] = 0; voxel[2] < maxVoxels[2] - 360 for (voxel[2] = 0; voxel[2] < maxVoxels[2] - 1; ++voxel[2]) 341 { 361 { 342 for (voxel[1] = 0; voxel[1] < maxVoxels[1] 362 for (voxel[1] = 0; voxel[1] < maxVoxels[1] - 1; ++voxel[1]) 343 { 363 { 344 for (voxel[0] = 0; voxel[0] < maxVoxels[ 364 for (voxel[0] = 0; voxel[0] < maxVoxels[0] - 1; ++voxel[0]) 345 { 365 { 346 G4int index = fVoxels.GetVoxelsIndex(v 366 G4int index = fVoxels.GetVoxelsIndex(voxel); 347 if (!checked[index] && fVoxels.IsEmpty 367 if (!checked[index] && fVoxels.IsEmpty(index)) 348 { 368 { 349 for (auto i = 0; i <= 2; ++i) << 369 for (G4int i = 0; i <= 2; ++i) point[i] = fVoxels.GetBoundary(i)[voxel[i]]; 350 { << 370 G4bool inside = (G4bool) (InsideNoVoxels(point) == kInside); 351 point[i] = fVoxels.GetBoundary(i)[ << 352 } << 353 auto inside = (G4bool) (InsideNoVoxe << 354 SetAllUsingStack(voxel, maxVoxels, i 371 SetAllUsingStack(voxel, maxVoxels, inside, checked); 355 } 372 } 356 else checked.SetBitNumber(index); 373 else checked.SetBitNumber(index); 357 } 374 } 358 } 375 } 359 } 376 } 360 } 377 } 361 378 362 ////////////////////////////////////////////// 379 /////////////////////////////////////////////////////////////////////////////// 363 // 380 // 364 void G4TessellatedSolid::Voxelize () 381 void G4TessellatedSolid::Voxelize () 365 { 382 { 366 #ifdef G4SPECSDEBUG 383 #ifdef G4SPECSDEBUG 367 G4cout << "Voxelizing..." << G4endl; 384 G4cout << "Voxelizing..." << G4endl; 368 #endif 385 #endif 369 fVoxels.Voxelize(fFacets); 386 fVoxels.Voxelize(fFacets); 370 387 371 if (fVoxels.Empty().GetNbits() != 0u) << 388 if (fVoxels.Empty().GetNbits()) 372 { 389 { 373 #ifdef G4SPECSDEBUG 390 #ifdef G4SPECSDEBUG 374 G4cout << "Precalculating Insides..." << G 391 G4cout << "Precalculating Insides..." << G4endl; 375 #endif 392 #endif 376 PrecalculateInsides(); 393 PrecalculateInsides(); 377 } 394 } 378 } 395 } 379 396 380 ////////////////////////////////////////////// 397 /////////////////////////////////////////////////////////////////////////////// 381 // 398 // 382 // Compute extremeFacets, i.e. find those face 399 // Compute extremeFacets, i.e. find those facets that have surface 383 // planes that bound the volume. 400 // planes that bound the volume. 384 // Note that this is going to reject concaved 401 // Note that this is going to reject concaved surfaces as being extreme. Also 385 // note that if the vertex is on the facet, di 402 // note that if the vertex is on the facet, displacement is zero, so IsInside 386 // returns true. So will this work?? Need non 403 // returns true. So will this work?? Need non-equality 387 // "G4bool inside = displacement < 0.0;" 404 // "G4bool inside = displacement < 0.0;" 388 // or 405 // or 389 // "G4bool inside = displacement <= -0.5*kCarT << 406 // "G4bool inside = displacement <= -0.5*kCarTolerance" 390 // (Notes from PT 13/08/2007). 407 // (Notes from PT 13/08/2007). 391 // 408 // 392 void G4TessellatedSolid::SetExtremeFacets() 409 void G4TessellatedSolid::SetExtremeFacets() 393 { 410 { 394 // Copy vertices to local array << 411 G4int size = fFacets.size(); 395 std::size_t vsize = fVertexList.size(); << 412 for (G4int j = 0; j < size; ++j) 396 std::vector<G4ThreeVector> vertices(vsize); << 397 for (std::size_t i = 0; i < vsize; ++i) { ve << 398 << 399 // Shuffle vertices << 400 std::mt19937 gen(12345678); << 401 std::shuffle(vertices.begin(), vertices.end( << 402 << 403 // Select six extreme vertices in different << 404 G4ThreeVector points[6]; << 405 for (auto & point : points) { point = vertic << 406 for (std::size_t i=1; i < vsize; ++i) << 407 { << 408 if (vertices[i].x() < points[0].x()) point << 409 if (vertices[i].x() > points[1].x()) point << 410 if (vertices[i].y() < points[2].y()) point << 411 if (vertices[i].y() > points[3].y()) point << 412 if (vertices[i].z() < points[4].z()) point << 413 if (vertices[i].z() > points[5].z()) point << 414 } << 415 << 416 // Find extreme facets << 417 std::size_t size = fFacets.size(); << 418 for (std::size_t j = 0; j < size; ++j) << 419 { 413 { 420 G4VFacet &facet = *fFacets[j]; 414 G4VFacet &facet = *fFacets[j]; 421 415 422 // Check extreme vertices << 423 if (!facet.IsInside(points[0])) continue; << 424 if (!facet.IsInside(points[1])) continue; << 425 if (!facet.IsInside(points[2])) continue; << 426 if (!facet.IsInside(points[3])) continue; << 427 if (!facet.IsInside(points[4])) continue; << 428 if (!facet.IsInside(points[5])) continue; << 429 << 430 // Check vertices << 431 G4bool isExtreme = true; 416 G4bool isExtreme = true; 432 for (std::size_t i=0; i < vsize; ++i) << 417 G4int vsize = fVertexList.size(); >> 418 for (G4int i=0; i < vsize; ++i) 433 { 419 { 434 if (!facet.IsInside(vertices[i])) << 420 if (!facet.IsInside(fVertexList[i])) 435 { 421 { 436 isExtreme = false; 422 isExtreme = false; 437 break; 423 break; 438 } 424 } 439 } 425 } 440 if (isExtreme) fExtremeFacets.insert(&face 426 if (isExtreme) fExtremeFacets.insert(&facet); 441 } 427 } 442 } 428 } 443 429 444 ////////////////////////////////////////////// 430 /////////////////////////////////////////////////////////////////////////////// 445 // 431 // 446 void G4TessellatedSolid::CreateVertexList() 432 void G4TessellatedSolid::CreateVertexList() 447 { 433 { 448 // The algorithm: 434 // The algorithm: 449 // we will have additional vertexListSorted, 435 // we will have additional vertexListSorted, where all the items will be 450 // sorted by magnitude of vertice vector. 436 // sorted by magnitude of vertice vector. 451 // New candidate for fVertexList - we will d 437 // New candidate for fVertexList - we will determine the position fo first 452 // item which would be within its magnitude 438 // item which would be within its magnitude - 0.5*kCarTolerance. 453 // We will go trough until we will reach > + 439 // We will go trough until we will reach > +0.5 kCarTolerance. 454 // Comparison (q-p).mag() < 0.5*kCarToleranc 440 // Comparison (q-p).mag() < 0.5*kCarTolerance will be made. 455 // They can be just stored in std::vector, w 441 // They can be just stored in std::vector, with custom insertion based 456 // on binary search. 442 // on binary search. 457 443 458 set<G4VertexInfo,G4VertexComparator> vertexL 444 set<G4VertexInfo,G4VertexComparator> vertexListSorted; 459 set<G4VertexInfo,G4VertexComparator>::iterat 445 set<G4VertexInfo,G4VertexComparator>::iterator begin 460 = vertexListSorted.begin(), end = vertexL 446 = vertexListSorted.begin(), end = vertexListSorted.end(), pos, it; 461 G4ThreeVector p; 447 G4ThreeVector p; 462 G4VertexInfo value; 448 G4VertexInfo value; 463 449 464 fVertexList.clear(); 450 fVertexList.clear(); 465 std::size_t size = fFacets.size(); << 451 G4int size = fFacets.size(); 466 452 467 G4double kCarTolerance24 = kCarTolerance * k 453 G4double kCarTolerance24 = kCarTolerance * kCarTolerance / 4.0; 468 G4double kCarTolerance3 = 3 * kCarTolerance; 454 G4double kCarTolerance3 = 3 * kCarTolerance; 469 vector<G4int> newIndex(100); 455 vector<G4int> newIndex(100); 470 << 456 471 for (std::size_t k = 0; k < size; ++k) << 457 for (G4int k = 0; k < size; ++k) 472 { 458 { 473 G4VFacet &facet = *fFacets[k]; 459 G4VFacet &facet = *fFacets[k]; 474 G4int max = facet.GetNumberOfVertices(); 460 G4int max = facet.GetNumberOfVertices(); 475 461 476 for (G4int i = 0; i < max; ++i) 462 for (G4int i = 0; i < max; ++i) 477 { 463 { 478 p = facet.GetVertex(i); 464 p = facet.GetVertex(i); 479 value.id = (G4int)fVertexList.size(); << 465 value.id = fVertexList.size(); 480 value.mag2 = p.x() + p.y() + p.z(); 466 value.mag2 = p.x() + p.y() + p.z(); 481 467 482 G4bool found = false; 468 G4bool found = false; 483 G4int id = 0; 469 G4int id = 0; 484 if (!OutsideOfExtent(p, kCarTolerance)) 470 if (!OutsideOfExtent(p, kCarTolerance)) 485 { 471 { 486 pos = vertexListSorted.lower_bound(val 472 pos = vertexListSorted.lower_bound(value); 487 it = pos; 473 it = pos; 488 while (it != end) // Loop checking, << 474 while (it != end) 489 { 475 { 490 id = (*it).id; 476 id = (*it).id; 491 G4ThreeVector q = fVertexList[id]; 477 G4ThreeVector q = fVertexList[id]; 492 G4double dif = (q-p).mag2(); 478 G4double dif = (q-p).mag2(); 493 found = (dif < kCarTolerance24); 479 found = (dif < kCarTolerance24); 494 if (found) break; 480 if (found) break; 495 dif = q.x() + q.y() + q.z() - value. 481 dif = q.x() + q.y() + q.z() - value.mag2; 496 if (dif > kCarTolerance3) break; 482 if (dif > kCarTolerance3) break; 497 ++it; << 483 it++; 498 } 484 } 499 485 500 if (!found && (fVertexList.size() > 1) 486 if (!found && (fVertexList.size() > 1)) 501 { 487 { 502 it = pos; 488 it = pos; 503 while (it != begin) // Loop check << 489 while (it != begin) 504 { 490 { 505 --it; 491 --it; 506 id = (*it).id; 492 id = (*it).id; 507 G4ThreeVector q = fVertexList[id]; 493 G4ThreeVector q = fVertexList[id]; 508 G4double dif = (q-p).mag2(); 494 G4double dif = (q-p).mag2(); 509 found = (dif < kCarTolerance24); 495 found = (dif < kCarTolerance24); 510 if (found) break; 496 if (found) break; 511 dif = value.mag2 - (q.x() + q.y() << 497 dif = value.mag2 - (q.x() + q.y() + q.z()); 512 if (dif > kCarTolerance3) break; 498 if (dif > kCarTolerance3) break; 513 } 499 } 514 } 500 } 515 } 501 } 516 502 517 if (!found) 503 if (!found) 518 { 504 { 519 #ifdef G4SPECSDEBUG << 505 #ifdef G4SPECSDEBUG 520 G4cout << p.x() << ":" << p.y() << ":" 506 G4cout << p.x() << ":" << p.y() << ":" << p.z() << G4endl; 521 G4cout << "Adding new vertex #" << i < 507 G4cout << "Adding new vertex #" << i << " of facet " << k 522 << " id " << value.id << G4endl 508 << " id " << value.id << G4endl; 523 G4cout << "===" << G4endl; << 509 G4cout << "===" << G4endl; 524 #endif 510 #endif 525 fVertexList.push_back(p); 511 fVertexList.push_back(p); 526 vertexListSorted.insert(value); 512 vertexListSorted.insert(value); 527 begin = vertexListSorted.begin(); 513 begin = vertexListSorted.begin(); 528 end = vertexListSorted.end(); 514 end = vertexListSorted.end(); 529 newIndex[i] = value.id; 515 newIndex[i] = value.id; 530 // 516 // 531 // Now update the maximum x, y and z l 517 // Now update the maximum x, y and z limits of the volume. 532 // 518 // 533 if (value.id == 0) fMinExtent = fMaxEx << 519 if (value.id == 0) fMinExtent = fMaxExtent = p; 534 else 520 else 535 { 521 { 536 if (p.x() > fMaxExtent.x()) fMaxExte 522 if (p.x() > fMaxExtent.x()) fMaxExtent.setX(p.x()); 537 else if (p.x() < fMinExtent.x()) fMi 523 else if (p.x() < fMinExtent.x()) fMinExtent.setX(p.x()); 538 if (p.y() > fMaxExtent.y()) fMaxExte 524 if (p.y() > fMaxExtent.y()) fMaxExtent.setY(p.y()); 539 else if (p.y() < fMinExtent.y()) fMi 525 else if (p.y() < fMinExtent.y()) fMinExtent.setY(p.y()); 540 if (p.z() > fMaxExtent.z()) fMaxExte 526 if (p.z() > fMaxExtent.z()) fMaxExtent.setZ(p.z()); 541 else if (p.z() < fMinExtent.z()) fMi 527 else if (p.z() < fMinExtent.z()) fMinExtent.setZ(p.z()); 542 } 528 } 543 } 529 } 544 else 530 else 545 { 531 { 546 #ifdef G4SPECSDEBUG << 532 #ifdef G4SPECSDEBUG 547 G4cout << p.x() << ":" << p.y() << ":" 533 G4cout << p.x() << ":" << p.y() << ":" << p.z() << G4endl; 548 G4cout << "Vertex #" << i << " of face 534 G4cout << "Vertex #" << i << " of facet " << k 549 << " found, redirecting to " << 535 << " found, redirecting to " << id << G4endl; 550 G4cout << "===" << G4endl; 536 G4cout << "===" << G4endl; 551 #endif 537 #endif 552 newIndex[i] = id; 538 newIndex[i] = id; 553 } 539 } 554 } 540 } 555 // only now it is possible to change verti 541 // only now it is possible to change vertices pointer 556 // 542 // 557 facet.SetVertices(&fVertexList); 543 facet.SetVertices(&fVertexList); 558 for (G4int i = 0; i < max; ++i) << 544 for (G4int i = 0; i < max; i++) 559 facet.SetVertexIndex(i,newIndex[i]); << 545 facet.SetVertexIndex(i,newIndex[i]); 560 } 546 } 561 vector<G4ThreeVector>(fVertexList).swap(fVer 547 vector<G4ThreeVector>(fVertexList).swap(fVertexList); 562 << 548 563 #ifdef G4SPECSDEBUG 549 #ifdef G4SPECSDEBUG 564 G4double previousValue = 0.; << 550 G4double previousValue = 0; 565 for (auto res=vertexListSorted.cbegin(); res << 551 for (set<G4VertexInfo,G4VertexComparator>::iterator res= >> 552 vertexListSorted.begin(); res!=vertexListSorted.end(); ++res) 566 { 553 { 567 G4int id = (*res).id; 554 G4int id = (*res).id; 568 G4ThreeVector vec = fVertexList[id]; 555 G4ThreeVector vec = fVertexList[id]; 569 G4double mvalue = vec.x() + vec.y() + vec. 556 G4double mvalue = vec.x() + vec.y() + vec.z(); 570 if (previousValue && (previousValue - 1e-9 557 if (previousValue && (previousValue - 1e-9 > mvalue)) 571 G4cout << "Error in CreateVertexList: pr << 558 G4cout << "Error in CreateVertexList: previousValue " << previousValue 572 << " is smaller than mvalue " << 559 << " is smaller than mvalue " << mvalue << G4endl; 573 previousValue = mvalue; 560 previousValue = mvalue; 574 } 561 } 575 #endif 562 #endif 576 } 563 } 577 564 578 ////////////////////////////////////////////// 565 /////////////////////////////////////////////////////////////////////////////// 579 // 566 // 580 void G4TessellatedSolid::DisplayAllocatedMemor 567 void G4TessellatedSolid::DisplayAllocatedMemory() 581 { 568 { 582 G4int without = AllocatedMemoryWithoutVoxels 569 G4int without = AllocatedMemoryWithoutVoxels(); 583 G4int with = AllocatedMemory(); 570 G4int with = AllocatedMemory(); 584 G4double ratio = (G4double) with / without; 571 G4double ratio = (G4double) with / without; 585 G4cout << "G4TessellatedSolid - Allocated me 572 G4cout << "G4TessellatedSolid - Allocated memory without voxel overhead " 586 << without << "; with " << with << "; << 573 << without << "; with " << with << "; ratio: " << ratio << G4endl; 587 } 574 } 588 575 589 ////////////////////////////////////////////// 576 /////////////////////////////////////////////////////////////////////////////// 590 // 577 // 591 void G4TessellatedSolid::SetSolidClosed (const 578 void G4TessellatedSolid::SetSolidClosed (const G4bool t) 592 { 579 { 593 if (t) 580 if (t) 594 { 581 { 595 #ifdef G4SPECSDEBUG << 582 #ifdef G4SPECSDEBUG 596 G4cout << "Creating vertex list..." << G4e 583 G4cout << "Creating vertex list..." << G4endl; 597 #endif 584 #endif 598 CreateVertexList(); 585 CreateVertexList(); 599 586 600 #ifdef G4SPECSDEBUG << 587 #ifdef G4SPECSDEBUG 601 G4cout << "Setting extreme facets..." << G 588 G4cout << "Setting extreme facets..." << G4endl; 602 #endif 589 #endif 603 SetExtremeFacets(); 590 SetExtremeFacets(); 604 << 591 605 #ifdef G4SPECSDEBUG << 592 #ifdef G4SPECSDEBUG 606 G4cout << "Voxelizing..." << G4endl; 593 G4cout << "Voxelizing..." << G4endl; 607 #endif 594 #endif 608 Voxelize(); 595 Voxelize(); 609 596 610 #ifdef G4SPECSDEBUG 597 #ifdef G4SPECSDEBUG 611 DisplayAllocatedMemory(); 598 DisplayAllocatedMemory(); 612 #endif 599 #endif 613 600 614 #ifdef G4SPECSDEBUG << 601 } 615 G4cout << "Checking Structure..." << G4end << 616 #endif << 617 G4int irep = CheckStructure(); << 618 if (irep != 0) << 619 { << 620 if ((irep & 1) != 0) << 621 { << 622 std::ostringstream message; << 623 message << "Defects in solid: " << Ge << 624 << " - negative cubic volume, << 625 G4Exception("G4TessellatedSolid::SetS << 626 "GeomSolids1001", JustWar << 627 } << 628 if ((irep & 2) != 0) << 629 { << 630 std::ostringstream message; << 631 message << "Defects in solid: " << Ge << 632 << " - some facets have wrong << 633 G4Exception("G4TessellatedSolid::SetS << 634 "GeomSolids1001", JustWar << 635 } << 636 if ((irep & 4) != 0) << 637 { << 638 std::ostringstream message; << 639 message << "Defects in solid: " << Ge << 640 << " - there are holes in the << 641 G4Exception("G4TessellatedSolid::SetS << 642 "GeomSolids1001", JustWar << 643 } << 644 } << 645 } << 646 fSolidClosed = t; 602 fSolidClosed = t; 647 } 603 } 648 604 649 ////////////////////////////////////////////// 605 /////////////////////////////////////////////////////////////////////////////// 650 // 606 // 651 // GetSolidClosed 607 // GetSolidClosed 652 // 608 // 653 // Used to determine whether the solid is clos 609 // Used to determine whether the solid is closed to adding further fFacets. 654 // 610 // 655 G4bool G4TessellatedSolid::GetSolidClosed () c 611 G4bool G4TessellatedSolid::GetSolidClosed () const 656 { 612 { 657 return fSolidClosed; 613 return fSolidClosed; 658 } 614 } 659 615 660 ////////////////////////////////////////////// 616 /////////////////////////////////////////////////////////////////////////////// 661 // 617 // 662 // CheckStructure << 663 // << 664 // Checks structure of the solid. Return value << 665 // defect indicators, if any (0 means no defec << 666 // 1 - cubic volume is negative, wrong orien << 667 // 2 - some facets have wrong orientation << 668 // 4 - holes in the surface << 669 // << 670 G4int G4TessellatedSolid::CheckStructure() con << 671 { << 672 G4int nedge = 0; << 673 std::size_t nface = fFacets.size(); << 674 << 675 // Calculate volume << 676 // << 677 G4double volume = 0.; << 678 for (std::size_t i = 0; i < nface; ++i) << 679 { << 680 G4VFacet& facet = *fFacets[i]; << 681 nedge += facet.GetNumberOfVertices(); << 682 volume += facet.GetArea()*(facet.GetVertex << 683 } << 684 auto ivolume = static_cast<G4int>(volume <= << 685 << 686 // Create sorted vector of edges << 687 // << 688 std::vector<int64_t> iedge(nedge); << 689 G4int kk = 0; << 690 for (std::size_t i = 0; i < nface; ++i) << 691 { << 692 G4VFacet& facet = *fFacets[i]; << 693 G4int nnode = facet.GetNumberOfVertices(); << 694 for (G4int k = 0; k < nnode; ++k) << 695 { << 696 int64_t i1 = facet.GetVertexIndex((k == << 697 int64_t i2 = facet.GetVertexIndex(k); << 698 auto inverse = static_cast<int64_t>(i2 << 699 if (inverse != 0) std::swap(i1, i2); << 700 iedge[kk++] = i1*1000000000 + i2*2 + inv << 701 } << 702 } << 703 std::sort(iedge.begin(), iedge.end()); << 704 << 705 // Check edges, correct structure should con << 706 // with different orientation << 707 // << 708 G4int iorder = 0; << 709 G4int ihole = 0; << 710 G4int i = 0; << 711 while (i < nedge - 1) << 712 { << 713 if (iedge[i + 1] - iedge[i] == 1) // paire << 714 { << 715 i += 2; << 716 } << 717 else if (iedge[i + 1] == iedge[i]) // pair << 718 { << 719 iorder = 2; << 720 i += 2; << 721 } << 722 else // unpaired edge << 723 { << 724 ihole = 4; << 725 i++; << 726 } << 727 } << 728 return ivolume + iorder + ihole; << 729 } << 730 << 731 ////////////////////////////////////////////// << 732 // << 733 // operator+= 618 // operator+= 734 // 619 // 735 // This operator allows the user to add two te 620 // This operator allows the user to add two tessellated solids together, so 736 // that the solid on the left then includes al 621 // 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 622 // on the right. Note that copies of the facets are generated, rather than 738 // using the original facet set of the solid o 623 // using the original facet set of the solid on the right. 739 // 624 // 740 G4TessellatedSolid& << 625 G4TessellatedSolid & 741 G4TessellatedSolid::operator+=(const G4Tessell << 626 G4TessellatedSolid::operator+=(const G4TessellatedSolid &right) 742 { 627 { 743 G4int size = right.GetNumberOfFacets(); 628 G4int size = right.GetNumberOfFacets(); 744 for (G4int i = 0; i < size; ++i) 629 for (G4int i = 0; i < size; ++i) 745 AddFacet(right.GetFacet(i)->GetClone()); 630 AddFacet(right.GetFacet(i)->GetClone()); 746 631 747 return *this; 632 return *this; 748 } 633 } 749 634 750 ////////////////////////////////////////////// 635 /////////////////////////////////////////////////////////////////////////////// 751 // 636 // 752 // GetNumberOfFacets 637 // GetNumberOfFacets 753 // 638 // 754 G4int G4TessellatedSolid::GetNumberOfFacets() << 639 G4int G4TessellatedSolid::GetNumberOfFacets () const 755 { 640 { 756 return (G4int)fFacets.size(); << 641 return fFacets.size(); 757 } 642 } 758 643 759 ////////////////////////////////////////////// 644 /////////////////////////////////////////////////////////////////////////////// 760 // 645 // 761 EInside G4TessellatedSolid::InsideVoxels(const << 646 EInside G4TessellatedSolid::InsideVoxels(const G4ThreeVector &p) const 762 { 647 { 763 // 648 // 764 // First the simple test - check if we're ou 649 // First the simple test - check if we're outside of the X-Y-Z extremes 765 // of the tessellated solid. 650 // of the tessellated solid. 766 // 651 // 767 if (OutsideOfExtent(p, kCarTolerance)) 652 if (OutsideOfExtent(p, kCarTolerance)) 768 return kOutside; 653 return kOutside; 769 654 770 vector<G4int> startingVoxel(3); 655 vector<G4int> startingVoxel(3); 771 fVoxels.GetVoxel(startingVoxel, p); 656 fVoxels.GetVoxel(startingVoxel, p); 772 657 773 const G4double dirTolerance = 1.0E-14; 658 const G4double dirTolerance = 1.0E-14; 774 659 775 const vector<G4int> &startingCandidates = 660 const vector<G4int> &startingCandidates = 776 fVoxels.GetCandidates(startingVoxel); 661 fVoxels.GetCandidates(startingVoxel); 777 std::size_t limit = startingCandidates.size( << 662 G4int limit = startingCandidates.size(); 778 if (limit == 0 && (fInsides.GetNbits() != 0u << 663 if (limit == 0 && fInsides.GetNbits()) 779 { 664 { 780 G4int index = fVoxels.GetPointIndex(p); 665 G4int index = fVoxels.GetPointIndex(p); 781 EInside location = fInsides[index] ? kInsi 666 EInside location = fInsides[index] ? kInside : kOutside; 782 return location; 667 return location; 783 } 668 } 784 669 785 G4double minDist = kInfinity; 670 G4double minDist = kInfinity; 786 671 787 for(std::size_t i = 0; i < limit; ++i) << 672 for(G4int i = 0; i < limit; ++i) 788 { 673 { 789 G4int candidate = startingCandidates[i]; 674 G4int candidate = startingCandidates[i]; 790 G4VFacet &facet = *fFacets[candidate]; 675 G4VFacet &facet = *fFacets[candidate]; 791 G4double dist = facet.Distance(p,minDist); 676 G4double dist = facet.Distance(p,minDist); 792 if (dist < minDist) minDist = dist; 677 if (dist < minDist) minDist = dist; 793 if (dist <= kCarToleranceHalf) 678 if (dist <= kCarToleranceHalf) 794 return kSurface; 679 return kSurface; 795 } 680 } 796 681 797 // The following is something of an adaptati 682 // The following is something of an adaptation of the method implemented by 798 // Rickard Holmberg augmented with informati 683 // Rickard Holmberg augmented with information from Schneider & Eberly, 799 // "Geometric Tools for Computer Graphics," 684 // "Geometric Tools for Computer Graphics," pp700-701, 2003. In essence, 800 // we're trying to determine whether we're i 685 // we're trying to determine whether we're inside the volume by projecting 801 // a few rays and determining if the first s 686 // 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 687 // vector between 0 to pi/2 (out-going) or pi/2 to pi (in-going). 803 // We should also avoid rays which are nearl 688 // We should also avoid rays which are nearly within the plane of the 804 // tessellated surface, and therefore produc 689 // tessellated surface, and therefore produce rays randomly. 805 // For the moment, this is a bit over-engine 690 // For the moment, this is a bit over-engineered (belt-braces-and-ducttape). 806 // 691 // 807 G4double distOut = kInfinity; 692 G4double distOut = kInfinity; 808 G4double distIn = kInfinity; 693 G4double distIn = kInfinity; 809 G4double distO = 0.0; 694 G4double distO = 0.0; 810 G4double distI = 0.0; 695 G4double distI = 0.0; 811 G4double distFromSurfaceO = 0.0; 696 G4double distFromSurfaceO = 0.0; 812 G4double distFromSurfaceI = 0.0; 697 G4double distFromSurfaceI = 0.0; 813 G4ThreeVector normalO, normalI; 698 G4ThreeVector normalO, normalI; 814 G4bool crossingO = false; 699 G4bool crossingO = false; 815 G4bool crossingI = false; 700 G4bool crossingI = false; 816 EInside location = kOutside; 701 EInside location = kOutside; 817 G4int sm = 0; 702 G4int sm = 0; 818 703 819 G4bool nearParallel = false; 704 G4bool nearParallel = false; 820 do // Loop checking, 13.08.2015, G.Cosmo << 705 do 821 { 706 { 822 // We loop until we find direction where t 707 // We loop until we find direction where the vector is not nearly parallel 823 // to the surface of any facet since this 708 // to the surface of any facet since this causes ambiguities. The usual 824 // case is that the angles should be suffi 709 // case is that the angles should be sufficiently different, but there 825 // are 20 random directions to select from 710 // are 20 random directions to select from - hopefully sufficient. 826 // 711 // 827 distOut = distIn = kInfinity; 712 distOut = distIn = kInfinity; 828 const G4ThreeVector& v = fRandir[sm]; << 713 const G4ThreeVector &v = fRandir[sm]; 829 ++sm; << 714 sm++; 830 // 715 // 831 // This code could be voxelized by the sam 716 // This code could be voxelized by the same algorithm, which is used for 832 // DistanceToOut(). We will traverse throu 717 // DistanceToOut(). We will traverse through fVoxels. we will call 833 // intersect only for those, which would b 718 // intersect only for those, which would be candidates and was not 834 // checked before. 719 // checked before. 835 // 720 // 836 G4ThreeVector currentPoint = p; 721 G4ThreeVector currentPoint = p; 837 G4ThreeVector direction = v.unit(); 722 G4ThreeVector direction = v.unit(); 838 // G4SurfBits exclusion(fVoxels.GetBitsPer 723 // G4SurfBits exclusion(fVoxels.GetBitsPerSlice()); 839 vector<G4int> curVoxel(3); 724 vector<G4int> curVoxel(3); 840 curVoxel = startingVoxel; 725 curVoxel = startingVoxel; 841 G4double shiftBonus = kCarTolerance; 726 G4double shiftBonus = kCarTolerance; 842 727 843 G4bool crossed = false; 728 G4bool crossed = false; 844 G4bool started = true; 729 G4bool started = true; 845 730 846 do // Loop checking, 13.08.2015, G.Cosm << 731 do 847 { 732 { 848 const vector<G4int> &candidates = 733 const vector<G4int> &candidates = 849 started ? startingCandidates : fVoxels 734 started ? startingCandidates : fVoxels.GetCandidates(curVoxel); 850 started = false; 735 started = false; 851 if (auto candidatesCount = (G4int)candid << 736 if (G4int candidatesCount = candidates.size()) 852 { << 737 { 853 for (G4int i = 0 ; i < candidatesCount 738 for (G4int i = 0 ; i < candidatesCount; ++i) 854 { 739 { 855 G4int candidate = candidates[i]; 740 G4int candidate = candidates[i]; 856 // bits.SetBitNumber(candidate); 741 // bits.SetBitNumber(candidate); 857 G4VFacet& facet = *fFacets[candidate << 742 G4VFacet &facet = *fFacets[candidate]; 858 743 859 crossingO = facet.Intersect(p,v,true 744 crossingO = facet.Intersect(p,v,true,distO,distFromSurfaceO,normalO); 860 crossingI = facet.Intersect(p,v,fals 745 crossingI = facet.Intersect(p,v,false,distI,distFromSurfaceI,normalI); 861 746 862 if (crossingO || crossingI) 747 if (crossingO || crossingI) 863 { 748 { 864 crossed = true; 749 crossed = true; 865 750 866 nearParallel = (crossingO 751 nearParallel = (crossingO 867 && std::fabs(normalO.dot( 752 && std::fabs(normalO.dot(v))<dirTolerance) 868 || (crossingI && std::fab 753 || (crossingI && std::fabs(normalI.dot(v))<dirTolerance); 869 if (!nearParallel) 754 if (!nearParallel) 870 { 755 { 871 if (crossingO && distO > 0.0 && << 756 if (crossingO && distO > 0.0 && distO < distOut) 872 distOut = distO; 757 distOut = distO; 873 if (crossingI && distI > 0.0 && << 758 if (crossingI && distI > 0.0 && distI < distIn) 874 distIn = distI; 759 distIn = distI; 875 } 760 } 876 else break; 761 else break; 877 } 762 } 878 } 763 } 879 if (nearParallel) break; 764 if (nearParallel) break; 880 } 765 } 881 else 766 else 882 { 767 { 883 if (!crossed) 768 if (!crossed) 884 { 769 { 885 G4int index = fVoxels.GetVoxelsIndex 770 G4int index = fVoxels.GetVoxelsIndex(curVoxel); 886 G4bool inside = fInsides[index]; 771 G4bool inside = fInsides[index]; 887 location = inside ? kInside : kOutsi 772 location = inside ? kInside : kOutside; 888 return location; 773 return location; 889 } 774 } 890 } 775 } 891 776 892 G4double shift=fVoxels.DistanceToNext(cu 777 G4double shift=fVoxels.DistanceToNext(currentPoint, direction, curVoxel); 893 if (shift == kInfinity) break; 778 if (shift == kInfinity) break; 894 779 895 currentPoint += direction * (shift + shi 780 currentPoint += direction * (shift + shiftBonus); 896 } 781 } 897 while (fVoxels.UpdateCurrentVoxel(currentP 782 while (fVoxels.UpdateCurrentVoxel(currentPoint, direction, curVoxel)); 898 783 899 } 784 } 900 while (nearParallel && sm != fMaxTries); << 785 while (nearParallel && sm!=fMaxTries); 901 // 786 // 902 // Here we loop through the facets to find o 787 // Here we loop through the facets to find out if there is an intersection 903 // between the ray and that facet. The test 788 // between the ray and that facet. The test if performed separately whether 904 // the ray is entering the facet or exiting. 789 // the ray is entering the facet or exiting. 905 // 790 // 906 #ifdef G4VERBOSE 791 #ifdef G4VERBOSE 907 if (sm == fMaxTries) 792 if (sm == fMaxTries) 908 { 793 { 909 // 794 // 910 // We've run out of random vector directio 795 // We've run out of random vector directions. If nTries is set sufficiently 911 // low (nTries <= 0.5*maxTries) then this 796 // low (nTries <= 0.5*maxTries) then this would indicate that there is 912 // something wrong with geometry. 797 // something wrong with geometry. 913 // 798 // 914 std::ostringstream message; 799 std::ostringstream message; 915 G4long oldprc = message.precision(16); << 800 G4int oldprc = message.precision(16); 916 message << "Cannot determine whether point 801 message << "Cannot determine whether point is inside or outside volume!" 917 << G4endl 802 << G4endl 918 << "Solid name = " << GetName() < 803 << "Solid name = " << GetName() << G4endl 919 << "Geometry Type = " << fGeometryTyp 804 << "Geometry Type = " << fGeometryType << G4endl 920 << "Number of facets = " << fFacets.size 805 << "Number of facets = " << fFacets.size() << G4endl 921 << "Position:" << G4endl << G4endl 806 << "Position:" << G4endl << G4endl 922 << "p.x() = " << p.x()/mm << " mm" << 807 << "p.x() = " << p.x()/mm << " mm" << G4endl 923 << "p.y() = " << p.y()/mm << " mm" << 808 << "p.y() = " << p.y()/mm << " mm" << G4endl 924 << "p.z() = " << p.z()/mm << " mm"; 809 << "p.z() = " << p.z()/mm << " mm"; 925 message.precision(oldprc); 810 message.precision(oldprc); 926 G4Exception("G4TessellatedSolid::Inside()" 811 G4Exception("G4TessellatedSolid::Inside()", 927 "GeomSolids1002", JustWarning, 812 "GeomSolids1002", JustWarning, message); 928 } 813 } 929 #endif 814 #endif 930 815 931 // In the next if-then-elseif G4String the l 816 // In the next if-then-elseif G4String the logic is as follows: 932 // (1) You don't hit anything so cannot be i 817 // (1) You don't hit anything so cannot be inside volume, provided volume 933 // constructed correctly! 818 // constructed correctly! 934 // (2) Distance to inside (ie. nearest facet 819 // (2) Distance to inside (ie. nearest facet such that you enter facet) is 935 // shorter than distance to outside (nea 820 // shorter than distance to outside (nearest facet such that you exit 936 // facet) - on condition of safety dista 821 // facet) - on condition of safety distance - therefore we're outside. 937 // (3) Distance to outside is shorter than d 822 // (3) Distance to outside is shorter than distance to inside therefore 938 // we're inside. 823 // we're inside. 939 // 824 // 940 if (distIn == kInfinity && distOut == kInfin 825 if (distIn == kInfinity && distOut == kInfinity) 941 location = kOutside; 826 location = kOutside; 942 else if (distIn <= distOut - kCarToleranceHa 827 else if (distIn <= distOut - kCarToleranceHalf) 943 location = kOutside; 828 location = kOutside; 944 else if (distOut <= distIn - kCarToleranceHa 829 else if (distOut <= distIn - kCarToleranceHalf) 945 location = kInside; 830 location = kInside; 946 831 947 return location; 832 return location; 948 } 833 } 949 << 834 950 ////////////////////////////////////////////// 835 /////////////////////////////////////////////////////////////////////////////// 951 // 836 // 952 EInside G4TessellatedSolid::InsideNoVoxels (co 837 EInside G4TessellatedSolid::InsideNoVoxels (const G4ThreeVector &p) const 953 { 838 { 954 // 839 // 955 // First the simple test - check if we're ou 840 // First the simple test - check if we're outside of the X-Y-Z extremes 956 // of the tessellated solid. 841 // of the tessellated solid. 957 // 842 // 958 if (OutsideOfExtent(p, kCarTolerance)) 843 if (OutsideOfExtent(p, kCarTolerance)) 959 return kOutside; 844 return kOutside; 960 845 961 const G4double dirTolerance = 1.0E-14; 846 const G4double dirTolerance = 1.0E-14; 962 847 963 G4double minDist = kInfinity; 848 G4double minDist = kInfinity; 964 // 849 // 965 // Check if we are close to a surface 850 // Check if we are close to a surface 966 // 851 // 967 std::size_t size = fFacets.size(); << 852 G4int size = fFacets.size(); 968 for (std::size_t i = 0; i < size; ++i) << 853 for (G4int i = 0; i < size; ++i) 969 { 854 { 970 G4VFacet& facet = *fFacets[i]; << 855 G4VFacet &facet = *fFacets[i]; 971 G4double dist = facet.Distance(p,minDist); 856 G4double dist = facet.Distance(p,minDist); 972 if (dist < minDist) minDist = dist; 857 if (dist < minDist) minDist = dist; 973 if (dist <= kCarToleranceHalf) 858 if (dist <= kCarToleranceHalf) 974 { 859 { 975 return kSurface; 860 return kSurface; 976 } 861 } 977 } 862 } 978 // 863 // 979 // The following is something of an adaptati 864 // The following is something of an adaptation of the method implemented by 980 // Rickard Holmberg augmented with informati 865 // Rickard Holmberg augmented with information from Schneider & Eberly, 981 // "Geometric Tools for Computer Graphics," 866 // "Geometric Tools for Computer Graphics," pp700-701, 2003. In essence, we're 982 // trying to determine whether we're inside 867 // trying to determine whether we're inside the volume by projecting a few 983 // rays and determining if the first surface 868 // 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 869 // 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 870 // avoid rays which are nearly within the plane of the tessellated surface, 986 // and therefore produce rays randomly. For 871 // and therefore produce rays randomly. For the moment, this is a bit 987 // over-engineered (belt-braces-and-ducttape 872 // over-engineered (belt-braces-and-ducttape). 988 // 873 // 989 #if G4SPECSDEBUG 874 #if G4SPECSDEBUG 990 G4int nTry = 7; 875 G4int nTry = 7; 991 #else 876 #else 992 G4int nTry = 3; 877 G4int nTry = 3; 993 #endif 878 #endif 994 G4double distOut = kInfinity; 879 G4double distOut = kInfinity; 995 G4double distIn = kInfinity; 880 G4double distIn = kInfinity; 996 G4double distO = 0.0; 881 G4double distO = 0.0; 997 G4double distI = 0.0; 882 G4double distI = 0.0; 998 G4double distFromSurfaceO = 0.0; 883 G4double distFromSurfaceO = 0.0; 999 G4double distFromSurfaceI = 0.0; 884 G4double distFromSurfaceI = 0.0; 1000 G4ThreeVector normalO(0.0,0.0,0.0); 885 G4ThreeVector normalO(0.0,0.0,0.0); 1001 G4ThreeVector normalI(0.0,0.0,0.0); 886 G4ThreeVector normalI(0.0,0.0,0.0); 1002 G4bool crossingO = false; 887 G4bool crossingO = false; 1003 G4bool crossingI = false; 888 G4bool crossingI = false; 1004 EInside location = kOutside; 889 EInside location = kOutside; 1005 EInside locationprime = kOutside; 890 EInside locationprime = kOutside; 1006 G4int sm = 0; 891 G4int sm = 0; 1007 892 1008 for (G4int i=0; i<nTry; ++i) 893 for (G4int i=0; i<nTry; ++i) 1009 { 894 { 1010 G4bool nearParallel = false; 895 G4bool nearParallel = false; 1011 do // Loop checking, 13.08.2015, G.Cos << 896 do 1012 { 897 { 1013 // 898 // 1014 // We loop until we find direction wher 899 // We loop until we find direction where the vector is not nearly parallel 1015 // to the surface of any facet since th 900 // to the surface of any facet since this causes ambiguities. The usual 1016 // case is that the angles should be su 901 // case is that the angles should be sufficiently different, but there 1017 // are 20 random directions to select f 902 // are 20 random directions to select from - hopefully sufficient. 1018 // 903 // 1019 distOut = distIn = kInfinity; << 904 distOut = distIn = kInfinity; 1020 G4ThreeVector v = fRandir[sm]; 905 G4ThreeVector v = fRandir[sm]; 1021 sm++; 906 sm++; 1022 auto f = fFacets.cbegin(); << 907 vector<G4VFacet*>::const_iterator f = fFacets.begin(); 1023 908 1024 do // Loop checking, 13.08.2015, G.C << 909 do 1025 { 910 { 1026 // 911 // 1027 // Here we loop through the facets to 912 // Here we loop through the facets to find out if there is an 1028 // intersection between the ray and t 913 // intersection between the ray and that facet. The test if performed 1029 // separately whether the ray is ente 914 // separately whether the ray is entering the facet or exiting. 1030 // 915 // 1031 crossingO = ((*f)->Intersect(p,v,true 916 crossingO = ((*f)->Intersect(p,v,true,distO,distFromSurfaceO,normalO)); 1032 crossingI = ((*f)->Intersect(p,v,fals 917 crossingI = ((*f)->Intersect(p,v,false,distI,distFromSurfaceI,normalI)); 1033 if (crossingO || crossingI) 918 if (crossingO || crossingI) 1034 { 919 { 1035 nearParallel = (crossingO && std::f 920 nearParallel = (crossingO && std::fabs(normalO.dot(v))<dirTolerance) 1036 || (crossingI && std::f 921 || (crossingI && std::fabs(normalI.dot(v))<dirTolerance); 1037 if (!nearParallel) 922 if (!nearParallel) 1038 { 923 { 1039 if (crossingO && distO > 0.0 && d 924 if (crossingO && distO > 0.0 && distO < distOut) distOut = distO; 1040 if (crossingI && distI > 0.0 && d 925 if (crossingI && distI > 0.0 && distI < distIn) distIn = distI; 1041 } 926 } 1042 } 927 } 1043 } while (!nearParallel && ++f != fFacet << 928 } while (!nearParallel && ++f!=fFacets.end()); 1044 } while (nearParallel && sm != fMaxTries) << 929 } while (nearParallel && sm!=fMaxTries); 1045 930 1046 #ifdef G4VERBOSE 931 #ifdef G4VERBOSE 1047 if (sm == fMaxTries) 932 if (sm == fMaxTries) 1048 { 933 { 1049 // 934 // 1050 // We've run out of random vector direc 935 // We've run out of random vector directions. If nTries is set 1051 // sufficiently low (nTries <= 0.5*maxT 936 // sufficiently low (nTries <= 0.5*maxTries) then this would indicate 1052 // that there is something wrong with g 937 // that there is something wrong with geometry. 1053 // 938 // 1054 std::ostringstream message; 939 std::ostringstream message; 1055 G4long oldprc = message.precision(16); << 940 G4int oldprc = message.precision(16); 1056 message << "Cannot determine whether po 941 message << "Cannot determine whether point is inside or outside volume!" 1057 << G4endl 942 << G4endl 1058 << "Solid name = " << GetName() 943 << "Solid name = " << GetName() << G4endl 1059 << "Geometry Type = " << fGeometry 944 << "Geometry Type = " << fGeometryType << G4endl 1060 << "Number of facets = " << fFacets.s 945 << "Number of facets = " << fFacets.size() << G4endl 1061 << "Position:" << G4endl << G4endl 946 << "Position:" << G4endl << G4endl 1062 << "p.x() = " << p.x()/mm << " mm" 947 << "p.x() = " << p.x()/mm << " mm" << G4endl 1063 << "p.y() = " << p.y()/mm << " mm" 948 << "p.y() = " << p.y()/mm << " mm" << G4endl 1064 << "p.z() = " << p.z()/mm << " mm"; 949 << "p.z() = " << p.z()/mm << " mm"; 1065 message.precision(oldprc); 950 message.precision(oldprc); 1066 G4Exception("G4TessellatedSolid::Inside 951 G4Exception("G4TessellatedSolid::Inside()", 1067 "GeomSolids1002", JustWarning, messag 952 "GeomSolids1002", JustWarning, message); 1068 } 953 } 1069 #endif 954 #endif 1070 // 955 // 1071 // In the next if-then-elseif G4String th 956 // In the next if-then-elseif G4String the logic is as follows: 1072 // (1) You don't hit anything so cannot b 957 // (1) You don't hit anything so cannot be inside volume, provided volume 1073 // constructed correctly! 958 // constructed correctly! 1074 // (2) Distance to inside (ie. nearest fa 959 // (2) Distance to inside (ie. nearest facet such that you enter facet) is 1075 // shorter than distance to outside ( 960 // shorter than distance to outside (nearest facet such that you exit 1076 // facet) - on condition of safety di 961 // facet) - on condition of safety distance - therefore we're outside. 1077 // (3) Distance to outside is shorter tha 962 // (3) Distance to outside is shorter than distance to inside therefore 1078 // we're inside. 963 // we're inside. 1079 // 964 // 1080 if (distIn == kInfinity && distOut == kIn 965 if (distIn == kInfinity && distOut == kInfinity) 1081 locationprime = kOutside; 966 locationprime = kOutside; 1082 else if (distIn <= distOut - kCarToleranc 967 else if (distIn <= distOut - kCarToleranceHalf) 1083 locationprime = kOutside; 968 locationprime = kOutside; 1084 else if (distOut <= distIn - kCarToleranc 969 else if (distOut <= distIn - kCarToleranceHalf) 1085 locationprime = kInside; 970 locationprime = kInside; 1086 971 1087 if (i == 0) location = locationprime; 972 if (i == 0) location = locationprime; 1088 } 973 } 1089 974 1090 return location; 975 return location; 1091 } 976 } 1092 977 1093 ///////////////////////////////////////////// 978 /////////////////////////////////////////////////////////////////////////////// 1094 // 979 // 1095 // Return index of the facet closest to the p << 1096 // be located on the surface. Return -1 if no << 1097 // << 1098 G4int G4TessellatedSolid::GetFacetIndex (cons << 1099 { << 1100 G4int index = -1; << 1101 << 1102 if (fVoxels.GetCountOfVoxels() > 1) << 1103 { << 1104 vector<G4int> curVoxel(3); << 1105 fVoxels.GetVoxel(curVoxel, p); << 1106 const vector<G4int> &candidates = fVoxels << 1107 if (auto limit = (G4int)candidates.size() << 1108 { << 1109 G4double minDist = kInfinity; << 1110 for(G4int i = 0 ; i < limit ; ++i) << 1111 { << 1112 G4int candidate = candidates[i]; << 1113 G4VFacet& facet = *fFacets[candidate] << 1114 G4double dist = facet.Distance(p, min << 1115 if (dist <= kCarToleranceHalf) return << 1116 if (dist < minDist) << 1117 { << 1118 minDist = dist; << 1119 index = candidate; << 1120 } << 1121 } << 1122 } << 1123 } << 1124 else << 1125 { << 1126 G4double minDist = kInfinity; << 1127 std::size_t size = fFacets.size(); << 1128 for (std::size_t i = 0; i < size; ++i) << 1129 { << 1130 G4VFacet& facet = *fFacets[i]; << 1131 G4double dist = facet.Distance(p, minDi << 1132 if (dist < minDist) << 1133 { << 1134 minDist = dist; << 1135 index = (G4int)i; << 1136 } << 1137 } << 1138 } << 1139 return index; << 1140 } << 1141 << 1142 ///////////////////////////////////////////// << 1143 // << 1144 // Return the outwards pointing unit normal o 980 // Return the outwards pointing unit normal of the shape for the 1145 // surface closest to the point at offset p. 981 // surface closest to the point at offset p. 1146 // 982 // 1147 G4bool G4TessellatedSolid::Normal (const G4Th << 983 G4bool G4TessellatedSolid::Normal (const G4ThreeVector &p, 1148 G4Th << 984 G4ThreeVector &aNormal) const 1149 { 985 { 1150 G4double minDist; 986 G4double minDist; 1151 G4VFacet* facet = nullptr; << 987 G4VFacet *facet = 0; 1152 988 1153 if (fVoxels.GetCountOfVoxels() > 1) 989 if (fVoxels.GetCountOfVoxels() > 1) 1154 { 990 { 1155 vector<G4int> curVoxel(3); 991 vector<G4int> curVoxel(3); 1156 fVoxels.GetVoxel(curVoxel, p); 992 fVoxels.GetVoxel(curVoxel, p); 1157 const vector<G4int> &candidates = fVoxels 993 const vector<G4int> &candidates = fVoxels.GetCandidates(curVoxel); 1158 // fVoxels.GetCandidatesVoxelArray(p, can 994 // fVoxels.GetCandidatesVoxelArray(p, candidates, 0); 1159 995 1160 if (auto limit = (G4int)candidates.size() << 996 if (G4int limit = candidates.size()) 1161 { 997 { 1162 minDist = kInfinity; 998 minDist = kInfinity; 1163 for(G4int i = 0 ; i < limit ; ++i) 999 for(G4int i = 0 ; i < limit ; ++i) 1164 { << 1000 { 1165 G4int candidate = candidates[i]; 1001 G4int candidate = candidates[i]; 1166 G4VFacet &fct = *fFacets[candidate]; 1002 G4VFacet &fct = *fFacets[candidate]; 1167 G4double dist = fct.Distance(p,minDis 1003 G4double dist = fct.Distance(p,minDist); 1168 if (dist < minDist) minDist = dist; 1004 if (dist < minDist) minDist = dist; 1169 if (dist <= kCarToleranceHalf) 1005 if (dist <= kCarToleranceHalf) 1170 { 1006 { 1171 aNormal = fct.GetSurfaceNormal(); 1007 aNormal = fct.GetSurfaceNormal(); 1172 return true; 1008 return true; 1173 } 1009 } 1174 } 1010 } 1175 } 1011 } 1176 minDist = MinDistanceFacet(p, true, facet 1012 minDist = MinDistanceFacet(p, true, facet); 1177 } 1013 } 1178 else 1014 else 1179 { 1015 { 1180 minDist = kInfinity; 1016 minDist = kInfinity; 1181 std::size_t size = fFacets.size(); << 1017 G4int size = fFacets.size(); 1182 for (std::size_t i = 0; i < size; ++i) << 1018 for (G4int i = 0; i < size; ++i) 1183 { 1019 { 1184 G4VFacet& f = *fFacets[i]; << 1020 G4VFacet &f = *fFacets[i]; 1185 G4double dist = f.Distance(p, minDist); 1021 G4double dist = f.Distance(p, minDist); 1186 if (dist < minDist) 1022 if (dist < minDist) 1187 { 1023 { 1188 minDist = dist; 1024 minDist = dist; 1189 facet = &f; 1025 facet = &f; 1190 } 1026 } 1191 } 1027 } 1192 } 1028 } 1193 1029 1194 if (minDist != kInfinity) 1030 if (minDist != kInfinity) 1195 { 1031 { 1196 if (facet != nullptr) { aNormal = facet- << 1032 if (facet) { aNormal = facet->GetSurfaceNormal(); } 1197 return minDist <= kCarToleranceHalf; 1033 return minDist <= kCarToleranceHalf; 1198 } 1034 } 1199 else 1035 else 1200 { 1036 { 1201 #ifdef G4VERBOSE 1037 #ifdef G4VERBOSE 1202 std::ostringstream message; 1038 std::ostringstream message; 1203 message << "Point p is not on surface !?" 1039 message << "Point p is not on surface !?" << G4endl 1204 << " No facets found for point 1040 << " No facets found for point: " << p << " !" << G4endl 1205 << " Returning approximated va 1041 << " Returning approximated value for normal."; 1206 1042 1207 G4Exception("G4TessellatedSolid::SurfaceN 1043 G4Exception("G4TessellatedSolid::SurfaceNormal(p)", 1208 "GeomSolids1002", JustWarning 1044 "GeomSolids1002", JustWarning, message ); 1209 #endif 1045 #endif 1210 aNormal = (p.z() > 0 ? G4ThreeVector(0,0, 1046 aNormal = (p.z() > 0 ? G4ThreeVector(0,0,1) : G4ThreeVector(0,0,-1)); 1211 return false; 1047 return false; 1212 } 1048 } 1213 } 1049 } 1214 1050 1215 ///////////////////////////////////////////// 1051 /////////////////////////////////////////////////////////////////////////////// 1216 // 1052 // 1217 // G4double DistanceToIn(const G4ThreeVector& 1053 // G4double DistanceToIn(const G4ThreeVector& p, const G4ThreeVector& v) 1218 // 1054 // 1219 // Return the distance along the normalised v 1055 // Return the distance along the normalised vector v to the shape, 1220 // from the point at offset p. If there is no 1056 // from the point at offset p. If there is no intersection, return 1221 // kInfinity. The first intersection resultin 1057 // kInfinity. The first intersection resulting from 'leaving' a 1222 // surface/volume is discarded. Hence, this i 1058 // surface/volume is discarded. Hence, this is tolerant of points on 1223 // surface of shape. 1059 // surface of shape. 1224 // 1060 // 1225 G4double 1061 G4double 1226 G4TessellatedSolid::DistanceToInNoVoxels (con << 1062 G4TessellatedSolid::DistanceToInNoVoxels (const G4ThreeVector &p, 1227 con << 1063 const G4ThreeVector &v, 1228 1064 G4double /*aPstep*/) const 1229 { 1065 { 1230 G4double minDist = kInfinity; 1066 G4double minDist = kInfinity; 1231 G4double dist = 0.0; 1067 G4double dist = 0.0; 1232 G4double distFromSurface = 0.0; 1068 G4double distFromSurface = 0.0; 1233 G4ThreeVector normal; 1069 G4ThreeVector normal; 1234 1070 1235 #if G4SPECSDEBUG 1071 #if G4SPECSDEBUG 1236 if (Inside(p) == kInside ) 1072 if (Inside(p) == kInside ) 1237 { 1073 { 1238 std::ostringstream message; 1074 std::ostringstream message; 1239 G4int oldprc = message.precision(16) ; 1075 G4int oldprc = message.precision(16) ; 1240 message << "Point p is already inside!?" 1076 message << "Point p is already inside!?" << G4endl 1241 << "Position:" << G4endl << G4endl 1077 << "Position:" << G4endl << G4endl 1242 << " p.x() = " << p.x()/mm << " mm" 1078 << " p.x() = " << p.x()/mm << " mm" << G4endl 1243 << " p.y() = " << p.y()/mm << " mm" 1079 << " p.y() = " << p.y()/mm << " mm" << G4endl 1244 << " p.z() = " << p.z()/mm << " mm" 1080 << " p.z() = " << p.z()/mm << " mm" << G4endl 1245 << "DistanceToOut(p) == " << DistanceTo 1081 << "DistanceToOut(p) == " << DistanceToOut(p); 1246 message.precision(oldprc) ; 1082 message.precision(oldprc) ; 1247 G4Exception("G4TriangularFacet::DistanceT 1083 G4Exception("G4TriangularFacet::DistanceToIn(p,v)", 1248 "GeomSolids1002", JustWarning 1084 "GeomSolids1002", JustWarning, message); 1249 } 1085 } 1250 #endif 1086 #endif 1251 1087 1252 std::size_t size = fFacets.size(); << 1088 G4int size = fFacets.size(); 1253 for (std::size_t i = 0; i < size; ++i) << 1089 for (G4int i = 0; i < size; ++i) 1254 { 1090 { 1255 G4VFacet& facet = *fFacets[i]; << 1091 G4VFacet &facet = *fFacets[i]; 1256 if (facet.Intersect(p,v,false,dist,distFr 1092 if (facet.Intersect(p,v,false,dist,distFromSurface,normal)) 1257 { 1093 { 1258 // 1094 // 1259 // set minDist to the new distance to c 1095 // set minDist to the new distance to current facet if distFromSurface 1260 // is in positive direction and point i 1096 // is in positive direction and point is not at surface. If the point is 1261 // within 0.5*kCarTolerance of the surf 1097 // within 0.5*kCarTolerance of the surface, then force distance to be 1262 // zero and leave member function immed 1098 // zero and leave member function immediately (for efficiency), as 1263 // proposed by & credit to Akira Okumur 1099 // proposed by & credit to Akira Okumura. 1264 // 1100 // 1265 if (distFromSurface > kCarToleranceHalf 1101 if (distFromSurface > kCarToleranceHalf && dist >= 0.0 && dist < minDist) 1266 { 1102 { 1267 minDist = dist; 1103 minDist = dist; 1268 } 1104 } 1269 else 1105 else 1270 { 1106 { 1271 if (-kCarToleranceHalf <= dist && dis 1107 if (-kCarToleranceHalf <= dist && dist <= kCarToleranceHalf) 1272 { << 1108 { 1273 return 0.0; 1109 return 0.0; 1274 } 1110 } 1275 else 1111 else 1276 { 1112 { 1277 if (distFromSurface > -kCarToleran << 1113 if (distFromSurface > -kCarToleranceHalf 1278 && distFromSurface < kCarToleran 1114 && distFromSurface < kCarToleranceHalf) 1279 { 1115 { 1280 minDist = dist; 1116 minDist = dist; 1281 } 1117 } 1282 } 1118 } 1283 } 1119 } 1284 } 1120 } 1285 } 1121 } 1286 return minDist; 1122 return minDist; 1287 } 1123 } 1288 1124 1289 ///////////////////////////////////////////// 1125 /////////////////////////////////////////////////////////////////////////////// 1290 // 1126 // 1291 G4double 1127 G4double 1292 G4TessellatedSolid::DistanceToOutNoVoxels (co << 1128 G4TessellatedSolid::DistanceToOutNoVoxels (const G4ThreeVector &p, 1293 co << 1129 const G4ThreeVector &v, 1294 << 1130 G4ThreeVector &aNormalVector, 1295 << 1131 G4bool &aConvex, 1296 1132 G4double /*aPstep*/) const 1297 { 1133 { 1298 G4double minDist = kInfinity; 1134 G4double minDist = kInfinity; 1299 G4double dist = 0.0; 1135 G4double dist = 0.0; 1300 G4double distFromSurface = 0.0; 1136 G4double distFromSurface = 0.0; 1301 G4ThreeVector normal, minNormal; 1137 G4ThreeVector normal, minNormal; 1302 1138 1303 #if G4SPECSDEBUG 1139 #if G4SPECSDEBUG 1304 if ( Inside(p) == kOutside ) 1140 if ( Inside(p) == kOutside ) 1305 { 1141 { 1306 std::ostringstream message; 1142 std::ostringstream message; 1307 G4int oldprc = message.precision(16) ; 1143 G4int oldprc = message.precision(16) ; 1308 message << "Point p is already outside!?" 1144 message << "Point p is already outside!?" << G4endl 1309 << "Position:" << G4endl << G4endl 1145 << "Position:" << G4endl << G4endl 1310 << " p.x() = " << p.x()/mm << " mm" 1146 << " p.x() = " << p.x()/mm << " mm" << G4endl 1311 << " p.y() = " << p.y()/mm << " mm" 1147 << " p.y() = " << p.y()/mm << " mm" << G4endl 1312 << " p.z() = " << p.z()/mm << " mm" 1148 << " p.z() = " << p.z()/mm << " mm" << G4endl 1313 << "DistanceToIn(p) == " << DistanceToI 1149 << "DistanceToIn(p) == " << DistanceToIn(p); 1314 message.precision(oldprc) ; 1150 message.precision(oldprc) ; 1315 G4Exception("G4TriangularFacet::DistanceT 1151 G4Exception("G4TriangularFacet::DistanceToOut(p)", 1316 "GeomSolids1002", JustWarning 1152 "GeomSolids1002", JustWarning, message); 1317 } 1153 } 1318 #endif 1154 #endif 1319 1155 1320 G4bool isExtreme = false; 1156 G4bool isExtreme = false; 1321 std::size_t size = fFacets.size(); << 1157 G4int size = fFacets.size(); 1322 for (std::size_t i = 0; i < size; ++i) << 1158 for (G4int i = 0; i < size; ++i) 1323 { 1159 { 1324 G4VFacet& facet = *fFacets[i]; << 1160 G4VFacet &facet = *fFacets[i]; 1325 if (facet.Intersect(p,v,true,dist,distFro 1161 if (facet.Intersect(p,v,true,dist,distFromSurface,normal)) 1326 { 1162 { 1327 if (distFromSurface > 0.0 && distFromSu << 1163 if (distFromSurface > 0.0 && distFromSurface <= kCarToleranceHalf && 1328 && facet.Distance(p,kCarTolerance) <= << 1164 facet.Distance(p,kCarTolerance) <= kCarToleranceHalf) 1329 { 1165 { 1330 // We are on a surface. Return zero. 1166 // We are on a surface. Return zero. 1331 aConvex = (fExtremeFacets.find(&facet 1167 aConvex = (fExtremeFacets.find(&facet) != fExtremeFacets.end()); 1332 // Normal(p, aNormalVector); 1168 // Normal(p, aNormalVector); 1333 // aNormalVector = facet.GetSurfaceNo 1169 // aNormalVector = facet.GetSurfaceNormal(); 1334 aNormalVector = normal; 1170 aNormalVector = normal; 1335 return 0.0; 1171 return 0.0; 1336 } 1172 } 1337 if (dist >= 0.0 && dist < minDist) 1173 if (dist >= 0.0 && dist < minDist) 1338 { 1174 { 1339 minDist = dist; 1175 minDist = dist; 1340 minNormal = normal; 1176 minNormal = normal; 1341 isExtreme = (fExtremeFacets.find(&fac 1177 isExtreme = (fExtremeFacets.find(&facet) != fExtremeFacets.end()); 1342 } 1178 } 1343 } 1179 } 1344 } 1180 } 1345 if (minDist < kInfinity) 1181 if (minDist < kInfinity) 1346 { 1182 { 1347 aNormalVector = minNormal; 1183 aNormalVector = minNormal; 1348 aConvex = isExtreme; 1184 aConvex = isExtreme; 1349 return minDist; 1185 return minDist; 1350 } 1186 } 1351 else 1187 else 1352 { 1188 { 1353 // No intersection found 1189 // No intersection found 1354 aConvex = false; 1190 aConvex = false; 1355 Normal(p, aNormalVector); 1191 Normal(p, aNormalVector); 1356 return 0.0; 1192 return 0.0; 1357 } 1193 } 1358 } 1194 } 1359 1195 1360 ///////////////////////////////////////////// 1196 /////////////////////////////////////////////////////////////////////////////// 1361 // 1197 // 1362 void G4TessellatedSolid:: 1198 void G4TessellatedSolid:: 1363 DistanceToOutCandidates(const std::vector<G4i << 1199 DistanceToOutCandidates(const std::vector<G4int> &candidates, 1364 const G4ThreeVector& << 1200 const G4ThreeVector &aPoint, 1365 const G4ThreeVector& << 1201 const G4ThreeVector &direction, 1366 G4double& minDi << 1202 G4double &minDist, G4ThreeVector &minNormal, 1367 G4int& minCandi << 1203 G4int &minCandidate ) const 1368 { 1204 { 1369 auto candidatesCount = (G4int)candidates.si << 1205 G4int candidatesCount = candidates.size(); 1370 G4double dist = 0.0; 1206 G4double dist = 0.0; 1371 G4double distFromSurface = 0.0; 1207 G4double distFromSurface = 0.0; 1372 G4ThreeVector normal; 1208 G4ThreeVector normal; 1373 1209 1374 for (G4int i = 0 ; i < candidatesCount; ++i 1210 for (G4int i = 0 ; i < candidatesCount; ++i) 1375 { 1211 { 1376 G4int candidate = candidates[i]; 1212 G4int candidate = candidates[i]; 1377 G4VFacet& facet = *fFacets[candidate]; << 1213 G4VFacet &facet = *fFacets[candidate]; 1378 if (facet.Intersect(aPoint,direction,true 1214 if (facet.Intersect(aPoint,direction,true,dist,distFromSurface,normal)) 1379 { 1215 { 1380 if (distFromSurface > 0.0 && distFromSu 1216 if (distFromSurface > 0.0 && distFromSurface <= kCarToleranceHalf 1381 && facet.Distance(aPoint,kCarTolerance 1217 && facet.Distance(aPoint,kCarTolerance) <= kCarToleranceHalf) 1382 { 1218 { 1383 // We are on a surface 1219 // We are on a surface 1384 // 1220 // 1385 minDist = 0.0; 1221 minDist = 0.0; 1386 minNormal = normal; 1222 minNormal = normal; 1387 minCandidate = candidate; 1223 minCandidate = candidate; 1388 break; 1224 break; 1389 } 1225 } 1390 if (dist >= 0.0 && dist < minDist) 1226 if (dist >= 0.0 && dist < minDist) 1391 { 1227 { 1392 minDist = dist; 1228 minDist = dist; 1393 minNormal = normal; 1229 minNormal = normal; 1394 minCandidate = candidate; 1230 minCandidate = candidate; 1395 } 1231 } 1396 } 1232 } 1397 } 1233 } 1398 } 1234 } 1399 1235 1400 ///////////////////////////////////////////// 1236 /////////////////////////////////////////////////////////////////////////////// 1401 // 1237 // 1402 G4double 1238 G4double 1403 G4TessellatedSolid::DistanceToOutCore(const G << 1239 G4TessellatedSolid::DistanceToOutCore(const G4ThreeVector &aPoint, 1404 const G << 1240 const G4ThreeVector &aDirection, 1405 G << 1241 G4ThreeVector &aNormalVector, 1406 G 1242 G4bool &aConvex, 1407 G 1243 G4double aPstep) const 1408 { 1244 { 1409 G4double minDistance; 1245 G4double minDistance; 1410 1246 1411 if (fVoxels.GetCountOfVoxels() > 1) 1247 if (fVoxels.GetCountOfVoxels() > 1) 1412 { 1248 { 1413 minDistance = kInfinity; 1249 minDistance = kInfinity; 1414 1250 1415 G4ThreeVector currentPoint = aPoint; 1251 G4ThreeVector currentPoint = aPoint; 1416 G4ThreeVector direction = aDirection.unit 1252 G4ThreeVector direction = aDirection.unit(); 1417 G4double totalShift = 0.; << 1253 G4double totalShift = 0; 1418 vector<G4int> curVoxel(3); 1254 vector<G4int> curVoxel(3); 1419 if (!fVoxels.Contains(aPoint)) return 0.; << 1255 if (!fVoxels.Contains(aPoint)) return 0; 1420 1256 1421 fVoxels.GetVoxel(curVoxel, currentPoint); 1257 fVoxels.GetVoxel(curVoxel, currentPoint); 1422 1258 1423 G4double shiftBonus = kCarTolerance; 1259 G4double shiftBonus = kCarTolerance; 1424 1260 1425 const vector<G4int>* old = nullptr; << 1261 const vector<G4int> *old = 0; 1426 1262 1427 G4int minCandidate = -1; 1263 G4int minCandidate = -1; 1428 do // Loop checking, 13.08.2015, G.Cos << 1264 do 1429 { 1265 { 1430 const vector<G4int>& candidates = fVoxe << 1266 const vector<G4int> &candidates = fVoxels.GetCandidates(curVoxel); 1431 if (old == &candidates) 1267 if (old == &candidates) 1432 ++old; << 1268 old++; 1433 if (old != &candidates && !candidates.e << 1269 if (old != &candidates && candidates.size()) 1434 { 1270 { 1435 DistanceToOutCandidates(candidates, a 1271 DistanceToOutCandidates(candidates, aPoint, direction, minDistance, 1436 aNormalVector << 1272 aNormalVector, minCandidate); 1437 if (minDistance <= totalShift) break; << 1273 if (minDistance <= totalShift) break; 1438 } 1274 } 1439 1275 1440 G4double shift=fVoxels.DistanceToNext(c 1276 G4double shift=fVoxels.DistanceToNext(currentPoint, direction, curVoxel); 1441 if (shift == kInfinity) break; 1277 if (shift == kInfinity) break; 1442 1278 1443 totalShift += shift; 1279 totalShift += shift; 1444 if (minDistance <= totalShift) break; 1280 if (minDistance <= totalShift) break; 1445 1281 1446 currentPoint += direction * (shift + sh 1282 currentPoint += direction * (shift + shiftBonus); 1447 1283 1448 old = &candidates; 1284 old = &candidates; 1449 } 1285 } 1450 while (fVoxels.UpdateCurrentVoxel(current 1286 while (fVoxels.UpdateCurrentVoxel(currentPoint, direction, curVoxel)); 1451 1287 1452 if (minCandidate < 0) 1288 if (minCandidate < 0) 1453 { 1289 { 1454 // No intersection found 1290 // No intersection found 1455 minDistance = 0.; << 1291 minDistance = 0; 1456 aConvex = false; 1292 aConvex = false; 1457 Normal(aPoint, aNormalVector); 1293 Normal(aPoint, aNormalVector); 1458 } 1294 } 1459 else 1295 else 1460 { 1296 { 1461 aConvex = (fExtremeFacets.find(fFacets[ 1297 aConvex = (fExtremeFacets.find(fFacets[minCandidate]) 1462 != fExtremeFacets.end()); 1298 != fExtremeFacets.end()); 1463 } 1299 } 1464 } 1300 } 1465 else 1301 else 1466 { 1302 { 1467 minDistance = DistanceToOutNoVoxels(aPoin 1303 minDistance = DistanceToOutNoVoxels(aPoint, aDirection, aNormalVector, 1468 aConv 1304 aConvex, aPstep); 1469 } 1305 } 1470 return minDistance; 1306 return minDistance; 1471 } 1307 } 1472 1308 1473 ///////////////////////////////////////////// 1309 /////////////////////////////////////////////////////////////////////////////// 1474 // 1310 // 1475 G4double G4TessellatedSolid:: 1311 G4double G4TessellatedSolid:: 1476 DistanceToInCandidates(const std::vector<G4in << 1312 DistanceToInCandidates(const std::vector<G4int> &candidates, 1477 const G4ThreeVector& a << 1313 const G4ThreeVector &aPoint, 1478 const G4ThreeVector& d << 1314 const G4ThreeVector &direction) const 1479 { 1315 { 1480 auto candidatesCount = (G4int)candidates.si << 1316 G4int candidatesCount = candidates.size(); 1481 G4double dist = 0.0; 1317 G4double dist = 0.0; 1482 G4double distFromSurface = 0.0; 1318 G4double distFromSurface = 0.0; 1483 G4ThreeVector normal; 1319 G4ThreeVector normal; 1484 1320 1485 G4double minDistance = kInfinity; << 1321 G4double minDistance = kInfinity; 1486 for (G4int i = 0 ; i < candidatesCount; ++i 1322 for (G4int i = 0 ; i < candidatesCount; ++i) 1487 { 1323 { 1488 G4int candidate = candidates[i]; 1324 G4int candidate = candidates[i]; 1489 G4VFacet& facet = *fFacets[candidate]; << 1325 G4VFacet &facet = *fFacets[candidate]; 1490 if (facet.Intersect(aPoint,direction,fals 1326 if (facet.Intersect(aPoint,direction,false,dist,distFromSurface,normal)) 1491 { 1327 { 1492 // 1328 // 1493 // Set minDist to the new distance to c 1329 // Set minDist to the new distance to current facet if distFromSurface is 1494 // in positive direction and point is n 1330 // in positive direction and point is not at surface. If the point is 1495 // within 0.5*kCarTolerance of the surf 1331 // within 0.5*kCarTolerance of the surface, then force distance to be 1496 // zero and leave member function immed 1332 // zero and leave member function immediately (for efficiency), as 1497 // proposed by & credit to Akira Okumur 1333 // proposed by & credit to Akira Okumura. 1498 // 1334 // 1499 if ( (distFromSurface > kCarToleranceHa 1335 if ( (distFromSurface > kCarToleranceHalf) 1500 && (dist >= 0.0) && (dist < minDistan 1336 && (dist >= 0.0) && (dist < minDistance)) 1501 { 1337 { 1502 minDistance = dist; 1338 minDistance = dist; 1503 } 1339 } 1504 else 1340 else 1505 { 1341 { 1506 if (-kCarToleranceHalf <= dist && dis 1342 if (-kCarToleranceHalf <= dist && dist <= kCarToleranceHalf) 1507 { 1343 { 1508 return 0.0; 1344 return 0.0; 1509 } 1345 } 1510 else if (distFromSurface > -kCarTole 1346 else if (distFromSurface > -kCarToleranceHalf 1511 && distFromSurface < kCarTole 1347 && distFromSurface < kCarToleranceHalf) 1512 { 1348 { 1513 minDistance = dist; << 1349 minDistance = dist; 1514 } 1350 } 1515 } 1351 } 1516 } 1352 } 1517 } 1353 } 1518 return minDistance; 1354 return minDistance; 1519 } 1355 } 1520 1356 1521 ///////////////////////////////////////////// 1357 /////////////////////////////////////////////////////////////////////////////// 1522 // 1358 // 1523 G4double 1359 G4double 1524 G4TessellatedSolid::DistanceToInCore(const G4 << 1360 G4TessellatedSolid::DistanceToInCore(const G4ThreeVector &aPoint, 1525 const G4 << 1361 const G4ThreeVector &aDirection, 1526 G4 1362 G4double aPstep) const 1527 { 1363 { 1528 G4double minDistance; 1364 G4double minDistance; 1529 1365 1530 if (fVoxels.GetCountOfVoxels() > 1) 1366 if (fVoxels.GetCountOfVoxels() > 1) 1531 { 1367 { 1532 minDistance = kInfinity; 1368 minDistance = kInfinity; 1533 G4ThreeVector currentPoint = aPoint; 1369 G4ThreeVector currentPoint = aPoint; 1534 G4ThreeVector direction = aDirection.unit 1370 G4ThreeVector direction = aDirection.unit(); 1535 G4double shift = fVoxels.DistanceToFirst( 1371 G4double shift = fVoxels.DistanceToFirst(currentPoint, direction); 1536 if (shift == kInfinity) return shift; 1372 if (shift == kInfinity) return shift; 1537 G4double shiftBonus = kCarTolerance; 1373 G4double shiftBonus = kCarTolerance; 1538 if (shift != 0.0) << 1374 if (shift) 1539 currentPoint += direction * (shift + sh 1375 currentPoint += direction * (shift + shiftBonus); 1540 // if (!fVoxels.Contains(currentPoint)) 1376 // if (!fVoxels.Contains(currentPoint)) return minDistance; 1541 G4double totalShift = shift; 1377 G4double totalShift = shift; 1542 1378 1543 // G4SurfBits exclusion; // (1/*fVoxels.G 1379 // G4SurfBits exclusion; // (1/*fVoxels.GetBitsPerSlice()*/); 1544 vector<G4int> curVoxel(3); 1380 vector<G4int> curVoxel(3); 1545 1381 1546 fVoxels.GetVoxel(curVoxel, currentPoint); 1382 fVoxels.GetVoxel(curVoxel, currentPoint); 1547 do // Loop checking, 13.08.2015, G.Cos << 1383 do 1548 { 1384 { 1549 const vector<G4int>& candidates = fVoxe << 1385 const vector<G4int> &candidates = fVoxels.GetCandidates(curVoxel); 1550 if (!candidates.empty()) << 1386 if (candidates.size()) 1551 { 1387 { 1552 G4double distance=DistanceToInCandida 1388 G4double distance=DistanceToInCandidates(candidates, aPoint, direction); 1553 if (minDistance > distance) minDistan 1389 if (minDistance > distance) minDistance = distance; 1554 if (distance < totalShift) break; 1390 if (distance < totalShift) break; 1555 } 1391 } 1556 1392 1557 shift = fVoxels.DistanceToNext(currentP 1393 shift = fVoxels.DistanceToNext(currentPoint, direction, curVoxel); 1558 if (shift == kInfinity /*|| shift == 0* 1394 if (shift == kInfinity /*|| shift == 0*/) break; 1559 1395 1560 totalShift += shift; 1396 totalShift += shift; 1561 if (minDistance < totalShift) break; 1397 if (minDistance < totalShift) break; 1562 1398 1563 currentPoint += direction * (shift + sh 1399 currentPoint += direction * (shift + shiftBonus); 1564 } 1400 } 1565 while (fVoxels.UpdateCurrentVoxel(current 1401 while (fVoxels.UpdateCurrentVoxel(currentPoint, direction, curVoxel)); 1566 } 1402 } 1567 else 1403 else 1568 { 1404 { 1569 minDistance = DistanceToInNoVoxels(aPoint 1405 minDistance = DistanceToInNoVoxels(aPoint, aDirection, aPstep); 1570 } 1406 } 1571 1407 1572 return minDistance; 1408 return minDistance; 1573 } 1409 } 1574 1410 1575 ///////////////////////////////////////////// 1411 /////////////////////////////////////////////////////////////////////////////// 1576 // 1412 // 1577 G4bool 1413 G4bool 1578 G4TessellatedSolid::CompareSortedVoxel(const << 1414 G4TessellatedSolid::CompareSortedVoxel(const std::pair<G4int, G4double> &l, 1579 const << 1415 const std::pair<G4int, G4double> &r) 1580 { 1416 { 1581 return l.second < r.second; 1417 return l.second < r.second; 1582 } 1418 } 1583 1419 1584 ///////////////////////////////////////////// 1420 /////////////////////////////////////////////////////////////////////////////// 1585 // 1421 // 1586 G4double 1422 G4double 1587 G4TessellatedSolid::MinDistanceFacet(const G4 << 1423 G4TessellatedSolid::MinDistanceFacet(const G4ThreeVector &p, 1588 G4 1424 G4bool simple, 1589 G4 << 1425 G4VFacet * &minFacet) const 1590 { 1426 { 1591 G4double minDist = kInfinity; 1427 G4double minDist = kInfinity; 1592 1428 1593 G4int size = fVoxels.GetVoxelBoxesSize(); 1429 G4int size = fVoxels.GetVoxelBoxesSize(); 1594 vector<pair<G4int, G4double> > voxelsSorted 1430 vector<pair<G4int, G4double> > voxelsSorted(size); 1595 << 1431 1596 pair<G4int, G4double> info; 1432 pair<G4int, G4double> info; 1597 1433 1598 for (G4int i = 0; i < size; ++i) 1434 for (G4int i = 0; i < size; ++i) 1599 { 1435 { 1600 const G4VoxelBox& voxelBox = fVoxels.GetV << 1436 const G4VoxelBox &voxelBox = fVoxels.GetVoxelBox(i); 1601 1437 1602 G4ThreeVector pointShifted = p - voxelBox 1438 G4ThreeVector pointShifted = p - voxelBox.pos; 1603 G4double safety = fVoxels.MinDistanceToBo 1439 G4double safety = fVoxels.MinDistanceToBox(pointShifted, voxelBox.hlen); 1604 info.first = i; 1440 info.first = i; 1605 info.second = safety; 1441 info.second = safety; 1606 voxelsSorted[i] = info; 1442 voxelsSorted[i] = info; 1607 } 1443 } 1608 1444 1609 std::sort(voxelsSorted.begin(), voxelsSorte 1445 std::sort(voxelsSorted.begin(), voxelsSorted.end(), 1610 &G4TessellatedSolid::CompareSorte 1446 &G4TessellatedSolid::CompareSortedVoxel); 1611 1447 1612 for (G4int i = 0; i < size; ++i) 1448 for (G4int i = 0; i < size; ++i) 1613 { 1449 { 1614 const pair<G4int,G4double>& inf = voxelsS << 1450 const pair<G4int,G4double> &inf = voxelsSorted[i]; 1615 G4double dist = inf.second; 1451 G4double dist = inf.second; 1616 if (dist > minDist) break; 1452 if (dist > minDist) break; 1617 1453 1618 const vector<G4int>& candidates = fVoxels << 1454 const vector<G4int> &candidates = fVoxels.GetVoxelBoxCandidates(inf.first); 1619 auto csize = (G4int)candidates.size(); << 1455 G4int csize = candidates.size(); 1620 for (G4int j = 0; j < csize; ++j) 1456 for (G4int j = 0; j < csize; ++j) 1621 { 1457 { 1622 G4int candidate = candidates[j]; 1458 G4int candidate = candidates[j]; 1623 G4VFacet& facet = *fFacets[candidate]; << 1459 G4VFacet &facet = *fFacets[candidate]; 1624 dist = simple ? facet.Distance(p,minDis 1460 dist = simple ? facet.Distance(p,minDist) 1625 : facet.Distance(p,minDis 1461 : facet.Distance(p,minDist,false); 1626 if (dist < minDist) 1462 if (dist < minDist) 1627 { 1463 { 1628 minDist = dist; 1464 minDist = dist; 1629 minFacet = &facet; 1465 minFacet = &facet; 1630 } 1466 } 1631 } 1467 } 1632 } 1468 } 1633 return minDist; 1469 return minDist; 1634 } 1470 } 1635 1471 1636 ///////////////////////////////////////////// 1472 /////////////////////////////////////////////////////////////////////////////// 1637 // 1473 // 1638 G4double G4TessellatedSolid::SafetyFromOutsid << 1474 G4double G4TessellatedSolid::SafetyFromOutside (const G4ThreeVector &p, 1639 1475 G4bool aAccurate) const 1640 { 1476 { 1641 #if G4SPECSDEBUG 1477 #if G4SPECSDEBUG 1642 if ( Inside(p) == kInside ) 1478 if ( Inside(p) == kInside ) 1643 { 1479 { 1644 std::ostringstream message; 1480 std::ostringstream message; 1645 G4int oldprc = message.precision(16) ; 1481 G4int oldprc = message.precision(16) ; 1646 message << "Point p is already inside!?" 1482 message << "Point p is already inside!?" << G4endl 1647 << "Position:" << G4endl << G4endl 1483 << "Position:" << G4endl << G4endl 1648 << "p.x() = " << p.x()/mm << " mm" << 1484 << "p.x() = " << p.x()/mm << " mm" << G4endl 1649 << "p.y() = " << p.y()/mm << " mm" << 1485 << "p.y() = " << p.y()/mm << " mm" << G4endl 1650 << "p.z() = " << p.z()/mm << " mm" << 1486 << "p.z() = " << p.z()/mm << " mm" << G4endl 1651 << "DistanceToOut(p) == " << DistanceTo 1487 << "DistanceToOut(p) == " << DistanceToOut(p); 1652 message.precision(oldprc) ; 1488 message.precision(oldprc) ; 1653 G4Exception("G4TriangularFacet::DistanceT 1489 G4Exception("G4TriangularFacet::DistanceToIn(p)", 1654 "GeomSolids1002", JustWarning 1490 "GeomSolids1002", JustWarning, message); 1655 } 1491 } 1656 #endif 1492 #endif 1657 1493 1658 G4double minDist; 1494 G4double minDist; 1659 1495 1660 if (fVoxels.GetCountOfVoxels() > 1) 1496 if (fVoxels.GetCountOfVoxels() > 1) 1661 { 1497 { 1662 if (!aAccurate) 1498 if (!aAccurate) 1663 return fVoxels.DistanceToBoundingBox(p) 1499 return fVoxels.DistanceToBoundingBox(p); 1664 1500 1665 if (!OutsideOfExtent(p, kCarTolerance)) 1501 if (!OutsideOfExtent(p, kCarTolerance)) 1666 { 1502 { 1667 vector<G4int> startingVoxel(3); 1503 vector<G4int> startingVoxel(3); 1668 fVoxels.GetVoxel(startingVoxel, p); 1504 fVoxels.GetVoxel(startingVoxel, p); 1669 const vector<G4int> &candidates = fVoxe 1505 const vector<G4int> &candidates = fVoxels.GetCandidates(startingVoxel); 1670 if (candidates.empty() && (fInsides.Get << 1506 if (candidates.size() == 0 && fInsides.GetNbits()) 1671 { 1507 { 1672 G4int index = fVoxels.GetPointIndex(p 1508 G4int index = fVoxels.GetPointIndex(p); 1673 if (fInsides[index]) return 0.; 1509 if (fInsides[index]) return 0.; 1674 } 1510 } 1675 } 1511 } 1676 1512 1677 G4VFacet* facet; << 1513 G4VFacet *facet; 1678 minDist = MinDistanceFacet(p, true, facet 1514 minDist = MinDistanceFacet(p, true, facet); 1679 } 1515 } 1680 else 1516 else 1681 { 1517 { 1682 minDist = kInfinity; 1518 minDist = kInfinity; 1683 std::size_t size = fFacets.size(); << 1519 G4int size = fFacets.size(); 1684 for (std::size_t i = 0; i < size; ++i) << 1520 for (G4int i = 0; i < size; ++i) 1685 { 1521 { 1686 G4VFacet& facet = *fFacets[i]; << 1522 G4VFacet &facet = *fFacets[i]; 1687 G4double dist = facet.Distance(p,minDis 1523 G4double dist = facet.Distance(p,minDist); 1688 if (dist < minDist) minDist = dist; << 1524 if (dist < minDist) minDist = dist; 1689 } 1525 } 1690 } 1526 } 1691 return minDist; 1527 return minDist; 1692 } 1528 } 1693 1529 1694 ///////////////////////////////////////////// 1530 /////////////////////////////////////////////////////////////////////////////// 1695 // 1531 // 1696 G4double 1532 G4double 1697 G4TessellatedSolid::SafetyFromInside (const G << 1533 G4TessellatedSolid::SafetyFromInside (const G4ThreeVector &p, G4bool) const 1698 { << 1534 { 1699 #if G4SPECSDEBUG 1535 #if G4SPECSDEBUG 1700 if ( Inside(p) == kOutside ) 1536 if ( Inside(p) == kOutside ) 1701 { 1537 { 1702 std::ostringstream message; 1538 std::ostringstream message; 1703 G4int oldprc = message.precision(16) ; 1539 G4int oldprc = message.precision(16) ; 1704 message << "Point p is already outside!?" 1540 message << "Point p is already outside!?" << G4endl 1705 << "Position:" << G4endl << G4endl 1541 << "Position:" << G4endl << G4endl 1706 << "p.x() = " << p.x()/mm << " mm" << 1542 << "p.x() = " << p.x()/mm << " mm" << G4endl 1707 << "p.y() = " << p.y()/mm << " mm" << 1543 << "p.y() = " << p.y()/mm << " mm" << G4endl 1708 << "p.z() = " << p.z()/mm << " mm" << 1544 << "p.z() = " << p.z()/mm << " mm" << G4endl 1709 << "DistanceToIn(p) == " << DistanceToI 1545 << "DistanceToIn(p) == " << DistanceToIn(p); 1710 message.precision(oldprc) ; 1546 message.precision(oldprc) ; 1711 G4Exception("G4TriangularFacet::DistanceT 1547 G4Exception("G4TriangularFacet::DistanceToOut(p)", 1712 "GeomSolids1002", JustWarning 1548 "GeomSolids1002", JustWarning, message); 1713 } 1549 } 1714 #endif 1550 #endif 1715 1551 1716 G4double minDist; 1552 G4double minDist; 1717 1553 1718 if (OutsideOfExtent(p, kCarTolerance)) retu 1554 if (OutsideOfExtent(p, kCarTolerance)) return 0.0; 1719 1555 1720 if (fVoxels.GetCountOfVoxels() > 1) 1556 if (fVoxels.GetCountOfVoxels() > 1) 1721 { 1557 { 1722 G4VFacet* facet; << 1558 G4VFacet *facet; 1723 minDist = MinDistanceFacet(p, true, facet 1559 minDist = MinDistanceFacet(p, true, facet); 1724 } 1560 } 1725 else 1561 else 1726 { 1562 { 1727 minDist = kInfinity; 1563 minDist = kInfinity; 1728 G4double dist = 0.0; 1564 G4double dist = 0.0; 1729 std::size_t size = fFacets.size(); << 1565 G4int size = fFacets.size(); 1730 for (std::size_t i = 0; i < size; ++i) << 1566 for (G4int i = 0; i < size; ++i) 1731 { 1567 { 1732 G4VFacet& facet = *fFacets[i]; << 1568 G4VFacet &facet = *fFacets[i]; 1733 dist = facet.Distance(p,minDist); 1569 dist = facet.Distance(p,minDist); 1734 if (dist < minDist) minDist = dist; 1570 if (dist < minDist) minDist = dist; 1735 } 1571 } 1736 } 1572 } 1737 return minDist; 1573 return minDist; 1738 } 1574 } 1739 1575 1740 ///////////////////////////////////////////// 1576 /////////////////////////////////////////////////////////////////////////////// 1741 // 1577 // 1742 // G4GeometryType GetEntityType() const; 1578 // G4GeometryType GetEntityType() const; 1743 // 1579 // 1744 // Provide identification of the class of an 1580 // Provide identification of the class of an object 1745 // 1581 // 1746 G4GeometryType G4TessellatedSolid::GetEntityT 1582 G4GeometryType G4TessellatedSolid::GetEntityType () const 1747 { 1583 { 1748 return fGeometryType; 1584 return fGeometryType; 1749 } 1585 } 1750 1586 1751 ///////////////////////////////////////////// 1587 /////////////////////////////////////////////////////////////////////////////// 1752 // 1588 // 1753 // IsFaceted << 1754 // << 1755 G4bool G4TessellatedSolid::IsFaceted () const << 1756 { << 1757 return true; << 1758 } << 1759 << 1760 ///////////////////////////////////////////// << 1761 // << 1762 std::ostream &G4TessellatedSolid::StreamInfo( 1589 std::ostream &G4TessellatedSolid::StreamInfo(std::ostream &os) const 1763 { 1590 { 1764 os << G4endl; 1591 os << G4endl; 1765 os << "Solid name = " << GetName() << 1766 os << "Geometry Type = " << fGeometryTyp 1592 os << "Geometry Type = " << fGeometryType << G4endl; 1767 os << "Number of facets = " << fFacets.size 1593 os << "Number of facets = " << fFacets.size() << G4endl; 1768 1594 1769 std::size_t size = fFacets.size(); << 1595 G4int size = fFacets.size(); 1770 for (std::size_t i = 0; i < size; ++i) << 1596 for (G4int i = 0; i < size; ++i) 1771 { 1597 { 1772 os << "FACET # = " << i + 1 << G 1598 os << "FACET # = " << i + 1 << G4endl; 1773 G4VFacet &facet = *fFacets[i]; 1599 G4VFacet &facet = *fFacets[i]; 1774 facet.StreamInfo(os); 1600 facet.StreamInfo(os); 1775 } 1601 } 1776 os << G4endl; 1602 os << G4endl; 1777 1603 1778 return os; 1604 return os; 1779 } 1605 } 1780 1606 1781 ///////////////////////////////////////////// 1607 /////////////////////////////////////////////////////////////////////////////// 1782 // 1608 // 1783 // Make a clone of the object 1609 // Make a clone of the object 1784 // 1610 // 1785 G4VSolid* G4TessellatedSolid::Clone() const 1611 G4VSolid* G4TessellatedSolid::Clone() const 1786 { 1612 { 1787 return new G4TessellatedSolid(*this); 1613 return new G4TessellatedSolid(*this); 1788 } 1614 } 1789 1615 1790 ///////////////////////////////////////////// 1616 /////////////////////////////////////////////////////////////////////////////// 1791 // 1617 // 1792 // EInside G4TessellatedSolid::Inside (const 1618 // EInside G4TessellatedSolid::Inside (const G4ThreeVector &p) const 1793 // 1619 // 1794 // This method must return: 1620 // This method must return: 1795 // * kOutside if the point at offset p is 1621 // * kOutside if the point at offset p is outside the shape 1796 // boundaries plus kCarTolerance/2, 1622 // boundaries plus kCarTolerance/2, 1797 // * kSurface if the point is <= kCarToler 1623 // * kSurface if the point is <= kCarTolerance/2 from a surface, or 1798 // * kInside otherwise. 1624 // * kInside otherwise. 1799 // 1625 // 1800 EInside G4TessellatedSolid::Inside (const G4T << 1626 EInside G4TessellatedSolid::Inside (const G4ThreeVector &aPoint) const 1801 { 1627 { 1802 EInside location; 1628 EInside location; 1803 1629 1804 if (fVoxels.GetCountOfVoxels() > 1) 1630 if (fVoxels.GetCountOfVoxels() > 1) 1805 { 1631 { 1806 location = InsideVoxels(aPoint); 1632 location = InsideVoxels(aPoint); 1807 } 1633 } 1808 else 1634 else 1809 { 1635 { 1810 location = InsideNoVoxels(aPoint); 1636 location = InsideNoVoxels(aPoint); 1811 } 1637 } 1812 return location; 1638 return location; 1813 } 1639 } 1814 1640 1815 ///////////////////////////////////////////// 1641 /////////////////////////////////////////////////////////////////////////////// 1816 // 1642 // 1817 G4ThreeVector G4TessellatedSolid::SurfaceNorm 1643 G4ThreeVector G4TessellatedSolid::SurfaceNormal(const G4ThreeVector& p) const 1818 { 1644 { 1819 G4ThreeVector n; 1645 G4ThreeVector n; 1820 Normal(p, n); 1646 Normal(p, n); 1821 return n; 1647 return n; 1822 } 1648 } 1823 1649 1824 ///////////////////////////////////////////// 1650 /////////////////////////////////////////////////////////////////////////////// 1825 // 1651 // 1826 // G4double DistanceToIn(const G4ThreeVector& 1652 // G4double DistanceToIn(const G4ThreeVector& p) 1827 // 1653 // 1828 // Calculate distance to nearest surface of s 1654 // Calculate distance to nearest surface of shape from an outside point p. The 1829 // distance can be an underestimate. 1655 // distance can be an underestimate. 1830 // 1656 // 1831 G4double G4TessellatedSolid::DistanceToIn(con 1657 G4double G4TessellatedSolid::DistanceToIn(const G4ThreeVector& p) const 1832 { 1658 { 1833 return SafetyFromOutside(p, false); << 1659 return SafetyFromOutside(p,false); 1834 } 1660 } 1835 1661 1836 ///////////////////////////////////////////// 1662 /////////////////////////////////////////////////////////////////////////////// 1837 // 1663 // 1838 G4double G4TessellatedSolid::DistanceToIn(con 1664 G4double G4TessellatedSolid::DistanceToIn(const G4ThreeVector& p, 1839 con 1665 const G4ThreeVector& v)const 1840 { 1666 { 1841 G4double dist = DistanceToInCore(p,v,kInfin << 1667 return DistanceToInCore(p,v,kInfinity); 1842 #ifdef G4SPECSDEBUG << 1843 if (dist < kInfinity) << 1844 { << 1845 if (Inside(p + dist*v) != kSurface) << 1846 { << 1847 std::ostringstream message; << 1848 message << "Invalid response from facet << 1849 << G4endl << 1850 << "at point: " << p << "and d << 1851 G4Exception("G4TessellatedSolid::Distan << 1852 "GeomSolids1002", JustWarni << 1853 } << 1854 } << 1855 #endif << 1856 return dist; << 1857 } 1668 } 1858 1669 1859 ///////////////////////////////////////////// 1670 /////////////////////////////////////////////////////////////////////////////// 1860 // 1671 // 1861 // G4double DistanceToOut(const G4ThreeVector 1672 // G4double DistanceToOut(const G4ThreeVector& p) 1862 // 1673 // 1863 // Calculate distance to nearest surface of s 1674 // Calculate distance to nearest surface of shape from an inside 1864 // point. The distance can be an underestimat 1675 // point. The distance can be an underestimate. 1865 // 1676 // 1866 G4double G4TessellatedSolid::DistanceToOut(co 1677 G4double G4TessellatedSolid::DistanceToOut(const G4ThreeVector& p) const 1867 { 1678 { 1868 return SafetyFromInside(p, false); << 1679 return SafetyFromInside(p,false); 1869 } 1680 } 1870 1681 1871 ///////////////////////////////////////////// 1682 /////////////////////////////////////////////////////////////////////////////// 1872 // 1683 // 1873 // G4double DistanceToOut(const G4ThreeVector 1684 // G4double DistanceToOut(const G4ThreeVector& p, const G4ThreeVector& v, 1874 // const G4bool calcNo 1685 // const G4bool calcNorm=false, 1875 // G4bool *validNorm=0 1686 // G4bool *validNorm=0, G4ThreeVector *n=0); 1876 // 1687 // 1877 // Return distance along the normalised vecto 1688 // Return distance along the normalised vector v to the shape, from a 1878 // point at an offset p inside or on the surf 1689 // point at an offset p inside or on the surface of the 1879 // shape. Intersections with surfaces, when t 1690 // shape. Intersections with surfaces, when the point is not greater 1880 // than kCarTolerance/2 from a surface, must 1691 // than kCarTolerance/2 from a surface, must be ignored. 1881 // If calcNorm is true, then it must also 1692 // If calcNorm is true, then it must also set validNorm to either 1882 // * true, if the solid lies entirely beh 1693 // * true, if the solid lies entirely behind or on the exiting 1883 // surface. Then it must set n to the 1694 // surface. Then it must set n to the outwards normal vector 1884 // (the Magnitude of the vector is not 1695 // (the Magnitude of the vector is not defined). 1885 // * false, if the solid does not lie ent 1696 // * false, if the solid does not lie entirely behind or on the 1886 // exiting surface. 1697 // exiting surface. 1887 // If calcNorm is false, then validNorm and n 1698 // If calcNorm is false, then validNorm and n are unused. 1888 // 1699 // 1889 G4double G4TessellatedSolid::DistanceToOut(co 1700 G4double G4TessellatedSolid::DistanceToOut(const G4ThreeVector& p, 1890 co 1701 const G4ThreeVector& v, 1891 co 1702 const G4bool calcNorm, 1892 << 1703 G4bool *validNorm, 1893 << 1704 G4ThreeVector *norm) const 1894 { 1705 { 1895 G4ThreeVector n; 1706 G4ThreeVector n; 1896 G4bool valid; 1707 G4bool valid; 1897 1708 1898 G4double dist = DistanceToOutCore(p, v, n, 1709 G4double dist = DistanceToOutCore(p, v, n, valid); 1899 if (calcNorm) 1710 if (calcNorm) 1900 { 1711 { 1901 *norm = n; 1712 *norm = n; 1902 *validNorm = valid; 1713 *validNorm = valid; 1903 } 1714 } 1904 #ifdef G4SPECSDEBUG << 1905 if (dist < kInfinity) << 1906 { << 1907 if (Inside(p + dist*v) != kSurface) << 1908 { << 1909 std::ostringstream message; << 1910 message << "Invalid response from facet << 1911 << G4endl << 1912 << "at point: " << p << "and d << 1913 G4Exception("G4TessellatedSolid::Distan << 1914 "GeomSolids1002", JustWarni << 1915 } << 1916 } << 1917 #endif << 1918 return dist; 1715 return dist; 1919 } 1716 } 1920 1717 1921 ///////////////////////////////////////////// 1718 /////////////////////////////////////////////////////////////////////////////// 1922 // 1719 // 1923 void G4TessellatedSolid::DescribeYourselfTo ( 1720 void G4TessellatedSolid::DescribeYourselfTo (G4VGraphicsScene& scene) const 1924 { 1721 { 1925 scene.AddSolid (*this); 1722 scene.AddSolid (*this); 1926 } 1723 } 1927 1724 1928 ///////////////////////////////////////////// 1725 /////////////////////////////////////////////////////////////////////////////// 1929 // 1726 // 1930 G4Polyhedron* G4TessellatedSolid::CreatePolyh << 1727 G4Polyhedron *G4TessellatedSolid::CreatePolyhedron () const 1931 { 1728 { 1932 auto nVertices = (G4int)fVertexList.size(); << 1729 G4int nVertices = fVertexList.size(); 1933 auto nFacets = (G4int)fFacets.size(); << 1730 G4int nFacets = fFacets.size(); 1934 auto polyhedron = new G4Polyhedron(nVertice << 1731 G4PolyhedronArbitrary *polyhedron = 1935 for (auto i = 0; i < nVertices; ++i) << 1732 new G4PolyhedronArbitrary (nVertices, nFacets); >> 1733 for (G4ThreeVectorList::const_iterator v= fVertexList.begin(); >> 1734 v!=fVertexList.end(); ++v) 1936 { 1735 { 1937 polyhedron->SetVertex(i+1, fVertexList[i] << 1736 polyhedron->AddVertex(*v); 1938 } 1737 } 1939 1738 1940 for (auto i = 0; i < nFacets; ++i) << 1739 G4int size = fFacets.size(); >> 1740 for (G4int i = 0; i < size; ++i) 1941 { 1741 { 1942 G4VFacet* facet = fFacets[i]; << 1742 G4VFacet &facet = *fFacets[i]; 1943 G4int v[4] = {0}; << 1743 G4int v[4]; 1944 G4int n = facet->GetNumberOfVertices(); << 1744 G4int n = facet.GetNumberOfVertices(); 1945 if (n > 4) n = 4; 1745 if (n > 4) n = 4; 1946 for (auto j = 0; j < n; ++j) << 1746 else if (n == 3) v[3] = 0; >> 1747 for (G4int j=0; j<n; ++j) 1947 { 1748 { 1948 v[j] = facet->GetVertexIndex(j) + 1; << 1749 G4int k = facet.GetVertexIndex(j); >> 1750 v[j] = k+1; 1949 } 1751 } 1950 polyhedron->SetFacet(i+1, v[0], v[1], v[2 << 1752 polyhedron->AddFacet(v[0],v[1],v[2],v[3]); 1951 } 1753 } 1952 polyhedron->SetReferences(); << 1754 polyhedron->SetReferences(); 1953 1755 1954 return polyhedron; << 1756 return (G4Polyhedron*) polyhedron; 1955 } 1757 } 1956 1758 1957 ///////////////////////////////////////////// 1759 /////////////////////////////////////////////////////////////////////////////// 1958 // 1760 // 1959 // GetPolyhedron << 1761 G4NURBS *G4TessellatedSolid::CreateNURBS () const 1960 // << 1961 G4Polyhedron* G4TessellatedSolid::GetPolyhedr << 1962 { 1762 { 1963 if (fpPolyhedron == nullptr || << 1763 return 0; 1964 fRebuildPolyhedron || << 1965 fpPolyhedron->GetNumberOfRotationStepsA << 1966 fpPolyhedron->GetNumberOfRotationSteps( << 1967 { << 1968 G4AutoLock l(&polyhedronMutex); << 1969 delete fpPolyhedron; << 1970 fpPolyhedron = CreatePolyhedron(); << 1971 fRebuildPolyhedron = false; << 1972 l.unlock(); << 1973 } << 1974 return fpPolyhedron; << 1975 } 1764 } 1976 1765 1977 ///////////////////////////////////////////// 1766 /////////////////////////////////////////////////////////////////////////////// 1978 // 1767 // 1979 // Get bounding box << 1768 // GetPolyhedron 1980 // 1769 // 1981 void G4TessellatedSolid::BoundingLimits(G4Thr << 1770 G4Polyhedron* G4TessellatedSolid::GetPolyhedron () const 1982 G4Thr << 1983 { 1771 { 1984 pMin = fMinExtent; << 1772 if (!fpPolyhedron || 1985 pMax = fMaxExtent; << 1773 fpPolyhedron->GetNumberOfRotationStepsAtTimeOfCreation() != 1986 << 1774 fpPolyhedron->GetNumberOfRotationSteps()) 1987 // Check correctness of the bounding box << 1988 // << 1989 if (pMin.x() >= pMax.x() || pMin.y() >= pMa << 1990 { 1775 { 1991 std::ostringstream message; << 1776 delete fpPolyhedron; 1992 message << "Bad bounding box (min >= max) << 1777 fpPolyhedron = CreatePolyhedron(); 1993 << GetName() << " !" << 1994 << "\npMin = " << pMin << 1995 << "\npMax = " << pMax; << 1996 G4Exception("G4TessellatedSolid::Bounding << 1997 "GeomMgt0001", JustWarning, m << 1998 DumpInfo(); << 1999 } 1778 } >> 1779 return fpPolyhedron; 2000 } 1780 } 2001 1781 2002 ///////////////////////////////////////////// 1782 /////////////////////////////////////////////////////////////////////////////// 2003 // 1783 // 2004 // Calculate extent under transform and speci << 1784 // CalculateExtent >> 1785 // >> 1786 // Based on correction provided by Stan Seibert, University of Texas. 2005 // 1787 // 2006 G4bool 1788 G4bool 2007 G4TessellatedSolid::CalculateExtent(const EAx 1789 G4TessellatedSolid::CalculateExtent(const EAxis pAxis, 2008 const G4V 1790 const G4VoxelLimits& pVoxelLimit, 2009 const G4A 1791 const G4AffineTransform& pTransform, 2010 G4d 1792 G4double& pMin, G4double& pMax) const 2011 { 1793 { 2012 G4ThreeVector bmin, bmax; << 1794 G4ThreeVectorList transVertexList(fVertexList); >> 1795 G4int size = fVertexList.size(); 2013 1796 2014 // Check bounding box (bbox) << 1797 // Put solid into transformed frame 2015 // << 1798 for (G4int i=0; i < size; ++i) 2016 BoundingLimits(bmin,bmax); << 1799 { 2017 G4BoundingEnvelope bbox(bmin,bmax); << 1800 pTransform.ApplyPointTransform(transVertexList[i]); >> 1801 } 2018 1802 2019 // Use simple bounding-box to help in the c << 1803 // Find min and max extent in each dimension 2020 // << 1804 G4ThreeVector minExtent(kInfinity, kInfinity, kInfinity); 2021 return bbox.CalculateExtent(pAxis,pVoxelLim << 1805 G4ThreeVector maxExtent(-kInfinity, -kInfinity, -kInfinity); 2022 1806 2023 #if 0 << 1807 size = transVertexList.size(); 2024 // Precise extent computation (disabled by << 1808 for (G4int i=0; i< size; ++i) 2025 // << 2026 if (bbox.BoundingBoxVsVoxelLimits(pAxis,pVo << 2027 { 1809 { 2028 return (pMin < pMax) ? true : false; << 1810 for (G4int axis=G4ThreeVector::X; axis < G4ThreeVector::SIZE; ++axis) >> 1811 { >> 1812 G4double coordinate = transVertexList[i][axis]; >> 1813 if (coordinate < minExtent[axis]) >> 1814 { minExtent[axis] = coordinate; } >> 1815 if (coordinate > maxExtent[axis]) >> 1816 { maxExtent[axis] = coordinate; } >> 1817 } 2029 } 1818 } 2030 1819 2031 // The extent is calculated as cumulative e << 1820 // Check for containment and clamp to voxel boundaries 2032 // formed by facets and the center of the b << 1821 for (G4int axis=G4ThreeVector::X; axis < G4ThreeVector::SIZE; ++axis) 2033 // << 1822 { 2034 G4double eminlim = pVoxelLimit.GetMinExtent << 1823 EAxis geomAxis = kXAxis; // U geom classes use different index type 2035 G4double emaxlim = pVoxelLimit.GetMaxExtent << 1824 switch(axis) >> 1825 { >> 1826 case G4ThreeVector::X: geomAxis = kXAxis; break; >> 1827 case G4ThreeVector::Y: geomAxis = kYAxis; break; >> 1828 case G4ThreeVector::Z: geomAxis = kZAxis; break; >> 1829 } >> 1830 G4bool isLimited = pVoxelLimit.IsLimited(geomAxis); >> 1831 G4double voxelMinExtent = pVoxelLimit.GetMinExtent(geomAxis); >> 1832 G4double voxelMaxExtent = pVoxelLimit.GetMaxExtent(geomAxis); 2036 1833 2037 G4ThreeVectorList base; << 1834 if (isLimited) 2038 G4ThreeVectorList apex(1); << 1835 { 2039 std::vector<const G4ThreeVectorList *> pyra << 1836 if ( minExtent[axis] > voxelMaxExtent+kCarTolerance || 2040 pyramid[0] = &base; << 1837 maxExtent[axis] < voxelMinExtent-kCarTolerance ) 2041 pyramid[1] = &apex; << 1838 { 2042 apex[0] = (bmin+bmax)*0.5; << 1839 return false ; 2043 << 1840 } 2044 // main loop along facets << 1841 else 2045 pMin = kInfinity; << 1842 { 2046 pMax = -kInfinity; << 1843 if (minExtent[axis] < voxelMinExtent) 2047 for (G4int i=0; i<GetNumberOfFacets(); ++i) << 1844 { 2048 { << 1845 minExtent[axis] = voxelMinExtent ; 2049 G4VFacet* facet = GetFacet(i); << 1846 } 2050 if (std::abs((facet->GetSurfaceNormal()). << 1847 if (maxExtent[axis] > voxelMaxExtent) 2051 < kCarToleranceHalf) continue; << 1848 { 2052 << 1849 maxExtent[axis] = voxelMaxExtent; 2053 G4int nv = facet->GetNumberOfVertices(); << 1850 } 2054 base.resize(nv); << 1851 } 2055 for (G4int k=0; k<nv; ++k) { base[k] = fa << 1852 } 2056 << 2057 G4double emin,emax; << 2058 G4BoundingEnvelope benv(pyramid); << 2059 if (!benv.CalculateExtent(pAxis,pVoxelLim << 2060 if (emin < pMin) pMin = emin; << 2061 if (emax > pMax) pMax = emax; << 2062 if (eminlim > pMin && emaxlim < pMax) bre << 2063 } 1853 } 2064 return (pMin < pMax); << 1854 2065 #endif << 1855 // Convert pAxis into G4ThreeVector index >> 1856 G4int vecAxis=0; >> 1857 switch(pAxis) >> 1858 { >> 1859 case kXAxis: vecAxis = G4ThreeVector::X; break; >> 1860 case kYAxis: vecAxis = G4ThreeVector::Y; break; >> 1861 case kZAxis: vecAxis = G4ThreeVector::Z; break; >> 1862 default: break; >> 1863 } >> 1864 >> 1865 pMin = minExtent[vecAxis] - kCarTolerance; >> 1866 pMax = maxExtent[vecAxis] + kCarTolerance; >> 1867 >> 1868 return true; 2066 } 1869 } 2067 1870 2068 ///////////////////////////////////////////// 1871 /////////////////////////////////////////////////////////////////////////////// 2069 // 1872 // 2070 G4double G4TessellatedSolid::GetMinXExtent () 1873 G4double G4TessellatedSolid::GetMinXExtent () const 2071 { 1874 { 2072 return fMinExtent.x(); 1875 return fMinExtent.x(); 2073 } 1876 } 2074 1877 2075 ///////////////////////////////////////////// 1878 /////////////////////////////////////////////////////////////////////////////// 2076 // 1879 // 2077 G4double G4TessellatedSolid::GetMaxXExtent () 1880 G4double G4TessellatedSolid::GetMaxXExtent () const 2078 { 1881 { 2079 return fMaxExtent.x(); 1882 return fMaxExtent.x(); 2080 } 1883 } 2081 1884 2082 ///////////////////////////////////////////// 1885 /////////////////////////////////////////////////////////////////////////////// 2083 // 1886 // 2084 G4double G4TessellatedSolid::GetMinYExtent () 1887 G4double G4TessellatedSolid::GetMinYExtent () const 2085 { 1888 { 2086 return fMinExtent.y(); 1889 return fMinExtent.y(); 2087 } 1890 } 2088 1891 2089 ///////////////////////////////////////////// 1892 /////////////////////////////////////////////////////////////////////////////// 2090 // 1893 // 2091 G4double G4TessellatedSolid::GetMaxYExtent () 1894 G4double G4TessellatedSolid::GetMaxYExtent () const 2092 { 1895 { 2093 return fMaxExtent.y(); 1896 return fMaxExtent.y(); 2094 } 1897 } 2095 1898 2096 ///////////////////////////////////////////// 1899 /////////////////////////////////////////////////////////////////////////////// 2097 // 1900 // 2098 G4double G4TessellatedSolid::GetMinZExtent () 1901 G4double G4TessellatedSolid::GetMinZExtent () const 2099 { 1902 { 2100 return fMinExtent.z(); 1903 return fMinExtent.z(); 2101 } 1904 } 2102 1905 2103 ///////////////////////////////////////////// 1906 /////////////////////////////////////////////////////////////////////////////// 2104 // 1907 // 2105 G4double G4TessellatedSolid::GetMaxZExtent () 1908 G4double G4TessellatedSolid::GetMaxZExtent () const 2106 { 1909 { 2107 return fMaxExtent.z(); 1910 return fMaxExtent.z(); 2108 } 1911 } 2109 1912 2110 ///////////////////////////////////////////// 1913 /////////////////////////////////////////////////////////////////////////////// 2111 // 1914 // 2112 G4VisExtent G4TessellatedSolid::GetExtent () 1915 G4VisExtent G4TessellatedSolid::GetExtent () const 2113 { 1916 { 2114 return { fMinExtent.x(), fMaxExtent.x(), << 1917 return G4VisExtent (fMinExtent.x(), fMaxExtent.x(), fMinExtent.y(), fMaxExtent.y(), fMinExtent.z(), fMaxExtent.z()); 2115 fMinExtent.y(), fMaxExtent.y(), << 2116 fMinExtent.z(), fMaxExtent.z() }; << 2117 } 1918 } 2118 1919 2119 ///////////////////////////////////////////// 1920 /////////////////////////////////////////////////////////////////////////////// 2120 // 1921 // 2121 G4double G4TessellatedSolid::GetCubicVolume ( 1922 G4double G4TessellatedSolid::GetCubicVolume () 2122 { 1923 { 2123 if (fCubicVolume != 0.) return fCubicVolume << 1924 if(fCubicVolume != 0.) {;} 2124 << 1925 else { fCubicVolume = G4VSolid::GetCubicVolume(); } 2125 // For explanation of the following algorit << 2126 // https://en.wikipedia.org/wiki/Polyhedron << 2127 // http://wwwf.imperial.ac.uk/~rn/centroid. << 2128 << 2129 std::size_t size = fFacets.size(); << 2130 for (std::size_t i = 0; i < size; ++i) << 2131 { << 2132 G4VFacet &facet = *fFacets[i]; << 2133 G4double area = facet.GetArea(); << 2134 G4ThreeVector unit_normal = facet.GetSurf << 2135 fCubicVolume += area * (facet.GetVertex(0 << 2136 } << 2137 fCubicVolume /= 3.; << 2138 return fCubicVolume; 1926 return fCubicVolume; 2139 } 1927 } 2140 1928 2141 ///////////////////////////////////////////// 1929 /////////////////////////////////////////////////////////////////////////////// 2142 // 1930 // 2143 G4double G4TessellatedSolid::GetSurfaceArea ( 1931 G4double G4TessellatedSolid::GetSurfaceArea () 2144 { 1932 { 2145 if (fSurfaceArea != 0.) return fSurfaceArea 1933 if (fSurfaceArea != 0.) return fSurfaceArea; 2146 1934 2147 std::size_t size = fFacets.size(); << 1935 G4int size = fFacets.size(); 2148 for (std::size_t i = 0; i < size; ++i) << 1936 for (G4int i = 0; i < size; ++i) 2149 { 1937 { 2150 G4VFacet &facet = *fFacets[i]; 1938 G4VFacet &facet = *fFacets[i]; 2151 fSurfaceArea += facet.GetArea(); 1939 fSurfaceArea += facet.GetArea(); 2152 } 1940 } 2153 return fSurfaceArea; 1941 return fSurfaceArea; 2154 } 1942 } 2155 1943 2156 ///////////////////////////////////////////// 1944 /////////////////////////////////////////////////////////////////////////////// 2157 // 1945 // 2158 G4ThreeVector G4TessellatedSolid::GetPointOnS 1946 G4ThreeVector G4TessellatedSolid::GetPointOnSurface() const 2159 { 1947 { 2160 // Select randomly a facet and return a ran 1948 // Select randomly a facet and return a random point on it 2161 1949 2162 auto i = (G4int) G4RandFlat::shoot(0., fFac << 1950 G4int i = (G4int) G4RandFlat::shoot(0., fFacets.size()); 2163 return fFacets[i]->GetPointOnFace(); 1951 return fFacets[i]->GetPointOnFace(); 2164 } 1952 } 2165 1953 2166 ///////////////////////////////////////////// 1954 /////////////////////////////////////////////////////////////////////////////// 2167 // 1955 // 2168 // SetRandomVectorSet 1956 // SetRandomVectorSet 2169 // 1957 // 2170 // This is a set of predefined random vectors 1958 // This is a set of predefined random vectors (if that isn't a contradition 2171 // in terms!) used to generate rays from a us 1959 // in terms!) used to generate rays from a user-defined point. The member 2172 // function Inside uses these to determine wh 1960 // function Inside uses these to determine whether the point is inside or 2173 // outside of the tessellated solid. All vec 1961 // outside of the tessellated solid. All vectors should be unit vectors. 2174 // 1962 // 2175 void G4TessellatedSolid::SetRandomVectors () 1963 void G4TessellatedSolid::SetRandomVectors () 2176 { 1964 { 2177 fRandir.resize(20); 1965 fRandir.resize(20); 2178 fRandir[0] = 1966 fRandir[0] = 2179 G4ThreeVector(-0.9577428892113370, 0.2732 1967 G4ThreeVector(-0.9577428892113370, 0.2732676269591740, 0.0897405271949221); 2180 fRandir[1] = 1968 fRandir[1] = 2181 G4ThreeVector(-0.8331264504940770,-0.5162 1969 G4ThreeVector(-0.8331264504940770,-0.5162067214954600,-0.1985722492445700); 2182 fRandir[2] = 1970 fRandir[2] = 2183 G4ThreeVector(-0.1516671651108820, 0.9666 1971 G4ThreeVector(-0.1516671651108820, 0.9666292616127460, 0.2064580868390110); 2184 fRandir[3] = 1972 fRandir[3] = 2185 G4ThreeVector( 0.6570250350323190,-0.6944 1973 G4ThreeVector( 0.6570250350323190,-0.6944539025883300, 0.2933460081893360); 2186 fRandir[4] = 1974 fRandir[4] = 2187 G4ThreeVector(-0.4820456281280320,-0.6331 1975 G4ThreeVector(-0.4820456281280320,-0.6331060000098690,-0.6056474264406270); 2188 fRandir[5] = 1976 fRandir[5] = 2189 G4ThreeVector( 0.7629032554236800 , 0.101 1977 G4ThreeVector( 0.7629032554236800 , 0.1016854697539910,-0.6384658864065180); 2190 fRandir[6] = 1978 fRandir[6] = 2191 G4ThreeVector( 0.7689540409061150, 0.5034 1979 G4ThreeVector( 0.7689540409061150, 0.5034929891988220, 0.3939600142169160); 2192 fRandir[7] = 1980 fRandir[7] = 2193 G4ThreeVector( 0.5765188359255740, 0.5997 1981 G4ThreeVector( 0.5765188359255740, 0.5997271636278330,-0.5549354566343150); 2194 fRandir[8] = 1982 fRandir[8] = 2195 G4ThreeVector( 0.6660632777862070,-0.6362 1983 G4ThreeVector( 0.6660632777862070,-0.6362809868288380, 0.3892379937580790); 2196 fRandir[9] = 1984 fRandir[9] = 2197 G4ThreeVector( 0.3824415020414780, 0.6541 1985 G4ThreeVector( 0.3824415020414780, 0.6541792713761380,-0.6525243125110690); 2198 fRandir[10] = 1986 fRandir[10] = 2199 G4ThreeVector(-0.5107726564526760, 0.6020 1987 G4ThreeVector(-0.5107726564526760, 0.6020905056811610, 0.6136760679616570); 2200 fRandir[11] = 1988 fRandir[11] = 2201 G4ThreeVector( 0.7459135439578050, 0.6618 1989 G4ThreeVector( 0.7459135439578050, 0.6618796061649330, 0.0743530220183488); 2202 fRandir[12] = 1990 fRandir[12] = 2203 G4ThreeVector( 0.1536405855311580, 0.8117 1991 G4ThreeVector( 0.1536405855311580, 0.8117477913978260,-0.5634359711967240); 2204 fRandir[13] = 1992 fRandir[13] = 2205 G4ThreeVector( 0.0744395301705579,-0.8707 1993 G4ThreeVector( 0.0744395301705579,-0.8707110101772920,-0.4861286795736560); 2206 fRandir[14] = 1994 fRandir[14] = 2207 G4ThreeVector(-0.1665874645185400, 0.6018 1995 G4ThreeVector(-0.1665874645185400, 0.6018553940549240,-0.7810369397872780); 2208 fRandir[15] = 1996 fRandir[15] = 2209 G4ThreeVector( 0.7766902003633100, 0.6014 1997 G4ThreeVector( 0.7766902003633100, 0.6014617505959970,-0.1870724331097450); 2210 fRandir[16] = 1998 fRandir[16] = 2211 G4ThreeVector(-0.8710128685847430,-0.1434 1999 G4ThreeVector(-0.8710128685847430,-0.1434320216603030,-0.4698551243971010); 2212 fRandir[17] = 2000 fRandir[17] = 2213 G4ThreeVector( 0.8901082092766820,-0.4388 2001 G4ThreeVector( 0.8901082092766820,-0.4388411398893870, 0.1229871120030100); 2214 fRandir[18] = 2002 fRandir[18] = 2215 G4ThreeVector(-0.6430417431544370,-0.3295 2003 G4ThreeVector(-0.6430417431544370,-0.3295938228697690, 0.6912779675984150); 2216 fRandir[19] = 2004 fRandir[19] = 2217 G4ThreeVector( 0.6331124368380410, 0.6306 2005 G4ThreeVector( 0.6331124368380410, 0.6306211461665000, 0.4488714875425340); 2218 2006 2219 fMaxTries = 20; 2007 fMaxTries = 20; 2220 } 2008 } 2221 2009 2222 ///////////////////////////////////////////// 2010 /////////////////////////////////////////////////////////////////////////////// 2223 // 2011 // 2224 G4int G4TessellatedSolid::AllocatedMemoryWith 2012 G4int G4TessellatedSolid::AllocatedMemoryWithoutVoxels() 2225 { 2013 { 2226 G4int base = sizeof(*this); 2014 G4int base = sizeof(*this); 2227 base += fVertexList.capacity() * sizeof(G4T 2015 base += fVertexList.capacity() * sizeof(G4ThreeVector); 2228 base += fRandir.capacity() * sizeof(G4Three 2016 base += fRandir.capacity() * sizeof(G4ThreeVector); 2229 2017 2230 std::size_t limit = fFacets.size(); << 2018 G4int limit = fFacets.size(); 2231 for (std::size_t i = 0; i < limit; ++i) << 2019 for (G4int i = 0; i < limit; i++) 2232 { 2020 { 2233 G4VFacet& facet = *fFacets[i]; << 2021 G4VFacet &facet = *fFacets[i]; 2234 base += facet.AllocatedMemory(); 2022 base += facet.AllocatedMemory(); 2235 } 2023 } 2236 2024 2237 for (const auto & fExtremeFacet : fExtremeF << 2025 std::set<G4VFacet *>::const_iterator beg, end, it; >> 2026 beg = fExtremeFacets.begin(); >> 2027 end = fExtremeFacets.end(); >> 2028 for (it = beg; it != end; it++) 2238 { 2029 { 2239 G4VFacet &facet = *fExtremeFacet; << 2030 G4VFacet &facet = *(*it); 2240 base += facet.AllocatedMemory(); 2031 base += facet.AllocatedMemory(); 2241 } 2032 } 2242 return base; 2033 return base; 2243 } 2034 } 2244 2035 2245 ///////////////////////////////////////////// 2036 /////////////////////////////////////////////////////////////////////////////// 2246 // 2037 // 2247 G4int G4TessellatedSolid::AllocatedMemory() 2038 G4int G4TessellatedSolid::AllocatedMemory() 2248 { 2039 { 2249 G4int size = AllocatedMemoryWithoutVoxels() 2040 G4int size = AllocatedMemoryWithoutVoxels(); 2250 G4int sizeInsides = fInsides.GetNbytes(); 2041 G4int sizeInsides = fInsides.GetNbytes(); 2251 G4int sizeVoxels = fVoxels.AllocatedMemory( 2042 G4int sizeVoxels = fVoxels.AllocatedMemory(); 2252 size += sizeInsides + sizeVoxels; 2043 size += sizeInsides + sizeVoxels; 2253 return size; 2044 return size; 2254 } 2045 } 2255 << 2256 #endif << 2257 2046