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These * 9 // * include a list of copyright holders. 9 // * include a list of copyright holders. * 10 // * 10 // * * 11 // * Neither the authors of this software syst 11 // * Neither the authors of this software system, nor their employing * 12 // * institutes,nor the agencies providing fin 12 // * institutes,nor the agencies providing financial support for this * 13 // * work make any representation or warran 13 // * work make any representation or warranty, express or implied, * 14 // * regarding this software system or assum 14 // * regarding this software system or assume any liability for its * 15 // * use. Please see the license in the file 15 // * use. Please see the license in the file LICENSE and URL above * 16 // * for the full disclaimer and the limitatio 16 // * for the full disclaimer and the limitation of liability. * 17 // * 17 // * * 18 // * This code implementation is the result 18 // * This code implementation is the result of the scientific and * 19 // * technical work of the GEANT4 collaboratio 19 // * technical work of the GEANT4 collaboration. * 20 // * By using, copying, modifying or distri 20 // * By using, copying, modifying or distributing the software (or * 21 // * any work based on the software) you ag 21 // * any work based on the software) you agree to acknowledge its * 22 // * use in resulting scientific publicati 22 // * use in resulting scientific publications, and indicate your * 23 // * acceptance of all terms of the Geant4 Sof 23 // * acceptance of all terms of the Geant4 Software license. * 24 // ******************************************* 24 // ******************************************************************** 25 // 25 // 26 // G4VCSGfaceted implementation; a virtual cla << 26 // the GEANT4 collaboration. 27 // that is built entirely out of G4VCSGface fa << 27 // >> 28 // By copying, distributing or modifying the Program (or any work >> 29 // based on the Program) you indicate your acceptance of this statement, >> 30 // and all its terms. >> 31 // >> 32 // $Id: G4VCSGfaceted.cc,v 1.18 2006/06/29 18:49:29 gunter Exp $ >> 33 // GEANT4 tag $Name: geant4-08-01-patch-01 $ >> 34 // >> 35 // >> 36 // -------------------------------------------------------------------- >> 37 // GEANT 4 class source file >> 38 // >> 39 // >> 40 // G4VCSGfaceted.cc >> 41 // >> 42 // Implementation of the virtual class of a CSG type shape that is built >> 43 // entirely out of G4VCSGface faces. 28 // 44 // 29 // Author: David C. Williams (davidw@scipp.ucs << 30 // ------------------------------------------- 45 // -------------------------------------------------------------------- 31 46 32 #include "G4VCSGfaceted.hh" 47 #include "G4VCSGfaceted.hh" 33 #include "G4VCSGface.hh" 48 #include "G4VCSGface.hh" 34 #include "G4SolidExtentList.hh" 49 #include "G4SolidExtentList.hh" 35 50 36 #include "G4VoxelLimits.hh" 51 #include "G4VoxelLimits.hh" 37 #include "G4AffineTransform.hh" 52 #include "G4AffineTransform.hh" 38 53 39 #include "Randomize.hh" << 40 << 41 #include "G4Polyhedron.hh" 54 #include "G4Polyhedron.hh" 42 #include "G4VGraphicsScene.hh" 55 #include "G4VGraphicsScene.hh" >> 56 #include "G4NURBS.hh" >> 57 #include "G4NURBSbox.hh" 43 #include "G4VisExtent.hh" 58 #include "G4VisExtent.hh" 44 59 45 #include "G4AutoLock.hh" << 46 << 47 namespace << 48 { << 49 G4Mutex polyhedronMutex = G4MUTEX_INITIALIZE << 50 } << 51 << 52 // 60 // 53 // Constructor 61 // Constructor 54 // 62 // 55 G4VCSGfaceted::G4VCSGfaceted( const G4String& << 63 G4VCSGfaceted::G4VCSGfaceted( G4String name ) 56 : G4VSolid(name), 64 : G4VSolid(name), 57 fStatistics(1000000), fCubVolEpsilon(0.001 << 65 numFace(0), faces(0), fCubicVolume(0.), fpPolyhedron(0), >> 66 fCubVolStatistics(1000000), fCubVolEpsilon(0.001) 58 { 67 { 59 } 68 } 60 69 61 70 62 // 71 // 63 // Fake default constructor - sets only member 72 // Fake default constructor - sets only member data and allocates memory 64 // for usage restri 73 // for usage restricted to object persistency. 65 // 74 // 66 G4VCSGfaceted::G4VCSGfaceted( __void__& a ) 75 G4VCSGfaceted::G4VCSGfaceted( __void__& a ) 67 : G4VSolid(a), 76 : G4VSolid(a), 68 fStatistics(1000000), fCubVolEpsilon(0.001 << 77 numFace(0), faces(0), fCubicVolume(0.), fpPolyhedron(0), >> 78 fCubVolStatistics(1000000), fCubVolEpsilon(0.001) 69 { 79 { 70 } 80 } 71 81 72 // 82 // 73 // Destructor 83 // Destructor 74 // 84 // 75 G4VCSGfaceted::~G4VCSGfaceted() 85 G4VCSGfaceted::~G4VCSGfaceted() 76 { 86 { 77 DeleteStuff(); 87 DeleteStuff(); 78 delete fpPolyhedron; fpPolyhedron = nullptr; << 88 delete fpPolyhedron; 79 } 89 } 80 90 81 91 82 // 92 // 83 // Copy constructor 93 // Copy constructor 84 // 94 // 85 G4VCSGfaceted::G4VCSGfaceted( const G4VCSGface << 95 G4VCSGfaceted::G4VCSGfaceted( const G4VCSGfaceted &source ) 86 : G4VSolid( source ) 96 : G4VSolid( source ) 87 { 97 { 88 fStatistics = source.fStatistics; << 89 fCubVolEpsilon = source.fCubVolEpsilon; << 90 fAreaAccuracy = source.fAreaAccuracy; << 91 << 92 CopyStuff( source ); 98 CopyStuff( source ); 93 } 99 } 94 100 95 101 96 // 102 // 97 // Assignment operator 103 // Assignment operator 98 // 104 // 99 G4VCSGfaceted& G4VCSGfaceted::operator=( const << 105 const G4VCSGfaceted &G4VCSGfaceted::operator=( const G4VCSGfaceted &source ) 100 { 106 { 101 if (&source == this) { return *this; } << 107 if (&source == this) return *this; 102 108 103 // Copy base class data << 104 // << 105 G4VSolid::operator=(source); << 106 << 107 // Copy data << 108 // << 109 fStatistics = source.fStatistics; << 110 fCubVolEpsilon = source.fCubVolEpsilon; << 111 fAreaAccuracy = source.fAreaAccuracy; << 112 << 113 DeleteStuff(); 109 DeleteStuff(); 114 CopyStuff( source ); 110 CopyStuff( source ); 115 111 116 return *this; 112 return *this; 117 } 113 } 118 114 119 115 120 // 116 // 121 // CopyStuff (protected) 117 // CopyStuff (protected) 122 // 118 // 123 // Copy the contents of source 119 // Copy the contents of source 124 // 120 // 125 void G4VCSGfaceted::CopyStuff( const G4VCSGfac << 121 void G4VCSGfaceted::CopyStuff( const G4VCSGfaceted &source ) 126 { 122 { 127 numFace = source.numFace; 123 numFace = source.numFace; 128 if (numFace == 0) { return; } // odd, but << 124 if (numFace == 0) return; // odd, but permissable? 129 125 130 faces = new G4VCSGface*[numFace]; 126 faces = new G4VCSGface*[numFace]; 131 127 132 G4VCSGface **face = faces, 128 G4VCSGface **face = faces, 133 **sourceFace = source.faces; 129 **sourceFace = source.faces; 134 do // Loop checking, 13.08.2015, G.Cosmo << 130 do { 135 { << 136 *face = (*sourceFace)->Clone(); 131 *face = (*sourceFace)->Clone(); 137 } while( ++sourceFace, ++face < faces+numFac 132 } while( ++sourceFace, ++face < faces+numFace ); 138 fCubicVolume = source.fCubicVolume; 133 fCubicVolume = source.fCubicVolume; 139 fSurfaceArea = source.fSurfaceArea; << 134 fpPolyhedron = source.fpPolyhedron; 140 fRebuildPolyhedron = false; << 141 fpPolyhedron = nullptr; << 142 } 135 } 143 136 144 137 145 // 138 // 146 // DeleteStuff (protected) 139 // DeleteStuff (protected) 147 // 140 // 148 // Delete all allocated objects 141 // Delete all allocated objects 149 // 142 // 150 void G4VCSGfaceted::DeleteStuff() 143 void G4VCSGfaceted::DeleteStuff() 151 { 144 { 152 if (numFace != 0) << 145 if (numFace) 153 { 146 { 154 G4VCSGface **face = faces; 147 G4VCSGface **face = faces; 155 do // Loop checking, 13.08.2015, G.Cosm << 148 do { 156 { << 157 delete *face; 149 delete *face; 158 } while( ++face < faces + numFace ); 150 } while( ++face < faces + numFace ); 159 151 160 delete [] faces; 152 delete [] faces; 161 } 153 } 162 delete fpPolyhedron; fpPolyhedron = nullptr; << 163 } 154 } 164 155 165 156 166 // 157 // 167 // CalculateExtent 158 // CalculateExtent 168 // 159 // 169 G4bool G4VCSGfaceted::CalculateExtent( const E 160 G4bool G4VCSGfaceted::CalculateExtent( const EAxis axis, 170 const G << 161 const G4VoxelLimits &voxelLimit, 171 const G << 162 const G4AffineTransform &transform, 172 G << 163 G4double &min, 173 G << 164 G4double &max ) const 174 { 165 { 175 G4SolidExtentList extentList( axis, voxelLi 166 G4SolidExtentList extentList( axis, voxelLimit ); 176 167 177 // 168 // 178 // Loop over all faces, checking min/max ext 169 // Loop over all faces, checking min/max extent as we go. 179 // 170 // 180 G4VCSGface **face = faces; 171 G4VCSGface **face = faces; 181 do // Loop checking, 13.08.2015, G.Cosmo << 172 do { 182 { << 183 (*face)->CalculateExtent( axis, voxelLimit 173 (*face)->CalculateExtent( axis, voxelLimit, transform, extentList ); 184 } while( ++face < faces + numFace ); 174 } while( ++face < faces + numFace ); 185 175 186 // 176 // 187 // Return min/max value 177 // Return min/max value 188 // 178 // 189 return extentList.GetExtent( min, max ); 179 return extentList.GetExtent( min, max ); 190 } 180 } 191 181 192 182 193 // 183 // 194 // Inside 184 // Inside 195 // 185 // 196 // It could be a good idea to override this vi 186 // It could be a good idea to override this virtual 197 // member to add first a simple test (such as 187 // member to add first a simple test (such as spherical 198 // test or whatnot) and to call this version o 188 // test or whatnot) and to call this version only if 199 // the simplier test fails. 189 // the simplier test fails. 200 // 190 // 201 EInside G4VCSGfaceted::Inside( const G4ThreeVe << 191 EInside G4VCSGfaceted::Inside( const G4ThreeVector &p ) const 202 { 192 { 203 EInside answer=kOutside; 193 EInside answer=kOutside; 204 G4VCSGface **face = faces; 194 G4VCSGface **face = faces; 205 G4double best = kInfinity; 195 G4double best = kInfinity; 206 do // Loop checking, 13.08.2015, G.Cosmo << 196 do { 207 { << 208 G4double distance; 197 G4double distance; 209 EInside result = (*face)->Inside( p, kCarT 198 EInside result = (*face)->Inside( p, kCarTolerance/2, &distance ); 210 if (result == kSurface) { return kSurface; << 199 if (result == kSurface) return kSurface; 211 if (distance < best) 200 if (distance < best) 212 { 201 { 213 best = distance; 202 best = distance; 214 answer = result; 203 answer = result; 215 } 204 } 216 } while( ++face < faces + numFace ); 205 } while( ++face < faces + numFace ); 217 206 218 return answer; 207 return answer; 219 } 208 } 220 209 221 210 222 // 211 // 223 // SurfaceNormal 212 // SurfaceNormal 224 // 213 // 225 G4ThreeVector G4VCSGfaceted::SurfaceNormal( co 214 G4ThreeVector G4VCSGfaceted::SurfaceNormal( const G4ThreeVector& p ) const 226 { 215 { 227 G4ThreeVector answer; 216 G4ThreeVector answer; 228 G4VCSGface **face = faces; 217 G4VCSGface **face = faces; 229 G4double best = kInfinity; 218 G4double best = kInfinity; 230 do // Loop checking, 13.08.2015, G.Cosmo << 219 do { 231 { << 220 G4double distance; 232 G4double distance = kInfinity; << 233 G4ThreeVector normal = (*face)->Normal( p, 221 G4ThreeVector normal = (*face)->Normal( p, &distance ); 234 if (distance < best) 222 if (distance < best) 235 { 223 { 236 best = distance; 224 best = distance; 237 answer = normal; 225 answer = normal; 238 } 226 } 239 } while( ++face < faces + numFace ); 227 } while( ++face < faces + numFace ); 240 228 241 return answer; 229 return answer; 242 } 230 } 243 231 244 232 245 // 233 // 246 // DistanceToIn(p,v) 234 // DistanceToIn(p,v) 247 // 235 // 248 G4double G4VCSGfaceted::DistanceToIn( const G4 << 236 G4double G4VCSGfaceted::DistanceToIn( const G4ThreeVector &p, 249 const G4 << 237 const G4ThreeVector &v ) const 250 { 238 { 251 G4double distance = kInfinity; 239 G4double distance = kInfinity; 252 G4double distFromSurface = kInfinity; 240 G4double distFromSurface = kInfinity; >> 241 G4VCSGface *bestFace=0; 253 G4VCSGface **face = faces; 242 G4VCSGface **face = faces; 254 G4VCSGface *bestFace = *face; << 243 do { 255 do // Loop checking, 13.08.2015, G.Cosmo << 256 { << 257 G4double faceDistance, 244 G4double faceDistance, 258 faceDistFromSurface; 245 faceDistFromSurface; 259 G4ThreeVector faceNormal; 246 G4ThreeVector faceNormal; 260 G4bool faceAllBehind; 247 G4bool faceAllBehind; 261 if ((*face)->Intersect( p, v, false, kCarT 248 if ((*face)->Intersect( p, v, false, kCarTolerance/2, 262 faceDistance, faceDistFromSurf 249 faceDistance, faceDistFromSurface, 263 faceNormal, faceAllBehind ) ) 250 faceNormal, faceAllBehind ) ) 264 { 251 { 265 // 252 // 266 // Intersecting face 253 // Intersecting face 267 // 254 // 268 if (faceDistance < distance) 255 if (faceDistance < distance) 269 { 256 { 270 distance = faceDistance; 257 distance = faceDistance; 271 distFromSurface = faceDistFromSurface; 258 distFromSurface = faceDistFromSurface; 272 bestFace = *face; 259 bestFace = *face; 273 if (distFromSurface <= 0) { return 0; << 260 if (distFromSurface <= 0) return 0; 274 } 261 } 275 } 262 } 276 } while( ++face < faces + numFace ); 263 } while( ++face < faces + numFace ); 277 264 278 if (distance < kInfinity && distFromSurface< 265 if (distance < kInfinity && distFromSurface<kCarTolerance/2) 279 { 266 { 280 if (bestFace->Distance(p,false) < kCarTole << 267 if (bestFace->Distance(p,false) < kCarTolerance/2) distance = 0; 281 } 268 } 282 269 283 return distance; 270 return distance; 284 } 271 } 285 272 286 273 287 // 274 // 288 // DistanceToIn(p) 275 // DistanceToIn(p) 289 // 276 // 290 G4double G4VCSGfaceted::DistanceToIn( const G4 << 277 G4double G4VCSGfaceted::DistanceToIn( const G4ThreeVector &p ) const 291 { 278 { 292 return DistanceTo( p, false ); 279 return DistanceTo( p, false ); 293 } 280 } 294 281 295 282 296 // 283 // 297 // DistanceToOut(p,v) 284 // DistanceToOut(p,v) 298 // 285 // 299 G4double G4VCSGfaceted::DistanceToOut( const G << 286 G4double G4VCSGfaceted::DistanceToOut( const G4ThreeVector &p, 300 const G << 287 const G4ThreeVector &v, 301 const G 288 const G4bool calcNorm, 302 G << 289 G4bool *validNorm, 303 G << 290 G4ThreeVector *n ) const 304 { 291 { 305 G4bool allBehind = true; 292 G4bool allBehind = true; 306 G4double distance = kInfinity; 293 G4double distance = kInfinity; 307 G4double distFromSurface = kInfinity; 294 G4double distFromSurface = kInfinity; 308 G4ThreeVector normal; 295 G4ThreeVector normal; >> 296 G4VCSGface *bestFace=0; 309 297 310 G4VCSGface **face = faces; 298 G4VCSGface **face = faces; 311 G4VCSGface *bestFace = *face; << 299 do { 312 do // Loop checking, 13.08.2015, G.Cosmo << 313 { << 314 G4double faceDistance, 300 G4double faceDistance, 315 faceDistFromSurface; 301 faceDistFromSurface; 316 G4ThreeVector faceNormal; 302 G4ThreeVector faceNormal; 317 G4bool faceAllBehind; 303 G4bool faceAllBehind; 318 if ((*face)->Intersect( p, v, true, kCarTo 304 if ((*face)->Intersect( p, v, true, kCarTolerance/2, 319 faceDistance, faceDistFromSurf 305 faceDistance, faceDistFromSurface, 320 faceNormal, faceAllBehind ) ) 306 faceNormal, faceAllBehind ) ) 321 { 307 { 322 // 308 // 323 // Intersecting face 309 // Intersecting face 324 // 310 // 325 if ( (distance < kInfinity) || (!faceAll << 311 if ( (distance < kInfinity) || (!faceAllBehind) ) allBehind = false; 326 if (faceDistance < distance) 312 if (faceDistance < distance) 327 { 313 { 328 distance = faceDistance; 314 distance = faceDistance; 329 distFromSurface = faceDistFromSurface; 315 distFromSurface = faceDistFromSurface; 330 normal = faceNormal; 316 normal = faceNormal; 331 bestFace = *face; 317 bestFace = *face; 332 if (distFromSurface <= 0.) { break; } << 318 if (distFromSurface <= 0) break; 333 } 319 } 334 } 320 } 335 } while( ++face < faces + numFace ); 321 } while( ++face < faces + numFace ); 336 322 337 if (distance < kInfinity) 323 if (distance < kInfinity) 338 { 324 { 339 if (distFromSurface <= 0.) << 325 if (distFromSurface <= 0) 340 { << 326 distance = 0; 341 distance = 0.; << 342 } << 343 else if (distFromSurface<kCarTolerance/2) 327 else if (distFromSurface<kCarTolerance/2) 344 { 328 { 345 if (bestFace->Distance(p,true) < kCarTol << 329 if (bestFace->Distance(p,true) < kCarTolerance/2) distance = 0; 346 } 330 } 347 331 348 if (calcNorm) 332 if (calcNorm) 349 { 333 { 350 *validNorm = allBehind; 334 *validNorm = allBehind; 351 *n = normal; 335 *n = normal; 352 } 336 } 353 } 337 } 354 else 338 else 355 { 339 { 356 if (Inside(p) == kSurface) { distance = 0 << 340 if (Inside(p) == kSurface) distance = 0; 357 if (calcNorm) { *validNorm = false; } << 341 if (calcNorm) *validNorm = false; 358 } 342 } 359 343 360 return distance; 344 return distance; 361 } 345 } 362 346 363 347 364 // 348 // 365 // DistanceToOut(p) 349 // DistanceToOut(p) 366 // 350 // 367 G4double G4VCSGfaceted::DistanceToOut( const G << 351 G4double G4VCSGfaceted::DistanceToOut( const G4ThreeVector &p ) const 368 { 352 { 369 return DistanceTo( p, true ); 353 return DistanceTo( p, true ); 370 } 354 } 371 355 372 356 373 // 357 // 374 // DistanceTo 358 // DistanceTo 375 // 359 // 376 // Protected routine called by DistanceToIn an 360 // Protected routine called by DistanceToIn and DistanceToOut 377 // 361 // 378 G4double G4VCSGfaceted::DistanceTo( const G4Th << 362 G4double G4VCSGfaceted::DistanceTo( const G4ThreeVector &p, 379 const G4bo 363 const G4bool outgoing ) const 380 { 364 { 381 G4VCSGface **face = faces; 365 G4VCSGface **face = faces; 382 G4double best = kInfinity; 366 G4double best = kInfinity; 383 do // Loop checking, 13.08.2015, G.Cosmo << 367 do { 384 { << 385 G4double distance = (*face)->Distance( p, 368 G4double distance = (*face)->Distance( p, outgoing ); 386 if (distance < best) { best = distance; } << 369 if (distance < best) best = distance; 387 } while( ++face < faces + numFace ); 370 } while( ++face < faces + numFace ); 388 371 389 return (best < 0.5*kCarTolerance) ? 0. : bes << 372 return (best < 0.5*kCarTolerance) ? 0 : best; 390 } 373 } 391 374 392 375 393 // 376 // 394 // DescribeYourselfTo 377 // DescribeYourselfTo 395 // 378 // 396 void G4VCSGfaceted::DescribeYourselfTo( G4VGra 379 void G4VCSGfaceted::DescribeYourselfTo( G4VGraphicsScene& scene ) const 397 { 380 { 398 scene.AddSolid( *this ); 381 scene.AddSolid( *this ); 399 } 382 } 400 383 401 384 402 // 385 // 403 // GetExtent 386 // GetExtent 404 // 387 // 405 // Define the sides of the box into which our 388 // Define the sides of the box into which our solid instance would fit. 406 // 389 // 407 G4VisExtent G4VCSGfaceted::GetExtent() const 390 G4VisExtent G4VCSGfaceted::GetExtent() const 408 { 391 { 409 static const G4ThreeVector xMax(1,0,0), xMin 392 static const G4ThreeVector xMax(1,0,0), xMin(-1,0,0), 410 yMax(0,1,0), yMin 393 yMax(0,1,0), yMin(0,-1,0), 411 zMax(0,0,1), zMin 394 zMax(0,0,1), zMin(0,0,-1); 412 static const G4ThreeVector *axes[6] = 395 static const G4ThreeVector *axes[6] = 413 { &xMin, &xMax, &yMin, &yMax, &zMin, &zMa 396 { &xMin, &xMax, &yMin, &yMax, &zMin, &zMax }; 414 397 415 G4double answers[6] = 398 G4double answers[6] = 416 {-kInfinity, -kInfinity, -kInfinity, -kIn 399 {-kInfinity, -kInfinity, -kInfinity, -kInfinity, -kInfinity, -kInfinity}; 417 400 418 G4VCSGface **face = faces; 401 G4VCSGface **face = faces; 419 do // Loop checking, 13.08.2015, G.Cosmo << 402 do { 420 { << 421 const G4ThreeVector **axis = axes+5 ; 403 const G4ThreeVector **axis = axes+5 ; 422 G4double* answer = answers+5; << 404 G4double *answer = answers+5; 423 do // Loop checking, 13.08.2015, G.Cosm << 405 do { 424 { << 425 G4double testFace = (*face)->Extent( **a 406 G4double testFace = (*face)->Extent( **axis ); 426 if (testFace > *answer) { *answer = tes << 407 if (testFace > *answer) *answer = testFace; 427 } 408 } 428 while( --axis, --answer >= answers ); 409 while( --axis, --answer >= answers ); 429 410 430 } while( ++face < faces + numFace ); 411 } while( ++face < faces + numFace ); 431 412 432 return { -answers[0], answers[1], << 413 return G4VisExtent( -answers[0], answers[1], 433 -answers[2], answers[3], << 414 -answers[2], answers[3], 434 -answers[4], answers[5] }; << 415 -answers[4], answers[5] ); 435 } 416 } 436 417 437 418 438 // 419 // 439 // GetEntityType 420 // GetEntityType 440 // 421 // 441 G4GeometryType G4VCSGfaceted::GetEntityType() 422 G4GeometryType G4VCSGfaceted::GetEntityType() const 442 { 423 { 443 return {"G4CSGfaceted"}; << 424 return G4String("G4CSGfaceted"); 444 } 425 } 445 426 446 427 447 // 428 // 448 // Stream object contents to an output stream 429 // Stream object contents to an output stream 449 // 430 // 450 std::ostream& G4VCSGfaceted::StreamInfo( std:: 431 std::ostream& G4VCSGfaceted::StreamInfo( std::ostream& os ) const 451 { 432 { 452 os << "------------------------------------- 433 os << "-----------------------------------------------------------\n" 453 << " *** Dump for solid - " << GetName 434 << " *** Dump for solid - " << GetName() << " ***\n" 454 << " ================================= 435 << " ===================================================\n" 455 << " Solid type: G4VCSGfaceted\n" 436 << " Solid type: G4VCSGfaceted\n" 456 << " Parameters: \n" 437 << " Parameters: \n" 457 << " number of faces: " << numFace << 438 << " number of faces: " << numFace << "\n" 458 << "------------------------------------- 439 << "-----------------------------------------------------------\n"; 459 440 460 return os; 441 return os; 461 } 442 } 462 443 463 444 464 // 445 // 465 // GetCubVolStatistics 446 // GetCubVolStatistics 466 // 447 // 467 G4int G4VCSGfaceted::GetCubVolStatistics() con 448 G4int G4VCSGfaceted::GetCubVolStatistics() const 468 { 449 { 469 return fStatistics; << 450 return fCubVolStatistics; 470 } 451 } 471 452 472 453 473 // 454 // 474 // GetCubVolEpsilon 455 // GetCubVolEpsilon 475 // 456 // 476 G4double G4VCSGfaceted::GetCubVolEpsilon() con 457 G4double G4VCSGfaceted::GetCubVolEpsilon() const 477 { 458 { 478 return fCubVolEpsilon; 459 return fCubVolEpsilon; 479 } 460 } 480 461 481 462 482 // 463 // 483 // SetCubVolStatistics 464 // SetCubVolStatistics 484 // 465 // 485 void G4VCSGfaceted::SetCubVolStatistics(G4int 466 void G4VCSGfaceted::SetCubVolStatistics(G4int st) 486 { 467 { 487 fCubicVolume=0.; << 468 fCubVolStatistics=st; 488 fStatistics=st; << 489 } 469 } 490 470 491 471 492 // 472 // 493 // SetCubVolEpsilon 473 // SetCubVolEpsilon 494 // 474 // 495 void G4VCSGfaceted::SetCubVolEpsilon(G4double 475 void G4VCSGfaceted::SetCubVolEpsilon(G4double ep) 496 { 476 { 497 fCubicVolume=0.; << 498 fCubVolEpsilon=ep; 477 fCubVolEpsilon=ep; 499 } 478 } 500 479 501 480 502 // 481 // 503 // GetAreaStatistics << 504 // << 505 G4int G4VCSGfaceted::GetAreaStatistics() const << 506 { << 507 return fStatistics; << 508 } << 509 << 510 << 511 // << 512 // GetAreaAccuracy << 513 // << 514 G4double G4VCSGfaceted::GetAreaAccuracy() cons << 515 { << 516 return fAreaAccuracy; << 517 } << 518 << 519 << 520 // << 521 // SetAreaStatistics << 522 // << 523 void G4VCSGfaceted::SetAreaStatistics(G4int st << 524 { << 525 fSurfaceArea=0.; << 526 fStatistics=st; << 527 } << 528 << 529 << 530 // << 531 // SetAreaAccuracy << 532 // << 533 void G4VCSGfaceted::SetAreaAccuracy(G4double e << 534 { << 535 fSurfaceArea=0.; << 536 fAreaAccuracy=ep; << 537 } << 538 << 539 << 540 // << 541 // GetCubicVolume 482 // GetCubicVolume 542 // 483 // 543 G4double G4VCSGfaceted::GetCubicVolume() 484 G4double G4VCSGfaceted::GetCubicVolume() 544 { 485 { 545 if(fCubicVolume != 0.) {;} << 486 if(fCubicVolume != 0.) ; 546 else { fCubicVolume = EstimateCubicVolume( << 487 else fCubicVolume = EstimateCubicVolume(fCubVolStatistics,fCubVolEpsilon); 547 return fCubicVolume; 488 return fCubicVolume; 548 } 489 } 549 490 550 << 551 // << 552 // GetSurfaceArea << 553 // << 554 G4double G4VCSGfaceted::GetSurfaceArea() << 555 { << 556 if(fSurfaceArea != 0.) {;} << 557 else { fSurfaceArea = EstimateSurfaceArea( << 558 return fSurfaceArea; << 559 } << 560 << 561 << 562 // << 563 // GetPolyhedron << 564 // << 565 G4Polyhedron* G4VCSGfaceted::GetPolyhedron () 491 G4Polyhedron* G4VCSGfaceted::GetPolyhedron () const 566 { 492 { 567 if (fpPolyhedron == nullptr || << 493 if (!fpPolyhedron || 568 fRebuildPolyhedron || << 569 fpPolyhedron->GetNumberOfRotationStepsAt 494 fpPolyhedron->GetNumberOfRotationStepsAtTimeOfCreation() != 570 fpPolyhedron->GetNumberOfRotationSteps() 495 fpPolyhedron->GetNumberOfRotationSteps()) 571 { << 572 G4AutoLock l(&polyhedronMutex); << 573 delete fpPolyhedron; << 574 fpPolyhedron = CreatePolyhedron(); << 575 fRebuildPolyhedron = false; << 576 l.unlock(); << 577 } << 578 return fpPolyhedron; << 579 } << 580 << 581 << 582 // << 583 // GetPointOnSurfaceGeneric proportional to Ar << 584 // in case of GenericPolycone or GenericPolyhe << 585 // << 586 G4ThreeVector G4VCSGfaceted::GetPointOnSurface << 587 { << 588 // Preparing variables << 589 // << 590 G4ThreeVector answer=G4ThreeVector(0.,0.,0.) << 591 G4VCSGface **face = faces; << 592 G4double area = 0.; << 593 G4int i; << 594 std::vector<G4double> areas; << 595 << 596 // First step: calculate surface areas << 597 // << 598 do // Loop checking, 13.08.2015, G.Cosmo << 599 { << 600 G4double result = (*face)->SurfaceArea( ); << 601 areas.push_back(result); << 602 area=area+result; << 603 } while( ++face < faces + numFace ); << 604 << 605 // Second Step: choose randomly one surface << 606 // << 607 G4VCSGface **face1 = faces; << 608 G4double chose = area*G4UniformRand(); << 609 G4double Achose1, Achose2; << 610 Achose1=0.; Achose2=0.; << 611 i=0; << 612 << 613 do << 614 { << 615 Achose2+=areas[i]; << 616 if(chose>=Achose1 && chose<Achose2) << 617 { 496 { 618 G4ThreeVector point; << 497 delete fpPolyhedron; 619 point= (*face1)->GetPointOnFace(); << 498 fpPolyhedron = CreatePolyhedron(); 620 return point; << 621 } 499 } 622 ++i; << 500 return fpPolyhedron; 623 Achose1=Achose2; << 624 } while( ++face1 < faces + numFace ); << 625 << 626 return answer; << 627 } 501 } 628 502