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1 // 2 // ******************************************************************** 3 // * License and Disclaimer * 4 // * * 5 // * The Geant4 software is copyright of the Copyright Holders of * 6 // * the Geant4 Collaboration. It is provided under the terms and * 7 // * conditions of the Geant4 Software License, included in the file * 8 // * LICENSE and available at http://cern.ch/geant4/license . These * 9 // * include a list of copyright holders. * 10 // * * 11 // * Neither the authors of this software system, nor their employing * 12 // * institutes,nor the agencies providing financial support for this * 13 // * work make any representation or warranty, express or implied, * 14 // * regarding this software system or assume any liability for its * 15 // * use. Please see the license in the file LICENSE and URL above * 16 // * for the full disclaimer and the limitation of liability. * 17 // * * 18 // * This code implementation is the result of the scientific and * 19 // * technical work of the GEANT4 collaboration. * 20 // * By using, copying, modifying or distributing the software (or * 21 // * any work based on the software) you agree to acknowledge its * 22 // * use in resulting scientific publications, and indicate your * 23 // * acceptance of all terms of the Geant4 Software license. * 24 // ******************************************************************** 25 // 26 // Implementation of methods for the class G4IntersectionSolid 27 // 28 // 12.09.98 V.Grichine: first implementation 29 // -------------------------------------------------------------------- 30 31 #include <sstream> 32 33 #include "G4IntersectionSolid.hh" 34 35 #include "G4SystemOfUnits.hh" 36 #include "G4VoxelLimits.hh" 37 #include "G4VPVParameterisation.hh" 38 39 #include "G4VGraphicsScene.hh" 40 #include "G4Polyhedron.hh" 41 #include "G4PolyhedronArbitrary.hh" 42 #include "HepPolyhedronProcessor.h" 43 44 ////////////////////////////////////////////////////////////////////////// 45 // 46 // Transfer all data members to G4BooleanSolid which is responsible 47 // for them. pName will be in turn sent to G4VSolid 48 // 49 50 G4IntersectionSolid::G4IntersectionSolid( const G4String& pName, 51 G4VSolid* pSolidA , 52 G4VSolid* pSolidB ) 53 : G4BooleanSolid(pName,pSolidA,pSolidB) 54 { 55 } 56 57 ////////////////////////////////////////////////////////////////////////// 58 // 59 60 G4IntersectionSolid::G4IntersectionSolid( const G4String& pName, 61 G4VSolid* pSolidA, 62 G4VSolid* pSolidB, 63 G4RotationMatrix* rotMatrix, 64 const G4ThreeVector& transVector ) 65 : G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector) 66 { 67 } 68 69 ////////////////////////////////////////////////////////////////////////// 70 // 71 // 72 73 G4IntersectionSolid::G4IntersectionSolid( const G4String& pName, 74 G4VSolid* pSolidA, 75 G4VSolid* pSolidB, 76 const G4Transform3D& transform ) 77 : G4BooleanSolid(pName,pSolidA,pSolidB,transform) 78 { 79 } 80 81 ////////////////////////////////////////////////////////////////////////// 82 // 83 // Fake default constructor - sets only member data and allocates memory 84 // for usage restricted to object persistency. 85 86 G4IntersectionSolid::G4IntersectionSolid( __void__& a ) 87 : G4BooleanSolid(a) 88 { 89 } 90 91 ////////////////////////////////////////////////////////////////////////// 92 // 93 // 94 95 G4IntersectionSolid::~G4IntersectionSolid() = default; 96 97 ////////////////////////////////////////////////////////////////////////// 98 // 99 // Copy constructor 100 101 G4IntersectionSolid::G4IntersectionSolid(const G4IntersectionSolid&) = default; 102 103 ////////////////////////////////////////////////////////////////////////// 104 // 105 // Assignment operator 106 107 G4IntersectionSolid& 108 G4IntersectionSolid::operator = (const G4IntersectionSolid& rhs) 109 { 110 // Check assignment to self 111 // 112 if (this == &rhs) { return *this; } 113 114 // Copy base class data 115 // 116 G4BooleanSolid::operator=(rhs); 117 118 return *this; 119 } 120 121 ////////////////////////////////////////////////////////////////////////// 122 // 123 // Get bounding box 124 125 void 126 G4IntersectionSolid::BoundingLimits(G4ThreeVector& pMin, 127 G4ThreeVector& pMax) const 128 { 129 G4ThreeVector minA,maxA, minB,maxB; 130 fPtrSolidA->BoundingLimits(minA,maxA); 131 fPtrSolidB->BoundingLimits(minB,maxB); 132 133 pMin.set(std::max(minA.x(),minB.x()), 134 std::max(minA.y(),minB.y()), 135 std::max(minA.z(),minB.z())); 136 137 pMax.set(std::min(maxA.x(),maxB.x()), 138 std::min(maxA.y(),maxB.y()), 139 std::min(maxA.z(),maxB.z())); 140 141 // Check correctness of the bounding box 142 // 143 if (pMin.x() >= pMax.x() || pMin.y() >= pMax.y() || pMin.z() >= pMax.z()) 144 { 145 std::ostringstream message; 146 message << "Bad bounding box (min >= max) for solid: " 147 << GetName() << " !" 148 << "\npMin = " << pMin 149 << "\npMax = " << pMax; 150 G4Exception("G4IntersectionSolid::BoundingLimits()", "GeomMgt0001", 151 JustWarning, message); 152 DumpInfo(); 153 } 154 } 155 156 ////////////////////////////////////////////////////////////////////////// 157 // 158 // Calculate extent under transform and specified limit 159 160 G4bool 161 G4IntersectionSolid::CalculateExtent(const EAxis pAxis, 162 const G4VoxelLimits& pVoxelLimit, 163 const G4AffineTransform& pTransform, 164 G4double& pMin, 165 G4double& pMax) const 166 { 167 G4bool retA, retB, out; 168 G4double minA, minB, maxA, maxB; 169 170 retA = fPtrSolidA 171 ->CalculateExtent( pAxis, pVoxelLimit, pTransform, minA, maxA); 172 retB = fPtrSolidB 173 ->CalculateExtent( pAxis, pVoxelLimit, pTransform, minB, maxB); 174 175 if( retA && retB ) 176 { 177 pMin = std::max( minA, minB ); 178 pMax = std::min( maxA, maxB ); 179 out = (pMax > pMin); // true; 180 } 181 else 182 { 183 out = false; 184 } 185 186 return out; // It exists in this slice only if both exist in it. 187 } 188 189 ////////////////////////////////////////////////////////////////////////// 190 // 191 // Touching ? Empty intersection ? 192 193 EInside G4IntersectionSolid::Inside(const G4ThreeVector& p) const 194 { 195 EInside positionA = fPtrSolidA->Inside(p); 196 if(positionA == kOutside) return positionA; // outside A 197 198 EInside positionB = fPtrSolidB->Inside(p); 199 if(positionA == kInside) return positionB; 200 201 if(positionB == kOutside) return positionB; // outside B 202 return kSurface; // surface A & B 203 } 204 205 ////////////////////////////////////////////////////////////////////////// 206 // 207 208 G4ThreeVector 209 G4IntersectionSolid::SurfaceNormal( const G4ThreeVector& p ) const 210 { 211 G4ThreeVector normal; 212 EInside insideA, insideB; 213 214 insideA = fPtrSolidA->Inside(p); 215 insideB = fPtrSolidB->Inside(p); 216 217 #ifdef G4BOOLDEBUG 218 if( (insideA == kOutside) || (insideB == kOutside) ) 219 { 220 G4cout << "WARNING - Invalid call in " 221 << "G4IntersectionSolid::SurfaceNormal(p)" << G4endl 222 << " Point p is outside !" << G4endl; 223 G4cout << " p = " << p << G4endl; 224 G4cerr << "WARNING - Invalid call in " 225 << "G4IntersectionSolid::SurfaceNormal(p)" << G4endl 226 << " Point p is outside !" << G4endl; 227 G4cerr << " p = " << p << G4endl; 228 } 229 #endif 230 231 // On the surface of both is difficult ... treat it like on A now! 232 // 233 if( insideA == kSurface ) 234 { 235 normal = fPtrSolidA->SurfaceNormal(p) ; 236 } 237 else if( insideB == kSurface ) 238 { 239 normal = fPtrSolidB->SurfaceNormal(p) ; 240 } 241 else // We are on neither surface, so we should generate an exception 242 { 243 if(fPtrSolidA->DistanceToOut(p) <= fPtrSolidB->DistanceToOut(p) ) 244 { 245 normal= fPtrSolidA->SurfaceNormal(p) ; 246 } 247 else 248 { 249 normal= fPtrSolidB->SurfaceNormal(p) ; 250 } 251 #ifdef G4BOOLDEBUG 252 G4cout << "WARNING - Invalid call in " 253 << "G4IntersectionSolid::SurfaceNormal(p)" << G4endl 254 << " Point p is out of surface !" << G4endl; 255 G4cout << " p = " << p << G4endl; 256 G4cerr << "WARNING - Invalid call in " 257 << "G4IntersectionSolid::SurfaceNormal(p)" << G4endl 258 << " Point p is out of surface !" << G4endl; 259 G4cerr << " p = " << p << G4endl; 260 #endif 261 } 262 263 return normal; 264 } 265 266 ////////////////////////////////////////////////////////////////////////// 267 // 268 // The same algorithm as in DistanceToIn(p) 269 270 G4double 271 G4IntersectionSolid::DistanceToIn( const G4ThreeVector& p, 272 const G4ThreeVector& v ) const 273 { 274 G4double dist = 0.0; 275 if( Inside(p) == kInside ) 276 { 277 #ifdef G4BOOLDEBUG 278 G4cout << "WARNING - Invalid call in " 279 << "G4IntersectionSolid::DistanceToIn(p,v)" << G4endl 280 << " Point p is inside !" << G4endl; 281 G4cout << " p = " << p << G4endl; 282 G4cout << " v = " << v << G4endl; 283 G4cerr << "WARNING - Invalid call in " 284 << "G4IntersectionSolid::DistanceToIn(p,v)" << G4endl 285 << " Point p is inside !" << G4endl; 286 G4cerr << " p = " << p << G4endl; 287 G4cerr << " v = " << v << G4endl; 288 #endif 289 } 290 else // if( Inside(p) == kSurface ) 291 { 292 EInside wA = fPtrSolidA->Inside(p); 293 EInside wB = fPtrSolidB->Inside(p); 294 295 G4ThreeVector pA = p, pB = p; 296 G4double dA = 0., dA1=0., dA2=0.; 297 G4double dB = 0., dB1=0., dB2=0.; 298 G4bool doA = true, doB = true; 299 300 static const std::size_t max_trials=10000; 301 for (std::size_t trial=0; trial<max_trials; ++trial) 302 { 303 if(doA) 304 { 305 // find next valid range for A 306 307 dA1 = 0.; 308 309 if( wA != kInside ) 310 { 311 dA1 = fPtrSolidA->DistanceToIn(pA, v); 312 313 if( dA1 == kInfinity ) return kInfinity; 314 315 pA += dA1*v; 316 } 317 dA2 = dA1 + fPtrSolidA->DistanceToOut(pA, v); 318 } 319 dA1 += dA; 320 dA2 += dA; 321 322 if(doB) 323 { 324 // find next valid range for B 325 326 dB1 = 0.; 327 if(wB != kInside) 328 { 329 dB1 = fPtrSolidB->DistanceToIn(pB, v); 330 331 if(dB1 == kInfinity) return kInfinity; 332 333 pB += dB1*v; 334 } 335 dB2 = dB1 + fPtrSolidB->DistanceToOut(pB, v); 336 } 337 dB1 += dB; 338 dB2 += dB; 339 340 // check if they overlap 341 342 if( dA1 < dB1 ) 343 { 344 if( dB1 < dA2 ) return dB1; 345 346 dA = dA2; 347 pA = p + dA*v; // continue from here 348 wA = kSurface; 349 doA = true; 350 doB = false; 351 } 352 else 353 { 354 if( dA1 < dB2 ) return dA1; 355 356 dB = dB2; 357 pB = p + dB*v; // continue from here 358 wB = kSurface; 359 doB = true; 360 doA = false; 361 } 362 } 363 } 364 #ifdef G4BOOLDEBUG 365 G4Exception("G4IntersectionSolid::DistanceToIn(p,v)", 366 "GeomSolids0001", JustWarning, 367 "Reached maximum number of iterations! Returning zero."); 368 #endif 369 return dist ; 370 } 371 372 ////////////////////////////////////////////////////////////////////////// 373 // 374 // Approximate nearest distance from the point p to the intersection of 375 // two solids 376 377 G4double 378 G4IntersectionSolid::DistanceToIn( const G4ThreeVector& p) const 379 { 380 #ifdef G4BOOLDEBUG 381 if( Inside(p) == kInside ) 382 { 383 G4cout << "WARNING - Invalid call in " 384 << "G4IntersectionSolid::DistanceToIn(p)" << G4endl 385 << " Point p is inside !" << G4endl; 386 G4cout << " p = " << p << G4endl; 387 G4cerr << "WARNING - Invalid call in " 388 << "G4IntersectionSolid::DistanceToIn(p)" << G4endl 389 << " Point p is inside !" << G4endl; 390 G4cerr << " p = " << p << G4endl; 391 } 392 #endif 393 EInside sideA = fPtrSolidA->Inside(p) ; 394 EInside sideB = fPtrSolidB->Inside(p) ; 395 G4double dist=0.0 ; 396 397 if( sideA != kInside && sideB != kOutside ) 398 { 399 dist = fPtrSolidA->DistanceToIn(p) ; 400 } 401 else 402 { 403 if( sideB != kInside && sideA != kOutside ) 404 { 405 dist = fPtrSolidB->DistanceToIn(p) ; 406 } 407 else 408 { 409 dist = std::min(fPtrSolidA->DistanceToIn(p), 410 fPtrSolidB->DistanceToIn(p) ) ; 411 } 412 } 413 return dist ; 414 } 415 416 ////////////////////////////////////////////////////////////////////////// 417 // 418 // The same algorithm as DistanceToOut(p) 419 420 G4double 421 G4IntersectionSolid::DistanceToOut( const G4ThreeVector& p, 422 const G4ThreeVector& v, 423 const G4bool calcNorm, 424 G4bool* validNorm, 425 G4ThreeVector* n ) const 426 { 427 G4bool validNormA, validNormB; 428 G4ThreeVector nA, nB; 429 430 #ifdef G4BOOLDEBUG 431 if( Inside(p) == kOutside ) 432 { 433 G4cout << "Position:" << G4endl << G4endl; 434 G4cout << "p.x() = " << p.x()/mm << " mm" << G4endl; 435 G4cout << "p.y() = " << p.y()/mm << " mm" << G4endl; 436 G4cout << "p.z() = " << p.z()/mm << " mm" << G4endl << G4endl; 437 G4cout << "Direction:" << G4endl << G4endl; 438 G4cout << "v.x() = " << v.x() << G4endl; 439 G4cout << "v.y() = " << v.y() << G4endl; 440 G4cout << "v.z() = " << v.z() << G4endl << G4endl; 441 G4cout << "WARNING - Invalid call in " 442 << "G4IntersectionSolid::DistanceToOut(p,v)" << G4endl 443 << " Point p is outside !" << G4endl; 444 G4cout << " p = " << p << G4endl; 445 G4cout << " v = " << v << G4endl; 446 G4cerr << "WARNING - Invalid call in " 447 << "G4IntersectionSolid::DistanceToOut(p,v)" << G4endl 448 << " Point p is outside !" << G4endl; 449 G4cerr << " p = " << p << G4endl; 450 G4cerr << " v = " << v << G4endl; 451 } 452 #endif 453 G4double distA = fPtrSolidA->DistanceToOut(p,v,calcNorm,&validNormA,&nA) ; 454 G4double distB = fPtrSolidB->DistanceToOut(p,v,calcNorm,&validNormB,&nB) ; 455 456 G4double dist = std::min(distA,distB) ; 457 458 if( calcNorm ) 459 { 460 if ( distA < distB ) 461 { 462 *validNorm = validNormA; 463 *n = nA; 464 } 465 else 466 { 467 *validNorm = validNormB; 468 *n = nB; 469 } 470 } 471 472 return dist ; 473 } 474 475 ////////////////////////////////////////////////////////////////////////// 476 // 477 // Inverted algorithm of DistanceToIn(p) 478 479 G4double 480 G4IntersectionSolid::DistanceToOut( const G4ThreeVector& p ) const 481 { 482 #ifdef G4BOOLDEBUG 483 if( Inside(p) == kOutside ) 484 { 485 G4cout << "WARNING - Invalid call in " 486 << "G4IntersectionSolid::DistanceToOut(p)" << G4endl 487 << " Point p is outside !" << G4endl; 488 G4cout << " p = " << p << G4endl; 489 G4cerr << "WARNING - Invalid call in " 490 << "G4IntersectionSolid::DistanceToOut(p)" << G4endl 491 << " Point p is outside !" << G4endl; 492 G4cerr << " p = " << p << G4endl; 493 } 494 #endif 495 496 return std::min(fPtrSolidA->DistanceToOut(p), 497 fPtrSolidB->DistanceToOut(p) ) ; 498 499 } 500 501 ////////////////////////////////////////////////////////////////////////// 502 // 503 // ComputeDimensions 504 505 void 506 G4IntersectionSolid::ComputeDimensions( G4VPVParameterisation*, 507 const G4int, 508 const G4VPhysicalVolume* ) 509 { 510 } 511 512 ////////////////////////////////////////////////////////////////////////// 513 // 514 // GetEntityType 515 516 G4GeometryType G4IntersectionSolid::GetEntityType() const 517 { 518 return {"G4IntersectionSolid"}; 519 } 520 521 ////////////////////////////////////////////////////////////////////////// 522 // 523 // Make a clone of the object 524 525 G4VSolid* G4IntersectionSolid::Clone() const 526 { 527 return new G4IntersectionSolid(*this); 528 } 529 530 ////////////////////////////////////////////////////////////////////////// 531 // 532 // DescribeYourselfTo 533 534 void 535 G4IntersectionSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const 536 { 537 scene.AddSolid (*this); 538 } 539 540 ////////////////////////////////////////////////////////////////////////// 541 // 542 // CreatePolyhedron 543 544 G4Polyhedron* 545 G4IntersectionSolid::CreatePolyhedron () const 546 { 547 if (fExternalBoolProcessor == nullptr) 548 { 549 HepPolyhedronProcessor processor; 550 // Stack components and components of components recursively 551 // See G4BooleanSolid::StackPolyhedron 552 G4Polyhedron* top = StackPolyhedron(processor, this); 553 auto result = new G4Polyhedron(*top); 554 if (processor.execute(*result)) 555 { 556 return result; 557 } 558 else 559 { 560 return nullptr; 561 } 562 } 563 else 564 { 565 return fExternalBoolProcessor->Process(this); 566 } 567 } 568