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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 // G4VCSGface 27 // 28 // Class description: 29 // 30 // Definition of the virtual base class G4VCSGface, one side (or face) 31 // of a CSG-like solid. It should be possible to build a CSG entirely 32 // out of connecting CSG faces. 33 // 34 // Each face has an inside and outside surface, the former represents 35 // the inside of the volume, the latter, the outside. 36 // 37 // Virtual members: 38 // 39 // ------------------------------------------------------------------- 40 // Intersect( const G4ThreeVector& p, const G4ThreeVector& v, 41 // G4bool outGoing, G4double surfTolerance, 42 // G4double& distance, G4double& distFromSurface, 43 // G4ThreeVector& normal, G4bool& allBehind ); 44 // 45 // p - (in) position 46 // v - (in) direction (assumed to be a unit vector) 47 // outgoing - (in) true, to consider only inside surfaces 48 // false, to consider only outside surfaces 49 // distance - (out) distance to intersection 50 // distFromSurface - (out) distance from surface (along surface normal), 51 // < 0 if the point is in front of the surface 52 // normal - (out) normal of surface at intersection point 53 // allBehind - (out) true, if entire surface is behind normal 54 // 55 // return value = true if there is an intersection, 56 // false if there is no intersection 57 // (all output arguments undefined) 58 // 59 // Determine the distance along a line to the face. 60 // 61 // ------------------------------------------------------------------- 62 // Distance( const G4ThreeVector& p, const G4bool outgoing ); 63 // 64 // p - (in) position 65 // outgoing - (in) true, to consider only inside surfaces 66 // false, to consider only outside surfaces 67 // 68 // return value = distance to closest surface satisifying requirements 69 // or kInfinity if no such surface exists 70 // 71 // Determine the distance of a point from either the inside or outside 72 // surfaces of the face. 73 // 74 // ------------------------------------------------------------------- 75 // Inside( const G4ThreeVector& p, const G4double tolerance, 76 // G4double* bestDistance ); 77 // 78 // p - (in) position 79 // tolerance - (in) tolerance defining the bounds of the "kSurface", 80 // nominally equal to kCarTolerance/2 81 // bestDistance - (out) distance to closest surface (in or out) 82 // 83 // return value = kInside if the point is closest to the inside surface 84 // kOutside if the point is closest to the outside surface 85 // kSurface if the point is withing tolerance of the surface 86 // 87 // Determine whether a point is inside, outside, or on the surface of 88 // the face. 89 // 90 // ------------------------------------------------------------------- 91 // Normal( const G4ThreeVector& p, G4double* bestDistance ); 92 // 93 // p - (in) position 94 // bestDistance - (out) distance to closest surface (in or out) 95 // 96 // return value = the normal of the surface nearest the point 97 // 98 // Return normal of surface closest to the point. 99 // 100 // ------------------------------------------------------------------- 101 // Extent( const G4ThreeVector axis ); 102 // 103 // axis - (in) unit vector defining direction 104 // 105 // return value = the largest point along the given axis of the 106 // the face's extent. 107 // 108 // ------------------------------------------------------------------- 109 // CalculateExtent( const EAxis pAxis, 110 // const G4VoxelLimit& pVoxelLimit, 111 // const G4AffineTransform& pTransform, 112 // G4double& min, G4double& max ) 113 // 114 // pAxis - (in) The x,y, or z axis in which to check 115 // the shapes 3D extent against 116 // pVoxelLimit - (in) Limits along x, y, and/or z axes 117 // pTransform - (in) A coordinate transformation on which 118 // to apply to the shape before testing 119 // min - (out) If the face has any point on its 120 // surface after tranformation and limits 121 // along pAxis that is smaller than the value 122 // of min, than it is used to replace min. 123 // Undefined if the return value is false. 124 // max - (out) Same as min, except for the largest 125 // point. 126 // Undefined if the return value is false. 127 // 128 // return value = true if anything remains of the face 129 // 130 // Calculate the extent of the face for the voxel navigator. 131 // In analogy with CalculateExtent for G4VCSGfaceted, this is 132 // done in the following steps: 133 // 134 // 1. Transform the face using pTranform, an arbitrary 3D 135 // rotation/offset/reflection 136 // 2. Clip the face to those boundaries as specified in 137 // pVoxelLimit. This may include limits in any number 138 // of x, y, or z axes. 139 // 3. For each part of the face that remains (there could 140 // be many separate pieces in general): 141 // 4. Check to see if the piece overlaps the currently 142 // existing limits along axis pAxis. For 143 // pVoxelLimit.IsLimited(pAxis) = false, there are 144 // no limits. 145 // 5. For a piece that does overlap, update min/max 146 // accordingly (within confines of pre-existing 147 // limits) along the direction pAxis. 148 // 6. If min/max were updated, return true 149 // 150 // ------------------------------------------------------------------- 151 // G3VCSGface *Clone() 152 // 153 // This method is invoked by G4CSGfaceted during the copy constructor 154 // or the assignment operator. Its purpose is to return a pointer 155 // (of type G4VCSGface) to a duplicate copy of the face. 156 // The implementation is straight forward for inherited classes. Example: 157 // 158 // G4VCSGface G4PolySideFace::Clone() { return new G4PolySideFace(*this); } 159 // 160 // Of course, this assumes the copy constructor of G4PolySideFace is 161 // correctly implemented. 162 // 163 // Implementation notes: 164 // * distance. 165 // The meaning of distance includes the boundaries of the face. 166 // For example, for a rectangular, planer face: 167 // 168 // A | B | C 169 // | | 170 // -------+--------------+----- 171 // D | I | E 172 // | | 173 // -------+--------------+----- 174 // F | G | H 175 // | | 176 // 177 // A, C, F, and H: closest distance is the distance to 178 // the adjacent corner. 179 // 180 // B, D, E, and G: closest distance is the distance to 181 // the adjacent line. 182 // 183 // I: normal distance to plane 184 // 185 // For non-planer faces, one can use the normal to decide when 186 // a point falls off the edge and then act accordingly. 187 // 188 // 189 // Usage: 190 // 191 // A CSG shape can be defined by putting together any number of generic 192 // faces, as long as the faces cover the entire surface of the shape 193 // without overlapping. 194 // 195 // G4VSolid::CalculateExtent 196 // 197 // Define unit vectors along the specified transform axis. 198 // Use the inverse of the specified coordinate transformation to rotate 199 // these unit vectors. Loop over each face, call face->Extent, and save 200 // the maximum value. 201 // 202 // G4VSolid::Inside 203 // 204 // To decide if a point is inside, outside, or on the surface of the shape, 205 // loop through all faces, and find the answer from face->Inside which gives 206 // a value of "bestDistance" smaller than any other. While looping, if any 207 // face->Inside returns kSurface, this value can be returned immediately. 208 // 209 // EInside answer; 210 // G4VCSGface *face = faces; 211 // G4double best = kInfinity; 212 // do { 213 // G4double distance; 214 // EInside result = (*face)->Inside( p, kCarTolerance/2, distance ); 215 // if (result == kSurface) return kSurface; 216 // if (distance < best) { 217 // best = distance; 218 // answer = result; 219 // } 220 // } while( ++face < faces + numFaces ); 221 // 222 // return(answer); 223 // 224 // G4VSolid::SurfaceNormal 225 // 226 // Loop over all faces, call face->Normal, and return the normal to the face 227 // that is closest to the point. 228 // 229 // G4VSolid::DistanceToIn(p) 230 // 231 // Loop over all faces, invoking face->Distance with outgoing = false, 232 // and save the answer that is smallest. 233 // 234 // G4VSolid::DistanceToIn(p,v) 235 // 236 // Loop over all faces, invoking face->Intersect with outgoing = false, 237 // and save the answer that is smallest. 238 // 239 // G4VSolid::DistanceToOut(p) 240 // 241 // Loop over all faces, invoking face->Distance with outgoing = true, 242 // and save the answer that is smallest. 243 // 244 // G4VSolid::DistanceToOut(p,v) 245 // 246 // Loop over all faces, invoking face->Intersect with outgoing = true, 247 // and save the answer that is smallest. If there is more than one answer, 248 // or if allBehind is false for the one answer, return validNorm as false. 249 250 // Author: David C. Williams (davidw@scipp.ucsc.edu) 251 // -------------------------------------------------------------------- 252 #ifndef G4VCSGFACE_HH 253 #define G4VCSGFACE_HH 254 255 #include "G4Types.hh" 256 #include "G4ThreeVector.hh" 257 #include "geomdefs.hh" 258 #include "G4VSolid.hh" 259 260 class G4VoxelLimits; 261 class G4AffineTransform; 262 class G4SolidExtentList; 263 264 class G4VCSGface 265 { 266 public: 267 268 G4VCSGface() = default; 269 virtual ~G4VCSGface() = default; 270 271 virtual G4bool Intersect( const G4ThreeVector& p, const G4ThreeVector& v, 272 G4bool outgoing, G4double surfTolerance, 273 G4double& distance, G4double& distFromSurface, 274 G4ThreeVector& normal, G4bool& allBehind ) = 0; 275 276 virtual G4double Distance( const G4ThreeVector& p, G4bool outgoing ) = 0; 277 278 virtual EInside Inside( const G4ThreeVector& p, G4double tolerance, 279 G4double* bestDistance ) = 0; 280 281 virtual G4ThreeVector Normal( const G4ThreeVector& p, 282 G4double* bestDistance ) = 0; 283 284 virtual G4double Extent( const G4ThreeVector axis ) = 0; 285 286 virtual void CalculateExtent( const EAxis axis, 287 const G4VoxelLimits& voxelLimit, 288 const G4AffineTransform& tranform, 289 G4SolidExtentList& extentList ) = 0; 290 291 virtual G4VCSGface* Clone() = 0; 292 293 virtual G4double SurfaceArea() = 0; 294 virtual G4ThreeVector GetPointOnFace() = 0; 295 }; 296 297 #endif 298