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