Import Geant4 5.0.0 source tree

This commit is contained in:
Gabriele Cosmo
2016-06-08 16:57:27 +02:00
parent 330b82b769
commit 37fff30d2e
5733 changed files with 263867 additions and 74574 deletions
@@ -21,24 +21,22 @@
// ********************************************************************
//
//
// $Id: G4SubtractionSolid.cc,v 1.16 2002/01/10 15:34:27 gcosmo Exp $
// GEANT4 tag $Name: geant4-04-01 $
// $Id: G4SubtractionSolid.cc,v 1.17 2002/10/28 11:36:29 gcosmo Exp $
// GEANT4 tag $Name: geant4-05-00 $
//
// Implementation of methods for the class G4IntersectionSolid
//
// History:
//
// 14.10.98 V.Grichine, implementation of the first version
// 19.10.98 V.Grichine, new algorithm of DistanceToIn(p,v) according to
// J.Apostolakis recommendations (while loops)
// 02.08.99 V.Grichine, bugs fixed in DistanceToOut(p,v,...)
// 14.10.98 V.Grichine: implementation of the first version
// 19.10.98 V.Grichine: new algorithm of DistanceToIn(p,v)
// 02.08.99 V.Grichine: bugs fixed in DistanceToOut(p,v,...)
// while -> do-while & surfaceA limitations
// 13.09.00 V.Grichine, bug fixed in SurfaceNormal(p), p can be inside
//
// 13.09.00 V.Grichine: bug fixed in SurfaceNormal(p), p can be inside
//
// ********************************************************************
#include "G4SubtractionSolid.hh"
// #include "G4DisplacedSolid.hh"
#include "G4RotationMatrix.hh"
#include "G4ThreeVector.hh"
@@ -58,71 +56,70 @@
// Transfer all data members to G4BooleanSolid which is responsible
// for them. pName will be in turn sent to G4VSolid
G4SubtractionSolid:: G4SubtractionSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB ):
G4BooleanSolid(pName,pSolidA,pSolidB)
G4SubtractionSolid::G4SubtractionSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB )
: G4BooleanSolid(pName,pSolidA,pSolidB)
{
;
}
///////////////////////////////////////////////////////////////
//
//
// Constructor
G4SubtractionSolid::
G4SubtractionSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB ,
G4RotationMatrix* rotMatrix,
const G4ThreeVector& transVector ):
G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector)
G4SubtractionSolid::G4SubtractionSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB ,
G4RotationMatrix* rotMatrix,
const G4ThreeVector& transVector )
: G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector)
{
;
}
///////////////////////////////////////////////////////////////
//
//
// Constructor
G4SubtractionSolid::
G4SubtractionSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB ,
const G4Transform3D& transform ):
G4BooleanSolid(pName,pSolidA,pSolidB,transform)
G4SubtractionSolid::G4SubtractionSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB ,
const G4Transform3D& transform )
: G4BooleanSolid(pName,pSolidA,pSolidB,transform)
{
;
}
}
///////////////////////////////////////////////////////////////
//
// Destructor
G4SubtractionSolid::~G4SubtractionSolid()
{
;
}
///////////////////////////////////////////////////////////////
//
//
// CalculateExtent
G4bool
G4SubtractionSolid::CalculateExtent(const EAxis pAxis,
const G4VoxelLimits& pVoxelLimit,
const G4AffineTransform& pTransform,
G4double& pMin, G4double& pMax) const
G4SubtractionSolid::CalculateExtent( const EAxis pAxis,
const G4VoxelLimits& pVoxelLimit,
const G4AffineTransform& pTransform,
G4double& pMin,
G4double& pMax ) const
{
// Since we cannot be sure how much the second solid subtracts
// from the first, we must use the first solid's extent!
return fPtrSolidA->CalculateExtent( pAxis, pVoxelLimit,
pTransform, pMin, pMax);
pTransform, pMin, pMax );
}
/////////////////////////////////////////////////////
//
// Touching ? Empty subtraction ?
EInside G4SubtractionSolid::Inside(const G4ThreeVector& p) const
EInside G4SubtractionSolid::Inside( const G4ThreeVector& p ) const
{
EInside positionA = fPtrSolidA->Inside(p) ;
EInside positionB = fPtrSolidB->Inside(p) ;
@@ -148,7 +145,7 @@ EInside G4SubtractionSolid::Inside(const G4ThreeVector& p) const
//////////////////////////////////////////////////////////////
//
//
// SurfaceNormal
G4ThreeVector
G4SubtractionSolid::SurfaceNormal( const G4ThreeVector& p ) const
@@ -157,10 +154,14 @@ G4SubtractionSolid::SurfaceNormal( const G4ThreeVector& p ) const
if( Inside(p) == kOutside )
{
#ifdef G4BOOLDEBUG
G4cout << "WARNING - Invalid call in G4SubtractionSolid::SurfaceNormal(p),"
<< " point p is inside" << G4endl;
G4cout << "WARNING - Invalid call [1] in "
<< "G4SubtractionSolid::SurfaceNormal(p)" << G4endl
<< " Point p is inside !" << G4endl;
G4cout << " p = " << p << G4endl;
// G4Exception("Invalid call in G4SubtractionSolid::SurfaceNormal(p), p is outside") ;
G4cerr << "WARNING - Invalid call [1] in "
<< "G4SubtractionSolid::SurfaceNormal(p)" << G4endl
<< " Point p is inside !" << G4endl;
G4cerr << " p = " << p << G4endl;
#endif
}
else
@@ -186,7 +187,14 @@ G4SubtractionSolid::SurfaceNormal( const G4ThreeVector& p ) const
normal = -fPtrSolidB->SurfaceNormal(p) ;
}
#ifdef G4BOOLDEBUG
G4cout << "G4SubtractionSolid::SurfaceNormal(p), point p is inside" << G4endl ;
G4cout << "WARNING - Invalid call [2] in "
<< "G4SubtractionSolid::SurfaceNormal(p)" << G4endl
<< " Point p is inside !" << G4endl;
G4cout << " p = " << p << G4endl;
G4cerr << "WARNING - Invalid call [2] in "
<< "G4SubtractionSolid::SurfaceNormal(p)" << G4endl
<< " Point p is inside !" << G4endl;
G4cerr << " p = " << p << G4endl;
#endif
}
}
@@ -206,17 +214,21 @@ G4SubtractionSolid::DistanceToIn( const G4ThreeVector& p,
#ifdef G4BOOLDEBUG
if( Inside(p) == kInside )
{
G4cout << "WARNING - Invalid call in G4SubtractionSolid::DistanceToIn(p,v),"
<< " point p is inside" << G4endl;
G4cout << "WARNING - Invalid call in "
<< "G4SubtractionSolid::DistanceToIn(p,v)" << G4endl
<< " Point p is inside !" << G4endl;
G4cout << " p = " << p << G4endl;
G4cout << " v = " << v << G4endl;
// G4Exception("Invalid call in G4SubtractionSolid::DistanceToIn(p,v), p is inside") ;
G4cerr << "WARNING - Invalid call in "
<< "G4SubtractionSolid::DistanceToIn(p,v)" << G4endl
<< " Point p is inside !" << G4endl;
G4cerr << " p = " << p << G4endl;
G4cerr << " v = " << v << G4endl;
}
#endif
if( // ( fPtrSolidA->Inside(p) != kOutside) && // case1:p in both A&B
( fPtrSolidB->Inside(p) != kOutside) ) // start: out of B
// if( // ( fPtrSolidA->Inside(p) != kOutside) && // case1:p in both A&B
if ( fPtrSolidB->Inside(p) != kOutside ) // start: out of B
{
dist = fPtrSolidB->DistanceToOut(p,v) ; // ,calcNorm,validNorm,n) ;
@@ -229,19 +241,19 @@ G4SubtractionSolid::DistanceToIn( const G4ThreeVector& p,
if(disTmp == kInfinity)
{
return kInfinity ;
}
}
dist += disTmp ;
if( Inside(p+dist*v) == kOutside )
{
{
disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v) ;
dist += disTmp ;
}
}
}
while( Inside(p+dist*v) == kOutside ) ;
}
}
else // p outside A, start in A
else // p outside A, start in A
{
dist = fPtrSolidA->DistanceToIn(p,v) ;
@@ -251,24 +263,22 @@ G4SubtractionSolid::DistanceToIn( const G4ThreeVector& p,
}
else
{
while( Inside(p+dist*v) == kOutside ) // pushing loop
// do
{
while( Inside(p+dist*v) == kOutside ) // pushing loop
{
disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v) ;
dist += disTmp ;
if( Inside(p+dist*v) == kOutside )
{
{
disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
if(disTmp == kInfinity) // past A, hence past A\B
{
return kInfinity ;
}
}
dist += disTmp ;
}
}
// while( Inside(p+dist*v) == kOutside ) ;
}
}
}
}
@@ -282,17 +292,21 @@ G4SubtractionSolid::DistanceToIn( const G4ThreeVector& p,
// isotropic safety
G4double
G4SubtractionSolid::DistanceToIn( const G4ThreeVector& p) const
G4SubtractionSolid::DistanceToIn( const G4ThreeVector& p ) const
{
G4double dist;
#ifdef G4BOOLDEBUG
if( Inside(p) == kInside )
{
G4cout << "WARNING - Invalid call in G4SubtractionSolid::DistanceToIn(p),"
<< " point p is inside" << G4endl;
G4cout << "WARNING - Invalid call in "
<< "G4SubtractionSolid::DistanceToIn(p)" << G4endl
<< " Point p is inside !" << G4endl;
G4cout << " p = " << p << G4endl;
// G4Exception("Invalid call in G4SubtractionSolid::DistanceToIn(p), p is inside") ;
G4cerr << "WARNING - Invalid call in "
<< "G4SubtractionSolid::DistanceToIn(p)" << G4endl
<< " Point p is inside !" << G4endl;
G4cerr << " p = " << p << G4endl;
}
#endif
@@ -315,10 +329,10 @@ G4SubtractionSolid::DistanceToIn( const G4ThreeVector& p) const
G4double
G4SubtractionSolid::DistanceToOut( const G4ThreeVector& p,
const G4ThreeVector& v,
const G4bool calcNorm,
G4bool *validNorm,
G4ThreeVector *n ) const
const G4ThreeVector& v,
const G4bool calcNorm,
G4bool *validNorm,
G4ThreeVector *n ) const
{
#ifdef G4BOOLDEBUG
if( Inside(p) == kOutside )
@@ -331,11 +345,16 @@ G4SubtractionSolid::DistanceToOut( const G4ThreeVector& p,
G4cout << "v.x() = " << v.x() << G4endl;
G4cout << "v.y() = " << v.y() << G4endl;
G4cout << "v.z() = " << v.z() << G4endl << G4endl;
G4cout << "WARNING - Invalid call in G4SubtractionSolid::DistanceToOut(p,v),"
<< " point p is outside" << G4endl;
G4cout << "WARNING - Invalid call in "
<< "G4SubtractionSolid::DistanceToOut(p,v)" << G4endl
<< " Point p is outside !" << G4endl;
G4cout << " p = " << p << G4endl;
G4cout << " v = " << v << G4endl;
// G4Exception("Invalid call in G4SubtractionSolid::DistanceToOut(p,v), p is outside") ;
G4cerr << "WARNING - Invalid call in "
<< "G4SubtractionSolid::DistanceToOut(p,v)" << G4endl
<< " Point p is outside !" << G4endl;
G4cerr << " p = " << p << G4endl;
G4cerr << " v = " << v << G4endl;
}
#endif
@@ -370,10 +389,14 @@ G4SubtractionSolid::DistanceToOut( const G4ThreeVector& p ) const
if( Inside(p) == kOutside )
{
#ifdef G4BOOLDEBUG
G4cout << "WARNING - Invalid call in G4SubtractionSolid::DistanceToOut(p),"
<< " point p is outside" << G4endl;
G4cout << "WARNING - Invalid call in "
<< "G4SubtractionSolid::DistanceToOut(p)" << G4endl
<< " Point p is outside" << G4endl;
G4cout << " p = " << p << G4endl;
// G4Exception("Invalid call in G4SubtractionSolid::DistanceToOut(p), p is outside") ;
G4cerr << "WARNING - Invalid call in "
<< "G4SubtractionSolid::DistanceToOut(p)" << G4endl
<< " Point p is outside" << G4endl;
G4cerr << " p = " << p << G4endl;
#endif
}
else
@@ -398,11 +421,10 @@ G4GeometryType G4SubtractionSolid::GetEntityType() const
//
void
G4SubtractionSolid::ComputeDimensions( G4VPVParameterisation* p,
const G4int n,
const G4VPhysicalVolume* pRep )
G4SubtractionSolid::ComputeDimensions( G4VPVParameterisation*,
const G4int,
const G4VPhysicalVolume* )
{
return ;
}
/////////////////////////////////////////////////
@@ -435,7 +457,7 @@ G4SubtractionSolid::CreatePolyhedron () const
//
G4NURBS*
G4SubtractionSolid::CreateNURBS () const
G4SubtractionSolid::CreateNURBS () const
{
// Take into account boolean operation - see CreatePolyhedron.
// return new G4NURBSbox (1.0, 1.0, 1.0);