Import Geant4 0.0.0 source tree

This commit is contained in:
Gabriele Cosmo
2016-06-01 15:25:35 +02:00
parent 54d6b71f95
commit b97f8d0df7
3237 changed files with 807095 additions and 0 deletions
@@ -0,0 +1,72 @@
// Implementation for the abstract base class for solids created by boolean
// operations between other solids
//
// History:
//
// 10.09.98 V.Grichine, creation according J. Apostolakis's recommendations
#include "G4BooleanSolid.hh"
#include "G4DisplacedSolid.hh"
#include "G4RotationMatrix.hh"
#include "G4ThreeVector.hh"
#include "G4Transform3D.hh"
#include "G4AffineTransform.hh"
//////////////////////////////////////////////////////////////////
//
//
G4BooleanSolid::G4BooleanSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB ) :
G4VSolid(pName),
createdDisplacedSolid(false)
{
fPtrSolidA = pSolidA ;
fPtrSolidB = pSolidB ;
}
//////////////////////////////////////////////////////////////////
//
//
G4BooleanSolid::G4BooleanSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB ,
G4RotationMatrix* rotMatrix,
const G4ThreeVector& transVector ) :
G4VSolid(pName),
createdDisplacedSolid(true)
{
fPtrSolidA = pSolidA ;
fPtrSolidB = new G4DisplacedSolid("placedB",pSolidB,rotMatrix,transVector) ;
}
//////////////////////////////////////////////////////////////////
//
//
G4BooleanSolid::G4BooleanSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB ,
const G4Transform3D& transform ) :
G4VSolid(pName),
createdDisplacedSolid(true)
{
fPtrSolidA = pSolidA ;
fPtrSolidB = new G4DisplacedSolid("placedB",pSolidB,transform) ;
}
///////////////////////////////////////////////////////////////
//
// Destructor deletes second pointer created by 'new'
G4BooleanSolid::~G4BooleanSolid()
{
if(createdDisplacedSolid) delete fPtrSolidB ;
}
@@ -0,0 +1,220 @@
// Implementation for G4DisplacedSolid class for boolean
// operations between other solids
//
// History:
//
// 28.10.98 V.Grichine, creation according J. Apostolakis's recommendations
#include "G4DisplacedSolid.hh"
#include "G4VoxelLimits.hh"
#include "G4AffineTransform.hh"
#include "G4VPVParameterisation.hh"
#include "G4VGraphicsScene.hh"
#include "G4Polyhedron.hh"
#include "G4NURBS.hh"
#include "G4NURBSbox.hh"
#include "G4VisExtent.hh"
////////////////////////////////////////////////////////////////
//
// Constractor for transformation like rotation of frame then translation
// in new frame. It is similar to 1st constractor in G4PVPlacement
G4DisplacedSolid::
G4DisplacedSolid( const G4String& pName,
G4VSolid* pSolid ,
G4RotationMatrix* rotMatrix,
const G4ThreeVector& transVector )
: G4VSolid(pName)
{
fPtrSolid = pSolid ;
fPtrTransform = new G4AffineTransform(rotMatrix,transVector) ;
fPtrTransform->Invert() ;
fDirectTransform = new G4AffineTransform(rotMatrix,transVector) ;
}
///////////////////////////////////////////////////////////////////
//
//
G4DisplacedSolid::G4DisplacedSolid( const G4String& pName,
G4VSolid* pSolid ,
const G4Transform3D& transform ) :
G4VSolid(pName)
{
fPtrSolid = pSolid ;
fPtrTransform = new G4AffineTransform(transform.getRotation().inverse(),
transform.getTranslation()) ;
fPtrTransform->Invert() ;
fDirectTransform = new G4AffineTransform(transform.getRotation().inverse(),
transform.getTranslation()) ;
}
G4DisplacedSolid::~G4DisplacedSolid()
{
if(fPtrTransform)
{
delete fPtrTransform ;
delete fDirectTransform;
}
}
///////////////////////////////////////////////////////////////
//
//
G4bool
G4DisplacedSolid::CalculateExtent(const EAxis pAxis,
const G4VoxelLimits& pVoxelLimit,
const G4AffineTransform& pTransform,
G4double& pMin, G4double& pMax) const
{
return fPtrSolid->CalculateExtent(pAxis,pVoxelLimit,pTransform,
pMin,pMax) ;
}
/////////////////////////////////////////////////////
//
//
EInside G4DisplacedSolid::Inside(const G4ThreeVector& p) const
{
G4ThreeVector newPoint = fPtrTransform->TransformPoint(p) ;
return fPtrSolid->Inside(newPoint) ;
}
//////////////////////////////////////////////////////////////
//
//
G4ThreeVector
G4DisplacedSolid::SurfaceNormal( const G4ThreeVector& p ) const
{
G4ThreeVector newPoint = fPtrTransform->TransformPoint(p) ;
G4ThreeVector normal = fPtrSolid->SurfaceNormal(newPoint) ;
return fDirectTransform->TransformAxis(normal) ;
}
/////////////////////////////////////////////////////////////
//
// The same algorithm as in DistanceToIn(p)
G4double
G4DisplacedSolid::DistanceToIn( const G4ThreeVector& p,
const G4ThreeVector& v ) const
{
G4ThreeVector newPoint = fPtrTransform->TransformPoint(p) ;
G4ThreeVector newDirection = fPtrTransform->TransformAxis(v) ;
return fPtrSolid->DistanceToIn(newPoint,newDirection) ;
}
////////////////////////////////////////////////////////
//
// Approximate nearest distance from the point p to the intersection of
// two solids
G4double
G4DisplacedSolid::DistanceToIn( const G4ThreeVector& p) const
{
G4ThreeVector newPoint = fPtrTransform->TransformPoint(p) ;
return fPtrSolid->DistanceToIn(newPoint) ;
}
//////////////////////////////////////////////////////////
//
// The same algorithm as DistanceToOut(p)
G4double
G4DisplacedSolid::DistanceToOut( const G4ThreeVector& p,
const G4ThreeVector& v,
const G4bool calcNorm,
G4bool *validNorm,
G4ThreeVector *n ) const
{
G4ThreeVector solNorm ;
G4ThreeVector newPoint = fPtrTransform->TransformPoint(p) ;
G4ThreeVector newDirection = fPtrTransform->TransformAxis(v) ;
G4double dist = fPtrSolid->DistanceToOut(newPoint,newDirection,
calcNorm,validNorm,&solNorm) ;
if(calcNorm)
{
*n = fDirectTransform->TransformAxis(solNorm) ;
}
return dist ;
}
//////////////////////////////////////////////////////////////
//
// Inverted algorithm of DistanceToIn(p)
G4double
G4DisplacedSolid::DistanceToOut( const G4ThreeVector& p ) const
{
G4ThreeVector newPoint = fPtrTransform->TransformPoint(p) ;
return fPtrSolid->DistanceToOut(newPoint) ;
}
//////////////////////////////////////////////////////////////
//
//
void
G4DisplacedSolid::ComputeDimensions( G4VPVParameterisation* p,
const G4int n,
const G4VPhysicalVolume* pRep )
{
// fPtrSolid->ComputeDimensions(p,n,pRep);
G4Exception("ERROR: ComputeDimensions has no meaning for a G4DisplacedSolid. It cannot be called.");
}
/////////////////////////////////////////////////
//
//
void
G4DisplacedSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const
{
fPtrSolid->DescribeYourselfTo(scene) ;
}
/////////////////////////////////////////////////////////////
//
//
G4VisExtent
G4DisplacedSolid::GetExtent () const
{
return fPtrSolid->GetExtent() ;
}
////////////////////////////////////////////////////
//
//
G4Polyhedron*
G4DisplacedSolid::CreatePolyhedron () const
{
return fPtrSolid->CreatePolyhedron() ;
}
/////////////////////////////////////////////////////////
//
//
G4NURBS*
G4DisplacedSolid::CreateNURBS () const
{
return fPtrSolid->CreateNURBS() ;
}
@@ -0,0 +1,415 @@
// Implementation of methods for the class G4IntersectionSolid
//
// History:
//
// 12.09.98 V.Grichine
#include "G4IntersectionSolid.hh"
// #include "G4DisplacedSolid.hh"
#include "G4RotationMatrix.hh"
#include "G4ThreeVector.hh"
#include "G4Transform3D.hh"
#include "G4AffineTransform.hh"
#include "G4VoxelLimits.hh"
#include "G4VPVParameterisation.hh"
#include "G4VGraphicsScene.hh"
#include "G4Polyhedron.hh"
#include "G4NURBS.hh"
#include "G4NURBSbox.hh"
#include "G4VisExtent.hh"
/////////////////////////////////////////////////////////////////////
//
// Transfer all data members to G4BooleanSolid which is responsible
// for them. pName will be in turn sent to G4VSolid
//
G4IntersectionSolid:: G4IntersectionSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB ):
G4BooleanSolid(pName,pSolidA,pSolidB)
{
;
}
///////////////////////////////////////////////////////////////////
//
G4IntersectionSolid::
G4IntersectionSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB,
G4RotationMatrix* rotMatrix,
const G4ThreeVector& transVector ):
G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector)
{
;
}
//////////////////////////////////////////////////////////////////
//
//
G4IntersectionSolid::
G4IntersectionSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB ,
const G4Transform3D& transform ):
G4BooleanSolid(pName,pSolidA,pSolidB,transform)
{
;
}
G4IntersectionSolid::~G4IntersectionSolid()
{
;
}
///////////////////////////////////////////////////////////////
//
//
G4bool
G4IntersectionSolid::CalculateExtent(const EAxis pAxis,
const G4VoxelLimits& pVoxelLimit,
const G4AffineTransform& pTransform,
G4double& pMin, G4double& pMax) const
{
G4bool retA, retB;
G4double minA, minB, maxA, maxB;
retA= fPtrSolidA->CalculateExtent( pAxis, pVoxelLimit, pTransform, minA, maxA);
retB= fPtrSolidB->CalculateExtent( pAxis, pVoxelLimit, pTransform, minB, maxB);
pMin = max( minA, minB );
pMax = min( maxA, maxB );
return retA && retB ; // It exists in this slice only if both exist in it.
}
/////////////////////////////////////////////////////
//
// Touching ? Empty intersection ?
EInside G4IntersectionSolid::Inside(const G4ThreeVector& p) const
{
EInside positionA = fPtrSolidA->Inside(p) ;
EInside positionB = fPtrSolidB->Inside(p) ;
if(positionA == kInside && positionB == kInside)
{
return kInside ;
}
else
{
if((positionA == kInside && positionB == kSurface) ||
(positionB == kInside && positionA == kSurface) ||
(positionA == kSurface && positionB == kSurface) )
{
return kSurface ;
}
else
{
return kOutside ;
}
}
}
//////////////////////////////////////////////////////////////
//
//
G4ThreeVector
G4IntersectionSolid::SurfaceNormal( const G4ThreeVector& p ) const
{
G4ThreeVector normal;
G4bool insideA, insideB;
insideA= fPtrSolidA->Inside(p);
insideB= fPtrSolidB->Inside(p);
// if( Inside(p) == kOutside )
if( (insideA == kOutside) || (insideB == kOutside) )
{
G4Exception("Invalid call in G4IntersectionSolid::SurfaceNormal(p), point p is outside") ;
}
// OLD: if(fPtrSolidA->DistanceToOut(p) <= fPtrSolidB->DistanceToOut(p) )
// On the surface of both is difficult ... treat it like on A now!
//
// if( (insideA == kSurface) && (insideB == kSurface) )
// normal= fPtrSolidA->SurfaceNormal(p) ;
// else
if( insideA == kSurface )
{
normal= fPtrSolidA->SurfaceNormal(p) ;
}
else if( insideB == kSurface )
{
normal= fPtrSolidB->SurfaceNormal(p) ;
}
// We are on neither surface, so we should generate an exception
else
{
G4Exception("Invalid call in G4IntersectionSolid::SurfaceNormal(p), point p is not on the surface of the volume.") ;
// Or else
if(fPtrSolidA->DistanceToOut(p) <= fPtrSolidB->DistanceToOut(p) )
normal= fPtrSolidA->SurfaceNormal(p) ;
else
normal= fPtrSolidB->SurfaceNormal(p) ;
}
return normal;
}
/////////////////////////////////////////////////////////////
//
// The same algorithm as in DistanceToIn(p)
G4double
G4IntersectionSolid::DistanceToIn( const G4ThreeVector& p,
const G4ThreeVector& v ) const
{
G4double dist = 0.0, disTmp ;
if( Inside(p) == kInside )
{
G4Exception("Invalid call in G4IntersectionSolid::DistanceToIn(p,v), point p is inside") ;
}
else
{
if( fPtrSolidA->Inside(p) != kOutside )
{
while( Inside(p+dist*v) == kOutside )
{
disTmp = fPtrSolidB->DistanceToIn(p+dist*v,v) ;
if( disTmp != kInfinity )
{
dist += disTmp ;
if(Inside(p+dist*v) == kOutside )
{
disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
if( disTmp != kInfinity )
{
dist += disTmp ;
}
else
{
return kInfinity ;
}
}
else
{
break ;
}
}
else
{
return kInfinity ;
}
}
}
else if( fPtrSolidB->Inside(p) != kOutside )
{
while( Inside(p+dist*v) == kOutside )
{
disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
if( disTmp != kInfinity )
{
dist += disTmp ;
if(Inside(p+dist*v) == kOutside )
{
disTmp = fPtrSolidB->DistanceToIn(p+dist*v,v) ;
if( disTmp != kInfinity )
{
dist += disTmp ;
}
else
{
return kInfinity ;
}
}
else
{
break ;
}
}
else
{
return kInfinity ;
}
}
}
else
{
while( Inside(p+dist*v) == kOutside )
{
disTmp = fPtrSolidB->DistanceToIn(p+dist*v,v) ;
if( disTmp != kInfinity )
{
dist += disTmp ;
if(Inside(p+dist*v) == kOutside )
{
disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
if( disTmp != kInfinity )
{
dist += disTmp ;
}
else
{
return kInfinity ;
}
}
else
{
break ;
}
}
else
{
return kInfinity ;
}
}
}
}
return dist ;
}
////////////////////////////////////////////////////////
//
// Approximate nearest distance from the point p to the intersection of
// two solids
G4double
G4IntersectionSolid::DistanceToIn( const G4ThreeVector& p) const
{
if( Inside(p) == kInside )
{
G4Exception("Invalid call in G4IntersectionSolid::DistanceToIn(p), point p is inside") ;
}
EInside sideA = fPtrSolidA->Inside(p) ;
EInside sideB = fPtrSolidB->Inside(p) ;
G4double dist ;
if( sideA != kInside && sideB != kOutside )
{
dist = fPtrSolidA->DistanceToIn(p) ;
}
else
{
if( sideB != kInside && sideA != kOutside )
{
dist = fPtrSolidB->DistanceToIn(p) ;
}
else
{
dist = min(fPtrSolidA->DistanceToIn(p),
fPtrSolidB->DistanceToIn(p) ) ;
}
}
return dist ;
}
//////////////////////////////////////////////////////////
//
// The same algorithm as DistanceToOut(p)
G4double
G4IntersectionSolid::DistanceToOut( const G4ThreeVector& p,
const G4ThreeVector& v,
const G4bool calcNorm,
G4bool *validNorm,
G4ThreeVector *n ) const
{
if( Inside(p) == kOutside )
{
G4Exception("Invalid call in G4IntersectionSolid::DistanceToOut(p,v), point p is outside") ;
}
return min(fPtrSolidA->DistanceToOut(p,v,calcNorm,validNorm,n),
fPtrSolidB->DistanceToOut(p,v,calcNorm,validNorm,n) ) ;
}
//////////////////////////////////////////////////////////////
//
// Inverted algorithm of DistanceToIn(p)
G4double
G4IntersectionSolid::DistanceToOut( const G4ThreeVector& p ) const
{
if( Inside(p) == kOutside )
{
G4Exception("Invalid call in G4IntersectionSolid::DistanceToOut(p), point p is outside") ;
}
return min(fPtrSolidA->DistanceToOut(p),
fPtrSolidB->DistanceToOut(p) ) ;
}
//////////////////////////////////////////////////////////////
//
//
void
G4IntersectionSolid::ComputeDimensions( G4VPVParameterisation* p,
const G4int n,
const G4VPhysicalVolume* pRep )
{
return ;
}
/////////////////////////////////////////////////
//
//
void
G4IntersectionSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const
{
return ;
}
/////////////////////////////////////////////////////////////
//
//
G4VisExtent
G4IntersectionSolid::GetExtent () const
{
return G4VisExtent(-1.0,1.0,-1.0,1.0,-1.0,1.0) ;
}
////////////////////////////////////////////////////
//
//
G4Polyhedron*
G4IntersectionSolid::CreatePolyhedron () const
{
return new G4PolyhedronBox (1.0, 1.0, 1.0);
}
/////////////////////////////////////////////////////////
//
//
G4NURBS*
G4IntersectionSolid::CreateNURBS () const
{
return new G4NURBSbox (1.0, 1.0, 1.0);
}
@@ -0,0 +1,359 @@
// Implementation of methods for the class G4IntersectionSolid
//
// History:
//
// 14.10.98 V.Grichine
// 19.10.98 V.Grichine new algorithm of DistanceToIn(p,v) according to
// J.Apostolakis recommendations
//
#include "G4SubtractionSolid.hh"
// #include "G4DisplacedSolid.hh"
#include "G4RotationMatrix.hh"
#include "G4ThreeVector.hh"
#include "G4Transform3D.hh"
#include "G4AffineTransform.hh"
#include "G4VoxelLimits.hh"
#include "G4VPVParameterisation.hh"
#include "G4VGraphicsScene.hh"
#include "G4Polyhedron.hh"
#include "G4NURBS.hh"
#include "G4NURBSbox.hh"
#include "G4VisExtent.hh"
///////////////////////////////////////////////////////////////////
//
// 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 ,
G4RotationMatrix* rotMatrix,
const G4ThreeVector& transVector ):
G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector)
{
;
}
///////////////////////////////////////////////////////////////
//
//
G4SubtractionSolid::
G4SubtractionSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB ,
const G4Transform3D& transform ):
G4BooleanSolid(pName,pSolidA,pSolidB,transform)
{
;
}
G4SubtractionSolid::~G4SubtractionSolid()
{
;
}
///////////////////////////////////////////////////////////////
//
//
G4bool
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);
}
/////////////////////////////////////////////////////
//
// Touching ? Empty subtraction ?
EInside G4SubtractionSolid::Inside(const G4ThreeVector& p) const
{
EInside positionA = fPtrSolidA->Inside(p) ;
EInside positionB = fPtrSolidB->Inside(p) ;
if(positionA == kInside && positionB == kOutside)
{
return kInside ;
}
else
{
if((positionA == kInside && positionB == kSurface) ||
(positionB == kOutside && positionA == kSurface) ||
(positionA == kSurface && positionB == kSurface) )
{
return kSurface ;
}
else
{
return kOutside ;
}
}
}
//////////////////////////////////////////////////////////////
//
//
G4ThreeVector
G4SubtractionSolid::SurfaceNormal( const G4ThreeVector& p ) const
{
G4ThreeVector normal;
if( Inside(p) == kOutside )
{
G4Exception("Invalid call in G4SubtractionSolid::SurfaceNormal(p), point p is outside") ;
}
else
{
if( fPtrSolidA->Inside(p) == kSurface &&
fPtrSolidB->Inside(p) != kInside )
{
normal= fPtrSolidA->SurfaceNormal(p) ;
}
else if( fPtrSolidA->Inside(p) == kInside &&
fPtrSolidB->Inside(p) != kOutside )
{
normal= -fPtrSolidB->SurfaceNormal(p) ;
}
else
{
G4Exception("Invalid call in G4SubtractionSolid::SurfaceNormal(p), point p is inside rather than on surface") ;
}
}
return normal;
}
/////////////////////////////////////////////////////////////
//
// The same algorithm as in DistanceToIn(p)
G4double
G4SubtractionSolid::DistanceToIn( const G4ThreeVector& p,
const G4ThreeVector& v ) const
{
G4double dist,dist2 ;
if( Inside(p) == kInside )
{
G4Exception("Invalid call in G4SubtractionSolid::DistanceToIn(p,v), point p is inside") ;
}
if( ( fPtrSolidA->Inside(p) != kOutside) && // case1:p in both A&B
( fPtrSolidB->Inside(p) != kOutside) ) // start: out of B
{
dist = fPtrSolidB->DistanceToOut(p,v) ; // ,calcNorm,validNorm,n) ;
while( Inside(p+dist*v) == kOutside )
{
dist2 = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
if(dist2 == kInfinity)
{
return kInfinity ;
}
dist += dist2 ;
if( Inside(p+dist*v) == kOutside )
{
dist += fPtrSolidB->DistanceToOut(p+dist*v,v) ;
}
}
}
else // p outside A, start in A
{
dist = fPtrSolidA->DistanceToIn(p,v) ;
if( dist == kInfinity ) // past A, hence past A\B
{
return kInfinity ;
}
else
{
while( Inside(p+dist*v) == kOutside ) // pushing loop
{
dist += fPtrSolidB->DistanceToOut(p+dist*v,v) ;
if( Inside(p+dist*v) == kOutside )
{
dist2 = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
if(dist2 == kInfinity) // past A, hence past A\B
{
return kInfinity ;
}
dist += dist2 ;
}
}
}
}
return dist ;
}
////////////////////////////////////////////////////////
//
// Approximate nearest distance from the point p to the intersection of
// two solids. It is usually underestimated from the point of view of
// isotropic safety
G4double
G4SubtractionSolid::DistanceToIn( const G4ThreeVector& p) const
{
G4double dist;
if( Inside(p) == kInside )
{
G4Exception("Invalid call in G4SubtractionSolid::DistanceToIn(p), point p is inside") ;
}
if( ( fPtrSolidA->Inside(p) != kOutside) && // case 1
( fPtrSolidB->Inside(p) != kOutside) )
{
dist= fPtrSolidB->DistanceToOut(p) ;
}
else
{
dist= fPtrSolidA->DistanceToIn(p) ;
}
return dist;
}
//////////////////////////////////////////////////////////
//
// The same algorithm as DistanceToOut(p)
G4double
G4SubtractionSolid::DistanceToOut( const G4ThreeVector& p,
const G4ThreeVector& v,
const G4bool calcNorm,
G4bool *validNorm,
G4ThreeVector *n ) const
{
if( Inside(p) == kOutside )
{
G4Exception("Invalid call in G4IntersectionSolid::DistanceToOut(p,v), point p is outside") ;
}
G4double distout;
G4double distA = fPtrSolidA->DistanceToOut(p,v,calcNorm,validNorm,n) ;
G4double distB = fPtrSolidB->DistanceToIn(p,v) ;
if(distB < distA)
{
if(calcNorm)
{
*n = -(fPtrSolidB->SurfaceNormal(p+distB*v)) ;
*validNorm = false ;
}
distout= distB ;
}
else
{
distout= distA ;
*validNorm = true ;
}
return distout;
}
//////////////////////////////////////////////////////////////
//
// Inverted algorithm of DistanceToIn(p)
G4double
G4SubtractionSolid::DistanceToOut( const G4ThreeVector& p ) const
{
G4double dist;
if( Inside(p) == kOutside )
{
G4Exception("Invalid call in G4IntersectionSolid::DistanceToOut(p), point p is outside") ;
}
else
{
dist= min(fPtrSolidA->DistanceToOut(p),
fPtrSolidB->DistanceToIn(p) ) ;
}
return dist;
}
//////////////////////////////////////////////////////////////
//
//
void
G4SubtractionSolid::ComputeDimensions( G4VPVParameterisation* p,
const G4int n,
const G4VPhysicalVolume* pRep )
{
return ;
}
/////////////////////////////////////////////////
//
//
void
G4SubtractionSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const
{
return ;
}
/////////////////////////////////////////////////////////////
//
//
G4VisExtent
G4SubtractionSolid::GetExtent () const
{
return G4VisExtent(-1.0,1.0,-1.0,1.0,-1.0,1.0) ;
}
////////////////////////////////////////////////////
//
//
G4Polyhedron*
G4SubtractionSolid::CreatePolyhedron () const
{
return new G4PolyhedronBox (1.0, 1.0, 1.0);
}
/////////////////////////////////////////////////////////
//
//
G4NURBS*
G4SubtractionSolid::CreateNURBS () const
{
return new G4NURBSbox (1.0, 1.0, 1.0);
}
@@ -0,0 +1,356 @@
// Implementation of methods for the class G4IntersectionSolid
//
// History:
//
// 12.09.98 V.Grichine
#include "G4UnionSolid.hh"
// #include "G4PlacedSolid.hh"
#include "G4RotationMatrix.hh"
#include "G4ThreeVector.hh"
#include "G4Transform3D.hh"
#include "G4AffineTransform.hh"
#include "G4VoxelLimits.hh"
#include "G4VPVParameterisation.hh"
#include "G4VGraphicsScene.hh"
#include "G4Polyhedron.hh"
#include "G4NURBS.hh"
#include "G4NURBSbox.hh"
#include "G4VisExtent.hh"
///////////////////////////////////////////////////////////////////
//
// Transfer all data members to G4BooleanSolid which is responsible
// for them. pName will be in turn sent to G4VSolid
G4UnionSolid:: G4UnionSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB ):
G4BooleanSolid(pName,pSolidA,pSolidB)
{
;
}
/////////////////////////////////////////////////////////////////////
//
//
G4UnionSolid:: G4UnionSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB ,
G4RotationMatrix* rotMatrix,
const G4ThreeVector& transVector ):
G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector)
{
;
}
///////////////////////////////////////////////////////////
//
//
G4UnionSolid:: G4UnionSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB ,
const G4Transform3D& transform ):
G4BooleanSolid(pName,pSolidA,pSolidB,transform)
{
;
}
G4UnionSolid::~G4UnionSolid()
{
;
}
///////////////////////////////////////////////////////////////
//
//
G4bool
G4UnionSolid::CalculateExtent(const EAxis pAxis,
const G4VoxelLimits& pVoxelLimit,
const G4AffineTransform& pTransform,
G4double& pMin, G4double& pMax) const
{
G4bool touchesA, touchesB;
G4double minA, minB, maxA, maxB;
touchesA= fPtrSolidA->CalculateExtent( pAxis, pVoxelLimit, pTransform, minA, maxA);
touchesB= fPtrSolidB->CalculateExtent( pAxis, pVoxelLimit, pTransform, minB, maxB);
pMin = min( minA, minB );
pMax = max( maxA, maxB );
return touchesA || touchesB ; // It exists in this slice if either one does.
}
/////////////////////////////////////////////////////
//
//
EInside G4UnionSolid::Inside(const G4ThreeVector& p) const
{
EInside positionA = fPtrSolidA->Inside(p) ;
EInside positionB = fPtrSolidB->Inside(p) ;
if( positionA == kInside || positionB == kInside )
{
return kInside ;
}
else
{
if((positionA != kInside && positionB == kSurface) ||
(positionB != kInside && positionA == kSurface) ||
(positionA == kSurface && positionB == kSurface) )
{
return kSurface ;
}
else
{
return kOutside ;
}
}
}
//////////////////////////////////////////////////////////////
//
//
G4ThreeVector
G4UnionSolid::SurfaceNormal( const G4ThreeVector& p ) const
{
G4ThreeVector normal;
if( Inside(p) == kOutside )
{
G4Exception("Invalid call in G4IntersectionSolid::SurfaceNormal(p), point p is outside") ;
}
if(fPtrSolidA->Inside(p) == kSurface && fPtrSolidB->Inside(p) != kInside)
{
normal= fPtrSolidA->SurfaceNormal(p) ;
}
else if(fPtrSolidB->Inside(p) == kSurface &&
fPtrSolidA->Inside(p) != kInside)
{
normal= fPtrSolidB->SurfaceNormal(p) ;
}
else
{
G4Exception("Invalid call in G4IntersectionSolid::SurfaceNormal(p), point p is inside") ;
}
return normal;
}
/////////////////////////////////////////////////////////////
//
// The same algorithm as in DistanceToIn(p)
G4double
G4UnionSolid::DistanceToIn( const G4ThreeVector& p,
const G4ThreeVector& v ) const
{
G4double dist ;
if( Inside(p) == kInside )
{
G4Exception("Invalid call in G4IntersectionSolid::DistanceToIn(p,v), point p is inside") ;
}
return min(fPtrSolidA->DistanceToIn(p,v),
fPtrSolidB->DistanceToIn(p,v) ) ;
}
////////////////////////////////////////////////////////
//
// Approximate nearest distance from the point p to the union of
// two solids
G4double
G4UnionSolid::DistanceToIn( const G4ThreeVector& p) const
{
if( Inside(p) == kInside )
{
G4Exception("Invalid call in G4UnionSolid::DistanceToIn(p), point p is inside") ;
}
G4double distA = fPtrSolidA->DistanceToIn(p) ;
G4double distB = fPtrSolidB->DistanceToIn(p) ;
return min(distA,distB) ;
}
//////////////////////////////////////////////////////////
//
// The same algorithm as DistanceToOut(p)
G4double
G4UnionSolid::DistanceToOut( const G4ThreeVector& p,
const G4ThreeVector& v,
const G4bool calcNorm,
G4bool *validNorm,
G4ThreeVector *n ) const
{
G4double disTmp = 0.0, dist = 0.0 ;
G4ThreeVector normTmp;
G4ThreeVector* nTmp= &normTmp;
if( Inside(p) == kOutside )
{
G4Exception("Invalid call in G4IntersectionSolid::DistanceToOut(p,v), point p is outside") ;
}
else
{
EInside positionA = fPtrSolidA->Inside(p) ;
EInside positionB = fPtrSolidB->Inside(p) ;
if( positionA != kOutside )
{
while( Inside(p+dist*v) == kInside )
{
disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v,calcNorm,
validNorm,nTmp) ;
dist += disTmp ;
if( Inside(p+dist*v) == kInside )
{
disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v,calcNorm,
validNorm,nTmp) ;
dist += disTmp ;
}
else
{
break ;
}
}
*n = *nTmp ;
}
else
{
while( Inside(p+dist*v) == kInside )
{
disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v,calcNorm,
validNorm,nTmp) ;
dist += disTmp ;
if( Inside(p+dist*v) == kInside )
{
disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v,calcNorm,
validNorm,nTmp) ;
dist += disTmp ;
}
else
{
break ;
}
}
*n = *nTmp ;
}
}
*validNorm = false ;
return dist ;
}
//////////////////////////////////////////////////////////////
//
// Inverted algorithm of DistanceToIn(p)
G4double
G4UnionSolid::DistanceToOut( const G4ThreeVector& p ) const
{
G4double distout;
if( Inside(p) == kOutside )
{
G4Exception("Invalid call in G4IntersectionSolid::DistanceToOut(p), point p is outside") ;
}
else
{
EInside positionA = fPtrSolidA->Inside(p) ;
EInside positionB = fPtrSolidB->Inside(p) ;
// Is this equivalent ??
// if( ! ( (positionA == kOutside)) &&
// (positionB == kOutside)) )
if((positionA == kInside && positionB == kInside ) ||
(positionA == kInside && positionB == kSurface ) ||
(positionA == kSurface && positionB == kInside ) )
{
distout= max(fPtrSolidA->DistanceToOut(p),
fPtrSolidB->DistanceToOut(p) ) ;
}
else
{
if(positionA == kOutside)
{
distout= fPtrSolidB->DistanceToOut(p) ;
}
else
{
distout= fPtrSolidA->DistanceToOut(p) ;
}
}
}
return distout;
}
//////////////////////////////////////////////////////////////
//
//
void
G4UnionSolid::ComputeDimensions( G4VPVParameterisation* p,
const G4int n,
const G4VPhysicalVolume* pRep )
{
return ;
}
/////////////////////////////////////////////////
//
//
void
G4UnionSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const
{
return ;
}
/////////////////////////////////////////////////////////////
//
//
G4VisExtent
G4UnionSolid::GetExtent () const
{
return G4VisExtent(-1.0,1.0,-1.0,1.0,-1.0,1.0) ;
}
////////////////////////////////////////////////////
//
//
G4Polyhedron*
G4UnionSolid::CreatePolyhedron () const
{
return new G4PolyhedronBox (1.0, 1.0, 1.0);
}
/////////////////////////////////////////////////////////
//
//
G4NURBS*
G4UnionSolid::CreateNURBS () const
{
return new G4NURBSbox (1.0, 1.0, 1.0);
}