Import Geant4 0.0.0 source tree

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Gabriele Cosmo
2016-06-01 15:25:35 +02:00
parent 54d6b71f95
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// This code implementation is the intellectual property of
// the RD44 GEANT4 collaboration.
//
// By copying, distributing or modifying the Program (or any work
// based on the Program) you indicate your acceptance of this statement,
// and all its terms.
//
// $Id: G4Box.cc,v 2.3 1998/10/09 13:24:45 japost Exp $
// GEANT4 tag $Name: geant4-00 $
//
//
//
// Implementation for G4Box class
//
// 24.06.98 - V. Grichine: insideEdge in DistanceToIn(p,v)
// 20.09.98 - V.Grichine: new algorithm of DistanceToIn(p,v)
#include "G4Box.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"
// Constructor - check & set half widths
G4Box::G4Box(const G4String& pName, G4double pX,
G4double pY, G4double pZ) : G4CSGSolid(pName)
{
if (pX>0&&pY>0&&pZ>0)
{
fDx=pX; fDy=pY; fDz=pZ;
}
else
{
G4Exception("Error in G4Box::Box - negative parameters");
}
}
// Destructor
G4Box::~G4Box()
{}
// Dispatch to parameterisation for replication mechanism dimension
// computation & modification.
void G4Box::ComputeDimensions(G4VPVParameterisation* p,
const G4int n,
const G4VPhysicalVolume* pRep)
{
p->ComputeDimensions(*this,n,pRep);
}
// Calculate extent under transform and specified limit
G4bool G4Box::CalculateExtent(const EAxis pAxis,
const G4VoxelLimits& pVoxelLimit,
const G4AffineTransform& pTransform,
G4double& pMin, G4double& pMax) const
{
if (!pTransform.IsRotated())
{
// Special case handling for unrotated boxes
// Compute x/y/z mins and maxs respecting limits, with early returns
// if outside limits. Then switch() on pAxis
G4double xoffset,xMin,xMax;
G4double yoffset,yMin,yMax;
G4double zoffset,zMin,zMax;
xoffset=pTransform.NetTranslation().x();
xMin=xoffset-fDx;
xMax=xoffset+fDx;
if (pVoxelLimit.IsXLimited())
{
if (xMin>pVoxelLimit.GetMaxXExtent()
||xMax<pVoxelLimit.GetMinXExtent())
{
return false;
}
else
{
if (xMin<pVoxelLimit.GetMinXExtent())
{
xMin=pVoxelLimit.GetMinXExtent();
}
if (xMax>pVoxelLimit.GetMaxXExtent())
{
xMax=pVoxelLimit.GetMaxXExtent();
}
}
}
yoffset=pTransform.NetTranslation().y();
yMin=yoffset-fDy;
yMax=yoffset+fDy;
if (pVoxelLimit.IsYLimited())
{
if (yMin>pVoxelLimit.GetMaxYExtent()
||yMax<pVoxelLimit.GetMinYExtent())
{
return false;
}
else
{
if (yMin<pVoxelLimit.GetMinYExtent())
{
yMin=pVoxelLimit.GetMinYExtent();
}
if (yMax>pVoxelLimit.GetMaxYExtent())
{
yMax=pVoxelLimit.GetMaxYExtent();
}
}
}
zoffset=pTransform.NetTranslation().z();
zMin=zoffset-fDz;
zMax=zoffset+fDz;
if (pVoxelLimit.IsZLimited())
{
if (zMin>pVoxelLimit.GetMaxZExtent()
||zMax<pVoxelLimit.GetMinZExtent())
{
return false;
}
else
{
if (zMin<pVoxelLimit.GetMinZExtent())
{
zMin=pVoxelLimit.GetMinZExtent();
}
if (zMax>pVoxelLimit.GetMaxZExtent())
{
zMax=pVoxelLimit.GetMaxZExtent();
}
}
}
switch (pAxis)
{
case kXAxis:
pMin=xMin;
pMax=xMax;
break;
case kYAxis:
pMin=yMin;
pMax=yMax;
break;
case kZAxis:
pMin=zMin;
pMax=zMax;
break;
}
pMin-=kCarTolerance;
pMax+=kCarTolerance;
return true;
}
else
{
// General rotated case - create and clip mesh to boundaries
G4bool existsAfterClip=false;
G4ThreeVectorList *vertices;
pMin=+kInfinity;
pMax=-kInfinity;
// Calculate rotated vertex coordinates
vertices=CreateRotatedVertices(pTransform);
ClipCrossSection(vertices,0,pVoxelLimit,pAxis,pMin,pMax);
ClipCrossSection(vertices,4,pVoxelLimit,pAxis,pMin,pMax);
ClipBetweenSections(vertices,0,pVoxelLimit,pAxis,pMin,pMax);
if (pMin!=kInfinity||pMax!=-kInfinity)
{
existsAfterClip=true;
// Add 2*tolerance to avoid precision troubles
pMin-=kCarTolerance;
pMax+=kCarTolerance;
}
else
{
// Check for case where completely enveloping clipping volume
// If point inside then we are confident that the solid completely
// envelopes the clipping volume. Hence set min/max extents according
// to clipping volume extents along the specified axis.
G4ThreeVector clipCentre(
(pVoxelLimit.GetMinXExtent()+pVoxelLimit.GetMaxXExtent())*0.5,
(pVoxelLimit.GetMinYExtent()+pVoxelLimit.GetMaxYExtent())*0.5,
(pVoxelLimit.GetMinZExtent()+pVoxelLimit.GetMaxZExtent())*0.5);
if (Inside(pTransform.Inverse().TransformPoint(clipCentre))!=kOutside)
{
existsAfterClip=true;
pMin=pVoxelLimit.GetMinExtent(pAxis);
pMax=pVoxelLimit.GetMaxExtent(pAxis);
}
}
delete vertices;
return existsAfterClip;
}
}
// Return whether point inside/outside/on surface, using tolerance
EInside G4Box::Inside(const G4ThreeVector& p) const
{
EInside in=kOutside;
if (fabs(p.x())<=fDx-kCarTolerance*0.5)
{
if (fabs(p.y())<=fDy-kCarTolerance*0.5)
{
if (fabs(p.z())<=fDz-kCarTolerance*0.5)
{
in=kInside;
}
else if (fabs(p.z())<=fDz+kCarTolerance*0.5)
{
in=kSurface;
}
}
else if (fabs(p.y())<=fDy+kCarTolerance*0.5)
{
if (fabs(p.z())<=fDz+kCarTolerance*0.5)
{
in=kSurface;
}
}
}
else if (fabs(p.x())<=fDx+kCarTolerance*0.5)
{
if (fabs(p.y())<=fDy+kCarTolerance*0.5)
{
if (fabs(p.z())<=fDz+kCarTolerance*0.5)
{
in=kSurface;
}
}
}
return in;
}
// Calculate side nearest to p, and return normal
// If two sides are equidistant, normal of first side (x/y/z)
// encountered returned
G4ThreeVector G4Box::SurfaceNormal( const G4ThreeVector& p) const
{
G4double distx,disty,distz;
G4ThreeVector norm;
// Calculate distances as if in 1st octant
distx=fabs(fabs(p.x())-fDx);
disty=fabs(fabs(p.y())-fDy);
distz=fabs(fabs(p.z())-fDz);
if (distx<=disty)
{
if (distx<=distz)
{
// Closest to X
if (p.x()<0) norm=G4ThreeVector(-1.0,0,0);
else norm=G4ThreeVector(1.0,0,0);
}
else
{
// Closest to Z
if (p.z()<0) norm=G4ThreeVector(0,0,-1.0);
else norm=G4ThreeVector(0,0,1.0);
}
}
else
{
if (disty<=distz)
{
// Closest to Y
if (p.y()<0) norm=G4ThreeVector(0,-1.0,0);
else norm=G4ThreeVector(0,1.0,0);
}
else
{
// Closest to Z
if (p.z()<0) norm=G4ThreeVector(0,0,-1.0);
else norm=G4ThreeVector(0,0,1.0);
}
}
return norm;
}
// Calculate distance to box from an outside point
// - return kInfinity if no intersection.
//
// ALGORITHM:
//
// Check that if point lies outside x/y/z extent of box, travel is towards
// the box (ie. there is a possibility of an intersection)
//
// Calculate pairs of minimum and maximum distances for x/y/z travel for
// intersection with the box's x/y/z extent.
// If there is a valid intersection, it is given by the maximum min distance
// (ie. distance to satisfy x/y/z intersections) *if* <= minimum max distance
// (ie. distance after which 1+ of x/y/z intersections not satisfied)
//
// NOTE:
//
// `Inside' safe - meaningful answers given if point is inside the exact
// shape.
G4double G4Box::DistanceToIn(const G4ThreeVector& p,const G4ThreeVector& v) const
{
G4double safx, safy, safz ;
G4double smin=0.0, sminy, sminz ; // , sminx ;
G4double smax=kInfinity, smaxy, smaxz ; // , smaxx ; // they always > 0
G4double stmp ;
G4double sOut=kInfinity, sOuty=kInfinity, sOutz=kInfinity ;
safx = fabs(p.x()) - fDx ; // minimum distance to x surface of shape
safy = fabs(p.y()) - fDy ;
safz = fabs(p.z()) - fDz ;
// Will we intersect?
// If safx/y/z is >-tol/2 the point is outside/on the box's x/y/z extent.
// If both p.x/y/z and v.x/y/z repectively are both positive/negative,
// travel is in a direction away from the shape.
if ( ((p.x()*v.x() >= 0.0) && safx > -kCarTolerance*0.5)
|| ((p.y()*v.y() >= 0.0) && safy > -kCarTolerance*0.5)
|| ((p.z()*v.z() >= 0.0) && safz > -kCarTolerance*0.5) )
{
return kInfinity ; // travel away or parallel within tolerance
}
// Compute min / max distances for x/y/z travel:
// X Planes
if ( v.x())
{
stmp = 1.0/fabs(v.x()) ;
if (safx >= 0.0)
{
smin = safx*stmp ;
smax = (fDx+fabs(p.x()))*stmp ;
}
else
{
if (v.x() > 0)
{
sOut = (fDx - p.x())*stmp ;
}
if (v.x() < 0)
{
sOut = (fDx + p.x())*stmp ;
}
}
}
// Y Planes
if ( v.y())
{
stmp = 1.0/fabs(v.y()) ;
if (safy >= 0.0)
{
sminy = safy*stmp ;
smaxy = (fDy+fabs(p.y()))*stmp ;
if (sminy > smin) smin=sminy ;
if (smaxy < smax) smax=smaxy ;
if (smin >= smax-kCarTolerance*0.5)
{
return kInfinity ; // touch XY corner
}
}
else
{
if (v.y() > 0)
{
sOuty = (fDy - p.y())*stmp ;
}
if (v.y() < 0)
{
sOuty = (fDy + p.y())*stmp ;
}
if( sOuty < sOut ) sOut = sOuty ;
}
}
// Z planes
if ( v.z() )
{
stmp = 1.0/fabs(v.z()) ;
if ( safz >= 0.0)
{
sminz = safz*stmp ;
smaxz = (fDz+fabs(p.z()))*stmp ;
if (sminz > smin) smin = sminz ;
if (smaxz < smax) smax = smaxz ;
if (smin >= smax-kCarTolerance*0.5)
{
return kInfinity ; // touch ZX or ZY corners
}
}
else
{
if (v.z() > 0)
{
sOutz = (fDz - p.z())*stmp ;
}
if (v.z() < 0)
{
sOutz = (fDz + p.z())*stmp ;
}
if( sOutz < sOut ) sOut = sOutz ;
}
}
if ( sOut <= smin + 0.5*kCarTolerance) // travel over edge
{
return kInfinity ;
}
if (smin < 0)
{
smin= 0.0;
}
return smin ;
}
// Appoximate distance to box.
// Returns largest perpendicular distance to the closest x/y/z sides of
// the box, which is the most fast estimation of the shortest distance to box
// - If inside return 0
G4double G4Box::DistanceToIn(const G4ThreeVector& p) const
{
G4double safex,safey,safez,safe=0.0;
safex=fabs(p.x())-fDx;
safey=fabs(p.y())-fDy;
safez=fabs(p.z())-fDz;
if (safex>safe) safe=safex;
if (safey>safe) safe=safey;
if (safez>safe) safe=safez;
return safe;
}
// Calcluate distance to surface of box from inside
// by calculating distances to box's x/y/z planes.
// Smallest distance is exact distance to exiting.
// - Eliminate one side of each pair by considering direction of v
// - when leaving a surface & v.close, return 0
G4double G4Box::DistanceToOut(const G4ThreeVector& p,const G4ThreeVector& v,
const G4bool calcNorm,
G4bool *validNorm,G4ThreeVector *n) const
{
ESide side;
G4double pdist,stmp,snxt;
if (calcNorm) *validNorm = true ; // All normals are valid
// X planes --------------------------------------------
if (v.x() > 0)
{
pdist = fDx-p.x() ;
if (pdist > kCarTolerance*0.5)
{
snxt=pdist/v.x();
side=kPX;
}
else
{
if (calcNorm)
{
*n=G4ThreeVector(1,0,0);
}
return snxt=0;
}
}
else if (v.x() < 0)
{
pdist = fDx + p.x() ;
if (pdist > kCarTolerance*0.5)
{
snxt=-pdist/v.x();
side=kMX;
}
else
{
if (calcNorm)
{
*n=G4ThreeVector(-1,0,0);
}
return snxt=0;
}
}
else
{
snxt=kInfinity;
}
// Y planes ------------------------------------------
if (v.y()>0)
{
pdist=fDy-p.y();
if (pdist>kCarTolerance*0.5)
{
stmp=pdist/v.y();
if (stmp<snxt)
{
snxt=stmp;
side=kPY;
}
}
else
{
if (calcNorm)
{
*n=G4ThreeVector(0,1,0);
}
return snxt=0;
}
}
else if (v.y()<0)
{
pdist=fDy+p.y();
if (pdist>kCarTolerance*0.5)
{
stmp=-pdist/v.y();
if (stmp<snxt)
{
snxt=stmp;
side=kMY;
}
}
else
{
if (calcNorm)
{
*n=G4ThreeVector(0,-1,0);
}
return snxt=0;
}
}
// Z planes -----------------------------------------------
if (v.z()>0)
{
pdist=fDz-p.z();
if (pdist>kCarTolerance*0.5)
{
stmp=pdist/v.z();
if (stmp<snxt)
{
snxt=stmp;
side=kPZ;
}
}
else
{
if (calcNorm)
{
*n=G4ThreeVector(0,0,1);
}
return snxt=0;
}
}
else if (v.z()<0)
{
pdist=fDz+p.z();
if (pdist>kCarTolerance*0.5)
{
stmp=-pdist/v.z();
if (stmp<snxt)
{
snxt=stmp;
side=kMZ;
}
}
else
{
if (calcNorm)
{
*n=G4ThreeVector(0,0,-1);
}
return snxt=0;
}
}
if (calcNorm)
{
switch (side)
{
case kPX:
*n=G4ThreeVector(1,0,0);
break;
case kMX:
*n=G4ThreeVector(-1,0,0);
break;
case kPY:
*n=G4ThreeVector(0,1,0);
break;
case kMY:
*n=G4ThreeVector(0,-1,0);
break;
case kPZ:
*n=G4ThreeVector(0,0,1);
break;
case kMZ:
*n=G4ThreeVector(0,0,-1);
break;
default:
G4Exception("Invalid enum in G4Box::CalcNormal");
break;
}
}
return snxt;
}
// Calculate exact shortest distance to any boundary from inside
// - If outside return 0
G4double G4Box::DistanceToOut(const G4ThreeVector& p) const
{
G4double safx1,safx2,safy1,safy2,safz1,safz2,safe;
safx1=fDx-p.x();
safx2=fDx+p.x();
safy1=fDy-p.y();
safy2=fDy+p.y();
safz1=fDz-p.z();
safz2=fDz+p.z();
// shortest Dist to any boundary now MIN(safx1,safx2,safy1..)
if (safx2<safx1) safe=safx2;
else safe=safx1;
if (safy1<safe) safe=safy1;
if (safy2<safe) safe=safy2;
if (safz1<safe) safe=safz1;
if (safz2<safe) safe=safz2;
if (safe<0) safe=0;
return safe;
}
// Create a List containing the transformed vertices
// Ordering [0-3] -fDz cross section
// [4-7] +fDz cross section such that [0] is below [4],
// [1] below [5] etc.
// Note:
// Caller has deletion resposibility
G4ThreeVectorList*
G4Box::CreateRotatedVertices(const G4AffineTransform& pTransform) const
{
G4ThreeVectorList *vertices;
vertices=new G4ThreeVectorList(8);
if (vertices)
{
G4ThreeVector vertex0(-fDx,-fDy,-fDz);
G4ThreeVector vertex1(fDx,-fDy,-fDz);
G4ThreeVector vertex2(fDx,fDy,-fDz);
G4ThreeVector vertex3(-fDx,fDy,-fDz);
G4ThreeVector vertex4(-fDx,-fDy,fDz);
G4ThreeVector vertex5(fDx,-fDy,fDz);
G4ThreeVector vertex6(fDx,fDy,fDz);
G4ThreeVector vertex7(-fDx,fDy,fDz);
vertices->insert(pTransform.TransformPoint(vertex0));
vertices->insert(pTransform.TransformPoint(vertex1));
vertices->insert(pTransform.TransformPoint(vertex2));
vertices->insert(pTransform.TransformPoint(vertex3));
vertices->insert(pTransform.TransformPoint(vertex4));
vertices->insert(pTransform.TransformPoint(vertex5));
vertices->insert(pTransform.TransformPoint(vertex6));
vertices->insert(pTransform.TransformPoint(vertex7));
}
else
{
G4Exception("G4Box::CreateRotatedVertices Out of memory - Cannot alloc vertices");
}
return vertices;
}
void G4Box::DescribeYourselfTo (G4VGraphicsScene& scene) const {
scene.AddThis (*this);
}
G4VisExtent G4Box::GetExtent() const {
return G4VisExtent (-fDx, fDx, -fDy, fDy, -fDz, fDz);
}
G4Polyhedron* G4Box::CreatePolyhedron () const {
return new G4PolyhedronBox (fDx, fDy, fDz);
}
G4NURBS* G4Box::CreateNURBS () const {
return new G4NURBSbox (fDx, fDy, fDz);
}