// // ******************************************************************** // * License and Disclaimer * // * * // * The Geant4 software is copyright of the Copyright Holders of * // * the Geant4 Collaboration. It is provided under the terms and * // * conditions of the Geant4 Software License, included in the file * // * LICENSE and available at http://cern.ch/geant4/license . These * // * include a list of copyright holders. * // * * // * Neither the authors of this software system, nor their employing * // * institutes,nor the agencies providing financial support for this * // * work make any representation or warranty, express or implied, * // * regarding this software system or assume any liability for its * // * use. Please see the license in the file LICENSE and URL above * // * for the full disclaimer and the limitation of liability. * // * * // * This code implementation is the result of the scientific and * // * technical work of the GEANT4 collaboration and of QinetiQ Ltd, * // * subject to DEFCON 705 IPR conditions. * // * By using, copying, modifying or distributing the software (or * // * any work based on the software) you agree to acknowledge its * // * use in resulting scientific publications, and indicate your * // * acceptance of all terms of the Geant4 Software license. * // ******************************************************************** // // G4TessellatedSolid // // Class description: // // G4TessellatedSolid is a special Geant4 solid defined by a number of // facets (UVFacet). It is important that the supplied facets shall form a // fully enclose space which is the solid. // At the moment only two types of facet can be used for the construction of // a G4TessellatedSolid, i.e. the G4TriangularFacet and G4QuadrangularFacet. // // How to contruct a G4TessellatedSolid: // // First declare a tessellated solid: // // G4TessellatedSolid* solidTarget = new G4TessellatedSolid("Solid_name"); // // Define the facets which form the solid: // // G4double targetSiz = 10*cm ; // G4TriangularFacet *facet1 = new // G4TriangularFacet (G4ThreeVector(-targetSize,-targetSize, 0.0), // G4ThreeVector(+targetSize,-targetSize, 0.0), // G4ThreeVector( 0.0, 0.0,+targetSize), // ABSOLUTE); // G4TriangularFacet *facet2 = new // G4TriangularFacet (G4ThreeVector(+targetSize,-targetSize, 0.0), // G4ThreeVector(+targetSize,+targetSize, 0.0), // G4ThreeVector( 0.0, 0.0,+targetSize), // ABSOLUTE); // G4TriangularFacet *facet3 = new // G4TriangularFacet (G4ThreeVector(+targetSize,+targetSize, 0.0), // G4ThreeVector(-targetSize,+targetSize, 0.0), // G4ThreeVector( 0.0, 0.0,+targetSize), // ABSOLUTE); // G4TriangularFacet *facet4 = new // G4TriangularFacet (G4ThreeVector(-targetSize,+targetSize, 0.0), // G4ThreeVector(-targetSize,-targetSize, 0.0), // G4ThreeVector( 0.0, 0.0,+targetSize), // ABSOLUTE); // G4QuadrangularFacet *facet5 = new // G4QuadrangularFacet (G4ThreeVector(-targetSize,-targetSize, 0.0), // G4ThreeVector(-targetSize,+targetSize, 0.0), // G4ThreeVector(+targetSize,+targetSize, 0.0), // G4ThreeVector(+targetSize,-targetSize, 0.0), // ABSOLUTE); // // Then add the facets to the solid: // // solidTarget->AddFacet((UVFacet*) facet1); // solidTarget->AddFacet((UVFacet*) facet2); // solidTarget->AddFacet((UVFacet*) facet3); // solidTarget->AddFacet((UVFacet*) facet4); // solidTarget->AddFacet((UVFacet*) facet5); // // Finally declare the solid is complete: // // solidTarget->SetSolidClosed(true); // Author: P.R.Truscott (QinetiQ Ltd, UK), 31.10.2004 - Created. // M.Gayer (CERN), 12.10.2012 - New implementation with voxelization. // -------------------------------------------------------------------- #ifndef G4TESSELLATEDSOLID_HH #define G4TESSELLATEDSOLID_HH #include "G4GeomTypes.hh" #if defined(G4GEOM_USE_USOLIDS) #define G4GEOM_USE_UTESSELLATEDSOLID 1 #endif #if defined(G4GEOM_USE_UTESSELLATEDSOLID) #define G4UTessellatedSolid G4TessellatedSolid #include "G4UTessellatedSolid.hh" #else #include #include #include #include #include "G4Types.hh" #include "G4VSolid.hh" #include "G4Voxelizer.hh" #include "G4VFacet.hh" struct G4VertexInfo { G4int id; G4double mag2; }; class G4VertexComparator { public: G4bool operator() (const G4VertexInfo& l, const G4VertexInfo& r) const { return l.mag2 == r.mag2 ? l.id < r.id : l.mag2 < r.mag2; } }; /** * @brief G4TessellatedSolid is a solid defined by a number of facets. * It is important that the supplied facets shall form a fully enclose space * which is the solid. The facets can be of two types, G4TriangularFacet and * G4QuadrangularFacet. */ class G4TessellatedSolid : public G4VSolid { public: /** * Default Constructor. */ G4TessellatedSolid (); /** * Constructor with solid's name. * @param[in] name The name of the solid. */ G4TessellatedSolid (const G4String& name); /** * Destructor. Clearing all allocated facets and data. */ ~G4TessellatedSolid () override; /** * Fake default constructor for usage restricted to direct object * persistency for clients requiring preallocation of memory for * persistifiable objects. */ G4TessellatedSolid(__void__&); /** * Copy constructor and assignment operator. */ G4TessellatedSolid (const G4TessellatedSolid& ts); G4TessellatedSolid& operator= (const G4TessellatedSolid& right); /** * Operator +=, allowing to add two tessellated solids together, so * that the solid on the left includes all of the facets in the solid * on the right. To note that copies of the facets are generated, rather * than using the original facet set of the solid on the right. */ G4TessellatedSolid& operator+= (const G4TessellatedSolid& right); /** * Methods for adding or retrieving a facet given an index. */ G4bool AddFacet (G4VFacet* aFacet); inline G4VFacet* GetFacet (G4int i) const; /** * Accessors. */ G4int GetNumberOfFacets () const; G4int GetFacetIndex (const G4ThreeVector& p) const; G4double GetMinXExtent () const; G4double GetMaxXExtent () const; G4double GetMinYExtent () const; G4double GetMaxYExtent () const; G4double GetMinZExtent () const; G4double GetMaxZExtent () const; /** * Concrete implementations of the expected query interfaces for * solids, as defined in the base class G4VSolid. */ EInside Inside (const G4ThreeVector& p) const override; G4ThreeVector SurfaceNormal(const G4ThreeVector& p) const override; G4double DistanceToIn(const G4ThreeVector& p, const G4ThreeVector& v)const override; G4double DistanceToIn(const G4ThreeVector& p) const override; G4double DistanceToOut(const G4ThreeVector& p) const override; G4double DistanceToOut(const G4ThreeVector& p, const G4ThreeVector& v, const G4bool calcNorm, G4bool* validNorm, G4ThreeVector* norm) const override; /** * Returns the outwards pointing unit normal of the shape for the * surface closest to the point at offset 'p'. * @param[in] p The point coordinates. * @param[out] n The returned normal vector. * @returns false if not a valid normal. */ virtual G4bool Normal (const G4ThreeVector& p, G4ThreeVector& n) const; /** * Returns the the safety distance from outside the solid at a point 'p'. * @param[in] p The point coordinates. * @param[in] aAccurate Accuracy flag, if false quickly computes and * returns the distance to the voxels bounding-box. * @returns The safety distance. */ virtual G4double SafetyFromOutside(const G4ThreeVector& p, G4bool aAccurate = false) const; /** * Returns the the safety distance from inside the solid at a point 'p'. * @param[in] p The point coordinates. * @param[in] aAccurate Not used. * @returns The safety distance. */ virtual G4double SafetyFromInside (const G4ThreeVector& p, G4bool aAccurate = false) const; /** * Returns the type ID, "G4TessellatedSolid" of the solid. */ G4GeometryType GetEntityType () const override; /** * Returns true as the solid has only planar faces. */ G4bool IsFaceted () const override; /** * Streams the object contents to an output stream. */ std::ostream& StreamInfo(std::ostream& os) const override; /** * Makes a clone of the object for use in multi-treading. * @returns A pointer to the new cloned allocated solid. */ G4VSolid* Clone() const override; /** * Returns a random point located and uniformly distributed on the * surface of the solid. */ G4ThreeVector GetPointOnSurface() const override; /** * Returning an estimation of the solid volume (capacity) and * surface area, in internal units. */ G4double GetSurfaceArea() override; G4double GetCubicVolume() override; /** * Modifier and accessor to close/finalise the solid. */ void SetSolidClosed (const G4bool t); G4bool GetSolidClosed () const; /** * Checks the structure of the solid. * @returns A value, sum of the following defect indicators, if any * (0 means no defects): * 1 - cubic volume is negative, wrong orientation of facets; * 2 - some facets have wrong orientation; * 4 - holes in the surface. */ G4int CheckStructure() const; /** * Allowing to tune the maximum number of voxels to use for optimisation. */ inline void SetMaxVoxels(G4int max); /** * Returns the voxels structure. */ inline G4Voxelizer& GetVoxels(); /** * Calculates the minimum and maximum extent of the solid, when under the * specified transform, and within the specified limits. * @param[in] pAxis The axis along which compute the extent. * @param[in] pVoxelLimit The limiting space dictated by voxels. * @param[in] pTransform The internal transformation applied to the solid. * @param[out] pMin The minimum extent value. * @param[out] pMax The maximum extent value. * @returns True if the solid is intersected by the extent region. */ G4bool CalculateExtent(const EAxis pAxis, const G4VoxelLimits& pVoxelLimit, const G4AffineTransform& pTransform, G4double& pMin, G4double& pMax) const override; /** * Computes the bounding limits of the solid. * @param[out] pMin The minimum bounding limit point. * @param[out] pMax The maximum bounding limit point. */ void BoundingLimits(G4ThreeVector& pMin, G4ThreeVector& pMax) const override; /** * Methods for creating graphical representations (i.e. for visualisation). */ G4Polyhedron* CreatePolyhedron() const override; G4Polyhedron* GetPolyhedron() const override; void DescribeYourselfTo(G4VGraphicsScene& scene) const override; G4VisExtent GetExtent() const override; /** * Loggers reporting the total allocated memory. */ G4int AllocatedMemoryWithoutVoxels(); G4int AllocatedMemory(); void DisplayAllocatedMemory(); private: /** * Initialisation/reset of data, used in constructors and operators. */ void Initialize(); /** * Resetting/copying data, used in constructors and operators. */ void DeleteObjects (); void CopyObjects (const G4TessellatedSolid& s); /** * Internal methods used for computing distances with or without voxels. */ G4double DistanceToOutNoVoxels(const G4ThreeVector& p, const G4ThreeVector& v, G4ThreeVector& aNormalVector, G4bool& aConvex, G4double aPstep = kInfinity) const; G4double DistanceToInCandidates(const std::vector& candidates, const G4ThreeVector& aPoint, const G4ThreeVector& aDirection) const; void DistanceToOutCandidates(const std::vector& candidates, const G4ThreeVector& aPoint, const G4ThreeVector& direction, G4double& minDist, G4ThreeVector& minNormal, G4int& minCandidate) const; G4double DistanceToInNoVoxels(const G4ThreeVector& p, const G4ThreeVector& v, G4double aPstep = kInfinity) const; G4double DistanceToInCore(const G4ThreeVector &p, const G4ThreeVector& v, G4double aPstep = kInfinity) const; G4double DistanceToOutCore(const G4ThreeVector& p, const G4ThreeVector& v, G4ThreeVector& aNormalVector, G4bool& aConvex, G4double aPstep = kInfinity) const; /** * Finds those facets that have surface planes that bound the volume. * To note that this is going to reject concave surfaces as being extreme. */ void SetExtremeFacets(); /** * Internal methods used for checking if a point 'p' is inside the solid * in presence or not of voxels. */ EInside InsideNoVoxels (const G4ThreeVector& p) const; EInside InsideVoxels(const G4ThreeVector& p) const; /** * Performs the voxelisation of the shape, building the optimisation * structure, according to the specified parameters. */ void Voxelize(); /** * Creates a list of vertices with an additional sorted list, where all * the items are sorted by magnitude of vertices vector. */ void CreateVertexList(); /** * Utilities for preparation of voxels indeces. Used in Voxelize() function. */ void PrecalculateInsides(); G4int SetAllUsingStack(const std::vector& voxel, const std::vector& max, G4bool status, G4SurfBits& checked); /** * Utility to compare sorted voxels. */ static G4bool CompareSortedVoxel(const std::pair& l, const std::pair& r); /** * Prepares a set of predefined random vectors, used to generate rays * from a user-defined point. Used in Inside() function to determine * whether the point is inside or outside of the tessellated solid. * All vectors should be unit vectors. */ void SetRandomVectors(); /** * Computes the minimum distance of a point 'p' from a 'facet'. */ G4double MinDistanceFacet(const G4ThreeVector& p, G4bool simple, G4VFacet* &facet) const; /** * Computes if a point 'p' is outside or not of the computed extent, * given a 'tolerance'. Used internally in Inside() functions. * @returns true if the point is within the extent. */ inline G4bool OutsideOfExtent(const G4ThreeVector& p, G4double tolerance = 0.0) const; protected: G4double kCarToleranceHalf; private: mutable G4bool fRebuildPolyhedron = false; mutable G4Polyhedron* fpPolyhedron = nullptr; std::vector fFacets; std::set fExtremeFacets; // Does all other facets lie on // or behind this surface? G4GeometryType fGeometryType; G4double fCubicVolume = 0.0; G4double fSurfaceArea = 0.0; std::vector fVertexList; std::set fFacetList; G4ThreeVector fMinExtent, fMaxExtent; G4bool fSolidClosed = false; std::vector fRandir; G4int fMaxTries; G4Voxelizer fVoxels; // Pointer to the voxelized solid G4SurfBits fInsides; }; /////////////////////////////////////////////////////////////////////////////// // Inline Methods /////////////////////////////////////////////////////////////////////////////// inline G4VFacet* G4TessellatedSolid::GetFacet (G4int i) const { return fFacets[i]; } inline void G4TessellatedSolid::SetMaxVoxels(G4int max) { fVoxels.SetMaxVoxels(max); } inline G4Voxelizer& G4TessellatedSolid::GetVoxels() { return fVoxels; } inline G4bool G4TessellatedSolid::OutsideOfExtent(const G4ThreeVector& p, G4double tolerance) const { return ( p.x() < fMinExtent.x() - tolerance || p.x() > fMaxExtent.x() + tolerance || p.y() < fMinExtent.y() - tolerance || p.y() > fMaxExtent.y() + tolerance || p.z() < fMinExtent.z() - tolerance || p.z() > fMaxExtent.z() + tolerance); } #endif #endif