// // ******************************************************************** // * 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. * // * 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. * // ******************************************************************** // // G4Voxelizer // // Class description: // // Voxelizer for tessellated surfaces and solids positioning in 3D space, // used in G4TessellatedSolid and G4MultiUnion. // 19.10.12 Marek Gayer, created // -------------------------------------------------------------------- #ifndef G4VOXELIZER_HH #define G4VOXELIZER_HH #include #include #include #include "G4Transform3D.hh" #include "G4RotationMatrix.hh" #include "G4SurfBits.hh" #include "G4Box.hh" #include "G4VFacet.hh" #include "G4VSolid.hh" struct G4VoxelBox { G4ThreeVector hlen; // half length of the box G4ThreeVector pos; // position of the box }; struct G4VoxelInfo { G4int count; G4int previous; G4int next; }; class G4Voxelizer { public: template static inline G4int BinarySearch(const std::vector& vec, T value); void Voxelize(std::vector& solids, std::vector& transforms); void Voxelize(std::vector& facets); void DisplayVoxelLimits() const; void DisplayBoundaries(); void DisplayListNodes() const; G4Voxelizer(); ~G4Voxelizer(); void GetCandidatesVoxel(std::vector& voxels); // Method displaying the nodes located in a voxel characterized // by its three indexes. G4int GetCandidatesVoxelArray(const G4ThreeVector& point, std::vector& list, G4SurfBits* crossed = nullptr) const; // Method returning in a vector container the nodes located in a voxel // characterized by its three indexes. G4int GetCandidatesVoxelArray(const std::vector& voxels, const G4SurfBits bitmasks[], std::vector& list, G4SurfBits* crossed = nullptr) const; G4int GetCandidatesVoxelArray(const std::vector& voxels, std::vector& list, G4SurfBits* crossed = nullptr)const; inline const std::vector& GetBoxes() const; // Method returning the pointer to the array containing the // characteristics of each box. inline const std::vector& GetBoundary(G4int index) const; G4bool UpdateCurrentVoxel(const G4ThreeVector& point, const G4ThreeVector& direction, std::vector& curVoxel) const; inline void GetVoxel(std::vector& curVoxel, const G4ThreeVector& point) const; inline G4int GetBitsPerSlice () const; G4bool Contains(const G4ThreeVector& point) const; G4double DistanceToNext(const G4ThreeVector& point, const G4ThreeVector& direction, std::vector& curVoxel) const; G4double DistanceToFirst(const G4ThreeVector& point, const G4ThreeVector& direction) const; G4double DistanceToBoundingBox(const G4ThreeVector& point) const; inline G4int GetVoxelsIndex(G4int x, G4int y, G4int z) const; inline G4int GetVoxelsIndex(const std::vector& voxels) const; inline G4bool GetPointVoxel(const G4ThreeVector& p, std::vector& voxels) const; inline G4int GetPointIndex(const G4ThreeVector& p) const; inline const G4SurfBits& Empty() const; inline G4bool IsEmpty(G4int index) const; void SetMaxVoxels(G4int max); void SetMaxVoxels(const G4ThreeVector& reductionRatio); inline G4int GetMaxVoxels(G4ThreeVector& ratioOfReduction); G4int AllocatedMemory(); inline long long GetCountOfVoxels() const; inline long long CountVoxels(std::vector boundaries[]) const; inline const std::vector& GetCandidates(std::vector& curVoxel) const; inline G4int GetVoxelBoxesSize() const; inline const G4VoxelBox &GetVoxelBox(G4int i) const; inline const std::vector& GetVoxelBoxCandidates(G4int i) const; inline G4int GetTotalCandidates() const; static G4double MinDistanceToBox (const G4ThreeVector& aPoint, const G4ThreeVector& f); static void SetDefaultVoxelsCount(G4int count); static G4int GetDefaultVoxelsCount(); private: class G4VoxelComparator { public: std::vector& fVoxels; G4VoxelComparator(std::vector& voxels) : fVoxels(voxels) {} G4bool operator()(const G4int& l, const G4int& r) const { G4VoxelInfo &lv = fVoxels[l], &rv = fVoxels[r]; G4int left = lv.count + fVoxels[lv.next].count; G4int right = rv.count + fVoxels[rv.next].count; return (left == right) ? l < r : left < right; } }; private: void BuildEmpty (); G4String GetCandidatesAsString(const G4SurfBits& bits) const; void CreateSortedBoundary(std::vector& boundaryRaw, G4int axis); void BuildBoundaries(); void BuildReduceVoxels(std::vector fBoundaries[], G4ThreeVector reductionRatio); void BuildReduceVoxels2(std::vector fBoundaries[], G4ThreeVector reductionRatio); void BuildVoxelLimits(std::vector& solids, std::vector& transforms); void BuildVoxelLimits(std::vector& facets); void DisplayBoundaries(std::vector& fBoundaries); void BuildBitmasks(std::vector fBoundaries[], G4SurfBits bitmasks[], G4bool countsOnly = false); void BuildBoundingBox(); void BuildBoundingBox(G4ThreeVector& amin, G4ThreeVector& amax, G4double tolerance = 0.0); void SetReductionRatio(G4int maxVoxels, G4ThreeVector& reductionRatio); void CreateMiniVoxels(std::vector fBoundaries[], G4SurfBits bitmasks[]); static void FindComponentsFastest(unsigned int mask, std::vector& list, G4int i); inline G4ThreeVector GetGlobalPoint(const G4Transform3D& trans, const G4ThreeVector& lpoint) const; void TransformLimits(G4ThreeVector& min, G4ThreeVector& max, const G4Transform3D& transformation) const; private: static G4ThreadLocal G4int fDefaultVoxelsCount; std::vector fVoxelBoxes; std::vector > fVoxelBoxesCandidates; mutable std::map > fCandidates; const std::vector fNoCandidates; long long fCountOfVoxels; G4int fNPerSlice; std::vector fBoxes; // Array of box limits on the 3 cartesian axis std::vector fBoundaries[3]; // Sorted and if need skimmed fBoundaries along X,Y,Z axis std::vector fCandidatesCounts[3]; G4int fTotalCandidates; G4SurfBits fBitmasks[3]; G4ThreeVector fBoundingBoxCenter; G4Box fBoundingBox; G4ThreeVector fBoundingBoxSize; G4ThreeVector fReductionRatio; G4int fMaxVoxels; G4double fTolerance; G4SurfBits fEmpty; }; #include "G4Voxelizer.icc" #endif