// This code implementation is the intellectual property of // the 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: G4DisplacedSolid.cc,v 1.13 2000/11/22 15:19:20 grichine Exp $ // GEANT4 tag $Name: geant4-03-00 $ // // Implementation for G4DisplacedSolid class for boolean // operations between other solids // // History: // // 28.10.98 V.Grichine, creation according J. Apostolakis's recommendations // 14.11.99 V.Grichine, modifications in CalculateExtent(...) method // 22.11.00 V.Grichine, new set methods for matrix/vectors #include "G4DisplacedSolid.hh" #include "G4VoxelLimits.hh" #include "G4AffineTransform.hh" #include "G4VPVParameterisation.hh" #include "G4VGraphicsScene.hh" #include "G4Polyhedron.hh" #include "G4NURBS.hh" #include "G4NURBSbox.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 ; fDirectTransform = new G4AffineTransform(transform.getRotation().inverse(), transform.getTranslation()) ; fPtrTransform = new G4AffineTransform(transform.getRotation().inverse(), transform.getTranslation()) ; fPtrTransform->Invert() ; } ///////////////////////////////////////////////////////////////////////////////// // Constructor for use with creation of Transient object from Persistent object // G4DisplacedSolid::G4DisplacedSolid( const G4String& pName, G4VSolid* pSolid , const G4AffineTransform directTransform ) : G4VSolid(pName) { fPtrSolid = pSolid ; fDirectTransform = new G4AffineTransform( directTransform ); fPtrTransform = new G4AffineTransform( directTransform.Inverse() ) ; } /////////////////////////////////////////////////////////////////// // G4DisplacedSolid::~G4DisplacedSolid() { if(fPtrTransform) { delete fPtrTransform ; delete fDirectTransform; } } G4GeometryType G4DisplacedSolid::GetEntityType() const { return G4String("G4DisplacedSolid"); } const G4DisplacedSolid* G4DisplacedSolid::GetDisplacedSolidPtr() const { return this; } G4DisplacedSolid* G4DisplacedSolid::GetDisplacedSolidPtr() { return this; } G4VSolid* G4DisplacedSolid::GetConstituentMovedSolid() const { return fPtrSolid; } ///////////////////////////////////////////////////////////////////////////// G4AffineTransform G4DisplacedSolid::GetTransform() const { G4AffineTransform aTransform = *fPtrTransform; return aTransform; } void G4DisplacedSolid::SetTransform(G4AffineTransform& transform) { fPtrTransform = &transform ; } ////////////////////////////////////////////////////////////////////////////// G4AffineTransform G4DisplacedSolid::GetDirectTransform() const { G4AffineTransform aTransform= *fDirectTransform; return aTransform; } void G4DisplacedSolid::SetDirectTransform(G4AffineTransform& transform) { fDirectTransform = &transform ; } ///////////////////////////////////////////////////////////////////////////// G4RotationMatrix G4DisplacedSolid::GetFrameRotation() const { G4RotationMatrix InvRotation= fDirectTransform->NetRotation(); return InvRotation; } void G4DisplacedSolid::SetFrameRotation(const G4RotationMatrix& matrix) { fDirectTransform->SetNetRotation(matrix); } ///////////////////////////////////////////////////////////////////////////// G4ThreeVector G4DisplacedSolid::GetFrameTranslation() const { return fPtrTransform->NetTranslation(); } void G4DisplacedSolid::SetFrameTranslation(const G4ThreeVector& vector) { fPtrTransform->SetNetTranslation(vector); } /////////////////////////////////////////////////////////////// G4RotationMatrix G4DisplacedSolid::GetObjectRotation() const { G4RotationMatrix Rotation= fPtrTransform->NetRotation(); return Rotation; } void G4DisplacedSolid::SetObjectRotation(const G4RotationMatrix& matrix) { fPtrTransform->SetNetRotation(matrix); } /////////////////////////////////////////////////////////////////////// G4ThreeVector G4DisplacedSolid::GetObjectTranslation() const { return fDirectTransform->NetTranslation(); } void G4DisplacedSolid::SetObjectTranslation(const G4ThreeVector& vector) { fDirectTransform->SetNetTranslation(vector); } /////////////////////////////////////////////////////////////// // // G4bool G4DisplacedSolid::CalculateExtent( const EAxis pAxis, const G4VoxelLimits& pVoxelLimit, const G4AffineTransform& pTransform, G4double& pMin, G4double& pMax ) const { G4AffineTransform sumTransform ; sumTransform.Product(*fDirectTransform,pTransform) ; return fPtrSolid->CalculateExtent(pAxis,pVoxelLimit,sumTransform, 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 { scene.AddThis (*this); } //////////////////////////////////////////////////// // // G4Polyhedron* G4DisplacedSolid::CreatePolyhedron () const { G4Polyhedron* polyhedron = fPtrSolid->CreatePolyhedron(); polyhedron->Transform (G4Transform3D(GetObjectRotation(),GetObjectTranslation())); return polyhedron; } ///////////////////////////////////////////////////////// // // G4NURBS* G4DisplacedSolid::CreateNURBS () const { // Take into account local transformation - see CreatePolyhedron. // return fPtrSolid->CreateNURBS() ; return 0; }