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geant4/source/geometry/navigation/include/G4RegularNavigation.hh
2025-06-26 09:17:29 +02:00

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//
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// G4RegularNavigation
//
// Class description:
//
// Utility for fast navigation in volumes containing a regular
// parameterisation. If two contiguous voxels have the same material,
// navigation does not stop at the surface.
// Author: Pedro Arce (CIEMAT), May 2007
// --------------------------------------------------------------------
#ifndef G4RegularNavigation_HH
#define G4RegularNavigation_HH 1
#include <vector>
#include "G4Types.hh"
#include "G4ThreeVector.hh"
#include "G4VNavigation.hh"
class G4NormalNavigation;
class G4VPhysicalVolume;
class G4Navigator;
class G4NavigationHistory;
/**
* @brief G4RegularNavigation is a concrete utility class for fast navigation
* in volumes containing a regular parameterisation. If two contiguous voxels
* have the same material, navigation does not stop at the surface.
*/
class G4RegularNavigation : public G4VNavigation
{
public:
/**
* Constructor and Destructor.
*/
G4RegularNavigation();
~G4RegularNavigation() override;
/**
* Locates a point using its position with respect to regular
* parameterisation container volume.
* @param[in,out] history Navigation history.
* @param[in,out] blockedVol Blocked volume to be ignored in queries.
* @param[in,out] blockedNum Copy number for blocked replica volumes.
* @param[in,out] globalPoint Point in global coordinates system.
* @param[in,out] globalDirection Global direction vector.
* @param[in,out] localPoint Point in local coordinates system.
* @returns Whether a containing volume has been found.
*/
G4bool LevelLocate( G4NavigationHistory& history,
const G4VPhysicalVolume* blockedVol,
const G4int blockedNum,
const G4ThreeVector& globalPoint,
const G4ThreeVector* globalDirection,
const G4bool pLocatedOnEdge,
G4ThreeVector& localPoint ) final;
/**
* Method never called because to be called the daughter has to be a
* 'regular' volume. This would only happen if the track is in the
* mother of voxels volume. But the voxels fill completely their mother,
* so when a track enters the mother it automatically enters a voxel.
*/
G4double ComputeStep( const G4ThreeVector& localPoint,
const G4ThreeVector& localDirection,
const G4double currentProposedStepLength,
G4double& newSafety,
G4NavigationHistory& history,
G4bool& validExitNormal,
G4ThreeVector& exitNormal,
G4bool& exiting,
G4bool& entering,
G4VPhysicalVolume *(*pBlockedPhysical),
G4int& blockedReplicaNo ) final;
/**
* Computes the step skipping surfaces when they separate voxels with
* equal materials. Loops to voxels until a different material is found:
* invokes G4NormalNavigation::ComputeStep() in each voxel and moves the
* point to the next voxel.
* @param[in] localPoint Local point.
* @param[in] localDirection Local direction vector.
* @param[in] currentProposedStepLength Current proposed step length.
* @param[in,out] newSafety New safety.
* @param[in,out] history Navigation history.
* @param[in,out] validExitNormal Flag to indicate whether exit normal is
* valid or not.
* @param[in,out] exitNormal Exit normal.
* @param[in,out] exiting Flag to indicate whether exiting a volume.
* @param[in,out] entering Flag to indicate whether entering a volume.
* @param[in,out] pBlockedPhysical Blocked physical volume that should be
* ignored in queries.
* @param[in,out] blockedReplicaNo Copy number for blocked replica volumes.
* @param[in] pCurrentPhysical Pointer to current volume.
* @returns Length from current point to next boundary surface along
* the direction.
*/
G4double ComputeStepSkippingEqualMaterials(
G4ThreeVector& localPoint,
const G4ThreeVector& localDirection,
const G4double currentProposedStepLength,
G4double& newSafety,
G4NavigationHistory& history,
G4bool& validExitNormal,
G4ThreeVector& exitNormal,
G4bool& exiting,
G4bool& entering,
G4VPhysicalVolume *(*pBlockedPhysical),
G4int& blockedReplicaNo,
G4VPhysicalVolume* pCurrentPhysical);
/**
* Method never called because to be called the daughter has to be a
* 'regular' volume. This would only happen if the track is in the
* mother of voxels volume. But the voxels fill completely their mother,
* so when a track enters the mother it automatically enters a voxel.
*/
G4double ComputeSafety( const G4ThreeVector& localPoint,
const G4NavigationHistory& history,
const G4double pProposedMaxLength = DBL_MAX ) final;
/**
* Setter for normal navigation.
*/
void SetNormalNavigation( G4NormalNavigation* fnormnav );
private:
/** Cached pointer to normal navigation. */
G4NormalNavigation* fnormalNav = nullptr;
/** Surface tolerance. */
G4double kCarTolerance;
/** Cached minimum step. */
G4double fMinStep;
/** Whether the last ComputeStep moved Zero. Used to check for edges. */
G4bool fLastStepWasZero = false;
/** Number of preceding moves that were 0. Reset to 0 after finite step. */
G4int fNumberZeroSteps = 0;
/** After this many failed/zero steps, act (push etc). */
G4int fActionThreshold_NoZeroSteps = 2;
/** After this many failed/zero steps, abandon track. */
G4int fAbandonThreshold_NoZeroSteps = 25;
/** Maximum number of steps a track can travel skipping voxels
(if there are more, track is assumed to be stuck and it is killed). */
G4int fNoStepsAllowed = 10000;
};
#endif