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geant4/source/geometry/solids/specific/include/G4TessellatedSolid.hh
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//
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//
// 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 <iostream>
#include <vector>
#include <set>
#include <map>
#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<G4int>& candidates,
const G4ThreeVector& aPoint,
const G4ThreeVector& aDirection) const;
void DistanceToOutCandidates(const std::vector<G4int>& 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<G4int>& voxel,
const std::vector<G4int>& max,
G4bool status, G4SurfBits& checked);
/**
* Utility to compare sorted voxels.
*/
static G4bool CompareSortedVoxel(const std::pair<G4int, G4double>& l,
const std::pair<G4int, G4double>& 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<G4VFacet*> fFacets;
std::set<G4VFacet*> fExtremeFacets; // Does all other facets lie on
// or behind this surface?
G4GeometryType fGeometryType;
G4double fCubicVolume = 0.0;
G4double fSurfaceArea = 0.0;
std::vector<G4ThreeVector> fVertexList;
std::set<G4VertexInfo,G4VertexComparator> fFacetList;
G4ThreeVector fMinExtent, fMaxExtent;
G4bool fSolidClosed = false;
std::vector<G4ThreeVector> 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