Files
geant4/source/geometry/solids/Boolean/src/G4SubtractionSolid.cc
T
2016-06-08 15:34:16 +02:00

371 lines
8.7 KiB
C++

// Implementation of methods for the class G4IntersectionSolid
//
// History:
//
// 14.10.98 V.Grichine, implementation of the first version
// 19.10.98 V.Grichine, new algorithm of DistanceToIn(p,v) according to
// J.Apostolakis recommendations (while loops)
// 02.08.99 V.Grichine, bugs fixed in DistanceToOut(p,v,...)
// while -> do-while & surfaceA limitations
//
#include "G4SubtractionSolid.hh"
// #include "G4DisplacedSolid.hh"
#include "G4RotationMatrix.hh"
#include "G4ThreeVector.hh"
#include "G4Transform3D.hh"
#include "G4AffineTransform.hh"
#include "G4VoxelLimits.hh"
#include "G4VPVParameterisation.hh"
#include "G4VGraphicsScene.hh"
#include "G4Polyhedron.hh"
#include "G4NURBS.hh"
#include "G4NURBSbox.hh"
#include "G4VisExtent.hh"
///////////////////////////////////////////////////////////////////
//
// Transfer all data members to G4BooleanSolid which is responsible
// for them. pName will be in turn sent to G4VSolid
G4SubtractionSolid:: G4SubtractionSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB ):
G4BooleanSolid(pName,pSolidA,pSolidB)
{
;
}
///////////////////////////////////////////////////////////////
//
//
G4SubtractionSolid::
G4SubtractionSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB ,
G4RotationMatrix* rotMatrix,
const G4ThreeVector& transVector ):
G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector)
{
;
}
///////////////////////////////////////////////////////////////
//
//
G4SubtractionSolid::
G4SubtractionSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB ,
const G4Transform3D& transform ):
G4BooleanSolid(pName,pSolidA,pSolidB,transform)
{
;
}
G4SubtractionSolid::~G4SubtractionSolid()
{
;
}
///////////////////////////////////////////////////////////////
//
//
G4bool
G4SubtractionSolid::CalculateExtent(const EAxis pAxis,
const G4VoxelLimits& pVoxelLimit,
const G4AffineTransform& pTransform,
G4double& pMin, G4double& pMax) const
{
// Since we cannot be sure how much the second solid subtracts
// from the first, we must use the first solid's extent!
return fPtrSolidA->CalculateExtent( pAxis, pVoxelLimit,
pTransform, pMin, pMax);
}
/////////////////////////////////////////////////////
//
// Touching ? Empty subtraction ?
EInside G4SubtractionSolid::Inside(const G4ThreeVector& p) const
{
EInside positionA = fPtrSolidA->Inside(p) ;
EInside positionB = fPtrSolidB->Inside(p) ;
if(positionA == kInside && positionB == kOutside)
{
return kInside ;
}
else
{
if((positionA == kInside && positionB == kSurface) ||
(positionB == kOutside && positionA == kSurface) ||
(positionA == kSurface && positionB == kSurface) )
{
return kSurface ;
}
else
{
return kOutside ;
}
}
}
//////////////////////////////////////////////////////////////
//
//
G4ThreeVector
G4SubtractionSolid::SurfaceNormal( const G4ThreeVector& p ) const
{
G4ThreeVector normal;
if( Inside(p) == kOutside )
{
G4Exception("Invalid call in G4SubtractionSolid::SurfaceNormal(p), point p is outside") ;
}
else
{
if( fPtrSolidA->Inside(p) == kSurface &&
fPtrSolidB->Inside(p) != kInside )
{
normal= fPtrSolidA->SurfaceNormal(p) ;
}
else if( fPtrSolidA->Inside(p) == kInside &&
fPtrSolidB->Inside(p) != kOutside )
{
normal= -fPtrSolidB->SurfaceNormal(p) ;
}
else
{
G4Exception("Invalid call in G4SubtractionSolid::SurfaceNormal(p), point p is inside rather than on surface") ;
}
}
return normal;
}
/////////////////////////////////////////////////////////////
//
// The same algorithm as in DistanceToIn(p)
G4double
G4SubtractionSolid::DistanceToIn( const G4ThreeVector& p,
const G4ThreeVector& v ) const
{
G4double dist = 0.0,disTmp = 0.0 ;
if( Inside(p) == kInside )
{
G4Exception("Invalid call in G4SubtractionSolid::DistanceToIn(p,v), point p is inside") ;
}
if( // ( fPtrSolidA->Inside(p) != kOutside) && // case1:p in both A&B
( fPtrSolidB->Inside(p) != kOutside) ) // start: out of B
{
dist = fPtrSolidB->DistanceToOut(p,v) ; // ,calcNorm,validNorm,n) ;
if( fPtrSolidA->Inside(p+dist*v) != kInside )
{
do
{
disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
if(disTmp == kInfinity)
{
return kInfinity ;
}
dist += disTmp ;
if( Inside(p+dist*v) == kOutside )
{
disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v) ;
dist += disTmp ;
}
}
while( Inside(p+dist*v) == kOutside ) ;
}
}
else // p outside A, start in A
{
dist = fPtrSolidA->DistanceToIn(p,v) ;
if( dist == kInfinity ) // past A, hence past A\B
{
return kInfinity ;
}
else
{
while( Inside(p+dist*v) == kOutside ) // pushing loop
// do
{
disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v) ;
dist += disTmp ;
if( Inside(p+dist*v) == kOutside )
{
disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
if(disTmp == kInfinity) // past A, hence past A\B
{
return kInfinity ;
}
dist += disTmp ;
}
}
// while( Inside(p+dist*v) == kOutside ) ;
}
}
return dist ;
}
////////////////////////////////////////////////////////
//
// Approximate nearest distance from the point p to the intersection of
// two solids. It is usually underestimated from the point of view of
// isotropic safety
G4double
G4SubtractionSolid::DistanceToIn( const G4ThreeVector& p) const
{
G4double dist;
if( Inside(p) == kInside )
{
G4Exception("Invalid call in G4SubtractionSolid::DistanceToIn(p), point p is inside") ;
}
if( ( fPtrSolidA->Inside(p) != kOutside) && // case 1
( fPtrSolidB->Inside(p) != kOutside) )
{
dist= fPtrSolidB->DistanceToOut(p) ;
}
else
{
dist= fPtrSolidA->DistanceToIn(p) ;
}
return dist;
}
//////////////////////////////////////////////////////////
//
// The same algorithm as DistanceToOut(p)
G4double
G4SubtractionSolid::DistanceToOut( const G4ThreeVector& p,
const G4ThreeVector& v,
const G4bool calcNorm,
G4bool *validNorm,
G4ThreeVector *n ) const
{
if( Inside(p) == kOutside )
{
G4Exception("Invalid call in G4IntersectionSolid::DistanceToOut(p,v), point p is outside") ;
}
G4double distout;
G4double distA = fPtrSolidA->DistanceToOut(p,v,calcNorm,validNorm,n) ;
G4double distB = fPtrSolidB->DistanceToIn(p,v) ;
if(distB < distA)
{
if(calcNorm)
{
*n = -(fPtrSolidB->SurfaceNormal(p+distB*v)) ;
*validNorm = false ;
}
distout= distB ;
}
else
{
distout= distA ;
*validNorm = true ;
}
return distout;
}
//////////////////////////////////////////////////////////////
//
// Inverted algorithm of DistanceToIn(p)
G4double
G4SubtractionSolid::DistanceToOut( const G4ThreeVector& p ) const
{
G4double dist;
if( Inside(p) == kOutside )
{
G4Exception("Invalid call in G4IntersectionSolid::DistanceToOut(p), point p is outside") ;
}
else
{
dist= G4std::min(fPtrSolidA->DistanceToOut(p),
fPtrSolidB->DistanceToIn(p) ) ;
}
return dist;
}
//////////////////////////////////////////////////////////////
//
//
void
G4SubtractionSolid::ComputeDimensions( G4VPVParameterisation* p,
const G4int n,
const G4VPhysicalVolume* pRep )
{
return ;
}
/////////////////////////////////////////////////
//
//
void
G4SubtractionSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const
{
return ;
}
/////////////////////////////////////////////////////////////
//
//
G4VisExtent
G4SubtractionSolid::GetExtent () const
{
return G4VisExtent(-1.0,1.0,-1.0,1.0,-1.0,1.0) ;
}
////////////////////////////////////////////////////
//
//
G4Polyhedron*
G4SubtractionSolid::CreatePolyhedron () const
{
return new G4PolyhedronBox (1.0, 1.0, 1.0);
}
/////////////////////////////////////////////////////////
//
//
G4NURBS*
G4SubtractionSolid::CreateNURBS () const
{
return new G4NURBSbox (1.0, 1.0, 1.0);
}