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