398 lines
9.9 KiB
C++
398 lines
9.9 KiB
C++
// 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: G4SubtractionSolid.cc,v 1.12 2001/01/23 08:26:24 gcosmo Exp $
|
|
// GEANT4 tag $Name: geant4-03-01 $
|
|
//
|
|
// 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
|
|
// 13.09.00 V.Grichine, bug fixed in SurfaceNormal(p), p can be inside
|
|
//
|
|
//
|
|
|
|
#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"
|
|
|
|
///////////////////////////////////////////////////////////////////
|
|
//
|
|
// 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
|
|
{
|
|
if ( fPtrSolidA->DistanceToOut(p) <= fPtrSolidB->DistanceToIn(p) )
|
|
{
|
|
normal = fPtrSolidA->SurfaceNormal(p) ;
|
|
}
|
|
else
|
|
{
|
|
normal = -fPtrSolidB->SurfaceNormal(p) ;
|
|
}
|
|
G4cerr<<"G4SubtractionSolid::SurfaceNormal(p), point p is inside"<<G4endl ;
|
|
}
|
|
}
|
|
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 )
|
|
{
|
|
G4cout << "Position:" << G4endl << G4endl;
|
|
G4cout << "p.x() = " << p.x()/mm << " mm" << G4endl;
|
|
G4cout << "p.y() = " << p.y()/mm << " mm" << G4endl;
|
|
G4cout << "p.z() = " << p.z()/mm << " mm" << G4endl << G4endl;
|
|
G4cout << "Direction:" << G4endl << G4endl;
|
|
G4cout << "v.x() = " << v.x() << G4endl;
|
|
G4cout << "v.y() = " << v.y() << G4endl;
|
|
G4cout << "v.z() = " << v.z() << G4endl << G4endl;
|
|
G4Exception("Invalid call in G4SubtractionSolid::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 ;
|
|
}
|
|
return distout;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
//
|
|
// Inverted algorithm of DistanceToIn(p)
|
|
|
|
G4double
|
|
G4SubtractionSolid::DistanceToOut( const G4ThreeVector& p ) const
|
|
{
|
|
G4double dist=kInfinity;
|
|
|
|
if( Inside(p) == kOutside )
|
|
{
|
|
G4Exception("Invalid call in G4SubtractionSolid::DistanceToOut(p), point p is outside") ;
|
|
}
|
|
else
|
|
{
|
|
dist= G4std::min(fPtrSolidA->DistanceToOut(p),
|
|
fPtrSolidB->DistanceToIn(p) ) ;
|
|
}
|
|
return dist;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
//
|
|
//
|
|
|
|
G4GeometryType G4SubtractionSolid::GetEntityType() const
|
|
{
|
|
return G4String("G4SubtractionSolid");
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
//
|
|
//
|
|
|
|
void
|
|
G4SubtractionSolid::ComputeDimensions( G4VPVParameterisation* p,
|
|
const G4int n,
|
|
const G4VPhysicalVolume* pRep )
|
|
{
|
|
return ;
|
|
}
|
|
|
|
/////////////////////////////////////////////////
|
|
//
|
|
//
|
|
|
|
void
|
|
G4SubtractionSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const
|
|
{
|
|
scene.AddThis (*this);
|
|
}
|
|
|
|
////////////////////////////////////////////////////
|
|
//
|
|
//
|
|
|
|
G4Polyhedron*
|
|
G4SubtractionSolid::CreatePolyhedron () const
|
|
{
|
|
G4Polyhedron* pA = fPtrSolidA->CreatePolyhedron();
|
|
G4Polyhedron* pB = fPtrSolidB->CreatePolyhedron();
|
|
G4Polyhedron* resultant = new G4Polyhedron (pA->subtract(*pB));
|
|
delete pB;
|
|
delete pA;
|
|
return resultant;
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////
|
|
//
|
|
//
|
|
|
|
G4NURBS*
|
|
G4SubtractionSolid::CreateNURBS () const
|
|
{
|
|
// Take into account boolean operation - see CreatePolyhedron.
|
|
// return new G4NURBSbox (1.0, 1.0, 1.0);
|
|
return 0;
|
|
}
|