Files
geant4/source/geometry/solids/specific/src/G4ExtrudedSolid.cc
T
2016-06-09 15:37:50 +02:00

676 lines
20 KiB
C++

//
// ********************************************************************
// * License and Disclaimer *
// * *
// * The Geant4 software is copyright of the Copyright Holders of *
// * the Geant4 Collaboration. It is provided under the terms and *
// * conditions of the Geant4 Software License, included in the file *
// * LICENSE and available at http://cern.ch/geant4/license . These *
// * include a list of copyright holders. *
// * *
// * Neither the authors of this software system, nor their employing *
// * institutes,nor the agencies providing financial support for this *
// * work make any representation or warranty, express or implied, *
// * regarding this software system or assume any liability for its *
// * use. Please see the license in the file LICENSE and URL above *
// * for the full disclaimer and the limitation of liability. *
// * *
// * This code implementation is the result of the scientific and *
// * technical work of the GEANT4 collaboration. *
// * By using, copying, modifying or distributing the software (or *
// * any work based on the software) you agree to acknowledge its *
// * use in resulting scientific publications, and indicate your *
// * acceptance of all terms of the Geant4 Software license. *
// ********************************************************************
//
//
// $Id: G4ExtrudedSolid.cc,v 1.7 2007/05/02 14:59:31 gunter Exp $
// GEANT4 tag $Name: geant4-09-01 $
//
//
// --------------------------------------------------------------------
// GEANT 4 class source file
//
// G4ExtrudedSolid.cc
//
// Author: Ivana Hrivnacova, IPN Orsay
// --------------------------------------------------------------------
#include <set>
#include <algorithm>
#include <cmath>
#include "G4ExtrudedSolid.hh"
#include "G4TriangularFacet.hh"
#include "G4QuadrangularFacet.hh"
//_____________________________________________________________________________
G4ExtrudedSolid::G4ExtrudedSolid( const G4String& pName,
std::vector<G4TwoVector> polygon,
std::vector<ZSection> zsections)
: G4TessellatedSolid(pName),
fNv(polygon.size()),
fNz(zsections.size()),
fPolygon(),
fZSections(),
fTriangles(),
fIsConvex(false),
fGeometryType("G4ExtrudedSolid")
{
// General constructor
// First check input parameters
if ( fNv < 3 ) {
G4Exception(
"G4ExtrudedSolid::G4ExtrudedSolid()", "InvalidSetup",
FatalException, "Number of polygon vertices < 3");
}
if ( fNz < 2 ) {
G4Exception(
"G4ExtrudedSolid::G4ExtrudedSolid()", "InvalidSetup",
FatalException, "Number of z-sides < 2");
}
for ( G4int i=0; i<fNz-1; ++i )
{
if ( zsections[i].fZ > zsections[i+1].fZ )
{
G4Exception(
"G4ExtrudedSolid::G4ExtrudedSolid()", "InvalidSetup",
FatalException,
"Z-sections have to be ordered by z value (z0 < z1 < z2 ...)");
}
if ( std::fabs( zsections[i+1].fZ - zsections[i].fZ ) < kCarTolerance )
{
G4Exception(
"G4ExtrudedSolid::G4ExtrudedSolid()", "InvalidSetup",
FatalException,
"Z-sections with the same z position are not supported.");
}
}
// Copy polygon
//
for ( G4int i=0; i<fNv; ++i ) { fPolygon.push_back(polygon[i]); }
// Copy z-sections
//
for ( G4int i=0; i<fNz; ++i ) { fZSections.push_back(zsections[i]); }
G4bool result = MakeFacets();
if (!result)
{
G4Exception("G4ExtrudedSolid::G4ExtrudedSolid()", "InvalidSetup",
FatalException, "Making facets failed.");
}
fIsConvex = IsConvex();
ComputeProjectionParameters();
}
//_____________________________________________________________________________
G4ExtrudedSolid::G4ExtrudedSolid( const G4String& pName,
std::vector<G4TwoVector> polygon,
G4double dz,
G4TwoVector off1, G4double scale1,
G4TwoVector off2, G4double scale2 )
: G4TessellatedSolid(pName),
fNv(polygon.size()),
fNz(2),
fPolygon(),
fZSections(),
fTriangles(),
fIsConvex(false),
fGeometryType("G4ExtrudedSolid")
{
// Special constructor for solid with 2 z-sections
// First check input parameters
//
if ( fNv < 3 )
{
G4Exception("G4ExtrudedSolid::G4ExtrudedSolid()", "InvalidSetup",
FatalException, "Number of polygon vertices < 3");
}
// Copy polygon
//
for ( G4int i=0; i<fNv; ++i ) { fPolygon.push_back(polygon[i]); }
// Copy z-sections
//
fZSections.push_back(ZSection(-dz, off1, scale1));
fZSections.push_back(ZSection( dz, off2, scale2));
G4bool result = MakeFacets();
if (!result)
{
G4Exception("G4ExtrudedSolid::G4ExtrudedSolid()", "InvalidSetup",
FatalException, "Making facets failed.");
}
fIsConvex = IsConvex();
ComputeProjectionParameters();
}
//_____________________________________________________________________________
G4ExtrudedSolid::G4ExtrudedSolid( __void__& a )
: G4TessellatedSolid(a)
{
// Fake default constructor - sets only member data and allocates memory
// for usage restricted to object persistency.
}
//_____________________________________________________________________________
G4ExtrudedSolid::~G4ExtrudedSolid()
{
// Destructor
}
//_____________________________________________________________________________
void G4ExtrudedSolid::ComputeProjectionParameters()
{
// Compute parameters for point projections p(z)
// to the polygon scale & offset:
// scale(z) = k*z + scale0
// offset(z) = l*z + offset0
// p(z) = scale(z)*p0 + offset(z)
// p0 = (p(z) - offset(z))/scale(z);
//
for ( G4int iz=0; iz<fNz-1; ++iz)
{
G4double z1 = fZSections[iz].fZ;
G4double z2 = fZSections[iz+1].fZ;
G4double scale1 = fZSections[iz].fScale;
G4double scale2 = fZSections[iz+1].fScale;
G4TwoVector off1 = fZSections[iz].fOffset;
G4TwoVector off2 = fZSections[iz+1].fOffset;
G4double kscale = (scale2 - scale1)/(z2 - z1);
G4double scale0 = scale2 - kscale*(z2 - z1)/2.0;
G4TwoVector koff = (off2 - off1)/(z2 - z1);
G4TwoVector off0 = off2 - koff*(z2 - z1)/2.0;
fKScales.push_back(kscale);
fScale0s.push_back(scale0);
fKOffsets.push_back(koff);
fOffset0s.push_back(off0);
}
}
//_____________________________________________________________________________
G4ThreeVector G4ExtrudedSolid::GetVertex(G4int iz, G4int ind) const
{
// Shift and scale vertices
return G4ThreeVector( fPolygon[ind].x() * fZSections[iz].fScale
+ fZSections[iz].fOffset.x(),
fPolygon[ind].y() * fZSections[iz].fScale
+ fZSections[iz].fOffset.y(), fZSections[iz].fZ);
}
//_____________________________________________________________________________
G4TwoVector G4ExtrudedSolid::ProjectPoint(const G4ThreeVector& point) const
{
// Project point in the polygon scale
// scale(z) = k*z + scale0
// offset(z) = l*z + offset0
// p(z) = scale(z)*p0 + offset(z)
// p0 = (p(z) - offset(z))/scale(z);
// Select projection (z-segment of the solid) according to p.z()
//
G4int iz = 0;
while ( point.z() > fZSections[iz+1].fZ && iz < fNz-2 ) { ++iz; }
G4double z0 = ( fZSections[iz+1].fZ + fZSections[iz].fZ )/2.0;
G4TwoVector p2(point.x(), point.y());
G4double pscale = fKScales[iz]*(point.z()-z0) + fScale0s[iz];
G4TwoVector poffset = fKOffsets[iz]*(point.z()-z0) + fOffset0s[iz];
// G4cout << point << " projected to "
// << iz << "-th z-segment polygon as "
// << (p2 - poffset)/pscale << G4endl;
// pscale is always >0 as it is an interpolation between two
// positive scale values
//
return (p2 - poffset)/pscale;
}
//_____________________________________________________________________________
G4bool G4ExtrudedSolid::IsSameLine(G4TwoVector p,
G4TwoVector l1, G4TwoVector l2) const
{
// Return true if p is on the line through l1, l2
if ( l1.x() == l2.x() )
{
return std::fabs(p.x() - l1.x()) < kCarTolerance;
}
return std::fabs (p.y() - l1.y() - ((l2.y() - l1.y())/(l2.x() - l1.x()))
*(p.x() - l1.x())) < kCarTolerance;
}
//_____________________________________________________________________________
G4bool G4ExtrudedSolid::IsSameSide(G4TwoVector p1, G4TwoVector p2,
G4TwoVector l1, G4TwoVector l2) const
{
// Return true if p1 and p2 are on the same side of the line through l1, l2
return ( (p1.x() - l1.x()) * (l2.y() - l1.y())
- (l2.x() - l1.x()) * (p1.y() - l1.y()) )
* ( (p2.x() - l1.x()) * (l2.y() - l1.y())
- (l2.x() - l1.x()) * (p2.y() - l1.y()) ) > 0;
}
//_____________________________________________________________________________
G4bool G4ExtrudedSolid::IsPointInside(G4TwoVector a, G4TwoVector b,
G4TwoVector c, G4TwoVector p) const
{
// Return true if p is inside of triangle abc, else returns false
// Check extent first
//
if ( ( p.x() < a.x() && p.x() < b.x() && p.x() < c.x() ) ||
( p.x() > a.x() && p.x() > b.x() && p.x() > c.x() ) ||
( p.y() < a.y() && p.y() < b.y() && p.y() < c.y() ) ||
( p.y() > a.y() && p.y() > b.y() && p.y() > c.y() ) ) return false;
return IsSameSide(p, a, b, c)
&& IsSameSide(p, b, a, c)
&& IsSameSide(p, c, a, b);
}
//_____________________________________________________________________________
G4VFacet*
G4ExtrudedSolid::MakeDownFacet(G4int ind1, G4int ind2, G4int ind3) const
{
// Create a triangular facet from the polygon points given by indices
// forming the down side ( the normal goes in -z)
std::vector<G4ThreeVector> vertices;
vertices.push_back(GetVertex(0, ind1));
vertices.push_back(GetVertex(0, ind2));
vertices.push_back(GetVertex(0, ind3));
// first vertex most left
//
G4ThreeVector cross
= (vertices[1]-vertices[0]).cross(vertices[2]-vertices[1]);
if ( cross.z() > 0.0 )
{
// vertices ardered clock wise has to be reordered
// G4cout << "G4ExtrudedSolid::MakeDownFacet: reordering vertices "
// << ind1 << ", " << ind2 << ", " << ind3 << G4endl;
G4ThreeVector tmp = vertices[1];
vertices[1] = vertices[2];
vertices[2] = tmp;
}
return new G4TriangularFacet(vertices[0], vertices[1],
vertices[2], ABSOLUTE);
}
//_____________________________________________________________________________
G4VFacet*
G4ExtrudedSolid::MakeUpFacet(G4int ind1, G4int ind2, G4int ind3) const
{
// Creates a triangular facet from the polygon points given by indices
// forming the upper side ( z>0 )
std::vector<G4ThreeVector> vertices;
vertices.push_back(GetVertex(fNz-1, ind1));
vertices.push_back(GetVertex(fNz-1, ind2));
vertices.push_back(GetVertex(fNz-1, ind3));
// first vertex most left
//
G4ThreeVector cross
= (vertices[1]-vertices[0]).cross(vertices[2]-vertices[1]);
if ( cross.z() < 0.0 )
{
// vertices ordered clock wise has to be reordered
// G4cout << "G4ExtrudedSolid::MakeUpFacet: reordering vertices "
// << ind1 << ", " << ind2 << ", " << ind3 << G4endl;
G4ThreeVector tmp = vertices[1];
vertices[1] = vertices[2];
vertices[2] = tmp;
}
return new G4TriangularFacet(vertices[0], vertices[1],
vertices[2], ABSOLUTE);
}
//_____________________________________________________________________________
G4bool G4ExtrudedSolid::AddGeneralPolygonFacets()
{
// Decompose polygonal sides in triangular facets
typedef std::pair < G4TwoVector, G4int > Vertex;
// Fill one more vector
//
std::vector< Vertex > verticesToBeDone;
for ( G4int i=0; i<fNv; ++i )
{
verticesToBeDone.push_back(Vertex(fPolygon[i], i));
}
std::vector< Vertex > ears;
std::vector< Vertex >::iterator c1 = verticesToBeDone.begin();
std::vector< Vertex >::iterator c2 = c1+1;
std::vector< Vertex >::iterator c3 = c1+2;
while ( verticesToBeDone.size()>2 )
{
// G4cout << "Looking at triangle : "
// << c1->second << " " << c2->second
// << " " << c3->second << G4endl;
G4bool good = true;
std::vector< Vertex >::iterator it;
for ( it=verticesToBeDone.begin(); it != verticesToBeDone.end(); ++it )
{
// skip vertices of tested triangle
//
if ( it == c1 || it == c2 || it == c3 ) { continue; }
if ( IsPointInside(c1->first, c2->first, c3->first, it->first) )
{
// G4cout << "Point " << it->second << " is inside" << G4endl;
good = false;
// try next three consecutive vertices
//
c1 = c2;
c2 = c3;
++c3;
if ( c3 == verticesToBeDone.end() ) { c3 = verticesToBeDone.begin(); }
break;
}
// else
// { G4cout << "Point " << it->second << " is outside" << G4endl; }
}
if ( good )
{
// all points are outside triangle, we can make a facet
// G4cout << "Found triangle : "
// << c1->second << " " << c2->second
// << " " << c3->second << G4endl;
G4bool result;
result = AddFacet( MakeDownFacet(c1->second, c2->second, c3->second) );
if ( ! result ) { return false; }
result = AddFacet( MakeUpFacet(c1->second, c2->second, c3->second) );
if ( ! result ) { return false; }
std::vector<G4int> triangle(3);
triangle[0] = c1->second;
triangle[1] = c2->second;
triangle[2] = c3->second;
fTriangles.push_back(triangle);
// remove the ear point from verticesToBeDone
//
verticesToBeDone.erase(c2);
c1 = verticesToBeDone.begin();
c2 = c1+1;
c3 = c1+2;
}
}
return true;
}
//_____________________________________________________________________________
G4bool G4ExtrudedSolid::MakeFacets()
{
// Define facets
G4bool good;
// The quadrangular sides
//
for ( G4int iz = 0; iz < fNz-1; ++iz )
{
for ( G4int i = 0; i < fNv; ++i )
{
G4int j = (i+1) % fNv;
good = AddFacet( new G4QuadrangularFacet
( GetVertex(iz, j), GetVertex(iz, i),
GetVertex(iz+1, i), GetVertex(iz+1, j), ABSOLUTE) );
if ( ! good ) { return false; }
}
}
// Decomposition of polygonal sides in the facets
//
if ( fNv == 3 )
{
good = AddFacet( new G4TriangularFacet( GetVertex(0, 0), GetVertex(0, 1),
GetVertex(0, 2), ABSOLUTE) );
if ( ! good ) { return false; }
good = AddFacet( new G4TriangularFacet( GetVertex(fNz-1, 2), GetVertex(fNz-1, 1),
GetVertex(fNz-1, 0), ABSOLUTE) );
if ( ! good ) { return false; }
}
else if ( fNv == 4 )
{
good = AddFacet( new G4QuadrangularFacet( GetVertex(0, 0),GetVertex(0, 1),
GetVertex(0, 2),GetVertex(0, 3),
ABSOLUTE) );
if ( ! good ) { return false; }
good = AddFacet( new G4QuadrangularFacet( GetVertex(fNz-1, 3), GetVertex(fNz-1, 2),
GetVertex(fNz-1, 1), GetVertex(1, 0),
ABSOLUTE) );
if ( ! good ) { return false; }
}
else
{
good = AddGeneralPolygonFacets();
if ( ! good ) { return false; }
}
SetSolidClosed(true);
return good;
}
//_____________________________________________________________________________
G4bool G4ExtrudedSolid::IsConvex() const
{
// Get polygon convexity (polygon is convex if all vertex angles are < pi )
for ( G4int i=0; i< fNv; ++i )
{
G4int j = ( i + 1 ) % fNv;
G4int k = ( i + 2 ) % fNv;
G4TwoVector v1 = fPolygon[i]-fPolygon[j];
G4TwoVector v2 = fPolygon[k]-fPolygon[j];
G4double dphi = v2.phi() - v1.phi();
if ( dphi < 0. ) { dphi += 2.*pi; }
if ( dphi >= pi ) { return false; }
}
return true;
}
//_____________________________________________________________________________
G4GeometryType G4ExtrudedSolid::GetEntityType () const
{
// Return entity type
return fGeometryType;
}
//_____________________________________________________________________________
EInside G4ExtrudedSolid::Inside (const G4ThreeVector &p) const
{
// Override the base class function as it fails in case of concave polygon.
// Project the point in the original polygon scale and check if it is inside
// for each triangle.
// Check first if outside extent
//
if ( p.x() < GetMinXExtent() - kCarTolerance ||
p.x() > GetMaxXExtent() + kCarTolerance ||
p.y() < GetMinYExtent() - kCarTolerance ||
p.y() > GetMaxYExtent() + kCarTolerance ||
p.z() < GetMinZExtent() - kCarTolerance ||
p.z() > GetMaxZExtent() + kCarTolerance )
{
// G4cout << "G4ExtrudedSolid::Outside extent: " << p << G4endl;
return kOutside;
}
// Project point p(z) to the polygon scale p0
//
G4TwoVector pscaled = ProjectPoint(p);
// Check if on surface of polygon
//
for ( G4int i=0; i<fNv; ++i )
{
G4int j = (i+1) % fNv;
if ( IsSameLine(pscaled, fPolygon[i], fPolygon[j]) )
{
// G4cout << "G4ExtrudedSolid::Inside return Surface (on polygon) "
// << G4endl;
return kSurface;
}
}
// Now check if inside triangles
//
std::vector< std::vector<G4int> >::const_iterator it = fTriangles.begin();
G4bool inside = false;
do
{
if ( IsPointInside(fPolygon[(*it)[0]], fPolygon[(*it)[1]],
fPolygon[(*it)[2]], pscaled) ) { inside = true; }
++it;
} while ( (inside == false) && (it != fTriangles.end()) );
if ( inside )
{
// Check if on surface of z sides
//
if ( std::fabs( p.z() - fZSections[0].fZ ) < kCarTolerance ||
std::fabs( p.z() - fZSections[fNz-1].fZ ) < kCarTolerance )
{
// G4cout << "G4ExtrudedSolid::Inside return Surface (on z side)"
// << G4endl;
return kSurface;
}
// G4cout << "G4ExtrudedSolid::Inside return Inside" << G4endl;
return kInside;
}
// G4cout << "G4ExtrudedSolid::Inside return Outside " << G4endl;
return kOutside;
}
//_____________________________________________________________________________
G4double G4ExtrudedSolid::DistanceToOut (const G4ThreeVector &p,
const G4ThreeVector &v,
const G4bool calcNorm,
G4bool *validNorm,
G4ThreeVector *n) const
{
// Override the base class function to redefine validNorm
// (the solid can be concave)
G4double distOut =
G4TessellatedSolid::DistanceToOut(p, v, calcNorm, validNorm, n);
if (validNorm) { *validNorm = fIsConvex; }
return distOut;
}
//_____________________________________________________________________________
G4double G4ExtrudedSolid::DistanceToOut (const G4ThreeVector &p) const
{
// Override the overloaded base class function
return G4TessellatedSolid::DistanceToOut(p);
}
//_____________________________________________________________________________
std::ostream& G4ExtrudedSolid::StreamInfo(std::ostream &os) const
{
os << "-----------------------------------------------------------\n"
<< " *** Dump for solid - " << GetName() << " ***\n"
<< " ===================================================\n"
<< " Solid geometry type: " << fGeometryType << G4endl;
if ( fIsConvex)
{ os << " Convex polygon; list of vertices:" << G4endl; }
else
{ os << " Concave polygon; list of vertices:" << G4endl; }
for ( G4int i=0; i<fNv; ++i )
{
os << " vx = " << fPolygon[i].x()/mm << " mm"
<< " vy = " << fPolygon[i].y()/mm << " mm" << G4endl;
}
os << " Sections:" << G4endl;
for ( G4int iz=0; iz<fNz; ++iz )
{
os << " z = " << fZSections[iz].fZ/mm << " mm "
<< " x0= " << fZSections[iz].fOffset.x()/mm << " mm "
<< " y0= " << fZSections[iz].fOffset.y()/mm << " mm "
<< " scale= " << fZSections[iz].fScale << G4endl;
}
return os;
}