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geant4/source/geometry/management/include/G4USolid.hh
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2017-06-30 10:49:55 +02:00

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//
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//
//
// $Id:$
// GEANT4 tag $Name:$
//
//
// class G4USolid
//
// Class description:
//
// Bridge base class for solids defined in the Unified Solids Library.
// --------------------------------------------------------------------
#ifndef G4USolid_HH
#define G4USolid_HH
#include "G4VSolid.hh"
#if ( defined(G4GEOM_USE_USOLIDS) || defined(G4GEOM_USE_PARTIAL_USOLIDS) )
#include "VUSolid.hh"
class G4VPVParameterisation;
class G4USolid : public G4VSolid
{
public: // with description
G4USolid(const G4String& pName, VUSolid* shape);
// Creates a new shape, with the supplied name. No provision is made
// for sharing a common name amongst multiple classes.
virtual ~G4USolid();
// Default destructor.
G4bool operator==(const G4USolid& s) const;
// Return true only if addresses are the same.
virtual G4bool CalculateExtent(const EAxis pAxis,
const G4VoxelLimits& pVoxelLimit,
const G4AffineTransform& pTransform,
G4double& pMin, G4double& pMax) const;
// Calculate the minimum and maximum extent of the solid, when under the
// specified transform, and within the specified limits. If the solid
// is not intersected by the region, return false, else return true.
virtual EInside Inside(const G4ThreeVector& p) const;
// Returns kOutside if the point at offset p is outside the shapes
// boundaries plus Tolerance/2, kSurface if the point is <= Tolerance/2
// from a surface, otherwise kInside.
virtual G4ThreeVector SurfaceNormal(const G4ThreeVector& p) const;
// Returns the outwards pointing unit normal of the shape for the
// surface closest to the point at offset p.
virtual G4double DistanceToIn(const G4ThreeVector& p,
const G4ThreeVector& v) const;
// Return the distance along the normalised vector v to the shape,
// from the point at offset p. If there is no intersection, return
// kInfinity. The first intersection resulting from `leaving' a
// surface/volume is discarded. Hence, it is tolerant of points on
// the surface of the shape.
virtual G4double DistanceToIn(const G4ThreeVector& p) const;
// Calculate the distance to the nearest surface of a shape from an
// outside point. The distance can be an underestimate.
virtual G4double DistanceToOut(const G4ThreeVector& p,
const G4ThreeVector& v,
const G4bool calcNorm = false,
G4bool* validNorm = 0,
G4ThreeVector* n = 0) const;
// Return the distance along the normalised vector v to the shape,
// from a point at an offset p inside or on the surface of the shape.
// Intersections with surfaces, when the point is < Tolerance/2 from a
// surface must be ignored.
// If calcNorm==true:
// validNorm set true if the solid lies entirely behind or on the
// exiting surface.
// n set to exiting outwards normal vector (undefined Magnitude).
// validNorm set to false if the solid does not lie entirely behind
// or on the exiting surface
// If calcNorm==false:
// validNorm and n are unused.
//
// Must be called as solid.DistanceToOut(p,v) or by specifying all
// the parameters.
virtual G4double DistanceToOut(const G4ThreeVector& p) const;
// Calculate the distance to the nearest surface of a shape from an
// inside point. The distance can be an underestimate.
virtual void ComputeDimensions(G4VPVParameterisation* p,
const G4int n,
const G4VPhysicalVolume* pRep);
// Throw exception if ComputeDimensions called from an illegal
// derived class.
virtual G4double GetCubicVolume();
// Returns an estimation of the solid volume in internal units.
// This method may be overloaded by derived classes to compute the
// exact geometrical quantity for solids where this is possible,
// or anyway to cache the computed value.
// Note: the computed value is NOT cached.
virtual G4double GetSurfaceArea();
// Return an estimation of the solid surface area in internal units.
// This method may be overloaded by derived classes to compute the
// exact geometrical quantity for solids where this is possible,
// or anyway to cache the computed value.
// Note: the computed value is NOT cached.
virtual G4GeometryType GetEntityType() const;
// Provide identification of the class of an object.
// (required for persistency and STEP interface)
virtual G4ThreeVector GetPointOnSurface() const;
// Returns a random point located on the surface of the solid.
virtual G4VSolid* Clone() const;
// Returns a pointer of a dynamically allocated copy of the solid.
// Returns NULL pointer with warning in case the concrete solid does not
// implement this method. The caller has responsibility for ownership.
virtual std::ostream& StreamInfo(std::ostream& os) const;
// Dumps contents of the solid to a stream.
virtual void DescribeYourselfTo(G4VGraphicsScene& scene) const;
// A "double dispatch" function which identifies the solid
// to the graphics scene for visualization.
virtual G4VisExtent GetExtent() const;
// Provide extent (bounding box) as possible hint to the graphics view.
virtual G4Polyhedron* CreatePolyhedron() const;
// Create Polyhedron used for Visualisation
virtual G4Polyhedron* GetPolyhedron() const;
// Smart access function - creates on request and stores for future
// access. A null pointer means "not available".
public: // without description
G4USolid(__void__&);
// Fake default constructor for usage restricted to direct object
// persistency for clients requiring preallocation of memory for
// persistifiable objects.
G4USolid(const G4USolid& rhs);
G4USolid& operator=(const G4USolid& rhs);
// Copy constructor and assignment operator.
VUSolid* GetSolid() const
{
return fShape;
}
protected: // data
VUSolid* fShape;
mutable G4bool fRebuildPolyhedron;
mutable G4Polyhedron* fPolyhedron;
};
// Inline implementations
inline
EInside G4USolid::Inside(const G4ThreeVector& p) const
{
UVector3 pt;
VUSolid::EnumInside in_temp;
EInside in = kOutside;
pt.x() = p.x();
pt.y() = p.y();
pt.z() = p.z(); // better assign at construction
in_temp = fShape->Inside(pt);
if (in_temp == VUSolid::EnumInside::eInside) in = kInside;
else if (in_temp == VUSolid::EnumInside::eSurface) in = kSurface;
return in;
}
inline
G4ThreeVector G4USolid::SurfaceNormal(const G4ThreeVector& pt) const
{
UVector3 p;
p.x() = pt.x();
p.y() = pt.y();
p.z() = pt.z();
UVector3 n;
fShape->Normal(p, n);
return G4ThreeVector(n.x(), n.y(), n.z());
}
inline
G4double G4USolid::DistanceToIn(const G4ThreeVector& pt,
const G4ThreeVector& d) const
{
UVector3 p;
p.x() = pt.x();
p.y() = pt.y();
p.z() = pt.z(); // better assign at construction
UVector3 v;
v.x() = d.x();
v.y() = d.y();
v.z() = d.z(); // better assign at construction
G4double dist = fShape->DistanceToIn(p, v);
// return (dist > halfTolerance) ? dist : 0.0;
return (dist > kInfinity) ? kInfinity : dist;
}
inline
G4double G4USolid::DistanceToIn(const G4ThreeVector& pt) const
{
UVector3 p;
p.x() = pt.x();
p.y() = pt.y();
p.z() = pt.z(); // better assign at construction
G4double dist = fShape->SafetyFromOutside(p); // true?
// return (dist > halfTolerance) ? dist : 0.0;
return (dist > kInfinity) ? kInfinity : dist;
}
inline
G4double G4USolid::DistanceToOut(const G4ThreeVector& pt,
const G4ThreeVector& d,
const G4bool calcNorm,
G4bool* validNorm,
G4ThreeVector* norm) const
{
UVector3 p;
p.x() = pt.x();
p.y() = pt.y();
p.z() = pt.z(); // better assign at construction
UVector3 v;
v.x() = d.x();
v.y() = d.y();
v.z() = d.z(); // better assign at construction
UVector3 n;
G4bool valid;
G4double dist = fShape->DistanceToOut(p, v, n, valid); // should use local variable
if(calcNorm)
{
if(valid){ *validNorm = true; }
else { *validNorm = false; }
if(*validNorm) // *norm = n, but only after calcNorm check
{
norm->setX(n.x());
norm->setY(n.y());
norm->setZ(n.z());
}
}
// return (dist > halfTolerance) ? dist : 0.0;
return (dist > kInfinity) ? kInfinity : dist;
}
inline
G4double G4USolid::DistanceToOut(const G4ThreeVector& pt) const
{
UVector3 p;
p.x() = pt.x();
p.y() = pt.y();
p.z() = pt.z(); // better assign at construction
G4double dist = fShape->SafetyFromInside(p); // true?
// return (dist > halfTolerance) ? dist : 0.0;
return dist;
}
inline
G4double G4USolid::GetCubicVolume()
{
return fShape->Capacity();
}
inline
G4double G4USolid::GetSurfaceArea()
{
return fShape->SurfaceArea();
}
inline
G4ThreeVector G4USolid::GetPointOnSurface() const
{
UVector3 p;
p = fShape->GetPointOnSurface();
return G4ThreeVector(p.x(), p.y(), p.z());
}
#endif // G4GEOM_USE_USOLIDS
#endif