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geant4/source/visualization/modeling/src/G4BoundingSphereScene.cc
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2016-06-08 15:09:25 +02:00

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C++

// This code implementation is the intellectual property of
// the RD44 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: G4BoundingSphereScene.cc,v 1.2 1999/01/11 00:48:50 allison Exp $
// GEANT4 tag $Name: geant4-00-01 $
//
//
// John Allison 7th June 1997
// An artificial scene to reuse G4VScene code to calculate a bounding sphere.
#include "G4BoundingSphereScene.hh"
#include "G4VSolid.hh"
#include "G4Vector3D.hh"
G4BoundingSphereScene::G4BoundingSphereScene ():
fRadius (-1.),
fpObjectTransformation (0)
{}
G4BoundingSphereScene::~G4BoundingSphereScene () {}
G4VisExtent G4BoundingSphereScene::GetBoundingSphereExtent () {
return G4VisExtent (fCentre, fRadius);
}
void G4BoundingSphereScene::Accrue (const G4VSolid& solid) {
const G4VisExtent& thisExtent = solid.GetExtent ();
G4Point3D thisCentre = thisExtent.GetExtentCentre ();
if (fpObjectTransformation) {
thisCentre.transform (*fpObjectTransformation);
}
const G4double thisRadius = thisExtent.GetExtentRadius ();
AccrueBoundingSphere (thisCentre, thisRadius);
/***********************************************
G4cout << "G4BoundingSphereScene::Accrue: centre: " << fCentre
<< ", radius: " << fRadius << endl;
***********************************************/
}
void G4BoundingSphereScene::ResetBoundingSphere () {
fCentre = G4Point3D ();
fRadius = -1.;
fpObjectTransformation = 0;
}
void G4BoundingSphereScene::AccrueBoundingSphere
(const G4Point3D& thisCentre,
G4double thisRadius) {
if (fRadius < 0 ) { // First time.
fCentre = thisCentre;
fRadius = thisRadius;
}
else {
G4Vector3D join = thisCentre - fCentre;
if (join == G4Vector3D (0., 0., 0.)) { // Centres coincide.
if (fRadius < thisRadius) fRadius = thisRadius;
}
else if (join.mag () + thisRadius <= fRadius) { // Inside accrued sphere.
// Do nothing.
}
else {
G4Vector3D unitJoin = join.unit ();
G4Point3D extremity1 = fCentre - fRadius * unitJoin;
G4Point3D extremity2 = thisCentre + thisRadius * unitJoin;
fCentre = 0.5 * (extremity2 + extremity1);
fRadius = 0.5 * (extremity2 - extremity1).mag ();
}
}
}