Files
geant4/source/geometry/solids/Boolean/include/G4MultiUnion.hh
T
2025-12-05 08:54:02 +01:00

315 lines
12 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. *
// ********************************************************************
//
// G4MultiUnion
//
// Class description:
//
// An instance of "G4MultiUnion" constitutes a grouping of several solids.
// The constituent solids are stored with their respective location in a node
// instance. An instance of "G4MultiUnion" is subsequently composed of one
// or several nodes.
// Author: Marek Gayer (CERN), 19.10.2012 - Original implementation from USolids
// Gabriele Cosmo (CERN) 06.04.2017 - Adapted implementation in Geant4
// for VecGeom migration
// --------------------------------------------------------------------
#ifndef G4MULTIUNION_HH
#define G4MULTIUNION_HH
#include <vector>
#include "G4VSolid.hh"
#include "G4ThreeVector.hh"
#include "G4Transform3D.hh"
#include "G4Point3D.hh"
#include "G4Vector3D.hh"
#include "G4SurfBits.hh"
#include "G4Voxelizer.hh"
class G4Polyhedron;
/**
* @brief An instance of G4MultiUnion constitutes a grouping of several solids.
* The constituent solids are stored with their respective location in a node
* instance. An instance of G4MultiUnion is subsequently composed of one or
* several nodes.
*/
class G4MultiUnion : public G4VSolid
{
friend class G4Voxelizer;
public:
/**
* Empty default constructor.
*/
G4MultiUnion();
/**
* Constructor assigning a name and initialising components.
*/
G4MultiUnion(const G4String& name);
/**
* Default destructor.
*/
~G4MultiUnion() override = default;
/**
* Fake default constructor for usage restricted to direct object
* persistency for clients requiring preallocation of memory for
* persistifiable objects.
*/
G4MultiUnion(__void__&);
/**
* Methods to build the multiple union by adding nodes (by pointer or ref).
* @param[in] solid The solid to be added to the structure.
* @param[in] trans The 3D transformation relative to the structure.
*/
void AddNode(G4VSolid& solid, const G4Transform3D& trans);
void AddNode(G4VSolid* solid, const G4Transform3D& trans);
/**
* Copy constructor and assignment operator.
*/
G4MultiUnion(const G4MultiUnion& rhs);
G4MultiUnion& operator=(const G4MultiUnion& rhs);
/**
* Accessors to retrieve a transformation or a solid, given an index
* and the total number of solids in the structure.
*/
inline const G4Transform3D& GetTransformation(G4int index) const;
inline G4VSolid* GetSolid(G4int index) const;
inline G4int GetNumberOfSolids()const;
/**
* Returns if the given point "aPoint" is inside or not the solid.
*/
EInside Inside(const G4ThreeVector& aPoint) const override;
// Safety methods
G4double DistanceToIn(const G4ThreeVector& aPoint) const override;
G4double DistanceToOut(const G4ThreeVector& aPoint) const override;
inline void SetAccurateSafety(G4bool flag);
/**
* Returns the distance along the normalised vector "aDirection" to the
* shape, from the point at offset "aPoint". 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.
*/
G4double DistanceToIn(const G4ThreeVector& aPoint,
const G4ThreeVector& aDirection) const override;
/**
* Computes distance from a point presumably inside the solid to the solid
* surface. Ignores first surface along each axis systematically (for points
* inside or outside. Early returns zero in case the second surface is
* behind the starting point.
* The normal vector to the crossed surface is always filled.
* In the case the considered point is located inside the G4MultiUnion
* structure, it acts as follows:
* - investigation of the candidates for the passed point
* - progressive moving of the point towards the surface, along the
* provided direction
* - processing of the normal.
* @param[in] aPoint The reference point in space.
* @param[in] aDirection The normalised direction.
* @param[in] calcNorm Flag unused.
* @param[out] validNorm Unused.
* @param[out] aNormalVector The exiting outwards normal vector (undefined
* Magnitude).
* @returns The distance value to exit a volume.
*/
G4double DistanceToOut(const G4ThreeVector& aPoint,
const G4ThreeVector& aDirection,
const G4bool calcNorm = false,
G4bool* validNorm = nullptr,
G4ThreeVector* aNormalVector = nullptr) const override;
/**
* Methods to compute the distance to enter/exit a volume, given point and
* direction, in presence of voxels-based optimisation structure or not.
*/
G4double DistanceToInNoVoxels(const G4ThreeVector& aPoint,
const G4ThreeVector& aDirection) const;
G4double DistanceToOutVoxels(const G4ThreeVector& aPoint,
const G4ThreeVector& aDirection,
G4ThreeVector* aNormalVector) const;
G4double DistanceToOutNoVoxels(const G4ThreeVector& aPoint,
const G4ThreeVector& aDirection,
G4ThreeVector* aNormalVector) const;
/**
* Returns the outwards pointing unit normal of the shape for the
* surface closest to the point at offset "aPoint".
*/
G4ThreeVector SurfaceNormal(const G4ThreeVector& aPoint) const override;
/**
* Determines the bounding box for the considered instance of G4MultiUnion.
* @param[in] aAxis The axis along which computing the extent.
* @param[out] aMin The minimum bounding limit point.
* @param[out] aMax The maximum bounding limit point.
*/
void Extent(EAxis aAxis, G4double& aMin, G4double& aMax) const;
/**
* Computes the bounding limits of the solid.
* @param[out] aMin The minimum bounding limit point.
* @param[out] aMax The maximum bounding limit point.
*/
void BoundingLimits(G4ThreeVector& aMin, G4ThreeVector& aMax) const override;
/**
* Calculates the minimum and maximum extent of a solid, when under the
* specified transform, and within the specified limits.
* @param[in] pAxis The axis along which compute the extent.
* @param[in] pVoxelLimit The limiting space dictated by voxels.
* @param[in] pTransform The internal transformation applied to the solid.
* @param[out] pMin The minimum extent value.
* @param[out] pMax The maximum extent value.
* @returns True if the solid is intersected by the extent region.
*/
G4bool CalculateExtent(const EAxis pAxis,
const G4VoxelLimits& pVoxelLimit,
const G4AffineTransform& pTransform,
G4double& pMin, G4double& pMax) const override;
/**
* Returns an estimate of the structure capacity or surface area.
*/
G4double GetCubicVolume() override;
G4double GetSurfaceArea() override;
/**
* Returns the number of solids part of the structure.
*/
G4int GetNumOfConstituents() const override;
/**
* Returns false if any of the solids part of the structure is not faceted.
*/
G4bool IsFaceted() const override;
/**
* Returns a new allocated clone of the multi-union structure.
*/
G4VSolid* Clone() const override ;
/**
* Returns the type ID, "G4MultiUnion" of the solid.
*/
G4GeometryType GetEntityType() const override { return "G4MultiUnion"; }
/**
* Finalises and prepares for use, creating the optimisation structure
* for all solids in the structure. It must be called once before
* navigation use.
*/
void Voxelize();
/**
* Returns the xoxelised optimisation structure.
*/
inline G4Voxelizer& GetVoxels() const;
/**
* Streams the object contents to an output stream.
*/
std::ostream& StreamInfo(std::ostream& os) const override;
/**
* Returns a point (G4ThreeVector) randomly and uniformly generated
* on the surface of a solid.
*/
G4ThreeVector GetPointOnSurface() const override;
/**
* Methods for creating graphical representations (i.e. for visualisation).
*/
void DescribeYourselfTo ( G4VGraphicsScene& scene ) const override ;
G4Polyhedron* CreatePolyhedron () const override ;
G4Polyhedron* GetPolyhedron () const override;
private:
/**
* Utility methods for safety and distance computation.
*/
EInside InsideNoVoxels(const G4ThreeVector& aPoint) const;
EInside InsideWithExclusion(const G4ThreeVector& aPoint,
G4SurfBits* bits = nullptr) const;
G4int SafetyFromOutsideNumberNode(const G4ThreeVector& aPoint,
G4double& safety) const;
G4double DistanceToInCandidates(const G4ThreeVector& aPoint,
const G4ThreeVector& aDirection,
std::vector<G4int>& candidates,
G4SurfBits& bits) const;
/**
* Conversion utilities.
*/
inline G4ThreeVector GetLocalPoint(const G4Transform3D& trans,
const G4ThreeVector& gpoint) const;
inline G4ThreeVector GetLocalVector(const G4Transform3D& trans,
const G4ThreeVector& gvec) const;
inline G4ThreeVector GetGlobalPoint(const G4Transform3D& trans,
const G4ThreeVector& lpoint) const;
inline G4ThreeVector GetGlobalVector(const G4Transform3D& trans,
const G4ThreeVector& lvec) const;
void TransformLimits(G4ThreeVector& min, G4ThreeVector& max,
const G4Transform3D& transformation) const;
private:
struct G4MultiUnionSurface
{
G4ThreeVector point;
G4VSolid* solid;
};
std::vector<G4VSolid*> fSolids;
std::vector<G4Transform3D> fTransformObjs;
G4Voxelizer fVoxels; // Vozelizer for the solid
G4double fCubicVolume = 0.0; // Cubic Volume
G4double fSurfaceArea = 0.0; // Surface Area
G4double kRadTolerance; // Cached radial tolerance
mutable G4bool fAccurate = false; // Accurate safety (off by default)
mutable G4bool fRebuildPolyhedron = false;
mutable G4Polyhedron* fpPolyhedron = nullptr;
};
#include "G4MultiUnion.icc"
#endif