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geant4/source/geometry/solids/Boolean/src/G4DisplacedSolid.cc
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2016-06-08 15:55:53 +02:00

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// 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: G4DisplacedSolid.cc,v 1.13 2000/11/22 15:19:20 grichine Exp $
// GEANT4 tag $Name: geant4-03-00 $
//
// Implementation for G4DisplacedSolid class for boolean
// operations between other solids
//
// History:
//
// 28.10.98 V.Grichine, creation according J. Apostolakis's recommendations
// 14.11.99 V.Grichine, modifications in CalculateExtent(...) method
// 22.11.00 V.Grichine, new set methods for matrix/vectors
#include "G4DisplacedSolid.hh"
#include "G4VoxelLimits.hh"
#include "G4AffineTransform.hh"
#include "G4VPVParameterisation.hh"
#include "G4VGraphicsScene.hh"
#include "G4Polyhedron.hh"
#include "G4NURBS.hh"
#include "G4NURBSbox.hh"
////////////////////////////////////////////////////////////////
//
// Constractor for transformation like rotation of frame then translation
// in new frame. It is similar to 1st constractor in G4PVPlacement
G4DisplacedSolid::
G4DisplacedSolid( const G4String& pName,
G4VSolid* pSolid ,
G4RotationMatrix* rotMatrix,
const G4ThreeVector& transVector )
: G4VSolid(pName)
{
fPtrSolid = pSolid ;
fPtrTransform = new G4AffineTransform(rotMatrix,transVector) ;
fPtrTransform->Invert() ;
fDirectTransform = new G4AffineTransform(rotMatrix,transVector) ;
}
/////////////////////////////////////////////////////////////////////////////////
//
//
G4DisplacedSolid::G4DisplacedSolid( const G4String& pName,
G4VSolid* pSolid ,
const G4Transform3D& transform ) :
G4VSolid(pName)
{
fPtrSolid = pSolid ;
fDirectTransform = new G4AffineTransform(transform.getRotation().inverse(),
transform.getTranslation()) ;
fPtrTransform = new G4AffineTransform(transform.getRotation().inverse(),
transform.getTranslation()) ;
fPtrTransform->Invert() ;
}
/////////////////////////////////////////////////////////////////////////////////
// Constructor for use with creation of Transient object from Persistent object
//
G4DisplacedSolid::G4DisplacedSolid( const G4String& pName,
G4VSolid* pSolid ,
const G4AffineTransform directTransform ) :
G4VSolid(pName)
{
fPtrSolid = pSolid ;
fDirectTransform = new G4AffineTransform( directTransform );
fPtrTransform = new G4AffineTransform( directTransform.Inverse() ) ;
}
///////////////////////////////////////////////////////////////////
//
G4DisplacedSolid::~G4DisplacedSolid()
{
if(fPtrTransform)
{
delete fPtrTransform ;
delete fDirectTransform;
}
}
G4GeometryType G4DisplacedSolid::GetEntityType() const
{
return G4String("G4DisplacedSolid");
}
const G4DisplacedSolid* G4DisplacedSolid::GetDisplacedSolidPtr() const
{ return this; }
G4DisplacedSolid* G4DisplacedSolid::GetDisplacedSolidPtr()
{ return this; }
G4VSolid* G4DisplacedSolid::GetConstituentMovedSolid() const
{
return fPtrSolid;
}
/////////////////////////////////////////////////////////////////////////////
G4AffineTransform G4DisplacedSolid::GetTransform() const
{
G4AffineTransform aTransform = *fPtrTransform;
return aTransform;
}
void G4DisplacedSolid::SetTransform(G4AffineTransform& transform)
{
fPtrTransform = &transform ;
}
//////////////////////////////////////////////////////////////////////////////
G4AffineTransform G4DisplacedSolid::GetDirectTransform() const
{
G4AffineTransform aTransform= *fDirectTransform;
return aTransform;
}
void G4DisplacedSolid::SetDirectTransform(G4AffineTransform& transform)
{
fDirectTransform = &transform ;
}
/////////////////////////////////////////////////////////////////////////////
G4RotationMatrix G4DisplacedSolid::GetFrameRotation() const
{
G4RotationMatrix InvRotation= fDirectTransform->NetRotation();
return InvRotation;
}
void G4DisplacedSolid::SetFrameRotation(const G4RotationMatrix& matrix)
{
fDirectTransform->SetNetRotation(matrix);
}
/////////////////////////////////////////////////////////////////////////////
G4ThreeVector G4DisplacedSolid::GetFrameTranslation() const
{
return fPtrTransform->NetTranslation();
}
void G4DisplacedSolid::SetFrameTranslation(const G4ThreeVector& vector)
{
fPtrTransform->SetNetTranslation(vector);
}
///////////////////////////////////////////////////////////////
G4RotationMatrix G4DisplacedSolid::GetObjectRotation() const
{
G4RotationMatrix Rotation= fPtrTransform->NetRotation();
return Rotation;
}
void G4DisplacedSolid::SetObjectRotation(const G4RotationMatrix& matrix)
{
fPtrTransform->SetNetRotation(matrix);
}
///////////////////////////////////////////////////////////////////////
G4ThreeVector G4DisplacedSolid::GetObjectTranslation() const
{
return fDirectTransform->NetTranslation();
}
void G4DisplacedSolid::SetObjectTranslation(const G4ThreeVector& vector)
{
fDirectTransform->SetNetTranslation(vector);
}
///////////////////////////////////////////////////////////////
//
//
G4bool
G4DisplacedSolid::CalculateExtent( const EAxis pAxis,
const G4VoxelLimits& pVoxelLimit,
const G4AffineTransform& pTransform,
G4double& pMin,
G4double& pMax ) const
{
G4AffineTransform sumTransform ;
sumTransform.Product(*fDirectTransform,pTransform) ;
return fPtrSolid->CalculateExtent(pAxis,pVoxelLimit,sumTransform,
pMin,pMax) ;
}
/////////////////////////////////////////////////////
//
//
EInside G4DisplacedSolid::Inside(const G4ThreeVector& p) const
{
G4ThreeVector newPoint = fPtrTransform->TransformPoint(p) ;
return fPtrSolid->Inside(newPoint) ;
}
//////////////////////////////////////////////////////////////
//
//
G4ThreeVector
G4DisplacedSolid::SurfaceNormal( const G4ThreeVector& p ) const
{
G4ThreeVector newPoint = fPtrTransform->TransformPoint(p) ;
G4ThreeVector normal = fPtrSolid->SurfaceNormal(newPoint) ;
return fDirectTransform->TransformAxis(normal) ;
}
/////////////////////////////////////////////////////////////
//
// The same algorithm as in DistanceToIn(p)
G4double
G4DisplacedSolid::DistanceToIn( const G4ThreeVector& p,
const G4ThreeVector& v ) const
{
G4ThreeVector newPoint = fPtrTransform->TransformPoint(p) ;
G4ThreeVector newDirection = fPtrTransform->TransformAxis(v) ;
return fPtrSolid->DistanceToIn(newPoint,newDirection) ;
}
////////////////////////////////////////////////////////
//
// Approximate nearest distance from the point p to the intersection of
// two solids
G4double
G4DisplacedSolid::DistanceToIn( const G4ThreeVector& p) const
{
G4ThreeVector newPoint = fPtrTransform->TransformPoint(p) ;
return fPtrSolid->DistanceToIn(newPoint) ;
}
//////////////////////////////////////////////////////////
//
// The same algorithm as DistanceToOut(p)
G4double
G4DisplacedSolid::DistanceToOut( const G4ThreeVector& p,
const G4ThreeVector& v,
const G4bool calcNorm,
G4bool *validNorm,
G4ThreeVector *n ) const
{
G4ThreeVector solNorm ;
G4ThreeVector newPoint = fPtrTransform->TransformPoint(p) ;
G4ThreeVector newDirection = fPtrTransform->TransformAxis(v) ;
G4double dist = fPtrSolid->DistanceToOut(newPoint,newDirection,
calcNorm,validNorm,&solNorm) ;
if(calcNorm)
{
*n = fDirectTransform->TransformAxis(solNorm) ;
}
return dist ;
}
//////////////////////////////////////////////////////////////
//
// Inverted algorithm of DistanceToIn(p)
G4double
G4DisplacedSolid::DistanceToOut( const G4ThreeVector& p ) const
{
G4ThreeVector newPoint = fPtrTransform->TransformPoint(p) ;
return fPtrSolid->DistanceToOut(newPoint) ;
}
//////////////////////////////////////////////////////////////
//
//
void
G4DisplacedSolid::ComputeDimensions( G4VPVParameterisation* p,
const G4int n,
const G4VPhysicalVolume* pRep )
{
// fPtrSolid->ComputeDimensions(p,n,pRep);
G4Exception("ERROR: ComputeDimensions has no meaning for a G4DisplacedSolid. It cannot be called.");
}
/////////////////////////////////////////////////
//
//
void
G4DisplacedSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const
{
scene.AddThis (*this);
}
////////////////////////////////////////////////////
//
//
G4Polyhedron*
G4DisplacedSolid::CreatePolyhedron () const
{
G4Polyhedron* polyhedron = fPtrSolid->CreatePolyhedron();
polyhedron->Transform
(G4Transform3D(GetObjectRotation(),GetObjectTranslation()));
return polyhedron;
}
/////////////////////////////////////////////////////////
//
//
G4NURBS*
G4DisplacedSolid::CreateNURBS () const
{
// Take into account local transformation - see CreatePolyhedron.
// return fPtrSolid->CreateNURBS() ;
return 0;
}