459 lines
14 KiB
C++
459 lines
14 KiB
C++
//
|
|
// ********************************************************************
|
|
// * DISCLAIMER *
|
|
// * *
|
|
// * The following disclaimer summarizes all the specific disclaimers *
|
|
// * of contributors to this software. The specific disclaimers,which *
|
|
// * govern, are listed with their locations in: *
|
|
// * http://cern.ch/geant4/license *
|
|
// * *
|
|
// * 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. *
|
|
// * *
|
|
// * 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: G4SubtractionSolid.cc,v 1.25 2005/05/09 13:44:58 gcosmo Exp $
|
|
// GEANT4 tag $Name: geant4-07-01 $
|
|
//
|
|
// Implementation of methods for the class G4IntersectionSolid
|
|
//
|
|
// History:
|
|
//
|
|
// 14.10.98 V.Grichine: implementation of the first version
|
|
// 19.10.98 V.Grichine: new algorithm of DistanceToIn(p,v)
|
|
// 02.08.99 V.Grichine: bugs fixed in DistanceToOut(p,v,...)
|
|
// while -> do-while & surfaceA limitations
|
|
// 13.09.00 V.Grichine: bug fixed in SurfaceNormal(p), p can be inside
|
|
//
|
|
// --------------------------------------------------------------------
|
|
|
|
#include "G4SubtractionSolid.hh"
|
|
|
|
#include "G4VoxelLimits.hh"
|
|
#include "G4VPVParameterisation.hh"
|
|
|
|
#include "G4VGraphicsScene.hh"
|
|
#include "G4Polyhedron.hh"
|
|
#include "G4NURBS.hh"
|
|
// #include "G4NURBSbox.hh"
|
|
|
|
///////////////////////////////////////////////////////////////////
|
|
//
|
|
// Transfer all data members to G4BooleanSolid which is responsible
|
|
// for them. pName will be in turn sent to G4VSolid
|
|
|
|
G4SubtractionSolid::G4SubtractionSolid( const G4String& pName,
|
|
G4VSolid* pSolidA ,
|
|
G4VSolid* pSolidB )
|
|
: G4BooleanSolid(pName,pSolidA,pSolidB)
|
|
{
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////
|
|
//
|
|
// Constructor
|
|
|
|
G4SubtractionSolid::G4SubtractionSolid( const G4String& pName,
|
|
G4VSolid* pSolidA ,
|
|
G4VSolid* pSolidB ,
|
|
G4RotationMatrix* rotMatrix,
|
|
const G4ThreeVector& transVector )
|
|
: G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector)
|
|
{
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////
|
|
//
|
|
// Constructor
|
|
|
|
G4SubtractionSolid::G4SubtractionSolid( const G4String& pName,
|
|
G4VSolid* pSolidA ,
|
|
G4VSolid* pSolidB ,
|
|
const G4Transform3D& transform )
|
|
: G4BooleanSolid(pName,pSolidA,pSolidB,transform)
|
|
{
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////
|
|
//
|
|
// Destructor
|
|
|
|
G4SubtractionSolid::~G4SubtractionSolid()
|
|
{
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////
|
|
//
|
|
// CalculateExtent
|
|
|
|
G4bool
|
|
G4SubtractionSolid::CalculateExtent( const EAxis pAxis,
|
|
const G4VoxelLimits& pVoxelLimit,
|
|
const G4AffineTransform& pTransform,
|
|
G4double& pMin,
|
|
G4double& pMax ) const
|
|
{
|
|
// Since we cannot be sure how much the second solid subtracts
|
|
// from the first, we must use the first solid's extent!
|
|
|
|
return fPtrSolidA->CalculateExtent( pAxis, pVoxelLimit,
|
|
pTransform, pMin, pMax );
|
|
}
|
|
|
|
/////////////////////////////////////////////////////
|
|
//
|
|
// Touching ? Empty subtraction ?
|
|
|
|
EInside G4SubtractionSolid::Inside( const G4ThreeVector& p ) const
|
|
{
|
|
EInside positionA = fPtrSolidA->Inside(p);
|
|
EInside positionB = fPtrSolidB->Inside(p);
|
|
|
|
if(positionA == kInside && positionB == kOutside)
|
|
{
|
|
return kInside ;
|
|
}
|
|
else
|
|
{
|
|
if(( positionA == kInside && positionB == kSurface) ||
|
|
( positionB == kOutside && positionA == kSurface) ||
|
|
( positionA == kSurface && positionB == kSurface &&
|
|
( fPtrSolidA->SurfaceNormal(p) -
|
|
fPtrSolidB->SurfaceNormal(p) ).mag2() >
|
|
1000*kRadTolerance ) ) return kSurface;
|
|
else return kOutside;
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
//
|
|
// SurfaceNormal
|
|
|
|
G4ThreeVector
|
|
G4SubtractionSolid::SurfaceNormal( const G4ThreeVector& p ) const
|
|
{
|
|
G4ThreeVector normal;
|
|
if( Inside(p) == kOutside )
|
|
{
|
|
#ifdef G4BOOLDEBUG
|
|
G4cout << "WARNING - Invalid call [1] in "
|
|
<< "G4SubtractionSolid::SurfaceNormal(p)" << G4endl
|
|
<< " Point p is inside !" << G4endl;
|
|
G4cout << " p = " << p << G4endl;
|
|
G4cerr << "WARNING - Invalid call [1] in "
|
|
<< "G4SubtractionSolid::SurfaceNormal(p)" << G4endl
|
|
<< " Point p is inside !" << G4endl;
|
|
G4cerr << " p = " << p << G4endl;
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
if( fPtrSolidA->Inside(p) == kSurface &&
|
|
fPtrSolidB->Inside(p) != kInside )
|
|
{
|
|
normal = fPtrSolidA->SurfaceNormal(p) ;
|
|
}
|
|
else if( fPtrSolidA->Inside(p) == kInside &&
|
|
fPtrSolidB->Inside(p) != kOutside )
|
|
{
|
|
normal = -fPtrSolidB->SurfaceNormal(p) ;
|
|
}
|
|
else
|
|
{
|
|
if ( fPtrSolidA->DistanceToOut(p) <= fPtrSolidB->DistanceToIn(p) )
|
|
{
|
|
normal = fPtrSolidA->SurfaceNormal(p) ;
|
|
}
|
|
else
|
|
{
|
|
normal = -fPtrSolidB->SurfaceNormal(p) ;
|
|
}
|
|
#ifdef G4BOOLDEBUG
|
|
if(Inside(p) == kInside)
|
|
{
|
|
G4cout << "WARNING - Invalid call [2] in "
|
|
<< "G4SubtractionSolid::SurfaceNormal(p)" << G4endl
|
|
<< " Point p is inside !" << G4endl;
|
|
G4cout << " p = " << p << G4endl;
|
|
G4cerr << "WARNING - Invalid call [2] in "
|
|
<< "G4SubtractionSolid::SurfaceNormal(p)" << G4endl
|
|
<< " Point p is inside !" << G4endl;
|
|
G4cerr << " p = " << p << G4endl;
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
return normal;
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////////
|
|
//
|
|
// The same algorithm as in DistanceToIn(p)
|
|
|
|
G4double
|
|
G4SubtractionSolid::DistanceToIn( const G4ThreeVector& p,
|
|
const G4ThreeVector& v ) const
|
|
{
|
|
G4double dist = 0.0,disTmp = 0.0 ;
|
|
|
|
#ifdef G4BOOLDEBUG
|
|
if( Inside(p) == kInside )
|
|
{
|
|
G4cout << "WARNING - Invalid call in "
|
|
<< "G4SubtractionSolid::DistanceToIn(p,v)" << G4endl
|
|
<< " Point p is inside !" << G4endl;
|
|
G4cout << " p = " << p << G4endl;
|
|
G4cout << " v = " << v << G4endl;
|
|
G4cerr << "WARNING - Invalid call in "
|
|
<< "G4SubtractionSolid::DistanceToIn(p,v)" << G4endl
|
|
<< " Point p is inside !" << G4endl;
|
|
G4cerr << " p = " << p << G4endl;
|
|
G4cerr << " v = " << v << G4endl;
|
|
}
|
|
#endif
|
|
|
|
// if( // ( fPtrSolidA->Inside(p) != kOutside) && // case1:p in both A&B
|
|
if ( fPtrSolidB->Inside(p) != kOutside ) // start: out of B
|
|
{
|
|
dist = fPtrSolidB->DistanceToOut(p,v) ; // ,calcNorm,validNorm,n) ;
|
|
|
|
if( fPtrSolidA->Inside(p+dist*v) != kInside )
|
|
{
|
|
do
|
|
{
|
|
disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
|
|
|
|
if(disTmp == kInfinity)
|
|
{
|
|
return kInfinity ;
|
|
}
|
|
dist += disTmp ;
|
|
|
|
if( Inside(p+dist*v) == kOutside )
|
|
{
|
|
disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v) ;
|
|
dist += disTmp ;
|
|
}
|
|
}
|
|
while( Inside(p+dist*v) == kOutside ) ;
|
|
}
|
|
}
|
|
else // p outside A, start in A
|
|
{
|
|
dist = fPtrSolidA->DistanceToIn(p,v) ;
|
|
|
|
if( dist == kInfinity ) // past A, hence past A\B
|
|
{
|
|
return kInfinity ;
|
|
}
|
|
else
|
|
{
|
|
while( Inside(p+dist*v) == kOutside ) // pushing loop
|
|
{
|
|
disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v) ;
|
|
dist += disTmp ;
|
|
|
|
if( Inside(p+dist*v) == kOutside )
|
|
{
|
|
disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
|
|
|
|
if(disTmp == kInfinity) // past A, hence past A\B
|
|
{
|
|
return kInfinity ;
|
|
}
|
|
dist += disTmp ;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return dist ;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////
|
|
//
|
|
// Approximate nearest distance from the point p to the intersection of
|
|
// two solids. It is usually underestimated from the point of view of
|
|
// isotropic safety
|
|
|
|
G4double
|
|
G4SubtractionSolid::DistanceToIn( const G4ThreeVector& p ) const
|
|
{
|
|
G4double dist=0.0;
|
|
|
|
#ifdef G4BOOLDEBUG
|
|
if( Inside(p) == kInside )
|
|
{
|
|
G4cout << "WARNING - Invalid call in "
|
|
<< "G4SubtractionSolid::DistanceToIn(p)" << G4endl
|
|
<< " Point p is inside !" << G4endl;
|
|
G4cout << " p = " << p << G4endl;
|
|
G4cerr << "WARNING - Invalid call in "
|
|
<< "G4SubtractionSolid::DistanceToIn(p)" << G4endl
|
|
<< " Point p is inside !" << G4endl;
|
|
G4cerr << " p = " << p << G4endl;
|
|
}
|
|
#endif
|
|
|
|
if( ( fPtrSolidA->Inside(p) != kOutside) && // case 1
|
|
( fPtrSolidB->Inside(p) != kOutside) )
|
|
{
|
|
dist= fPtrSolidB->DistanceToOut(p) ;
|
|
}
|
|
else
|
|
{
|
|
dist= fPtrSolidA->DistanceToIn(p) ;
|
|
}
|
|
|
|
return dist;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////
|
|
//
|
|
// The same algorithm as DistanceToOut(p)
|
|
|
|
G4double
|
|
G4SubtractionSolid::DistanceToOut( const G4ThreeVector& p,
|
|
const G4ThreeVector& v,
|
|
const G4bool calcNorm,
|
|
G4bool *validNorm,
|
|
G4ThreeVector *n ) const
|
|
{
|
|
#ifdef G4BOOLDEBUG
|
|
if( Inside(p) == kOutside )
|
|
{
|
|
G4cout << "Position:" << G4endl << G4endl;
|
|
G4cout << "p.x() = " << p.x()/mm << " mm" << G4endl;
|
|
G4cout << "p.y() = " << p.y()/mm << " mm" << G4endl;
|
|
G4cout << "p.z() = " << p.z()/mm << " mm" << G4endl << G4endl;
|
|
G4cout << "Direction:" << G4endl << G4endl;
|
|
G4cout << "v.x() = " << v.x() << G4endl;
|
|
G4cout << "v.y() = " << v.y() << G4endl;
|
|
G4cout << "v.z() = " << v.z() << G4endl << G4endl;
|
|
G4cout << "WARNING - Invalid call in "
|
|
<< "G4SubtractionSolid::DistanceToOut(p,v)" << G4endl
|
|
<< " Point p is outside !" << G4endl;
|
|
G4cout << " p = " << p << G4endl;
|
|
G4cout << " v = " << v << G4endl;
|
|
G4cerr << "WARNING - Invalid call in "
|
|
<< "G4SubtractionSolid::DistanceToOut(p,v)" << G4endl
|
|
<< " Point p is outside !" << G4endl;
|
|
G4cerr << " p = " << p << G4endl;
|
|
G4cerr << " v = " << v << G4endl;
|
|
}
|
|
#endif
|
|
|
|
G4double distout;
|
|
G4double distA = fPtrSolidA->DistanceToOut(p,v,calcNorm,validNorm,n) ;
|
|
G4double distB = fPtrSolidB->DistanceToIn(p,v) ;
|
|
if(distB < distA)
|
|
{
|
|
if(calcNorm)
|
|
{
|
|
*n = -(fPtrSolidB->SurfaceNormal(p+distB*v)) ;
|
|
*validNorm = false ;
|
|
}
|
|
distout= distB ;
|
|
}
|
|
else
|
|
{
|
|
distout= distA ;
|
|
}
|
|
return distout;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
//
|
|
// Inverted algorithm of DistanceToIn(p)
|
|
|
|
G4double
|
|
G4SubtractionSolid::DistanceToOut( const G4ThreeVector& p ) const
|
|
{
|
|
G4double dist=0.0;
|
|
|
|
if( Inside(p) == kOutside )
|
|
{
|
|
#ifdef G4BOOLDEBUG
|
|
G4cout << "WARNING - Invalid call in "
|
|
<< "G4SubtractionSolid::DistanceToOut(p)" << G4endl
|
|
<< " Point p is outside" << G4endl;
|
|
G4cout << " p = " << p << G4endl;
|
|
G4cerr << "WARNING - Invalid call in "
|
|
<< "G4SubtractionSolid::DistanceToOut(p)" << G4endl
|
|
<< " Point p is outside" << G4endl;
|
|
G4cerr << " p = " << p << G4endl;
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
dist= std::min(fPtrSolidA->DistanceToOut(p),
|
|
fPtrSolidB->DistanceToIn(p) ) ;
|
|
}
|
|
return dist;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
//
|
|
//
|
|
|
|
G4GeometryType G4SubtractionSolid::GetEntityType() const
|
|
{
|
|
return G4String("G4SubtractionSolid");
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
//
|
|
//
|
|
|
|
void
|
|
G4SubtractionSolid::ComputeDimensions( G4VPVParameterisation*,
|
|
const G4int,
|
|
const G4VPhysicalVolume* )
|
|
{
|
|
}
|
|
|
|
/////////////////////////////////////////////////
|
|
//
|
|
//
|
|
|
|
void
|
|
G4SubtractionSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const
|
|
{
|
|
scene.AddSolid (*this);
|
|
}
|
|
|
|
////////////////////////////////////////////////////
|
|
//
|
|
//
|
|
|
|
G4Polyhedron*
|
|
G4SubtractionSolid::CreatePolyhedron () const
|
|
{
|
|
G4Polyhedron* pA = fPtrSolidA->GetPolyhedron();
|
|
G4Polyhedron* pB = fPtrSolidB->GetPolyhedron();
|
|
G4Polyhedron* resultant = new G4Polyhedron (pA->subtract(*pB));
|
|
return resultant;
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////
|
|
//
|
|
//
|
|
|
|
G4NURBS*
|
|
G4SubtractionSolid::CreateNURBS () const
|
|
{
|
|
// Take into account boolean operation - see CreatePolyhedron.
|
|
// return new G4NURBSbox (1.0, 1.0, 1.0);
|
|
return 0;
|
|
}
|