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geant4/source/geometry/solids/Boolean/src/G4UnionSolid.cc
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2016-06-09 12:11:21 +02:00

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//
// ********************************************************************
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// * *
// * The following disclaimer summarizes all the specific disclaimers *
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// * work make any representation or warranty, express or implied, *
// * regarding this software system or assume any liability for its *
// * use. *
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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 *
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//
//
// $Id: G4UnionSolid.cc,v 1.29 2005/05/09 13:44:58 gcosmo Exp $
// GEANT4 tag $Name: geant4-07-01 $
//
// Implementation of methods for the class G4IntersectionSolid
//
// History:
//
// 12.09.98 V.Grichine: first implementation
// 28.11.98 V.Grichine: fix while loops in DistToIn/Out
// 27.07.99 V.Grichine: modifications in DistToOut(p,v,...), while -> do-while
// 16.03.01 V.Grichine: modifications in CalculateExtent()
//
// --------------------------------------------------------------------
#include "G4UnionSolid.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
G4UnionSolid:: G4UnionSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB )
: G4BooleanSolid(pName,pSolidA,pSolidB)
{
}
/////////////////////////////////////////////////////////////////////
//
// Constructor
G4UnionSolid::G4UnionSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB ,
G4RotationMatrix* rotMatrix,
const G4ThreeVector& transVector )
: G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector)
{
}
///////////////////////////////////////////////////////////
//
// Constructor
G4UnionSolid::G4UnionSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB ,
const G4Transform3D& transform )
: G4BooleanSolid(pName,pSolidA,pSolidB,transform)
{
}
///////////////////////////////////////////////////////////
//
// Destructor
G4UnionSolid::~G4UnionSolid()
{
}
///////////////////////////////////////////////////////////////
//
//
G4bool
G4UnionSolid::CalculateExtent( const EAxis pAxis,
const G4VoxelLimits& pVoxelLimit,
const G4AffineTransform& pTransform,
G4double& pMin,
G4double& pMax ) const
{
G4bool touchesA, touchesB, out ;
G4double minA = kInfinity, minB = kInfinity,
maxA = -kInfinity, maxB = -kInfinity;
touchesA = fPtrSolidA->CalculateExtent( pAxis, pVoxelLimit,
pTransform, minA, maxA);
touchesB= fPtrSolidB->CalculateExtent( pAxis, pVoxelLimit,
pTransform, minB, maxB);
if( touchesA || touchesB )
{
pMin = std::min( minA, minB );
pMax = std::max( maxA, maxB );
out = true ;
}
else out = false ;
return out ; // It exists in this slice if either one does.
}
/////////////////////////////////////////////////////
//
// Important comment: When solids A and B touch together along flat
// surface the surface points will be considered as kSurface, while points
// located around will correspond to kInside
EInside G4UnionSolid::Inside( const G4ThreeVector& p ) const
{
EInside positionA = fPtrSolidA->Inside(p);
EInside positionB = fPtrSolidB->Inside(p);
if( positionA == kInside || positionB == kInside ||
( positionA == kSurface && positionB == kSurface &&
( fPtrSolidA->SurfaceNormal(p) +
fPtrSolidB->SurfaceNormal(p) ).mag2() <
1000*kRadTolerance ) ) return kInside;
else
{
if( ( positionA != kInside && positionB == kSurface ) ||
( positionB != kInside && positionA == kSurface ) ||
( positionA == kSurface && positionB == kSurface ) ) return kSurface;
else return kOutside;
}
}
//////////////////////////////////////////////////////////////
//
//
G4ThreeVector
G4UnionSolid::SurfaceNormal( const G4ThreeVector& p ) const
{
G4ThreeVector normal;
#ifdef G4BOOLDEBUG
if( Inside(p) == kOutside )
{
G4cout << "WARNING - Invalid call in "
<< "G4UnionSolid::SurfaceNormal(p)" << G4endl
<< " Point p is outside !" << G4endl;
G4cout << " p = " << p << G4endl;
G4cerr << "WARNING - Invalid call in "
<< "G4UnionSolid::SurfaceNormal(p)" << G4endl
<< " Point p is outside !" << G4endl;
G4cerr << " p = " << p << G4endl;
}
#endif
if(fPtrSolidA->Inside(p) == kSurface && fPtrSolidB->Inside(p) != kInside)
{
normal= fPtrSolidA->SurfaceNormal(p) ;
}
else if(fPtrSolidB->Inside(p) == kSurface &&
fPtrSolidA->Inside(p) != kInside)
{
normal= fPtrSolidB->SurfaceNormal(p) ;
}
else
{
normal= fPtrSolidA->SurfaceNormal(p) ;
#ifdef G4BOOLDEBUG
if(Inside(p)==kInside)
{
G4cout << "WARNING - Invalid call in "
<< "G4UnionSolid::SurfaceNormal(p)" << G4endl
<< " Point p is inside !" << G4endl;
G4cout << " p = " << p << G4endl;
G4cerr << "WARNING - Invalid call in "
<< "G4UnionSolid::SurfaceNormal(p)" << G4endl
<< " Point p is inside !" << G4endl;
G4cerr << " p = " << p << G4endl;
}
#endif
}
return normal;
}
/////////////////////////////////////////////////////////////
//
// The same algorithm as in DistanceToIn(p)
G4double
G4UnionSolid::DistanceToIn( const G4ThreeVector& p,
const G4ThreeVector& v ) const
{
#ifdef G4BOOLDEBUG
if( Inside(p) == kInside )
{
G4cout << "WARNING - Invalid call in "
<< "G4UnionSolid::DistanceToIn(p,v)" << G4endl
<< " Point p is inside !" << G4endl;
G4cout << " p = " << p << G4endl;
G4cout << " v = " << v << G4endl;
G4cerr << "WARNING - Invalid call in "
<< "G4UnionSolid::DistanceToIn(p,v)" << G4endl
<< " Point p is inside !" << G4endl;
G4cerr << " p = " << p << G4endl;
G4cerr << " v = " << v << G4endl;
}
#endif
return std::min(fPtrSolidA->DistanceToIn(p,v),
fPtrSolidB->DistanceToIn(p,v) ) ;
}
////////////////////////////////////////////////////////
//
// Approximate nearest distance from the point p to the union of
// two solids
G4double
G4UnionSolid::DistanceToIn( const G4ThreeVector& p) const
{
#ifdef G4BOOLDEBUG
if( Inside(p) == kInside )
{
G4cout << "WARNING - Invalid call in "
<< "G4UnionSolid::DistanceToIn(p)" << G4endl
<< " Point p is inside !" << G4endl;
G4cout << " p = " << p << G4endl;
G4cerr << "WARNING - Invalid call in "
<< "G4UnionSolid::DistanceToIn(p)" << G4endl
<< " Point p is inside !" << G4endl;
G4cerr << " p = " << p << G4endl;
}
#endif
G4double distA = fPtrSolidA->DistanceToIn(p) ;
G4double distB = fPtrSolidB->DistanceToIn(p) ;
G4double safety = std::min(distA,distB) ;
if(safety < 0.0) safety = 0.0 ;
return safety ;
}
//////////////////////////////////////////////////////////
//
// The same algorithm as DistanceToOut(p)
G4double
G4UnionSolid::DistanceToOut( const G4ThreeVector& p,
const G4ThreeVector& v,
const G4bool calcNorm,
G4bool *validNorm,
G4ThreeVector *n ) const
{
G4double dist = 0.0, disTmp = 0.0 ;
G4ThreeVector normTmp;
G4ThreeVector* nTmp= &normTmp;
if( Inside(p) == kOutside )
{
#ifdef G4BOOLDEBUG
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 "
<< "G4UnionSolid::DistanceToOut(p,v)" << G4endl
<< " Point p is outside !" << G4endl;
G4cout << " p = " << p << G4endl;
G4cout << " v = " << v << G4endl;
G4cerr << "WARNING - Invalid call in "
<< "G4UnionSolid::DistanceToOut(p,v)" << G4endl
<< " Point p is outside !" << G4endl;
G4cerr << " p = " << p << G4endl;
G4cerr << " v = " << v << G4endl;
#endif
}
else
{
EInside positionA = fPtrSolidA->Inside(p) ;
// EInside positionB = fPtrSolidB->Inside(p) ;
if( positionA != kOutside )
{
do
{
disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v,calcNorm,
validNorm,nTmp) ;
dist += disTmp ;
if(fPtrSolidB->Inside(p+dist*v) != kOutside)
{
disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v,calcNorm,
validNorm,nTmp) ;
dist += disTmp ;
}
}
// while( Inside(p+dist*v) == kInside ) ;
while( fPtrSolidA->Inside(p+dist*v) != kOutside &&
disTmp > 0.5*kCarTolerance ) ;
}
else // if( positionB != kOutside )
{
do
{
disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v,calcNorm,
validNorm,nTmp) ;
dist += disTmp ;
if(fPtrSolidA->Inside(p+dist*v) != kOutside)
{
disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v,calcNorm,
validNorm,nTmp) ;
dist += disTmp ;
}
}
// while( Inside(p+dist*v) == kInside ) ;
while( (fPtrSolidB->Inside(p+dist*v) != kOutside)
&& (disTmp > 0.5*kCarTolerance) ) ;
}
}
if( calcNorm )
{
*validNorm = false ;
*n = *nTmp ;
}
return dist ;
}
//////////////////////////////////////////////////////////////
//
// Inverted algorithm of DistanceToIn(p)
G4double
G4UnionSolid::DistanceToOut( const G4ThreeVector& p ) const
{
G4double distout = 0.0;
if( Inside(p) == kOutside )
{
#ifdef G4BOOLDEBUG
G4cout << "WARNING - Invalid call in "
<< "G4UnionSolid::DistanceToOut(p)" << G4endl
<< " Point p is outside !" << G4endl;
G4cout << " p = " << p << G4endl;
G4cerr << "WARNING - Invalid call in "
<< "G4UnionSolid::DistanceToOut(p)" << G4endl
<< " Point p is outside !" << G4endl;
G4cerr << " p = " << p << G4endl;
#endif
}
else
{
EInside positionA = fPtrSolidA->Inside(p) ;
EInside positionB = fPtrSolidB->Inside(p) ;
// Is this equivalent ??
// if( ! ( (positionA == kOutside)) &&
// (positionB == kOutside)) )
if((positionA == kInside && positionB == kInside ) ||
(positionA == kInside && positionB == kSurface ) ||
(positionA == kSurface && positionB == kInside ) )
{
distout= std::max(fPtrSolidA->DistanceToOut(p),
fPtrSolidB->DistanceToOut(p) ) ;
}
else
{
if(positionA == kOutside)
{
distout= fPtrSolidB->DistanceToOut(p) ;
}
else
{
distout= fPtrSolidA->DistanceToOut(p) ;
}
}
}
return distout;
}
//////////////////////////////////////////////////////////////
//
//
G4GeometryType G4UnionSolid::GetEntityType() const
{
return G4String("G4UnionSolid");
}
//////////////////////////////////////////////////////////////
//
//
void
G4UnionSolid::ComputeDimensions( G4VPVParameterisation*,
const G4int,
const G4VPhysicalVolume* )
{
}
/////////////////////////////////////////////////
//
//
void
G4UnionSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const
{
scene.AddSolid (*this);
}
////////////////////////////////////////////////////
//
//
G4Polyhedron*
G4UnionSolid::CreatePolyhedron () const
{
G4Polyhedron* pA = fPtrSolidA->GetPolyhedron();
G4Polyhedron* pB = fPtrSolidB->GetPolyhedron();
G4Polyhedron* resultant = new G4Polyhedron (pA->add(*pB));
return resultant;
}
/////////////////////////////////////////////////////////
//
//
G4NURBS*
G4UnionSolid::CreateNURBS () const
{
// Take into account boolean operation - see CreatePolyhedron.
// return new G4NURBSbox (1.0, 1.0, 1.0);
return 0;
}