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geant4/source/geometry/solids/specific/include/G4Voxelizer.hh
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2023-06-30 09:09:57 +02:00

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//
// ********************************************************************
// * License and Disclaimer *
// * *
// * The Geant4 software is copyright of the Copyright Holders of *
// * the Geant4 Collaboration. It is provided under the terms and *
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// * 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. *
// ********************************************************************
//
// G4Voxelizer
//
// Class description:
//
// Voxelizer for tessellated surfaces and solids positioning in 3D space,
// used in G4TessellatedSolid and G4MultiUnion.
// 19.10.12 Marek Gayer, created
// --------------------------------------------------------------------
#ifndef G4VOXELIZER_HH
#define G4VOXELIZER_HH
#include <vector>
#include <string>
#include <map>
#include "G4Transform3D.hh"
#include "G4RotationMatrix.hh"
#include "G4SurfBits.hh"
#include "G4Box.hh"
#include "G4VFacet.hh"
#include "G4VSolid.hh"
struct G4VoxelBox
{
G4ThreeVector hlen; // half length of the box
G4ThreeVector pos; // position of the box
};
struct G4VoxelInfo
{
G4int count;
G4int previous;
G4int next;
};
class G4Voxelizer
{
public:
template <typename T>
static inline G4int BinarySearch(const std::vector<T>& vec, T value);
void Voxelize(std::vector<G4VSolid*>& solids,
std::vector<G4Transform3D>& transforms);
void Voxelize(std::vector<G4VFacet*>& facets);
void DisplayVoxelLimits() const;
void DisplayBoundaries();
void DisplayListNodes() const;
G4Voxelizer();
~G4Voxelizer();
void GetCandidatesVoxel(std::vector<G4int>& voxels);
// Method displaying the nodes located in a voxel characterized
// by its three indexes.
G4int GetCandidatesVoxelArray(const G4ThreeVector& point,
std::vector<G4int>& list,
G4SurfBits* crossed = nullptr) const;
// Method returning in a vector container the nodes located in a voxel
// characterized by its three indexes.
G4int GetCandidatesVoxelArray(const std::vector<G4int>& voxels,
const G4SurfBits bitmasks[],
std::vector<G4int>& list,
G4SurfBits* crossed = nullptr) const;
G4int GetCandidatesVoxelArray(const std::vector<G4int>& voxels,
std::vector<G4int>& list,
G4SurfBits* crossed = nullptr)const;
inline const std::vector<G4VoxelBox>& GetBoxes() const;
// Method returning the pointer to the array containing the
// characteristics of each box.
inline const std::vector<G4double>& GetBoundary(G4int index) const;
G4bool UpdateCurrentVoxel(const G4ThreeVector& point,
const G4ThreeVector& direction,
std::vector<G4int>& curVoxel) const;
inline void GetVoxel(std::vector<G4int>& curVoxel,
const G4ThreeVector& point) const;
inline G4int GetBitsPerSlice () const;
G4bool Contains(const G4ThreeVector& point) const;
G4double DistanceToNext(const G4ThreeVector& point,
const G4ThreeVector& direction,
std::vector<G4int>& curVoxel) const;
G4double DistanceToFirst(const G4ThreeVector& point,
const G4ThreeVector& direction) const;
G4double DistanceToBoundingBox(const G4ThreeVector& point) const;
inline G4int GetVoxelsIndex(G4int x, G4int y, G4int z) const;
inline G4int GetVoxelsIndex(const std::vector<G4int>& voxels) const;
inline G4bool GetPointVoxel(const G4ThreeVector& p,
std::vector<G4int>& voxels) const;
inline G4int GetPointIndex(const G4ThreeVector& p) const;
inline const G4SurfBits& Empty() const;
inline G4bool IsEmpty(G4int index) const;
void SetMaxVoxels(G4int max);
void SetMaxVoxels(const G4ThreeVector& reductionRatio);
inline G4int GetMaxVoxels(G4ThreeVector& ratioOfReduction);
G4int AllocatedMemory();
inline long long GetCountOfVoxels() const;
inline long long CountVoxels(std::vector<G4double> boundaries[]) const;
inline const std::vector<G4int>&
GetCandidates(std::vector<G4int>& curVoxel) const;
inline G4int GetVoxelBoxesSize() const;
inline const G4VoxelBox &GetVoxelBox(G4int i) const;
inline const std::vector<G4int>& GetVoxelBoxCandidates(G4int i) const;
inline G4int GetTotalCandidates() const;
static G4double MinDistanceToBox (const G4ThreeVector& aPoint,
const G4ThreeVector& f);
static void SetDefaultVoxelsCount(G4int count);
static G4int GetDefaultVoxelsCount();
private:
class G4VoxelComparator
{
public:
std::vector<G4VoxelInfo>& fVoxels;
G4VoxelComparator(std::vector<G4VoxelInfo>& voxels) : fVoxels(voxels) {}
G4bool operator()(const G4int& l, const G4int& r) const
{
G4VoxelInfo &lv = fVoxels[l], &rv = fVoxels[r];
G4int left = lv.count + fVoxels[lv.next].count;
G4int right = rv.count + fVoxels[rv.next].count;
return (left == right) ? l < r : left < right;
}
};
void BuildEmpty ();
G4String GetCandidatesAsString(const G4SurfBits& bits) const;
void CreateSortedBoundary(std::vector<G4double>& boundaryRaw, G4int axis);
void BuildBoundaries();
void BuildReduceVoxels(std::vector<G4double> fBoundaries[],
G4ThreeVector reductionRatio);
void BuildReduceVoxels2(std::vector<G4double> fBoundaries[],
G4ThreeVector reductionRatio);
void BuildVoxelLimits(std::vector<G4VSolid*>& solids,
std::vector<G4Transform3D>& transforms);
void BuildVoxelLimits(std::vector<G4VFacet*>& facets);
void DisplayBoundaries(std::vector<G4double>& fBoundaries);
void BuildBitmasks(std::vector<G4double> fBoundaries[],
G4SurfBits bitmasks[], G4bool countsOnly = false);
void BuildBoundingBox();
void BuildBoundingBox(G4ThreeVector& amin, G4ThreeVector& amax,
G4double tolerance = 0.0);
void SetReductionRatio(G4int maxVoxels, G4ThreeVector& reductionRatio);
void CreateMiniVoxels(std::vector<G4double> fBoundaries[],
G4SurfBits bitmasks[]);
static void FindComponentsFastest(unsigned int mask,
std::vector<G4int>& list, G4int i);
inline G4ThreeVector GetGlobalPoint(const G4Transform3D& trans,
const G4ThreeVector& lpoint) const;
void TransformLimits(G4ThreeVector& min, G4ThreeVector& max,
const G4Transform3D& transformation) const;
private:
static G4ThreadLocal G4int fDefaultVoxelsCount;
std::vector<G4VoxelBox> fVoxelBoxes;
std::vector<std::vector<G4int> > fVoxelBoxesCandidates;
mutable std::map<G4int, std::vector<G4int> > fCandidates;
const std::vector<G4int> fNoCandidates;
long long fCountOfVoxels;
G4int fNPerSlice;
std::vector<G4VoxelBox> fBoxes;
// Array of box limits on the 3 cartesian axis
std::vector<G4double> fBoundaries[3];
// Sorted and if need skimmed fBoundaries along X,Y,Z axis
std::vector<G4int> fCandidatesCounts[3];
G4int fTotalCandidates;
G4SurfBits fBitmasks[3];
G4ThreeVector fBoundingBoxCenter;
G4Box fBoundingBox;
G4ThreeVector fBoundingBoxSize;
G4ThreeVector fReductionRatio;
G4int fMaxVoxels;
G4double fTolerance;
G4SurfBits fEmpty;
};
#include "G4Voxelizer.icc"
#endif