Files
geant4/source/geometry/solids/Boolean/include/G4MultiUnion.hh
T
2022-03-23 08:25:50 +01:00

274 lines
11 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 an
// instance of "G4Node". An instance of "G4MultiUnion" is subsequently
// composed of one or several nodes.
// 19.10.12 M.Gayer - Original implementation from USolids module
// 06.04.17 G.Cosmo - 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;
class G4MultiUnion : public G4VSolid
{
friend class G4Voxelizer;
public:
G4MultiUnion() : G4VSolid("") {}
G4MultiUnion(const G4String& name);
~G4MultiUnion();
// Build the multiple union by adding nodes
void AddNode(G4VSolid& solid, const G4Transform3D& trans);
void AddNode(G4VSolid* solid, const G4Transform3D& trans);
G4MultiUnion(const G4MultiUnion& rhs);
G4MultiUnion& operator=(const G4MultiUnion& rhs);
// Accessors
inline const G4Transform3D& GetTransformation(G4int index) const;
inline G4VSolid* GetSolid(G4int index) const;
inline G4int GetNumberOfSolids()const;
// Navigation methods
EInside Inside(const G4ThreeVector& aPoint) const;
EInside InsideIterator(const G4ThreeVector& aPoint) const;
// Safety methods
G4double DistanceToIn(const G4ThreeVector& aPoint) const;
G4double DistanceToOut(const G4ThreeVector& aPoint) const;
inline void SetAccurateSafety(G4bool flag);
// Exact distance methods
G4double DistanceToIn(const G4ThreeVector& aPoint,
const G4ThreeVector& aDirection) const;
G4double DistanceToOut(const G4ThreeVector& aPoint,
const G4ThreeVector& aDirection,
const G4bool calcNorm = false,
G4bool* validNorm = nullptr,
G4ThreeVector* aNormalVector = nullptr) const;
G4double DistanceToInNoVoxels(const G4ThreeVector& aPoint,
const G4ThreeVector& aDirection) const;
G4double DistanceToOutVoxels(const G4ThreeVector& aPoint,
const G4ThreeVector& aDirection,
G4ThreeVector* aNormalVector) const;
G4double DistanceToOutVoxelsCore(const G4ThreeVector& aPoint,
const G4ThreeVector& aDirection,
G4ThreeVector* aNormalVector,
G4bool& aConvex,
std::vector<G4int>& candidates) const;
G4double DistanceToOutNoVoxels(const G4ThreeVector& aPoint,
const G4ThreeVector& aDirection,
G4ThreeVector* aNormalVector) const;
G4ThreeVector SurfaceNormal(const G4ThreeVector& aPoint) const;
void Extent(EAxis aAxis, G4double& aMin, G4double& aMax) const;
void BoundingLimits(G4ThreeVector& aMin, G4ThreeVector& aMax) const;
G4bool CalculateExtent(const EAxis pAxis,
const G4VoxelLimits& pVoxelLimit,
const G4AffineTransform& pTransform,
G4double& pMin, G4double& pMax) const;
G4double GetCubicVolume();
G4double GetSurfaceArea();
G4VSolid* Clone() const ;
G4GeometryType GetEntityType() const { return "G4MultiUnion"; }
void Voxelize();
// Finalize and prepare for use. User MUST call it once before
// navigation use.
EInside InsideNoVoxels(const G4ThreeVector& aPoint) const;
inline G4Voxelizer& GetVoxels() const;
std::ostream& StreamInfo(std::ostream& os) const;
G4ThreeVector GetPointOnSurface() const;
void DescribeYourselfTo ( G4VGraphicsScene& scene ) const ;
G4Polyhedron* CreatePolyhedron () const ;
G4Polyhedron* GetPolyhedron () const;
G4MultiUnion(__void__&);
// Fake default constructor for usage restricted to direct object
// persistency for clients requiring preallocation of memory for
// persistifiable objects.
private:
EInside InsideWithExclusion(const G4ThreeVector& aPoint,
G4SurfBits* bits = 0) 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;
};
//______________________________________________________________________________
inline G4Voxelizer& G4MultiUnion::GetVoxels() const
{
return (G4Voxelizer&)fVoxels;
}
//______________________________________________________________________________
inline const G4Transform3D& G4MultiUnion::GetTransformation(G4int index) const
{
return fTransformObjs[index];
}
//______________________________________________________________________________
inline G4VSolid* G4MultiUnion::GetSolid(G4int index) const
{
return fSolids[index];
}
//______________________________________________________________________________
inline G4int G4MultiUnion::GetNumberOfSolids() const
{
return G4int(fSolids.size());
}
//______________________________________________________________________________
inline void G4MultiUnion::SetAccurateSafety(G4bool flag)
{
fAccurate = flag;
}
//______________________________________________________________________________
inline
G4ThreeVector G4MultiUnion::GetLocalPoint(const G4Transform3D& trans,
const G4ThreeVector& global) const
{
// Returns local point coordinates converted from the global frame defined
// by the transformation. This is defined by multiplying the inverse
// transformation with the global vector.
return trans.inverse()*G4Point3D(global);
}
//______________________________________________________________________________
inline
G4ThreeVector G4MultiUnion::GetLocalVector(const G4Transform3D& trans,
const G4ThreeVector& global) const
{
// Returns local point coordinates converted from the global frame defined
// by the transformation. This is defined by multiplying the inverse
// transformation with the global vector.
G4Rotate3D rot;
G4Translate3D transl ;
G4Scale3D scale;
trans.getDecomposition(scale,rot,transl);
return rot.inverse()*G4Vector3D(global);
}
//______________________________________________________________________________
inline
G4ThreeVector G4MultiUnion::GetGlobalPoint(const G4Transform3D& trans,
const G4ThreeVector& local) const
{
// Returns global point coordinates converted from the local frame defined
// by the transformation. This is defined by multiplying this transformation
// with the local vector.
return trans*G4Point3D(local);
}
//______________________________________________________________________________
inline
G4ThreeVector G4MultiUnion::GetGlobalVector(const G4Transform3D& trans,
const G4ThreeVector& local) const
{
// Returns vector components converted from the local frame defined by the
// transformation to the global one. This is defined by multiplying this
// transformation with the local vector while ignoring the translation.
G4Rotate3D rot;
G4Translate3D transl ;
G4Scale3D scale;
trans.getDecomposition(scale,rot,transl);
return rot*G4Vector3D(local);
}
#endif