134 lines
6.2 KiB
C++
134 lines
6.2 KiB
C++
//
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// ********************************************************************
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// * License and Disclaimer *
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// * *
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// * The Geant4 software is copyright of the Copyright Holders of *
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// * the Geant4 Collaboration. It is provided under the terms and *
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// * conditions of the Geant4 Software License, included in the file *
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// * LICENSE and available at http://cern.ch/geant4/license . These *
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// * include a list of copyright holders. *
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// * *
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// * Neither the authors of this software system, nor their employing *
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// * institutes,nor the agencies providing financial support for this *
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// * work make any representation or warranty, express or implied, *
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// * regarding this software system or assume any liability for its *
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// * use. Please see the license in the file LICENSE and URL above *
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// * for the full disclaimer and the limitation of liability. *
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// * *
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// * This code implementation is the result of the scientific and *
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// * technical work of the GEANT4 collaboration. *
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// * By using, copying, modifying or distributing the software (or *
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// * any work based on the software) you agree to acknowledge its *
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// * use in resulting scientific publications, and indicate your *
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// * acceptance of all terms of the Geant4 Software license. *
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// ********************************************************************
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//
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// class G4RegularNavigation
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//
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// Class description:
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//
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// Utility for fast navigation in volumes containing a regular
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// parameterisation. If two contiguous voxels have the same material,
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// navigation does not stop at the surface
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// History:
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// - Created. P. Arce, May 2007
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// --------------------------------------------------------------------
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#ifndef G4RegularNavigation_HH
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#define G4RegularNavigation_HH
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#include <vector>
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#include "G4Types.hh"
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#include "G4ThreeVector.hh"
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#include "G4VNavigation.hh"
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class G4NormalNavigation;
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class G4VPhysicalVolume;
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class G4Navigator;
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class G4NavigationHistory;
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class G4RegularNavigation : public G4VNavigation
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{
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public: // with description
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G4RegularNavigation();
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~G4RegularNavigation() override;
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G4bool LevelLocate( G4NavigationHistory& history,
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const G4VPhysicalVolume* blockedVol,
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const G4int blockedNum,
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const G4ThreeVector& globalPoint,
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const G4ThreeVector* globalDirection,
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const G4bool pLocatedOnEdge,
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G4ThreeVector& localPoint ) final;
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// Locate point using its position with respect to regular
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// parameterisation container volume.
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G4double ComputeStep( const G4ThreeVector& globalPoint,
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const G4ThreeVector& globalDirection,
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const G4double currentProposedStepLength,
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G4double& newSafety,
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G4NavigationHistory& history,
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G4bool& validExitNormal,
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G4ThreeVector& exitNormal,
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G4bool& exiting,
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G4bool& entering,
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G4VPhysicalVolume *(*pBlockedPhysical),
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G4int& blockedReplicaNo ) final;
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// Method never called because to be called the daughter has to be a
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// 'regular' volume. This would only happen if the track is in the
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// mother of voxels volume. But the voxels fill completely their mother,
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// so when a track enters the mother it automatically enters a voxel.
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G4double ComputeStepSkippingEqualMaterials(
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G4ThreeVector& localPoint,
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const G4ThreeVector& globalDirection,
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const G4double currentProposedStepLength,
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G4double& newSafety,
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G4NavigationHistory& history,
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G4bool& validExitNormal,
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G4ThreeVector& exitNormal,
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G4bool& exiting,
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G4bool& entering,
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G4VPhysicalVolume *(*pBlockedPhysical),
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G4int& blockedReplicaNo,
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G4VPhysicalVolume* pCurrentPhysical);
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// Compute the step skipping surfaces when they separate voxels with
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// equal materials. Loop to voxels until a different material is found:
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// invokes G4NormalNavigation::ComputeStep() in each voxel and move the
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// point to the next voxel.
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G4double ComputeSafety( const G4ThreeVector& localPoint,
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const G4NavigationHistory& history,
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const G4double pProposedMaxLength = DBL_MAX ) final;
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// Method never called because to be called the daughter has to be a
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// 'regular' volume. This would only happen if the track is in the
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// mother of voxels volume. But the voxels fill completely their mother,
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// so when a track enters the mother it automatically enters a voxel.
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public: // without description
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void SetNormalNavigation( G4NormalNavigation* fnormnav )
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{ fnormalNav = fnormnav; }
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private:
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G4NormalNavigation* fnormalNav = nullptr;
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G4double kCarTolerance;
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G4double fMinStep;
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G4bool fLastStepWasZero = false;
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// Whether the last ComputeStep moved Zero. Used to check for edges.
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G4int fNumberZeroSteps = 0;
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// Number of preceding moves that were Zero. Reset to 0 after finite step
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G4int fActionThreshold_NoZeroSteps = 2;
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// After this many failed/zero steps, act (push etc)
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G4int fAbandonThreshold_NoZeroSteps = 25;
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// After this many failed/zero steps, abandon track
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G4int fNoStepsAllowed = 10000;
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// Maximum number of steps a track can travel skipping voxels (if there are more, track is assumed to be stuck and it is killed)
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};
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#endif
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