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geant4/source/geometry/solids/Boolean/src/G4IntersectionSolid.cc
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//
// ********************************************************************
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// * *
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// * 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 *
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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: G4IntersectionSolid.cc,v 1.18 2002/10/28 11:36:29 gcosmo Exp $
// GEANT4 tag $Name: geant4-05-01 $
//
// Implementation of methods for the class G4IntersectionSolid
//
// History:
//
// 12.09.98 V.Grichine: first implementation
// 29.07.99 V.Grichine: modifications in DistanceToIn(p,v)
// 16.03.01 V.Grichine: modifications in CalculateExtent() and Inside()
// 29.05.01 V.Grichine: bug was fixed in DistanceToIn(p,v)
//
// ********************************************************************
#include "G4IntersectionSolid.hh"
#include "G4RotationMatrix.hh"
#include "G4ThreeVector.hh"
#include "G4Transform3D.hh"
#include "G4AffineTransform.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
//
G4IntersectionSolid::G4IntersectionSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB )
: G4BooleanSolid(pName,pSolidA,pSolidB)
{
}
///////////////////////////////////////////////////////////////////
//
G4IntersectionSolid::G4IntersectionSolid( const G4String& pName,
G4VSolid* pSolidA,
G4VSolid* pSolidB,
G4RotationMatrix* rotMatrix,
const G4ThreeVector& transVector )
: G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector)
{
}
//////////////////////////////////////////////////////////////////
//
//
G4IntersectionSolid::G4IntersectionSolid( const G4String& pName,
G4VSolid* pSolidA,
G4VSolid* pSolidB,
const G4Transform3D& transform )
: G4BooleanSolid(pName,pSolidA,pSolidB,transform)
{
}
G4IntersectionSolid::~G4IntersectionSolid()
{
}
///////////////////////////////////////////////////////////////
//
//
G4bool
G4IntersectionSolid::CalculateExtent(const EAxis pAxis,
const G4VoxelLimits& pVoxelLimit,
const G4AffineTransform& pTransform,
G4double& pMin,
G4double& pMax) const
{
G4bool retA, retB, out ;
G4double minA, minB, maxA, maxB ;
retA= fPtrSolidA
->CalculateExtent( pAxis, pVoxelLimit, pTransform, minA, maxA);
retB= fPtrSolidB
->CalculateExtent( pAxis, pVoxelLimit, pTransform, minB, maxB);
if(retA && retB)
{
pMin = G4std::max( minA, minB ) ;
pMax = G4std::min( maxA, maxB ) ;
out = true ;
}
else out = false ;
return out ; // It exists in this slice only if both exist in it.
}
/////////////////////////////////////////////////////
//
// Touching ? Empty intersection ?
EInside G4IntersectionSolid::Inside(const G4ThreeVector& p) const
{
EInside positionA = fPtrSolidA->Inside(p) ;
if( positionA == kOutside ) return kOutside ;
EInside positionB = fPtrSolidB->Inside(p) ;
if(positionA == kInside && positionB == kInside)
{
return kInside ;
}
else
{
if((positionA == kInside && positionB == kSurface) ||
(positionB == kInside && positionA == kSurface) ||
(positionA == kSurface && positionB == kSurface) )
{
return kSurface ;
}
else
{
return kOutside ;
}
}
}
//////////////////////////////////////////////////////////////
//
G4ThreeVector
G4IntersectionSolid::SurfaceNormal( const G4ThreeVector& p ) const
{
G4ThreeVector normal;
EInside insideA, insideB;
insideA= fPtrSolidA->Inside(p);
insideB= fPtrSolidB->Inside(p);
#ifdef G4BOOLDEBUG
if( (insideA == kOutside) || (insideB == kOutside) )
{
G4cout << "WARNING - Invalid call in "
<< "G4IntersectionSolid::SurfaceNormal(p)" << G4endl
<< " Point p is outside !" << G4endl;
G4cout << " p = " << p << G4endl;
G4cerr << "WARNING - Invalid call in "
<< "G4IntersectionSolid::SurfaceNormal(p)" << G4endl
<< " Point p is outside !" << G4endl;
G4cerr << " p = " << p << G4endl;
}
#endif
// OLD: if(fPtrSolidA->DistanceToOut(p) <= fPtrSolidB->DistanceToOut(p) )
// On the surface of both is difficult ... treat it like on A now!
//
// if( (insideA == kSurface) && (insideB == kSurface) )
// normal= fPtrSolidA->SurfaceNormal(p) ;
// else
if( insideA == kSurface )
{
normal= fPtrSolidA->SurfaceNormal(p) ;
}
else if( insideB == kSurface )
{
normal= fPtrSolidB->SurfaceNormal(p) ;
}
// We are on neither surface, so we should generate an exception
else
{
if(fPtrSolidA->DistanceToOut(p) <= fPtrSolidB->DistanceToOut(p) )
normal= fPtrSolidA->SurfaceNormal(p) ;
else
normal= fPtrSolidB->SurfaceNormal(p) ;
#ifdef G4BOOLDEBUG
G4cout << "WARNING - Invalid call in "
<< "G4IntersectionSolid::SurfaceNormal(p)" << G4endl
<< " Point p is out of surface !" << G4endl;
G4cout << " p = " << p << G4endl;
G4cerr << "WARNING - Invalid call in "
<< "G4IntersectionSolid::SurfaceNormal(p)" << G4endl
<< " Point p is out of surface !" << G4endl;
G4cerr << " p = " << p << G4endl;
#endif
}
return normal;
}
/////////////////////////////////////////////////////////////
//
// The same algorithm as in DistanceToIn(p)
G4double
G4IntersectionSolid::DistanceToIn( const G4ThreeVector& p,
const G4ThreeVector& v ) const
{
G4double dist = 0.0, disTmp = 0.0 ;
if( Inside(p) == kInside )
{
#ifdef G4BOOLDEBUG
G4cout << "WARNING - Invalid call in "
<< "G4IntersectionSolid::DistanceToIn(p,v)" << G4endl
<< " Point p is inside !" << G4endl;
G4cout << " p = " << p << G4endl;
G4cout << " v = " << v << G4endl;
G4cerr << "WARNING - Invalid call in "
<< "G4IntersectionSolid::DistanceToIn(p,v)" << G4endl
<< " Point p is inside !" << G4endl;
G4cerr << " p = " << p << G4endl;
G4cerr << " v = " << v << G4endl;
#endif
}
else
{
if( fPtrSolidA->Inside(p) != kOutside )
{
do
{
if( fPtrSolidB->Inside(p+dist*v) == kInside )
{
disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v) ;
}
else
{
disTmp = fPtrSolidB->DistanceToIn(p+dist*v,v) ;
}
if( disTmp != kInfinity )
{
dist += disTmp ;
if(Inside(p+dist*v) == kOutside )
{
if( fPtrSolidA->Inside(p+dist*v) == kInside )
{
disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v) ;
}
else
{
disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
}
if( disTmp != kInfinity )
{
dist += disTmp ;
}
else
{
return kInfinity ;
}
}
else
{
break ;
}
}
else
{
return kInfinity ;
}
}
while( Inside(p+dist*v) == kOutside ) ;
// while( fPtrSolidB->Inside(p) != kOutside ) ;
}
else if( fPtrSolidB->Inside(p) != kOutside )
{
do
{
if( fPtrSolidA->Inside(p+dist*v) == kInside )
{
disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v) ;
}
else
{
disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
}
if( disTmp != kInfinity )
{
dist += disTmp ;
if(Inside(p+dist*v) == kOutside )
{
if( fPtrSolidB->Inside(p+dist*v) == kInside )
{
disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v) ;
}
else
{
disTmp = fPtrSolidB->DistanceToIn(p+dist*v,v) ;
}
if( disTmp != kInfinity )
{
dist += disTmp ;
}
else
{
return kInfinity ;
}
}
else
{
break ;
}
}
else
{
return kInfinity ;
}
}
while( Inside(p+dist*v) == kOutside ) ;
}
else
{
do
{
if( fPtrSolidB->Inside(p+dist*v) == kInside )
{
disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v) ;
}
else
{
disTmp = fPtrSolidB->DistanceToIn(p+dist*v,v) ;
}
if( disTmp != kInfinity )
{
dist += disTmp ;
if(Inside(p+dist*v) == kOutside )
{
if( fPtrSolidA->Inside(p+dist*v) == kInside )
{
disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v) ;
}
else
{
disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
}
if( disTmp != kInfinity )
{
dist += disTmp ;
}
else
{
return kInfinity ;
}
}
else
{
break ;
}
}
else
{
return kInfinity ;
}
}
while( Inside(p+dist*v) == kOutside ) ;
}
}
return dist ;
}
////////////////////////////////////////////////////////
//
// Approximate nearest distance from the point p to the intersection of
// two solids
G4double
G4IntersectionSolid::DistanceToIn( const G4ThreeVector& p) const
{
#ifdef G4BOOLDEBUG
if( Inside(p) == kInside )
{
G4cout << "WARNING - Invalid call in "
<< "G4IntersectionSolid::DistanceToIn(p)" << G4endl
<< " Point p is inside !" << G4endl;
G4cout << " p = " << p << G4endl;
G4cerr << "WARNING - Invalid call in "
<< "G4IntersectionSolid::DistanceToIn(p)" << G4endl
<< " Point p is inside !" << G4endl;
G4cerr << " p = " << p << G4endl;
}
#endif
EInside sideA = fPtrSolidA->Inside(p) ;
EInside sideB = fPtrSolidB->Inside(p) ;
G4double dist ;
if( sideA != kInside && sideB != kOutside )
{
dist = fPtrSolidA->DistanceToIn(p) ;
}
else
{
if( sideB != kInside && sideA != kOutside )
{
dist = fPtrSolidB->DistanceToIn(p) ;
}
else
{
dist = G4std::min(fPtrSolidA->DistanceToIn(p),
fPtrSolidB->DistanceToIn(p) ) ;
}
}
return dist ;
}
//////////////////////////////////////////////////////////
//
// The same algorithm as DistanceToOut(p)
G4double
G4IntersectionSolid::DistanceToOut( const G4ThreeVector& p,
const G4ThreeVector& v,
const G4bool calcNorm,
G4bool *validNorm,
G4ThreeVector *n ) const
{
G4bool validNormA, validNormB;
G4ThreeVector nA, nB;
#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 "
<< "G4IntersectionSolid::DistanceToOut(p,v)" << G4endl
<< " Point p is outside !" << G4endl;
G4cout << " p = " << p << G4endl;
G4cout << " v = " << v << G4endl;
G4cerr << "WARNING - Invalid call in "
<< "G4IntersectionSolid::DistanceToOut(p,v)" << G4endl
<< " Point p is outside !" << G4endl;
G4cerr << " p = " << p << G4endl;
G4cerr << " v = " << v << G4endl;
}
#endif
G4double distA = fPtrSolidA->DistanceToOut(p,v,calcNorm,&validNormA,&nA) ;
G4double distB = fPtrSolidB->DistanceToOut(p,v,calcNorm,&validNormB,&nB) ;
G4double dist = G4std::min(distA,distB) ;
if( calcNorm )
{
if ( distA < distB )
{
*validNorm = validNormA;
*n = nA;
}
else
{
*validNorm = validNormB;
*n = nB;
}
}
return dist ;
}
//////////////////////////////////////////////////////////////
//
// Inverted algorithm of DistanceToIn(p)
G4double
G4IntersectionSolid::DistanceToOut( const G4ThreeVector& p ) const
{
#ifdef G4BOOLDEBUG
if( Inside(p) == kOutside )
{
G4cout << "WARNING - Invalid call in "
<< "G4IntersectionSolid::DistanceToOut(p)" << G4endl
<< " Point p is outside !" << G4endl;
G4cout << " p = " << p << G4endl;
G4cerr << "WARNING - Invalid call in "
<< "G4IntersectionSolid::DistanceToOut(p)" << G4endl
<< " Point p is outside !" << G4endl;
G4cerr << " p = " << p << G4endl;
}
#endif
return G4std::min(fPtrSolidA->DistanceToOut(p),
fPtrSolidB->DistanceToOut(p) ) ;
}
//////////////////////////////////////////////////////////////
//
//
void
G4IntersectionSolid::ComputeDimensions( G4VPVParameterisation*,
const G4int,
const G4VPhysicalVolume* )
{
}
/////////////////////////////////////////////////
//
//
G4GeometryType G4IntersectionSolid::GetEntityType() const
{
return G4String("G4IntersectionSolid");
}
/////////////////////////////////////////////////
//
//
void
G4IntersectionSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const
{
scene.AddThis (*this);
}
////////////////////////////////////////////////////
//
//
G4Polyhedron*
G4IntersectionSolid::CreatePolyhedron () const
{
G4Polyhedron* pA = fPtrSolidA->CreatePolyhedron();
G4Polyhedron* pB = fPtrSolidB->CreatePolyhedron();
G4Polyhedron* resultant = new G4Polyhedron (pA->intersect(*pB));
delete pB;
delete pA;
return resultant;
}
/////////////////////////////////////////////////////////
//
//
G4NURBS*
G4IntersectionSolid::CreateNURBS () const
{
// Take into account boolean operation - see CreatePolyhedron.
// return new G4NURBSbox (1.0, 1.0, 1.0);
return 0;
}