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geant4/source/geometry/solids/specific/include/G4TessellatedSolid.hh
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2017-06-30 10:49:55 +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 *
// * 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 and of QinetiQ Ltd, *
// * subject to DEFCON 705 IPR conditions. *
// * 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. *
// ********************************************************************
//
// $Id: G4TessellatedSolid.hh 104316 2017-05-24 13:04:23Z gcosmo $
//
// %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
//
// Class G4TessellatedSolid
//
// Class description:
//
// G4TessellatedSolid is a special Geant4 solid defined by a number of
// facets (UVFacet). It is important that the supplied facets shall form a
// fully enclose space which is the solid.
// At the moment only two types of facet can be used for the construction of
// a G4TessellatedSolid, i.e. the G4TriangularFacet and G4QuadrangularFacet.
//
// How to contruct a G4TessellatedSolid:
//
// First declare a tessellated solid:
//
// G4TessellatedSolid* solidTarget = new G4TessellatedSolid("Solid_name");
//
// Define the facets which form the solid
//
// G4double targetSiz = 10*cm ;
// G4TriangularFacet *facet1 = new
// G4TriangularFacet (G4ThreeVector(-targetSize,-targetSize, 0.0),
// G4ThreeVector(+targetSize,-targetSize, 0.0),
// G4ThreeVector( 0.0, 0.0,+targetSize),
// ABSOLUTE);
// G4TriangularFacet *facet2 = new
// G4TriangularFacet (G4ThreeVector(+targetSize,-targetSize, 0.0),
// G4ThreeVector(+targetSize,+targetSize, 0.0),
// G4ThreeVector( 0.0, 0.0,+targetSize),
// ABSOLUTE);
// G4TriangularFacet *facet3 = new
// G4TriangularFacet (G4ThreeVector(+targetSize,+targetSize, 0.0),
// G4ThreeVector(-targetSize,+targetSize, 0.0),
// G4ThreeVector( 0.0, 0.0,+targetSize),
// ABSOLUTE);
// G4TriangularFacet *facet4 = new
// G4TriangularFacet (G4ThreeVector(-targetSize,+targetSize, 0.0),
// G4ThreeVector(-targetSize,-targetSize, 0.0),
// G4ThreeVector( 0.0, 0.0,+targetSize),
// ABSOLUTE);
// G4QuadrangularFacet *facet5 = new
// G4QuadrangularFacet (G4ThreeVector(-targetSize,-targetSize, 0.0),
// G4ThreeVector(-targetSize,+targetSize, 0.0),
// G4ThreeVector(+targetSize,+targetSize, 0.0),
// G4ThreeVector(+targetSize,-targetSize, 0.0),
// ABSOLUTE);
//
// Then add the facets to the solid:
//
// solidTarget->AddFacet((UVFacet*) facet1);
// solidTarget->AddFacet((UVFacet*) facet2);
// solidTarget->AddFacet((UVFacet*) facet3);
// solidTarget->AddFacet((UVFacet*) facet4);
// solidTarget->AddFacet((UVFacet*) facet5);
//
// Finally declare the solid is complete:
//
// solidTarget->SetSolidClosed(true);
// CHANGE HISTORY
// --------------
// 31 October 2004, P R Truscott, QinetiQ Ltd, UK
// - Created.
// 22 November 2005, F Lei,
// - Added GetPolyhedron().
// 12 October 2012, M Gayer,
// - Reviewed optimized implementation including voxelization of surfaces.
//
///////////////////////////////////////////////////////////////////////////////
#ifndef G4TessellatedSolid_hh
#define G4TessellatedSolid_hh 1
#include <iostream>
#include <vector>
#include <set>
#include <map>
#include "G4VSolid.hh"
#include "G4Types.hh"
#include "G4Voxelizer.hh"
struct G4VertexInfo
{
G4int id;
G4double mag2;
};
class G4VFacet;
class G4VertexComparator
{
public:
G4bool operator() (const G4VertexInfo &l, const G4VertexInfo &r) const
{
return l.mag2 == r.mag2 ? l.id < r.id : l.mag2 < r.mag2;
}
};
class G4TessellatedSolid : public G4VSolid
{
public: // with description
G4TessellatedSolid ();
virtual ~G4TessellatedSolid ();
G4TessellatedSolid (const G4String &name);
G4TessellatedSolid(__void__&);
// Fake default constructor for usage restricted to direct object
// persistency for clients requiring preallocation of memory for
// persistifiable objects.
G4TessellatedSolid (const G4TessellatedSolid &ts);
G4TessellatedSolid &operator= (const G4TessellatedSolid &right);
G4TessellatedSolid &operator+= (const G4TessellatedSolid &right);
G4bool AddFacet (G4VFacet *aFacet);
inline G4VFacet *GetFacet (G4int i) const;
G4int GetNumberOfFacets () const;
virtual EInside Inside (const G4ThreeVector &p) const;
virtual G4ThreeVector SurfaceNormal(const G4ThreeVector& p) const;
virtual G4double DistanceToIn(const G4ThreeVector& p,
const G4ThreeVector& v)const;
virtual G4double DistanceToIn(const G4ThreeVector& p) const;
virtual G4double DistanceToOut(const G4ThreeVector& p) const;
virtual G4double DistanceToOut(const G4ThreeVector& p,
const G4ThreeVector& v,
const G4bool calcNorm,
G4bool *validNorm,
G4ThreeVector *norm) const;
virtual G4bool Normal (const G4ThreeVector &p, G4ThreeVector &n) const;
virtual G4double SafetyFromOutside(const G4ThreeVector &p,
G4bool aAccurate=false) const;
virtual G4double SafetyFromInside (const G4ThreeVector &p,
G4bool aAccurate=false) const;
virtual G4GeometryType GetEntityType () const;
virtual std::ostream &StreamInfo(std::ostream &os) const;
virtual G4VSolid* Clone() const;
virtual G4ThreeVector GetPointOnSurface() const;
virtual G4double GetSurfaceArea();
virtual G4double GetCubicVolume ();
void SetSolidClosed (const G4bool t);
G4bool GetSolidClosed () const;
inline void SetMaxVoxels(G4int max);
inline G4Voxelizer &GetVoxels();
virtual G4bool CalculateExtent(const EAxis pAxis,
const G4VoxelLimits& pVoxelLimit,
const G4AffineTransform& pTransform,
G4double& pMin, G4double& pMax) const;
void BoundingLimits(G4ThreeVector& pMin, G4ThreeVector& pMax) const;
G4double GetMinXExtent () const;
G4double GetMaxXExtent () const;
G4double GetMinYExtent () const;
G4double GetMaxYExtent () const;
G4double GetMinZExtent () const;
G4double GetMaxZExtent () const;
virtual G4Polyhedron* CreatePolyhedron () const;
virtual G4Polyhedron* GetPolyhedron () const;
virtual void DescribeYourselfTo (G4VGraphicsScene& scene) const;
virtual G4VisExtent GetExtent () const;
G4int AllocatedMemoryWithoutVoxels();
G4int AllocatedMemory();
void DisplayAllocatedMemory();
private: // without description
void Initialize();
G4double DistanceToOutNoVoxels(const G4ThreeVector &p,
const G4ThreeVector &v,
G4ThreeVector &aNormalVector,
G4bool &aConvex,
G4double aPstep = kInfinity) const;
G4double DistanceToInCandidates(const std::vector<G4int> &candidates,
const G4ThreeVector &aPoint,
const G4ThreeVector &aDirection) const;
void DistanceToOutCandidates(const std::vector<G4int> &candidates,
const G4ThreeVector &aPoint,
const G4ThreeVector &direction,
G4double &minDist,
G4ThreeVector &minNormal,
G4int &minCandidate) const;
G4double DistanceToInNoVoxels(const G4ThreeVector &p,
const G4ThreeVector &v,
G4double aPstep = kInfinity) const;
void SetExtremeFacets();
EInside InsideNoVoxels (const G4ThreeVector &p) const;
EInside InsideVoxels(const G4ThreeVector &aPoint) const;
void Voxelize();
void CreateVertexList();
void PrecalculateInsides();
void SetRandomVectors();
G4double DistanceToInCore(const G4ThreeVector &p, const G4ThreeVector &v,
G4double aPstep = kInfinity) const;
G4double DistanceToOutCore(const G4ThreeVector &p, const G4ThreeVector &v,
G4ThreeVector &aNormalVector,
G4bool &aConvex,
G4double aPstep = kInfinity) const;
G4int SetAllUsingStack(const std::vector<G4int> &voxel,
const std::vector<G4int> &max,
G4bool status, G4SurfBits &checked);
void DeleteObjects ();
void CopyObjects (const G4TessellatedSolid &s);
static G4bool CompareSortedVoxel(const std::pair<G4int, G4double> &l,
const std::pair<G4int, G4double> &r);
G4double MinDistanceFacet(const G4ThreeVector &p, G4bool simple,
G4VFacet * &facet) const;
inline G4bool OutsideOfExtent(const G4ThreeVector &p,
G4double tolerance=0) const;
protected:
G4double kCarToleranceHalf;
private:
mutable G4bool fRebuildPolyhedron;
mutable G4Polyhedron* fpPolyhedron;
std::vector<G4VFacet *> fFacets;
std::set<G4VFacet *> fExtremeFacets; // Does all other facets lie on
// or behind this surface?
G4GeometryType fGeometryType;
G4double fCubicVolume;
G4double fSurfaceArea;
std::vector<G4ThreeVector> fVertexList;
std::set<G4VertexInfo,G4VertexComparator> fFacetList;
G4ThreeVector fMinExtent, fMaxExtent;
G4bool fSolidClosed;
std::vector<G4ThreeVector> fRandir;
G4int fMaxTries;
G4Voxelizer fVoxels; // Pointer to the voxelized solid
G4SurfBits fInsides;
};
///////////////////////////////////////////////////////////////////////////////
// Inlined Methods
///////////////////////////////////////////////////////////////////////////////
inline G4VFacet *G4TessellatedSolid::GetFacet (G4int i) const
{
return fFacets[i];
}
inline void G4TessellatedSolid::SetMaxVoxels(G4int max)
{
fVoxels.SetMaxVoxels(max);
}
inline G4Voxelizer &G4TessellatedSolid::GetVoxels()
{
return fVoxels;
}
inline G4bool G4TessellatedSolid::OutsideOfExtent(const G4ThreeVector &p,
G4double tolerance) const
{
return ( p.x() < fMinExtent.x() - tolerance
|| p.x() > fMaxExtent.x() + tolerance
|| p.y() < fMinExtent.y() - tolerance
|| p.y() > fMaxExtent.y() + tolerance
|| p.z() < fMinExtent.z() - tolerance
|| p.z() > fMaxExtent.z() + tolerance);
}
#endif