source: tags/Visualization_after-vis09-02-01-tag/modeling/src/G4BoundingSphereScene.cc @ 958

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27// $Id: G4BoundingSphereScene.cc,v 1.11 2006/06/29 21:32:40 gunter Exp $
28// GEANT4 tag $Name:  $
29//
30//
31// John Allison  7th June 1997
32// An artificial scene to reuse G4VScene code to calculate a bounding sphere.
33
34#include "G4BoundingSphereScene.hh"
35
36#include "G4VSolid.hh"
37#include "G4PhysicalVolumeModel.hh"
38#include "G4Vector3D.hh"
39
40G4BoundingSphereScene::G4BoundingSphereScene (G4VModel* pModel):
41  fpModel (pModel),
42  fRadius (-1.),
43  fpObjectTransformation (0)
44{}
45
46G4BoundingSphereScene::~G4BoundingSphereScene () {}
47
48void G4BoundingSphereScene::PreAddSolid
49(const G4Transform3D& objectTransformation,
50 const G4VisAttributes&) {
51  fpObjectTransformation = &objectTransformation;
52}
53
54G4VisExtent G4BoundingSphereScene::GetBoundingSphereExtent () {
55  return G4VisExtent (fCentre, fRadius);
56}
57
58void G4BoundingSphereScene::Accrue (const G4VSolid& solid) {
59
60  const G4VisExtent& newExtent = solid.GetExtent ();
61  G4Point3D newCentre = newExtent.GetExtentCentre ();
62  if (fpObjectTransformation) {
63    newCentre.transform (*fpObjectTransformation);
64  }
65  const G4double newRadius = newExtent.GetExtentRadius ();
66  AccrueBoundingSphere (newCentre, newRadius);
67
68  // Curtail descent - can assume daughters are contained within mother...
69  G4PhysicalVolumeModel* pPVM = dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
70  if (pPVM) pPVM->CurtailDescent();
71}
72
73void G4BoundingSphereScene::ResetBoundingSphere () {
74  fCentre = G4Point3D ();
75  fRadius = -1.;
76  fpObjectTransformation = 0;
77}
78
79void G4BoundingSphereScene::AccrueBoundingSphere
80(const G4Point3D& newCentre,
81 G4double newRadius) {
82
83  if (fRadius < 0 ) {  // First time.
84    fCentre = newCentre;
85    fRadius = newRadius;
86  }
87  else {
88    G4Vector3D join = newCentre - fCentre;
89    if (join == G4Vector3D (0., 0., 0.)) {             // Centres coincide.
90      if (fRadius < newRadius) fRadius = newRadius;
91    }
92    else if (join.mag () + newRadius <= fRadius) {  // Inside accrued sphere.
93      // Do nothing.
94    }
95    else {
96      G4Vector3D unitJoin = join.unit ();
97      G4Point3D oldExtremity1 = fCentre - fRadius * unitJoin;
98      G4Point3D newExtremity1 = newCentre - newRadius * unitJoin;
99      G4Point3D oldExtremity2 = fCentre + fRadius * unitJoin;
100      G4Point3D newExtremity2 = newCentre + newRadius * unitJoin;
101      G4Point3D extremity1;
102      if (oldExtremity1 * unitJoin < newExtremity1 * unitJoin) {
103        extremity1 = oldExtremity1;
104      }
105      else {
106        extremity1 = newExtremity1;
107      }
108      G4Point3D extremity2;
109      if (oldExtremity2 * unitJoin > newExtremity2 * unitJoin) {
110        extremity2 = oldExtremity2;
111      }
112      else {
113        extremity2 = newExtremity2;
114      }
115      fCentre = 0.5 * (extremity2 + extremity1);
116      fRadius = 0.5 * (extremity2 - extremity1).mag ();
117    }
118  }
119}
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