| 1 | //
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| 2 | // ********************************************************************
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| 3 | // * License and Disclaimer *
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| 4 | // * *
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| 5 | // * The Geant4 software is copyright of the Copyright Holders of *
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| 6 | // * the Geant4 Collaboration. It is provided under the terms and *
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| 7 | // * conditions of the Geant4 Software License, included in the file *
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| 8 | // * LICENSE and available at http://cern.ch/geant4/license . These *
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| 9 | // * include a list of copyright holders. *
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| 10 | // * *
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| 11 | // * Neither the authors of this software system, nor their employing *
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| 12 | // * institutes,nor the agencies providing financial support for this *
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| 13 | // * work make any representation or warranty, express or implied, *
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| 14 | // * regarding this software system or assume any liability for its *
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| 15 | // * use. Please see the license in the file LICENSE and URL above *
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| 16 | // * for the full disclaimer and the limitation of liability. *
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| 17 | // * *
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| 18 | // * This code implementation is the result of the scientific and *
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| 19 | // * technical work of the GEANT4 collaboration. *
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| 20 | // * By using, copying, modifying or distributing the software (or *
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| 21 | // * any work based on the software) you agree to acknowledge its *
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| 22 | // * use in resulting scientific publications, and indicate your *
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| 23 | // * acceptance of all terms of the Geant4 Software license. *
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| 24 | // ********************************************************************
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| 25 | //
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| 26 | //
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| 27 | // $Id: G4SubtractionSolid.cc,v 1.31 2007/10/23 14:42:31 grichine Exp $
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| 28 | // GEANT4 tag $Name: HEAD $
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| 29 | //
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| 30 | // Implementation of methods for the class G4IntersectionSolid
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| 31 | //
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| 32 | // History:
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| 33 | //
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| 34 | // 14.10.98 V.Grichine: implementation of the first version
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| 35 | // 19.10.98 V.Grichine: new algorithm of DistanceToIn(p,v)
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| 36 | // 02.08.99 V.Grichine: bugs fixed in DistanceToOut(p,v,...)
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| 37 | // while -> do-while & surfaceA limitations
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| 38 | // 13.09.00 V.Grichine: bug fixed in SurfaceNormal(p), p can be inside
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| 39 | //
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| 40 | // --------------------------------------------------------------------
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| 41 |
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| 42 | #include "G4SubtractionSolid.hh"
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| 43 |
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| 44 | #include "G4VoxelLimits.hh"
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| 45 | #include "G4VPVParameterisation.hh"
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| 46 | #include "G4GeometryTolerance.hh"
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| 47 |
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| 48 | #include "G4VGraphicsScene.hh"
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| 49 | #include "G4Polyhedron.hh"
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| 50 | #include "G4NURBS.hh"
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| 51 | // #include "G4NURBSbox.hh"
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| 52 |
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| 53 | #include <sstream>
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| 54 |
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| 55 | ///////////////////////////////////////////////////////////////////
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| 56 | //
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| 57 | // Transfer all data members to G4BooleanSolid which is responsible
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| 58 | // for them. pName will be in turn sent to G4VSolid
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| 59 |
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| 60 | G4SubtractionSolid::G4SubtractionSolid( const G4String& pName,
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| 61 | G4VSolid* pSolidA ,
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| 62 | G4VSolid* pSolidB )
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| 63 | : G4BooleanSolid(pName,pSolidA,pSolidB)
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| 64 | {
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| 65 | }
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| 66 |
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| 67 | ///////////////////////////////////////////////////////////////
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| 68 | //
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| 69 | // Constructor
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| 70 |
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| 71 | G4SubtractionSolid::G4SubtractionSolid( const G4String& pName,
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| 72 | G4VSolid* pSolidA ,
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| 73 | G4VSolid* pSolidB ,
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| 74 | G4RotationMatrix* rotMatrix,
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| 75 | const G4ThreeVector& transVector )
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| 76 | : G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector)
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| 77 | {
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| 78 | }
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| 79 |
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| 80 | ///////////////////////////////////////////////////////////////
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| 81 | //
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| 82 | // Constructor
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| 83 |
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| 84 | G4SubtractionSolid::G4SubtractionSolid( const G4String& pName,
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| 85 | G4VSolid* pSolidA ,
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| 86 | G4VSolid* pSolidB ,
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| 87 | const G4Transform3D& transform )
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| 88 | : G4BooleanSolid(pName,pSolidA,pSolidB,transform)
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| 89 | {
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| 90 | }
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| 91 |
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| 92 | //////////////////////////////////////////////////////////////////
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| 93 | //
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| 94 | // Fake default constructor - sets only member data and allocates memory
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| 95 | // for usage restricted to object persistency.
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| 96 |
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| 97 | G4SubtractionSolid::G4SubtractionSolid( __void__& a )
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| 98 | : G4BooleanSolid(a)
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| 99 | {
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| 100 | }
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| 101 |
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| 102 | ///////////////////////////////////////////////////////////////
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| 103 | //
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| 104 | // Destructor
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| 105 |
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| 106 | G4SubtractionSolid::~G4SubtractionSolid()
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| 107 | {
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| 108 | }
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| 109 |
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| 110 | ///////////////////////////////////////////////////////////////
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| 111 | //
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| 112 | // CalculateExtent
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| 113 |
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| 114 | G4bool
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| 115 | G4SubtractionSolid::CalculateExtent( const EAxis pAxis,
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| 116 | const G4VoxelLimits& pVoxelLimit,
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| 117 | const G4AffineTransform& pTransform,
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| 118 | G4double& pMin,
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| 119 | G4double& pMax ) const
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| 120 | {
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| 121 | // Since we cannot be sure how much the second solid subtracts
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| 122 | // from the first, we must use the first solid's extent!
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| 123 |
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| 124 | return fPtrSolidA->CalculateExtent( pAxis, pVoxelLimit,
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| 125 | pTransform, pMin, pMax );
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| 126 | }
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| 127 |
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| 128 | /////////////////////////////////////////////////////
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| 129 | //
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| 130 | // Touching ? Empty subtraction ?
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| 131 |
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| 132 | EInside G4SubtractionSolid::Inside( const G4ThreeVector& p ) const
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| 133 | {
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| 134 | EInside positionA = fPtrSolidA->Inside(p);
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| 135 | if (positionA == kOutside) return kOutside;
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| 136 |
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| 137 | EInside positionB = fPtrSolidB->Inside(p);
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| 138 |
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| 139 | if(positionA == kInside && positionB == kOutside)
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| 140 | {
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| 141 | return kInside ;
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| 142 | }
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| 143 | else
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| 144 | {
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| 145 | if(( positionA == kInside && positionB == kSurface) ||
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| 146 | ( positionB == kOutside && positionA == kSurface) ||
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| 147 | ( positionA == kSurface && positionB == kSurface &&
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| 148 | ( fPtrSolidA->SurfaceNormal(p) -
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| 149 | fPtrSolidB->SurfaceNormal(p) ).mag2() >
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| 150 | 1000*G4GeometryTolerance::GetInstance()->GetRadialTolerance() ) )
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| 151 | {
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| 152 | return kSurface;
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| 153 | }
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| 154 | else
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| 155 | {
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| 156 | return kOutside;
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| 157 | }
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| 158 | }
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| 159 | }
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| 160 |
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| 161 | //////////////////////////////////////////////////////////////
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| 162 | //
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| 163 | // SurfaceNormal
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| 164 |
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| 165 | G4ThreeVector
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| 166 | G4SubtractionSolid::SurfaceNormal( const G4ThreeVector& p ) const
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| 167 | {
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| 168 | G4ThreeVector normal;
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| 169 | if( Inside(p) == kOutside )
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| 170 | {
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| 171 | #ifdef G4BOOLDEBUG
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| 172 | G4cout << "WARNING - Invalid call [1] in "
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| 173 | << "G4SubtractionSolid::SurfaceNormal(p)" << G4endl
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| 174 | << " Point p is inside !" << G4endl;
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| 175 | G4cout << " p = " << p << G4endl;
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| 176 | G4cerr << "WARNING - Invalid call [1] in "
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| 177 | << "G4SubtractionSolid::SurfaceNormal(p)" << G4endl
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| 178 | << " Point p is inside !" << G4endl;
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| 179 | G4cerr << " p = " << p << G4endl;
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| 180 | #endif
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| 181 | }
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| 182 | else
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| 183 | {
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| 184 | if( fPtrSolidA->Inside(p) == kSurface &&
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| 185 | fPtrSolidB->Inside(p) != kInside )
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| 186 | {
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| 187 | normal = fPtrSolidA->SurfaceNormal(p) ;
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| 188 | }
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| 189 | else if( fPtrSolidA->Inside(p) == kInside &&
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| 190 | fPtrSolidB->Inside(p) != kOutside )
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| 191 | {
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| 192 | normal = -fPtrSolidB->SurfaceNormal(p) ;
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| 193 | }
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| 194 | else
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| 195 | {
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| 196 | if ( fPtrSolidA->DistanceToOut(p) <= fPtrSolidB->DistanceToIn(p) )
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| 197 | {
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| 198 | normal = fPtrSolidA->SurfaceNormal(p) ;
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| 199 | }
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| 200 | else
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| 201 | {
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| 202 | normal = -fPtrSolidB->SurfaceNormal(p) ;
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| 203 | }
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| 204 | #ifdef G4BOOLDEBUG
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| 205 | if(Inside(p) == kInside)
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| 206 | {
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| 207 | G4cout << "WARNING - Invalid call [2] in "
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| 208 | << "G4SubtractionSolid::SurfaceNormal(p)" << G4endl
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| 209 | << " Point p is inside !" << G4endl;
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| 210 | G4cout << " p = " << p << G4endl;
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| 211 | G4cerr << "WARNING - Invalid call [2] in "
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| 212 | << "G4SubtractionSolid::SurfaceNormal(p)" << G4endl
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| 213 | << " Point p is inside !" << G4endl;
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| 214 | G4cerr << " p = " << p << G4endl;
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| 215 | }
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| 216 | #endif
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| 217 | }
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| 218 | }
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| 219 | return normal;
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| 220 | }
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| 221 |
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| 222 | /////////////////////////////////////////////////////////////
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| 223 | //
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| 224 | // The same algorithm as in DistanceToIn(p)
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| 225 |
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| 226 | G4double
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| 227 | G4SubtractionSolid::DistanceToIn( const G4ThreeVector& p,
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| 228 | const G4ThreeVector& v ) const
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| 229 | {
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| 230 | G4double dist = 0.0,disTmp = 0.0 ;
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| 231 |
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| 232 | #ifdef G4BOOLDEBUG
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| 233 | if( Inside(p) == kInside )
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| 234 | {
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| 235 | G4cout << "WARNING - Invalid call in "
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| 236 | << "G4SubtractionSolid::DistanceToIn(p,v)" << G4endl
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| 237 | << " Point p is inside !" << G4endl;
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| 238 | G4cout << " p = " << p << G4endl;
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| 239 | G4cout << " v = " << v << G4endl;
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| 240 | G4cerr << "WARNING - Invalid call in "
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| 241 | << "G4SubtractionSolid::DistanceToIn(p,v)" << G4endl
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| 242 | << " Point p is inside !" << G4endl;
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| 243 | G4cerr << " p = " << p << G4endl;
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| 244 | G4cerr << " v = " << v << G4endl;
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| 245 | }
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| 246 | #endif
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| 247 |
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| 248 | // if( // ( fPtrSolidA->Inside(p) != kOutside) && // case1:p in both A&B
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| 249 | if ( fPtrSolidB->Inside(p) != kOutside ) // start: out of B
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| 250 | {
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| 251 | dist = fPtrSolidB->DistanceToOut(p,v) ; // ,calcNorm,validNorm,n) ;
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| 252 |
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| 253 | if( fPtrSolidA->Inside(p+dist*v) != kInside )
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| 254 | {
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| 255 | do
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| 256 | {
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| 257 | disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
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| 258 |
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| 259 | if(disTmp == kInfinity)
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| 260 | {
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| 261 | return kInfinity ;
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| 262 | }
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| 263 | dist += disTmp ;
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| 264 |
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| 265 | if( Inside(p+dist*v) == kOutside )
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| 266 | {
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| 267 | disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v) ;
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| 268 | dist += disTmp ;
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| 269 | }
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| 270 | }
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| 271 | while( Inside(p+dist*v) == kOutside ) ;
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| 272 | }
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| 273 | }
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| 274 | else // p outside A, start in A
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| 275 | {
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| 276 | dist = fPtrSolidA->DistanceToIn(p,v) ;
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| 277 |
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| 278 | if( dist == kInfinity ) // past A, hence past A\B
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| 279 | {
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| 280 | return kInfinity ;
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| 281 | }
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| 282 | else
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| 283 | {
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| 284 | while( Inside(p+dist*v) == kOutside ) // pushing loop
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| 285 | {
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| 286 | disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v) ;
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| 287 | dist += disTmp ;
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| 288 |
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| 289 | if( Inside(p+dist*v) == kOutside )
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| 290 | {
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| 291 | disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
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| 292 |
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| 293 | if(disTmp == kInfinity) // past A, hence past A\B
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| 294 | {
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| 295 | return kInfinity ;
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| 296 | }
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| 297 | dist += disTmp ;
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| 298 | }
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| 299 | }
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| 300 | }
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| 301 | }
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| 302 |
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| 303 | return dist ;
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| 304 | }
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| 305 |
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| 306 | ////////////////////////////////////////////////////////
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| 307 | //
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| 308 | // Approximate nearest distance from the point p to the intersection of
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| 309 | // two solids. It is usually underestimated from the point of view of
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| 310 | // isotropic safety
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| 311 |
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| 312 | G4double
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| 313 | G4SubtractionSolid::DistanceToIn( const G4ThreeVector& p ) const
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| 314 | {
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| 315 | G4double dist=0.0;
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| 316 |
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| 317 | #ifdef G4BOOLDEBUG
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| 318 | if( Inside(p) == kInside )
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| 319 | {
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| 320 | G4cout << "WARNING - Invalid call in "
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| 321 | << "G4SubtractionSolid::DistanceToIn(p)" << G4endl
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| 322 | << " Point p is inside !" << G4endl;
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| 323 | G4cout << " p = " << p << G4endl;
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| 324 | G4cerr << "WARNING - Invalid call in "
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| 325 | << "G4SubtractionSolid::DistanceToIn(p)" << G4endl
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| 326 | << " Point p is inside !" << G4endl;
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| 327 | G4cerr << " p = " << p << G4endl;
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| 328 | }
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| 329 | #endif
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| 330 |
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| 331 | if( ( fPtrSolidA->Inside(p) != kOutside) && // case 1
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| 332 | ( fPtrSolidB->Inside(p) != kOutside) )
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| 333 | {
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| 334 | dist= fPtrSolidB->DistanceToOut(p) ;
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| 335 | }
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| 336 | else
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| 337 | {
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| 338 | dist= fPtrSolidA->DistanceToIn(p) ;
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| 339 | }
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| 340 |
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| 341 | return dist;
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| 342 | }
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| 343 |
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| 344 | //////////////////////////////////////////////////////////
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| 345 | //
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| 346 | // The same algorithm as DistanceToOut(p)
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| 347 |
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| 348 | G4double
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| 349 | G4SubtractionSolid::DistanceToOut( const G4ThreeVector& p,
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| 350 | const G4ThreeVector& v,
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| 351 | const G4bool calcNorm,
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| 352 | G4bool *validNorm,
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| 353 | G4ThreeVector *n ) const
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| 354 | {
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| 355 | #ifdef G4BOOLDEBUG
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| 356 | if( Inside(p) == kOutside )
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| 357 | {
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| 358 | G4cout << "Position:" << G4endl << G4endl;
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| 359 | G4cout << "p.x() = " << p.x()/mm << " mm" << G4endl;
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| 360 | G4cout << "p.y() = " << p.y()/mm << " mm" << G4endl;
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| 361 | G4cout << "p.z() = " << p.z()/mm << " mm" << G4endl << G4endl;
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| 362 | G4cout << "Direction:" << G4endl << G4endl;
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| 363 | G4cout << "v.x() = " << v.x() << G4endl;
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| 364 | G4cout << "v.y() = " << v.y() << G4endl;
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| 365 | G4cout << "v.z() = " << v.z() << G4endl << G4endl;
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| 366 | G4cout << "WARNING - Invalid call in "
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| 367 | << "G4SubtractionSolid::DistanceToOut(p,v)" << G4endl
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| 368 | << " Point p is outside !" << G4endl;
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| 369 | G4cout << " p = " << p << G4endl;
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| 370 | G4cout << " v = " << v << G4endl;
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| 371 | G4cerr << "WARNING - Invalid call in "
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| 372 | << "G4SubtractionSolid::DistanceToOut(p,v)" << G4endl
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| 373 | << " Point p is outside !" << G4endl;
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| 374 | G4cerr << " p = " << p << G4endl;
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| 375 | G4cerr << " v = " << v << G4endl;
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| 376 | }
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| 377 | #endif
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| 378 |
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| 379 | G4double distout;
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| 380 | G4double distA = fPtrSolidA->DistanceToOut(p,v,calcNorm,validNorm,n) ;
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| 381 | G4double distB = fPtrSolidB->DistanceToIn(p,v) ;
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| 382 | if(distB < distA)
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| 383 | {
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| 384 | if(calcNorm)
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| 385 | {
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| 386 | *n = -(fPtrSolidB->SurfaceNormal(p+distB*v)) ;
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| 387 | *validNorm = false ;
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| 388 | }
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| 389 | distout= distB ;
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| 390 | }
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| 391 | else
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| 392 | {
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| 393 | distout= distA ;
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| 394 | }
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| 395 | return distout;
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| 396 | }
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| 397 |
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| 398 | //////////////////////////////////////////////////////////////
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| 399 | //
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| 400 | // Inverted algorithm of DistanceToIn(p)
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| 401 |
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| 402 | G4double
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| 403 | G4SubtractionSolid::DistanceToOut( const G4ThreeVector& p ) const
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| 404 | {
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| 405 | G4double dist=0.0;
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| 406 |
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| 407 | if( Inside(p) == kOutside )
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| 408 | {
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| 409 | #ifdef G4BOOLDEBUG
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| 410 | G4cout << "WARNING - Invalid call in "
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| 411 | << "G4SubtractionSolid::DistanceToOut(p)" << G4endl
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| 412 | << " Point p is outside" << G4endl;
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| 413 | G4cout << " p = " << p << G4endl;
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| 414 | G4cerr << "WARNING - Invalid call in "
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| 415 | << "G4SubtractionSolid::DistanceToOut(p)" << G4endl
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| 416 | << " Point p is outside" << G4endl;
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| 417 | G4cerr << " p = " << p << G4endl;
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| 418 | #endif
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| 419 | }
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| 420 | else
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| 421 | {
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| 422 | dist= std::min(fPtrSolidA->DistanceToOut(p),
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| 423 | fPtrSolidB->DistanceToIn(p) ) ;
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| 424 | }
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| 425 | return dist;
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| 426 | }
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| 427 |
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| 428 | //////////////////////////////////////////////////////////////
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|---|
| 429 | //
|
|---|
| 430 | //
|
|---|
| 431 |
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|---|
| 432 | G4GeometryType G4SubtractionSolid::GetEntityType() const
|
|---|
| 433 | {
|
|---|
| 434 | return G4String("G4SubtractionSolid");
|
|---|
| 435 | }
|
|---|
| 436 |
|
|---|
| 437 | //////////////////////////////////////////////////////////////
|
|---|
| 438 | //
|
|---|
| 439 | //
|
|---|
| 440 |
|
|---|
| 441 | void
|
|---|
| 442 | G4SubtractionSolid::ComputeDimensions( G4VPVParameterisation*,
|
|---|
| 443 | const G4int,
|
|---|
| 444 | const G4VPhysicalVolume* )
|
|---|
| 445 | {
|
|---|
| 446 | }
|
|---|
| 447 |
|
|---|
| 448 | /////////////////////////////////////////////////
|
|---|
| 449 | //
|
|---|
| 450 | //
|
|---|
| 451 |
|
|---|
| 452 | void
|
|---|
| 453 | G4SubtractionSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const
|
|---|
| 454 | {
|
|---|
| 455 | scene.AddSolid (*this);
|
|---|
| 456 | }
|
|---|
| 457 |
|
|---|
| 458 | ////////////////////////////////////////////////////
|
|---|
| 459 | //
|
|---|
| 460 | //
|
|---|
| 461 |
|
|---|
| 462 | G4Polyhedron*
|
|---|
| 463 | G4SubtractionSolid::CreatePolyhedron () const
|
|---|
| 464 | {
|
|---|
| 465 | G4Polyhedron* pA = fPtrSolidA->GetPolyhedron();
|
|---|
| 466 | G4Polyhedron* pB = fPtrSolidB->GetPolyhedron();
|
|---|
| 467 | if (pA && pB)
|
|---|
| 468 | {
|
|---|
| 469 | G4Polyhedron* resultant = new G4Polyhedron (pA->subtract(*pB));
|
|---|
| 470 | return resultant;
|
|---|
| 471 | }
|
|---|
| 472 | else
|
|---|
| 473 | {
|
|---|
| 474 | std::ostringstream oss;
|
|---|
| 475 | oss << "Solid - " << GetName()
|
|---|
| 476 | << " - one of the Boolean components has no" << G4endl
|
|---|
| 477 | << " corresponding polyhedron. Returning NULL !";
|
|---|
| 478 | G4Exception("G4SubtractionSolid::CreatePolyhedron()", "InvalidSetup",
|
|---|
| 479 | JustWarning, oss.str().c_str());
|
|---|
| 480 | return 0;
|
|---|
| 481 | }
|
|---|
| 482 | }
|
|---|
| 483 |
|
|---|
| 484 | /////////////////////////////////////////////////////////
|
|---|
| 485 | //
|
|---|
| 486 | //
|
|---|
| 487 |
|
|---|
| 488 | G4NURBS*
|
|---|
| 489 | G4SubtractionSolid::CreateNURBS () const
|
|---|
| 490 | {
|
|---|
| 491 | // Take into account boolean operation - see CreatePolyhedron.
|
|---|
| 492 | // return new G4NURBSbox (1.0, 1.0, 1.0);
|
|---|
| 493 | return 0;
|
|---|
| 494 | }
|
|---|