source: trunk/source/geometry/solids/Boolean/src/G4SubtractionSolid.cc @ 1202

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26//
27// $Id: G4SubtractionSolid.cc,v 1.31 2007/10/23 14:42:31 grichine Exp $
28// GEANT4 tag $Name: geant4-09-02-ref-02 $
29//
30// Implementation of methods for the class G4IntersectionSolid
31//
32// History:
33//
34// 14.10.98 V.Grichine: implementation of the first version
35// 19.10.98 V.Grichine: new algorithm of DistanceToIn(p,v)
36// 02.08.99 V.Grichine: bugs fixed in DistanceToOut(p,v,...)
37//                      while -> do-while & surfaceA limitations
38// 13.09.00 V.Grichine: bug fixed in SurfaceNormal(p), p can be inside
39//
40// --------------------------------------------------------------------
41
42#include "G4SubtractionSolid.hh"
43
44#include "G4VoxelLimits.hh"
45#include "G4VPVParameterisation.hh"
46#include "G4GeometryTolerance.hh"
47
48#include "G4VGraphicsScene.hh"
49#include "G4Polyhedron.hh"
50#include "G4NURBS.hh"
51// #include "G4NURBSbox.hh"
52
53#include <sstream>
54
55///////////////////////////////////////////////////////////////////
56//
57// Transfer all data members to G4BooleanSolid which is responsible
58// for them. pName will be in turn sent to G4VSolid
59
60G4SubtractionSolid::G4SubtractionSolid( const G4String& pName,
61                                              G4VSolid* pSolidA ,
62                                              G4VSolid* pSolidB   )
63  : G4BooleanSolid(pName,pSolidA,pSolidB)
64{
65}
66
67///////////////////////////////////////////////////////////////
68//
69// Constructor
70 
71G4SubtractionSolid::G4SubtractionSolid( const G4String& pName,
72                                              G4VSolid* pSolidA ,
73                                              G4VSolid* pSolidB ,
74                                              G4RotationMatrix* rotMatrix,
75                                        const G4ThreeVector& transVector )
76  : G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector)
77{
78} 
79
80///////////////////////////////////////////////////////////////
81//
82// Constructor
83
84G4SubtractionSolid::G4SubtractionSolid( const G4String& pName,
85                                              G4VSolid* pSolidA ,
86                                              G4VSolid* pSolidB ,
87                                        const G4Transform3D& transform )
88  : G4BooleanSolid(pName,pSolidA,pSolidB,transform)
89{
90}
91
92//////////////////////////////////////////////////////////////////
93//
94// Fake default constructor - sets only member data and allocates memory
95//                            for usage restricted to object persistency.
96
97G4SubtractionSolid::G4SubtractionSolid( __void__& a )
98  : G4BooleanSolid(a)
99{
100}
101
102///////////////////////////////////////////////////////////////
103//
104// Destructor
105
106G4SubtractionSolid::~G4SubtractionSolid()
107{
108}
109
110///////////////////////////////////////////////////////////////
111//
112// CalculateExtent
113     
114G4bool
115G4SubtractionSolid::CalculateExtent( const EAxis pAxis,
116                                     const G4VoxelLimits& pVoxelLimit,
117                                     const G4AffineTransform& pTransform,
118                                           G4double& pMin,
119                                           G4double& pMax ) const 
120{
121  // Since we cannot be sure how much the second solid subtracts
122  // from the first,    we must use the first solid's extent!
123
124  return fPtrSolidA->CalculateExtent( pAxis, pVoxelLimit, 
125                                      pTransform, pMin, pMax );
126}
127 
128/////////////////////////////////////////////////////
129//
130// Touching ? Empty subtraction ?
131
132EInside G4SubtractionSolid::Inside( const G4ThreeVector& p ) const
133{
134  EInside positionA = fPtrSolidA->Inside(p);
135  if (positionA == kOutside) return kOutside;
136
137  EInside positionB = fPtrSolidB->Inside(p);
138 
139  if(positionA == kInside && positionB == kOutside)
140  {
141    return kInside ;
142  }
143  else
144  {
145    if(( positionA == kInside && positionB == kSurface) ||
146       ( positionB == kOutside && positionA == kSurface) ||
147       ( positionA == kSurface && positionB == kSurface &&
148         ( fPtrSolidA->SurfaceNormal(p) - 
149           fPtrSolidB->SurfaceNormal(p) ).mag2() > 
150            1000*G4GeometryTolerance::GetInstance()->GetRadialTolerance() ) )
151    {
152      return kSurface;
153    }
154    else
155    {
156      return kOutside;
157    }
158  }
159}
160
161//////////////////////////////////////////////////////////////
162//
163// SurfaceNormal
164
165G4ThreeVector
166G4SubtractionSolid::SurfaceNormal( const G4ThreeVector& p ) const 
167{
168  G4ThreeVector normal;
169  if( Inside(p) == kOutside )
170  {
171#ifdef G4BOOLDEBUG
172    G4cout << "WARNING - Invalid call [1] in "
173           << "G4SubtractionSolid::SurfaceNormal(p)" << G4endl
174           << "  Point p is inside !" << G4endl;
175    G4cout << "          p = " << p << G4endl;
176    G4cerr << "WARNING - Invalid call [1] in "
177           << "G4SubtractionSolid::SurfaceNormal(p)" << G4endl
178           << "  Point p is inside !" << G4endl;
179    G4cerr << "          p = " << p << G4endl;
180#endif
181  }
182  else
183  { 
184    if( fPtrSolidA->Inside(p) == kSurface && 
185        fPtrSolidB->Inside(p) != kInside      ) 
186    {
187      normal = fPtrSolidA->SurfaceNormal(p) ;
188    }
189    else if( fPtrSolidA->Inside(p) == kInside && 
190             fPtrSolidB->Inside(p) != kOutside    )
191    {
192      normal = -fPtrSolidB->SurfaceNormal(p) ;
193    }
194    else 
195    {
196      if ( fPtrSolidA->DistanceToOut(p) <= fPtrSolidB->DistanceToIn(p) )
197      {
198        normal = fPtrSolidA->SurfaceNormal(p) ;
199      }
200      else
201      {
202        normal = -fPtrSolidB->SurfaceNormal(p) ;
203      }
204#ifdef G4BOOLDEBUG
205      if(Inside(p) == kInside)
206      {
207        G4cout << "WARNING - Invalid call [2] in "
208             << "G4SubtractionSolid::SurfaceNormal(p)" << G4endl
209             << "  Point p is inside !" << G4endl;
210        G4cout << "          p = " << p << G4endl;
211        G4cerr << "WARNING - Invalid call [2] in "
212             << "G4SubtractionSolid::SurfaceNormal(p)" << G4endl
213             << "  Point p is inside !" << G4endl;
214        G4cerr << "          p = " << p << G4endl;
215      }
216#endif
217    }
218  }
219  return normal;
220}
221
222/////////////////////////////////////////////////////////////
223//
224// The same algorithm as in DistanceToIn(p)
225
226G4double
227G4SubtractionSolid::DistanceToIn(  const G4ThreeVector& p,
228                                   const G4ThreeVector& v  ) const 
229{
230  G4double dist = 0.0,disTmp = 0.0 ;
231   
232#ifdef G4BOOLDEBUG
233  if( Inside(p) == kInside )
234  {
235    G4cout << "WARNING - Invalid call in "
236           << "G4SubtractionSolid::DistanceToIn(p,v)" << G4endl
237           << "  Point p is inside !" << G4endl;
238    G4cout << "          p = " << p << G4endl;
239    G4cout << "          v = " << v << G4endl;
240    G4cerr << "WARNING - Invalid call in "
241           << "G4SubtractionSolid::DistanceToIn(p,v)" << G4endl
242           << "  Point p is inside !" << G4endl;
243    G4cerr << "          p = " << p << G4endl;
244    G4cerr << "          v = " << v << G4endl;
245  }
246#endif
247
248    // if( // ( fPtrSolidA->Inside(p) != kOutside) &&  // case1:p in both A&B
249    if ( fPtrSolidB->Inside(p) != kOutside )   // start: out of B
250    {
251      dist = fPtrSolidB->DistanceToOut(p,v) ; // ,calcNorm,validNorm,n) ;
252     
253      if( fPtrSolidA->Inside(p+dist*v) != kInside )
254      {
255        do
256        {
257          disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
258
259          if(disTmp == kInfinity)
260          { 
261            return kInfinity ;
262          }
263          dist += disTmp ;
264
265          if( Inside(p+dist*v) == kOutside )
266          {
267            disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v) ; 
268            dist += disTmp ;
269          }         
270        }
271        while( Inside(p+dist*v) == kOutside ) ;
272      }
273    }
274    else // p outside A, start in A
275    {
276      dist = fPtrSolidA->DistanceToIn(p,v) ;
277
278      if( dist == kInfinity ) // past A, hence past A\B
279      {
280        return kInfinity ;
281      }
282      else
283      {
284        while( Inside(p+dist*v) == kOutside )  // pushing loop
285        {
286          disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v) ;
287          dist += disTmp ;
288
289          if( Inside(p+dist*v) == kOutside )
290          { 
291            disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
292
293            if(disTmp == kInfinity) // past A, hence past A\B
294            { 
295              return kInfinity ;
296            }                 
297            dist += disTmp ;
298          }
299        }
300      }
301    }
302 
303  return dist ;
304}
305
306////////////////////////////////////////////////////////
307//
308// Approximate nearest distance from the point p to the intersection of
309// two solids. It is usually underestimated from the point of view of
310// isotropic safety
311
312G4double
313G4SubtractionSolid::DistanceToIn( const G4ThreeVector& p ) const 
314{
315  G4double dist=0.0;
316
317#ifdef G4BOOLDEBUG
318  if( Inside(p) == kInside )
319  {
320    G4cout << "WARNING - Invalid call in "
321           << "G4SubtractionSolid::DistanceToIn(p)" << G4endl
322           << "  Point p is inside !" << G4endl;
323    G4cout << "          p = " << p << G4endl;
324    G4cerr << "WARNING - Invalid call in "
325           << "G4SubtractionSolid::DistanceToIn(p)" << G4endl
326           << "  Point p is inside !" << G4endl;
327    G4cerr << "          p = " << p << G4endl;
328  }
329#endif
330
331  if( ( fPtrSolidA->Inside(p) != kOutside) &&   // case 1
332      ( fPtrSolidB->Inside(p) != kOutside)    )
333  {
334      dist= fPtrSolidB->DistanceToOut(p)  ;
335  }
336  else
337  {
338      dist= fPtrSolidA->DistanceToIn(p) ; 
339  }
340 
341  return dist; 
342}
343
344//////////////////////////////////////////////////////////
345//
346// The same algorithm as DistanceToOut(p)
347
348G4double
349G4SubtractionSolid::DistanceToOut( const G4ThreeVector& p,
350                 const G4ThreeVector& v,
351                 const G4bool calcNorm,
352                       G4bool *validNorm,
353                       G4ThreeVector *n ) const 
354{
355#ifdef G4BOOLDEBUG
356    if( Inside(p) == kOutside )
357    {
358      G4cout << "Position:"  << G4endl << G4endl;
359      G4cout << "p.x() = "   << p.x()/mm << " mm" << G4endl;
360      G4cout << "p.y() = "   << p.y()/mm << " mm" << G4endl;
361      G4cout << "p.z() = "   << p.z()/mm << " mm" << G4endl << G4endl;
362      G4cout << "Direction:" << G4endl << G4endl;
363      G4cout << "v.x() = "   << v.x() << G4endl;
364      G4cout << "v.y() = "   << v.y() << G4endl;
365      G4cout << "v.z() = "   << v.z() << G4endl << G4endl;
366      G4cout << "WARNING - Invalid call in "
367             << "G4SubtractionSolid::DistanceToOut(p,v)" << G4endl
368             << "  Point p is outside !" << G4endl;
369      G4cout << "          p = " << p << G4endl;
370      G4cout << "          v = " << v << G4endl;
371      G4cerr << "WARNING - Invalid call in "
372             << "G4SubtractionSolid::DistanceToOut(p,v)" << G4endl
373             << "  Point p is outside !" << G4endl;
374      G4cerr << "          p = " << p << G4endl;
375      G4cerr << "          v = " << v << G4endl;
376    }
377#endif
378
379    G4double distout;
380    G4double distA = fPtrSolidA->DistanceToOut(p,v,calcNorm,validNorm,n) ;
381    G4double distB = fPtrSolidB->DistanceToIn(p,v) ;
382    if(distB < distA)
383    {
384      if(calcNorm)
385      {
386        *n = -(fPtrSolidB->SurfaceNormal(p+distB*v)) ;
387        *validNorm = false ;
388      }
389      distout= distB ;
390    }
391    else
392    {
393      distout= distA ; 
394    } 
395    return distout;
396}
397
398//////////////////////////////////////////////////////////////
399//
400// Inverted algorithm of DistanceToIn(p)
401
402G4double
403G4SubtractionSolid::DistanceToOut( const G4ThreeVector& p ) const 
404{
405  G4double dist=0.0;
406
407  if( Inside(p) == kOutside )
408  { 
409#ifdef G4BOOLDEBUG
410    G4cout << "WARNING - Invalid call in "
411           << "G4SubtractionSolid::DistanceToOut(p)" << G4endl
412           << "  Point p is outside" << G4endl;
413    G4cout << "          p = " << p << G4endl;
414    G4cerr << "WARNING - Invalid call in "
415           << "G4SubtractionSolid::DistanceToOut(p)" << G4endl
416           << "  Point p is outside" << G4endl;
417    G4cerr << "          p = " << p << G4endl;
418#endif
419  }
420  else
421  {
422     dist= std::min(fPtrSolidA->DistanceToOut(p),
423                      fPtrSolidB->DistanceToIn(p) ) ; 
424  }
425  return dist; 
426}
427
428//////////////////////////////////////////////////////////////
429//
430//
431
432G4GeometryType G4SubtractionSolid::GetEntityType() const 
433{
434  return G4String("G4SubtractionSolid");
435}
436
437//////////////////////////////////////////////////////////////
438//
439//
440
441void 
442G4SubtractionSolid::ComputeDimensions(       G4VPVParameterisation*,
443                                       const G4int,
444                                       const G4VPhysicalVolume* ) 
445{
446}
447
448/////////////////////////////////////////////////
449//
450//                   
451
452void 
453G4SubtractionSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const 
454{
455  scene.AddSolid (*this);
456}
457
458////////////////////////////////////////////////////
459//
460//
461
462G4Polyhedron* 
463G4SubtractionSolid::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
488G4NURBS*     
489G4SubtractionSolid::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}
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