| 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 and of QinetiQ Ltd, *
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| 20 | // * subject to DEFCON 705 IPR conditions. *
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| 21 | // * By using, copying, modifying or distributing the software (or *
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| 22 | // * any work based on the software) you agree to acknowledge its *
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| 23 | // * use in resulting scientific publications, and indicate your *
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| 24 | // * acceptance of all terms of the Geant4 Software license. *
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| 25 | // ********************************************************************
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| 26 | //
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| 27 | // $Id: G4TessellatedSolid.cc,v 1.18 2008/03/13 11:58:28 gcosmo Exp $
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| 28 | // GEANT4 tag $Name: HEAD $
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| 29 | //
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| 30 | // %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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| 31 | //
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| 32 | // MODULE: G4TessellatedSolid.cc
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| 33 | //
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| 34 | // Date: 15/06/2005
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| 35 | // Author: P R Truscott
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| 36 | // Organisation: QinetiQ Ltd, UK
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| 37 | // Customer: UK Ministry of Defence : RAO CRP TD Electronic Systems
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| 38 | // Contract: C/MAT/N03517
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| 39 | //
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| 40 | // %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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| 41 | //
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| 42 | // CHANGE HISTORY
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| 43 | // --------------
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| 44 | //
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| 45 | // 14 November 2007 P R Truscott, QinetiQ & Stan Seibert, U Texas
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| 46 | // Bug fixes to CalculateExtent
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| 47 | //
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| 48 | // 17 September 2007, P R Truscott, QinetiQ Ltd & Richard Holmberg
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| 49 | // Updated extensively prior to this date to deal with
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| 50 | // concaved tessellated surfaces, based on the algorithm
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| 51 | // of Richard Holmberg. This had been slightly modified
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| 52 | // to determine with inside the geometry by projecting
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| 53 | // random rays from the point provided. Now random rays
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| 54 | // are predefined rather than making use of random
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| 55 | // number generator at run-time.
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| 56 | //
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| 57 | // 22 November 2005, F Lei
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| 58 | // - Changed ::DescribeYourselfTo(), line 464
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| 59 | // - added GetPolyHedron()
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| 60 | //
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| 61 | // 31 October 2004, P R Truscott, QinetiQ Ltd, UK
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| 62 | // - Created.
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| 63 | //
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| 64 | // %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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| 65 |
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| 66 | #include "G4TessellatedSolid.hh"
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| 67 | #include "G4PolyhedronArbitrary.hh"
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| 68 | #include "globals.hh"
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| 69 | #include "Randomize.hh"
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| 70 |
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| 71 | #include <iostream>
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| 72 |
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| 73 | ///////////////////////////////////////////////////////////////////////////////
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| 74 | //
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| 75 | // Standard contructor has blank name and defines no facets.
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| 76 | //
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| 77 | G4TessellatedSolid::G4TessellatedSolid ()
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| 78 | : G4VSolid("dummy"), fpPolyhedron(0), cubicVolume(0.), surfaceArea(0.)
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| 79 | {
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| 80 | dirTolerance = 1.0E-14;
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| 81 |
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| 82 | geometryType = "G4TessellatedSolid";
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| 83 | facets.clear();
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| 84 | solidClosed = false;
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| 85 |
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| 86 | xMinExtent = kInfinity;
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| 87 | xMaxExtent = -kInfinity;
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| 88 | yMinExtent = kInfinity;
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| 89 | yMaxExtent = -kInfinity;
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| 90 | zMinExtent = kInfinity;
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| 91 | zMaxExtent = -kInfinity;
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| 92 |
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| 93 | SetRandomVectorSet();
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| 94 | }
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| 95 |
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| 96 | ///////////////////////////////////////////////////////////////////////////////
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| 97 | //
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| 98 | // Alternative constructor. Simple define name and geometry type - no facets
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| 99 | // to detine.
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| 100 | //
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| 101 | G4TessellatedSolid::G4TessellatedSolid (const G4String &name)
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| 102 | : G4VSolid(name), fpPolyhedron(0), cubicVolume(0.), surfaceArea(0.)
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| 103 | {
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| 104 | dirTolerance = 1.0E-14;
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| 105 |
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| 106 | geometryType = "G4TessellatedSolid";
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| 107 | facets.clear();
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| 108 | solidClosed = false;
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| 109 |
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| 110 | xMinExtent = kInfinity;
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| 111 | xMaxExtent = -kInfinity;
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| 112 | yMinExtent = kInfinity;
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| 113 | yMaxExtent = -kInfinity;
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| 114 | zMinExtent = kInfinity;
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| 115 | zMaxExtent = -kInfinity;
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| 116 |
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| 117 | SetRandomVectorSet();
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| 118 | }
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| 119 |
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| 120 | ///////////////////////////////////////////////////////////////////////////////
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| 121 | //
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| 122 | // Fake default constructor - sets only member data and allocates memory
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| 123 | // for usage restricted to object persistency.
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| 124 | //
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| 125 | G4TessellatedSolid::G4TessellatedSolid( __void__& a )
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| 126 | : G4VSolid(a), fpPolyhedron(0), facets(0),
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| 127 | geometryType("G4TessellatedSolid"), cubicVolume(0.), surfaceArea(0.),
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| 128 | vertexList(), xMinExtent(0.), xMaxExtent(0.),
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| 129 | yMinExtent(0.), yMaxExtent(0.), zMinExtent(0.), zMaxExtent(0.),
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| 130 | solidClosed(false)
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| 131 | {
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| 132 | SetRandomVectorSet();
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| 133 | }
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| 134 |
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| 135 | ///////////////////////////////////////////////////////////////////////////////
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| 136 | //
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| 137 | // Destructor.
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| 138 | //
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| 139 | G4TessellatedSolid::~G4TessellatedSolid ()
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| 140 | {
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| 141 | DeleteObjects ();
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| 142 | }
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| 143 |
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| 144 | ///////////////////////////////////////////////////////////////////////////////
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| 145 | //
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| 146 | // Define copy constructor.
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| 147 | //
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| 148 | G4TessellatedSolid::G4TessellatedSolid (const G4TessellatedSolid &s)
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| 149 | : G4VSolid(s)
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| 150 | {
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| 151 | if (&s == this) { return; }
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| 152 |
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| 153 | dirTolerance = 1.0E-14;
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| 154 |
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| 155 | geometryType = "G4TessellatedSolid";
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| 156 | facets.clear();
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| 157 | solidClosed = false;
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| 158 |
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| 159 | xMinExtent = kInfinity;
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| 160 | xMaxExtent = -kInfinity;
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| 161 | yMinExtent = kInfinity;
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| 162 | yMaxExtent = -kInfinity;
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| 163 | zMinExtent = kInfinity;
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| 164 | zMaxExtent = -kInfinity;
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| 165 |
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| 166 | SetRandomVectorSet();
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| 167 |
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| 168 | CopyObjects (s);
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| 169 | }
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| 170 |
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| 171 | ///////////////////////////////////////////////////////////////////////////////
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| 172 | //
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| 173 | // Define assignment operator.
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| 174 | //
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| 175 | const G4TessellatedSolid &
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| 176 | G4TessellatedSolid::operator= (const G4TessellatedSolid &s)
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| 177 | {
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| 178 | if (&s == this) { return *this; }
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| 179 |
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| 180 | DeleteObjects ();
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| 181 | CopyObjects (s);
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| 182 |
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| 183 | return *this;
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| 184 | }
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| 185 |
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| 186 | ///////////////////////////////////////////////////////////////////////////////
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| 187 | //
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| 188 | void G4TessellatedSolid::DeleteObjects ()
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| 189 | {
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| 190 | for (std::vector<G4VFacet *>::iterator f=facets.begin(); f!=facets.end(); f++)
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| 191 | {
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| 192 | delete *f;
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| 193 | }
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| 194 | facets.clear();
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| 195 | }
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| 196 |
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| 197 | ///////////////////////////////////////////////////////////////////////////////
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| 198 | //
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| 199 | void G4TessellatedSolid::CopyObjects (const G4TessellatedSolid &s)
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| 200 | {
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| 201 | size_t n = s.GetNumberOfFacets();
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| 202 | for (size_t i=0; i<n; i++)
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| 203 | {
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| 204 | G4VFacet *facetClone = (s.GetFacet(i))->GetClone();
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| 205 | AddFacet(facetClone);
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| 206 | }
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| 207 |
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| 208 | if ( s.GetSolidClosed() ) { SetSolidClosed(true); }
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| 209 |
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| 210 | // cubicVolume = s.GetCubicVolume();
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| 211 | }
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| 212 |
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| 213 | ///////////////////////////////////////////////////////////////////////////////
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| 214 | //
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| 215 | // Add a facet to the facet list. Note that you can add, but you cannot
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| 216 | // delete.
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| 217 | //
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| 218 | G4bool G4TessellatedSolid::AddFacet (G4VFacet *aFacet)
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| 219 | {
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| 220 | // Add the facet to the vector.
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| 221 |
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| 222 | if (solidClosed)
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| 223 | {
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| 224 | G4Exception("G4TessellatedSolid::AddFacet()", "InvalidSetup",
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| 225 | JustWarning, "Attempt to add facets when solid is closed.");
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| 226 | return false;
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| 227 | }
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| 228 | else if (aFacet->IsDefined())
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| 229 | {
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| 230 | if (facets.size() == 0)
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| 231 | {
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| 232 | facets.push_back(aFacet);
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| 233 | }
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| 234 | else
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| 235 | {
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| 236 | G4bool found = false;
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| 237 | FacetI it = facets.begin();
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| 238 | do
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| 239 | {
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| 240 | found = (**it == *aFacet);
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| 241 | } while (!found && ++it!=facets.end());
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| 242 |
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| 243 | if (found)
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| 244 | {
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| 245 | delete *it;
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| 246 | facets.erase(it);
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| 247 | }
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| 248 | else
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| 249 | {
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| 250 | facets.push_back(aFacet);
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| 251 | }
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| 252 | }
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| 253 |
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| 254 | return true;
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| 255 | }
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| 256 | else
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| 257 | {
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| 258 | G4Exception("G4TessellatedSolid::AddFacet()", "InvalidSetup",
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| 259 | JustWarning, "Attempt to add facet not properly defined.");
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| 260 | G4cerr << "Facet attributes:" << G4endl;
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| 261 | aFacet->StreamInfo(G4cerr);
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| 262 | G4cerr << G4endl;
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| 263 |
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| 264 | return false;
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| 265 | }
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| 266 | }
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| 267 |
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| 268 | ///////////////////////////////////////////////////////////////////////////////
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| 269 | //
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| 270 | void G4TessellatedSolid::SetSolidClosed (const G4bool t)
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| 271 | {
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| 272 | if (t)
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| 273 | {
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| 274 | vertexList.clear();
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| 275 | for (FacetCI it=facets.begin(); it!=facets.end(); it++)
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| 276 | {
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| 277 | size_t m = vertexList.size();
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| 278 | G4ThreeVector p(0.0,0.0,0.0);
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| 279 | for (size_t i=0; i<(*it)->GetNumberOfVertices(); i++)
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| 280 | {
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| 281 | p = (*it)->GetVertex(i);
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| 282 | G4bool found = false;
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| 283 | size_t j = 0;
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| 284 | while (j < m && !found)
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| 285 | {
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| 286 | G4ThreeVector q = vertexList[j];
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| 287 | found = (q-p).mag() < 0.5*kCarTolerance;
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| 288 | if (!found) j++;
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| 289 | }
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| 290 |
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| 291 | if (!found)
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| 292 | {
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| 293 | vertexList.push_back(p);
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| 294 | (*it)->SetVertexIndex(i,vertexList.size()-1);
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| 295 | }
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| 296 | else
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| 297 | {
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| 298 | (*it)->SetVertexIndex(i,j);
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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 | // Now update the maximum x, y and z limits of the volume.
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| 304 | //
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| 305 | for (size_t i=0; i<vertexList.size(); i++)
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| 306 | {
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| 307 | G4ThreeVector p = vertexList[i];
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| 308 | G4double x = p.x();
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| 309 | G4double y = p.y();
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| 310 | G4double z = p.z();
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| 311 |
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| 312 | if (i > 0)
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| 313 | {
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| 314 | if (x > xMaxExtent) xMaxExtent = x;
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| 315 | if (x < xMinExtent) xMinExtent = x;
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| 316 | if (y > yMaxExtent) yMaxExtent = y;
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| 317 | if (y < yMinExtent) yMinExtent = y;
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| 318 | if (z > zMaxExtent) zMaxExtent = z;
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| 319 | if (z < zMinExtent) zMinExtent = z;
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| 320 | }
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| 321 | else
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| 322 | {
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| 323 | xMaxExtent = x;
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| 324 | xMinExtent = x;
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| 325 | yMaxExtent = y;
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| 326 | yMinExtent = y;
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| 327 | zMaxExtent = z;
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| 328 | zMinExtent = z;
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| 329 | }
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| 330 | }
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| 331 | //
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| 332 | //
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| 333 | // Compute extremeFacets, i.e. find those facets that have surface
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| 334 | // planes that bound the volume.
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| 335 | // Note that this is going to reject concaved surfaces as being extreme. Also
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| 336 | // note that if the vertex is on the facet, displacement is zero, so IsInside
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| 337 | // returns true. So will this work?? Need non-equality
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| 338 | // "G4bool inside = displacement < 0.0;"
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| 339 | // or
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| 340 | // "G4bool inside = displacement <= -0.5*kCarTolerance"
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| 341 | // (Notes from PT 13/08/2007).
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| 342 | //
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| 343 | for (FacetCI it=facets.begin(); it!=facets.end(); it++)
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| 344 | {
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| 345 | G4bool isExtreme = true;
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| 346 | for (size_t i=0; i<vertexList.size(); i++)
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| 347 | {
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| 348 | if (!(*it)->IsInside(vertexList[i]))
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| 349 | {
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| 350 | isExtreme = false;
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| 351 | break;
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| 352 | }
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| 353 | }
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| 354 | if (isExtreme)
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| 355 | extremeFacets.insert(*it);
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| 356 | }
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| 357 | solidClosed = true;
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| 358 | }
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| 359 | else
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| 360 | {
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| 361 | solidClosed = false;
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| 362 | }
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| 363 | }
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| 364 |
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| 365 | ///////////////////////////////////////////////////////////////////////////////
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| 366 | //
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| 367 | // GetSolidClosed
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| 368 | //
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| 369 | // Used to determine whether the solid is closed to adding further facets.
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| 370 | //
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| 371 | G4bool G4TessellatedSolid::GetSolidClosed () const
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| 372 | {return solidClosed;}
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| 373 |
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| 374 | ///////////////////////////////////////////////////////////////////////////////
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| 375 | //
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| 376 | // operator+=
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| 377 | //
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| 378 | // This operator allows the user to add two tessellated solids together, so
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| 379 | // that the solid on the left then includes all of the facets in the solid
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| 380 | // on the right. Note that copies of the facets are generated, rather than
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| 381 | // using the original facet set of the solid on the right.
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| 382 | //
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| 383 | const G4TessellatedSolid &G4TessellatedSolid::operator+=
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| 384 | (const G4TessellatedSolid &right)
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| 385 | {
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| 386 | for (size_t i=0; i<right.GetNumberOfFacets(); i++)
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| 387 | AddFacet(right.GetFacet(i)->GetClone());
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| 388 | return *this;
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| 389 | }
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| 390 |
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| 391 | ///////////////////////////////////////////////////////////////////////////////
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| 392 | //
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| 393 | // GetFacet
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| 394 | //
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| 395 | // Access pointer to facet in solid, indexed by integer i.
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| 396 | //
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| 397 | G4VFacet *G4TessellatedSolid::GetFacet (size_t i) const
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| 398 | {
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| 399 | return facets[i];
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| 400 | }
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| 401 |
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| 402 | ///////////////////////////////////////////////////////////////////////////////
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| 403 | //
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| 404 | // GetNumberOfFacets
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| 405 | //
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| 406 | size_t G4TessellatedSolid::GetNumberOfFacets () const
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| 407 | {
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| 408 | return facets.size();
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| 409 | }
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| 410 |
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| 411 | ///////////////////////////////////////////////////////////////////////////////
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| 412 | //
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| 413 | // EInside G4TessellatedSolid::Inside (const G4ThreeVector &p) const
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| 414 | //
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| 415 | // This method must return:
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| 416 | // * kOutside if the point at offset p is outside the shape
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| 417 | // boundaries plus kCarTolerance/2,
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| 418 | // * kSurface if the point is <= kCarTolerance/2 from a surface, or
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| 419 | // * kInside otherwise.
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| 420 | //
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| 421 | EInside G4TessellatedSolid::Inside (const G4ThreeVector &p) const
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| 422 | {
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| 423 | //
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| 424 | // First the simple test - check if we're outside of the X-Y-Z extremes
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| 425 | // of the tessellated solid.
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| 426 | //
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| 427 | if ( p.x() < xMinExtent - kCarTolerance ||
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| 428 | p.x() > xMaxExtent + kCarTolerance ||
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| 429 | p.y() < yMinExtent - kCarTolerance ||
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| 430 | p.y() > yMaxExtent + kCarTolerance ||
|
|---|
| 431 | p.z() < zMinExtent - kCarTolerance ||
|
|---|
| 432 | p.z() > zMaxExtent + kCarTolerance )
|
|---|
| 433 | {
|
|---|
| 434 | return kOutside;
|
|---|
| 435 | }
|
|---|
| 436 |
|
|---|
| 437 | G4double minDist = kInfinity;
|
|---|
| 438 | //
|
|---|
| 439 | //
|
|---|
| 440 | // Check if we are close to a surface
|
|---|
| 441 | //
|
|---|
| 442 | for (FacetCI f=facets.begin(); f!=facets.end(); f++)
|
|---|
| 443 | {
|
|---|
| 444 | G4double dist = (*f)->Distance(p,minDist);
|
|---|
| 445 | if (dist < minDist) minDist = dist;
|
|---|
| 446 | if (dist <= 0.5*kCarTolerance)
|
|---|
| 447 | {
|
|---|
| 448 | return kSurface;
|
|---|
| 449 | }
|
|---|
| 450 | }
|
|---|
| 451 | //
|
|---|
| 452 | //
|
|---|
| 453 | // The following is something of an adaptation of the method implemented by
|
|---|
| 454 | // Rickard Holmberg augmented with information from Schneider & Eberly,
|
|---|
| 455 | // "Geometric Tools for Computer Graphics," pp700-701, 2003. In essence, we're
|
|---|
| 456 | // trying to determine whether we're inside the volume by projecting a few rays
|
|---|
| 457 | // and determining if the first surface crossed is has a normal vector between
|
|---|
| 458 | // 0 to pi/2 (out-going) or pi/2 to pi (in-going). We should also avoid rays
|
|---|
| 459 | // which are nearly within the plane of the tessellated surface, and therefore
|
|---|
| 460 | // produce rays randomly. For the moment, this is a bit over-engineered
|
|---|
| 461 | // (belt-braces-and-ducttape).
|
|---|
| 462 | //
|
|---|
| 463 | #if G4SPECSDEBUG
|
|---|
| 464 | G4int nTry = 7;
|
|---|
| 465 | #else
|
|---|
| 466 | G4int nTry = 3;
|
|---|
| 467 | #endif
|
|---|
| 468 | G4double distOut = kInfinity;
|
|---|
| 469 | G4double distIn = kInfinity;
|
|---|
| 470 | G4double distO = 0.0;
|
|---|
| 471 | G4double distI = 0.0;
|
|---|
| 472 | G4double distFromSurfaceO = 0.0;
|
|---|
| 473 | G4double distFromSurfaceI = 0.0;
|
|---|
| 474 | G4ThreeVector normalO(0.0,0.0,0.0);
|
|---|
| 475 | G4ThreeVector normalI(0.0,0.0,0.0);
|
|---|
| 476 | G4bool crossingO = false;
|
|---|
| 477 | G4bool crossingI = false;
|
|---|
| 478 | EInside location = kOutside;
|
|---|
| 479 | EInside locationprime = kOutside;
|
|---|
| 480 | G4int m = 0;
|
|---|
| 481 |
|
|---|
| 482 | for (G4int i=0; i<nTry; i++)
|
|---|
| 483 | {
|
|---|
| 484 | G4bool nearParallel = false;
|
|---|
| 485 | do
|
|---|
| 486 | {
|
|---|
| 487 | //
|
|---|
| 488 | //
|
|---|
| 489 | // We loop until we find direction where the vector is not nearly parallel
|
|---|
| 490 | // to the surface of any facet since this causes ambiguities. The usual
|
|---|
| 491 | // case is that the angles should be sufficiently different, but there are 20
|
|---|
| 492 | // random directions to select from - hopefully sufficient.
|
|---|
| 493 | //
|
|---|
| 494 | distOut = kInfinity;
|
|---|
| 495 | distIn = kInfinity;
|
|---|
| 496 | G4ThreeVector v = randir[m];
|
|---|
| 497 | m++;
|
|---|
| 498 | FacetCI f = facets.begin();
|
|---|
| 499 | do
|
|---|
| 500 | {
|
|---|
| 501 | //
|
|---|
| 502 | //
|
|---|
| 503 | // Here we loop through the facets to find out if there is an intersection
|
|---|
| 504 | // between the ray and that facet. The test if performed separately whether
|
|---|
| 505 | // the ray is entering the facet or exiting.
|
|---|
| 506 | //
|
|---|
| 507 | crossingO = ((*f)->Intersect(p,v,true,distO,distFromSurfaceO,normalO));
|
|---|
| 508 | crossingI = ((*f)->Intersect(p,v,false,distI,distFromSurfaceI,normalI));
|
|---|
| 509 | if (crossingO || crossingI)
|
|---|
| 510 | {
|
|---|
| 511 | nearParallel = (crossingO && std::abs(normalO.dot(v))<dirTolerance) ||
|
|---|
| 512 | (crossingI && std::abs(normalI.dot(v))<dirTolerance);
|
|---|
| 513 | if (!nearParallel)
|
|---|
| 514 | {
|
|---|
| 515 | if (crossingO && distO > 0.0 && distO < distOut) distOut = distO;
|
|---|
| 516 | if (crossingI && distI > 0.0 && distI < distIn) distIn = distI;
|
|---|
| 517 | }
|
|---|
| 518 | }
|
|---|
| 519 | } while (!nearParallel && ++f!=facets.end());
|
|---|
| 520 | } while (nearParallel && m!=maxTries);
|
|---|
| 521 |
|
|---|
| 522 | if (m == maxTries)
|
|---|
| 523 | {
|
|---|
| 524 | //
|
|---|
| 525 | //
|
|---|
| 526 | // We've run out of random vector directions. If nTries is set sufficiently
|
|---|
| 527 | // low (nTries <= 0.5*maxTries) then this would indicate that there is
|
|---|
| 528 | // something wrong with geometry.
|
|---|
| 529 | //
|
|---|
| 530 | G4Exception("G4TessellatedSolid::Inside()",
|
|---|
| 531 | "UnknownInsideOutside", FatalException,
|
|---|
| 532 | "Cannot determine whether point is inside or outside volume!");
|
|---|
| 533 | }
|
|---|
| 534 | //
|
|---|
| 535 | //
|
|---|
| 536 | // In the next if-then-elseif string the logic is as follows:
|
|---|
| 537 | // (1) You don't hit anything so cannot be inside volume, provided volume
|
|---|
| 538 | // constructed correctly!
|
|---|
| 539 | // (2) Distance to inside (ie. nearest facet such that you enter facet) is
|
|---|
| 540 | // shorter than distance to outside (nearest facet such that you exit
|
|---|
| 541 | // facet) - on condition of safety distance - therefore we're outside.
|
|---|
| 542 | // (3) Distance to outside is shorter than distance to inside therefore we're
|
|---|
| 543 | // inside.
|
|---|
| 544 | //
|
|---|
| 545 | if (distIn == kInfinity && distOut == kInfinity)
|
|---|
| 546 | locationprime = kOutside;
|
|---|
| 547 | else if (distIn <= distOut - kCarTolerance*0.5)
|
|---|
| 548 | locationprime = kOutside;
|
|---|
| 549 | else if (distOut <= distIn - kCarTolerance*0.5)
|
|---|
| 550 | locationprime = kInside;
|
|---|
| 551 |
|
|---|
| 552 | if (i == 0) location = locationprime;
|
|---|
| 553 | else if (locationprime != location)
|
|---|
| 554 | {
|
|---|
| 555 | //
|
|---|
| 556 | //
|
|---|
| 557 | // Different ray directions result in different answer. Seems like the
|
|---|
| 558 | // geometry is not constructed correctly.
|
|---|
| 559 | //
|
|---|
| 560 | G4Exception("G4TessellatedSolid::Inside()",
|
|---|
| 561 | "UnknownInsideOutside", FatalException,
|
|---|
| 562 | "Cannot determine whether point is inside or outside volume!");
|
|---|
| 563 | }
|
|---|
| 564 | }
|
|---|
| 565 |
|
|---|
| 566 | return location;
|
|---|
| 567 | }
|
|---|
| 568 |
|
|---|
| 569 | ///////////////////////////////////////////////////////////////////////////////
|
|---|
| 570 | //
|
|---|
| 571 | // G4ThreeVector G4TessellatedSolid::SurfaceNormal (const G4ThreeVector &p) const
|
|---|
| 572 | //
|
|---|
| 573 | // Return the outwards pointing unit normal of the shape for the
|
|---|
| 574 | // surface closest to the point at offset p.
|
|---|
| 575 |
|
|---|
| 576 | G4ThreeVector G4TessellatedSolid::SurfaceNormal (const G4ThreeVector &p) const
|
|---|
| 577 | {
|
|---|
| 578 | FacetCI minFacet;
|
|---|
| 579 | G4double minDist = kInfinity;
|
|---|
| 580 | G4double dist = 0.0;
|
|---|
| 581 | G4ThreeVector normal;
|
|---|
| 582 |
|
|---|
| 583 | for (FacetCI f=facets.begin(); f!=facets.end(); f++)
|
|---|
| 584 | {
|
|---|
| 585 | dist = (*f)->Distance(p,minDist);
|
|---|
| 586 | if (dist < minDist)
|
|---|
| 587 | {
|
|---|
| 588 | minDist = dist;
|
|---|
| 589 | minFacet = f;
|
|---|
| 590 | }
|
|---|
| 591 | }
|
|---|
| 592 |
|
|---|
| 593 | if (minDist != kInfinity)
|
|---|
| 594 | {
|
|---|
| 595 | normal = (*minFacet)->GetSurfaceNormal();
|
|---|
| 596 | }
|
|---|
| 597 | else
|
|---|
| 598 | {
|
|---|
| 599 | #ifdef G4VERBOSE
|
|---|
| 600 | G4cout << "WARNING - G4TessellatedSolid::SurfaceNormal(p)" << G4endl
|
|---|
| 601 | << " No facets found for point: " << p << " !" << G4endl
|
|---|
| 602 | << " Returning approximated value for normal." << G4endl;
|
|---|
| 603 | G4Exception("G4TessellatedSolid::SurfaceNormal(p)", "Notification",
|
|---|
| 604 | JustWarning, "Point p is not on surface !?" );
|
|---|
| 605 | #endif
|
|---|
| 606 | normal = (p.z()>0 ? G4ThreeVector(0,0,1) : G4ThreeVector(0,0,-1));
|
|---|
| 607 | }
|
|---|
| 608 |
|
|---|
| 609 | return normal;
|
|---|
| 610 | }
|
|---|
| 611 |
|
|---|
| 612 | ///////////////////////////////////////////////////////////////////////////////
|
|---|
| 613 | //
|
|---|
| 614 | // G4double DistanceToIn(const G4ThreeVector& p, const G4ThreeVector& v)
|
|---|
| 615 | //
|
|---|
| 616 | // Return the distance along the normalised vector v to the shape,
|
|---|
| 617 | // from the point at offset p. If there is no intersection, return
|
|---|
| 618 | // kInfinity. The first intersection resulting from âleavingâ a
|
|---|
| 619 | // surface/volume is discarded. Hence, this is tolerant of points on
|
|---|
| 620 | // surface of shape.
|
|---|
| 621 |
|
|---|
| 622 | G4double G4TessellatedSolid::DistanceToIn (const G4ThreeVector &p,
|
|---|
| 623 | const G4ThreeVector &v) const
|
|---|
| 624 | {
|
|---|
| 625 | G4double minDist = kInfinity;
|
|---|
| 626 | G4double dist = 0.0;
|
|---|
| 627 | G4double distFromSurface = 0.0;
|
|---|
| 628 | G4ThreeVector normal(0.0,0.0,0.0);
|
|---|
| 629 |
|
|---|
| 630 | #if G4SPECSDEBUG
|
|---|
| 631 | if ( Inside(p) == kInside )
|
|---|
| 632 | {
|
|---|
| 633 | G4cout.precision(16) ;
|
|---|
| 634 | G4cout << G4endl ;
|
|---|
| 635 | // DumpInfo();
|
|---|
| 636 | G4cout << "Position:" << G4endl << G4endl ;
|
|---|
| 637 | G4cout << "p.x() = " << p.x()/mm << " mm" << G4endl ;
|
|---|
| 638 | G4cout << "p.y() = " << p.y()/mm << " mm" << G4endl ;
|
|---|
| 639 | G4cout << "p.z() = " << p.z()/mm << " mm" << G4endl << G4endl ;
|
|---|
| 640 | G4cout << "DistanceToOut(p) == " << DistanceToOut(p) << G4endl;
|
|---|
| 641 | G4Exception("G4TriangularFacet::DistanceToIn(p,v)", "Notification", JustWarning,
|
|---|
| 642 | "Point p is already inside!?" );
|
|---|
| 643 | }
|
|---|
| 644 | #endif
|
|---|
| 645 |
|
|---|
| 646 | for (FacetCI f=facets.begin(); f!=facets.end(); f++)
|
|---|
| 647 | {
|
|---|
| 648 | if ((*f)->Intersect(p,v,false,dist,distFromSurface,normal))
|
|---|
| 649 | {
|
|---|
| 650 | if (distFromSurface > 0.5*kCarTolerance && dist >= 0.0 && dist < minDist)
|
|---|
| 651 | {
|
|---|
| 652 | minDist = dist;
|
|---|
| 653 | }
|
|---|
| 654 | }
|
|---|
| 655 | }
|
|---|
| 656 |
|
|---|
| 657 | return minDist;
|
|---|
| 658 | }
|
|---|
| 659 |
|
|---|
| 660 | ///////////////////////////////////////////////////////////////////////////////
|
|---|
| 661 | //
|
|---|
| 662 | // G4double DistanceToIn(const G4ThreeVector& p)
|
|---|
| 663 | //
|
|---|
| 664 | // Calculate distance to nearest surface of shape from an outside point p. The
|
|---|
| 665 | // distance can be an underestimate.
|
|---|
| 666 |
|
|---|
| 667 | G4double G4TessellatedSolid::DistanceToIn (const G4ThreeVector &p) const
|
|---|
| 668 | {
|
|---|
| 669 | G4double minDist = kInfinity;
|
|---|
| 670 | G4double dist = 0.0;
|
|---|
| 671 |
|
|---|
| 672 | #if G4SPECSDEBUG
|
|---|
| 673 | if ( Inside(p) == kInside )
|
|---|
| 674 | {
|
|---|
| 675 | G4cout.precision(16) ;
|
|---|
| 676 | G4cout << G4endl ;
|
|---|
| 677 | // DumpInfo();
|
|---|
| 678 | G4cout << "Position:" << G4endl << G4endl ;
|
|---|
| 679 | G4cout << "p.x() = " << p.x()/mm << " mm" << G4endl ;
|
|---|
| 680 | G4cout << "p.y() = " << p.y()/mm << " mm" << G4endl ;
|
|---|
| 681 | G4cout << "p.z() = " << p.z()/mm << " mm" << G4endl << G4endl ;
|
|---|
| 682 | G4cout << "DistanceToOut(p) == " << DistanceToOut(p) << G4endl;
|
|---|
| 683 | G4Exception("G4TriangularFacet::DistanceToIn(p)", "Notification", JustWarning,
|
|---|
| 684 | "Point p is already inside!?" );
|
|---|
| 685 | }
|
|---|
| 686 | #endif
|
|---|
| 687 |
|
|---|
| 688 | for (FacetCI f=facets.begin(); f!=facets.end(); f++)
|
|---|
| 689 | {
|
|---|
| 690 | dist = (*f)->Distance(p,minDist,false);
|
|---|
| 691 | if (dist < minDist) { minDist = dist; }
|
|---|
| 692 | }
|
|---|
| 693 |
|
|---|
| 694 | return minDist;
|
|---|
| 695 | }
|
|---|
| 696 |
|
|---|
| 697 | ///////////////////////////////////////////////////////////////////////////////
|
|---|
| 698 | //
|
|---|
| 699 | // G4double DistanceToOut(const G4ThreeVector& p, const G4ThreeVector& v,
|
|---|
| 700 | // const G4bool calcNorm=false,
|
|---|
| 701 | // G4bool *validNorm=0, G4ThreeVector *n=0);
|
|---|
| 702 | //
|
|---|
| 703 | // Return distance along the normalised vector v to the shape, from a
|
|---|
| 704 | // point at an offset p inside or on the surface of the
|
|---|
| 705 | // shape. Intersections with surfaces, when the point is not greater
|
|---|
| 706 | // than kCarTolerance/2 from a surface, must be ignored.
|
|---|
| 707 | // If calcNorm is true, then it must also set validNorm to either
|
|---|
| 708 | // * true, if the solid lies entirely behind or on the exiting
|
|---|
| 709 | // surface. Then it must set n to the outwards normal vector
|
|---|
| 710 | // (the Magnitude of the vector is not defined).
|
|---|
| 711 | // * false, if the solid does not lie entirely behind or on the
|
|---|
| 712 | // exiting surface.
|
|---|
| 713 | // If calcNorm is false, then validNorm and n are unused.
|
|---|
| 714 |
|
|---|
| 715 | G4double G4TessellatedSolid::DistanceToOut (const G4ThreeVector &p,
|
|---|
| 716 | const G4ThreeVector &v, const G4bool calcNorm,
|
|---|
| 717 | G4bool *validNorm, G4ThreeVector *n) const
|
|---|
| 718 | {
|
|---|
| 719 | G4double minDist = kInfinity;
|
|---|
| 720 | G4double dist = 0.0;
|
|---|
| 721 | G4double distFromSurface = 0.0;
|
|---|
| 722 | G4ThreeVector normal(0.0,0.0,0.0);
|
|---|
| 723 | G4ThreeVector minNormal(0.0,0.0,0.0);
|
|---|
| 724 |
|
|---|
| 725 | #if G4SPECSDEBUG
|
|---|
| 726 | if ( Inside(p) == kOutside )
|
|---|
| 727 | {
|
|---|
| 728 | G4cout.precision(16) ;
|
|---|
| 729 | G4cout << G4endl ;
|
|---|
| 730 | // DumpInfo();
|
|---|
| 731 | G4cout << "Position:" << G4endl << G4endl ;
|
|---|
| 732 | G4cout << "p.x() = " << p.x()/mm << " mm" << G4endl ;
|
|---|
| 733 | G4cout << "p.y() = " << p.y()/mm << " mm" << G4endl ;
|
|---|
| 734 | G4cout << "p.z() = " << p.z()/mm << " mm" << G4endl << G4endl ;
|
|---|
| 735 | G4cout << "DistanceToIn(p) == " << DistanceToIn(p) << G4endl;
|
|---|
| 736 | G4Exception("G4TriangularFacet::DistanceToOut(p)", "Notification", JustWarning,
|
|---|
| 737 | "Point p is already outside !?" );
|
|---|
| 738 | }
|
|---|
| 739 | #endif
|
|---|
| 740 |
|
|---|
| 741 | G4bool isExtreme = false;
|
|---|
| 742 | for (FacetCI f=facets.begin(); f!=facets.end(); f++)
|
|---|
| 743 | {
|
|---|
| 744 | if ((*f)->Intersect(p,v,true,dist,distFromSurface,normal))
|
|---|
| 745 | {
|
|---|
| 746 | if (distFromSurface > 0.0 && distFromSurface <= 0.5*kCarTolerance &&
|
|---|
| 747 | (*f)->Distance(p,kCarTolerance) <= 0.5*kCarTolerance)
|
|---|
| 748 | {
|
|---|
| 749 | // We are on a surface. Return zero.
|
|---|
| 750 | if (calcNorm) {
|
|---|
| 751 | *validNorm = extremeFacets.count(*f);
|
|---|
| 752 | *n = SurfaceNormal(p);
|
|---|
| 753 | }
|
|---|
| 754 | return 0.0;
|
|---|
| 755 | }
|
|---|
| 756 | if (dist >= 0.0 && dist < minDist)
|
|---|
| 757 | {
|
|---|
| 758 | minDist = dist;
|
|---|
| 759 | minNormal = normal;
|
|---|
| 760 | isExtreme = extremeFacets.count(*f);
|
|---|
| 761 | }
|
|---|
| 762 | }
|
|---|
| 763 | }
|
|---|
| 764 |
|
|---|
| 765 | if (minDist < kInfinity)
|
|---|
| 766 | {
|
|---|
| 767 | if (calcNorm)
|
|---|
| 768 | {
|
|---|
| 769 | *validNorm = isExtreme;
|
|---|
| 770 | *n = minNormal;
|
|---|
| 771 | }
|
|---|
| 772 | return minDist;
|
|---|
| 773 | }
|
|---|
| 774 | else
|
|---|
| 775 | {
|
|---|
| 776 | // No intersection found
|
|---|
| 777 | if (calcNorm)
|
|---|
| 778 | {
|
|---|
| 779 | *validNorm = false;
|
|---|
| 780 | *n = SurfaceNormal(p);
|
|---|
| 781 | }
|
|---|
| 782 | return 0.0;
|
|---|
| 783 | }
|
|---|
| 784 | }
|
|---|
| 785 |
|
|---|
| 786 | ///////////////////////////////////////////////////////////////////////////////
|
|---|
| 787 | //
|
|---|
| 788 | // G4double DistanceToOut(const G4ThreeVector& p)
|
|---|
| 789 | //
|
|---|
| 790 | // Calculate distance to nearest surface of shape from an inside
|
|---|
| 791 | // point. The distance can be an underestimate.
|
|---|
| 792 |
|
|---|
| 793 | G4double G4TessellatedSolid::DistanceToOut (const G4ThreeVector &p) const
|
|---|
| 794 | {
|
|---|
| 795 | G4double minDist = kInfinity;
|
|---|
| 796 | G4double dist = 0.0;
|
|---|
| 797 |
|
|---|
| 798 | #if G4SPECSDEBUG
|
|---|
| 799 | if ( Inside(p) == kOutside )
|
|---|
| 800 | {
|
|---|
| 801 | G4cout.precision(16) ;
|
|---|
| 802 | G4cout << G4endl ;
|
|---|
| 803 | // DumpInfo();
|
|---|
| 804 | G4cout << "Position:" << G4endl << G4endl ;
|
|---|
| 805 | G4cout << "p.x() = " << p.x()/mm << " mm" << G4endl ;
|
|---|
| 806 | G4cout << "p.y() = " << p.y()/mm << " mm" << G4endl ;
|
|---|
| 807 | G4cout << "p.z() = " << p.z()/mm << " mm" << G4endl << G4endl ;
|
|---|
| 808 | G4cout << "DistanceToIn(p) == " << DistanceToIn(p) << G4endl;
|
|---|
| 809 | G4Exception("G4TriangularFacet::DistanceToOut(p)", "Notification", JustWarning,
|
|---|
| 810 | "Point p is already outside !?" );
|
|---|
| 811 | }
|
|---|
| 812 | #endif
|
|---|
| 813 |
|
|---|
| 814 | for (FacetCI f=facets.begin(); f!=facets.end(); f++)
|
|---|
| 815 | {
|
|---|
| 816 | dist = (*f)->Distance(p,minDist,true);
|
|---|
| 817 | if (dist < minDist) minDist = dist;
|
|---|
| 818 | }
|
|---|
| 819 |
|
|---|
| 820 | return minDist;
|
|---|
| 821 | }
|
|---|
| 822 |
|
|---|
| 823 | ///////////////////////////////////////////////////////////////////////////////
|
|---|
| 824 | //
|
|---|
| 825 | // G4GeometryType GetEntityType() const;
|
|---|
| 826 | //
|
|---|
| 827 | // Provide identification of the class of an object (required for
|
|---|
| 828 | // persistency and STEP interface).
|
|---|
| 829 | //
|
|---|
| 830 | G4GeometryType G4TessellatedSolid::GetEntityType () const
|
|---|
| 831 | {
|
|---|
| 832 | return geometryType;
|
|---|
| 833 | }
|
|---|
| 834 |
|
|---|
| 835 | ///////////////////////////////////////////////////////////////////////////////
|
|---|
| 836 | //
|
|---|
| 837 | void G4TessellatedSolid::DescribeYourselfTo (G4VGraphicsScene& scene) const
|
|---|
| 838 | {
|
|---|
| 839 | scene.AddSolid (*this);
|
|---|
| 840 | }
|
|---|
| 841 |
|
|---|
| 842 | ///////////////////////////////////////////////////////////////////////////////
|
|---|
| 843 | //
|
|---|
| 844 | // Dispatch to parameterisation for replication mechanism dimension
|
|---|
| 845 | // computation & modification.
|
|---|
| 846 | //
|
|---|
| 847 | //void G4TessellatedSolid::ComputeDimensions (G4VPVParameterisation* p,
|
|---|
| 848 | // const G4int n, const G4VPhysicalVolume* pRep) const
|
|---|
| 849 | //{
|
|---|
| 850 | // G4VSolid *ptr = 0;
|
|---|
| 851 | // ptr = *this;
|
|---|
| 852 | // p->ComputeDimensions(ptr,n,pRep);
|
|---|
| 853 | //}
|
|---|
| 854 |
|
|---|
| 855 | ///////////////////////////////////////////////////////////////////////////////
|
|---|
| 856 | //
|
|---|
| 857 | std::ostream &G4TessellatedSolid::StreamInfo(std::ostream &os) const
|
|---|
| 858 | {
|
|---|
| 859 | os << G4endl;
|
|---|
| 860 | os << "Geometry Type = " << geometryType << G4endl;
|
|---|
| 861 | os << "Number of facets = " << facets.size() << G4endl;
|
|---|
| 862 |
|
|---|
| 863 | for (FacetCI f = facets.begin(); f != facets.end(); f++)
|
|---|
| 864 | {
|
|---|
| 865 | os << "FACET # = " << f-facets.begin()+1 << G4endl;
|
|---|
| 866 | (*f)->StreamInfo(os);
|
|---|
| 867 | }
|
|---|
| 868 | os <<G4endl;
|
|---|
| 869 |
|
|---|
| 870 | return os;
|
|---|
| 871 | }
|
|---|
| 872 |
|
|---|
| 873 | ///////////////////////////////////////////////////////////////////////////////
|
|---|
| 874 | //
|
|---|
| 875 | G4Polyhedron *G4TessellatedSolid::CreatePolyhedron () const
|
|---|
| 876 | {
|
|---|
| 877 | size_t nVertices = vertexList.size();
|
|---|
| 878 | size_t nFacets = facets.size();
|
|---|
| 879 | G4PolyhedronArbitrary *polyhedron =
|
|---|
| 880 | new G4PolyhedronArbitrary (nVertices, nFacets);
|
|---|
| 881 | for (G4ThreeVectorList::const_iterator v = vertexList.begin();
|
|---|
| 882 | v!=vertexList.end(); v++) polyhedron->AddVertex(*v);
|
|---|
| 883 |
|
|---|
| 884 | for (FacetCI f=facets.begin(); f != facets.end(); f++)
|
|---|
| 885 | {
|
|---|
| 886 | size_t v[4];
|
|---|
| 887 | for (size_t j=0; j<4; j++)
|
|---|
| 888 | {
|
|---|
| 889 | size_t i = (*f)->GetVertexIndex(j);
|
|---|
| 890 | if (i == 999999999) v[j] = 0;
|
|---|
| 891 | else v[j] = i+1;
|
|---|
| 892 | }
|
|---|
| 893 | if ((*f)->GetEntityType() == "G4RectangularFacet")
|
|---|
| 894 | {
|
|---|
| 895 | size_t i = v[3];
|
|---|
| 896 | v[3] = v[2];
|
|---|
| 897 | v[2] = i;
|
|---|
| 898 | }
|
|---|
| 899 | polyhedron->AddFacet(v[0],v[1],v[2],v[3]);
|
|---|
| 900 | }
|
|---|
| 901 |
|
|---|
| 902 | return (G4Polyhedron*) polyhedron;
|
|---|
| 903 | }
|
|---|
| 904 |
|
|---|
| 905 | ///////////////////////////////////////////////////////////////////////////////
|
|---|
| 906 | //
|
|---|
| 907 | G4NURBS *G4TessellatedSolid::CreateNURBS () const
|
|---|
| 908 | {
|
|---|
| 909 | return 0;
|
|---|
| 910 | }
|
|---|
| 911 |
|
|---|
| 912 | ///////////////////////////////////////////////////////////////////////////////
|
|---|
| 913 | //
|
|---|
| 914 | // GetPolyhedron
|
|---|
| 915 | //
|
|---|
| 916 | G4Polyhedron* G4TessellatedSolid::GetPolyhedron () const
|
|---|
| 917 | {
|
|---|
| 918 | if (!fpPolyhedron ||
|
|---|
| 919 | fpPolyhedron->GetNumberOfRotationStepsAtTimeOfCreation() !=
|
|---|
| 920 | fpPolyhedron->GetNumberOfRotationSteps())
|
|---|
| 921 | {
|
|---|
| 922 | delete fpPolyhedron;
|
|---|
| 923 | fpPolyhedron = CreatePolyhedron();
|
|---|
| 924 | }
|
|---|
| 925 | return fpPolyhedron;
|
|---|
| 926 | }
|
|---|
| 927 |
|
|---|
| 928 | ///////////////////////////////////////////////////////////////////////////////
|
|---|
| 929 | //
|
|---|
| 930 | // CalculateExtent
|
|---|
| 931 | //
|
|---|
| 932 | // Based on correction provided by Stan Seibert, University of Texas.
|
|---|
| 933 | //
|
|---|
| 934 | G4bool
|
|---|
| 935 | G4TessellatedSolid::CalculateExtent(const EAxis pAxis,
|
|---|
| 936 | const G4VoxelLimits& pVoxelLimit,
|
|---|
| 937 | const G4AffineTransform& pTransform,
|
|---|
| 938 | G4double& pMin, G4double& pMax) const
|
|---|
| 939 | {
|
|---|
| 940 | G4ThreeVectorList transVertexList(vertexList);
|
|---|
| 941 |
|
|---|
| 942 | // Put solid into transformed frame
|
|---|
| 943 | for (size_t i=0; i<vertexList.size(); i++)
|
|---|
| 944 | { pTransform.ApplyPointTransform(transVertexList[i]); }
|
|---|
| 945 |
|
|---|
| 946 | // Find min and max extent in each dimension
|
|---|
| 947 | G4ThreeVector minExtent(kInfinity, kInfinity, kInfinity);
|
|---|
| 948 | G4ThreeVector maxExtent(-kInfinity, -kInfinity, -kInfinity);
|
|---|
| 949 | for (size_t i=0; i<transVertexList.size(); i++)
|
|---|
| 950 | {
|
|---|
| 951 | for (G4int axis=G4ThreeVector::X; axis < G4ThreeVector::SIZE; axis++)
|
|---|
| 952 | {
|
|---|
| 953 | G4double coordinate = transVertexList[i][axis];
|
|---|
| 954 | if (coordinate < minExtent[axis])
|
|---|
| 955 | { minExtent[axis] = coordinate; }
|
|---|
| 956 | if (coordinate > maxExtent[axis])
|
|---|
| 957 | { maxExtent[axis] = coordinate; }
|
|---|
| 958 | }
|
|---|
| 959 | }
|
|---|
| 960 |
|
|---|
| 961 | // Check for containment and clamp to voxel boundaries
|
|---|
| 962 | for (G4int axis=G4ThreeVector::X; axis < G4ThreeVector::SIZE; axis++)
|
|---|
| 963 | {
|
|---|
| 964 | EAxis geomAxis = kXAxis; // G4 geom classes use different index type
|
|---|
| 965 | switch(axis)
|
|---|
| 966 | {
|
|---|
| 967 | case G4ThreeVector::X: geomAxis = kXAxis; break;
|
|---|
| 968 | case G4ThreeVector::Y: geomAxis = kYAxis; break;
|
|---|
| 969 | case G4ThreeVector::Z: geomAxis = kZAxis; break;
|
|---|
| 970 | }
|
|---|
| 971 | G4bool isLimited = pVoxelLimit.IsLimited(geomAxis);
|
|---|
| 972 | G4double voxelMinExtent = pVoxelLimit.GetMinExtent(geomAxis);
|
|---|
| 973 | G4double voxelMaxExtent = pVoxelLimit.GetMaxExtent(geomAxis);
|
|---|
| 974 |
|
|---|
| 975 | if (isLimited)
|
|---|
| 976 | {
|
|---|
| 977 | if ( minExtent[axis] > voxelMaxExtent+kCarTolerance ||
|
|---|
| 978 | maxExtent[axis] < voxelMinExtent-kCarTolerance )
|
|---|
| 979 | {
|
|---|
| 980 | return false ;
|
|---|
| 981 | }
|
|---|
| 982 | else
|
|---|
| 983 | {
|
|---|
| 984 | if (minExtent[axis] < voxelMinExtent)
|
|---|
| 985 | {
|
|---|
| 986 | minExtent[axis] = voxelMinExtent ;
|
|---|
| 987 | }
|
|---|
| 988 | if (maxExtent[axis] > voxelMaxExtent)
|
|---|
| 989 | {
|
|---|
| 990 | maxExtent[axis] = voxelMaxExtent;
|
|---|
| 991 | }
|
|---|
| 992 | }
|
|---|
| 993 | }
|
|---|
| 994 | }
|
|---|
| 995 |
|
|---|
| 996 | // Convert pAxis into G4ThreeVector index
|
|---|
| 997 | G4int vecAxis=0;
|
|---|
| 998 | switch(pAxis)
|
|---|
| 999 | {
|
|---|
| 1000 | case kXAxis: vecAxis = G4ThreeVector::X; break;
|
|---|
| 1001 | case kYAxis: vecAxis = G4ThreeVector::Y; break;
|
|---|
| 1002 | case kZAxis: vecAxis = G4ThreeVector::Z; break;
|
|---|
| 1003 | default: break;
|
|---|
| 1004 | }
|
|---|
| 1005 |
|
|---|
| 1006 | pMin = minExtent[vecAxis] - kCarTolerance;
|
|---|
| 1007 | pMax = maxExtent[vecAxis] + kCarTolerance;
|
|---|
| 1008 |
|
|---|
| 1009 | return true;
|
|---|
| 1010 | }
|
|---|
| 1011 |
|
|---|
| 1012 | ///////////////////////////////////////////////////////////////////////////////
|
|---|
| 1013 | //
|
|---|
| 1014 | G4double G4TessellatedSolid::GetMinXExtent () const
|
|---|
| 1015 | {return xMinExtent;}
|
|---|
| 1016 |
|
|---|
| 1017 | ///////////////////////////////////////////////////////////////////////////////
|
|---|
| 1018 | //
|
|---|
| 1019 | G4double G4TessellatedSolid::GetMaxXExtent () const
|
|---|
| 1020 | {return xMaxExtent;}
|
|---|
| 1021 |
|
|---|
| 1022 | ///////////////////////////////////////////////////////////////////////////////
|
|---|
| 1023 | //
|
|---|
| 1024 | G4double G4TessellatedSolid::GetMinYExtent () const
|
|---|
| 1025 | {return yMinExtent;}
|
|---|
| 1026 |
|
|---|
| 1027 | ///////////////////////////////////////////////////////////////////////////////
|
|---|
| 1028 | //
|
|---|
| 1029 | G4double G4TessellatedSolid::GetMaxYExtent () const
|
|---|
| 1030 | {return yMaxExtent;}
|
|---|
| 1031 |
|
|---|
| 1032 | ///////////////////////////////////////////////////////////////////////////////
|
|---|
| 1033 | //
|
|---|
| 1034 | G4double G4TessellatedSolid::GetMinZExtent () const
|
|---|
| 1035 | {return zMinExtent;}
|
|---|
| 1036 |
|
|---|
| 1037 | ///////////////////////////////////////////////////////////////////////////////
|
|---|
| 1038 | //
|
|---|
| 1039 | G4double G4TessellatedSolid::GetMaxZExtent () const
|
|---|
| 1040 | {return zMaxExtent;}
|
|---|
| 1041 |
|
|---|
| 1042 | ///////////////////////////////////////////////////////////////////////////////
|
|---|
| 1043 | //
|
|---|
| 1044 | G4VisExtent G4TessellatedSolid::GetExtent () const
|
|---|
| 1045 | {
|
|---|
| 1046 | return G4VisExtent (xMinExtent, xMaxExtent, yMinExtent, yMaxExtent,
|
|---|
| 1047 | zMinExtent, zMaxExtent);
|
|---|
| 1048 | }
|
|---|
| 1049 |
|
|---|
| 1050 | ///////////////////////////////////////////////////////////////////////////////
|
|---|
| 1051 | //
|
|---|
| 1052 | G4double G4TessellatedSolid::GetCubicVolume ()
|
|---|
| 1053 | {
|
|---|
| 1054 | if(cubicVolume != 0.) {;}
|
|---|
| 1055 | else { cubicVolume = G4VSolid::GetCubicVolume(); }
|
|---|
| 1056 | return cubicVolume;
|
|---|
| 1057 | }
|
|---|
| 1058 |
|
|---|
| 1059 | ///////////////////////////////////////////////////////////////////////////////
|
|---|
| 1060 | //
|
|---|
| 1061 | G4double G4TessellatedSolid::GetSurfaceArea ()
|
|---|
| 1062 | {
|
|---|
| 1063 | if(surfaceArea != 0.) { return surfaceArea; }
|
|---|
| 1064 |
|
|---|
| 1065 | for (FacetI f=facets.begin(); f!=facets.end(); f++)
|
|---|
| 1066 | {
|
|---|
| 1067 | surfaceArea += (*f)->GetArea();
|
|---|
| 1068 | }
|
|---|
| 1069 | return surfaceArea;
|
|---|
| 1070 | }
|
|---|
| 1071 |
|
|---|
| 1072 | ///////////////////////////////////////////////////////////////////////////////
|
|---|
| 1073 | //
|
|---|
| 1074 | G4ThreeVector G4TessellatedSolid::GetPointOnSurface() const
|
|---|
| 1075 | {
|
|---|
| 1076 | // Select randomly a facet and return a random point on it
|
|---|
| 1077 |
|
|---|
| 1078 | G4int i = CLHEP::RandFlat::shootInt(facets.size());
|
|---|
| 1079 | return facets[i]->GetPointOnFace();
|
|---|
| 1080 | }
|
|---|
| 1081 | ///////////////////////////////////////////////////////////////////////////////
|
|---|
| 1082 | //
|
|---|
| 1083 | // SetRandomVectorSet
|
|---|
| 1084 | //
|
|---|
| 1085 | // This is a set of predefined random vectors (if that isn't a contradition
|
|---|
| 1086 | // in terms!) used to generate rays from a user-defined point. The member
|
|---|
| 1087 | // function Inside uses these to determine whether the point is inside or
|
|---|
| 1088 | // outside of the tessellated solid. All vectors should be unit vectors.
|
|---|
| 1089 | //
|
|---|
| 1090 | void G4TessellatedSolid::SetRandomVectorSet()
|
|---|
| 1091 | {
|
|---|
| 1092 | randir[0] = G4ThreeVector(-0.9577428892113370, 0.2732676269591740, 0.0897405271949221);
|
|---|
| 1093 | randir[1] = G4ThreeVector(-0.8331264504940770,-0.5162067214954600,-0.1985722492445700);
|
|---|
| 1094 | randir[2] = G4ThreeVector(-0.1516671651108820, 0.9666292616127460, 0.2064580868390110);
|
|---|
| 1095 | randir[3] = G4ThreeVector( 0.6570250350323190,-0.6944539025883300, 0.2933460081893360);
|
|---|
| 1096 | randir[4] = G4ThreeVector(-0.4820456281280320,-0.6331060000098690,-0.6056474264406270);
|
|---|
| 1097 | randir[5] = G4ThreeVector( 0.7629032554236800, 0.1016854697539910,-0.6384658864065180);
|
|---|
| 1098 | randir[6] = G4ThreeVector( 0.7689540409061150, 0.5034929891988220, 0.3939600142169160);
|
|---|
| 1099 | randir[7] = G4ThreeVector( 0.5765188359255740, 0.5997271636278330,-0.5549354566343150);
|
|---|
| 1100 | randir[8] = G4ThreeVector( 0.6660632777862070,-0.6362809868288380, 0.3892379937580790);
|
|---|
| 1101 | randir[9] = G4ThreeVector( 0.3824415020414780, 0.6541792713761380,-0.6525243125110690);
|
|---|
| 1102 | randir[10] = G4ThreeVector(-0.5107726564526760, 0.6020905056811610, 0.6136760679616570);
|
|---|
| 1103 | randir[11] = G4ThreeVector( 0.7459135439578050, 0.6618796061649330, 0.0743530220183488);
|
|---|
| 1104 | randir[12] = G4ThreeVector( 0.1536405855311580, 0.8117477913978260,-0.5634359711967240);
|
|---|
| 1105 | randir[13] = G4ThreeVector( 0.0744395301705579,-0.8707110101772920,-0.4861286795736560);
|
|---|
| 1106 | randir[14] = G4ThreeVector(-0.1665874645185400, 0.6018553940549240,-0.7810369397872780);
|
|---|
| 1107 | randir[15] = G4ThreeVector( 0.7766902003633100, 0.6014617505959970,-0.1870724331097450);
|
|---|
| 1108 | randir[16] = G4ThreeVector(-0.8710128685847430,-0.1434320216603030,-0.4698551243971010);
|
|---|
| 1109 | randir[17] = G4ThreeVector( 0.8901082092766820,-0.4388411398893870, 0.1229871120030100);
|
|---|
| 1110 | randir[18] = G4ThreeVector(-0.6430417431544370,-0.3295938228697690, 0.6912779675984150);
|
|---|
| 1111 | randir[19] = G4ThreeVector( 0.6331124368380410, 0.6306211461665000, 0.4488714875425340);
|
|---|
| 1112 |
|
|---|
| 1113 | maxTries = 20;
|
|---|
| 1114 | }
|
|---|