[834] | 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: G4BoundingSphereScene.cc,v 1.11 2006/06/29 21:32:40 gunter Exp $ |
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[850] | 28 | // GEANT4 tag $Name: HEAD $ |
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[834] | 29 | // |
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| 30 | // |
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| 31 | // John Allison 7th June 1997 |
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| 32 | // An artificial scene to reuse G4VScene code to calculate a bounding sphere. |
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| 33 | |
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| 34 | #include "G4BoundingSphereScene.hh" |
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| 35 | |
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| 36 | #include "G4VSolid.hh" |
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| 37 | #include "G4PhysicalVolumeModel.hh" |
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| 38 | #include "G4Vector3D.hh" |
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| 39 | |
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| 40 | G4BoundingSphereScene::G4BoundingSphereScene (G4VModel* pModel): |
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| 41 | fpModel (pModel), |
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| 42 | fRadius (-1.), |
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| 43 | fpObjectTransformation (0) |
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| 44 | {} |
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| 45 | |
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| 46 | G4BoundingSphereScene::~G4BoundingSphereScene () {} |
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| 47 | |
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| 48 | void G4BoundingSphereScene::PreAddSolid |
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| 49 | (const G4Transform3D& objectTransformation, |
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| 50 | const G4VisAttributes&) { |
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| 51 | fpObjectTransformation = &objectTransformation; |
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| 52 | } |
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| 53 | |
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| 54 | G4VisExtent G4BoundingSphereScene::GetBoundingSphereExtent () { |
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| 55 | return G4VisExtent (fCentre, fRadius); |
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| 56 | } |
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| 57 | |
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| 58 | void G4BoundingSphereScene::Accrue (const G4VSolid& solid) { |
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| 59 | |
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| 60 | const G4VisExtent& newExtent = solid.GetExtent (); |
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| 61 | G4Point3D newCentre = newExtent.GetExtentCentre (); |
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| 62 | if (fpObjectTransformation) { |
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| 63 | newCentre.transform (*fpObjectTransformation); |
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| 64 | } |
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| 65 | const G4double newRadius = newExtent.GetExtentRadius (); |
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| 66 | AccrueBoundingSphere (newCentre, newRadius); |
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| 67 | |
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| 68 | // Curtail descent - can assume daughters are contained within mother... |
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| 69 | G4PhysicalVolumeModel* pPVM = dynamic_cast<G4PhysicalVolumeModel*>(fpModel); |
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| 70 | if (pPVM) pPVM->CurtailDescent(); |
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| 71 | } |
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| 72 | |
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| 73 | void G4BoundingSphereScene::ResetBoundingSphere () { |
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| 74 | fCentre = G4Point3D (); |
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| 75 | fRadius = -1.; |
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| 76 | fpObjectTransformation = 0; |
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| 77 | } |
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| 78 | |
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| 79 | void G4BoundingSphereScene::AccrueBoundingSphere |
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| 80 | (const G4Point3D& newCentre, |
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| 81 | G4double newRadius) { |
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| 82 | |
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| 83 | if (fRadius < 0 ) { // First time. |
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| 84 | fCentre = newCentre; |
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| 85 | fRadius = newRadius; |
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| 86 | } |
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| 87 | else { |
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| 88 | G4Vector3D join = newCentre - fCentre; |
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| 89 | if (join == G4Vector3D (0., 0., 0.)) { // Centres coincide. |
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| 90 | if (fRadius < newRadius) fRadius = newRadius; |
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| 91 | } |
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| 92 | else if (join.mag () + newRadius <= fRadius) { // Inside accrued sphere. |
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| 93 | // Do nothing. |
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| 94 | } |
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| 95 | else { |
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| 96 | G4Vector3D unitJoin = join.unit (); |
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| 97 | G4Point3D oldExtremity1 = fCentre - fRadius * unitJoin; |
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| 98 | G4Point3D newExtremity1 = newCentre - newRadius * unitJoin; |
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| 99 | G4Point3D oldExtremity2 = fCentre + fRadius * unitJoin; |
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| 100 | G4Point3D newExtremity2 = newCentre + newRadius * unitJoin; |
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| 101 | G4Point3D extremity1; |
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| 102 | if (oldExtremity1 * unitJoin < newExtremity1 * unitJoin) { |
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| 103 | extremity1 = oldExtremity1; |
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| 104 | } |
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| 105 | else { |
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| 106 | extremity1 = newExtremity1; |
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| 107 | } |
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| 108 | G4Point3D extremity2; |
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| 109 | if (oldExtremity2 * unitJoin > newExtremity2 * unitJoin) { |
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| 110 | extremity2 = oldExtremity2; |
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| 111 | } |
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| 112 | else { |
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| 113 | extremity2 = newExtremity2; |
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| 114 | } |
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| 115 | fCentre = 0.5 * (extremity2 + extremity1); |
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| 116 | fRadius = 0.5 * (extremity2 - extremity1).mag (); |
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| 117 | } |
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| 118 | } |
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| 119 | } |
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