| [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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| [944] | 28 | // GEANT4 tag $Name: $
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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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