// // ******************************************************************** // * License and Disclaimer * // * * // * The Geant4 software is copyright of the Copyright Holders of * // * the Geant4 Collaboration. It is provided under the terms and * // * conditions of the Geant4 Software License, included in the file * // * LICENSE and available at http://cern.ch/geant4/license . These * // * include a list of copyright holders. * // * * // * Neither the authors of this software system, nor their employing * // * institutes,nor the agencies providing financial support for this * // * work make any representation or warranty, express or implied, * // * regarding this software system or assume any liability for its * // * use. Please see the license in the file LICENSE and URL above * // * for the full disclaimer and the limitation of liability. * // * * // * This code implementation is the result of the scientific and * // * technical work of the GEANT4 collaboration. * // * By using, copying, modifying or distributing the software (or * // * any work based on the software) you agree to acknowledge its * // * use in resulting scientific publications, and indicate your * // * acceptance of all terms of the Geant4 Software license. * // ******************************************************************** // // // $Id: G4BoundingSphereScene.cc,v 1.11 2006/06/29 21:32:40 gunter Exp $ // GEANT4 tag $Name: HEAD $ // // // John Allison 7th June 1997 // An artificial scene to reuse G4VScene code to calculate a bounding sphere. #include "G4BoundingSphereScene.hh" #include "G4VSolid.hh" #include "G4PhysicalVolumeModel.hh" #include "G4Vector3D.hh" G4BoundingSphereScene::G4BoundingSphereScene (G4VModel* pModel): fpModel (pModel), fRadius (-1.), fpObjectTransformation (0) {} G4BoundingSphereScene::~G4BoundingSphereScene () {} void G4BoundingSphereScene::PreAddSolid (const G4Transform3D& objectTransformation, const G4VisAttributes&) { fpObjectTransformation = &objectTransformation; } G4VisExtent G4BoundingSphereScene::GetBoundingSphereExtent () { return G4VisExtent (fCentre, fRadius); } void G4BoundingSphereScene::Accrue (const G4VSolid& solid) { const G4VisExtent& newExtent = solid.GetExtent (); G4Point3D newCentre = newExtent.GetExtentCentre (); if (fpObjectTransformation) { newCentre.transform (*fpObjectTransformation); } const G4double newRadius = newExtent.GetExtentRadius (); AccrueBoundingSphere (newCentre, newRadius); // Curtail descent - can assume daughters are contained within mother... G4PhysicalVolumeModel* pPVM = dynamic_cast(fpModel); if (pPVM) pPVM->CurtailDescent(); } void G4BoundingSphereScene::ResetBoundingSphere () { fCentre = G4Point3D (); fRadius = -1.; fpObjectTransformation = 0; } void G4BoundingSphereScene::AccrueBoundingSphere (const G4Point3D& newCentre, G4double newRadius) { if (fRadius < 0 ) { // First time. fCentre = newCentre; fRadius = newRadius; } else { G4Vector3D join = newCentre - fCentre; if (join == G4Vector3D (0., 0., 0.)) { // Centres coincide. if (fRadius < newRadius) fRadius = newRadius; } else if (join.mag () + newRadius <= fRadius) { // Inside accrued sphere. // Do nothing. } else { G4Vector3D unitJoin = join.unit (); G4Point3D oldExtremity1 = fCentre - fRadius * unitJoin; G4Point3D newExtremity1 = newCentre - newRadius * unitJoin; G4Point3D oldExtremity2 = fCentre + fRadius * unitJoin; G4Point3D newExtremity2 = newCentre + newRadius * unitJoin; G4Point3D extremity1; if (oldExtremity1 * unitJoin < newExtremity1 * unitJoin) { extremity1 = oldExtremity1; } else { extremity1 = newExtremity1; } G4Point3D extremity2; if (oldExtremity2 * unitJoin > newExtremity2 * unitJoin) { extremity2 = oldExtremity2; } else { extremity2 = newExtremity2; } fCentre = 0.5 * (extremity2 + extremity1); fRadius = 0.5 * (extremity2 - extremity1).mag (); } } }