source: trunk/source/visualization/modeling/src/G4BoundingSphereScene.cc@ 1237

Last change on this file since 1237 was 954, checked in by garnier, 17 years ago

remise a jour

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1//
2// ********************************************************************
3// * License and Disclaimer *
4// * *
5// * The Geant4 software is copyright of the Copyright Holders of *
6// * the Geant4 Collaboration. It is provided under the terms and *
7// * conditions of the Geant4 Software License, included in the file *
8// * LICENSE and available at http://cern.ch/geant4/license . These *
9// * include a list of copyright holders. *
10// * *
11// * Neither the authors of this software system, nor their employing *
12// * institutes,nor the agencies providing financial support for this *
13// * work make any representation or warranty, express or implied, *
14// * regarding this software system or assume any liability for its *
15// * use. Please see the license in the file LICENSE and URL above *
16// * for the full disclaimer and the limitation of liability. *
17// * *
18// * This code implementation is the result of the scientific and *
19// * technical work of the GEANT4 collaboration. *
20// * By using, copying, modifying or distributing the software (or *
21// * any work based on the software) you agree to acknowledge its *
22// * use in resulting scientific publications, and indicate your *
23// * acceptance of all terms of the Geant4 Software license. *
24// ********************************************************************
25//
26//
27// $Id: G4BoundingSphereScene.cc,v 1.11 2006/06/29 21:32:40 gunter Exp $
28// GEANT4 tag $Name: $
29//
30//
31// John Allison 7th June 1997
32// An artificial scene to reuse G4VScene code to calculate a bounding sphere.
33
34#include "G4BoundingSphereScene.hh"
35
36#include "G4VSolid.hh"
37#include "G4PhysicalVolumeModel.hh"
38#include "G4Vector3D.hh"
39
40G4BoundingSphereScene::G4BoundingSphereScene (G4VModel* pModel):
41 fpModel (pModel),
42 fRadius (-1.),
43 fpObjectTransformation (0)
44{}
45
46G4BoundingSphereScene::~G4BoundingSphereScene () {}
47
48void G4BoundingSphereScene::PreAddSolid
49(const G4Transform3D& objectTransformation,
50 const G4VisAttributes&) {
51 fpObjectTransformation = &objectTransformation;
52}
53
54G4VisExtent G4BoundingSphereScene::GetBoundingSphereExtent () {
55 return G4VisExtent (fCentre, fRadius);
56}
57
58void G4BoundingSphereScene::Accrue (const G4VSolid& solid) {
59
60 const G4VisExtent& newExtent = solid.GetExtent ();
61 G4Point3D newCentre = newExtent.GetExtentCentre ();
62 if (fpObjectTransformation) {
63 newCentre.transform (*fpObjectTransformation);
64 }
65 const G4double newRadius = newExtent.GetExtentRadius ();
66 AccrueBoundingSphere (newCentre, newRadius);
67
68 // Curtail descent - can assume daughters are contained within mother...
69 G4PhysicalVolumeModel* pPVM = dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
70 if (pPVM) pPVM->CurtailDescent();
71}
72
73void G4BoundingSphereScene::ResetBoundingSphere () {
74 fCentre = G4Point3D ();
75 fRadius = -1.;
76 fpObjectTransformation = 0;
77}
78
79void G4BoundingSphereScene::AccrueBoundingSphere
80(const G4Point3D& newCentre,
81 G4double newRadius) {
82
83 if (fRadius < 0 ) { // First time.
84 fCentre = newCentre;
85 fRadius = newRadius;
86 }
87 else {
88 G4Vector3D join = newCentre - fCentre;
89 if (join == G4Vector3D (0., 0., 0.)) { // Centres coincide.
90 if (fRadius < newRadius) fRadius = newRadius;
91 }
92 else if (join.mag () + newRadius <= fRadius) { // Inside accrued sphere.
93 // Do nothing.
94 }
95 else {
96 G4Vector3D unitJoin = join.unit ();
97 G4Point3D oldExtremity1 = fCentre - fRadius * unitJoin;
98 G4Point3D newExtremity1 = newCentre - newRadius * unitJoin;
99 G4Point3D oldExtremity2 = fCentre + fRadius * unitJoin;
100 G4Point3D newExtremity2 = newCentre + newRadius * unitJoin;
101 G4Point3D extremity1;
102 if (oldExtremity1 * unitJoin < newExtremity1 * unitJoin) {
103 extremity1 = oldExtremity1;
104 }
105 else {
106 extremity1 = newExtremity1;
107 }
108 G4Point3D extremity2;
109 if (oldExtremity2 * unitJoin > newExtremity2 * unitJoin) {
110 extremity2 = oldExtremity2;
111 }
112 else {
113 extremity2 = newExtremity2;
114 }
115 fCentre = 0.5 * (extremity2 + extremity1);
116 fRadius = 0.5 * (extremity2 - extremity1).mag ();
117 }
118 }
119}
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