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//
// $Id: G4UnionSolid.cc,v 1.37 2010/05/11 15:03:45 gcosmo Exp $
// GEANT4 tag $Name: geant4-09-04-beta-cand-01 $
//
// Implementation of methods for the class G4IntersectionSolid
//
// History:
//
// 12.09.98 V.Grichine: first implementation
// 28.11.98 V.Grichine: fix while loops in DistToIn/Out 
// 27.07.99 V.Grichine: modifications in DistToOut(p,v,...), while -> do-while
// 16.03.01 V.Grichine: modifications in CalculateExtent()
//
// --------------------------------------------------------------------

#include "G4UnionSolid.hh"

#include <sstream>

#include "G4VoxelLimits.hh"
#include "G4VPVParameterisation.hh"
#include "G4GeometryTolerance.hh"

#include "G4VGraphicsScene.hh"
#include "G4Polyhedron.hh"
#include "HepPolyhedronProcessor.h"
#include "G4NURBS.hh"
// #include "G4NURBSbox.hh"

///////////////////////////////////////////////////////////////////
//
// Transfer all data members to G4BooleanSolid which is responsible
// for them. pName will be in turn sent to G4VSolid

G4UnionSolid:: G4UnionSolid( const G4String& pName,
                                   G4VSolid* pSolidA ,
                                   G4VSolid* pSolidB )
  : G4BooleanSolid(pName,pSolidA,pSolidB)
{
}

/////////////////////////////////////////////////////////////////////
//
// Constructor
 
G4UnionSolid::G4UnionSolid( const G4String& pName,
                                  G4VSolid* pSolidA ,
                                  G4VSolid* pSolidB ,
                                  G4RotationMatrix* rotMatrix,
                            const G4ThreeVector& transVector )
  : G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector)

{
}

///////////////////////////////////////////////////////////
//
// Constructor
 
G4UnionSolid::G4UnionSolid( const G4String& pName,
                                  G4VSolid* pSolidA ,
                                  G4VSolid* pSolidB ,
                            const G4Transform3D& transform )
  : G4BooleanSolid(pName,pSolidA,pSolidB,transform)
{
} 

//////////////////////////////////////////////////////////////////
//
// Fake default constructor - sets only member data and allocates memory
//                            for usage restricted to object persistency.

G4UnionSolid::G4UnionSolid( __void__& a )
  : G4BooleanSolid(a)
{
}

///////////////////////////////////////////////////////////
//
// Destructor

G4UnionSolid::~G4UnionSolid()
{
}

///////////////////////////////////////////////////////////////
//
//
     
G4bool 
G4UnionSolid::CalculateExtent( const EAxis pAxis,
                               const G4VoxelLimits& pVoxelLimit,
                               const G4AffineTransform& pTransform,
                                     G4double& pMin,
                                     G4double& pMax ) const 
{
  G4bool   touchesA, touchesB, out ;
  G4double minA =  kInfinity, minB =  kInfinity, 
           maxA = -kInfinity, maxB = -kInfinity; 

  touchesA = fPtrSolidA->CalculateExtent( pAxis, pVoxelLimit, 
                                          pTransform, minA, maxA);
  touchesB= fPtrSolidB->CalculateExtent( pAxis, pVoxelLimit, 
                                         pTransform, minB, maxB);
  if( touchesA || touchesB )
  {
    pMin = std::min( minA, minB ); 
    pMax = std::max( maxA, maxB );
    out  = true ; 
  }
  else out = false ;

  return out ;  // It exists in this slice if either one does.
}
 
/////////////////////////////////////////////////////
//
// Important comment: When solids A and B touch together along flat
// surface the surface points will be considered as kSurface, while points 
// located around will correspond to kInside

EInside G4UnionSolid::Inside( const G4ThreeVector& p ) const
{
  EInside positionA = fPtrSolidA->Inside(p);
  if (positionA == kInside) return kInside;

  EInside positionB = fPtrSolidB->Inside(p);

  if( positionA == kInside  || positionB == kInside   ||
    ( positionA == kSurface && positionB == kSurface &&
        ( fPtrSolidA->SurfaceNormal(p) + 
          fPtrSolidB->SurfaceNormal(p) ).mag2() < 
          1000*G4GeometryTolerance::GetInstance()->GetRadialTolerance() ) )
  {
    return kInside;
  }
  else
  {
    if( ( positionA != kInside  && positionB == kSurface ) ||
        ( positionB != kInside  && positionA == kSurface ) ||
        ( positionA == kSurface && positionB == kSurface )    ) return kSurface;
    else                                                        return kOutside;
  }
}

//////////////////////////////////////////////////////////////
//
//

G4ThreeVector 
G4UnionSolid::SurfaceNormal( const G4ThreeVector& p ) const 
{
    G4ThreeVector normal;

#ifdef G4BOOLDEBUG
    if( Inside(p) == kOutside )
    {
      G4cout << "WARNING - Invalid call in "
             << "G4UnionSolid::SurfaceNormal(p)" << G4endl
             << "  Point p is outside !" << G4endl;
      G4cout << "          p = " << p << G4endl;
      G4cerr << "WARNING - Invalid call in "
             << "G4UnionSolid::SurfaceNormal(p)" << G4endl
             << "  Point p is outside !" << G4endl;
      G4cerr << "          p = " << p << G4endl;
    }
#endif

    if(fPtrSolidA->Inside(p) == kSurface && fPtrSolidB->Inside(p) != kInside) 
    {
       normal= fPtrSolidA->SurfaceNormal(p) ;
    }
    else if(fPtrSolidB->Inside(p) == kSurface && 
            fPtrSolidA->Inside(p) != kInside)
    {
       normal= fPtrSolidB->SurfaceNormal(p) ;
    }
    else 
    {
      normal= fPtrSolidA->SurfaceNormal(p) ;
#ifdef G4BOOLDEBUG
      if(Inside(p)==kInside)
      {
        G4cout << "WARNING - Invalid call in "
             << "G4UnionSolid::SurfaceNormal(p)" << G4endl
             << "  Point p is inside !" << G4endl;
        G4cout << "          p = " << p << G4endl;
        G4cerr << "WARNING - Invalid call in "
             << "G4UnionSolid::SurfaceNormal(p)" << G4endl
             << "  Point p is inside !" << G4endl;
        G4cerr << "          p = " << p << G4endl;
      }
#endif
    }
    return normal;
}

/////////////////////////////////////////////////////////////
//
// The same algorithm as in DistanceToIn(p)

G4double 
G4UnionSolid::DistanceToIn( const G4ThreeVector& p,
                                   const G4ThreeVector& v  ) const 
{
#ifdef G4BOOLDEBUG
  if( Inside(p) == kInside )
  {
    G4cout << "WARNING - Invalid call in "
           << "G4UnionSolid::DistanceToIn(p,v)" << G4endl
           << "  Point p is inside !" << G4endl;
    G4cout << "          p = " << p << G4endl;
    G4cout << "          v = " << v << G4endl;
    G4cerr << "WARNING - Invalid call in "
           << "G4UnionSolid::DistanceToIn(p,v)" << G4endl
           << "  Point p is inside !" << G4endl;
    G4cerr << "          p = " << p << G4endl;
    G4cerr << "          v = " << v << G4endl;
  }
#endif

  return std::min(fPtrSolidA->DistanceToIn(p,v),
                    fPtrSolidB->DistanceToIn(p,v) ) ;
}

////////////////////////////////////////////////////////
//
// Approximate nearest distance from the point p to the union of
// two solids

G4double 
G4UnionSolid::DistanceToIn( const G4ThreeVector& p) const 
{
#ifdef G4BOOLDEBUG
  if( Inside(p) == kInside )
  {
    G4cout << "WARNING - Invalid call in "
           << "G4UnionSolid::DistanceToIn(p)" << G4endl
           << "  Point p is inside !" << G4endl;
    G4cout << "          p = " << p << G4endl;
    G4cerr << "WARNING - Invalid call in "
           << "G4UnionSolid::DistanceToIn(p)" << G4endl
           << "  Point p is inside !" << G4endl;
    G4cerr << "          p = " << p << G4endl;
  }
#endif
  G4double distA = fPtrSolidA->DistanceToIn(p) ;
  G4double distB = fPtrSolidB->DistanceToIn(p) ;
  G4double safety = std::min(distA,distB) ;
  if(safety < 0.0) safety = 0.0 ;
  return safety ;
}

//////////////////////////////////////////////////////////
//
// The same algorithm as DistanceToOut(p)

G4double 
G4UnionSolid::DistanceToOut( const G4ThreeVector& p,
           const G4ThreeVector& v,
           const G4bool calcNorm,
                 G4bool *validNorm,
                 G4ThreeVector *n      ) const 
{
  G4double  dist = 0.0, disTmp = 0.0 ;
  G4ThreeVector normTmp;
  G4ThreeVector* nTmp= &normTmp;

  if( Inside(p) == kOutside )
  {
#ifdef G4BOOLDEBUG
      G4cout << "Position:"  << G4endl << G4endl;
      G4cout << "p.x() = "   << p.x()/mm << " mm" << G4endl;
      G4cout << "p.y() = "   << p.y()/mm << " mm" << G4endl;
      G4cout << "p.z() = "   << p.z()/mm << " mm" << G4endl << G4endl;
      G4cout << "Direction:" << G4endl << G4endl;
      G4cout << "v.x() = "   << v.x() << G4endl;
      G4cout << "v.y() = "   << v.y() << G4endl;
      G4cout << "v.z() = "   << v.z() << G4endl << G4endl;
      G4cout << "WARNING - Invalid call in "
             << "G4UnionSolid::DistanceToOut(p,v)" << G4endl
             << "  Point p is outside !" << G4endl;
      G4cout << "          p = " << p << G4endl;
      G4cout << "          v = " << v << G4endl;
      G4cerr << "WARNING - Invalid call in "
             << "G4UnionSolid::DistanceToOut(p,v)" << G4endl
             << "  Point p is outside !" << G4endl;
      G4cerr << "          p = " << p << G4endl;
      G4cerr << "          v = " << v << G4endl;
#endif
  }
  else
  {
    EInside positionA = fPtrSolidA->Inside(p) ;
    // EInside positionB = fPtrSolidB->Inside(p) ;

    if( positionA != kOutside )
    { 
      do
      {
        disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v,calcNorm,
                                           validNorm,nTmp)        ;
        dist += disTmp ;

        if(fPtrSolidB->Inside(p+dist*v) != kOutside)
        { 
          disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v,calcNorm,
                                            validNorm,nTmp)         ;
          dist += disTmp ;
        }
      }
      //     while( Inside(p+dist*v) == kInside ) ;
           while( fPtrSolidA->Inside(p+dist*v) != kOutside && 
                  disTmp > 0.5*kCarTolerance ) ;
    }
    else // if( positionB != kOutside )
    {
      do
      {
        disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v,calcNorm,
                                           validNorm,nTmp)        ; 
        dist += disTmp ;

        if(fPtrSolidA->Inside(p+dist*v) != kOutside)
        { 
          disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v,calcNorm,
                                            validNorm,nTmp)         ;
          dist += disTmp ;
        }
      }
      //  while( Inside(p+dist*v) == kInside ) ;
        while( (fPtrSolidB->Inside(p+dist*v) != kOutside)
            && (disTmp > 0.5*kCarTolerance) ) ;
    }
  }
  if( calcNorm )
  { 
     *validNorm = false ;
     *n         = *nTmp ;   
  }
  return dist ;
}

//////////////////////////////////////////////////////////////
//
// Inverted algorithm of DistanceToIn(p)

G4double 
G4UnionSolid::DistanceToOut( const G4ThreeVector& p ) const 
{
  G4double distout = 0.0;
  if( Inside(p) == kOutside )
  {
#ifdef G4BOOLDEBUG
    G4cout << "WARNING - Invalid call in "
           << "G4UnionSolid::DistanceToOut(p)" << G4endl
           << "  Point p is outside !" << G4endl;
    G4cout << "          p = " << p << G4endl;
    G4cerr << "WARNING - Invalid call in "
           << "G4UnionSolid::DistanceToOut(p)" << G4endl
           << "  Point p is outside !" << G4endl;
    G4cerr << "          p = " << p << G4endl;
#endif
  }
  else
  {
    EInside positionA = fPtrSolidA->Inside(p) ;
    EInside positionB = fPtrSolidB->Inside(p) ;
  
    //  Is this equivalent ??
    //    if( ! (  (positionA == kOutside)) && 
    //             (positionB == kOutside))  ) 
    if((positionA == kInside  && positionB == kInside  ) ||
       (positionA == kInside  && positionB == kSurface ) ||
       (positionA == kSurface && positionB == kInside  )     )
    {     
      distout= std::max(fPtrSolidA->DistanceToOut(p),
                          fPtrSolidB->DistanceToOut(p) ) ;
    }
    else
    {
      if(positionA == kOutside)
      {
        distout= fPtrSolidB->DistanceToOut(p) ;
      }
      else
      {
        distout= fPtrSolidA->DistanceToOut(p) ;
      }
    }
  }
  return distout;
}

//////////////////////////////////////////////////////////////
//
//

G4GeometryType G4UnionSolid::GetEntityType() const 
{
  return G4String("G4UnionSolid");
}

//////////////////////////////////////////////////////////////
//
//

void 
G4UnionSolid::ComputeDimensions(       G4VPVParameterisation*,
                                 const G4int,
                                 const G4VPhysicalVolume* ) 
{
}

/////////////////////////////////////////////////
//
//                    

void 
G4UnionSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const 
{
  scene.AddSolid (*this);
}

////////////////////////////////////////////////////
//
//

G4Polyhedron* 
G4UnionSolid::CreatePolyhedron () const 
{
  HepPolyhedronProcessor processor;
  // Stack components and components of components recursively
  // See G4BooleanSolid::StackPolyhedron
  G4Polyhedron* top = StackPolyhedron(processor, this);
  G4Polyhedron* result = new G4Polyhedron(*top);
  if (processor.execute(*result)) { return result; }
  else { return 0; }
}

/////////////////////////////////////////////////////////
//
//

G4NURBS*      
G4UnionSolid::CreateNURBS      () const 
{
  // Take into account boolean operation - see CreatePolyhedron.
  // return new G4NURBSbox (1.0, 1.0, 1.0);
  return 0;
}
