Geant4 11.1.1
Toolkit for the simulation of the passage of particles through matter
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G4IntersectionSolid.cc
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25//
26// Implementation of methods for the class G4IntersectionSolid
27//
28// 12.09.98 V.Grichine: first implementation
29// --------------------------------------------------------------------
30
31#include <sstream>
32
34
35#include "G4SystemOfUnits.hh"
36#include "G4VoxelLimits.hh"
38
39#include "G4VGraphicsScene.hh"
40#include "G4Polyhedron.hh"
42
43/////////////////////////////////////////////////////////////////////
44//
45// Transfer all data members to G4BooleanSolid which is responsible
46// for them. pName will be in turn sent to G4VSolid
47//
48
50 G4VSolid* pSolidA ,
51 G4VSolid* pSolidB )
52 : G4BooleanSolid(pName,pSolidA,pSolidB)
53{
54}
55
56///////////////////////////////////////////////////////////////////
57//
58
60 G4VSolid* pSolidA,
61 G4VSolid* pSolidB,
62 G4RotationMatrix* rotMatrix,
63 const G4ThreeVector& transVector )
64 : G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector)
65{
66}
67
68//////////////////////////////////////////////////////////////////
69//
70//
71
73 G4VSolid* pSolidA,
74 G4VSolid* pSolidB,
75 const G4Transform3D& transform )
76 : G4BooleanSolid(pName,pSolidA,pSolidB,transform)
77{
78}
79
80//////////////////////////////////////////////////////////////////
81//
82// Fake default constructor - sets only member data and allocates memory
83// for usage restricted to object persistency.
84
87{
88}
89
90///////////////////////////////////////////////////////////////
91//
92//
93
95{
96}
97
98///////////////////////////////////////////////////////////////
99//
100// Copy constructor
101
103 : G4BooleanSolid (rhs)
104{
105}
106
107///////////////////////////////////////////////////////////////
108//
109// Assignment operator
110
113{
114 // Check assignment to self
115 //
116 if (this == &rhs) { return *this; }
117
118 // Copy base class data
119 //
121
122 return *this;
123}
124
125//////////////////////////////////////////////////////////////////////////
126//
127// Get bounding box
128
129void
131 G4ThreeVector& pMax) const
132{
133 G4ThreeVector minA,maxA, minB,maxB;
134 fPtrSolidA->BoundingLimits(minA,maxA);
135 fPtrSolidB->BoundingLimits(minB,maxB);
136
137 pMin.set(std::max(minA.x(),minB.x()),
138 std::max(minA.y(),minB.y()),
139 std::max(minA.z(),minB.z()));
140
141 pMax.set(std::min(maxA.x(),maxB.x()),
142 std::min(maxA.y(),maxB.y()),
143 std::min(maxA.z(),maxB.z()));
144
145 // Check correctness of the bounding box
146 //
147 if (pMin.x() >= pMax.x() || pMin.y() >= pMax.y() || pMin.z() >= pMax.z())
148 {
149 std::ostringstream message;
150 message << "Bad bounding box (min >= max) for solid: "
151 << GetName() << " !"
152 << "\npMin = " << pMin
153 << "\npMax = " << pMax;
154 G4Exception("G4IntersectionSolid::BoundingLimits()", "GeomMgt0001",
155 JustWarning, message);
156 DumpInfo();
157 }
158}
159
160//////////////////////////////////////////////////////////////////////////
161//
162// Calculate extent under transform and specified limit
163
164G4bool
166 const G4VoxelLimits& pVoxelLimit,
167 const G4AffineTransform& pTransform,
168 G4double& pMin,
169 G4double& pMax) const
170{
171 G4bool retA, retB, out;
172 G4double minA, minB, maxA, maxB;
173
174 retA = fPtrSolidA
175 ->CalculateExtent( pAxis, pVoxelLimit, pTransform, minA, maxA);
176 retB = fPtrSolidB
177 ->CalculateExtent( pAxis, pVoxelLimit, pTransform, minB, maxB);
178
179 if( retA && retB )
180 {
181 pMin = std::max( minA, minB );
182 pMax = std::min( maxA, maxB );
183 out = (pMax > pMin); // true;
184 }
185 else
186 {
187 out = false;
188 }
189
190 return out; // It exists in this slice only if both exist in it.
191}
192
193/////////////////////////////////////////////////////
194//
195// Touching ? Empty intersection ?
196
198{
199 EInside positionA = fPtrSolidA->Inside(p);
200 if(positionA == kOutside) return positionA; // outside A
201
202 EInside positionB = fPtrSolidB->Inside(p);
203 if(positionA == kInside) return positionB;
204
205 if(positionB == kOutside) return positionB; // outside B
206 return kSurface; // surface A & B
207}
208
209//////////////////////////////////////////////////////////////
210//
211
214{
215 G4ThreeVector normal;
216 EInside insideA, insideB;
217
218 insideA = fPtrSolidA->Inside(p);
219 insideB = fPtrSolidB->Inside(p);
220
221#ifdef G4BOOLDEBUG
222 if( (insideA == kOutside) || (insideB == kOutside) )
223 {
224 G4cout << "WARNING - Invalid call in "
225 << "G4IntersectionSolid::SurfaceNormal(p)" << G4endl
226 << " Point p is outside !" << G4endl;
227 G4cout << " p = " << p << G4endl;
228 G4cerr << "WARNING - Invalid call in "
229 << "G4IntersectionSolid::SurfaceNormal(p)" << G4endl
230 << " Point p is outside !" << G4endl;
231 G4cerr << " p = " << p << G4endl;
232 }
233#endif
234
235 // On the surface of both is difficult ... treat it like on A now!
236 //
237 if( insideA == kSurface )
238 {
239 normal = fPtrSolidA->SurfaceNormal(p) ;
240 }
241 else if( insideB == kSurface )
242 {
243 normal = fPtrSolidB->SurfaceNormal(p) ;
244 }
245 else // We are on neither surface, so we should generate an exception
246 {
248 {
249 normal= fPtrSolidA->SurfaceNormal(p) ;
250 }
251 else
252 {
253 normal= fPtrSolidB->SurfaceNormal(p) ;
254 }
255#ifdef G4BOOLDEBUG
256 G4cout << "WARNING - Invalid call in "
257 << "G4IntersectionSolid::SurfaceNormal(p)" << G4endl
258 << " Point p is out of surface !" << G4endl;
259 G4cout << " p = " << p << G4endl;
260 G4cerr << "WARNING - Invalid call in "
261 << "G4IntersectionSolid::SurfaceNormal(p)" << G4endl
262 << " Point p is out of surface !" << G4endl;
263 G4cerr << " p = " << p << G4endl;
264#endif
265 }
266
267 return normal;
268}
269
270/////////////////////////////////////////////////////////////
271//
272// The same algorithm as in DistanceToIn(p)
273
276 const G4ThreeVector& v ) const
277{
278 G4double dist = 0.0;
279 if( Inside(p) == kInside )
280 {
281#ifdef G4BOOLDEBUG
282 G4cout << "WARNING - Invalid call in "
283 << "G4IntersectionSolid::DistanceToIn(p,v)" << G4endl
284 << " Point p is inside !" << G4endl;
285 G4cout << " p = " << p << G4endl;
286 G4cout << " v = " << v << G4endl;
287 G4cerr << "WARNING - Invalid call in "
288 << "G4IntersectionSolid::DistanceToIn(p,v)" << G4endl
289 << " Point p is inside !" << G4endl;
290 G4cerr << " p = " << p << G4endl;
291 G4cerr << " v = " << v << G4endl;
292#endif
293 }
294 else // if( Inside(p) == kSurface )
295 {
296 EInside wA = fPtrSolidA->Inside(p);
297 EInside wB = fPtrSolidB->Inside(p);
298
299 G4ThreeVector pA = p, pB = p;
300 G4double dA = 0., dA1=0., dA2=0.;
301 G4double dB = 0., dB1=0., dB2=0.;
302 G4bool doA = true, doB = true;
303
304 static const std::size_t max_trials=10000;
305 for (std::size_t trial=0; trial<max_trials; ++trial)
306 {
307 if(doA)
308 {
309 // find next valid range for A
310
311 dA1 = 0.;
312
313 if( wA != kInside )
314 {
315 dA1 = fPtrSolidA->DistanceToIn(pA, v);
316
317 if( dA1 == kInfinity ) return kInfinity;
318
319 pA += dA1*v;
320 }
321 dA2 = dA1 + fPtrSolidA->DistanceToOut(pA, v);
322 }
323 dA1 += dA;
324 dA2 += dA;
325
326 if(doB)
327 {
328 // find next valid range for B
329
330 dB1 = 0.;
331 if(wB != kInside)
332 {
333 dB1 = fPtrSolidB->DistanceToIn(pB, v);
334
335 if(dB1 == kInfinity) return kInfinity;
336
337 pB += dB1*v;
338 }
339 dB2 = dB1 + fPtrSolidB->DistanceToOut(pB, v);
340 }
341 dB1 += dB;
342 dB2 += dB;
343
344 // check if they overlap
345
346 if( dA1 < dB1 )
347 {
348 if( dB1 < dA2 ) return dB1;
349
350 dA = dA2;
351 pA = p + dA*v; // continue from here
352 wA = kSurface;
353 doA = true;
354 doB = false;
355 }
356 else
357 {
358 if( dA1 < dB2 ) return dA1;
359
360 dB = dB2;
361 pB = p + dB*v; // continue from here
362 wB = kSurface;
363 doB = true;
364 doA = false;
365 }
366 }
367 }
368#ifdef G4BOOLDEBUG
369 G4Exception("G4IntersectionSolid::DistanceToIn(p,v)",
370 "GeomSolids0001", JustWarning,
371 "Reached maximum number of iterations! Returning zero.");
372#endif
373 return dist ;
374}
375
376////////////////////////////////////////////////////////
377//
378// Approximate nearest distance from the point p to the intersection of
379// two solids
380
383{
384#ifdef G4BOOLDEBUG
385 if( Inside(p) == kInside )
386 {
387 G4cout << "WARNING - Invalid call in "
388 << "G4IntersectionSolid::DistanceToIn(p)" << G4endl
389 << " Point p is inside !" << G4endl;
390 G4cout << " p = " << p << G4endl;
391 G4cerr << "WARNING - Invalid call in "
392 << "G4IntersectionSolid::DistanceToIn(p)" << G4endl
393 << " Point p is inside !" << G4endl;
394 G4cerr << " p = " << p << G4endl;
395 }
396#endif
397 EInside sideA = fPtrSolidA->Inside(p) ;
398 EInside sideB = fPtrSolidB->Inside(p) ;
399 G4double dist=0.0 ;
400
401 if( sideA != kInside && sideB != kOutside )
402 {
403 dist = fPtrSolidA->DistanceToIn(p) ;
404 }
405 else
406 {
407 if( sideB != kInside && sideA != kOutside )
408 {
409 dist = fPtrSolidB->DistanceToIn(p) ;
410 }
411 else
412 {
413 dist = std::min(fPtrSolidA->DistanceToIn(p),
414 fPtrSolidB->DistanceToIn(p) ) ;
415 }
416 }
417 return dist ;
418}
419
420//////////////////////////////////////////////////////////
421//
422// The same algorithm as DistanceToOut(p)
423
426 const G4ThreeVector& v,
427 const G4bool calcNorm,
428 G4bool *validNorm,
429 G4ThreeVector *n ) const
430{
431 G4bool validNormA, validNormB;
432 G4ThreeVector nA, nB;
433
434#ifdef G4BOOLDEBUG
435 if( Inside(p) == kOutside )
436 {
437 G4cout << "Position:" << G4endl << G4endl;
438 G4cout << "p.x() = " << p.x()/mm << " mm" << G4endl;
439 G4cout << "p.y() = " << p.y()/mm << " mm" << G4endl;
440 G4cout << "p.z() = " << p.z()/mm << " mm" << G4endl << G4endl;
441 G4cout << "Direction:" << G4endl << G4endl;
442 G4cout << "v.x() = " << v.x() << G4endl;
443 G4cout << "v.y() = " << v.y() << G4endl;
444 G4cout << "v.z() = " << v.z() << G4endl << G4endl;
445 G4cout << "WARNING - Invalid call in "
446 << "G4IntersectionSolid::DistanceToOut(p,v)" << G4endl
447 << " Point p is outside !" << G4endl;
448 G4cout << " p = " << p << G4endl;
449 G4cout << " v = " << v << G4endl;
450 G4cerr << "WARNING - Invalid call in "
451 << "G4IntersectionSolid::DistanceToOut(p,v)" << G4endl
452 << " Point p is outside !" << G4endl;
453 G4cerr << " p = " << p << G4endl;
454 G4cerr << " v = " << v << G4endl;
455 }
456#endif
457 G4double distA = fPtrSolidA->DistanceToOut(p,v,calcNorm,&validNormA,&nA) ;
458 G4double distB = fPtrSolidB->DistanceToOut(p,v,calcNorm,&validNormB,&nB) ;
459
460 G4double dist = std::min(distA,distB) ;
461
462 if( calcNorm )
463 {
464 if ( distA < distB )
465 {
466 *validNorm = validNormA;
467 *n = nA;
468 }
469 else
470 {
471 *validNorm = validNormB;
472 *n = nB;
473 }
474 }
475
476 return dist ;
477}
478
479//////////////////////////////////////////////////////////////
480//
481// Inverted algorithm of DistanceToIn(p)
482
485{
486#ifdef G4BOOLDEBUG
487 if( Inside(p) == kOutside )
488 {
489 G4cout << "WARNING - Invalid call in "
490 << "G4IntersectionSolid::DistanceToOut(p)" << G4endl
491 << " Point p is outside !" << G4endl;
492 G4cout << " p = " << p << G4endl;
493 G4cerr << "WARNING - Invalid call in "
494 << "G4IntersectionSolid::DistanceToOut(p)" << G4endl
495 << " Point p is outside !" << G4endl;
496 G4cerr << " p = " << p << G4endl;
497 }
498#endif
499
500 return std::min(fPtrSolidA->DistanceToOut(p),
502
503}
504
505//////////////////////////////////////////////////////////////
506//
507// ComputeDimensions
508
509void
511 const G4int,
512 const G4VPhysicalVolume* )
513{
514}
515
516/////////////////////////////////////////////////
517//
518// GetEntityType
519
521{
522 return G4String("G4IntersectionSolid");
523}
524
525//////////////////////////////////////////////////////////////////////////
526//
527// Make a clone of the object
528
530{
531 return new G4IntersectionSolid(*this);
532}
533
534/////////////////////////////////////////////////
535//
536// DescribeYourselfTo
537
538void
540{
541 scene.AddSolid (*this);
542}
543
544////////////////////////////////////////////////////
545//
546// CreatePolyhedron
547
550{
551 HepPolyhedronProcessor processor;
552 // Stack components and components of components recursively
553 // See G4BooleanSolid::StackPolyhedron
554 G4Polyhedron* top = StackPolyhedron(processor, this);
555 G4Polyhedron* result = new G4Polyhedron(*top);
556 if (processor.execute(*result)) { return result; }
557 else { return nullptr; }
558}
@ JustWarning
void G4Exception(const char *originOfException, const char *exceptionCode, G4ExceptionSeverity severity, const char *description)
Definition: G4Exception.cc:59
double G4double
Definition: G4Types.hh:83
bool G4bool
Definition: G4Types.hh:86
int G4int
Definition: G4Types.hh:85
G4GLOB_DLL std::ostream G4cerr
#define G4endl
Definition: G4ios.hh:57
G4GLOB_DLL std::ostream G4cout
double z() const
double x() const
double y() const
void set(double x, double y, double z)
G4VSolid * fPtrSolidA
G4BooleanSolid & operator=(const G4BooleanSolid &rhs)
G4VSolid * fPtrSolidB
G4Polyhedron * StackPolyhedron(HepPolyhedronProcessor &, const G4VSolid *) const
G4ThreeVector SurfaceNormal(const G4ThreeVector &p) const
G4double DistanceToOut(const G4ThreeVector &p, const G4ThreeVector &v, const G4bool calcNorm=false, G4bool *validNorm=0, G4ThreeVector *n=0) const
G4VSolid * Clone() const
G4bool CalculateExtent(const EAxis pAxis, const G4VoxelLimits &pVoxelLimit, const G4AffineTransform &pTransform, G4double &pMin, G4double &pMax) const
G4double DistanceToIn(const G4ThreeVector &p, const G4ThreeVector &v) const
G4IntersectionSolid & operator=(const G4IntersectionSolid &rhs)
G4IntersectionSolid(const G4String &pName, G4VSolid *pSolidA, G4VSolid *pSolidB)
G4GeometryType GetEntityType() const
G4Polyhedron * CreatePolyhedron() const
EInside Inside(const G4ThreeVector &p) const
void DescribeYourselfTo(G4VGraphicsScene &scene) const
void ComputeDimensions(G4VPVParameterisation *p, const G4int n, const G4VPhysicalVolume *pRep)
void BoundingLimits(G4ThreeVector &pMin, G4ThreeVector &pMax) const
virtual void AddSolid(const G4Box &)=0
G4String GetName() const
virtual G4bool CalculateExtent(const EAxis pAxis, const G4VoxelLimits &pVoxelLimit, const G4AffineTransform &pTransform, G4double &pMin, G4double &pMax) const =0
virtual EInside Inside(const G4ThreeVector &p) const =0
virtual G4double DistanceToOut(const G4ThreeVector &p, const G4ThreeVector &v, const G4bool calcNorm=false, G4bool *validNorm=nullptr, G4ThreeVector *n=nullptr) const =0
void DumpInfo() const
virtual G4ThreeVector SurfaceNormal(const G4ThreeVector &p) const =0
virtual void BoundingLimits(G4ThreeVector &pMin, G4ThreeVector &pMax) const
Definition: G4VSolid.cc:665
virtual G4double DistanceToIn(const G4ThreeVector &p, const G4ThreeVector &v) const =0
bool execute(HepPolyhedron &)
EAxis
Definition: geomdefs.hh:54
EInside
Definition: geomdefs.hh:67
@ kInside
Definition: geomdefs.hh:70
@ kOutside
Definition: geomdefs.hh:68
@ kSurface
Definition: geomdefs.hh:69