// // ******************************************************************** // * 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 and of QinetiQ Ltd, * // * subject to DEFCON 705 IPR conditions. * // * 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: G4TessellatedSolid.hh 67011 2013-01-29 16:17:41Z gcosmo $ // // %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% // // Class G4TessellatedSolid // // Class description: // // G4TessellatedSolid is a special Geant4 solid defined by a number of // facets (UVFacet). It is important that the supplied facets shall form a // fully enclose space which is the solid. // At the moment only two types of facet can be used for the construction of // a G4TessellatedSolid, i.e. the G4TriangularFacet and G4QuadrangularFacet. // // How to contruct a G4TessellatedSolid: // // First declare a tessellated solid: // // G4TessellatedSolid* solidTarget = new G4TessellatedSolid("Solid_name"); // // Define the facets which form the solid // // G4double targetSiz = 10*cm ; // G4TriangularFacet *facet1 = new // G4TriangularFacet (G4ThreeVector(-targetSize,-targetSize, 0.0), // G4ThreeVector(+targetSize,-targetSize, 0.0), // G4ThreeVector( 0.0, 0.0,+targetSize), // ABSOLUTE); // G4TriangularFacet *facet2 = new // G4TriangularFacet (G4ThreeVector(+targetSize,-targetSize, 0.0), // G4ThreeVector(+targetSize,+targetSize, 0.0), // G4ThreeVector( 0.0, 0.0,+targetSize), // ABSOLUTE); // G4TriangularFacet *facet3 = new // G4TriangularFacet (G4ThreeVector(+targetSize,+targetSize, 0.0), // G4ThreeVector(-targetSize,+targetSize, 0.0), // G4ThreeVector( 0.0, 0.0,+targetSize), // ABSOLUTE); // G4TriangularFacet *facet4 = new // G4TriangularFacet (G4ThreeVector(-targetSize,+targetSize, 0.0), // G4ThreeVector(-targetSize,-targetSize, 0.0), // G4ThreeVector( 0.0, 0.0,+targetSize), // ABSOLUTE); // G4QuadrangularFacet *facet5 = new // G4QuadrangularFacet (G4ThreeVector(-targetSize,-targetSize, 0.0), // G4ThreeVector(-targetSize,+targetSize, 0.0), // G4ThreeVector(+targetSize,+targetSize, 0.0), // G4ThreeVector(+targetSize,-targetSize, 0.0), // ABSOLUTE); // // Then add the facets to the solid: // // solidTarget->AddFacet((UVFacet*) facet1); // solidTarget->AddFacet((UVFacet*) facet2); // solidTarget->AddFacet((UVFacet*) facet3); // solidTarget->AddFacet((UVFacet*) facet4); // solidTarget->AddFacet((UVFacet*) facet5); // // Finally declare the solid is complete: // // solidTarget->SetSolidClosed(true); // CHANGE HISTORY // -------------- // 31 October 2004, P R Truscott, QinetiQ Ltd, UK // - Created. // 22 November 2005, F Lei, // - Added GetPolyhedron(). // 12 October 2012, M Gayer, // - Reviewed optimized implementation including voxelization of surfaces. // /////////////////////////////////////////////////////////////////////////////// #ifndef G4TessellatedSolid_hh #define G4TessellatedSolid_hh 1 #include #include #include #include #include "G4VSolid.hh" #include "G4Types.hh" #include "G4SurfaceVoxelizer.hh" struct G4VertexInfo { G4int id; G4double mag2; }; class G4VFacet; class G4VertexComparator { public: G4bool operator() (const G4VertexInfo &l, const G4VertexInfo &r) const { return l.mag2 == r.mag2 ? l.id < r.id : l.mag2 < r.mag2; } }; class G4TessellatedSolid : public G4VSolid { public: // with description G4TessellatedSolid (); virtual ~G4TessellatedSolid (); G4TessellatedSolid (const G4String &name); G4TessellatedSolid(__void__&); // Fake default constructor for usage restricted to direct object // persistency for clients requiring preallocation of memory for // persistifiable objects. G4TessellatedSolid (const G4TessellatedSolid &ts); G4TessellatedSolid &operator= (const G4TessellatedSolid &right); G4TessellatedSolid &operator+= (const G4TessellatedSolid &right); G4bool AddFacet (G4VFacet *aFacet); inline G4VFacet *GetFacet (G4int i) const; G4int GetNumberOfFacets () const; virtual EInside Inside (const G4ThreeVector &p) const; virtual G4ThreeVector SurfaceNormal(const G4ThreeVector& p) const; virtual G4double DistanceToIn(const G4ThreeVector& p, const G4ThreeVector& v)const; virtual G4double DistanceToIn(const G4ThreeVector& p) const; virtual G4double DistanceToOut(const G4ThreeVector& p) const; virtual G4double DistanceToOut(const G4ThreeVector& p, const G4ThreeVector& v, const G4bool calcNorm, G4bool *validNorm, G4ThreeVector *norm) const; virtual G4bool Normal (const G4ThreeVector &p, G4ThreeVector &n) const; virtual G4double SafetyFromOutside(const G4ThreeVector &p, G4bool aAccurate=false) const; virtual G4double SafetyFromInside (const G4ThreeVector &p, G4bool aAccurate=false) const; virtual G4GeometryType GetEntityType () const; virtual std::ostream &StreamInfo(std::ostream &os) const; virtual G4VSolid* Clone() const; virtual G4ThreeVector GetPointOnSurface() const; virtual G4double GetSurfaceArea(); virtual G4double GetCubicVolume (); void SetSolidClosed (const G4bool t); G4bool GetSolidClosed () const; inline void SetMaxVoxels(G4int max); inline G4SurfaceVoxelizer &GetVoxels(); virtual G4bool CalculateExtent(const EAxis pAxis, const G4VoxelLimits& pVoxelLimit, const G4AffineTransform& pTransform, G4double& pMin, G4double& pMax) const; G4double GetMinXExtent () const; G4double GetMaxXExtent () const; G4double GetMinYExtent () const; G4double GetMaxYExtent () const; G4double GetMinZExtent () const; G4double GetMaxZExtent () const; G4ThreeVectorList* CreateRotatedVertices(const G4AffineTransform& pT) const; // Create the List of transformed vertices in the format required // for G4VSolid:: ClipCrossSection and ClipBetweenSections. virtual G4Polyhedron* CreatePolyhedron () const; virtual G4Polyhedron* GetPolyhedron () const; virtual G4NURBS* CreateNURBS () const; virtual void DescribeYourselfTo (G4VGraphicsScene& scene) const; virtual G4VisExtent GetExtent () const; G4int AllocatedMemoryWithoutVoxels(); G4int AllocatedMemory(); void DisplayAllocatedMemory(); private: // without description void Initialize(); G4double DistanceToOutNoVoxels(const G4ThreeVector &p, const G4ThreeVector &v, G4ThreeVector &aNormalVector, G4bool &aConvex, G4double aPstep = kInfinity) const; G4double DistanceToInCandidates(const std::vector &candidates, const G4ThreeVector &aPoint, const G4ThreeVector &aDirection) const; void DistanceToOutCandidates(const std::vector &candidates, const G4ThreeVector &aPoint, const G4ThreeVector &direction, G4double &minDist, G4ThreeVector &minNormal, G4int &minCandidate) const; G4double DistanceToInNoVoxels(const G4ThreeVector &p, const G4ThreeVector &v, G4double aPstep = kInfinity) const; void SetExtremeFacets(); EInside InsideNoVoxels (const G4ThreeVector &p) const; EInside InsideVoxels(const G4ThreeVector &aPoint) const; void Voxelize(); void CreateVertexList(); void PrecalculateInsides(); void SetRandomVectors(); G4double DistanceToInCore(const G4ThreeVector &p, const G4ThreeVector &v, G4double aPstep = kInfinity) const; G4double DistanceToOutCore(const G4ThreeVector &p, const G4ThreeVector &v, G4ThreeVector &aNormalVector, G4bool &aConvex, G4double aPstep = kInfinity) const; G4int SetAllUsingStack(const std::vector &voxel, const std::vector &max, G4bool status, G4SurfBits &checked); void DeleteObjects (); void CopyObjects (const G4TessellatedSolid &s); static G4bool CompareSortedVoxel(const std::pair &l, const std::pair &r); G4double MinDistanceFacet(const G4ThreeVector &p, G4bool simple, G4VFacet * &facet) const; inline G4bool OutsideOfExtent(const G4ThreeVector &p, G4double tolerance=0) const; private: mutable G4Polyhedron* fpPolyhedron; std::vector fFacets; std::set fExtremeFacets; // Does all other facets lie on // or behind this surface? G4GeometryType fGeometryType; G4double fCubicVolume; G4double fSurfaceArea; std::vector fVertexList; std::set fFacetList; G4ThreeVector fMinExtent, fMaxExtent; G4bool fSolidClosed; std::vector fRandir; G4double kCarToleranceHalf; G4int fMaxTries; G4SurfaceVoxelizer fVoxels; // Pointer to the voxelized solid G4SurfBits fInsides; }; /////////////////////////////////////////////////////////////////////////////// // Inlined Methods /////////////////////////////////////////////////////////////////////////////// inline G4VFacet *G4TessellatedSolid::GetFacet (G4int i) const { return fFacets[i]; } inline void G4TessellatedSolid::SetMaxVoxels(G4int max) { fVoxels.SetMaxVoxels(max); } inline G4SurfaceVoxelizer &G4TessellatedSolid::GetVoxels() { return fVoxels; } inline G4bool G4TessellatedSolid::OutsideOfExtent(const G4ThreeVector &p, G4double tolerance) const { return ( p.x() < fMinExtent.x() - tolerance || p.x() > fMaxExtent.x() + tolerance || p.y() < fMinExtent.y() - tolerance || p.y() > fMaxExtent.y() + tolerance || p.z() < fMinExtent.z() - tolerance || p.z() > fMaxExtent.z() + tolerance); } #endif