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0001 // 0002 // ******************************************************************** 0003 // * License and Disclaimer * 0004 // * * 0005 // * The Geant4 software is copyright of the Copyright Holders of * 0006 // * the Geant4 Collaboration. It is provided under the terms and * 0007 // * conditions of the Geant4 Software License, included in the file * 0008 // * LICENSE and available at http://cern.ch/geant4/license . These * 0009 // * include a list of copyright holders. * 0010 // * * 0011 // * Neither the authors of this software system, nor their employing * 0012 // * institutes,nor the agencies providing financial support for this * 0013 // * work make any representation or warranty, express or implied, * 0014 // * regarding this software system or assume any liability for its * 0015 // * use. Please see the license in the file LICENSE and URL above * 0016 // * for the full disclaimer and the limitation of liability. * 0017 // * * 0018 // * This code implementation is the result of the scientific and * 0019 // * technical work of the GEANT4 collaboration and of QinetiQ Ltd, * 0020 // * subject to DEFCON 705 IPR conditions. * 0021 // * By using, copying, modifying or distributing the software (or * 0022 // * any work based on the software) you agree to acknowledge its * 0023 // * use in resulting scientific publications, and indicate your * 0024 // * acceptance of all terms of the Geant4 Software license. * 0025 // ******************************************************************** 0026 // 0027 // G4TessellatedSolid 0028 // 0029 // Class description: 0030 // 0031 // G4TessellatedSolid is a special Geant4 solid defined by a number of 0032 // facets (UVFacet). It is important that the supplied facets shall form a 0033 // fully enclose space which is the solid. 0034 // At the moment only two types of facet can be used for the construction of 0035 // a G4TessellatedSolid, i.e. the G4TriangularFacet and G4QuadrangularFacet. 0036 // 0037 // How to contruct a G4TessellatedSolid: 0038 // 0039 // First declare a tessellated solid: 0040 // 0041 // G4TessellatedSolid* solidTarget = new G4TessellatedSolid("Solid_name"); 0042 // 0043 // Define the facets which form the solid: 0044 // 0045 // G4double targetSiz = 10*cm ; 0046 // G4TriangularFacet *facet1 = new 0047 // G4TriangularFacet (G4ThreeVector(-targetSize,-targetSize, 0.0), 0048 // G4ThreeVector(+targetSize,-targetSize, 0.0), 0049 // G4ThreeVector( 0.0, 0.0,+targetSize), 0050 // ABSOLUTE); 0051 // G4TriangularFacet *facet2 = new 0052 // G4TriangularFacet (G4ThreeVector(+targetSize,-targetSize, 0.0), 0053 // G4ThreeVector(+targetSize,+targetSize, 0.0), 0054 // G4ThreeVector( 0.0, 0.0,+targetSize), 0055 // ABSOLUTE); 0056 // G4TriangularFacet *facet3 = new 0057 // G4TriangularFacet (G4ThreeVector(+targetSize,+targetSize, 0.0), 0058 // G4ThreeVector(-targetSize,+targetSize, 0.0), 0059 // G4ThreeVector( 0.0, 0.0,+targetSize), 0060 // ABSOLUTE); 0061 // G4TriangularFacet *facet4 = new 0062 // G4TriangularFacet (G4ThreeVector(-targetSize,+targetSize, 0.0), 0063 // G4ThreeVector(-targetSize,-targetSize, 0.0), 0064 // G4ThreeVector( 0.0, 0.0,+targetSize), 0065 // ABSOLUTE); 0066 // G4QuadrangularFacet *facet5 = new 0067 // G4QuadrangularFacet (G4ThreeVector(-targetSize,-targetSize, 0.0), 0068 // G4ThreeVector(-targetSize,+targetSize, 0.0), 0069 // G4ThreeVector(+targetSize,+targetSize, 0.0), 0070 // G4ThreeVector(+targetSize,-targetSize, 0.0), 0071 // ABSOLUTE); 0072 // 0073 // Then add the facets to the solid: 0074 // 0075 // solidTarget->AddFacet((UVFacet*) facet1); 0076 // solidTarget->AddFacet((UVFacet*) facet2); 0077 // solidTarget->AddFacet((UVFacet*) facet3); 0078 // solidTarget->AddFacet((UVFacet*) facet4); 0079 // solidTarget->AddFacet((UVFacet*) facet5); 0080 // 0081 // Finally declare the solid is complete: 0082 // 0083 // solidTarget->SetSolidClosed(true); 0084 0085 // Author: P.R.Truscott (QinetiQ Ltd, UK), 31.10.2004 - Created. 0086 // M.Gayer (CERN), 12.10.2012 - New implementation with voxelization. 0087 // -------------------------------------------------------------------- 0088 #ifndef G4TESSELLATEDSOLID_HH 0089 #define G4TESSELLATEDSOLID_HH 0090 0091 #include "G4GeomTypes.hh" 0092 0093 #if defined(G4GEOM_USE_USOLIDS) 0094 #define G4GEOM_USE_UTESSELLATEDSOLID 1 0095 #endif 0096 0097 #if defined(G4GEOM_USE_UTESSELLATEDSOLID) 0098 #define G4UTessellatedSolid G4TessellatedSolid 0099 #include "G4UTessellatedSolid.hh" 0100 #else 0101 0102 #include <iostream> 0103 #include <vector> 0104 #include <set> 0105 #include <map> 0106 0107 #include "G4Types.hh" 0108 #include "G4VSolid.hh" 0109 #include "G4Voxelizer.hh" 0110 #include "G4VFacet.hh" 0111 0112 struct G4VertexInfo 0113 { 0114 G4int id; 0115 G4double mag2; 0116 }; 0117 0118 class G4VertexComparator 0119 { 0120 public: 0121 0122 G4bool operator() (const G4VertexInfo& l, const G4VertexInfo& r) const 0123 { 0124 return l.mag2 == r.mag2 ? l.id < r.id : l.mag2 < r.mag2; 0125 } 0126 }; 0127 0128 /** 0129 * @brief G4TessellatedSolid is a solid defined by a number of facets. 0130 * It is important that the supplied facets shall form a fully enclose space 0131 * which is the solid. The facets can be of two types, G4TriangularFacet and 0132 * G4QuadrangularFacet. 0133 */ 0134 0135 class G4TessellatedSolid : public G4VSolid 0136 { 0137 public: 0138 0139 /** 0140 * Default Constructor. 0141 */ 0142 G4TessellatedSolid (); 0143 0144 /** 0145 * Constructor with solid's name. 0146 * @param[in] name The name of the solid. 0147 */ 0148 G4TessellatedSolid (const G4String& name); 0149 0150 /** 0151 * Destructor. Clearing all allocated facets and data. 0152 */ 0153 ~G4TessellatedSolid () override; 0154 0155 /** 0156 * Fake default constructor for usage restricted to direct object 0157 * persistency for clients requiring preallocation of memory for 0158 * persistifiable objects. 0159 */ 0160 G4TessellatedSolid(__void__&); 0161 0162 /** 0163 * Copy constructor and assignment operator. 0164 */ 0165 G4TessellatedSolid (const G4TessellatedSolid& ts); 0166 G4TessellatedSolid& operator= (const G4TessellatedSolid& right); 0167 0168 /** 0169 * Operator +=, allowing to add two tessellated solids together, so 0170 * that the solid on the left includes all of the facets in the solid 0171 * on the right. To note that copies of the facets are generated, rather 0172 * than using the original facet set of the solid on the right. 0173 */ 0174 G4TessellatedSolid& operator+= (const G4TessellatedSolid& right); 0175 0176 /** 0177 * Methods for adding or retrieving a facet given an index. 0178 */ 0179 G4bool AddFacet (G4VFacet* aFacet); 0180 inline G4VFacet* GetFacet (G4int i) const; 0181 0182 /** 0183 * Accessors. 0184 */ 0185 G4int GetNumberOfFacets () const; 0186 G4int GetFacetIndex (const G4ThreeVector& p) const; 0187 G4double GetMinXExtent () const; 0188 G4double GetMaxXExtent () const; 0189 G4double GetMinYExtent () const; 0190 G4double GetMaxYExtent () const; 0191 G4double GetMinZExtent () const; 0192 G4double GetMaxZExtent () const; 0193 0194 0195 /** 0196 * Concrete implementations of the expected query interfaces for 0197 * solids, as defined in the base class G4VSolid. 0198 */ 0199 EInside Inside (const G4ThreeVector& p) const override; 0200 G4ThreeVector SurfaceNormal(const G4ThreeVector& p) const override; 0201 G4double DistanceToIn(const G4ThreeVector& p, 0202 const G4ThreeVector& v)const override; 0203 G4double DistanceToIn(const G4ThreeVector& p) const override; 0204 G4double DistanceToOut(const G4ThreeVector& p) const override; 0205 G4double DistanceToOut(const G4ThreeVector& p, 0206 const G4ThreeVector& v, 0207 const G4bool calcNorm, 0208 G4bool* validNorm, 0209 G4ThreeVector* norm) const override; 0210 0211 /** 0212 * Returns the outwards pointing unit normal of the shape for the 0213 * surface closest to the point at offset 'p'. 0214 * @param[in] p The point coordinates. 0215 * @param[out] n The returned normal vector. 0216 * @returns false if not a valid normal. 0217 */ 0218 virtual G4bool Normal (const G4ThreeVector& p, G4ThreeVector& n) const; 0219 0220 /** 0221 * Returns the the safety distance from outside the solid at a point 'p'. 0222 * @param[in] p The point coordinates. 0223 * @param[in] aAccurate Accuracy flag, if false quickly computes and 0224 * returns the distance to the voxels bounding-box. 0225 * @returns The safety distance. 0226 */ 0227 virtual G4double SafetyFromOutside(const G4ThreeVector& p, 0228 G4bool aAccurate = false) const; 0229 0230 /** 0231 * Returns the the safety distance from inside the solid at a point 'p'. 0232 * @param[in] p The point coordinates. 0233 * @param[in] aAccurate Not used. 0234 * @returns The safety distance. 0235 */ 0236 virtual G4double SafetyFromInside (const G4ThreeVector& p, 0237 G4bool aAccurate = false) const; 0238 0239 /** 0240 * Returns the type ID, "G4TessellatedSolid" of the solid. 0241 */ 0242 G4GeometryType GetEntityType () const override; 0243 0244 /** 0245 * Returns true as the solid has only planar faces. 0246 */ 0247 G4bool IsFaceted () const override; 0248 0249 /** 0250 * Streams the object contents to an output stream. 0251 */ 0252 std::ostream& StreamInfo(std::ostream& os) const override; 0253 0254 /** 0255 * Makes a clone of the object for use in multi-treading. 0256 * @returns A pointer to the new cloned allocated solid. 0257 */ 0258 G4VSolid* Clone() const override; 0259 0260 /** 0261 * Returns a random point located and uniformly distributed on the 0262 * surface of the solid. 0263 */ 0264 G4ThreeVector GetPointOnSurface() const override; 0265 0266 /** 0267 * Returning an estimation of the solid volume (capacity) and 0268 * surface area, in internal units. 0269 */ 0270 G4double GetSurfaceArea() override; 0271 G4double GetCubicVolume() override; 0272 0273 /** 0274 * Modifier and accessor to close/finalise the solid. 0275 */ 0276 void SetSolidClosed (const G4bool t); 0277 G4bool GetSolidClosed () const; 0278 0279 /** 0280 * Checks the structure of the solid. 0281 * @returns A value, sum of the following defect indicators, if any 0282 * (0 means no defects): 0283 * 1 - cubic volume is negative, wrong orientation of facets; 0284 * 2 - some facets have wrong orientation; 0285 * 4 - holes in the surface. 0286 */ 0287 G4int CheckStructure() const; 0288 0289 /** 0290 * Allowing to tune the maximum number of voxels to use for optimisation. 0291 */ 0292 inline void SetMaxVoxels(G4int max); 0293 0294 /** 0295 * Returns the voxels structure. 0296 */ 0297 inline G4Voxelizer& GetVoxels(); 0298 0299 /** 0300 * Calculates the minimum and maximum extent of the solid, when under the 0301 * specified transform, and within the specified limits. 0302 * @param[in] pAxis The axis along which compute the extent. 0303 * @param[in] pVoxelLimit The limiting space dictated by voxels. 0304 * @param[in] pTransform The internal transformation applied to the solid. 0305 * @param[out] pMin The minimum extent value. 0306 * @param[out] pMax The maximum extent value. 0307 * @returns True if the solid is intersected by the extent region. 0308 */ 0309 G4bool CalculateExtent(const EAxis pAxis, 0310 const G4VoxelLimits& pVoxelLimit, 0311 const G4AffineTransform& pTransform, 0312 G4double& pMin, G4double& pMax) const override; 0313 0314 /** 0315 * Computes the bounding limits of the solid. 0316 * @param[out] pMin The minimum bounding limit point. 0317 * @param[out] pMax The maximum bounding limit point. 0318 */ 0319 void BoundingLimits(G4ThreeVector& pMin, G4ThreeVector& pMax) const override; 0320 0321 /** 0322 * Methods for creating graphical representations (i.e. for visualisation). 0323 */ 0324 G4Polyhedron* CreatePolyhedron() const override; 0325 G4Polyhedron* GetPolyhedron() const override; 0326 void DescribeYourselfTo(G4VGraphicsScene& scene) const override; 0327 G4VisExtent GetExtent() const override; 0328 0329 /** 0330 * Loggers reporting the total allocated memory. 0331 */ 0332 G4int AllocatedMemoryWithoutVoxels(); 0333 G4int AllocatedMemory(); 0334 void DisplayAllocatedMemory(); 0335 0336 private: 0337 0338 /** 0339 * Initialisation/reset of data, used in constructors and operators. 0340 */ 0341 void Initialize(); 0342 0343 /** 0344 * Resetting/copying data, used in constructors and operators. 0345 */ 0346 void DeleteObjects (); 0347 void CopyObjects (const G4TessellatedSolid& s); 0348 0349 /** 0350 * Internal methods used for computing distances with or without voxels. 0351 */ 0352 G4double DistanceToOutNoVoxels(const G4ThreeVector& p, 0353 const G4ThreeVector& v, 0354 G4ThreeVector& aNormalVector, 0355 G4bool& aConvex, 0356 G4double aPstep = kInfinity) const; 0357 G4double DistanceToInCandidates(const std::vector<G4int>& candidates, 0358 const G4ThreeVector& aPoint, 0359 const G4ThreeVector& aDirection) const; 0360 void DistanceToOutCandidates(const std::vector<G4int>& candidates, 0361 const G4ThreeVector& aPoint, 0362 const G4ThreeVector& direction, 0363 G4double& minDist, 0364 G4ThreeVector& minNormal, 0365 G4int& minCandidate) const; 0366 G4double DistanceToInNoVoxels(const G4ThreeVector& p, 0367 const G4ThreeVector& v, 0368 G4double aPstep = kInfinity) const; 0369 G4double DistanceToInCore(const G4ThreeVector &p, const G4ThreeVector& v, 0370 G4double aPstep = kInfinity) const; 0371 G4double DistanceToOutCore(const G4ThreeVector& p, const G4ThreeVector& v, 0372 G4ThreeVector& aNormalVector, 0373 G4bool& aConvex, 0374 G4double aPstep = kInfinity) const; 0375 0376 /** 0377 * Finds those facets that have surface planes that bound the volume. 0378 * To note that this is going to reject concave surfaces as being extreme. 0379 */ 0380 void SetExtremeFacets(); 0381 0382 /** 0383 * Internal methods used for checking if a point 'p' is inside the solid 0384 * in presence or not of voxels. 0385 */ 0386 EInside InsideNoVoxels (const G4ThreeVector& p) const; 0387 EInside InsideVoxels(const G4ThreeVector& p) const; 0388 0389 /** 0390 * Performs the voxelisation of the shape, building the optimisation 0391 * structure, according to the specified parameters. 0392 */ 0393 void Voxelize(); 0394 0395 /** 0396 * Creates a list of vertices with an additional sorted list, where all 0397 * the items are sorted by magnitude of vertices vector. 0398 */ 0399 void CreateVertexList(); 0400 0401 /** 0402 * Utilities for preparation of voxels indeces. Used in Voxelize() function. 0403 */ 0404 void PrecalculateInsides(); 0405 G4int SetAllUsingStack(const std::vector<G4int>& voxel, 0406 const std::vector<G4int>& max, 0407 G4bool status, G4SurfBits& checked); 0408 0409 /** 0410 * Utility to compare sorted voxels. 0411 */ 0412 static G4bool CompareSortedVoxel(const std::pair<G4int, G4double>& l, 0413 const std::pair<G4int, G4double>& r); 0414 0415 0416 /** 0417 * Prepares a set of predefined random vectors, used to generate rays 0418 * from a user-defined point. Used in Inside() function to determine 0419 * whether the point is inside or outside of the tessellated solid. 0420 * All vectors should be unit vectors. 0421 */ 0422 void SetRandomVectors(); 0423 0424 /** 0425 * Computes the minimum distance of a point 'p' from a 'facet'. 0426 */ 0427 G4double MinDistanceFacet(const G4ThreeVector& p, G4bool simple, 0428 G4VFacet* &facet) const; 0429 0430 /** 0431 * Computes if a point 'p' is outside or not of the computed extent, 0432 * given a 'tolerance'. Used internally in Inside() functions. 0433 * @returns true if the point is within the extent. 0434 */ 0435 inline G4bool OutsideOfExtent(const G4ThreeVector& p, 0436 G4double tolerance = 0.0) const; 0437 0438 protected: 0439 0440 G4double kCarToleranceHalf; 0441 0442 private: 0443 0444 mutable G4bool fRebuildPolyhedron = false; 0445 mutable G4Polyhedron* fpPolyhedron = nullptr; 0446 0447 std::vector<G4VFacet*> fFacets; 0448 std::set<G4VFacet*> fExtremeFacets; // Does all other facets lie on 0449 // or behind this surface? 0450 0451 G4GeometryType fGeometryType; 0452 G4double fCubicVolume = 0.0; 0453 G4double fSurfaceArea = 0.0; 0454 0455 std::vector<G4ThreeVector> fVertexList; 0456 0457 std::set<G4VertexInfo,G4VertexComparator> fFacetList; 0458 0459 G4ThreeVector fMinExtent, fMaxExtent; 0460 0461 G4bool fSolidClosed = false; 0462 0463 std::vector<G4ThreeVector> fRandir; 0464 0465 G4int fMaxTries; 0466 0467 G4Voxelizer fVoxels; // Pointer to the voxelized solid 0468 0469 G4SurfBits fInsides; 0470 }; 0471 0472 /////////////////////////////////////////////////////////////////////////////// 0473 // Inline Methods 0474 /////////////////////////////////////////////////////////////////////////////// 0475 0476 inline G4VFacet* G4TessellatedSolid::GetFacet (G4int i) const 0477 { 0478 return fFacets[i]; 0479 } 0480 0481 inline void G4TessellatedSolid::SetMaxVoxels(G4int max) 0482 { 0483 fVoxels.SetMaxVoxels(max); 0484 } 0485 0486 inline G4Voxelizer& G4TessellatedSolid::GetVoxels() 0487 { 0488 return fVoxels; 0489 } 0490 0491 inline G4bool G4TessellatedSolid::OutsideOfExtent(const G4ThreeVector& p, 0492 G4double tolerance) const 0493 { 0494 return ( p.x() < fMinExtent.x() - tolerance 0495 || p.x() > fMaxExtent.x() + tolerance 0496 || p.y() < fMinExtent.y() - tolerance 0497 || p.y() > fMaxExtent.y() + tolerance 0498 || p.z() < fMinExtent.z() - tolerance 0499 || p.z() > fMaxExtent.z() + tolerance); 0500 } 0501 0502 #endif 0503 0504 #endif
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