Geant4 10.7.0
Toolkit for the simulation of the passage of particles through matter
Loading...
Searching...
No Matches
G4ClippablePolygon.cc
Go to the documentation of this file.
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// G4ClippablePolygon implementation
27//
28// Includes code from G4VSolid (P.Kent, V.Grichine, J.Allison)
29// --------------------------------------------------------------------
30
31#include "G4ClippablePolygon.hh"
32
33#include "G4VoxelLimits.hh"
35
36// Constructor
37//
39 : normal(0.,0.,0.)
40{
42}
43
44// Destructor
45//
47{
48}
49
50// AddVertexInOrder
51//
53{
54 vertices.push_back( vertex );
55}
56
57// ClearAllVertices
58//
60{
61 vertices.clear();
62}
63
64// Clip
65//
67{
68 if (voxelLimit.IsLimited())
69 {
70 ClipAlongOneAxis( voxelLimit, kXAxis );
71 ClipAlongOneAxis( voxelLimit, kYAxis );
72 ClipAlongOneAxis( voxelLimit, kZAxis );
73 }
74
75 return (vertices.size() > 0);
76}
77
78// PartialClip
79//
80// Clip, while ignoring the indicated axis
81//
83 const EAxis IgnoreMe )
84{
85 if (voxelLimit.IsLimited())
86 {
87 if (IgnoreMe != kXAxis) ClipAlongOneAxis( voxelLimit, kXAxis );
88 if (IgnoreMe != kYAxis) ClipAlongOneAxis( voxelLimit, kYAxis );
89 if (IgnoreMe != kZAxis) ClipAlongOneAxis( voxelLimit, kZAxis );
90 }
91
92 return (vertices.size() > 0);
93}
94
95// GetExtent
96//
98 G4double& min,
99 G4double& max ) const
100{
101 //
102 // Okay, how many entries do we have?
103 //
104 G4int noLeft = vertices.size();
105
106 //
107 // Return false if nothing is left
108 //
109 if (noLeft == 0) return false;
110
111 //
112 // Initialize min and max to our first vertex
113 //
114 min = max = vertices[0].operator()( axis );
115
116 //
117 // Compare to the rest
118 //
119 for( G4int i=1; i<noLeft; ++i )
120 {
121 G4double component = vertices[i].operator()( axis );
122 if (component < min )
123 min = component;
124 else if (component > max )
125 max = component;
126 }
127
128 return true;
129}
130
131// GetMinPoint
132//
133// Returns pointer to minimum point along the specified axis.
134// Take care! Do not use pointer after destroying parent polygon.
135//
137{
138 G4int noLeft = vertices.size();
139 if (noLeft==0)
140 G4Exception("G4ClippablePolygon::GetMinPoint()",
141 "GeomSolids0002", FatalException, "Empty polygon.");
142
143 const G4ThreeVector *answer = &(vertices[0]);
144 G4double min = answer->operator()(axis);
145
146 for( G4int i=1; i<noLeft; ++i )
147 {
148 G4double component = vertices[i].operator()( axis );
149 if (component < min)
150 {
151 answer = &(vertices[i]);
152 min = component;
153 }
154 }
155
156 return answer;
157}
158
159// GetMaxPoint
160//
161// Returns pointer to maximum point along the specified axis.
162// Take care! Do not use pointer after destroying parent polygon.
163//
165{
166 G4int noLeft = vertices.size();
167 if (noLeft==0)
168 G4Exception("G4ClippablePolygon::GetMaxPoint()",
169 "GeomSolids0002", FatalException, "Empty polygon.");
170
171 const G4ThreeVector *answer = &(vertices[0]);
172 G4double max = answer->operator()(axis);
173
174 for( G4int i=1; i<noLeft; ++i )
175 {
176 G4double component = vertices[i].operator()( axis );
177 if (component > max)
178 {
179 answer = &(vertices[i]);
180 max = component;
181 }
182 }
183
184 return answer;
185}
186
187// InFrontOf
188//
189// Decide if this polygon is in "front" of another when
190// viewed along the specified axis. For our purposes here,
191// it is sufficient to use the minimum extent of the
192// polygon along the axis to determine this.
193//
194// In case the minima of the two polygons are equal,
195// we use a more sophisticated test.
196//
197// Note that it is possible for the two following
198// statements to both return true or both return false:
199// polygon1.InFrontOf(polygon2)
200// polygon2.BehindOf(polygon1)
201//
203 EAxis axis ) const
204{
205 //
206 // If things are empty, do something semi-sensible
207 //
208 G4int noLeft = vertices.size();
209 if (noLeft==0) return false;
210
211 if (other.Empty()) return true;
212
213 //
214 // Get minimum of other polygon
215 //
216 const G4ThreeVector *minPointOther = other.GetMinPoint( axis );
217 const G4double minOther = minPointOther->operator()(axis);
218
219 //
220 // Get minimum of this polygon
221 //
222 const G4ThreeVector *minPoint = GetMinPoint( axis );
223 const G4double min = minPoint->operator()(axis);
224
225 //
226 // Easy decision
227 //
228 if (min < minOther-kCarTolerance) return true; // Clear winner
229
230 if (minOther < min-kCarTolerance) return false; // Clear loser
231
232 //
233 // We have a tie (this will not be all that rare since our
234 // polygons are connected)
235 //
236 // Check to see if there is a vertex in the other polygon
237 // that is behind this one (or vice versa)
238 //
239 G4bool answer;
240 G4ThreeVector normalOther = other.GetNormal();
241
242 if (std::fabs(normalOther(axis)) > std::fabs(normal(axis)))
243 {
244 G4double minP, maxP;
245 GetPlanerExtent( *minPointOther, normalOther, minP, maxP );
246
247 answer = (normalOther(axis) > 0) ? (minP < -kCarTolerance)
248 : (maxP > +kCarTolerance);
249 }
250 else
251 {
252 G4double minP, maxP;
253 other.GetPlanerExtent( *minPoint, normal, minP, maxP );
254
255 answer = (normal(axis) > 0) ? (maxP > +kCarTolerance)
256 : (minP < -kCarTolerance);
257 }
258 return answer;
259}
260
261// BehindOf
262//
263// Decide if this polygon is behind another.
264// See notes in method "InFrontOf"
265//
267 EAxis axis ) const
268{
269 //
270 // If things are empty, do something semi-sensible
271 //
272 G4int noLeft = vertices.size();
273 if (noLeft==0) return false;
274
275 if (other.Empty()) return true;
276
277 //
278 // Get minimum of other polygon
279 //
280 const G4ThreeVector *maxPointOther = other.GetMaxPoint( axis );
281 const G4double maxOther = maxPointOther->operator()(axis);
282
283 //
284 // Get minimum of this polygon
285 //
286 const G4ThreeVector *maxPoint = GetMaxPoint( axis );
287 const G4double max = maxPoint->operator()(axis);
288
289 //
290 // Easy decision
291 //
292 if (max > maxOther+kCarTolerance) return true; // Clear winner
293
294 if (maxOther > max+kCarTolerance) return false; // Clear loser
295
296 //
297 // We have a tie (this will not be all that rare since our
298 // polygons are connected)
299 //
300 // Check to see if there is a vertex in the other polygon
301 // that is in front of this one (or vice versa)
302 //
303 G4bool answer;
304 G4ThreeVector normalOther = other.GetNormal();
305
306 if (std::fabs(normalOther(axis)) > std::fabs(normal(axis)))
307 {
308 G4double minP, maxP;
309 GetPlanerExtent( *maxPointOther, normalOther, minP, maxP );
310
311 answer = (normalOther(axis) > 0) ? (maxP > +kCarTolerance)
312 : (minP < -kCarTolerance);
313 }
314 else
315 {
316 G4double minP, maxP;
317 other.GetPlanerExtent( *maxPoint, normal, minP, maxP );
318
319 answer = (normal(axis) > 0) ? (minP < -kCarTolerance)
320 : (maxP > +kCarTolerance);
321 }
322 return answer;
323}
324
325// GetPlanerExtent
326//
327// Get min/max distance in or out of a plane
328//
330 const G4ThreeVector& planeNormal,
331 G4double& min,
332 G4double& max ) const
333{
334 //
335 // Okay, how many entries do we have?
336 //
337 G4int noLeft = vertices.size();
338
339 //
340 // Return false if nothing is left
341 //
342 if (noLeft == 0) return false;
343
344 //
345 // Initialize min and max to our first vertex
346 //
347 min = max = planeNormal.dot(vertices[0]-pointOnPlane);
348
349 //
350 // Compare to the rest
351 //
352 for( G4int i=1; i<noLeft; ++i )
353 {
354 G4double component = planeNormal.dot(vertices[i] - pointOnPlane);
355 if (component < min )
356 min = component;
357 else if (component > max )
358 max = component;
359 }
360
361 return true;
362}
363
364// ClipAlongOneAxis
365//
366// Clip along just one axis, as specified in voxelLimit
367//
369 const EAxis axis )
370{
371 if (!voxelLimit.IsLimited(axis)) return;
372
373 G4ThreeVectorList tempPolygon;
374
375 //
376 // Build a "simple" voxelLimit that includes only the min extent
377 // and apply this to our vertices, producing result in tempPolygon
378 //
379 G4VoxelLimits simpleLimit1;
380 simpleLimit1.AddLimit( axis, voxelLimit.GetMinExtent(axis), kInfinity );
381 ClipToSimpleLimits( vertices, tempPolygon, simpleLimit1 );
382
383 //
384 // If nothing is left from the above clip, we might as well return now
385 // (but with an empty vertices)
386 //
387 if (tempPolygon.size() == 0)
388 {
389 vertices.clear();
390 return;
391 }
392
393 //
394 // Now do the same, but using a "simple" limit that includes only the max
395 // extent. Apply this to out tempPolygon, producing result in vertices.
396 //
397 G4VoxelLimits simpleLimit2;
398 simpleLimit2.AddLimit( axis, -kInfinity, voxelLimit.GetMaxExtent(axis) );
399 ClipToSimpleLimits( tempPolygon, vertices, simpleLimit2 );
400
401 //
402 // If nothing is left, return now
403 //
404 if (vertices.size() == 0) return;
405}
406
407// ClipToSimpleLimits
408//
409// pVoxelLimits must be only limited along one axis, and either the maximum
410// along the axis must be +kInfinity, or the minimum -kInfinity
411//
412void G4ClippablePolygon::ClipToSimpleLimits( G4ThreeVectorList& pPolygon,
413 G4ThreeVectorList& outputPolygon,
414 const G4VoxelLimits& pVoxelLimit )
415{
416 G4int noVertices = pPolygon.size();
417 G4ThreeVector vEnd,vStart;
418
419 outputPolygon.clear();
420
421 for (G4int i=0; i<noVertices; ++i)
422 {
423 vStart=pPolygon[i];
424 if (i==noVertices-1)
425 {
426 vEnd=pPolygon[0];
427 }
428 else
429 {
430 vEnd=pPolygon[i+1];
431 }
432
433 if (pVoxelLimit.Inside(vStart))
434 {
435 if (pVoxelLimit.Inside(vEnd))
436 {
437 // vStart and vEnd inside -> output end point
438 //
439 outputPolygon.push_back(vEnd);
440 }
441 else
442 {
443 // vStart inside, vEnd outside -> output crossing point
444 //
445 pVoxelLimit.ClipToLimits(vStart,vEnd);
446 outputPolygon.push_back(vEnd);
447 }
448 }
449 else
450 {
451 if (pVoxelLimit.Inside(vEnd))
452 {
453 // vStart outside, vEnd inside -> output inside section
454 //
455 pVoxelLimit.ClipToLimits(vStart,vEnd);
456 outputPolygon.push_back(vStart);
457 outputPolygon.push_back(vEnd);
458 }
459 else // Both point outside -> no output
460 {
461 }
462 }
463 }
464}
@ FatalException
void G4Exception(const char *originOfException, const char *exceptionCode, G4ExceptionSeverity severity, const char *description)
Definition: G4Exception.cc:35
double G4double
Definition: G4Types.hh:83
bool G4bool
Definition: G4Types.hh:86
int G4int
Definition: G4Types.hh:85
double dot(const Hep3Vector &) const
virtual G4bool GetPlanerExtent(const G4ThreeVector &pointOnPlane, const G4ThreeVector &planeNormal, G4double &min, G4double &max) const
virtual G4bool Clip(const G4VoxelLimits &voxelLimit)
virtual G4bool PartialClip(const G4VoxelLimits &voxelLimit, const EAxis IgnoreMe)
G4ThreeVectorList vertices
void ClipToSimpleLimits(G4ThreeVectorList &pPolygon, G4ThreeVectorList &outputPolygon, const G4VoxelLimits &pVoxelLimit)
virtual const G4ThreeVector * GetMinPoint(const EAxis axis) const
virtual void AddVertexInOrder(const G4ThreeVector vertex)
virtual G4bool GetExtent(const EAxis axis, G4double &min, G4double &max) const
virtual void ClearAllVertices()
virtual void ClipAlongOneAxis(const G4VoxelLimits &voxelLimit, const EAxis axis)
virtual G4bool InFrontOf(const G4ClippablePolygon &other, EAxis axis) const
virtual G4bool BehindOf(const G4ClippablePolygon &other, EAxis axis) const
G4bool Empty() const
const G4ThreeVector GetNormal() const
virtual const G4ThreeVector * GetMaxPoint(const EAxis axis) const
G4double GetSurfaceTolerance() const
static G4GeometryTolerance * GetInstance()
G4double GetMinExtent(const EAxis pAxis) const
G4bool ClipToLimits(G4ThreeVector &pStart, G4ThreeVector &pEnd) const
void AddLimit(const EAxis pAxis, const G4double pMin, const G4double pMax)
G4double GetMaxExtent(const EAxis pAxis) const
G4bool Inside(const G4ThreeVector &pVec) const
G4bool IsLimited() const
EAxis
Definition: geomdefs.hh:54
@ kYAxis
Definition: geomdefs.hh:56
@ kXAxis
Definition: geomdefs.hh:55
@ kZAxis
Definition: geomdefs.hh:57