00001 // 00002 // ******************************************************************** 00003 // * License and Disclaimer * 00004 // * * 00005 // * The Geant4 software is copyright of the Copyright Holders of * 00006 // * the Geant4 Collaboration. It is provided under the terms and * 00007 // * conditions of the Geant4 Software License, included in the file * 00008 // * LICENSE and available at http://cern.ch/geant4/license . These * 00009 // * include a list of copyright holders. * 00010 // * * 00011 // * Neither the authors of this software system, nor their employing * 00012 // * institutes,nor the agencies providing financial support for this * 00013 // * work make any representation or warranty, express or implied, * 00014 // * regarding this software system or assume any liability for its * 00015 // * use. Please see the license in the file LICENSE and URL above * 00016 // * for the full disclaimer and the limitation of liability. * 00017 // * * 00018 // * This code implementation is the result of the scientific and * 00019 // * technical work of the GEANT4 collaboration. * 00020 // * By using, copying, modifying or distributing the software (or * 00021 // * any work based on the software) you agree to acknowledge its * 00022 // * use in resulting scientific publications, and indicate your * 00023 // * acceptance of all terms of the Geant4 Software license. * 00024 // ******************************************************************** 00025 // 00026 // 00027 // $Id$ 00028 // 00029 // 00030 // John Allison 7th June 1997 00031 // An artificial scene to reuse G4VScene code to calculate a bounding sphere. 00032 00033 #include "G4BoundingSphereScene.hh" 00034 00035 #include "G4VSolid.hh" 00036 #include "G4PhysicalVolumeModel.hh" 00037 #include "G4Vector3D.hh" 00038 00039 G4BoundingSphereScene::G4BoundingSphereScene (G4VModel* pModel): 00040 fpModel (pModel), 00041 fRadius (-1.), 00042 fpObjectTransformation (0) 00043 {} 00044 00045 G4BoundingSphereScene::~G4BoundingSphereScene () {} 00046 00047 void G4BoundingSphereScene::PreAddSolid 00048 (const G4Transform3D& objectTransformation, 00049 const G4VisAttributes&) { 00050 fpObjectTransformation = &objectTransformation; 00051 } 00052 00053 G4VisExtent G4BoundingSphereScene::GetBoundingSphereExtent () { 00054 return G4VisExtent (fCentre, fRadius); 00055 } 00056 00057 void G4BoundingSphereScene::Accrue (const G4VSolid& solid) { 00058 00059 const G4VisExtent& newExtent = solid.GetExtent (); 00060 G4Point3D newCentre = newExtent.GetExtentCentre (); 00061 if (fpObjectTransformation) { 00062 newCentre.transform (*fpObjectTransformation); 00063 } 00064 const G4double newRadius = newExtent.GetExtentRadius (); 00065 AccrueBoundingSphere (newCentre, newRadius); 00066 00067 // Curtail descent - can assume daughters are contained within mother... 00068 G4PhysicalVolumeModel* pPVM = dynamic_cast<G4PhysicalVolumeModel*>(fpModel); 00069 if (pPVM) pPVM->CurtailDescent(); 00070 } 00071 00072 void G4BoundingSphereScene::ResetBoundingSphere () { 00073 fCentre = G4Point3D (); 00074 fRadius = -1.; 00075 fpObjectTransformation = 0; 00076 } 00077 00078 void G4BoundingSphereScene::AccrueBoundingSphere 00079 (const G4Point3D& newCentre, 00080 G4double newRadius) { 00081 00082 if (fRadius < 0 ) { // First time. 00083 fCentre = newCentre; 00084 fRadius = newRadius; 00085 } 00086 else { 00087 G4Vector3D join = newCentre - fCentre; 00088 if (join == G4Vector3D (0., 0., 0.)) { // Centres coincide. 00089 if (fRadius < newRadius) fRadius = newRadius; 00090 } 00091 else if (join.mag () + newRadius <= fRadius) { // Inside accrued sphere. 00092 // Do nothing. 00093 } 00094 else { 00095 G4Vector3D unitJoin = join.unit (); 00096 G4Point3D oldExtremity1 = fCentre - fRadius * unitJoin; 00097 G4Point3D newExtremity1 = newCentre - newRadius * unitJoin; 00098 G4Point3D oldExtremity2 = fCentre + fRadius * unitJoin; 00099 G4Point3D newExtremity2 = newCentre + newRadius * unitJoin; 00100 G4Point3D extremity1; 00101 if (oldExtremity1 * unitJoin < newExtremity1 * unitJoin) { 00102 extremity1 = oldExtremity1; 00103 } 00104 else { 00105 extremity1 = newExtremity1; 00106 } 00107 G4Point3D extremity2; 00108 if (oldExtremity2 * unitJoin > newExtremity2 * unitJoin) { 00109 extremity2 = oldExtremity2; 00110 } 00111 else { 00112 extremity2 = newExtremity2; 00113 } 00114 fCentre = 0.5 * (extremity2 + extremity1); 00115 fRadius = 0.5 * (extremity2 - extremity1).mag (); 00116 } 00117 } 00118 }