Geant4 10.7.0
Toolkit for the simulation of the passage of particles through matter
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G4BoundingSphereScene.cc
Go to the documentation of this file.
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29// John Allison 7th June 1997
30// An artificial scene to reuse G4VScene code to calculate a bounding sphere.
31
33
34#include "G4VSolid.hh"
36#include "G4Vector3D.hh"
37
39:fpModel(pModel)
40,fRadius(-1.)
41{}
42
44
46 return G4VisExtent (fCentre, fRadius);
47}
48
49void G4BoundingSphereScene::ProcessVolume(const G4VSolid& solid)
50{
51 const G4VisExtent& newExtent = solid.GetExtent ();
52 G4Point3D newCentre = newExtent.GetExtentCentre ();
54 newCentre.transform (*fpCurrentObjectTransformation);
55 }
56 const G4double newRadius = newExtent.GetExtentRadius ();
57 AccrueBoundingSphere (newCentre, newRadius);
58
59 // Curtail descent - can assume daughters are contained within mother...
60 G4PhysicalVolumeModel* pPVM = dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
61 if (pPVM) pPVM->CurtailDescent();
62}
63
65 fCentre = G4Point3D ();
66 fRadius = -1.;
68}
69
71(const G4Point3D& newCentre,
72 G4double newRadius) {
73
74 if (fRadius < 0 ) { // First time.
75 fCentre = newCentre;
76 fRadius = newRadius;
77 }
78 else {
79 G4Vector3D join = newCentre - fCentre;
80 if (join == G4Vector3D (0., 0., 0.)) { // Centres coincide.
81 if (fRadius < newRadius) fRadius = newRadius;
82 }
83 else if (join.mag () + newRadius <= fRadius) { // Inside accrued sphere.
84 // Do nothing.
85 }
86 else {
87 G4Vector3D unitJoin = join.unit ();
88 G4Point3D oldExtremity1 = fCentre - fRadius * unitJoin;
89 G4Point3D newExtremity1 = newCentre - newRadius * unitJoin;
90 G4Point3D oldExtremity2 = fCentre + fRadius * unitJoin;
91 G4Point3D newExtremity2 = newCentre + newRadius * unitJoin;
92 G4Point3D extremity1;
93 if (oldExtremity1 * unitJoin < newExtremity1 * unitJoin) {
94 extremity1 = oldExtremity1;
95 }
96 else {
97 extremity1 = newExtremity1;
98 }
99 G4Point3D extremity2;
100 if (oldExtremity2 * unitJoin > newExtremity2 * unitJoin) {
101 extremity2 = oldExtremity2;
102 }
103 else {
104 extremity2 = newExtremity2;
105 }
106 fCentre = 0.5 * (extremity2 + extremity1);
107 fRadius = 0.5 * (extremity2 - extremity1).mag ();
108 }
109 }
110}
HepGeom::Point3D< G4double > G4Point3D
Definition: G4Point3D.hh:34
double G4double
Definition: G4Types.hh:83
G4BoundingSphereScene(G4VModel *pModel=0)
void AccrueBoundingSphere(const G4Point3D &centre, G4double radius)
G4VisExtent GetBoundingSphereExtent()
const G4Transform3D * fpCurrentObjectTransformation
virtual G4VisExtent GetExtent() const
Definition: G4VSolid.cc:670
G4double GetExtentRadius() const
Definition: G4VisExtent.cc:75
const G4Point3D & GetExtentCentre() const
Definition: G4VisExtent.cc:65
BasicVector3D< T > unit() const