1 | // |
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2 | // ******************************************************************** |
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3 | // * License and Disclaimer * |
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4 | // * * |
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5 | // * The Geant4 software is copyright of the Copyright Holders of * |
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6 | // * the Geant4 Collaboration. It is provided under the terms and * |
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7 | // * conditions of the Geant4 Software License, included in the file * |
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8 | // * LICENSE and available at http://cern.ch/geant4/license . These * |
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9 | // * include a list of copyright holders. * |
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10 | // * * |
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11 | // * Neither the authors of this software system, nor their employing * |
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12 | // * institutes,nor the agencies providing financial support for this * |
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13 | // * work make any representation or warranty, express or implied, * |
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14 | // * regarding this software system or assume any liability for its * |
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15 | // * use. Please see the license in the file LICENSE and URL above * |
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16 | // * for the full disclaimer and the limitation of liability. * |
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17 | // * * |
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18 | // * This code implementation is the result of the scientific and * |
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19 | // * technical work of the GEANT4 collaboration. * |
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20 | // * By using, copying, modifying or distributing the software (or * |
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21 | // * any work based on the software) you agree to acknowledge its * |
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22 | // * use in resulting scientific publications, and indicate your * |
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23 | // * acceptance of all terms of the Geant4 Software license. * |
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24 | // ******************************************************************** |
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25 | // |
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26 | // |
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27 | // $Id: G4Surface.cc,v 1.17 2007/07/16 08:06:55 gcosmo Exp $ |
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28 | // GEANT4 tag $Name: geant4-09-04-beta-01 $ |
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29 | // |
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30 | // ---------------------------------------------------------------------- |
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31 | // GEANT 4 class source file |
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32 | // |
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33 | // G4Surface.cc |
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34 | // |
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35 | // ---------------------------------------------------------------------- |
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36 | |
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37 | #include "G4Surface.hh" |
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38 | #include "G4CompositeCurve.hh" |
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39 | #include "G4GeometryTolerance.hh" |
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40 | |
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41 | G4Surface::G4Surface() |
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42 | : FLT_MAXX(kInfinity), FLT_EPSILO(0.0001) |
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43 | { |
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44 | AdvancedFace=0; |
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45 | active = 1; |
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46 | distance = 1.0e20; |
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47 | Type = 0; |
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48 | bbox = 0; |
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49 | kCarTolerance = G4GeometryTolerance::GetInstance()->GetSurfaceTolerance(); |
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50 | } |
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51 | |
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52 | G4Surface::~G4Surface() |
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53 | { |
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54 | } |
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55 | |
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56 | G4int G4Surface::operator==( const G4Surface& s ) |
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57 | { |
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58 | return origin == s.origin; |
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59 | } |
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60 | |
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61 | G4String G4Surface::GetEntityType() const |
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62 | { |
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63 | return G4String("Surface"); |
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64 | } |
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65 | |
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66 | const char* G4Surface::Name() const |
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67 | { |
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68 | return "G4Surface"; |
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69 | } |
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70 | |
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71 | G4int G4Surface::MyType() const |
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72 | { |
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73 | return Type; |
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74 | } |
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75 | |
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76 | void G4Surface::InitBounded() |
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77 | { |
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78 | } |
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79 | |
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80 | G4double G4Surface::GetUHit() const |
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81 | { |
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82 | return uhit; |
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83 | } |
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84 | |
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85 | G4double G4Surface::GetVHit() const |
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86 | { |
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87 | return vhit; |
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88 | } |
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89 | |
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90 | //void G4Surface::read_surface(fstream& tmp){;} |
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91 | |
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92 | G4Point3D G4Surface::Evaluation(const G4Ray&) |
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93 | { |
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94 | return closest_hit; |
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95 | } |
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96 | |
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97 | G4int G4Surface::Evaluate(const G4Ray&) |
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98 | { |
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99 | return 0; |
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100 | } |
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101 | |
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102 | void G4Surface::Reset() |
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103 | { |
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104 | Intersected = 0; |
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105 | active = 1; |
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106 | distance = kInfinity; |
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107 | } |
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108 | |
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109 | void G4Surface::SetBoundaries(G4CurveVector* boundaries) |
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110 | { |
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111 | surfaceBoundary.Init(*boundaries); |
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112 | InitBounded(); |
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113 | } |
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114 | |
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115 | void G4Surface::CalcBBox() |
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116 | { |
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117 | // Finds the bounds of the surface iow |
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118 | // calculates the bounds for a bounding box |
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119 | // to the surface. The bounding box is used |
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120 | // for a preliminary check of intersection. |
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121 | |
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122 | bbox = new G4BoundingBox3D(surfaceBoundary.BBox().GetBoxMin(), |
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123 | surfaceBoundary.BBox().GetBoxMax()); |
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124 | // old implementation |
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125 | // G4Point3d BoundaryMax = OuterBoundary->GetBoundsMax(); |
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126 | // G4Point3d BoundaryMin = OuterBoundary->GetBoundsMin(); |
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127 | // bbox = new G4BoundingBox( BoundaryMin, BoundaryMax); |
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128 | // return; |
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129 | } |
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130 | |
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131 | G4Vector3D G4Surface::Normal( const G4Vector3D& ) const |
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132 | { // return the Normal unit vector to a Surface at the point p on |
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133 | // (or nearly on) the Surface. |
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134 | // The default is not well defined, so return ( 0, 0, 0 ). |
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135 | return G4Vector3D( 0.0, 0.0, 0.0 ); |
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136 | } |
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137 | |
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138 | |
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139 | G4int G4Surface::Intersect(const G4Ray&) |
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140 | { |
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141 | G4int Result = 0; |
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142 | |
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143 | G4Exception("G4Surface::Intersect()", "NotImplemented", |
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144 | FatalException, "Sorry, not yet implemented."); |
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145 | |
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146 | #ifdef NEW_IMPLEMENTATION |
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147 | // get the intersection |
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148 | // Result = Intersect(rayref); |
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149 | |
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150 | // Check that the point is within the polyline |
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151 | // Get Normal at Hitpoint |
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152 | const G4Vector3D& Vec = Normal(closest_hit); |
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153 | G4Ray Normal(closest_hit, Vec); |
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154 | |
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155 | // Project points & Hit |
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156 | // OuterBoundary->ProjectBoundaryTo2D(Normal.GetPlane(1), |
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157 | // Normal.GetPlane(2), 0); |
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158 | |
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159 | |
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160 | |
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161 | |
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162 | G4Point3D Hit = closest_hit.Project(Normal.GetPlane(1), |
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163 | Normal.GetPlane(2) ); |
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164 | // Check point in polygon |
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165 | // Result = OuterBoundary->Inside(Hit, rayref); |
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166 | |
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167 | #endif |
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168 | return Result; |
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169 | |
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170 | } |
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171 | |
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172 | |
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173 | G4double G4Surface::ClosestDistanceToPoint(const G4Point3D& Pt) |
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174 | { |
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175 | // in fact, a squared distance is returned |
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176 | |
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177 | // a bit suspicious, this function |
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178 | // the distance is almost always an overestimate |
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179 | G4double pointDistance= kInfinity; |
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180 | G4double tmpDistance; |
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181 | const G4CurveVector& bounds= surfaceBoundary.GetBounds(); |
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182 | |
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183 | G4int entr = bounds.size(); |
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184 | |
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185 | for (G4int i=0; i<entr; i++) |
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186 | { |
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187 | G4Curve* c= bounds[i]; |
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188 | |
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189 | if (c->GetEntityType() == "G4CompositeCurve") |
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190 | { |
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191 | G4CompositeCurve* cc= (G4CompositeCurve*)c; |
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192 | const G4CurveVector& segments= cc->GetSegments(); |
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193 | for (size_t i=0; i<segments.size(); i++) |
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194 | { |
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195 | G4Curve* ccc= segments[i]; |
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196 | tmpDistance= (G4Point3D(Pt.x(), Pt.y(), Pt.z())-ccc->GetEnd()).mag2(); |
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197 | if (pointDistance > tmpDistance) |
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198 | { |
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199 | pointDistance= tmpDistance; |
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200 | } |
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201 | } |
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202 | |
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203 | } |
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204 | else |
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205 | { |
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206 | tmpDistance= (G4Point3D(Pt.x(), Pt.y(), Pt.z())-c->GetEnd()).mag2(); |
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207 | if (pointDistance > tmpDistance) |
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208 | { |
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209 | pointDistance= tmpDistance; |
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210 | } |
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211 | } |
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212 | } |
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213 | |
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214 | // L. Broglia |
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215 | // Be carreful ! pointdistance is the squared distance |
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216 | return std::sqrt(pointDistance); |
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217 | |
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218 | // G4double PointDistance=kInfinity; |
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219 | // G4double TmpDistance=0; |
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220 | // PointDistance = OuterBoundary->ClosestDistanceToPoint(Pt); |
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221 | // TmpDistance =0; |
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222 | // for(G4int a=0;a<NumberOfInnerBoundaries;a++) |
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223 | // { |
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224 | // TmpDistance = InnerBoundary[a]->ClosestDistanceToPoint(Pt); |
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225 | // if(PointDistance > TmpDistance) PointDistance = TmpDistance; |
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226 | // } |
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227 | // return PointDistance; |
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228 | |
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229 | //G4double G4Boundary::ClosestDistanceToPoint(const G4ThreeVec& Pt) |
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230 | //{ |
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231 | // G4double PointDistance = kInfinity; |
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232 | // G4double TmpDistance = 0; |
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233 | // for(G4int a =0; a < NumberOfPoints;a++) |
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234 | // { |
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235 | // G4Point3d& Pt2 = GetPoint(a); |
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236 | // TmpDistance = Pt2.Distance(Pt); |
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237 | // if(PointDistance > TmpDistance)PointDistance = TmpDistance; |
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238 | // } |
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239 | // return PointDistance; |
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240 | //} |
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241 | } |
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242 | |
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243 | |
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244 | std::ostream& operator<<( std::ostream& os, const G4Surface& ) |
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245 | { |
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246 | // overwrite output operator << to Print out Surface objects |
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247 | // using the PrintOn function defined below |
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248 | // s.PrintOn( os ); |
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249 | return os; |
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250 | } |
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251 | |
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252 | |
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253 | G4double G4Surface::HowNear( const G4Vector3D& x ) const |
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254 | { |
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255 | // Distance from the point x to a Surface. |
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256 | // The default for a Surface is the distance from the point to the origin. |
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257 | G4Vector3D p = G4Vector3D( x - origin ); |
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258 | return p.mag(); |
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259 | } |
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260 | |
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261 | void G4Surface::Project() |
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262 | { |
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263 | } |
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264 | |
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265 | void G4Surface::CalcNormal() |
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266 | { |
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267 | } |
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268 | |
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269 | G4int G4Surface::IsConvex() const |
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270 | { |
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271 | return -1; |
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272 | } |
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273 | |
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274 | G4int G4Surface::GetConvex() const |
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275 | { |
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276 | return 0; |
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277 | } |
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278 | |
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279 | G4int G4Surface::GetNumberOfPoints() const |
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280 | { |
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281 | return 0; |
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282 | } |
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283 | |
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284 | const G4Point3D& G4Surface::GetPoint(G4int) const |
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285 | { |
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286 | const G4Point3D* tmp= new G4Point3D(0,0,0); |
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287 | return *tmp; |
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288 | } |
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289 | |
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290 | G4Ray* G4Surface::Norm() |
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291 | { |
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292 | return (G4Ray*)0; |
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293 | } |
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294 | |
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295 | void G4Surface::Project (G4double& Coord, |
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296 | const G4Point3D& Pt2, |
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297 | const G4Plane& Pl1) |
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298 | { |
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299 | Coord = Pt2.x()*Pl1.a + Pt2.y()*Pl1.b + Pt2.z()*Pl1.c - Pl1.d; |
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300 | } |
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301 | |
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302 | /* |
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303 | G4double G4Surface::distanceAlongRay( G4int which_way, const G4Ray* ry, |
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304 | G4ThreeVec& p ) const |
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305 | { // Distance along a Ray (straight line with G4ThreeVec) to leave or enter |
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306 | // a Surface. The input variable which_way should be set to +1 to indicate |
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307 | // leaving a Surface, -1 to indicate entering a Surface. |
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308 | // p is the point of intersection of the Ray with the Surface. |
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309 | // This is a default function which just gives the distance |
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310 | // between the origin of the Ray and the origin of the Surface. |
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311 | // Since a generic Surface doesn't have a well-defined Normal, no |
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312 | // further checks are Done. |
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313 | |
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314 | // This should always be overwritten for derived classes so Print out |
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315 | // a warning message if this is called. |
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316 | G4cout << "WARNING from Surface::distanceAlongRay\n" |
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317 | << " This function should be overwritten by a derived class.\n" |
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318 | << " Using the Surface base class default.\n"; |
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319 | p = GetOrigin(); |
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320 | G4ThreeVec d = ry->Position() - p; |
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321 | return d.Magnitude(); |
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322 | } |
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323 | |
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324 | G4double G4Surface::distanceAlongHelix( G4int which_way, const Helix* hx, |
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325 | G4ThreeVec& p ) const |
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326 | { // Distance along a Helix to leave or enter a Surface. |
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327 | // The input variable which_way should be set to +1 to indicate |
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328 | // leaving a Surface, -1 to indicate entering a Surface. |
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329 | // p is the point of intersection of the Helix with the Surface. |
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330 | // This is a default function which just gives the distance |
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331 | // between the origin of the Helix and the origin of the Surface. |
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332 | // Since a generic Surface doesn't have a well-defined Normal, no |
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333 | // further checks are Done. |
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334 | |
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335 | // This should always be overwritten for derived classes so Print out |
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336 | // a warning message if this is called. |
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337 | G4cout << "WARNING from Surface::distanceAlongHelix\n" |
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338 | << " This function should be overwritten by a derived class.\n" |
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339 | << " Using the Surface base class default.\n"; |
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340 | p = GetOrigin(); |
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341 | G4ThreeVec d = hx->position() - p; |
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342 | return d.Magnitude(); |
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343 | } |
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344 | |
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345 | |
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346 | G4ThreeVec G4Surface::Normal() const |
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347 | { // return the Normal unit vector to a Surface |
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348 | // (This is only meaningful for Surfaces for which the Normal does |
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349 | // not depend on location on the Surface). |
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350 | // The default is not well defined, so return ( 0, 0, 0 ). |
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351 | return G4ThreeVec( 0.0, 0.0, 0.0 ); |
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352 | } |
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353 | |
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354 | |
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355 | G4ThreeVec G4Surface::Normal( const G4ThreeVec& ) const |
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356 | { // return the Normal unit vector to a Surface at the point p on |
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357 | // (or nearly on) the Surface. |
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358 | // The default is not well defined, so return ( 0, 0, 0 ). |
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359 | return G4ThreeVec( 0.0, 0.0, 0.0 ); |
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360 | } |
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361 | |
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362 | G4int G4Surface::Inside( const G4ThreeVec& ) const |
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363 | { // return 0 if point p is outside Surface, 1 if Inside |
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364 | // default is not well defined, so return 0 |
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365 | return 0; |
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366 | } |
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367 | |
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368 | void G4Surface::move( const G4ThreeVec& p ) |
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369 | { // translate origin of Surface by vector p |
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370 | origin += p; |
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371 | } |
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372 | |
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373 | void G4Surface::rotate( G4double alpha, G4double beta, |
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374 | G4double gamma, G4ThreeMat& m, G4int inverse ) |
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375 | { // rotate Surface first about global x-axis by angle alpha, |
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376 | // second about global y-axis by angle beta, |
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377 | // and third about global z-axis by angle gamma |
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378 | // by creating and using G4ThreeMat objects |
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379 | // angles are assumed to be given in radians |
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380 | // returns also the overall rotation matrix for use by subclasses |
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381 | // if inverse is non-zero, the order of rotations is reversed |
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382 | // for a generic Surface, only the origin is rotated |
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383 | // G4double ax[3][3] = { 0., 0., 0., 0., 0., 0., 0., 0., 0. }; |
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384 | G4double ax[3][3]; |
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385 | G4double ay[3][3]; |
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386 | G4double az[3][3]; |
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387 | // G4double ay[3][3] = { 0., 0., 0., 0., 0., 0., 0., 0., 0. }; |
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388 | // G4double az[3][3] = { 0., 0., 0., 0., 0., 0., 0., 0., 0. }; |
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389 | ax[0][0] = 1.; |
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390 | ax[1][1] = std::cos( alpha ); |
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391 | ax[2][2] = ax[1][1]; |
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392 | ax[2][1] = std::sin( alpha ); |
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393 | ax[1][2] = -ax[2][1]; |
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394 | ay[1][1] = 1.; |
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395 | ay[0][0] = std::cos( beta ); |
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396 | ay[2][2] = ay[0][0]; |
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397 | ay[0][2] = std::sin( beta ); |
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398 | ay[2][0] = -ay[0][2]; |
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399 | az[2][2] = 1.; |
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400 | az[0][0] = std::cos( gamma ); |
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401 | az[1][1] = az[0][0]; |
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402 | az[1][0] = std::sin( gamma ); |
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403 | az[0][1] = -az[1][0]; |
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404 | G4ThreeMat &Rx = *new G4ThreeMat( ax ); // x-rotation matrix |
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405 | G4ThreeMat &Ry = *new G4ThreeMat( ay ); // y-rotation matrix |
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406 | G4ThreeMat &Rz = *new G4ThreeMat( az ); // z-rotation matrix |
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407 | if ( inverse ) |
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408 | m = Rx * ( Ry * Rz ); |
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409 | else |
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410 | m = Rz * ( Ry * Rx ); |
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411 | origin = m * origin; |
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412 | } |
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413 | |
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414 | void G4Surface::rotate( G4double alpha, G4double beta, |
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415 | G4double gamma, G4int inverse ) |
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416 | { // rotate Surface first about global x-axis by angle alpha, |
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417 | // second about global y-axis by angle beta, |
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418 | // and third about global z-axis by angle gamma |
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419 | // by creating and using G4ThreeMat objects |
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420 | // angles are assumed to be given in radians |
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421 | // if inverse is non-zero, the order of rotations is reversed |
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422 | G4ThreeMat m; |
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423 | // Just call the above function to do this rotation |
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424 | rotate( alpha, beta, gamma, m, inverse ); |
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425 | } |
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426 | |
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427 | */ |
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