[831] | 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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[1315] | 27 | // $Id: G4IntersectionSolid.cc,v 1.32 2010/05/11 15:03:45 gcosmo Exp $ |
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[1337] | 28 | // GEANT4 tag $Name: geant4-09-04-beta-01 $ |
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[831] | 29 | // |
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| 30 | // Implementation of methods for the class G4IntersectionSolid |
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| 31 | // |
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| 32 | // History: |
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| 33 | // |
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| 34 | // 17.02.05 V.Grichine: bug was fixed in DistanceToIn(p,v) based on algorithm |
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| 35 | // proposed by Dino Bazzacco <dino.bazzacco@pd.infn.it> |
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| 36 | // 29.05.01 V.Grichine: bug was fixed in DistanceToIn(p,v) |
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| 37 | // 16.03.01 V.Grichine: modifications in CalculateExtent() and Inside() |
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| 38 | // 29.07.99 V.Grichine: modifications in DistanceToIn(p,v) |
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| 39 | // 12.09.98 V.Grichine: first implementation |
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| 40 | // |
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| 41 | // -------------------------------------------------------------------- |
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| 42 | |
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| 43 | #include "G4IntersectionSolid.hh" |
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| 44 | |
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| 45 | #include <sstream> |
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| 46 | |
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| 47 | #include "G4VoxelLimits.hh" |
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| 48 | #include "G4VPVParameterisation.hh" |
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| 49 | |
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| 50 | #include "G4VGraphicsScene.hh" |
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| 51 | #include "G4Polyhedron.hh" |
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[1315] | 52 | #include "HepPolyhedronProcessor.h" |
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[831] | 53 | #include "G4NURBS.hh" |
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| 54 | // #include "G4NURBSbox.hh" |
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| 55 | |
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| 56 | ///////////////////////////////////////////////////////////////////// |
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| 57 | // |
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| 58 | // Transfer all data members to G4BooleanSolid which is responsible |
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| 59 | // for them. pName will be in turn sent to G4VSolid |
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| 60 | // |
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| 61 | |
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| 62 | G4IntersectionSolid::G4IntersectionSolid( const G4String& pName, |
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| 63 | G4VSolid* pSolidA , |
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| 64 | G4VSolid* pSolidB ) |
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| 65 | : G4BooleanSolid(pName,pSolidA,pSolidB) |
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| 66 | { |
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| 67 | } |
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| 68 | |
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| 69 | /////////////////////////////////////////////////////////////////// |
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| 70 | // |
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| 71 | |
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| 72 | G4IntersectionSolid::G4IntersectionSolid( const G4String& pName, |
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| 73 | G4VSolid* pSolidA, |
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| 74 | G4VSolid* pSolidB, |
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| 75 | G4RotationMatrix* rotMatrix, |
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| 76 | const G4ThreeVector& transVector ) |
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| 77 | : G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector) |
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| 78 | { |
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| 79 | } |
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| 80 | |
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| 81 | ////////////////////////////////////////////////////////////////// |
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| 82 | // |
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| 83 | // |
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| 84 | |
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| 85 | G4IntersectionSolid::G4IntersectionSolid( const G4String& pName, |
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| 86 | G4VSolid* pSolidA, |
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| 87 | G4VSolid* pSolidB, |
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| 88 | const G4Transform3D& transform ) |
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| 89 | : G4BooleanSolid(pName,pSolidA,pSolidB,transform) |
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| 90 | { |
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| 91 | } |
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| 92 | |
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| 93 | ////////////////////////////////////////////////////////////////// |
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| 94 | // |
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| 95 | // Fake default constructor - sets only member data and allocates memory |
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| 96 | // for usage restricted to object persistency. |
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| 97 | |
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| 98 | G4IntersectionSolid::G4IntersectionSolid( __void__& a ) |
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| 99 | : G4BooleanSolid(a) |
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| 100 | { |
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| 101 | } |
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| 102 | |
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| 103 | /////////////////////////////////////////////////////////////// |
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| 104 | // |
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| 105 | // |
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| 106 | |
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| 107 | G4IntersectionSolid::~G4IntersectionSolid() |
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| 108 | { |
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| 109 | } |
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| 110 | |
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| 111 | /////////////////////////////////////////////////////////////// |
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| 112 | // |
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| 113 | // |
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| 114 | |
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| 115 | G4bool |
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| 116 | G4IntersectionSolid::CalculateExtent(const EAxis pAxis, |
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| 117 | const G4VoxelLimits& pVoxelLimit, |
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| 118 | const G4AffineTransform& pTransform, |
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| 119 | G4double& pMin, |
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| 120 | G4double& pMax) const |
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| 121 | { |
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| 122 | G4bool retA, retB, out; |
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| 123 | G4double minA, minB, maxA, maxB; |
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| 124 | |
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| 125 | retA = fPtrSolidA |
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| 126 | ->CalculateExtent( pAxis, pVoxelLimit, pTransform, minA, maxA); |
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| 127 | retB = fPtrSolidB |
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| 128 | ->CalculateExtent( pAxis, pVoxelLimit, pTransform, minB, maxB); |
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| 129 | |
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| 130 | if( retA && retB ) |
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| 131 | { |
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| 132 | pMin = std::max( minA, minB ); |
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| 133 | pMax = std::min( maxA, maxB ); |
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| 134 | out = (pMax > pMin); // true; |
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| 135 | #ifdef G4BOOLDEBUG |
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| 136 | // G4cout.precision(16); |
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| 137 | // G4cout<<"pMin = "<<pMin<<"; pMax = "<<pMax<<G4endl; |
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| 138 | #endif |
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| 139 | } |
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| 140 | else out = false; |
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| 141 | |
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| 142 | return out; // It exists in this slice only if both exist in it. |
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| 143 | } |
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| 144 | |
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| 145 | ///////////////////////////////////////////////////// |
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| 146 | // |
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| 147 | // Touching ? Empty intersection ? |
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| 148 | |
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| 149 | EInside G4IntersectionSolid::Inside(const G4ThreeVector& p) const |
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| 150 | { |
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| 151 | EInside positionA = fPtrSolidA->Inside(p) ; |
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| 152 | |
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| 153 | if( positionA == kOutside ) return kOutside ; |
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| 154 | |
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| 155 | EInside positionB = fPtrSolidB->Inside(p) ; |
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| 156 | |
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| 157 | if(positionA == kInside && positionB == kInside) |
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| 158 | { |
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| 159 | return kInside ; |
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| 160 | } |
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| 161 | else |
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| 162 | { |
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| 163 | if((positionA == kInside && positionB == kSurface) || |
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| 164 | (positionB == kInside && positionA == kSurface) || |
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| 165 | (positionA == kSurface && positionB == kSurface) ) |
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| 166 | { |
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| 167 | return kSurface ; |
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| 168 | } |
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| 169 | else |
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| 170 | { |
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| 171 | return kOutside ; |
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| 172 | } |
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| 173 | } |
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| 174 | } |
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| 175 | |
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| 176 | ////////////////////////////////////////////////////////////// |
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| 177 | // |
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| 178 | |
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| 179 | G4ThreeVector |
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| 180 | G4IntersectionSolid::SurfaceNormal( const G4ThreeVector& p ) const |
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| 181 | { |
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| 182 | G4ThreeVector normal; |
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| 183 | EInside insideA, insideB; |
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| 184 | |
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| 185 | insideA= fPtrSolidA->Inside(p); |
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| 186 | insideB= fPtrSolidB->Inside(p); |
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| 187 | |
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| 188 | #ifdef G4BOOLDEBUG |
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| 189 | if( (insideA == kOutside) || (insideB == kOutside) ) |
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| 190 | { |
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| 191 | G4cout << "WARNING - Invalid call in " |
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| 192 | << "G4IntersectionSolid::SurfaceNormal(p)" << G4endl |
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| 193 | << " Point p is outside !" << G4endl; |
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| 194 | G4cout << " p = " << p << G4endl; |
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| 195 | G4cerr << "WARNING - Invalid call in " |
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| 196 | << "G4IntersectionSolid::SurfaceNormal(p)" << G4endl |
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| 197 | << " Point p is outside !" << G4endl; |
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| 198 | G4cerr << " p = " << p << G4endl; |
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| 199 | } |
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| 200 | #endif |
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| 201 | |
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| 202 | // OLD: if(fPtrSolidA->DistanceToOut(p) <= fPtrSolidB->DistanceToOut(p) ) |
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| 203 | |
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| 204 | // On the surface of both is difficult ... treat it like on A now! |
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| 205 | // |
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| 206 | // if( (insideA == kSurface) && (insideB == kSurface) ) |
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| 207 | // normal= fPtrSolidA->SurfaceNormal(p) ; |
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| 208 | // else |
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| 209 | if( insideA == kSurface ) |
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| 210 | { |
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| 211 | normal= fPtrSolidA->SurfaceNormal(p) ; |
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| 212 | } |
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| 213 | else if( insideB == kSurface ) |
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| 214 | { |
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| 215 | normal= fPtrSolidB->SurfaceNormal(p) ; |
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| 216 | } |
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| 217 | // We are on neither surface, so we should generate an exception |
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| 218 | else |
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| 219 | { |
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| 220 | if(fPtrSolidA->DistanceToOut(p) <= fPtrSolidB->DistanceToOut(p) ) |
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| 221 | normal= fPtrSolidA->SurfaceNormal(p) ; |
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| 222 | else |
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| 223 | normal= fPtrSolidB->SurfaceNormal(p) ; |
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| 224 | #ifdef G4BOOLDEBUG |
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| 225 | G4cout << "WARNING - Invalid call in " |
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| 226 | << "G4IntersectionSolid::SurfaceNormal(p)" << G4endl |
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| 227 | << " Point p is out of surface !" << G4endl; |
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| 228 | G4cout << " p = " << p << G4endl; |
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| 229 | G4cerr << "WARNING - Invalid call in " |
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| 230 | << "G4IntersectionSolid::SurfaceNormal(p)" << G4endl |
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| 231 | << " Point p is out of surface !" << G4endl; |
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| 232 | G4cerr << " p = " << p << G4endl; |
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| 233 | #endif |
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| 234 | } |
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| 235 | |
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| 236 | return normal; |
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| 237 | } |
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| 238 | |
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| 239 | ///////////////////////////////////////////////////////////// |
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| 240 | // |
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| 241 | // The same algorithm as in DistanceToIn(p) |
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| 242 | |
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| 243 | G4double |
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| 244 | G4IntersectionSolid::DistanceToIn( const G4ThreeVector& p, |
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| 245 | const G4ThreeVector& v ) const |
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| 246 | { |
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| 247 | G4double dist = 0.0; |
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| 248 | if( Inside(p) == kInside ) |
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| 249 | { |
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| 250 | #ifdef G4BOOLDEBUG |
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| 251 | G4cout << "WARNING - Invalid call in " |
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| 252 | << "G4IntersectionSolid::DistanceToIn(p,v)" << G4endl |
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| 253 | << " Point p is inside !" << G4endl; |
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| 254 | G4cout << " p = " << p << G4endl; |
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| 255 | G4cout << " v = " << v << G4endl; |
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| 256 | G4cerr << "WARNING - Invalid call in " |
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| 257 | << "G4IntersectionSolid::DistanceToIn(p,v)" << G4endl |
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| 258 | << " Point p is inside !" << G4endl; |
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| 259 | G4cerr << " p = " << p << G4endl; |
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| 260 | G4cerr << " v = " << v << G4endl; |
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| 261 | #endif |
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| 262 | } |
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| 263 | else // if( Inside(p) == kSurface ) |
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| 264 | { |
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| 265 | EInside wA = fPtrSolidA->Inside(p); |
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| 266 | EInside wB = fPtrSolidB->Inside(p); |
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| 267 | |
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| 268 | G4ThreeVector pA = p, pB = p; |
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| 269 | G4double dA = 0., dA1=0., dA2=0.; |
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| 270 | G4double dB = 0., dB1=0., dB2=0.; |
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| 271 | G4bool doA = true, doB = true; |
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| 272 | |
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| 273 | while(true) |
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| 274 | { |
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| 275 | if(doA) |
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| 276 | { |
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| 277 | // find next valid range for A |
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| 278 | |
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| 279 | dA1 = 0.; |
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| 280 | |
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| 281 | if( wA != kInside ) |
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| 282 | { |
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| 283 | dA1 = fPtrSolidA->DistanceToIn(pA, v); |
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| 284 | |
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| 285 | if( dA1 == kInfinity ) return kInfinity; |
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| 286 | |
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| 287 | pA += dA1*v; |
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| 288 | } |
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| 289 | dA2 = dA1 + fPtrSolidA->DistanceToOut(pA, v); |
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| 290 | } |
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| 291 | dA1 += dA; |
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| 292 | dA2 += dA; |
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| 293 | |
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| 294 | if(doB) |
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| 295 | { |
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| 296 | // find next valid range for B |
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| 297 | |
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| 298 | dB1 = 0.; |
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| 299 | if(wB != kInside) |
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| 300 | { |
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| 301 | dB1 = fPtrSolidB->DistanceToIn(pB, v); |
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| 302 | |
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| 303 | if(dB1 == kInfinity) return kInfinity; |
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| 304 | |
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| 305 | pB += dB1*v; |
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| 306 | } |
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| 307 | dB2 = dB1 + fPtrSolidB->DistanceToOut(pB, v); |
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| 308 | } |
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| 309 | dB1 += dB; |
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| 310 | dB2 += dB; |
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| 311 | |
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| 312 | // check if they overlap |
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| 313 | |
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| 314 | if( dA1 < dB1 ) |
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| 315 | { |
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| 316 | if( dB1 < dA2 ) return dB1; |
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| 317 | |
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| 318 | dA = dA2; |
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| 319 | pA = p + dA*v; // continue from here |
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| 320 | wA = kSurface; |
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| 321 | doA = true; |
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| 322 | doB = false; |
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| 323 | } |
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| 324 | else |
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| 325 | { |
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| 326 | if( dA1 < dB2 ) return dA1; |
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| 327 | |
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| 328 | dB = dB2; |
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| 329 | pB = p + dB*v; // continue from here |
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| 330 | wB = kSurface; |
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| 331 | doB = true; |
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| 332 | doA = false; |
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| 333 | } |
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| 334 | } |
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| 335 | } |
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| 336 | return dist ; |
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| 337 | } |
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| 338 | |
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| 339 | //////////////////////////////////////////////////////// |
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| 340 | // |
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| 341 | // Approximate nearest distance from the point p to the intersection of |
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| 342 | // two solids |
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| 343 | |
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| 344 | G4double |
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| 345 | G4IntersectionSolid::DistanceToIn( const G4ThreeVector& p) const |
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| 346 | { |
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| 347 | #ifdef G4BOOLDEBUG |
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| 348 | if( Inside(p) == kInside ) |
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| 349 | { |
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| 350 | G4cout << "WARNING - Invalid call in " |
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| 351 | << "G4IntersectionSolid::DistanceToIn(p)" << G4endl |
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| 352 | << " Point p is inside !" << G4endl; |
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| 353 | G4cout << " p = " << p << G4endl; |
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| 354 | G4cerr << "WARNING - Invalid call in " |
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| 355 | << "G4IntersectionSolid::DistanceToIn(p)" << G4endl |
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| 356 | << " Point p is inside !" << G4endl; |
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| 357 | G4cerr << " p = " << p << G4endl; |
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| 358 | } |
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| 359 | #endif |
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| 360 | EInside sideA = fPtrSolidA->Inside(p) ; |
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| 361 | EInside sideB = fPtrSolidB->Inside(p) ; |
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| 362 | G4double dist=0.0 ; |
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| 363 | |
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| 364 | if( sideA != kInside && sideB != kOutside ) |
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| 365 | { |
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| 366 | dist = fPtrSolidA->DistanceToIn(p) ; |
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| 367 | } |
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| 368 | else |
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| 369 | { |
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| 370 | if( sideB != kInside && sideA != kOutside ) |
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| 371 | { |
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| 372 | dist = fPtrSolidB->DistanceToIn(p) ; |
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| 373 | } |
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| 374 | else |
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| 375 | { |
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| 376 | dist = std::min(fPtrSolidA->DistanceToIn(p), |
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| 377 | fPtrSolidB->DistanceToIn(p) ) ; |
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| 378 | } |
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| 379 | } |
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| 380 | return dist ; |
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| 381 | } |
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| 382 | |
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| 383 | ////////////////////////////////////////////////////////// |
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| 384 | // |
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| 385 | // The same algorithm as DistanceToOut(p) |
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| 386 | |
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| 387 | G4double |
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| 388 | G4IntersectionSolid::DistanceToOut( const G4ThreeVector& p, |
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| 389 | const G4ThreeVector& v, |
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| 390 | const G4bool calcNorm, |
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| 391 | G4bool *validNorm, |
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| 392 | G4ThreeVector *n ) const |
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| 393 | { |
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| 394 | G4bool validNormA, validNormB; |
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| 395 | G4ThreeVector nA, nB; |
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| 396 | |
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| 397 | #ifdef G4BOOLDEBUG |
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| 398 | if( Inside(p) == kOutside ) |
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| 399 | { |
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| 400 | G4cout << "Position:" << G4endl << G4endl; |
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| 401 | G4cout << "p.x() = " << p.x()/mm << " mm" << G4endl; |
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| 402 | G4cout << "p.y() = " << p.y()/mm << " mm" << G4endl; |
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| 403 | G4cout << "p.z() = " << p.z()/mm << " mm" << G4endl << G4endl; |
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| 404 | G4cout << "Direction:" << G4endl << G4endl; |
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| 405 | G4cout << "v.x() = " << v.x() << G4endl; |
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| 406 | G4cout << "v.y() = " << v.y() << G4endl; |
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| 407 | G4cout << "v.z() = " << v.z() << G4endl << G4endl; |
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| 408 | G4cout << "WARNING - Invalid call in " |
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| 409 | << "G4IntersectionSolid::DistanceToOut(p,v)" << G4endl |
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| 410 | << " Point p is outside !" << G4endl; |
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| 411 | G4cout << " p = " << p << G4endl; |
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| 412 | G4cout << " v = " << v << G4endl; |
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| 413 | G4cerr << "WARNING - Invalid call in " |
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| 414 | << "G4IntersectionSolid::DistanceToOut(p,v)" << G4endl |
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| 415 | << " Point p is outside !" << G4endl; |
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| 416 | G4cerr << " p = " << p << G4endl; |
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| 417 | G4cerr << " v = " << v << G4endl; |
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| 418 | } |
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| 419 | #endif |
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| 420 | G4double distA = fPtrSolidA->DistanceToOut(p,v,calcNorm,&validNormA,&nA) ; |
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| 421 | G4double distB = fPtrSolidB->DistanceToOut(p,v,calcNorm,&validNormB,&nB) ; |
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| 422 | |
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| 423 | G4double dist = std::min(distA,distB) ; |
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| 424 | |
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| 425 | if( calcNorm ) |
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| 426 | { |
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| 427 | if ( distA < distB ) |
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| 428 | { |
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| 429 | *validNorm = validNormA; |
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| 430 | *n = nA; |
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| 431 | } |
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| 432 | else |
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| 433 | { |
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| 434 | *validNorm = validNormB; |
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| 435 | *n = nB; |
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| 436 | } |
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| 437 | } |
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| 438 | |
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| 439 | return dist ; |
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| 440 | } |
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| 441 | |
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| 442 | ////////////////////////////////////////////////////////////// |
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| 443 | // |
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| 444 | // Inverted algorithm of DistanceToIn(p) |
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| 445 | |
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| 446 | G4double |
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| 447 | G4IntersectionSolid::DistanceToOut( const G4ThreeVector& p ) const |
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| 448 | { |
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| 449 | #ifdef G4BOOLDEBUG |
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| 450 | if( Inside(p) == kOutside ) |
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| 451 | { |
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| 452 | G4cout << "WARNING - Invalid call in " |
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| 453 | << "G4IntersectionSolid::DistanceToOut(p)" << G4endl |
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| 454 | << " Point p is outside !" << G4endl; |
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| 455 | G4cout << " p = " << p << G4endl; |
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| 456 | G4cerr << "WARNING - Invalid call in " |
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| 457 | << "G4IntersectionSolid::DistanceToOut(p)" << G4endl |
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| 458 | << " Point p is outside !" << G4endl; |
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| 459 | G4cerr << " p = " << p << G4endl; |
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| 460 | } |
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| 461 | #endif |
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| 462 | |
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| 463 | return std::min(fPtrSolidA->DistanceToOut(p), |
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| 464 | fPtrSolidB->DistanceToOut(p) ) ; |
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| 465 | |
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| 466 | } |
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| 467 | |
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| 468 | ////////////////////////////////////////////////////////////// |
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| 469 | // |
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| 470 | // |
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| 471 | |
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| 472 | void |
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| 473 | G4IntersectionSolid::ComputeDimensions( G4VPVParameterisation*, |
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| 474 | const G4int, |
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| 475 | const G4VPhysicalVolume* ) |
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| 476 | { |
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| 477 | } |
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| 478 | |
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| 479 | ///////////////////////////////////////////////// |
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| 480 | // |
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| 481 | // |
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| 482 | |
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| 483 | G4GeometryType G4IntersectionSolid::GetEntityType() const |
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| 484 | { |
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| 485 | return G4String("G4IntersectionSolid"); |
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| 486 | } |
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| 487 | |
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| 488 | ///////////////////////////////////////////////// |
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| 489 | // |
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| 490 | // |
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| 491 | |
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| 492 | void |
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| 493 | G4IntersectionSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const |
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| 494 | { |
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| 495 | scene.AddSolid (*this); |
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| 496 | } |
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| 497 | |
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| 498 | //////////////////////////////////////////////////// |
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| 499 | // |
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| 500 | // |
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| 501 | |
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| 502 | G4Polyhedron* |
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| 503 | G4IntersectionSolid::CreatePolyhedron () const |
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| 504 | { |
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[1315] | 505 | HepPolyhedronProcessor processor; |
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| 506 | // Stack components and components of components recursively |
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| 507 | // See G4BooleanSolid::StackPolyhedron |
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| 508 | G4Polyhedron* top = StackPolyhedron(processor, this); |
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| 509 | G4Polyhedron* result = new G4Polyhedron(*top); |
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| 510 | if (processor.execute(*result)) { return result; } |
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| 511 | else { return 0; } |
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[831] | 512 | } |
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| 513 | |
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| 514 | ///////////////////////////////////////////////////////// |
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| 515 | // |
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| 516 | // |
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| 517 | |
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| 518 | G4NURBS* |
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| 519 | G4IntersectionSolid::CreateNURBS () const |
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| 520 | { |
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| 521 | // Take into account boolean operation - see CreatePolyhedron. |
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| 522 | // return new G4NURBSbox (1.0, 1.0, 1.0); |
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| 523 | return 0; |
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| 524 | } |
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