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: G4UnionSolid.cc,v 1.37 2010/05/11 15:03:45 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 | // 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 | // 12.09.98 V.Grichine: first implementation |
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35 | // 28.11.98 V.Grichine: fix while loops in DistToIn/Out |
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36 | // 27.07.99 V.Grichine: modifications in DistToOut(p,v,...), while -> do-while |
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37 | // 16.03.01 V.Grichine: modifications in CalculateExtent() |
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38 | // |
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39 | // -------------------------------------------------------------------- |
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40 | |
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41 | #include "G4UnionSolid.hh" |
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42 | |
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43 | #include <sstream> |
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44 | |
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45 | #include "G4VoxelLimits.hh" |
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46 | #include "G4VPVParameterisation.hh" |
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47 | #include "G4GeometryTolerance.hh" |
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48 | |
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49 | #include "G4VGraphicsScene.hh" |
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50 | #include "G4Polyhedron.hh" |
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51 | #include "HepPolyhedronProcessor.h" |
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52 | #include "G4NURBS.hh" |
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53 | // #include "G4NURBSbox.hh" |
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54 | |
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55 | /////////////////////////////////////////////////////////////////// |
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56 | // |
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57 | // Transfer all data members to G4BooleanSolid which is responsible |
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58 | // for them. pName will be in turn sent to G4VSolid |
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59 | |
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60 | G4UnionSolid:: G4UnionSolid( const G4String& pName, |
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61 | G4VSolid* pSolidA , |
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62 | G4VSolid* pSolidB ) |
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63 | : G4BooleanSolid(pName,pSolidA,pSolidB) |
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64 | { |
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65 | } |
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66 | |
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67 | ///////////////////////////////////////////////////////////////////// |
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68 | // |
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69 | // Constructor |
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70 | |
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71 | G4UnionSolid::G4UnionSolid( const G4String& pName, |
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72 | G4VSolid* pSolidA , |
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73 | G4VSolid* pSolidB , |
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74 | G4RotationMatrix* rotMatrix, |
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75 | const G4ThreeVector& transVector ) |
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76 | : G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector) |
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77 | |
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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 | // Constructor |
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84 | |
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85 | G4UnionSolid::G4UnionSolid( 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 | G4UnionSolid::G4UnionSolid( __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 | // Destructor |
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106 | |
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107 | G4UnionSolid::~G4UnionSolid() |
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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 | G4UnionSolid::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 touchesA, touchesB, out ; |
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123 | G4double minA = kInfinity, minB = kInfinity, |
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124 | maxA = -kInfinity, maxB = -kInfinity; |
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125 | |
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126 | touchesA = fPtrSolidA->CalculateExtent( pAxis, pVoxelLimit, |
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127 | pTransform, minA, maxA); |
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128 | touchesB= fPtrSolidB->CalculateExtent( pAxis, pVoxelLimit, |
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129 | pTransform, minB, maxB); |
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130 | if( touchesA || touchesB ) |
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131 | { |
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132 | pMin = std::min( minA, minB ); |
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133 | pMax = std::max( maxA, maxB ); |
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134 | out = true ; |
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135 | } |
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136 | else out = false ; |
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137 | |
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138 | return out ; // It exists in this slice if either one does. |
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139 | } |
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140 | |
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141 | ///////////////////////////////////////////////////// |
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142 | // |
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143 | // Important comment: When solids A and B touch together along flat |
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144 | // surface the surface points will be considered as kSurface, while points |
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145 | // located around will correspond to kInside |
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146 | |
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147 | EInside G4UnionSolid::Inside( const G4ThreeVector& p ) const |
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148 | { |
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149 | EInside positionA = fPtrSolidA->Inside(p); |
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150 | if (positionA == kInside) return kInside; |
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151 | |
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152 | EInside positionB = fPtrSolidB->Inside(p); |
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153 | |
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154 | if( positionA == kInside || positionB == kInside || |
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155 | ( positionA == kSurface && positionB == kSurface && |
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156 | ( fPtrSolidA->SurfaceNormal(p) + |
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157 | fPtrSolidB->SurfaceNormal(p) ).mag2() < |
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158 | 1000*G4GeometryTolerance::GetInstance()->GetRadialTolerance() ) ) |
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159 | { |
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160 | return kInside; |
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161 | } |
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162 | else |
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163 | { |
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164 | if( ( positionA != kInside && positionB == kSurface ) || |
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165 | ( positionB != kInside && positionA == kSurface ) || |
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166 | ( positionA == kSurface && positionB == kSurface ) ) return kSurface; |
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167 | else return kOutside; |
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168 | } |
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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 | // |
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174 | |
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175 | G4ThreeVector |
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176 | G4UnionSolid::SurfaceNormal( const G4ThreeVector& p ) const |
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177 | { |
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178 | G4ThreeVector normal; |
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179 | |
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180 | #ifdef G4BOOLDEBUG |
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181 | if( Inside(p) == kOutside ) |
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182 | { |
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183 | G4cout << "WARNING - Invalid call in " |
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184 | << "G4UnionSolid::SurfaceNormal(p)" << G4endl |
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185 | << " Point p is outside !" << G4endl; |
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186 | G4cout << " p = " << p << G4endl; |
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187 | G4cerr << "WARNING - Invalid call in " |
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188 | << "G4UnionSolid::SurfaceNormal(p)" << G4endl |
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189 | << " Point p is outside !" << G4endl; |
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190 | G4cerr << " p = " << p << G4endl; |
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191 | } |
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192 | #endif |
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193 | |
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194 | if(fPtrSolidA->Inside(p) == kSurface && fPtrSolidB->Inside(p) != kInside) |
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195 | { |
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196 | normal= fPtrSolidA->SurfaceNormal(p) ; |
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197 | } |
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198 | else if(fPtrSolidB->Inside(p) == kSurface && |
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199 | fPtrSolidA->Inside(p) != kInside) |
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200 | { |
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201 | normal= fPtrSolidB->SurfaceNormal(p) ; |
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202 | } |
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203 | else |
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204 | { |
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205 | normal= fPtrSolidA->SurfaceNormal(p) ; |
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206 | #ifdef G4BOOLDEBUG |
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207 | if(Inside(p)==kInside) |
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208 | { |
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209 | G4cout << "WARNING - Invalid call in " |
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210 | << "G4UnionSolid::SurfaceNormal(p)" << G4endl |
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211 | << " Point p is inside !" << G4endl; |
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212 | G4cout << " p = " << p << G4endl; |
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213 | G4cerr << "WARNING - Invalid call in " |
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214 | << "G4UnionSolid::SurfaceNormal(p)" << G4endl |
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215 | << " Point p is inside !" << G4endl; |
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216 | G4cerr << " p = " << p << G4endl; |
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217 | } |
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218 | #endif |
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219 | } |
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220 | return normal; |
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221 | } |
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222 | |
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223 | ///////////////////////////////////////////////////////////// |
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224 | // |
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225 | // The same algorithm as in DistanceToIn(p) |
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226 | |
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227 | G4double |
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228 | G4UnionSolid::DistanceToIn( const G4ThreeVector& p, |
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229 | const G4ThreeVector& v ) const |
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230 | { |
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231 | #ifdef G4BOOLDEBUG |
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232 | if( Inside(p) == kInside ) |
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233 | { |
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234 | G4cout << "WARNING - Invalid call in " |
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235 | << "G4UnionSolid::DistanceToIn(p,v)" << G4endl |
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236 | << " Point p is inside !" << G4endl; |
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237 | G4cout << " p = " << p << G4endl; |
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238 | G4cout << " v = " << v << G4endl; |
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239 | G4cerr << "WARNING - Invalid call in " |
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240 | << "G4UnionSolid::DistanceToIn(p,v)" << G4endl |
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241 | << " Point p is inside !" << G4endl; |
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242 | G4cerr << " p = " << p << G4endl; |
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243 | G4cerr << " v = " << v << G4endl; |
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244 | } |
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245 | #endif |
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246 | |
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247 | return std::min(fPtrSolidA->DistanceToIn(p,v), |
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248 | fPtrSolidB->DistanceToIn(p,v) ) ; |
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249 | } |
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250 | |
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251 | //////////////////////////////////////////////////////// |
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252 | // |
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253 | // Approximate nearest distance from the point p to the union of |
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254 | // two solids |
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255 | |
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256 | G4double |
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257 | G4UnionSolid::DistanceToIn( const G4ThreeVector& p) const |
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258 | { |
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259 | #ifdef G4BOOLDEBUG |
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260 | if( Inside(p) == kInside ) |
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261 | { |
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262 | G4cout << "WARNING - Invalid call in " |
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263 | << "G4UnionSolid::DistanceToIn(p)" << G4endl |
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264 | << " Point p is inside !" << G4endl; |
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265 | G4cout << " p = " << p << G4endl; |
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266 | G4cerr << "WARNING - Invalid call in " |
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267 | << "G4UnionSolid::DistanceToIn(p)" << G4endl |
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268 | << " Point p is inside !" << G4endl; |
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269 | G4cerr << " p = " << p << G4endl; |
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270 | } |
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271 | #endif |
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272 | G4double distA = fPtrSolidA->DistanceToIn(p) ; |
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273 | G4double distB = fPtrSolidB->DistanceToIn(p) ; |
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274 | G4double safety = std::min(distA,distB) ; |
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275 | if(safety < 0.0) safety = 0.0 ; |
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276 | return safety ; |
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277 | } |
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278 | |
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279 | ////////////////////////////////////////////////////////// |
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280 | // |
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281 | // The same algorithm as DistanceToOut(p) |
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282 | |
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283 | G4double |
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284 | G4UnionSolid::DistanceToOut( const G4ThreeVector& p, |
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285 | const G4ThreeVector& v, |
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286 | const G4bool calcNorm, |
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287 | G4bool *validNorm, |
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288 | G4ThreeVector *n ) const |
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289 | { |
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290 | G4double dist = 0.0, disTmp = 0.0 ; |
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291 | G4ThreeVector normTmp; |
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292 | G4ThreeVector* nTmp= &normTmp; |
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293 | |
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294 | if( Inside(p) == kOutside ) |
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295 | { |
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296 | #ifdef G4BOOLDEBUG |
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297 | G4cout << "Position:" << G4endl << G4endl; |
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298 | G4cout << "p.x() = " << p.x()/mm << " mm" << G4endl; |
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299 | G4cout << "p.y() = " << p.y()/mm << " mm" << G4endl; |
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300 | G4cout << "p.z() = " << p.z()/mm << " mm" << G4endl << G4endl; |
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301 | G4cout << "Direction:" << G4endl << G4endl; |
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302 | G4cout << "v.x() = " << v.x() << G4endl; |
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303 | G4cout << "v.y() = " << v.y() << G4endl; |
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304 | G4cout << "v.z() = " << v.z() << G4endl << G4endl; |
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305 | G4cout << "WARNING - Invalid call in " |
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306 | << "G4UnionSolid::DistanceToOut(p,v)" << G4endl |
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307 | << " Point p is outside !" << G4endl; |
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308 | G4cout << " p = " << p << G4endl; |
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309 | G4cout << " v = " << v << G4endl; |
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310 | G4cerr << "WARNING - Invalid call in " |
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311 | << "G4UnionSolid::DistanceToOut(p,v)" << G4endl |
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312 | << " Point p is outside !" << G4endl; |
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313 | G4cerr << " p = " << p << G4endl; |
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314 | G4cerr << " v = " << v << G4endl; |
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315 | #endif |
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316 | } |
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317 | else |
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318 | { |
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319 | EInside positionA = fPtrSolidA->Inside(p) ; |
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320 | // EInside positionB = fPtrSolidB->Inside(p) ; |
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321 | |
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322 | if( positionA != kOutside ) |
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323 | { |
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324 | do |
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325 | { |
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326 | disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v,calcNorm, |
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327 | validNorm,nTmp) ; |
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328 | dist += disTmp ; |
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329 | |
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330 | if(fPtrSolidB->Inside(p+dist*v) != kOutside) |
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331 | { |
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332 | disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v,calcNorm, |
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333 | validNorm,nTmp) ; |
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334 | dist += disTmp ; |
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335 | } |
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336 | } |
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337 | // while( Inside(p+dist*v) == kInside ) ; |
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338 | while( fPtrSolidA->Inside(p+dist*v) != kOutside && |
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339 | disTmp > 0.5*kCarTolerance ) ; |
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340 | } |
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341 | else // if( positionB != kOutside ) |
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342 | { |
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343 | do |
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344 | { |
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345 | disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v,calcNorm, |
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346 | validNorm,nTmp) ; |
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347 | dist += disTmp ; |
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348 | |
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349 | if(fPtrSolidA->Inside(p+dist*v) != kOutside) |
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350 | { |
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351 | disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v,calcNorm, |
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352 | validNorm,nTmp) ; |
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353 | dist += disTmp ; |
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354 | } |
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355 | } |
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356 | // while( Inside(p+dist*v) == kInside ) ; |
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357 | while( (fPtrSolidB->Inside(p+dist*v) != kOutside) |
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358 | && (disTmp > 0.5*kCarTolerance) ) ; |
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359 | } |
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360 | } |
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361 | if( calcNorm ) |
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362 | { |
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363 | *validNorm = false ; |
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364 | *n = *nTmp ; |
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365 | } |
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366 | return dist ; |
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367 | } |
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368 | |
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369 | ////////////////////////////////////////////////////////////// |
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370 | // |
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371 | // Inverted algorithm of DistanceToIn(p) |
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372 | |
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373 | G4double |
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374 | G4UnionSolid::DistanceToOut( const G4ThreeVector& p ) const |
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375 | { |
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376 | G4double distout = 0.0; |
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377 | if( Inside(p) == kOutside ) |
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378 | { |
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379 | #ifdef G4BOOLDEBUG |
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380 | G4cout << "WARNING - Invalid call in " |
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381 | << "G4UnionSolid::DistanceToOut(p)" << G4endl |
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382 | << " Point p is outside !" << G4endl; |
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383 | G4cout << " p = " << p << G4endl; |
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384 | G4cerr << "WARNING - Invalid call in " |
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385 | << "G4UnionSolid::DistanceToOut(p)" << G4endl |
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386 | << " Point p is outside !" << G4endl; |
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387 | G4cerr << " p = " << p << G4endl; |
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388 | #endif |
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389 | } |
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390 | else |
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391 | { |
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392 | EInside positionA = fPtrSolidA->Inside(p) ; |
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393 | EInside positionB = fPtrSolidB->Inside(p) ; |
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394 | |
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395 | // Is this equivalent ?? |
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396 | // if( ! ( (positionA == kOutside)) && |
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397 | // (positionB == kOutside)) ) |
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398 | if((positionA == kInside && positionB == kInside ) || |
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399 | (positionA == kInside && positionB == kSurface ) || |
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400 | (positionA == kSurface && positionB == kInside ) ) |
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401 | { |
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402 | distout= std::max(fPtrSolidA->DistanceToOut(p), |
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403 | fPtrSolidB->DistanceToOut(p) ) ; |
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404 | } |
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405 | else |
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406 | { |
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407 | if(positionA == kOutside) |
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408 | { |
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409 | distout= fPtrSolidB->DistanceToOut(p) ; |
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410 | } |
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411 | else |
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412 | { |
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413 | distout= fPtrSolidA->DistanceToOut(p) ; |
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414 | } |
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415 | } |
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416 | } |
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417 | return distout; |
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418 | } |
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419 | |
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420 | ////////////////////////////////////////////////////////////// |
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421 | // |
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422 | // |
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423 | |
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424 | G4GeometryType G4UnionSolid::GetEntityType() const |
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425 | { |
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426 | return G4String("G4UnionSolid"); |
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427 | } |
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428 | |
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429 | ////////////////////////////////////////////////////////////// |
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430 | // |
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431 | // |
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432 | |
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433 | void |
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434 | G4UnionSolid::ComputeDimensions( G4VPVParameterisation*, |
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435 | const G4int, |
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436 | const G4VPhysicalVolume* ) |
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437 | { |
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438 | } |
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439 | |
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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 | void |
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445 | G4UnionSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const |
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446 | { |
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447 | scene.AddSolid (*this); |
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448 | } |
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449 | |
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450 | //////////////////////////////////////////////////// |
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451 | // |
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452 | // |
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453 | |
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454 | G4Polyhedron* |
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455 | G4UnionSolid::CreatePolyhedron () const |
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456 | { |
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457 | HepPolyhedronProcessor processor; |
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458 | // Stack components and components of components recursively |
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459 | // See G4BooleanSolid::StackPolyhedron |
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460 | G4Polyhedron* top = StackPolyhedron(processor, this); |
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461 | G4Polyhedron* result = new G4Polyhedron(*top); |
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462 | if (processor.execute(*result)) { return result; } |
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463 | else { return 0; } |
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464 | } |
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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 | G4NURBS* |
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471 | G4UnionSolid::CreateNURBS () const |
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472 | { |
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473 | // Take into account boolean operation - see CreatePolyhedron. |
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474 | // return new G4NURBSbox (1.0, 1.0, 1.0); |
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475 | return 0; |
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476 | } |
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