| 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 | //
|
|---|
| 432 |
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|---|
| 433 | void
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|---|
| 434 | G4UnionSolid::ComputeDimensions( G4VPVParameterisation*,
|
|---|
| 435 | const G4int,
|
|---|
| 436 | const G4VPhysicalVolume* )
|
|---|
| 437 | {
|
|---|
| 438 | }
|
|---|
| 439 |
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|---|
| 440 | /////////////////////////////////////////////////
|
|---|
| 441 | //
|
|---|
| 442 | //
|
|---|
| 443 |
|
|---|
| 444 | void
|
|---|
| 445 | G4UnionSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const
|
|---|
| 446 | {
|
|---|
| 447 | scene.AddSolid (*this);
|
|---|
| 448 | }
|
|---|
| 449 |
|
|---|
| 450 | ////////////////////////////////////////////////////
|
|---|
| 451 | //
|
|---|
| 452 | //
|
|---|
| 453 |
|
|---|
| 454 | G4Polyhedron*
|
|---|
| 455 | G4UnionSolid::CreatePolyhedron () const
|
|---|
| 456 | {
|
|---|
| 457 | HepPolyhedronProcessor processor;
|
|---|
| 458 | // Stack components and components of components recursively
|
|---|
| 459 | // See G4BooleanSolid::StackPolyhedron
|
|---|
| 460 | G4Polyhedron* top = StackPolyhedron(processor, this);
|
|---|
| 461 | G4Polyhedron* result = new G4Polyhedron(*top);
|
|---|
| 462 | if (processor.execute(*result)) { return result; }
|
|---|
| 463 | else { return 0; }
|
|---|
| 464 | }
|
|---|
| 465 |
|
|---|
| 466 | /////////////////////////////////////////////////////////
|
|---|
| 467 | //
|
|---|
| 468 | //
|
|---|
| 469 |
|
|---|
| 470 | G4NURBS*
|
|---|
| 471 | G4UnionSolid::CreateNURBS () const
|
|---|
| 472 | {
|
|---|
| 473 | // Take into account boolean operation - see CreatePolyhedron.
|
|---|
| 474 | // return new G4NURBSbox (1.0, 1.0, 1.0);
|
|---|
| 475 | return 0;
|
|---|
| 476 | }
|
|---|