Import Geant4 1.1.0 source tree
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@@ -87,8 +87,8 @@ G4IntersectionSolid::CalculateExtent(const EAxis pAxis,
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retA= fPtrSolidA->CalculateExtent( pAxis, pVoxelLimit, pTransform, minA, maxA);
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retB= fPtrSolidB->CalculateExtent( pAxis, pVoxelLimit, pTransform, minB, maxB);
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pMin = max( minA, minB );
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pMax = min( maxA, maxB );
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pMin = G4std::max( minA, minB );
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pMax = G4std::min( maxA, maxB );
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return retA && retB ; // It exists in this slice only if both exist in it.
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}
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@@ -317,7 +317,7 @@ G4IntersectionSolid::DistanceToIn( const G4ThreeVector& p) const
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}
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else
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{
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dist = min(fPtrSolidA->DistanceToIn(p),
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dist = G4std::min(fPtrSolidA->DistanceToIn(p),
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fPtrSolidB->DistanceToIn(p) ) ;
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}
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}
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@@ -341,10 +341,10 @@ G4IntersectionSolid::DistanceToOut( const G4ThreeVector& p,
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}
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G4double distA = fPtrSolidA->DistanceToOut(p,v,calcNorm,validNorm,n) ;
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G4double distB = fPtrSolidB->DistanceToOut(p,v,calcNorm,validNorm,n) ;
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G4double dist = min(distA,distB) ;
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G4double dist = G4std::min(distA,distB) ;
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return dist ;
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// return min(fPtrSolidA->DistanceToOut(p,v,calcNorm,validNorm,n),
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// fPtrSolidB->DistanceToOut(p,v,calcNorm,validNorm,n) ) ;
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// return G4std::min(fPtrSolidA->DistanceToOut(p,v,calcNorm,validNorm,n),
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// fPtrSolidB->DistanceToOut(p,v,calcNorm,validNorm,n) ) ;
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}
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//////////////////////////////////////////////////////////////
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@@ -360,8 +360,8 @@ G4IntersectionSolid::DistanceToOut( const G4ThreeVector& p ) const
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}
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return min(fPtrSolidA->DistanceToOut(p),
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fPtrSolidB->DistanceToOut(p) ) ;
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return G4std::min(fPtrSolidA->DistanceToOut(p),
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fPtrSolidB->DistanceToOut(p) ) ;
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}
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@@ -306,7 +306,7 @@ G4SubtractionSolid::DistanceToOut( const G4ThreeVector& p ) const
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}
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else
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{
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dist= min(fPtrSolidA->DistanceToOut(p),
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dist= G4std::min(fPtrSolidA->DistanceToOut(p),
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fPtrSolidB->DistanceToIn(p) ) ;
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}
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return dist;
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@@ -89,8 +89,8 @@ G4UnionSolid::CalculateExtent(const EAxis pAxis,
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touchesA= fPtrSolidA->CalculateExtent( pAxis, pVoxelLimit, pTransform, minA, maxA);
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touchesB= fPtrSolidB->CalculateExtent( pAxis, pVoxelLimit, pTransform, minB, maxB);
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pMin = min( minA, minB );
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pMax = max( maxA, maxB );
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pMin = G4std::min( minA, minB );
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pMax = G4std::max( maxA, maxB );
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return touchesA || touchesB ; // It exists in this slice if either one does.
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}
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@@ -169,8 +169,8 @@ G4UnionSolid::DistanceToIn( const G4ThreeVector& p,
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{
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G4Exception("Invalid call in G4IntersectionSolid::DistanceToIn(p,v), point p is inside") ;
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}
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return min(fPtrSolidA->DistanceToIn(p,v),
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fPtrSolidB->DistanceToIn(p,v) ) ;
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return G4std::min(fPtrSolidA->DistanceToIn(p,v),
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fPtrSolidB->DistanceToIn(p,v) ) ;
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}
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////////////////////////////////////////////////////////
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@@ -188,7 +188,7 @@ G4UnionSolid::DistanceToIn( const G4ThreeVector& p) const
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G4double distA = fPtrSolidA->DistanceToIn(p) ;
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G4double distB = fPtrSolidB->DistanceToIn(p) ;
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return min(distA,distB) ;
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return G4std::min(distA,distB) ;
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}
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//////////////////////////////////////////////////////////
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@@ -284,7 +284,7 @@ G4UnionSolid::DistanceToOut( const G4ThreeVector& p ) const
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(positionA == kInside && positionB == kSurface ) ||
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(positionA == kSurface && positionB == kInside ) )
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{
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distout= max(fPtrSolidA->DistanceToOut(p),
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distout= G4std::max(fPtrSolidA->DistanceToOut(p),
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fPtrSolidB->DistanceToOut(p) ) ;
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}
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else
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