Import Geant4 5.0.0 source tree

This commit is contained in:
Gabriele Cosmo
2016-06-08 16:57:27 +02:00
parent 330b82b769
commit 37fff30d2e
5733 changed files with 263867 additions and 74574 deletions
@@ -21,22 +21,21 @@
// ********************************************************************
//
//
// $Id: G4UnionSolid.cc,v 1.20 2002/01/10 15:34:27 gcosmo Exp $
// GEANT4 tag $Name: geant4-04-01 $
// $Id: G4UnionSolid.cc,v 1.21 2002/10/28 11:36:29 gcosmo Exp $
// GEANT4 tag $Name: geant4-05-00 $
//
// Implementation of methods for the class G4IntersectionSolid
//
// History:
//
// 12.09.98 V.Grichine, implementation
// 28.11.98 V.Grichine, J. Apostolakis, while loops in DistToIn/Out
// 27.07.99 V.Grichine, modifications in Distance ToOut(p,v,...)
// while -> do-while
// 16.03.01 V.Grichine, modifications in CalculateExtent()
// based on D.Williams proposal
// 12.09.98 V.Grichine: first implementation
// 28.11.98 V.Grichine: fix while loops in DistToIn/Out
// 27.07.99 V.Grichine: modifications in DistToOut(p,v,...), while -> do-while
// 16.03.01 V.Grichine: modifications in CalculateExtent()
//
// ********************************************************************
#include "G4UnionSolid.hh"
// #include "G4PlacedSolid.hh"
#include "G4RotationMatrix.hh"
#include "G4ThreeVector.hh"
@@ -57,47 +56,45 @@
// for them. pName will be in turn sent to G4VSolid
G4UnionSolid:: G4UnionSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB ):
G4BooleanSolid(pName,pSolidA,pSolidB)
G4VSolid* pSolidA ,
G4VSolid* pSolidB )
: G4BooleanSolid(pName,pSolidA,pSolidB)
{
;
}
/////////////////////////////////////////////////////////////////////
//
//
// Constructor
G4UnionSolid:: G4UnionSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB ,
G4RotationMatrix* rotMatrix,
const G4ThreeVector& transVector ):
G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector)
G4UnionSolid::G4UnionSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB ,
G4RotationMatrix* rotMatrix,
const G4ThreeVector& transVector )
: G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector)
{
;
}
///////////////////////////////////////////////////////////
//
//
// Constructor
G4UnionSolid:: G4UnionSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB ,
const G4Transform3D& transform ):
G4BooleanSolid(pName,pSolidA,pSolidB,transform)
G4UnionSolid::G4UnionSolid( const G4String& pName,
G4VSolid* pSolidA ,
G4VSolid* pSolidB ,
const G4Transform3D& transform )
: G4BooleanSolid(pName,pSolidA,pSolidB,transform)
{
;
}
///////////////////////////////////////////////////////////
//
// Destructor
G4UnionSolid::~G4UnionSolid()
{
;
}
///////////////////////////////////////////////////////////////
@@ -105,10 +102,11 @@ G4UnionSolid::~G4UnionSolid()
//
G4bool
G4UnionSolid::CalculateExtent(const EAxis pAxis,
const G4VoxelLimits& pVoxelLimit,
const G4AffineTransform& pTransform,
G4double& pMin, G4double& pMax) const
G4UnionSolid::CalculateExtent( const EAxis pAxis,
const G4VoxelLimits& pVoxelLimit,
const G4AffineTransform& pTransform,
G4double& pMin,
G4double& pMax ) const
{
G4bool touchesA, touchesB, out ;
G4double minA = kInfinity, minB = kInfinity,
@@ -135,7 +133,7 @@ G4UnionSolid::CalculateExtent(const EAxis pAxis,
// surface the surface points will be considered as kSurface, while points
// located around will correspond to kInside
EInside G4UnionSolid::Inside(const G4ThreeVector& p) const
EInside G4UnionSolid::Inside( const G4ThreeVector& p ) const
{
EInside positionA = fPtrSolidA->Inside(p) ;
EInside positionB = fPtrSolidB->Inside(p) ;
@@ -171,10 +169,14 @@ G4UnionSolid::SurfaceNormal( const G4ThreeVector& p ) const
#ifdef G4BOOLDEBUG
if( Inside(p) == kOutside )
{
G4cout << "WARNING - Invalid call in G4UnionSolid::SurfaceNormal(p),"
<< " point p is outside" << G4endl;
G4cout << "WARNING - Invalid call in "
<< "G4UnionSolid::SurfaceNormal(p)" << G4endl
<< " Point p is outside !" << G4endl;
G4cout << " p = " << p << G4endl;
// G4Exception("Invalid call in G4UnionSolid::SurfaceNormal(p), p is outside") ;
G4cerr << "WARNING - Invalid call in "
<< "G4UnionSolid::SurfaceNormal(p)" << G4endl
<< " Point p is outside !" << G4endl;
G4cerr << " p = " << p << G4endl;
}
#endif
@@ -191,10 +193,14 @@ G4UnionSolid::SurfaceNormal( const G4ThreeVector& p ) const
{
normal= fPtrSolidA->SurfaceNormal(p) ;
#ifdef G4BOOLDEBUG
G4cout << "WARNING - Invalid call in G4UnionSolid::SurfaceNormal(p),"
<< " point p is inside" << G4endl;
G4cout << "WARNING - Invalid call in "
<< "G4UnionSolid::SurfaceNormal(p)" << G4endl
<< " Point p is inside !" << G4endl;
G4cout << " p = " << p << G4endl;
// G4Exception("Invalid call in G4UnionSolid::SurfaceNormal(p), p is inside") ;
G4cerr << "WARNING - Invalid call in "
<< "G4UnionSolid::SurfaceNormal(p)" << G4endl
<< " Point p is inside !" << G4endl;
G4cerr << " p = " << p << G4endl;
#endif
}
return normal;
@@ -211,11 +217,16 @@ G4UnionSolid::DistanceToIn( const G4ThreeVector& p,
#ifdef G4BOOLDEBUG
if( Inside(p) == kInside )
{
G4cout << "WARNING - Invalid call in G4UnionSolid::DistanceToIn(p,v),"
<< " point p is inside" << G4endl;
G4cout << "WARNING - Invalid call in "
<< "G4UnionSolid::DistanceToIn(p,v)" << G4endl
<< " Point p is inside !" << G4endl;
G4cout << " p = " << p << G4endl;
G4cout << " v = " << v << G4endl;
// G4Exception("Invalid call in G4UnionSolid::DistanceToIn(p,v), point p is intside");
G4cerr << "WARNING - Invalid call in "
<< "G4UnionSolid::DistanceToIn(p,v)" << G4endl
<< " Point p is inside !" << G4endl;
G4cerr << " p = " << p << G4endl;
G4cerr << " v = " << v << G4endl;
}
#endif
@@ -234,10 +245,14 @@ G4UnionSolid::DistanceToIn( const G4ThreeVector& p) const
#ifdef G4BOOLDEBUG
if( Inside(p) == kInside )
{
G4cout << "WARNING - Invalid call in G4UnionSolid::DistanceToIn(p),"
<< " point p is inside" << G4endl;
G4cout << "WARNING - Invalid call in "
<< "G4UnionSolid::DistanceToIn(p)" << G4endl
<< " Point p is inside !" << G4endl;
G4cout << " p = " << p << G4endl;
// G4Exception("Invalid call in G4UnionSolid::DistanceToIn(p), p is inside") ;
G4cerr << "WARNING - Invalid call in "
<< "G4UnionSolid::DistanceToIn(p)" << G4endl
<< " Point p is inside !" << G4endl;
G4cerr << " p = " << p << G4endl;
}
#endif
G4double distA = fPtrSolidA->DistanceToIn(p) ;
@@ -253,10 +268,10 @@ G4UnionSolid::DistanceToIn( const G4ThreeVector& p) const
G4double
G4UnionSolid::DistanceToOut( const G4ThreeVector& p,
const G4ThreeVector& v,
const G4bool calcNorm,
G4bool *validNorm,
G4ThreeVector *n ) const
const G4ThreeVector& v,
const G4bool calcNorm,
G4bool *validNorm,
G4ThreeVector *n ) const
{
G4double dist = 0.0, disTmp = 0.0 ;
G4ThreeVector normTmp;
@@ -273,11 +288,16 @@ G4UnionSolid::DistanceToOut( const G4ThreeVector& p,
G4cout << "v.x() = " << v.x() << G4endl;
G4cout << "v.y() = " << v.y() << G4endl;
G4cout << "v.z() = " << v.z() << G4endl << G4endl;
G4cout << "WARNING - Invalid call in G4UnionSolid::DistanceToOut(p,v),"
<< " point p is outside" << G4endl;
G4cout << "WARNING - Invalid call in "
<< "G4UnionSolid::DistanceToOut(p,v)" << G4endl
<< " Point p is outside !" << G4endl;
G4cout << " p = " << p << G4endl;
G4cout << " v = " << v << G4endl;
// G4Exception("Invalid call in G4UnionSolid::DistanceToOut(p,v), point p is outside");
G4cerr << "WARNING - Invalid call in "
<< "G4UnionSolid::DistanceToOut(p,v)" << G4endl
<< " Point p is outside !" << G4endl;
G4cerr << " p = " << p << G4endl;
G4cerr << " v = " << v << G4endl;
#endif
}
else
@@ -294,11 +314,11 @@ G4UnionSolid::DistanceToOut( const G4ThreeVector& p,
dist += disTmp ;
if(fPtrSolidB->Inside(p+dist*v) != kOutside)
{
{
disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v,calcNorm,
validNorm,nTmp) ;
dist += disTmp ;
}
}
}
// while( Inside(p+dist*v) == kInside ) ;
while( fPtrSolidA->Inside(p+dist*v) != kOutside &&
@@ -313,15 +333,15 @@ G4UnionSolid::DistanceToOut( const G4ThreeVector& p,
dist += disTmp ;
if(fPtrSolidA->Inside(p+dist*v) != kOutside)
{
{
disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v,calcNorm,
validNorm,nTmp) ;
dist += disTmp ;
}
}
}
// while( Inside(p+dist*v) == kInside ) ;
while( fPtrSolidB->Inside(p+dist*v) != kOutside &&
disTmp > 0.5*kCarTolerance ) ;
while( (fPtrSolidB->Inside(p+dist*v) != kOutside)
&& (disTmp > 0.5*kCarTolerance) ) ;
}
}
if( calcNorm )
@@ -343,10 +363,14 @@ G4UnionSolid::DistanceToOut( const G4ThreeVector& p ) const
if( Inside(p) == kOutside )
{
#ifdef G4BOOLDEBUG
G4cout << "WARNING - Invalid call in G4UnionSolid::DistanceToOut(p),"
<< " point p is outside" << G4endl;
G4cout << "WARNING - Invalid call in "
<< "G4UnionSolid::DistanceToOut(p)" << G4endl
<< " Point p is outside !" << G4endl;
G4cout << " p = " << p << G4endl;
// G4Exception("Invalid call in G4UnionSolid::DistanceToOut(p), p is outtside");
G4cerr << "WARNING - Invalid call in "
<< "G4UnionSolid::DistanceToOut(p)" << G4endl
<< " Point p is outside !" << G4endl;
G4cerr << " p = " << p << G4endl;
#endif
}
else
@@ -362,7 +386,7 @@ G4UnionSolid::DistanceToOut( const G4ThreeVector& p ) const
(positionA == kSurface && positionB == kInside ) )
{
distout= G4std::max(fPtrSolidA->DistanceToOut(p),
fPtrSolidB->DistanceToOut(p) ) ;
fPtrSolidB->DistanceToOut(p) ) ;
}
else
{
@@ -393,11 +417,10 @@ G4GeometryType G4UnionSolid::GetEntityType() const
//
void
G4UnionSolid::ComputeDimensions( G4VPVParameterisation* p,
const G4int n,
const G4VPhysicalVolume* pRep )
G4UnionSolid::ComputeDimensions( G4VPVParameterisation*,
const G4int,
const G4VPhysicalVolume* )
{
return ;
}
/////////////////////////////////////////////////