Import Geant4 10.3.0.beta source tree
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//
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// ********************************************************************
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// * License and Disclaimer *
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// * *
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// * The Geant4 software is copyright of the Copyright Holders of *
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// * the Geant4 Collaboration. It is provided under the terms and *
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// * conditions of the Geant4 Software License, included in the file *
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// * LICENSE and available at http://cern.ch/geant4/license . These *
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// * include a list of copyright holders. *
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// * *
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// * Neither the authors of this software system, nor their employing *
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// * institutes,nor the agencies providing financial support for this *
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// * work make any representation or warranty, express or implied, *
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// * regarding this software system or assume any liability for its *
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// * use. Please see the license in the file LICENSE and URL above *
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// * for the full disclaimer and the limitation of liability. *
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// * *
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// * This code implementation is the result of the scientific and *
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// * technical work of the GEANT4 collaboration. *
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// * By using, copying, modifying or distributing the software (or *
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// * any work based on the software) you agree to acknowledge its *
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// * use in resulting scientific publications, and indicate your *
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// * acceptance of all terms of the Geant4 Software license. *
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// ********************************************************************
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//
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//
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// $Id:$
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//
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// Implementation for G4ScaledSolid class
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//
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// History:
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//
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// 27.10.15 G.Cosmo: created, based on implementation also provided in Root
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//
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// --------------------------------------------------------------------
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#include "G4ScaledSolid.hh"
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#include "G4BoundingEnvelope.hh"
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#include "G4VPVParameterisation.hh"
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#include "G4ScaleTransform.hh"
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#include "G4VGraphicsScene.hh"
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#include "G4Polyhedron.hh"
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///////////////////////////////////////////////////////////////////
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//
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// Constructor
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//
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G4ScaledSolid::G4ScaledSolid( const G4String& pName,
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G4VSolid* pSolid ,
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const G4Scale3D& pScale )
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: G4VSolid(pName), fPtrSolid(pSolid),
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fRebuildPolyhedron(false), fpPolyhedron(0)
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{
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fScale = new G4ScaleTransform(pScale);
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}
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///////////////////////////////////////////////////////////////////
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//
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// Fake default constructor - sets only member data and allocates memory
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// for usage restricted to object persistency.
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//
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G4ScaledSolid::G4ScaledSolid( __void__& a )
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: G4VSolid(a), fPtrSolid(0), fScale(0),
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fRebuildPolyhedron(false), fpPolyhedron(0)
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{
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}
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///////////////////////////////////////////////////////////////////
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//
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// Destructor
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//
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G4ScaledSolid::~G4ScaledSolid()
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{
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delete fpPolyhedron; fpPolyhedron= 0;
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delete fScale; fScale= 0;
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}
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///////////////////////////////////////////////////////////////
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//
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// Copy constructor
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//
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G4ScaledSolid::G4ScaledSolid(const G4ScaledSolid& rhs)
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: G4VSolid (rhs), fPtrSolid(rhs.fPtrSolid),
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fRebuildPolyhedron(false), fpPolyhedron(0)
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{
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fScale = new G4ScaleTransform(*(rhs.fScale));
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}
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///////////////////////////////////////////////////////////////
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//
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// Assignment operator
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//
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G4ScaledSolid& G4ScaledSolid::operator = (const G4ScaledSolid& rhs)
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{
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// Check assignment to self
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//
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if (this == &rhs) { return *this; }
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// Copy base class data
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//
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G4VSolid::operator=(rhs);
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// Copy data
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//
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fPtrSolid = rhs.fPtrSolid;
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delete fScale;
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fScale = new G4ScaleTransform(*(rhs.fScale));
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fRebuildPolyhedron = false;
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delete fpPolyhedron; fpPolyhedron= 0;
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return *this;
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}
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//////////////////////////////////////////////////////////////////////////
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//
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// Return original solid not scaled
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//
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G4VSolid* G4ScaledSolid::GetUnscaledSolid() const
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{
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return fPtrSolid;
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}
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///////////////////////////////////////////////////////////////
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//
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// CalculateExtent
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//
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G4bool
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G4ScaledSolid::CalculateExtent( const EAxis pAxis,
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const G4VoxelLimits& pVoxelLimit,
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const G4AffineTransform& pTransform,
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G4double& pMin,
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G4double& pMax ) const
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{
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G4VoxelLimits unLimit;
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G4AffineTransform unTransform;
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// Find bounding box of unscaled solid
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G4double x1,x2,y1,y2,z1,z2;
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fPtrSolid->CalculateExtent(kXAxis,unLimit,unTransform,x1,x2);
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fPtrSolid->CalculateExtent(kYAxis,unLimit,unTransform,y1,y2);
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fPtrSolid->CalculateExtent(kZAxis,unLimit,unTransform,z1,z2);
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G4BoundingEnvelope bbox(G4Point3D(x1,y1,z1),
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G4Point3D(x2,y2,z2),kCarTolerance);
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// Set combined transformation
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G4Transform3D transform3D =
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G4Transform3D(pTransform.NetRotation().inverse(),
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pTransform.NetTranslation())*GetScaleTransform();
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// Find extent
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return bbox.CalculateExtent(pAxis,pVoxelLimit,transform3D,pMin,pMax);
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}
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/////////////////////////////////////////////////////
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//
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// Inside
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//
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EInside G4ScaledSolid::Inside(const G4ThreeVector& p) const
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{
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return fPtrSolid->Inside(fScale->Transform(p));
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}
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//////////////////////////////////////////////////////////////
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//
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// SurfaceNormal
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//
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G4ThreeVector
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G4ScaledSolid::SurfaceNormal( const G4ThreeVector& p ) const
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{
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// Transform point to unscaled shape frame
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G4ThreeVector newPoint;
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fScale->Transform(p, newPoint);
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// Compute normal in unscaled frame
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G4ThreeVector newNormal = fPtrSolid->SurfaceNormal(newPoint);
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G4ThreeVector normal;
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// Convert normal to scaled frame
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fScale->InverseTransformNormal(newNormal, normal);
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return normal/normal.mag();
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}
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/////////////////////////////////////////////////////////////
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//
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// The same algorithm as in DistanceToIn(p)
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//
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G4double
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G4ScaledSolid::DistanceToIn( const G4ThreeVector& p,
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const G4ThreeVector& v ) const
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{
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// Transform point and direction to unscaled shape frame
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G4ThreeVector newPoint;
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fScale->Transform(p, newPoint);
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// Direction is un-normalized after scale transformation
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G4ThreeVector newDirection;
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fScale->Transform(v, newDirection);
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newDirection = newDirection/newDirection.mag();
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// Compute distance in unscaled system
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G4double dist = fPtrSolid->DistanceToIn(newPoint,newDirection);
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// Return converted distance to global
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return fScale->InverseTransformDistance(dist, newDirection);
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}
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////////////////////////////////////////////////////////
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//
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// Approximate nearest distance from the point p to the solid from outside
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//
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G4double
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G4ScaledSolid::DistanceToIn( const G4ThreeVector& p ) const
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{
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// Transform point to unscaled shape frame
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G4ThreeVector newPoint;
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fScale->Transform(p, newPoint);
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// Compute unscaled safety, then scale it.
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G4double dist = fPtrSolid->DistanceToIn(newPoint);
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return fScale->InverseTransformDistance(dist);
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}
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//////////////////////////////////////////////////////////
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//
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// The same algorithm as DistanceToOut(p)
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//
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G4double
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G4ScaledSolid::DistanceToOut( const G4ThreeVector& p,
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const G4ThreeVector& v,
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const G4bool calcNorm,
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G4bool *validNorm,
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G4ThreeVector *n ) const
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{
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// Transform point and direction to unscaled shape frame
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G4ThreeVector newPoint;
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fScale->Transform(p, newPoint);
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// Direction is un-normalized after scale transformation
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G4ThreeVector newDirection;
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fScale->Transform(v, newDirection);
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newDirection = newDirection/newDirection.mag();
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// Compute distance in unscaled system
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G4ThreeVector solNorm;
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G4double dist = fPtrSolid->DistanceToOut(newPoint,newDirection,
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calcNorm,validNorm,&solNorm);
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if(calcNorm)
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{
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G4ThreeVector normal;
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fScale->TransformNormal(solNorm, normal);
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*n = normal/normal.mag();
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}
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// Return distance converted to global
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return fScale->InverseTransformDistance(dist, newDirection);
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}
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//////////////////////////////////////////////////////////////
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//
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// Approximate nearest distance from the point p to the solid from inside
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//
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G4double
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G4ScaledSolid::DistanceToOut( const G4ThreeVector& p ) const
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{
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// Transform point to unscaled shape frame
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G4ThreeVector newPoint;
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fScale->Transform(p, newPoint);
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// Compute unscaled safety, then scale it.
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G4double dist = fPtrSolid->DistanceToOut(newPoint);
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return fScale->InverseTransformDistance(dist);
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}
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//////////////////////////////////////////////////////////////
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//
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// ComputeDimensions
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//
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void
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G4ScaledSolid::ComputeDimensions( G4VPVParameterisation*,
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const G4int,
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const G4VPhysicalVolume* )
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{
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DumpInfo();
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G4Exception("G4ScaledSolid::ComputeDimensions()",
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"GeomSolids0001", FatalException,
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"Method not applicable in this context!");
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}
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//////////////////////////////////////////////////////////////////////////
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//
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// Returns a point (G4ThreeVector) randomly and uniformly selected
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// on the solid surface
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//
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G4ThreeVector G4ScaledSolid::GetPointOnSurface() const
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{
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return fScale->InverseTransform(fPtrSolid->GetPointOnSurface());
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}
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//////////////////////////////////////////////////////////////////////////
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//
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// Return object type name
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//
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G4GeometryType G4ScaledSolid::GetEntityType() const
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{
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return G4String("G4ScaledSolid");
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}
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//////////////////////////////////////////////////////////////////////////
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//
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// Make a clone of the object
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//
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G4VSolid* G4ScaledSolid::Clone() const
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{
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return new G4ScaledSolid(*this);
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}
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//////////////////////////////////////////////////////////////////////////
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//
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// Returning the scaling transformation
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//
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G4Scale3D G4ScaledSolid::GetScaleTransform() const
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{
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return G4Scale3D(fScale->GetScale().x(),
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fScale->GetScale().y(),
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fScale->GetScale().z());
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}
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//////////////////////////////////////////////////////////////////////////
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//
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// Setting the scaling transformation
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//
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void G4ScaledSolid::SetScaleTransform(const G4Scale3D& scale)
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{
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if (fScale) { delete fScale; }
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fScale = new G4ScaleTransform(scale);
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fRebuildPolyhedron = true;
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}
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//////////////////////////////////////////////////////////////////////////
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//
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// Stream object contents to an output stream
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//
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std::ostream& G4ScaledSolid::StreamInfo(std::ostream& os) const
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{
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os << "-----------------------------------------------------------\n"
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<< " *** Dump for Scaled solid - " << GetName() << " ***\n"
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<< " ===================================================\n"
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<< " Solid type: " << GetEntityType() << "\n"
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<< " Parameters of constituent solid: \n"
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<< "===========================================================\n";
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fPtrSolid->StreamInfo(os);
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os << "===========================================================\n"
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<< " Scaling: \n"
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<< " Scale transformation : \n"
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<< " " << fScale->GetScale().x() << ", "
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<< fScale->GetScale().y() << ", "
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<< fScale->GetScale().z() << "\n"
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<< "===========================================================\n";
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return os;
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}
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//////////////////////////////////////////////////////////////////////////
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//
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// DescribeYourselfTo
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//
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void
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G4ScaledSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const
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{
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scene.AddSolid (*this);
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}
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//////////////////////////////////////////////////////////////////////////
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//
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// CreatePolyhedron
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//
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G4Polyhedron*
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G4ScaledSolid::CreatePolyhedron () const
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{
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G4Polyhedron* polyhedron = fPtrSolid->CreatePolyhedron();
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polyhedron->Transform(GetScaleTransform());
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return polyhedron;
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}
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//////////////////////////////////////////////////////////////////////////
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//
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// GetPolyhedron
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//
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G4Polyhedron* G4ScaledSolid::GetPolyhedron () const
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{
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if (!fpPolyhedron ||
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fRebuildPolyhedron ||
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fpPolyhedron->GetNumberOfRotationStepsAtTimeOfCreation() !=
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fpPolyhedron->GetNumberOfRotationSteps())
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{
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fpPolyhedron = CreatePolyhedron();
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fRebuildPolyhedron = false;
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}
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return fpPolyhedron;
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}
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