Import Geant4 11.4.0 source tree
This commit is contained in:
@@ -27,13 +27,14 @@
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//
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// Class description:
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//
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// An instance of "G4MultiUnion" constitutes a grouping of several solids.
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// The constituent solids are stored with their respective location in an
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// instance of "G4Node". An instance of "G4MultiUnion" is subsequently
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// composed of one or several nodes.
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// An instance of "G4MultiUnion" constitutes a grouping of several solids.
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// The constituent solids are stored with their respective location in a node
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// instance. An instance of "G4MultiUnion" is subsequently composed of one
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// or several nodes.
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// 19.10.12 M.Gayer - Original implementation from USolids module
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// 06.04.17 G.Cosmo - Adapted implementation in Geant4 for VecGeom migration
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// Author: Marek Gayer (CERN), 19.10.2012 - Original implementation from USolids
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// Gabriele Cosmo (CERN) 06.04.2017 - Adapted implementation in Geant4
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// for VecGeom migration
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// --------------------------------------------------------------------
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#ifndef G4MULTIUNION_HH
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#define G4MULTIUNION_HH
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@@ -50,111 +51,233 @@
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class G4Polyhedron;
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/**
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* @brief An instance of G4MultiUnion constitutes a grouping of several solids.
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* The constituent solids are stored with their respective location in a node
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* instance. An instance of G4MultiUnion is subsequently composed of one or
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* several nodes.
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*/
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class G4MultiUnion : public G4VSolid
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{
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friend class G4Voxelizer;
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friend class G4Voxelizer;
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public:
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G4MultiUnion() : G4VSolid("") {}
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G4MultiUnion(const G4String& name);
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~G4MultiUnion() override;
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/**
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* Empty default constructor.
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*/
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G4MultiUnion();
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// Build the multiple union by adding nodes
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/**
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* Constructor assigning a name and initialising components.
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*/
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G4MultiUnion(const G4String& name);
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/**
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* Default destructor.
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*/
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~G4MultiUnion() override = default;
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/**
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* Fake default constructor for usage restricted to direct object
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* persistency for clients requiring preallocation of memory for
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* persistifiable objects.
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*/
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G4MultiUnion(__void__&);
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/**
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* Methods to build the multiple union by adding nodes (by pointer or ref).
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* @param[in] solid The solid to be added to the structure.
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* @param[in] trans The 3D transformation relative to the structure.
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*/
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void AddNode(G4VSolid& solid, const G4Transform3D& trans);
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void AddNode(G4VSolid* solid, const G4Transform3D& trans);
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/**
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* Copy constructor and assignment operator.
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*/
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G4MultiUnion(const G4MultiUnion& rhs);
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G4MultiUnion& operator=(const G4MultiUnion& rhs);
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// Accessors
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/**
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* Accessors to retrieve a transformation or a solid, given an index
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* and the total number of solids in the structure.
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*/
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inline const G4Transform3D& GetTransformation(G4int index) const;
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inline G4VSolid* GetSolid(G4int index) const;
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inline G4int GetNumberOfSolids()const;
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// Navigation methods
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/**
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* Returns if the given point "aPoint" is inside or not the solid.
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*/
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EInside Inside(const G4ThreeVector& aPoint) const override;
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EInside InsideIterator(const G4ThreeVector& aPoint) const;
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// Safety methods
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G4double DistanceToIn(const G4ThreeVector& aPoint) const override;
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G4double DistanceToOut(const G4ThreeVector& aPoint) const override;
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inline void SetAccurateSafety(G4bool flag);
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// Exact distance methods
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/**
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* Returns the distance along the normalised vector "aDirection" to the
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* shape, from the point at offset "aPoint". If there is no intersection,
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* return kInfinity. The first intersection resulting from leaving a
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* surface/volume is discarded. Hence, it is tolerant of points on
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* the surface of the shape.
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*/
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G4double DistanceToIn(const G4ThreeVector& aPoint,
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const G4ThreeVector& aDirection) const override;
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/**
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* Computes distance from a point presumably inside the solid to the solid
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* surface. Ignores first surface along each axis systematically (for points
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* inside or outside. Early returns zero in case the second surface is
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* behind the starting point.
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* The normal vector to the crossed surface is always filled.
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* In the case the considered point is located inside the G4MultiUnion
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* structure, it acts as follows:
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* - investigation of the candidates for the passed point
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* - progressive moving of the point towards the surface, along the
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* provided direction
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* - processing of the normal.
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* @param[in] aPoint The reference point in space.
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* @param[in] aDirection The normalised direction.
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* @param[in] calcNorm Flag unused.
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* @param[out] validNorm Unused.
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* @param[out] aNormalVector The exiting outwards normal vector (undefined
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* Magnitude).
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* @returns The distance value to exit a volume.
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*/
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G4double DistanceToOut(const G4ThreeVector& aPoint,
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const G4ThreeVector& aDirection,
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const G4bool calcNorm = false,
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G4bool* validNorm = nullptr,
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G4ThreeVector* aNormalVector = nullptr) const override;
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/**
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* Methods to compute the distance to enter/exit a volume, given point and
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* direction, in presence of voxels-based optimisation structure or not.
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*/
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G4double DistanceToInNoVoxels(const G4ThreeVector& aPoint,
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const G4ThreeVector& aDirection) const;
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G4double DistanceToOutVoxels(const G4ThreeVector& aPoint,
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const G4ThreeVector& aDirection,
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G4ThreeVector* aNormalVector) const;
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G4double DistanceToOutVoxelsCore(const G4ThreeVector& aPoint,
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const G4ThreeVector& aDirection,
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G4ThreeVector* aNormalVector,
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G4bool& aConvex,
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std::vector<G4int>& candidates) const;
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G4ThreeVector* aNormalVector) const;
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G4double DistanceToOutNoVoxels(const G4ThreeVector& aPoint,
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const G4ThreeVector& aDirection,
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G4ThreeVector* aNormalVector) const;
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G4ThreeVector* aNormalVector) const;
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/**
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* Returns the outwards pointing unit normal of the shape for the
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* surface closest to the point at offset "aPoint".
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*/
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G4ThreeVector SurfaceNormal(const G4ThreeVector& aPoint) const override;
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/**
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* Determines the bounding box for the considered instance of G4MultiUnion.
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* @param[in] aAxis The axis along which computing the extent.
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* @param[out] aMin The minimum bounding limit point.
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* @param[out] aMax The maximum bounding limit point.
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*/
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void Extent(EAxis aAxis, G4double& aMin, G4double& aMax) const;
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/**
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* Computes the bounding limits of the solid.
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* @param[out] aMin The minimum bounding limit point.
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* @param[out] aMax The maximum bounding limit point.
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*/
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void BoundingLimits(G4ThreeVector& aMin, G4ThreeVector& aMax) const override;
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/**
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* Calculates the minimum and maximum extent of a solid, when under the
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* specified transform, and within the specified limits.
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* @param[in] pAxis The axis along which compute the extent.
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* @param[in] pVoxelLimit The limiting space dictated by voxels.
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* @param[in] pTransform The internal transformation applied to the solid.
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* @param[out] pMin The minimum extent value.
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* @param[out] pMax The maximum extent value.
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* @returns True if the solid is intersected by the extent region.
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*/
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G4bool CalculateExtent(const EAxis pAxis,
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const G4VoxelLimits& pVoxelLimit,
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const G4AffineTransform& pTransform,
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G4double& pMin, G4double& pMax) const override;
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/**
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* Returns an estimate of the structure capacity or surface area.
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*/
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G4double GetCubicVolume() override;
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G4double GetSurfaceArea() override;
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/**
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* Returns the number of solids part of the structure.
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*/
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G4int GetNumOfConstituents() const override;
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/**
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* Returns false if any of the solids part of the structure is not faceted.
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*/
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G4bool IsFaceted() const override;
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/**
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* Returns a new allocated clone of the multi-union structure.
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*/
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G4VSolid* Clone() const override ;
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/**
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* Returns the type ID, "G4MultiUnion" of the solid.
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*/
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G4GeometryType GetEntityType() const override { return "G4MultiUnion"; }
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/**
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* Finalises and prepares for use, creating the optimisation structure
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* for all solids in the structure. It must be called once before
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* navigation use.
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*/
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void Voxelize();
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// Finalize and prepare for use. User MUST call it once before
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// navigation use.
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EInside InsideNoVoxels(const G4ThreeVector& aPoint) const;
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/**
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* Returns the xoxelised optimisation structure.
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*/
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inline G4Voxelizer& GetVoxels() const;
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/**
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* Streams the object contents to an output stream.
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*/
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std::ostream& StreamInfo(std::ostream& os) const override;
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/**
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* Returns a point (G4ThreeVector) randomly and uniformly generated
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* on the surface of a solid.
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*/
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G4ThreeVector GetPointOnSurface() const override;
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/**
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* Methods for creating graphical representations (i.e. for visualisation).
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*/
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void DescribeYourselfTo ( G4VGraphicsScene& scene ) const override ;
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G4Polyhedron* CreatePolyhedron () const override ;
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G4Polyhedron* GetPolyhedron () const override;
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G4MultiUnion(__void__&);
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// Fake default constructor for usage restricted to direct object
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// persistency for clients requiring preallocation of memory for
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// persistifiable objects.
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private:
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/**
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* Utility methods for safety and distance computation.
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*/
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EInside InsideNoVoxels(const G4ThreeVector& aPoint) const;
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EInside InsideWithExclusion(const G4ThreeVector& aPoint,
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G4SurfBits* bits = nullptr) const;
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G4SurfBits* bits = nullptr) const;
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G4int SafetyFromOutsideNumberNode(const G4ThreeVector& aPoint,
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G4double& safety) const;
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G4double& safety) const;
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G4double DistanceToInCandidates(const G4ThreeVector& aPoint,
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const G4ThreeVector& aDirection,
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std::vector<G4int>& candidates,
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G4SurfBits& bits) const;
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std::vector<G4int>& candidates,
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G4SurfBits& bits) const;
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// Conversion utilities
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/**
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* Conversion utilities.
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*/
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inline G4ThreeVector GetLocalPoint(const G4Transform3D& trans,
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const G4ThreeVector& gpoint) const;
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inline G4ThreeVector GetLocalVector(const G4Transform3D& trans,
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@@ -165,6 +288,7 @@ class G4MultiUnion : public G4VSolid
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const G4ThreeVector& lvec) const;
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void TransformLimits(G4ThreeVector& min, G4ThreeVector& max,
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const G4Transform3D& transformation) const;
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private:
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struct G4MultiUnionSurface
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@@ -185,106 +309,6 @@ class G4MultiUnion : public G4VSolid
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mutable G4Polyhedron* fpPolyhedron = nullptr;
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};
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//______________________________________________________________________________
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inline G4Voxelizer& G4MultiUnion::GetVoxels() const
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{
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return (G4Voxelizer&)fVoxels;
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}
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//______________________________________________________________________________
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inline const G4Transform3D& G4MultiUnion::GetTransformation(G4int index) const
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{
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return fTransformObjs[index];
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}
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//______________________________________________________________________________
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inline G4VSolid* G4MultiUnion::GetSolid(G4int index) const
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{
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return fSolids[index];
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}
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//______________________________________________________________________________
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inline G4int G4MultiUnion::GetNumberOfSolids() const
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{
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return G4int(fSolids.size());
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}
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//______________________________________________________________________________
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inline void G4MultiUnion::SetAccurateSafety(G4bool flag)
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{
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fAccurate = flag;
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}
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//______________________________________________________________________________
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inline
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G4ThreeVector G4MultiUnion::GetLocalPoint(const G4Transform3D& trans,
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const G4ThreeVector& global) const
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{
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// Returns local point coordinates converted from the global frame defined
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// by the transformation. This is defined by multiplying the inverse
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// transformation with the global vector.
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G4double px = global.x() - trans.dx();
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G4double py = global.y() - trans.dy();
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G4double pz = global.z() - trans.dz();
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G4double x = trans.xx()*px + trans.yx()*py + trans.zx()*pz;
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G4double y = trans.xy()*px + trans.yy()*py + trans.zy()*pz;
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G4double z = trans.xz()*px + trans.yz()*py + trans.zz()*pz;
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return { x, y, z };
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}
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//______________________________________________________________________________
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inline
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G4ThreeVector G4MultiUnion::GetLocalVector(const G4Transform3D& trans,
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const G4ThreeVector& global) const
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{
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// Returns local point coordinates converted from the global frame defined
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// by the transformation. This is defined by multiplying the inverse
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// transformation with the global vector.
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G4double vx = global.x();
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G4double vy = global.y();
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G4double vz = global.z();
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G4double x = trans.xx()*vx + trans.yx()*vy + trans.zx()*vz;
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G4double y = trans.xy()*vx + trans.yy()*vy + trans.zy()*vz;
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G4double z = trans.xz()*vx + trans.yz()*vy + trans.zz()*vz;
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return { x, y, z };
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}
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//______________________________________________________________________________
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inline
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G4ThreeVector G4MultiUnion::GetGlobalPoint(const G4Transform3D& trans,
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const G4ThreeVector& local) const
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{
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// Returns global point coordinates converted from the local frame defined
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// by the transformation. This is defined by multiplying this transformation
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// with the local vector.
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G4double px = local.x();
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G4double py = local.y();
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G4double pz = local.z();
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G4double x = trans.xx()*px + trans.xy()*py + trans.xz()*pz + trans.dx();
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G4double y = trans.yx()*px + trans.yy()*py + trans.yz()*pz + trans.dy();
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G4double z = trans.zx()*px + trans.zy()*py + trans.zz()*pz + trans.dz();
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return { x, y, z };
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}
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//______________________________________________________________________________
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inline
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G4ThreeVector G4MultiUnion::GetGlobalVector(const G4Transform3D& trans,
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const G4ThreeVector& local) const
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{
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// Returns vector components converted from the local frame defined by the
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// transformation to the global one. This is defined by multiplying this
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// transformation with the local vector while ignoring the translation.
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G4double vx = local.x();
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G4double vy = local.y();
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G4double vz = local.z();
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G4double x = trans.xx()*vx + trans.xy()*vy + trans.xz()*vz;
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G4double y = trans.yx()*vx + trans.yy()*vy + trans.yz()*vz;
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G4double z = trans.zx()*vx + trans.zy()*vy + trans.zz()*vz;
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return { x, y, z };
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}
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#include "G4MultiUnion.icc"
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#endif
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