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// This code implementation is the intellectual property of
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// the RD44 GEANT4 collaboration.
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//
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// By copying, distributing or modifying the Program (or any work
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// based on the Program) you indicate your acceptance of this statement,
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// and all its terms.
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//
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// $Id: G4VSolid.hh,v 2.1 1998/07/12 02:55:35 urbi Exp $
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// GEANT4 tag $Name: geant4-00 $
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//
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//
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// class G4VSolid
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//
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// Abstract base class solids, physical shapes that can be tracked through.
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//
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// Each solid has a name, and the constructors and destructors automatically
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// add and subtract them from the G4SolidStore, a singleton `master' List
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// of available solids.
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//
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// This class defines, but does not implement, functions to compute
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// distances to/from the shape. Functions are also defined
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// to check whether a point is inside the shape, to return the
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// surface normal of the shape at a given point, and to compute
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// the extent of the shape. [see descriptions below]
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//
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// Some protected/private utility functions are implemented for the
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// clipping of regions for the computation of a solid's extent. Note that
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// the clipping mechanism is presently inefficient.
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//
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// Some visualization/graphics functions are also defined.
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//
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//
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// Member Functions:
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//
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// G4VSolid(G4String& name)
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// Creates a new shape, with the supplied name
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// No provision is made for sharing a common name amoungst multiple classes.
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//
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// G4String GetName() const
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// Returns the current shape's name
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// SetName(const G4String& s)
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// Sets the current shape's name
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//
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// (All remaining functions are pure virtual)
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//
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// G4bool CalculateExtent(const EAxis pAxis,
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// const G4VoxelLimit& pVoxelLimit,
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// const G4AffineTransform& pTransform,
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// G4double& min, G4double& max)
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//
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// Calculate the minimum and maximum extent of the solid, when under the
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// specified transform, and within the specified limits. If the solid does
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// is not intersected by the region, return false, else return true.
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//
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// EInside Inside(const G4ThreeVector& p)
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// Returns kOutside if the point at offset p is outside the shapes boundaries
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// plus Tolerance/2, kSurface if the point is <=Tolerance/2 from a surface,
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// otherwise kInside.
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//
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// G4ThreeVector SurfaceNormal(const G4ThreeVector& p)
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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 p.
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//
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// G4double DistanceToIn(const G4ThreeVector& p)
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// Calculate distance to nearest surface of shape from an outside point
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// The distance can be an underestimate.
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//
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// G4double DistanceToIn(const G4ThreeVector& p, constG4ThreeVector& v)
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// Return distance along the normalised vector v to the shape, from the
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// point at offset p. If there is no intersection, return kInifinity.
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// The first intersection resulting from `leaving' a surface/volume is
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// discarded. Hence, tolerant of points on surface of shape.
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//
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// G4double DistanceToOut(const G4ThreeVector& p)
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// Calculate distance to nearest surface of shape from an inside point
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// The distance can be an underestimate.
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//
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// G4double DistanceToOut(const G4ThreeVector& p,const G4ThreeVector& v,
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// const G4bool calcNorm=false,
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// G4bool *validNorm=0,G4ThreeVector *n=0;
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// Return distance along the normalised vector v to the shape, from a point
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// at an offset p inside or on the surface of the shape. Intersections with
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// surfaces, when the point is <Tolerance/2 from a surface must be ignored.
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//
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// If calcNorm==true:
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// validNorm set true if the solid lies entirely behind or on the
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// exiting surface.
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// n set to exiting outwards normal vector(undefined Magnitude)
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// validNorm=false if the solid does not lie entirely behind or on the
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// exiting surface
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// calcNorm==false:
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// validNorm and n are unused.
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//
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// Call as solid.DistanceToOut(p,v) or by specifying all parameters.
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//
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//
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// Type identification
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// (required for persistency and STEP interface)
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//
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// virtual G4GeometryType GetEntityType() const = 0;
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// Provide identification of the class of an object.
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//
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//
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// Visualization functions:
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//
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// virtual void DescribeYourselfTo (G4VGraphicsScene& scene) const = 0;
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// A "double dispatch" function which identifies the solid
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// to the graphics scene.
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// virtual G4VisExtent GetExtent() const = 0;
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// Provides extent (bounding box) as possible hint to graphics view.
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// virtual G4Polyhedron* CreatePolyhedron () const;
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// virtual G4NURBS* CreateNURBS () const;
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// Creates a G4Polyhedron/G4NURBS/... (It is the caller's reponsibility
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// to delete it.) A null pointer means "not created".
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//
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// Protected functions:
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//
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// void CalculateClippedPolygonExtent(G4ThreeVectorList& pPolygon,
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// const G4VoxelLimits& pVoxelLimit,
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// const EAxis pAxis,
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// G4double& pMin, G4double& pMax) const;
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// Calculate the maximum and minimum extents of the convex polygon pPolygon
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// along the axis pAxis, within the limits pVoxelLimit
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//
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// If the minimum is <pMin pMin is set to the new minimum
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// If the maximum is >pMax pMax is set to the new maximum
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//
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// Modifications to pPolygon are made - it is left in an undefined state
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//
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//
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// void ClipCrossSection(G4ThreeVectorList* pVertices,
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// const G4int pSectionIndex,
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// const G4VoxelLimits& pVoxelLimit,
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// const EAxis pAxis,
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// G4double& pMin, G4double& pMax) const;
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//
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// Calculate the maximum and minimum extents of the polygon described
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// by the vertices: pSectionIndex->pSectionIndex+1->
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// pSectionIndex+2->pSectionIndex+3->pSectionIndex
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// in the List pVertices
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//
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// If the minimum is <pMin pMin is set to the new minimum
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// If the maximum is >pMax pMax is set to the new maximum
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//
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// No modifications are made to pVertices
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//
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//
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// void ClipBetweenSections(G4ThreeVectorList* pVertices,
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// const G4int pSectionIndex,
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// const G4VoxelLimits& pVoxelLimit,
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// const EAxis pAxis,
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// G4double& pMin, G4double& pMax) const;
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//
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// Calculate the maximum and minimum extents of the polygons
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// joining the CrossSections at pSectionIndex->pSectionIndex+3 and
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// pSectionIndex+4->pSectionIndex7
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//
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// in the List pVertices, within the boundaries of the voxel limits.
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//
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// If the minimum is <pMin pMin is set to the new minimum
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// If the maximum is >pMax pMax is set to the new maximum
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//
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// No modifications are made to pVertices
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//
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//
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// void ClipPolygon(G4ThreeVectorList& pPolygon,
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// const G4VoxelLimits& pVoxelLimit) const;
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//
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// Clip the specified convex polygon to the given limits, where
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// the polygon is described by the vertices at (0),(1),...,(n),(0) in
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// pPolygon. If the polygon is completely clipped away, the polygon is
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// cleared.
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//
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//
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//
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//
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// Private functions:
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//
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// void ClipPolygonToSimpleLimits(G4ThreeVectorList& pPolygon,
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// G4ThreeVectorList& outputPolygon,
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// const G4VoxelLimits& pVoxelLimit) const;
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//
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// Clip the specified convex polygon to the given limits, storing the
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// result in outputPolygon. The voxel limits must be limited in one
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// *plane* only: This is achieved by having only x or y or z limits,
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// and either the minimum or maximum limit set to -+kInfinity respectively.
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//
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//
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//
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//
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// Operators:
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//
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// G4bool operator==(const G4VSolid& s) const
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// Return true only if addresses are the same
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//
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// Member Data:
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//
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// G4String fshapeName
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// Name for this solid.
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//
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// History:
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// 17.06.98 J.Apostolakis Added pure virtual function GetEntityType()
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// 24.10.96 J.Allison Added const G4VisAttributes* fpVisAttributes; and
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// associated access functions.
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// 26.07.96 P.Kent Added ComputeDimensions for replication mechanism.
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// 22.07.96 J.Allison Renamed CreatePolyhedon, G4VGraphicsScene.
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// 27.03.96 J.Allison Changed names to: DescribeYourselfTo and
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// SendWireframeTo (G4VGraphicsModel&).
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// 10.07.95 P.Kent Added == operator
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// 30.06.95 P.Kent Initial version, no scoping or visualisation functions
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#ifndef G4VSOLID_HH
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#define G4VSOLID_HH
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#include "globals.hh"
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#include "geomdefs.hh"
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class G4AffineTransform;
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class G4VoxelLimits;
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class G4VPVParameterisation;
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class G4VPhysicalVolume;
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class G4VGraphicsScene;
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class G4Polyhedron;
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class G4NURBS;
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class G4VisExtent;
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#include "G4ThreeVector.hh"
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#include <rw/tvordvec.h>
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typedef RWTValOrderedVector<G4ThreeVector> G4ThreeVectorList;
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typedef G4String G4GeometryType;
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class G4VSolid {
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public:
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G4VSolid(const G4String& name);
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virtual ~G4VSolid();
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G4bool operator==( const G4VSolid& s) const
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{
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return (this==&s) ? true : false;
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}
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G4String GetName() const;
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void SetName(const G4String& name);
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virtual 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 = 0;
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virtual EInside Inside(const G4ThreeVector& p) const = 0;
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virtual G4ThreeVector SurfaceNormal(const G4ThreeVector& p) const = 0;
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virtual G4double DistanceToIn(const G4ThreeVector& p,
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const G4ThreeVector& v) const = 0;
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virtual G4double DistanceToIn(const G4ThreeVector& p) const = 0;
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virtual G4double DistanceToOut(const G4ThreeVector& p,
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const G4ThreeVector& v,
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const G4bool calcNorm=false,
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G4bool *validNorm=0,
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G4ThreeVector *n=0) const = 0;
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virtual G4double DistanceToOut(const G4ThreeVector& p) const = 0;
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virtual void ComputeDimensions(G4VPVParameterisation* p,
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const G4int n,
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const G4VPhysicalVolume* pRep);
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virtual G4GeometryType GetEntityType() const = 0;
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virtual void DescribeYourselfTo (G4VGraphicsScene& scene) const = 0;
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virtual G4VisExtent GetExtent () const = 0;
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virtual G4Polyhedron* CreatePolyhedron () const;
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virtual G4NURBS* CreateNURBS () const;
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protected:
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// Calculate the maximum and minimum extents of the convex polygon pPolygon
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// along the axis pAxis, within the limits pVoxelLimit
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//
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// If the minimum is <pMin pMin is set to the new minimum
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// If the maximum is >pMax pMax is set to the new maximum
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//
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// Modifications to pPolygon are made - it is left in an undefined state
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void CalculateClippedPolygonExtent(G4ThreeVectorList& pPolygon,
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const G4VoxelLimits& pVoxelLimit,
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const EAxis pAxis,
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G4double& pMin, G4double& pMax) const;
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// Calculate the maximum and minimum extents of the polygon described
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// by the vertices: pSectionIndex->pSectionIndex+1->
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// pSectionIndex+2->pSectionIndex+3->pSectionIndex
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// in the List pVertices
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//
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// If the minimum is <pMin pMin is set to the new minimum
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// If the maximum is >pMax pMax is set to the new maximum
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//
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// No modifications are made to pVertices
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void ClipCrossSection(G4ThreeVectorList* pVertices,
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const G4int pSectionIndex,
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const G4VoxelLimits& pVoxelLimit,
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const EAxis pAxis,
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G4double& pMin, G4double& pMax) const;
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// Calculate the maximum and minimum extents of the polygons
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// joining the CrossSections at pSectionIndex->pSectionIndex+3 and
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// pSectionIndex+4->pSectionIndex7
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//
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// in the List pVertices, within the boundaries of the voxel limits pVoxelLimit
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//
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// If the minimum is <pMin pMin is set to the new minimum
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// If the maximum is >pMax pMax is set to the new maximum
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//
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// No modifications are made to pVertices
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void ClipBetweenSections(G4ThreeVectorList* pVertices,
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const G4int pSectionIndex,
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const G4VoxelLimits& pVoxelLimit,
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const EAxis pAxis,
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G4double& pMin, G4double& pMax) const;
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// Clip the specified convex polygon to the given limits, where
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// the polygon is described by the vertices at (0),(1),...,(n),(0) in pPolygon.
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//
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// If the polygon is completely clipped away, the polygon is cleared.
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void ClipPolygon(G4ThreeVectorList& pPolygon,
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const G4VoxelLimits& pVoxelLimit) const;
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private:
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// Clip the specified convex polygon to the given limits, storing the
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// result in outputPolygon. The voxel limits must be limited in one
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// *plane* only: This is achieved by having only x or y or z limits,
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// and either the minimum or maximum limit set to -+kInfinity respectively.
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void ClipPolygonToSimpleLimits(G4ThreeVectorList& pPolygon,
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G4ThreeVectorList& outputPolygon,
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const G4VoxelLimits& pVoxelLimit) const;
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G4String fshapeName; // Name
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};
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#include "G4VSolid.icc"
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#endif
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