Import Geant4 0.0.0 source tree
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//
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// G4VCSGfaceted.hh
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//
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// Declaration of a virtual class CSG type shape that is built entire of G4CSGface faces.
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//
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#ifndef G4VCSGfaceted_hh
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#define G4VCSGfaceted_hh
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#include "G4CSGSolid.hh"
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class G4VCSGface;
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class G4VCSGfaceted : public G4CSGSolid
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{
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public:
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G4VCSGfaceted( G4String name) : G4CSGSolid(name) {;}
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virtual ~G4VCSGfaceted();
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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;
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virtual EInside Inside( const G4ThreeVector& p) const;
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virtual G4ThreeVector SurfaceNormal( const G4ThreeVector& p) const;
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virtual G4double DistanceToIn( const G4ThreeVector& p,const G4ThreeVector& v ) const;
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virtual G4double DistanceToIn( const G4ThreeVector& p ) const;
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virtual 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 ) const;
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virtual G4double DistanceToOut( const G4ThreeVector& p ) const;
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virtual G4GeometryType GetEntityType() const { return G4String("G4CSGfaceted"); }
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virtual G4Polyhedron* CreatePolyhedron() const = 0;
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virtual void DescribeYourselfTo( G4VGraphicsScene& scene ) const;
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virtual G4VisExtent GetExtent() const;
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protected:
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G4int numFace;
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G4VCSGface **faces;
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virtual G4double DistanceTo( const G4ThreeVector &p, const G4bool outgoing ) const;
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};
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#endif
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