Import Geant4 0.0.0 source tree
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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: G4BoundingSphereScene.cc,v 2.4 1998/11/23 10:12:16 allison Exp $
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// GEANT4 tag $Name: geant4-00 $
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//
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//
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// John Allison 7th June 1997
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// An artificial scene to reuse G4VScene code to calculate a bounding sphere.
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#include "G4BoundingSphereScene.hh"
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#include "G4VSolid.hh"
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#include "G4Vector3D.hh"
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G4BoundingSphereScene::G4BoundingSphereScene ():
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fRadius (-1.),
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fpObjectTransformation (0)
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{}
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G4BoundingSphereScene::~G4BoundingSphereScene () {}
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G4VisExtent G4BoundingSphereScene::GetBoundingSphereExtent () {
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return G4VisExtent (fCentre, fRadius);
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}
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void G4BoundingSphereScene::Accrue (const G4VSolid& solid) {
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const G4VisExtent& thisExtent = solid.GetExtent ();
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G4Point3D thisCentre = thisExtent.GetExtentCentre ();
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if (fpObjectTransformation) {
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thisCentre.transform (*fpObjectTransformation);
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}
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const G4double thisRadius = thisExtent.GetExtentRadius ();
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AccrueBoundingSphere (thisCentre, thisRadius);
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/***********************************************
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G4cout << "G4BoundingSphereScene::Accrue: centre: " << fCentre
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<< ", radius: " << fRadius << endl;
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***********************************************/
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}
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void G4BoundingSphereScene::ResetBoundingSphere () {
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fCentre = G4Point3D ();
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fRadius = -1.;
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fpObjectTransformation = 0;
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}
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void G4BoundingSphereScene::AccrueBoundingSphere
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(const G4Point3D& thisCentre,
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G4double thisRadius) {
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if (fRadius < 0 ) { // First time.
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fCentre = thisCentre;
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fRadius = thisRadius;
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}
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else {
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G4Vector3D join = thisCentre - fCentre;
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if (join == G4Vector3D (0., 0., 0.)) { // Centres coincide.
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if (fRadius < thisRadius) fRadius = thisRadius;
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}
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else if (join.mag () + thisRadius <= fRadius) { // Inside accrued sphere.
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// Do nothing.
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}
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else {
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G4Vector3D unitJoin = join.unit ();
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G4Point3D extremity1 = fCentre - fRadius * unitJoin;
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G4Point3D extremity2 = thisCentre + thisRadius * unitJoin;
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fCentre = 0.5 * (extremity2 + extremity1);
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fRadius = 0.5 * (extremity2 - extremity1).mag ();
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}
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}
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}
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