Import Geant4 11.1.0.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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//
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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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#ifndef G4BOUNDINGSPHERESCENE_HH
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#define G4BOUNDINGSPHERESCENE_HH
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#include "G4PseudoScene.hh"
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#include "G4VisExtent.hh"
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class G4VModel;
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class G4BoundingSphereScene: public G4PseudoScene {
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public:
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G4BoundingSphereScene (G4VModel* pModel = 0);
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virtual ~G4BoundingSphereScene ();
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G4VisExtent GetBoundingSphereExtent ();
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const G4Point3D& GetCentre() const {return fCentre;}
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G4double GetRadius() const {return fRadius;}
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void SetCentre(const G4Point3D& centre) {fCentre = centre;}
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////////////////////////////////////////////////////////////////
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// The following 2 functions can be used by any code which wishes to
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// accrue a bounding sphere. Just instantiate a
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// G4BoundingSphereScene and use AccrueBoundingSphere.
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void ResetBoundingSphere ();
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void AccrueBoundingSphere (const G4Point3D& centre,
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G4double radius);
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private:
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void ProcessVolume (const G4VSolid& solid);
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G4VModel* fpModel; // Instantiating code may optionally set this.
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G4Point3D fCentre;
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G4double fRadius;
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};
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#endif
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@@ -40,35 +40,52 @@
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#define G4MESH_HH
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#include "G4Transform3D.hh"
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#include "geomdefs.hh"
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class G4VPhysicalVolume;
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class G4Mesh
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{
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public: // With description
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enum MeshType
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{
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invalid,
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rectangle,
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cylinder,
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sphere
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public:
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enum MeshType {
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invalid
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, rectangle
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, nested3DRectangular
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, cylinder
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, sphere
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, tetrahedron
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};
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struct ThreeDRectangleParameters {
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EAxis fAxis1 = kUndefined, fAxis2 = kUndefined, fAxis3 = kUndefined;
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G4int fNreplica1 = 0, fNreplica2 = 0, fNreplica3 = 0;
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G4double fOffset1 = 0., fOffset2 = 0., fOffset3 = 0.;
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G4double fWidth1 = 0., fWidth2 = 0., fWidth3 = 0.;
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G4bool fConsuming1 = false, fConsuming2 = false, fConsuming3 = false;
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G4double fHalfX = 0., fHalfY = 0., fHalfZ = 0.;
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};
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G4Mesh(G4VPhysicalVolume* containerVolume, const G4Transform3D&);
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virtual ~G4Mesh();
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const std::map<G4int,G4String>& GetEnumMap() const { return fEnumMap; }
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G4VPhysicalVolume* GetContainerVolume() const { return fpContainerVolume; }
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MeshType GetMeshType() const { return fMeshType; }
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G4int GetMeshDepth() const { return fMeshDepth; }
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const G4Transform3D& GetTransform() const { return fTransform; }
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const std::map<G4int,G4String>& GetEnumMap() const {return fEnumMap;}
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G4VPhysicalVolume* GetContainerVolume() const {return fpContainerVolume;}
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G4VPhysicalVolume* GetParameterisedVolume() const {return fpParameterisedVolume;}
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MeshType GetMeshType() const {return fMeshType;}
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G4int GetMeshDepth() const {return fMeshDepth;}
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const G4Transform3D& GetTransform() const {return fTransform;}
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const ThreeDRectangleParameters& GetThreeDRectParameters() const {return f3DRPs;}
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private:
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static std::map<G4int,G4String> fEnumMap;
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G4VPhysicalVolume* fpContainerVolume;
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G4VPhysicalVolume* fpParameterisedVolume;
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MeshType fMeshType;
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G4int fMeshDepth;
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G4Transform3D fTransform;
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ThreeDRectangleParameters f3DRPs;
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};
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std::ostream& operator << (std::ostream& os, const G4Mesh& mesh);
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@@ -102,12 +102,16 @@ public: // With description
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fTransform(transform),
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fDrawn(drawn) {}
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G4VPhysicalVolume* GetPhysicalVolume() const {return fpPV;}
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G4int GetCopyNo() const {return fCopyNo;}
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G4int GetNonCulledDepth() const {return fNonCulledDepth;}
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const G4Transform3D& GetTransform() const {return fTransform;}
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G4bool GetDrawn() const {return fDrawn;}
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void SetDrawn(G4bool drawn) {fDrawn = drawn;}
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G4bool operator< (const G4PhysicalVolumeNodeID& right) const;
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G4int GetCopyNo() const {return fCopyNo;}
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G4int GetNonCulledDepth() const {return fNonCulledDepth;}
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const G4Transform3D& GetTransform() const {return fTransform;}
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G4bool GetDrawn() const {return fDrawn;}
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void SetPhysicalVolume(G4VPhysicalVolume* v) {fpPV = v;}
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void SetCopyNo (G4int n) {fCopyNo = n;}
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void SetNonCulledDepth(G4int d) {fNonCulledDepth = d;}
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void SetTransform (const G4Transform3D& t) {fTransform = t;}
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void SetDrawn (G4bool b) {fDrawn = b;}
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G4bool operator< (const G4PhysicalVolumeNodeID& right) const;
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G4bool operator!= (const G4PhysicalVolumeNodeID& right) const;
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G4bool operator== (const G4PhysicalVolumeNodeID& right) const {
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return !operator!= (right);
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@@ -143,6 +147,7 @@ public: // With description
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G4int fCopyNo;
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G4Transform3D fTouchableGlobalTransform;
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std::vector<G4PhysicalVolumeNodeID> fTouchableBaseFullPVPath;
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std::vector<G4PhysicalVolumeNodeID> fTouchableFullPVPath;
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};
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G4PhysicalVolumeModel
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@@ -1,80 +0,0 @@
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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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//
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//
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// John Allison 10th August 1998.
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// An artificial scene to find physical volumes.
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#ifndef G4PHYSICALVOLUMESEARCHSCENE_HH
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#define G4PHYSICALVOLUMESEARCHSCENE_HH
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#include "G4PseudoScene.hh"
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#include "G4VisExtent.hh"
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#include "G4VPhysicalVolume.hh"
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#include "G4LogicalVolume.hh"
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#include "G4PhysicalVolumeModel.hh"
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class G4PhysicalVolumeSearchScene: public G4PseudoScene {
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public:
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G4PhysicalVolumeSearchScene
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(G4PhysicalVolumeModel*,
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const G4String& requiredPhysicalVolumeName,
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G4int requiredCopyNo,
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G4int verbosity = 99);
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virtual ~G4PhysicalVolumeSearchScene ();
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const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>&
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GetFoundFullPVPath() const
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{return fFoundFullPVPath;}
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G4int GetFoundDepth() const {return fFoundDepth;}
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G4VPhysicalVolume* GetFoundVolume() const {return fpFoundPV;}
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const G4Transform3D& GetFoundTransformation () const
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{return fFoundObjectTransformation;}
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private:
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void ProcessVolume(const G4VSolid&);
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const G4PhysicalVolumeModel* fpPVModel;
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G4String fRequiredPhysicalVolumeName;
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G4int fRequiredCopyNo;
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std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>
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fFoundFullPVPath; // Found full path.
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G4int fFoundDepth; // Found depth.
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G4VPhysicalVolume* fpFoundPV; // Found physical volume.
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G4Transform3D fFoundObjectTransformation; // Found transformation.
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G4int fVerbosity;
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G4bool fMultipleOccurrence;
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};
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#endif
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@@ -26,13 +26,14 @@
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//
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//
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//
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// John Allison 5th September 2018, based on G4PhysicalVolumeSearchScene
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// An artificial scene to find physical volumes. Instead of returning the
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// first occurrence (G4PhysicalVolumeSearchScene) this class (note the extra
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// 's' in the name of this class) returns a vector of all occurrences.
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// It can match a physical volume name with the required match. The latter can
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// be of the form "/regexp/", where regexp is a regular expression (see C++
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// regex), or a plain string, in which case there must be an exact match.
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// John Allison 5th September 2018
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// Originally G4PhysicalVolumeSearchScene, 10th August 1998, which only
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// found the first occurrence of a volume.
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// This class (note the extra 's' in the name) produces a vector of all
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// occurrences. It can match a physical volume name with the required
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// match. The latter can be of the form "/regexp/", where regexp is a
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// regular expression (see C++ regex), or a plain string, in which case
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// there must be an exact match.
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#ifndef G4PHYSICALVOLUMESSEARCHSCENE_HH
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#define G4PHYSICALVOLUMESSEARCHSCENE_HH
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@@ -49,9 +50,7 @@ public:
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G4PhysicalVolumesSearchScene
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(G4PhysicalVolumeModel* pSearchVolumeModel, // usually a world
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const G4String& requiredPhysicalVolumeName,
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G4int requiredCopyNo = -1, // -1 means any copy no
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// Don't continue beyond requiredContinuation once found
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G4int requiredContinuation = G4PhysicalVolumeModel::UNLIMITED);
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G4int requiredCopyNo = -1); // -1 means any copy no
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virtual ~G4PhysicalVolumesSearchScene () {}
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@@ -65,12 +64,16 @@ public:
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std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>
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foundBasePVPath =
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std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>(),
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std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>
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foundFullPVPath =
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std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>(),
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G4Transform3D foundObjectTransformation = G4Transform3D())
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: fpSearchPV(pSearchPV)
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, fpFoundPV(pFoundPV)
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, fFoundPVCopyNo(foundPVCopyNo)
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, fFoundDepth(foundDepth)
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, fFoundBasePVPath(foundBasePVPath)
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, fFoundFullPVPath(foundFullPVPath)
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, fFoundObjectTransformation(foundObjectTransformation) {}
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Findings(const G4PhysicalVolumeModel::TouchableProperties& tp)
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: fpSearchPV(nullptr)
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@@ -78,6 +81,7 @@ public:
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, fFoundPVCopyNo(tp.fCopyNo)
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, fFoundDepth(0)
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, fFoundBasePVPath(tp.fTouchableBaseFullPVPath)
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, fFoundFullPVPath(tp.fTouchableFullPVPath)
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, fFoundObjectTransformation(tp.fTouchableGlobalTransform) {}
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G4VPhysicalVolume* fpSearchPV; // Searched physical volume.
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G4VPhysicalVolume* fpFoundPV; // Found physical volume.
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@@ -85,6 +89,8 @@ public:
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G4int fFoundDepth; // Found depth.
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std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>
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fFoundBasePVPath; // Base path (e.g., empty for world volume)
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std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>
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fFoundFullPVPath; // Full path of found volume
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G4Transform3D fFoundObjectTransformation; // Found transformation.
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};
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@@ -110,7 +116,6 @@ private:
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const G4PhysicalVolumeModel* fpSearchVolumesModel;
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Matcher fMatcher;
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G4int fRequiredCopyNo;
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G4int fRequiredContinuation;
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std::vector<Findings> fFindings;
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};
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@@ -80,7 +80,7 @@ public:
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void AddCompound (const G4VDigi&) {}
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void AddCompound (const G4THitsMap<G4double>&) {}
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void AddCompound (const G4THitsMap<G4StatDouble>&) {}
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void AddCompound (const G4Mesh&) {}
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void AddCompound (const G4Mesh&); // Catches mesh if special mesh rendering set
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// Primitives
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void BeginPrimitives (const G4Transform3D&) {}
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void EndPrimitives () {}
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