Import Geant4 3.0.0 source tree

This commit is contained in:
Gabriele Cosmo
2016-06-08 15:55:53 +02:00
parent e7d7193284
commit cfcb558cfe
3050 changed files with 91703 additions and 48310 deletions
@@ -5,8 +5,8 @@
// based on the Program) you indicate your acceptance of this statement,
// and all its terms.
//
// $Id: G4PolyconeSide.cc,v 1.1 2000/04/07 11:02:07 gcosmo Exp $
// GEANT4 tag $Name: geant4-02-00 $
// $Id: G4PolyconeSide.cc,v 1.3 2000/11/20 18:18:59 gcosmo Exp $
// GEANT4 tag $Name: geant4-03-00 $
//
//
// --------------------------------------------------------------------
@@ -36,10 +36,10 @@ G4PolyconeSide::G4PolyconeSide( const G4PolyconeSideRZ *prevRZ,
const G4PolyconeSideRZ *tail,
const G4PolyconeSideRZ *head,
const G4PolyconeSideRZ *nextRZ,
const G4double thePhiStart,
const G4double theDeltaPhi,
const G4bool thePhiIsOpen,
const G4bool isAllBehind )
G4double thePhiStart,
G4double theDeltaPhi,
G4bool thePhiIsOpen,
G4bool isAllBehind )
{
//
// Record values
@@ -140,16 +140,16 @@ G4PolyconeSide::G4PolyconeSide( const G4PolyconeSide &source )
//
// Assignment operator
//
G4PolyconeSide *G4PolyconeSide::operator=( const G4PolyconeSide &source )
G4PolyconeSide& G4PolyconeSide::operator=( const G4PolyconeSide &source )
{
if (this == &source) return this;
if (this == &source) return *this;
delete cone;
if (phiIsOpen) delete [] corners;
CopyStuff( source );
return this;
return *this;
}
@@ -200,7 +200,7 @@ void G4PolyconeSide::CopyStuff( const G4PolyconeSide &source )
// Intersect
//
G4bool G4PolyconeSide::Intersect( const G4ThreeVector &p, const G4ThreeVector &v,
const G4bool outgoing, const G4double surfTolerance,
G4bool outgoing, G4double surfTolerance,
G4double &distance, G4double &distFromSurface,
G4ThreeVector &normal, G4bool &isAllBehind )
{
@@ -312,7 +312,7 @@ G4bool G4PolyconeSide::Intersect( const G4ThreeVector &p, const G4ThreeVector &v
}
G4double G4PolyconeSide::Distance( const G4ThreeVector &p, const G4bool outgoing )
G4double G4PolyconeSide::Distance( const G4ThreeVector &p, G4bool outgoing )
{
G4double normSign = outgoing ? -1 : +1;
G4double distFrom, distOut2;
@@ -350,7 +350,7 @@ G4double G4PolyconeSide::Distance( const G4ThreeVector &p, const G4bool outgoing
//
// Inside
//
EInside G4PolyconeSide::Inside( const G4ThreeVector &p, const G4double tolerance,
EInside G4PolyconeSide::Inside( const G4ThreeVector &p, G4double tolerance,
G4double *bestDistance )
{
//
@@ -629,7 +629,6 @@ void G4PolyconeSide::CalculateExtent( const EAxis axis,
}
do {
G4double min, max;
phi += sigPhi;
if (numPhi == 1) phi = startPhi+deltaPhi; // Try to avoid roundoff
@@ -703,7 +702,6 @@ void G4PolyconeSide::CalculateExtent( const EAxis axis,
// Add two additional faces if necessary
//
if (phiIsOpen && rNorm > DBL_MIN) {
G4double min, max;
G4double cosPhi = cos(startPhi),
sinPhi = sin(startPhi);
@@ -784,7 +782,7 @@ void G4PolyconeSide::CalculateExtent( const EAxis axis,
// Notes:
// * There are two answers, depending on which hemisphere is considered.
//
G4double G4PolyconeSide::DistanceAway( const G4ThreeVector &p, const G4bool opposite,
G4double G4PolyconeSide::DistanceAway( const G4ThreeVector &p, G4bool opposite,
G4double &distOutside2, G4double *edgeRZnorm )
{
//
@@ -859,7 +857,7 @@ G4double G4PolyconeSide::DistanceAway( const G4ThreeVector &p, const G4bool oppo
//
// Decide if a point is on a cone and return normal if it is
//
G4bool G4PolyconeSide::PointOnCone( const G4ThreeVector &hit, const G4double normSign,
G4bool G4PolyconeSide::PointOnCone( const G4ThreeVector &hit, G4double normSign,
const G4ThreeVector &p, const G4ThreeVector &v,
G4ThreeVector &normal )
{
@@ -923,11 +921,11 @@ G4bool G4PolyconeSide::PointOnCone( const G4ThreeVector &hit, const G4double nor
//
// It is assumed that the lines are *not* parallel
//
void G4PolyconeSide::FindLineIntersect( const G4double x1, const G4double y1,
const G4double tx1, const G4double ty1,
const G4double x2, const G4double y2,
const G4double tx2, const G4double ty2,
G4double &x, G4double &y )
void G4PolyconeSide::FindLineIntersect( G4double x1, G4double y1,
G4double tx1, G4double ty1,
G4double x2, G4double y2,
G4double tx2, G4double ty2,
G4double &x, G4double &y )
{
//
// The solution is a simple linear equation