Import Geant4 10.5.0 source tree
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@@ -24,7 +24,6 @@
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// ********************************************************************
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//
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//
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// $Id:$
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//
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//
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// Implementation of G4UTessellatedSolid wrapper class
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@@ -131,13 +130,13 @@ G4bool G4UTessellatedSolid::AddFacet(G4VFacet* aFacet)
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if (aFacet->GetNumberOfVertices() == 3)
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{
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G4TriangularFacet* a3Facet = dynamic_cast<G4TriangularFacet*>(aFacet);
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return Base_t::AddTriangularFacet(UVector3(a3Facet->GetVertex(0).x(),
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return Base_t::AddTriangularFacet(U3Vector(a3Facet->GetVertex(0).x(),
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a3Facet->GetVertex(0).y(),
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a3Facet->GetVertex(0).z()),
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UVector3(a3Facet->GetVertex(1).x(),
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U3Vector(a3Facet->GetVertex(1).x(),
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a3Facet->GetVertex(1).y(),
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a3Facet->GetVertex(1).z()),
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UVector3(a3Facet->GetVertex(2).x(),
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U3Vector(a3Facet->GetVertex(2).x(),
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a3Facet->GetVertex(2).y(),
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a3Facet->GetVertex(2).z()),
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true);
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@@ -145,16 +144,16 @@ G4bool G4UTessellatedSolid::AddFacet(G4VFacet* aFacet)
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else if (aFacet->GetNumberOfVertices() == 4)
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{
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G4QuadrangularFacet* a4Facet = dynamic_cast<G4QuadrangularFacet*>(aFacet);
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return Base_t::AddQuadrilateralFacet(UVector3(a4Facet->GetVertex(0).x(),
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return Base_t::AddQuadrilateralFacet(U3Vector(a4Facet->GetVertex(0).x(),
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a4Facet->GetVertex(0).y(),
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a4Facet->GetVertex(0).z()),
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UVector3(a4Facet->GetVertex(1).x(),
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U3Vector(a4Facet->GetVertex(1).x(),
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a4Facet->GetVertex(1).y(),
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a4Facet->GetVertex(1).z()),
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UVector3(a4Facet->GetVertex(2).x(),
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U3Vector(a4Facet->GetVertex(2).x(),
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a4Facet->GetVertex(2).y(),
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a4Facet->GetVertex(2).z()),
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UVector3(a4Facet->GetVertex(3).x(),
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U3Vector(a4Facet->GetVertex(3).x(),
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a4Facet->GetVertex(3).y(),
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a4Facet->GetVertex(3).z()),
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true);
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@@ -187,7 +186,7 @@ void G4UTessellatedSolid::SetSolidClosed(const G4bool t)
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G4int nFacets = fTessellated.fFacets.size();
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for (G4int j = 0; j < nVertices; ++j)
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{
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UVector3 vt = fTessellated.fVertices[j];
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U3Vector vt = fTessellated.fVertices[j];
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fVertexList.push_back(G4ThreeVector(vt.x(), vt.y(), vt.z()));
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}
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for (G4int i = 0; i < nFacets; ++i)
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@@ -224,37 +223,37 @@ void G4UTessellatedSolid::SetMaxVoxels(G4int)
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G4double G4UTessellatedSolid::GetMinXExtent() const
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{
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UVector3 aMin, aMax;
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U3Vector aMin, aMax;
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Base_t::Extent(aMin, aMax);
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return aMin.x();
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}
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G4double G4UTessellatedSolid::GetMaxXExtent() const
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{
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UVector3 aMin, aMax;
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U3Vector aMin, aMax;
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Base_t::Extent(aMin, aMax);
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return aMax.x();
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}
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G4double G4UTessellatedSolid::GetMinYExtent() const
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{
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UVector3 aMin, aMax;
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U3Vector aMin, aMax;
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Base_t::Extent(aMin, aMax);
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return aMin.y();
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}
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G4double G4UTessellatedSolid::GetMaxYExtent() const
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{
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UVector3 aMin, aMax;
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U3Vector aMin, aMax;
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Base_t::Extent(aMin, aMax);
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return aMax.y();
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}
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G4double G4UTessellatedSolid::GetMinZExtent() const
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{
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UVector3 aMin, aMax;
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U3Vector aMin, aMax;
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Base_t::Extent(aMin, aMax);
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return aMin.z();
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}
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G4double G4UTessellatedSolid::GetMaxZExtent() const
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{
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UVector3 aMin, aMax;
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U3Vector aMin, aMax;
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Base_t::Extent(aMin, aMax);
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return aMax.z();
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}
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@@ -295,7 +294,7 @@ void G4UTessellatedSolid::DisplayAllocatedMemory()
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void G4UTessellatedSolid::BoundingLimits(G4ThreeVector& pMin,
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G4ThreeVector& pMax) const
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{
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UVector3 aMin, aMax;
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U3Vector aMin, aMax;
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Base_t::Extent(aMin, aMax);
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pMin = G4ThreeVector(aMin.x(), aMin.y(), aMin.z());
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pMax = G4ThreeVector(aMax.x(), aMax.y(), aMax.z());
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