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geant4/source/geometry/solids/Boolean/include/G4MultiUnion.icc
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//
// Class G4MultiUnion inline implementation.
// Author: Marek Gayer (CERN), 19.10.2012 - Original implementation from USolids
// Gabriele Cosmo (CERN) 06.04.2017 - Adapted implementation in Geant4
// for VecGeom migration
// --------------------------------------------------------------------
inline G4Voxelizer& G4MultiUnion::GetVoxels() const
{
return (G4Voxelizer&)fVoxels;
}
inline const G4Transform3D& G4MultiUnion::GetTransformation(G4int index) const
{
return fTransformObjs[index];
}
inline G4VSolid* G4MultiUnion::GetSolid(G4int index) const
{
return fSolids[index];
}
inline G4int G4MultiUnion::GetNumberOfSolids() const
{
return G4int(fSolids.size());
}
inline void G4MultiUnion::SetAccurateSafety(G4bool flag)
{
fAccurate = flag;
}
inline
G4ThreeVector G4MultiUnion::GetLocalPoint(const G4Transform3D& trans,
const G4ThreeVector& global) const
{
// Returns local point coordinates converted from the global frame defined
// by the transformation. This is defined by multiplying the inverse
// transformation with the global vector.
G4double px = global.x() - trans.dx();
G4double py = global.y() - trans.dy();
G4double pz = global.z() - trans.dz();
G4double x = trans.xx()*px + trans.yx()*py + trans.zx()*pz;
G4double y = trans.xy()*px + trans.yy()*py + trans.zy()*pz;
G4double z = trans.xz()*px + trans.yz()*py + trans.zz()*pz;
return { x, y, z };
}
inline
G4ThreeVector G4MultiUnion::GetLocalVector(const G4Transform3D& trans,
const G4ThreeVector& global) const
{
// Returns local point coordinates converted from the global frame defined
// by the transformation. This is defined by multiplying the inverse
// transformation with the global vector.
G4double vx = global.x();
G4double vy = global.y();
G4double vz = global.z();
G4double x = trans.xx()*vx + trans.yx()*vy + trans.zx()*vz;
G4double y = trans.xy()*vx + trans.yy()*vy + trans.zy()*vz;
G4double z = trans.xz()*vx + trans.yz()*vy + trans.zz()*vz;
return { x, y, z };
}
inline
G4ThreeVector G4MultiUnion::GetGlobalPoint(const G4Transform3D& trans,
const G4ThreeVector& local) const
{
// Returns global point coordinates converted from the local frame defined
// by the transformation. This is defined by multiplying this transformation
// with the local vector.
G4double px = local.x();
G4double py = local.y();
G4double pz = local.z();
G4double x = trans.xx()*px + trans.xy()*py + trans.xz()*pz + trans.dx();
G4double y = trans.yx()*px + trans.yy()*py + trans.yz()*pz + trans.dy();
G4double z = trans.zx()*px + trans.zy()*py + trans.zz()*pz + trans.dz();
return { x, y, z };
}
inline
G4ThreeVector G4MultiUnion::GetGlobalVector(const G4Transform3D& trans,
const G4ThreeVector& local) const
{
// Returns vector components converted from the local frame defined by the
// transformation to the global one. This is defined by multiplying this
// transformation with the local vector while ignoring the translation.
G4double vx = local.x();
G4double vy = local.y();
G4double vz = local.z();
G4double x = trans.xx()*vx + trans.xy()*vy + trans.xz()*vz;
G4double y = trans.yx()*vx + trans.yy()*vy + trans.yz()*vz;
G4double z = trans.zx()*vx + trans.zy()*vy + trans.zz()*vz;
return { x, y, z };
}