250 lines
9.7 KiB
C++
250 lines
9.7 KiB
C++
//
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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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// G4VCSGface
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//
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// Class description:
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//
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// Definition of the virtual base class G4VCSGface, one side (or face)
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// of a CSG-like solid. It should be possible to build a CSG entirely
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// out of connecting CSG faces.
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//
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// Each face has an inside and outside surface, the former represents
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// the inside of the volume, the latter, the outside.
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//
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// -------------------------------------------------------------------
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//
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// Implementation notes:
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// * distance.
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// The meaning of distance includes the boundaries of the face.
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// For example, for a rectangular, planer face:
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//
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// A | B | C
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// | |
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// -------+--------------+-----
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// D | I | E
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// | |
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// -------+--------------+-----
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// F | G | H
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// | |
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//
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// A, C, F, and H: closest distance is the distance to
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// the adjacent corner.
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//
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// B, D, E, and G: closest distance is the distance to
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// the adjacent line.
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//
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// I: normal distance to plane
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//
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// For non-planer faces, one can use the normal to decide when
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// a point falls off the edge and then act accordingly.
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//
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//
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// Usage:
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//
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// A CSG shape can be defined by putting together any number of generic
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// faces, as long as the faces cover the entire surface of the shape
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// without overlapping.
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//
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// G4VSolid::CalculateExtent
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//
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// Define unit vectors along the specified transform axis.
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// Use the inverse of the specified coordinate transformation to rotate
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// these unit vectors. Loop over each face, call face->Extent, and save
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// the maximum value.
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//
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// G4VSolid::Inside
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//
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// To decide if a point is inside, outside, or on the surface of the shape,
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// loop through all faces, and find the answer from face->Inside which gives
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// a value of "bestDistance" smaller than any other. While looping, if any
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// face->Inside returns kSurface, this value can be returned immediately.
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//
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// EInside answer;
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// G4VCSGface *face = faces;
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// G4double best = kInfinity;
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// do
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// {
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// G4double distance;
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// EInside result = (*face)->Inside( p, kCarTolerance/2, distance );
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// if (result == kSurface) return kSurface;
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// if (distance < best)
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// {
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// best = distance;
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// answer = result;
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// }
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// } while( ++face < faces + numFaces );
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//
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// return(answer);
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//
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// G4VSolid::SurfaceNormal
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//
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// Loop over all faces, call face->Normal, and return the normal to the face
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// that is closest to the point.
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//
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// G4VSolid::DistanceToIn(p)
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//
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// Loop over all faces, invoking face->Distance with outgoing = false,
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// and save the answer that is smallest.
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//
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// G4VSolid::DistanceToIn(p,v)
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//
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// Loop over all faces, invoking face->Intersect with outgoing = false,
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// and save the answer that is smallest.
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//
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// G4VSolid::DistanceToOut(p)
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//
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// Loop over all faces, invoking face->Distance with outgoing = true,
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// and save the answer that is smallest.
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//
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// G4VSolid::DistanceToOut(p,v)
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//
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// Loop over all faces, invoking face->Intersect with outgoing = true,
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// and save the answer that is smallest. If there is more than one answer,
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// or if allBehind is false for the one answer, return validNorm as false.
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// Author: David C. Williams (UCSC), 1998 - Created
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// --------------------------------------------------------------------
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#ifndef G4VCSGFACE_HH
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#define G4VCSGFACE_HH
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#include "G4Types.hh"
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#include "G4ThreeVector.hh"
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#include "geomdefs.hh"
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#include "G4VSolid.hh"
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class G4VoxelLimits;
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class G4AffineTransform;
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class G4SolidExtentList;
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/**
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* @brief G4VCSGface is virtual base class, representing one side (or face)
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* of a CSG-like solid. It should be possible to build a CSG entirely
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* out of connecting CSG faces. Each face has an inside and outside surface,
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* the former represents the inside of the volume, the latter, the outside.
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*/
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class G4VCSGface
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{
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public:
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/**
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* Default Constructor and Destructor.
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*/
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G4VCSGface() = default;
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virtual ~G4VCSGface() = default;
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/**
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* Determines the distance along a line to the face.
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* @param[in] p Position.
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* @param[in] v Direction (assumed to be a unit vector).
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* @param[in] outgoing Flag true, to consider only inside surfaces;
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* false, to consider only outside surfaces.
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* @param[in] surfTolerance Minimum distance from the surface.
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* @param[out] distance Distance to intersection.
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* @param[out] distFromSurface Distance from surface (along surface normal),
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* < 0 if the point is in front of the surface.
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* @param[out] normal Normal of surface at intersection point.
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* @param[out] allBehind Flag, true, if entire surface is behind normal.
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* @returns true if there is an intersection, false otherwise.
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*/
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virtual G4bool Intersect( const G4ThreeVector& p, const G4ThreeVector& v,
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G4bool outgoing, G4double surfTolerance,
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G4double& distance, G4double& distFromSurface,
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G4ThreeVector& normal, G4bool& allBehind ) = 0;
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/**
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* Determines the distance of a point from either the inside or outside
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* surfaces of the face.
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* @param[in] p Position.
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* @param[in] outgoing Flag, true, to consider only inside surfaces
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* or false, to consider only outside surfaces.
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* @returns The distance to the closest surface satisfying requirements
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* or kInfinity if no such surface exists.
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*/
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virtual G4double Distance( const G4ThreeVector& p, G4bool outgoing ) = 0;
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/**
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* Determines whether a point is inside, outside, or on the surface of
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* the face.
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* @param[in] p Position.
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* @param[in] tolerance Tolerance defining the bounds of the "kSurface",
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* nominally equal to kCarTolerance/2.
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* @param[out] bestDistance Distance to the closest surface (in or out).
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* @returns kInside if the point is closest to the inside surface;
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* kOutside if the point is closest to the outside surface;
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* kSurface if the point is withing tolerance of the surface.
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*/
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virtual EInside Inside( const G4ThreeVector& p, G4double tolerance,
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G4double* bestDistance ) = 0;
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/**
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* Returns the normal of surface closest to the point.
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* @param[in] p Position.
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* @param[out] bestDistance Distance to the closest surface (in or out).
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* @returns The normal of the surface nearest the point.
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*/
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virtual G4ThreeVector Normal( const G4ThreeVector& p,
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G4double* bestDistance ) = 0;
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/**
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* Returns the face extent along the axis.
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* @param[in] axis Unit vector defining the direction.
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* @returns The largest point along the given axis of the face's extent.
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*/
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virtual G4double Extent( const G4ThreeVector axis ) = 0;
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/**
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* Calculates the extent of the face for the voxel navigator.
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* @param[in] axis The axis in which to check the shapes 3D extent against.
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* @param[in] voxelLimit Limits along x, y, and/or z axes.
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* @param[in] tranform A coordinate transformation on which to apply to
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* the shape before testing.
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* @param[out] extentList The list of (voxel) extents along the axis.
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*/
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virtual void CalculateExtent( const EAxis axis,
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const G4VoxelLimits& voxelLimit,
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const G4AffineTransform& tranform,
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G4SolidExtentList& extentList ) = 0;
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/**
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* Method invoked by the copy constructor or the assignment operator.
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* Its purpose is to return a pointer to a duplicate copy of the face.
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*/
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virtual G4VCSGface* Clone() = 0;
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/**
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* Returning an estimation of the face surface area, in internal units.
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*/
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virtual G4double SurfaceArea() = 0;
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/**
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* Auxiliary method for GetPointOnSurface().
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*/
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virtual G4ThreeVector GetPointOnFace() = 0;
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};
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#endif
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