588 lines
18 KiB
C++
588 lines
18 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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//
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// $Id: G4ReflectedSolid.cc,v 1.8 2006/06/29 18:33:36 gunter Exp $
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//
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// GEANT4 tag $Name: geant4-08-01 $
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//
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// Implementation for G4ReflectedSolid class for boolean
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// operations between other solids
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//
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// Author: Vladimir Grichine, 23.07.01 (Vladimir.Grichine@cern.ch)
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//
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// --------------------------------------------------------------------
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#include "G4ReflectedSolid.hh"
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#include "G4Point3D.hh"
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#include "G4Normal3D.hh"
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#include "G4VoxelLimits.hh"
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#include "G4VPVParameterisation.hh"
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#include "G4VGraphicsScene.hh"
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#include "G4Polyhedron.hh"
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#include "G4NURBS.hh"
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// #include "G4NURBSbox.hh"
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/////////////////////////////////////////////////////////////////
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//
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// Constructor using HepTransform3D, in fact HepReflect3D
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G4ReflectedSolid::G4ReflectedSolid( const G4String& pName,
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G4VSolid* pSolid ,
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const G4Transform3D& transform )
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: G4VSolid(pName), fpPolyhedron(0)
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{
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fPtrSolid = pSolid ;
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G4RotationMatrix rotMatrix ;
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fDirectTransform =
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new G4AffineTransform(rotMatrix, transform.getTranslation()) ;
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fPtrTransform =
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new G4AffineTransform(rotMatrix, transform.getTranslation()) ;
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fPtrTransform->Invert() ;
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fDirectTransform3D = new G4Transform3D(transform) ;
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fPtrTransform3D = new G4Transform3D(transform.inverse()) ;
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}
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///////////////////////////////////////////////////////////////////
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//
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G4ReflectedSolid::~G4ReflectedSolid()
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{
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if(fPtrTransform)
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{
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delete fPtrTransform; fPtrTransform=0;
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delete fDirectTransform; fDirectTransform=0;
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}
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if(fPtrTransform3D)
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{
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delete fPtrTransform3D; fPtrTransform3D=0;
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delete fDirectTransform3D; fDirectTransform3D=0;
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}
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delete fpPolyhedron;
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}
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G4GeometryType G4ReflectedSolid::GetEntityType() const
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{
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return G4String("G4ReflectedSolid");
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}
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const G4ReflectedSolid* G4ReflectedSolid::GetReflectedSolidPtr() const
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{
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return this;
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}
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G4ReflectedSolid* G4ReflectedSolid::GetReflectedSolidPtr()
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{
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return this;
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}
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G4VSolid* G4ReflectedSolid::GetConstituentMovedSolid() const
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{
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return fPtrSolid;
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}
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/////////////////////////////////////////////////////////////////////////////
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G4AffineTransform G4ReflectedSolid::GetTransform() const
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{
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G4AffineTransform aTransform = *fPtrTransform;
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return aTransform;
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}
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void G4ReflectedSolid::SetTransform(G4AffineTransform& transform)
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{
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fPtrTransform = &transform ;
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fpPolyhedron = 0;
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}
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//////////////////////////////////////////////////////////////////////////////
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G4AffineTransform G4ReflectedSolid::GetDirectTransform() const
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{
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G4AffineTransform aTransform= *fDirectTransform;
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return aTransform;
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}
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void G4ReflectedSolid::SetDirectTransform(G4AffineTransform& transform)
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{
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fDirectTransform = &transform ;
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fpPolyhedron = 0;
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}
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/////////////////////////////////////////////////////////////////////////////
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G4Transform3D G4ReflectedSolid::GetTransform3D() const
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{
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G4Transform3D aTransform = *fPtrTransform3D;
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return aTransform;
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}
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void G4ReflectedSolid::SetTransform3D(G4Transform3D& transform)
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{
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fPtrTransform3D = &transform ;
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fpPolyhedron = 0;
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}
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//////////////////////////////////////////////////////////////////////////////
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G4Transform3D G4ReflectedSolid::GetDirectTransform3D() const
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{
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G4Transform3D aTransform= *fDirectTransform3D;
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return aTransform;
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}
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void G4ReflectedSolid::SetDirectTransform3D(G4Transform3D& transform)
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{
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fDirectTransform3D = &transform ;
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fpPolyhedron = 0;
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}
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/////////////////////////////////////////////////////////////////////////////
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G4RotationMatrix G4ReflectedSolid::GetFrameRotation() const
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{
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G4RotationMatrix InvRotation= fDirectTransform->NetRotation();
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return InvRotation;
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}
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void G4ReflectedSolid::SetFrameRotation(const G4RotationMatrix& matrix)
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{
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fDirectTransform->SetNetRotation(matrix);
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}
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/////////////////////////////////////////////////////////////////////////////
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G4ThreeVector G4ReflectedSolid::GetFrameTranslation() const
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{
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return fPtrTransform->NetTranslation();
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}
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void G4ReflectedSolid::SetFrameTranslation(const G4ThreeVector& vector)
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{
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fPtrTransform->SetNetTranslation(vector);
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}
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///////////////////////////////////////////////////////////////
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G4RotationMatrix G4ReflectedSolid::GetObjectRotation() const
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{
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G4RotationMatrix Rotation= fPtrTransform->NetRotation();
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return Rotation;
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}
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void G4ReflectedSolid::SetObjectRotation(const G4RotationMatrix& matrix)
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{
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fPtrTransform->SetNetRotation(matrix);
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}
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///////////////////////////////////////////////////////////////////////
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G4ThreeVector G4ReflectedSolid::GetObjectTranslation() const
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{
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return fDirectTransform->NetTranslation();
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}
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void G4ReflectedSolid::SetObjectTranslation(const G4ThreeVector& vector)
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{
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fDirectTransform->SetNetTranslation(vector);
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}
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///////////////////////////////////////////////////////////////
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//
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//
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G4bool
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G4ReflectedSolid::CalculateExtent( const EAxis pAxis,
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const G4VoxelLimits& pVoxelLimit,
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const G4AffineTransform& pTransform,
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G4double& pMin,
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G4double& pMax ) const
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{
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G4VoxelLimits unLimit;
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G4AffineTransform unTransform;
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G4double x1 = -kInfinity, x2 = kInfinity,
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y1 = -kInfinity, y2 = kInfinity,
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z1 = -kInfinity, z2 = kInfinity;
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G4bool existsAfterClip = false ;
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existsAfterClip =
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fPtrSolid->CalculateExtent(kXAxis,unLimit,unTransform,x1,x2);
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existsAfterClip =
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fPtrSolid->CalculateExtent(kYAxis,unLimit,unTransform,y1,y2);
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existsAfterClip =
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fPtrSolid->CalculateExtent(kZAxis,unLimit,unTransform,z1,z2);
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existsAfterClip = false;
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pMin = +kInfinity ;
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pMax = -kInfinity ;
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G4Transform3D pTransform3D = G4Transform3D(pTransform.NetRotation().inverse(),
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pTransform.NetTranslation());
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G4Transform3D transform3D = pTransform3D*(*fDirectTransform3D);
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G4Point3D tmpPoint;
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// Calculate rotated vertex coordinates
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G4ThreeVectorList* vertices = new G4ThreeVectorList();
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vertices->reserve(8);
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if (vertices)
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{
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G4ThreeVector vertex0(x1,y1,z1) ;
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tmpPoint = transform3D*G4Point3D(vertex0);
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vertex0 = G4ThreeVector(tmpPoint.x(),tmpPoint.y(),tmpPoint.z());
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vertices->push_back(vertex0);
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G4ThreeVector vertex1(x2,y1,z1) ;
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tmpPoint = transform3D*G4Point3D(vertex1);
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vertex1 = G4ThreeVector(tmpPoint.x(),tmpPoint.y(),tmpPoint.z());
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vertices->push_back(vertex1);
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G4ThreeVector vertex2(x2,y2,z1) ;
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tmpPoint = transform3D*G4Point3D(vertex2);
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vertex2 = G4ThreeVector(tmpPoint.x(),tmpPoint.y(),tmpPoint.z());
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vertices->push_back(vertex2);
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G4ThreeVector vertex3(x1,y2,z1) ;
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tmpPoint = transform3D*G4Point3D(vertex3);
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vertex3 = G4ThreeVector(tmpPoint.x(),tmpPoint.y(),tmpPoint.z());
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vertices->push_back(vertex3);
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G4ThreeVector vertex4(x1,y1,z2) ;
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tmpPoint = transform3D*G4Point3D(vertex4);
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vertex4 = G4ThreeVector(tmpPoint.x(),tmpPoint.y(),tmpPoint.z());
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vertices->push_back(vertex4);
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G4ThreeVector vertex5(x2,y1,z2) ;
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tmpPoint = transform3D*G4Point3D(vertex5);
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vertex5 = G4ThreeVector(tmpPoint.x(),tmpPoint.y(),tmpPoint.z());
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vertices->push_back(vertex5);
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G4ThreeVector vertex6(x2,y2,z2) ;
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tmpPoint = transform3D*G4Point3D(vertex6);
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vertex6 = G4ThreeVector(tmpPoint.x(),tmpPoint.y(),tmpPoint.z());
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vertices->push_back(vertex6);
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G4ThreeVector vertex7(x1,y2,z2) ;
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tmpPoint = transform3D*G4Point3D(vertex7);
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vertex7 = G4ThreeVector(tmpPoint.x(),tmpPoint.y(),tmpPoint.z());
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vertices->push_back(vertex7);
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}
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else
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{
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DumpInfo();
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G4Exception("G4ReflectedSolid::CalculateExtent()",
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"FatalError", FatalException,
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"Error in allocation of vertices. Out of memory !");
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}
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ClipCrossSection(vertices,0,pVoxelLimit,pAxis,pMin,pMax) ;
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ClipCrossSection(vertices,4,pVoxelLimit,pAxis,pMin,pMax) ;
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ClipBetweenSections(vertices,0,pVoxelLimit,pAxis,pMin,pMax) ;
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if (pVoxelLimit.IsLimited(pAxis) == false)
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{
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if ( pMin != kInfinity || pMax != -kInfinity )
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{
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existsAfterClip = true ;
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// Add 2*tolerance to avoid precision troubles
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pMin -= kCarTolerance;
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pMax += kCarTolerance;
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}
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}
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else
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{
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G4ThreeVector clipCentre(
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( pVoxelLimit.GetMinXExtent()+pVoxelLimit.GetMaxXExtent())*0.5,
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( pVoxelLimit.GetMinYExtent()+pVoxelLimit.GetMaxYExtent())*0.5,
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( pVoxelLimit.GetMinZExtent()+pVoxelLimit.GetMaxZExtent())*0.5);
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if ( pMin != kInfinity || pMax != -kInfinity )
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{
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existsAfterClip = true ;
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// Check to see if endpoints are in the solid
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clipCentre(pAxis) = pVoxelLimit.GetMinExtent(pAxis);
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if (Inside(transform3D.inverse()*G4Point3D(clipCentre)) != kOutside)
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{
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pMin = pVoxelLimit.GetMinExtent(pAxis);
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}
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else
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{
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pMin -= kCarTolerance;
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}
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clipCentre(pAxis) = pVoxelLimit.GetMaxExtent(pAxis);
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if (Inside(transform3D.inverse()*G4Point3D(clipCentre)) != kOutside)
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{
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pMax = pVoxelLimit.GetMaxExtent(pAxis);
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}
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else
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{
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pMax += kCarTolerance;
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}
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}
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// Check for case where completely enveloping clipping volume
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// If point inside then we are confident that the solid completely
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// envelopes the clipping volume. Hence set min/max extents according
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// to clipping volume extents along the specified axis.
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else if (Inside(transform3D.inverse()*G4Point3D(clipCentre)) != kOutside)
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{
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existsAfterClip = true ;
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pMin = pVoxelLimit.GetMinExtent(pAxis) ;
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pMax = pVoxelLimit.GetMaxExtent(pAxis) ;
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}
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}
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delete vertices;
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return existsAfterClip;
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}
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/////////////////////////////////////////////////////
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//
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//
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EInside G4ReflectedSolid::Inside(const G4ThreeVector& p) const
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{
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G4Point3D newPoint = (*fDirectTransform3D)*G4Point3D(p) ;
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// G4Point3D newPoint = (*fPtrTransform3D)*G4Point3D(p) ;
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return fPtrSolid->Inside(G4ThreeVector(newPoint.x(),
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newPoint.y(),
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newPoint.z())) ;
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}
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//////////////////////////////////////////////////////////////
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//
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//
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G4ThreeVector
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G4ReflectedSolid::SurfaceNormal( const G4ThreeVector& p ) const
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{
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G4Point3D newPoint = (*fDirectTransform3D)*G4Point3D(p) ;
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G4ThreeVector normal =
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fPtrSolid->SurfaceNormal(G4ThreeVector(newPoint.x(),
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newPoint.y(),
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newPoint.z() ) ) ;
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G4Point3D newN = (*fDirectTransform3D)*G4Point3D(normal) ;
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newN.unit() ;
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return G4ThreeVector(newN.x(),newN.y(),newN.z()) ;
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}
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/////////////////////////////////////////////////////////////
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//
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// The same algorithm as in DistanceToIn(p)
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G4double
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G4ReflectedSolid::DistanceToIn( const G4ThreeVector& p,
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const G4ThreeVector& v ) const
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{
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G4Point3D newPoint = (*fDirectTransform3D)*G4Point3D(p) ;
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G4Point3D newDirection = (*fDirectTransform3D)*G4Point3D(v) ;
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newDirection.unit() ;
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return fPtrSolid->DistanceToIn(
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G4ThreeVector(newPoint.x(),newPoint.y(),newPoint.z()),
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G4ThreeVector(newDirection.x(),newDirection.y(),newDirection.z())) ;
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}
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////////////////////////////////////////////////////////
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//
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// Approximate nearest distance from the point p to the intersection of
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// two solids
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G4double
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G4ReflectedSolid::DistanceToIn( const G4ThreeVector& p) const
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{
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G4Point3D newPoint = (*fDirectTransform3D)*G4Point3D(p) ;
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return fPtrSolid->DistanceToIn(
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G4ThreeVector(newPoint.x(),newPoint.y(),newPoint.z())) ;
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}
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//////////////////////////////////////////////////////////
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//
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// The same algorithm as DistanceToOut(p)
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G4double
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G4ReflectedSolid::DistanceToOut( const G4ThreeVector& p,
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const G4ThreeVector& v,
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const G4bool calcNorm,
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G4bool *validNorm,
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G4ThreeVector *n ) const
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{
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G4ThreeVector solNorm ;
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G4Point3D newPoint = (*fDirectTransform3D)*G4Point3D(p) ;
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G4Point3D newDirection = (*fDirectTransform3D)*G4Point3D(v);
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newDirection.unit() ;
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G4double dist =
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fPtrSolid->DistanceToOut(
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G4ThreeVector(newPoint.x(),newPoint.y(),newPoint.z()),
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G4ThreeVector(newDirection.x(),newDirection.y(),newDirection.z()),
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calcNorm, validNorm, &solNorm) ;
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if(calcNorm)
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{
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G4Point3D newN = (*fDirectTransform3D)*G4Point3D(solNorm);
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newN.unit() ;
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*n = G4ThreeVector(newN.x(),newN.y(),newN.z());
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}
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return dist ;
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}
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//////////////////////////////////////////////////////////////
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//
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// Inverted algorithm of DistanceToIn(p)
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G4double
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G4ReflectedSolid::DistanceToOut( const G4ThreeVector& p ) const
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{
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G4Point3D newPoint = (*fDirectTransform3D)*G4Point3D(p);
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return fPtrSolid->DistanceToOut(
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G4ThreeVector(newPoint.x(),newPoint.y(),newPoint.z()));
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}
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//////////////////////////////////////////////////////////////
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//
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//
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void
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G4ReflectedSolid::ComputeDimensions( G4VPVParameterisation*,
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const G4int,
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const G4VPhysicalVolume* )
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{
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DumpInfo();
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G4Exception("G4BooleanSolid::ComputeDimensions()",
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"NotApplicable", FatalException,
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"Method not applicable in this context!");
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}
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//////////////////////////////////////////////////////////////
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//
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// Return a point (G4ThreeVector) randomly and uniformly selected
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// on the solid surface
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G4ThreeVector G4ReflectedSolid::GetPointOnSurface() const
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{
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G4ThreeVector p = fPtrSolid->GetPointOnSurface();
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G4Point3D newPoint = (*fDirectTransform3D)*G4Point3D(p);
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return G4ThreeVector(newPoint.x(),newPoint.y(),newPoint.z());
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}
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//////////////////////////////////////////////////////////////////////////
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//
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// Stream object contents to an output stream
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std::ostream& G4ReflectedSolid::StreamInfo(std::ostream& os) const
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{
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os << "-----------------------------------------------------------\n"
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<< " *** Dump for Reflected solid - " << GetName() << " ***\n"
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<< " ===================================================\n"
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<< " Solid type: " << GetEntityType() << "\n"
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<< " Parameters of constituent solid: \n"
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<< "===========================================================\n";
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fPtrSolid->StreamInfo(os);
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os << "===========================================================\n"
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<< " Transformations: \n"
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<< " Direct transformation - translation : \n"
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<< " " << fDirectTransform->NetTranslation() << "\n"
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<< " - rotation : \n"
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<< " ";
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fDirectTransform->NetRotation().print(os);
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os << "\n"
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<< "===========================================================\n";
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|
return os;
|
|
}
|
|
|
|
/////////////////////////////////////////////////
|
|
//
|
|
//
|
|
|
|
void
|
|
G4ReflectedSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const
|
|
{
|
|
scene.AddSolid (*this);
|
|
}
|
|
|
|
////////////////////////////////////////////////////
|
|
//
|
|
//
|
|
|
|
G4Polyhedron*
|
|
G4ReflectedSolid::CreatePolyhedron () const
|
|
{
|
|
G4Polyhedron* polyhedron = fPtrSolid->CreatePolyhedron();
|
|
polyhedron->Transform(*fDirectTransform3D);
|
|
|
|
return polyhedron;
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////
|
|
//
|
|
//
|
|
|
|
G4NURBS*
|
|
G4ReflectedSolid::CreateNURBS () const
|
|
{
|
|
// Take into account local transformation - see CreatePolyhedron.
|
|
// return fPtrSolid->CreateNURBS() ;
|
|
return 0;
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////
|
|
//
|
|
//
|
|
|
|
G4Polyhedron*
|
|
G4ReflectedSolid::GetPolyhedron () const
|
|
{
|
|
if (!fpPolyhedron ||
|
|
fpPolyhedron->GetNumberOfRotationStepsAtTimeOfCreation() !=
|
|
fpPolyhedron->GetNumberOfRotationSteps())
|
|
{
|
|
delete fpPolyhedron;
|
|
fpPolyhedron = CreatePolyhedron ();
|
|
}
|
|
return fpPolyhedron;
|
|
}
|