368 lines
8.7 KiB
C++
368 lines
8.7 KiB
C++
//
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// ********************************************************************
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// * DISCLAIMER *
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// * *
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// * The following disclaimer summarizes all the specific disclaimers *
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// * of contributors to this software. The specific disclaimers,which *
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// * govern, are listed with their locations in: *
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// * http://cern.ch/geant4/license *
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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. *
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// * *
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// * This code implementation is the intellectual property of the *
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// * GEANT4 collaboration. *
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// * By copying, distributing or modifying the Program (or any work *
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// * based on the Program) you indicate your acceptance of this *
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// * statement, and all its terms. *
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// ********************************************************************
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//
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// the GEANT4 collaboration.
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//
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// By copying, distributing or modifying the Program (or any work
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// based on the Program) you indicate your acceptance of this statement,
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// and all its terms.
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//
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// $Id: G4VCSGfaceted.cc,v 1.6.4.1 2001/06/28 19:09:26 gunter Exp $
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// GEANT4 tag $Name: $
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//
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//
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// --------------------------------------------------------------------
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// GEANT 4 class source file
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//
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//
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// G4VCSGfaceted.cc
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//
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// Implementation of the virtual class of a CSG type shape that is built
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// entirely out of G4VCSGface faces.
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//
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// --------------------------------------------------------------------
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#include "G4VCSGfaceted.hh"
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#include "G4VCSGface.hh"
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#include "G4SolidExtentList.hh"
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#include "G4VoxelLimits.hh"
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#include "G4AffineTransform.hh"
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#include "G4Polyhedron.hh"
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#include "G4VGraphicsScene.hh"
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#include "G4NURBS.hh"
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#include "G4NURBSbox.hh"
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#include "G4VisExtent.hh"
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//
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// Destructor
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//
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G4VCSGfaceted::~G4VCSGfaceted()
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{
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DeleteStuff();
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}
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//
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// Copy constructor
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//
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G4VCSGfaceted::G4VCSGfaceted( const G4VCSGfaceted &source ) : G4VSolid( source )
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{
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CopyStuff( source );
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}
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//
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// Assignment operator
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//
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const G4VCSGfaceted &G4VCSGfaceted::operator=( const G4VCSGfaceted &source )
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{
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if (&source == this) return *this;
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DeleteStuff();
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CopyStuff( source );
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return *this;
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}
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//
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// CopyStuff (protected)
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//
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// Copy the contents of source
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//
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void G4VCSGfaceted::CopyStuff( const G4VCSGfaceted &source )
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{
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numFace = source.numFace;
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if (numFace == 0) return; // odd, but permissable?
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faces = new G4VCSGface*[numFace];
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G4VCSGface **face = faces,
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**sourceFace = source.faces;
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do {
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*face = (*sourceFace)->Clone();
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} while( ++sourceFace, ++face < faces+numFace );
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}
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//
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// DeleteStuff (protected)
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//
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// Delete all allocated objects
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//
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void G4VCSGfaceted::DeleteStuff()
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{
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if (numFace) {
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G4VCSGface **face = faces;
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do {
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delete *face;
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} while( ++face < faces + numFace );
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delete [] faces;
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}
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}
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//
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// CalculateExtent
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//
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G4bool G4VCSGfaceted::CalculateExtent( const EAxis axis,
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const G4VoxelLimits &voxelLimit,
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const G4AffineTransform &transform,
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G4double &min, G4double &max ) const
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{
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G4SolidExtentList extentList( axis, voxelLimit );
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//
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// Loop over all faces, checking min/max extent as we go.
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//
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G4VCSGface **face = faces;
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do {
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(*face)->CalculateExtent( axis, voxelLimit, transform, extentList );
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} while( ++face < faces + numFace );
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//
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// Return min/max value
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//
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return extentList.GetExtent( min, max );
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}
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//
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// Inside
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//
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// It could be a good idea to override this virtual
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// member to add first a simple test (such as spherical
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// test or whatnot) and to call this version only if
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// the simplier test fails.
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//
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EInside G4VCSGfaceted::Inside( const G4ThreeVector &p ) const
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{
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EInside answer=kOutside;
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G4VCSGface **face = faces;
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G4double best = kInfinity;
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do {
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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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best = distance;
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answer = result;
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}
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} while( ++face < faces + numFace );
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return answer;
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}
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//
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// SurfaceNormal
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//
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G4ThreeVector G4VCSGfaceted::SurfaceNormal( const G4ThreeVector& p) const
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{
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G4ThreeVector answer;
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G4VCSGface **face = faces;
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G4double best = kInfinity;
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do {
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G4double distance;
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G4ThreeVector normal = (*face)->Normal( p, &distance );
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if (distance < best) {
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best = distance;
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answer = normal;
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}
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} while( ++face < faces + numFace );
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return answer;
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}
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//
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// DistanceToIn(p,v)
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//
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G4double G4VCSGfaceted::DistanceToIn( const G4ThreeVector &p, const G4ThreeVector &v ) const
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{
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G4double distance = kInfinity;
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G4double distFromSurface = kInfinity;
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G4VCSGface *bestFace=0;
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G4VCSGface **face = faces;
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do {
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G4double faceDistance,
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faceDistFromSurface;
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G4ThreeVector faceNormal;
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G4bool faceAllBehind;
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if ((*face)->Intersect( p, v, false, kCarTolerance/2,
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faceDistance, faceDistFromSurface,
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faceNormal, faceAllBehind ) ) {
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//
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// Intersecting face
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//
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if (faceDistance < distance) {
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distance = faceDistance;
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distFromSurface = faceDistFromSurface;
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bestFace = *face;
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if (distFromSurface <= 0) return 0;
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}
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}
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} while( ++face < faces + numFace );
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if (distance < kInfinity && distFromSurface<kCarTolerance/2) {
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if (bestFace->Distance(p,false) < kCarTolerance/2) distance = 0;
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}
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return distance;
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}
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//
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// DistanceToIn(p)
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//
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G4double G4VCSGfaceted::DistanceToIn( const G4ThreeVector &p ) const
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{
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return DistanceTo( p, false );
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}
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//
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// DistanceToOut(p,v)
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//
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G4double G4VCSGfaceted::DistanceToOut( const G4ThreeVector &p, const G4ThreeVector &v,
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const G4bool calcNorm,
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G4bool *validNorm, G4ThreeVector *n ) const
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{
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G4bool allBehind = true;
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G4double distance = kInfinity;
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G4double distFromSurface = kInfinity;
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G4ThreeVector normal;
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G4VCSGface *bestFace=0;
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G4VCSGface **face = faces;
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do {
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G4double faceDistance,
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faceDistFromSurface;
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G4ThreeVector faceNormal;
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G4bool faceAllBehind;
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if ((*face)->Intersect( p, v, true, kCarTolerance/2,
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faceDistance, faceDistFromSurface,
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faceNormal, faceAllBehind ) ) {
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//
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// Intersecting face
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//
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if ( (distance < kInfinity) || (!faceAllBehind) ) allBehind = false;
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if (faceDistance < distance) {
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distance = faceDistance;
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distFromSurface = faceDistFromSurface;
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normal = faceNormal;
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bestFace = *face;
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if (distFromSurface <= 0) break;
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}
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}
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} while( ++face < faces + numFace );
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if (distance < kInfinity) {
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if (distFromSurface <= 0)
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distance = 0;
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else if (distFromSurface<kCarTolerance/2) {
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if (bestFace->Distance(p,true) < kCarTolerance/2) distance = 0;
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}
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if (calcNorm) {
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*validNorm = allBehind;
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*n = normal;
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}
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}
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else {
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if (calcNorm) *validNorm = false;
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}
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return distance;
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}
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//
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// DistanceToOut(p)
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//
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G4double G4VCSGfaceted::DistanceToOut( const G4ThreeVector &p ) const
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{
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return DistanceTo( p, true );
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}
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//
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// DistanceTo
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//
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// Protected routine called by DistanceToIn and DistanceToOut
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//
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G4double G4VCSGfaceted::DistanceTo( const G4ThreeVector &p, const G4bool outgoing ) const
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{
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G4VCSGface **face = faces;
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G4double best = kInfinity;
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do {
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G4double distance = (*face)->Distance( p, outgoing );
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if (distance < best) best = distance;
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} while( ++face < faces + numFace );
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return (best < 0.5*kCarTolerance) ? 0 : best;
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}
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//
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// DescribeYourselfTo
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//
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void G4VCSGfaceted::DescribeYourselfTo( G4VGraphicsScene& scene ) const
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{
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scene.AddThis( *this );
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}
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//
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// GetExtent
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//
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// Define the sides of the box into which our solid instance would fit.
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//
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G4VisExtent G4VCSGfaceted::GetExtent() const
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{
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static const G4ThreeVector xMax(1,0,0), xMin(-1,0,0),
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yMax(0,1,0), yMin(0,-1,0),
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zMax(0,0,1), zMin(0,0,-1);
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static const G4ThreeVector *axes[6] = { &xMin, &xMax, &yMin, &yMax, &zMin, &zMax };
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G4double answers[6] = {-kInfinity, -kInfinity, -kInfinity, -kInfinity, -kInfinity, -kInfinity};
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G4VCSGface **face = faces;
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do {
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const G4ThreeVector **axis = axes+5 ;
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G4double *answer = answers+5;
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do {
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G4double testFace = (*face)->Extent( **axis );
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if (testFace > *answer) *answer = testFace;
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}
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while( --axis, --answer >= answers );
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} while( ++face < faces + numFace );
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return G4VisExtent( -answers[0], answers[1],
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-answers[2], answers[3],
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-answers[4], answers[5] );
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}
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