271 lines
9.0 KiB
C++
271 lines
9.0 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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// $Id:$
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//
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// --------------------------------------------------------------------
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// GEANT 4 class header file
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//
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// G4Voxelizer
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//
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// Class description:
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//
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// Voxelizer for tessellated surfaces and solids positioning in 3D space,
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// used in G4TessellatedSolid and G4MultiUnion.
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// History:
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// 19.10.12 Marek Gayer, created
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// --------------------------------------------------------------------
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#ifndef G4Voxelizer_HH
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#define G4Voxelizer_HH
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#include <vector>
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#include <string>
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#include <map>
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#include "G4Transform3D.hh"
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#include "G4RotationMatrix.hh"
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#include "G4SurfBits.hh"
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#include "G4Box.hh"
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#include "G4VFacet.hh"
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#include "G4VSolid.hh"
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struct G4VoxelBox
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{
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G4ThreeVector hlen; // half length of the box
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G4ThreeVector pos; // position of the box
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};
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struct G4VoxelInfo
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{
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G4int count;
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G4int previous;
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G4int next;
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};
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class G4Voxelizer
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{
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public:
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template <typename T>
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static inline G4int BinarySearch(const std::vector<T> &vec, T value);
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void Voxelize(std::vector<G4VSolid *> &solids,
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std::vector<G4Transform3D>& transforms);
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void Voxelize(std::vector<G4VFacet *> &facets);
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void DisplayVoxelLimits() const;
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void DisplayBoundaries();
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void DisplayListNodes() const;
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G4Voxelizer();
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~G4Voxelizer();
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void GetCandidatesVoxel(std::vector<G4int> &voxels);
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// Method displaying the nodes located in a voxel characterized
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// by its three indexes.
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G4int GetCandidatesVoxelArray(const G4ThreeVector &point,
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std::vector<G4int> &list,
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G4SurfBits *crossed=0) const;
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// Method returning in a vector container the nodes located in a voxel
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// characterized by its three indexes.
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G4int GetCandidatesVoxelArray(const std::vector<G4int> &voxels,
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const G4SurfBits bitmasks[],
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std::vector<G4int> &list,
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G4SurfBits *crossed=0) const;
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G4int GetCandidatesVoxelArray(const std::vector<G4int> &voxels,
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std::vector<G4int> &list,
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G4SurfBits *crossed=0)const;
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inline const std::vector<G4VoxelBox> &GetBoxes() const;
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// Method returning the pointer to the array containing the
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// characteristics of each box.
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inline const std::vector<G4double> &GetBoundary(G4int index) const;
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G4bool UpdateCurrentVoxel(const G4ThreeVector &point,
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const G4ThreeVector &direction,
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std::vector<G4int> &curVoxel) const;
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inline void GetVoxel(std::vector<G4int> &curVoxel,
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const G4ThreeVector &point) const;
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inline G4int GetBitsPerSlice () const;
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G4bool Contains(const G4ThreeVector &point) const;
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G4double DistanceToNext(const G4ThreeVector &point,
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const G4ThreeVector &direction,
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std::vector<G4int> &curVoxel) const;
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G4double DistanceToFirst(const G4ThreeVector &point,
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const G4ThreeVector &direction) const;
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G4double DistanceToBoundingBox(const G4ThreeVector &point) const;
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inline G4int GetVoxelsIndex(G4int x, G4int y, G4int z) const;
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inline G4int GetVoxelsIndex(const std::vector<G4int> &voxels) const;
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inline G4bool GetPointVoxel(const G4ThreeVector& p,
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std::vector<G4int>& voxels) const;
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inline G4int GetPointIndex(const G4ThreeVector &p) const;
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inline const G4SurfBits &Empty() const;
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inline G4bool IsEmpty(G4int index) const;
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void SetMaxVoxels(G4int max);
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void SetMaxVoxels(const G4ThreeVector &reductionRatio);
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inline G4int GetMaxVoxels(G4ThreeVector &ratioOfReduction);
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G4int AllocatedMemory();
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inline long long GetCountOfVoxels() const;
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inline long long CountVoxels(std::vector<G4double> boundaries[]) const;
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inline const std::vector<G4int> &
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GetCandidates(std::vector<G4int> &curVoxel) const;
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inline G4int GetVoxelBoxesSize() const;
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inline const G4VoxelBox &GetVoxelBox(G4int i) const;
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inline const std::vector<G4int> &GetVoxelBoxCandidates(G4int i) const;
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inline G4int GetTotalCandidates() const;
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static G4double MinDistanceToBox (const G4ThreeVector &aPoint,
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const G4ThreeVector &f);
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static void SetDefaultVoxelsCount(G4int count);
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static G4int GetDefaultVoxelsCount();
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private:
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class G4VoxelComparator
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{
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public:
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std::vector<G4VoxelInfo> &fVoxels;
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G4VoxelComparator(std::vector<G4VoxelInfo> &voxels) : fVoxels(voxels) {}
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G4bool operator()(const G4int& l, const G4int& r) const
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{
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G4VoxelInfo &lv = fVoxels[l], &rv = fVoxels[r];
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G4int left = lv.count + fVoxels[lv.next].count;
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G4int right = rv.count + fVoxels[rv.next].count;
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return (left == right) ? l < r : left < right;
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}
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};
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private:
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void BuildEmpty ();
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G4String GetCandidatesAsString(const G4SurfBits &bits) const;
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void CreateSortedBoundary(std::vector<G4double> &boundaryRaw, G4int axis);
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void BuildBoundaries();
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void BuildReduceVoxels(std::vector<G4double> fBoundaries[],
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G4ThreeVector reductionRatio);
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void BuildReduceVoxels2(std::vector<G4double> fBoundaries[],
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G4ThreeVector reductionRatio);
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void BuildVoxelLimits(std::vector<G4VSolid*>& solids,
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std::vector<G4Transform3D>& transforms);
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void BuildVoxelLimits(std::vector<G4VFacet *> &facets);
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void DisplayBoundaries(std::vector<G4double> &fBoundaries);
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void BuildBitmasks(std::vector<G4double> fBoundaries[],
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G4SurfBits bitmasks[], G4bool countsOnly=false);
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void BuildBoundingBox();
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void BuildBoundingBox(G4ThreeVector& amin, G4ThreeVector& amax,
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G4double tolerance = 0);
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void SetReductionRatio(G4int maxVoxels, G4ThreeVector &reductionRatio);
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void CreateMiniVoxels(std::vector<G4double> fBoundaries[],
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G4SurfBits bitmasks[]);
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static void FindComponentsFastest(unsigned int mask,
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std::vector<G4int> &list, G4int i);
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inline G4ThreeVector GetGlobalPoint(const G4Transform3D& trans,
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const G4ThreeVector& lpoint) const;
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void TransformLimits(G4ThreeVector& min, G4ThreeVector& max,
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const G4Transform3D& transformation) const;
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private:
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static G4ThreadLocal G4int fDefaultVoxelsCount;
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std::vector<G4VoxelBox> fVoxelBoxes;
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std::vector<std::vector<G4int> > fVoxelBoxesCandidates;
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mutable std::map<G4int, std::vector<G4int> > fCandidates;
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const std::vector<G4int> fNoCandidates;
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long long fCountOfVoxels;
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G4int fNPerSlice;
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std::vector<G4VoxelBox> fBoxes;
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// Array of box limits on the 3 cartesian axis
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std::vector<G4double> fBoundaries[3];
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// Sorted and if need skimmed fBoundaries along X,Y,Z axis
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std::vector<G4int> fCandidatesCounts[3];
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G4int fTotalCandidates;
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G4SurfBits fBitmasks[3];
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G4ThreeVector fBoundingBoxCenter;
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G4Box fBoundingBox;
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G4ThreeVector fBoundingBoxSize;
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G4ThreeVector fReductionRatio;
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G4int fMaxVoxels;
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G4double fTolerance;
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G4SurfBits fEmpty;
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};
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#include "G4Voxelizer.icc"
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#endif
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