434 lines
13 KiB
C++
434 lines
13 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: G4DisplacedSolid.cc,v 1.27 2006/06/29 18:43:41 gunter Exp $
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// GEANT4 tag $Name: geant4-08-02 $
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//
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// Implementation for G4DisplacedSolid class for boolean
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// operations between other solids
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//
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// History:
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//
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// 28.10.98 V.Grichine: created
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// 14.11.99 V.Grichine: modifications in CalculateExtent(...) method
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// 22.11.00 V.Grichine: new set methods for matrix/vectors
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//
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// --------------------------------------------------------------------
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#include "G4DisplacedSolid.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 for transformation like rotation of frame then translation
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// in new frame. It is similar to 1st constractor in G4PVPlacement
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G4DisplacedSolid::G4DisplacedSolid( const G4String& pName,
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G4VSolid* pSolid ,
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G4RotationMatrix* rotMatrix,
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const G4ThreeVector& transVector )
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: G4VSolid(pName), fpPolyhedron(0)
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{
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fPtrSolid = pSolid ;
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fPtrTransform = new G4AffineTransform(rotMatrix,transVector) ;
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fPtrTransform->Invert() ;
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fDirectTransform = new G4AffineTransform(rotMatrix,transVector) ;
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}
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/////////////////////////////////////////////////////////////////////////////////
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//
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// Constructor
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G4DisplacedSolid::G4DisplacedSolid( 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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fDirectTransform = new G4AffineTransform(transform.getRotation().inverse(),
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transform.getTranslation()) ;
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fPtrTransform = new G4AffineTransform(transform.getRotation().inverse(),
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transform.getTranslation()) ;
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fPtrTransform->Invert() ;
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}
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///////////////////////////////////////////////////////////////////
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//
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// Constructor for use with creation of Transient object
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// from Persistent object
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G4DisplacedSolid::G4DisplacedSolid( const G4String& pName,
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G4VSolid* pSolid ,
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const G4AffineTransform directTransform )
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: G4VSolid(pName), fpPolyhedron(0)
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{
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fPtrSolid = pSolid ;
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fDirectTransform = new G4AffineTransform( directTransform );
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fPtrTransform = new G4AffineTransform( directTransform.Inverse() ) ;
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}
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///////////////////////////////////////////////////////////////////
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//
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// Fake default constructor - sets only member data and allocates memory
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// for usage restricted to object persistency.
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G4DisplacedSolid::G4DisplacedSolid( __void__& a )
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: G4VSolid(a), fPtrSolid(0), fPtrTransform(0),
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fDirectTransform(0), fpPolyhedron(0)
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{
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}
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///////////////////////////////////////////////////////////////////
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//
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// Destructor
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G4DisplacedSolid::~G4DisplacedSolid()
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{
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CleanTransformations();
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delete fpPolyhedron;
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}
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G4GeometryType G4DisplacedSolid::GetEntityType() const
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{
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return G4String("G4DisplacedSolid");
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}
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void G4DisplacedSolid::CleanTransformations()
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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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}
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const G4DisplacedSolid* G4DisplacedSolid::GetDisplacedSolidPtr() const
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{
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return this;
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}
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G4DisplacedSolid* G4DisplacedSolid::GetDisplacedSolidPtr()
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{
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return this;
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}
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G4VSolid* G4DisplacedSolid::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 G4DisplacedSolid::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 G4DisplacedSolid::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 G4DisplacedSolid::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 G4DisplacedSolid::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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G4RotationMatrix G4DisplacedSolid::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 G4DisplacedSolid::SetFrameRotation(const G4RotationMatrix& matrix)
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{
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fDirectTransform->SetNetRotation(matrix);
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fpPolyhedron = 0;
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}
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/////////////////////////////////////////////////////////////////////////////
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G4ThreeVector G4DisplacedSolid::GetFrameTranslation() const
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{
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return fPtrTransform->NetTranslation();
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}
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void G4DisplacedSolid::SetFrameTranslation(const G4ThreeVector& vector)
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{
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fPtrTransform->SetNetTranslation(vector);
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fpPolyhedron = 0;
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}
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///////////////////////////////////////////////////////////////
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G4RotationMatrix G4DisplacedSolid::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 G4DisplacedSolid::SetObjectRotation(const G4RotationMatrix& matrix)
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{
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fPtrTransform->SetNetRotation(matrix);
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fpPolyhedron = 0;
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}
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///////////////////////////////////////////////////////////////////////
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G4ThreeVector G4DisplacedSolid::GetObjectTranslation() const
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{
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return fDirectTransform->NetTranslation();
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}
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void G4DisplacedSolid::SetObjectTranslation(const G4ThreeVector& vector)
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{
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fDirectTransform->SetNetTranslation(vector);
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fpPolyhedron = 0;
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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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G4DisplacedSolid::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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G4AffineTransform sumTransform ;
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sumTransform.Product(*fDirectTransform,pTransform) ;
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return fPtrSolid->CalculateExtent(pAxis,pVoxelLimit,sumTransform,pMin,pMax) ;
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}
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/////////////////////////////////////////////////////
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//
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//
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EInside G4DisplacedSolid::Inside(const G4ThreeVector& p) const
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{
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G4ThreeVector newPoint = fPtrTransform->TransformPoint(p) ;
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return fPtrSolid->Inside(newPoint) ;
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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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G4DisplacedSolid::SurfaceNormal( const G4ThreeVector& p ) const
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{
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G4ThreeVector newPoint = fPtrTransform->TransformPoint(p) ;
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G4ThreeVector normal = fPtrSolid->SurfaceNormal(newPoint) ;
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return fDirectTransform->TransformAxis(normal) ;
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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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G4DisplacedSolid::DistanceToIn( const G4ThreeVector& p,
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const G4ThreeVector& v ) const
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{
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G4ThreeVector newPoint = fPtrTransform->TransformPoint(p) ;
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G4ThreeVector newDirection = fPtrTransform->TransformAxis(v) ;
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return fPtrSolid->DistanceToIn(newPoint,newDirection) ;
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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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G4DisplacedSolid::DistanceToIn( const G4ThreeVector& p ) const
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{
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G4ThreeVector newPoint = fPtrTransform->TransformPoint(p) ;
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return fPtrSolid->DistanceToIn(newPoint) ;
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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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G4DisplacedSolid::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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G4ThreeVector newPoint = fPtrTransform->TransformPoint(p) ;
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G4ThreeVector newDirection = fPtrTransform->TransformAxis(v) ;
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G4double dist = fPtrSolid->DistanceToOut(newPoint,newDirection,
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calcNorm,validNorm,&solNorm) ;
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if(calcNorm)
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{
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*n = fDirectTransform->TransformAxis(solNorm) ;
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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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G4DisplacedSolid::DistanceToOut( const G4ThreeVector& p ) const
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{
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G4ThreeVector newPoint = fPtrTransform->TransformPoint(p) ;
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return fPtrSolid->DistanceToOut(newPoint) ;
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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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G4DisplacedSolid::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("G4DisplacedSolid::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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// Returns a point (G4ThreeVector) randomly and uniformly selected
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// on the solid surface
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//
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G4ThreeVector G4DisplacedSolid::GetPointOnSurface() const
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{
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G4ThreeVector p = fPtrSolid->GetPointOnSurface();
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return fDirectTransform->TransformPoint(p);
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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& G4DisplacedSolid::StreamInfo(std::ostream& os) const
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{
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os << "-----------------------------------------------------------\n"
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<< " *** Dump for Displaced 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;
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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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G4DisplacedSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const
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{
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scene.AddSolid (*this);
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}
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//////////////////////////////////////////////////////////////////////////
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//
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//
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G4Polyhedron*
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G4DisplacedSolid::CreatePolyhedron () const
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{
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G4Polyhedron* polyhedron = fPtrSolid->CreatePolyhedron();
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polyhedron
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->Transform(G4Transform3D(GetObjectRotation(),GetObjectTranslation()));
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return polyhedron;
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}
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//////////////////////////////////////////////////////////////////////////
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//
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//
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G4NURBS*
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G4DisplacedSolid::CreateNURBS () const
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{
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// Take into account local transformation - see CreatePolyhedron.
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// return fPtrSolid->CreateNURBS() ;
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return 0;
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}
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//////////////////////////////////////////////////////////////////////////
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//
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//
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G4Polyhedron* G4DisplacedSolid::GetPolyhedron () const
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{
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if (!fpPolyhedron ||
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fpPolyhedron->GetNumberOfRotationStepsAtTimeOfCreation() !=
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fpPolyhedron->GetNumberOfRotationSteps())
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{
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delete fpPolyhedron;
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fpPolyhedron = CreatePolyhedron();
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}
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return fpPolyhedron;
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}
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