594 lines
18 KiB
C++
594 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: G4SubtractionSolid.cc 104316 2017-05-24 13:04:23Z gcosmo $
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//
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// Implementation of methods for the class G4IntersectionSolid
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//
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// History:
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//
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// 14.10.98 V.Grichine: implementation of the first version
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// 19.10.98 V.Grichine: new algorithm of DistanceToIn(p,v)
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// 02.08.99 V.Grichine: bugs fixed in DistanceToOut(p,v,...)
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// while -> do-while & surfaceA limitations
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// 13.09.00 V.Grichine: bug fixed in SurfaceNormal(p), p can be inside
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// 22.07.11 T.Nikitina: add detection of Infinite Loop in DistanceToIn(p,v)
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//
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// --------------------------------------------------------------------
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#include "G4SubtractionSolid.hh"
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#include "G4SystemOfUnits.hh"
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#include "G4VoxelLimits.hh"
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#include "G4VPVParameterisation.hh"
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#include "G4GeometryTolerance.hh"
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#include "G4VGraphicsScene.hh"
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#include "G4Polyhedron.hh"
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#include "HepPolyhedronProcessor.h"
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#include <sstream>
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///////////////////////////////////////////////////////////////////
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//
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// Transfer all data members to G4BooleanSolid which is responsible
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// for them. pName will be in turn sent to G4VSolid
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G4SubtractionSolid::G4SubtractionSolid( const G4String& pName,
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G4VSolid* pSolidA ,
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G4VSolid* pSolidB )
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: G4BooleanSolid(pName,pSolidA,pSolidB)
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{
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}
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///////////////////////////////////////////////////////////////
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//
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// Constructor
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G4SubtractionSolid::G4SubtractionSolid( const G4String& pName,
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G4VSolid* pSolidA ,
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G4VSolid* pSolidB ,
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G4RotationMatrix* rotMatrix,
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const G4ThreeVector& transVector )
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: G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector)
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{
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}
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///////////////////////////////////////////////////////////////
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//
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// Constructor
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G4SubtractionSolid::G4SubtractionSolid( const G4String& pName,
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G4VSolid* pSolidA ,
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G4VSolid* pSolidB ,
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const G4Transform3D& transform )
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: G4BooleanSolid(pName,pSolidA,pSolidB,transform)
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{
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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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G4SubtractionSolid::G4SubtractionSolid( __void__& a )
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: G4BooleanSolid(a)
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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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G4SubtractionSolid::~G4SubtractionSolid()
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{
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}
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///////////////////////////////////////////////////////////////
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//
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// Copy constructor
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G4SubtractionSolid::G4SubtractionSolid(const G4SubtractionSolid& rhs)
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: G4BooleanSolid (rhs)
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{
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}
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///////////////////////////////////////////////////////////////
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//
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// Assignment operator
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G4SubtractionSolid&
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G4SubtractionSolid::operator = (const G4SubtractionSolid& rhs)
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{
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// Check assignment to self
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//
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if (this == &rhs) { return *this; }
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// Copy base class data
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//
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G4BooleanSolid::operator=(rhs);
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return *this;
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}
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//////////////////////////////////////////////////////////////////////////
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//
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// Get bounding box
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void
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G4SubtractionSolid::BoundingLimits(G4ThreeVector& pMin,
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G4ThreeVector& pMax) const
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{
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// Since it is unclear how the shape of the first solid will be changed
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// after subtraction, just return its original bounding box.
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//
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fPtrSolidA->BoundingLimits(pMin,pMax);
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// Check correctness of the bounding box
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//
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if (pMin.x() >= pMax.x() || pMin.y() >= pMax.y() || pMin.z() >= pMax.z())
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{
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std::ostringstream message;
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message << "Bad bounding box (min >= max) for solid: "
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<< GetName() << " !"
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<< "\npMin = " << pMin
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<< "\npMax = " << pMax;
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G4Exception("G4SubtractionSolid::BoundingLimits()", "GeomMgt0001",
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JustWarning, message);
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DumpInfo();
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}
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}
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//////////////////////////////////////////////////////////////////////////
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//
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// Calculate extent under transform and specified limit
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G4bool
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G4SubtractionSolid::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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// Since we cannot be sure how much the second solid subtracts
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// from the first, we must use the first solid's extent!
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return fPtrSolidA->CalculateExtent( pAxis, pVoxelLimit,
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pTransform, pMin, pMax );
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}
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/////////////////////////////////////////////////////
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//
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// Touching ? Empty subtraction ?
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EInside G4SubtractionSolid::Inside( const G4ThreeVector& p ) const
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{
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EInside positionA = fPtrSolidA->Inside(p);
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if (positionA == kOutside) return kOutside;
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EInside positionB = fPtrSolidB->Inside(p);
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if(positionA == kInside && positionB == kOutside)
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{
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return kInside ;
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}
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else
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{
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static const G4double rtol
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= 1000.0*G4GeometryTolerance::GetInstance()->GetRadialTolerance();
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if(( positionA == kInside && positionB == kSurface) ||
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( positionB == kOutside && positionA == kSurface) ||
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( positionA == kSurface && positionB == kSurface &&
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( fPtrSolidA->SurfaceNormal(p) -
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fPtrSolidB->SurfaceNormal(p) ).mag2() > rtol ) )
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{
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return kSurface;
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}
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else
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{
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return kOutside;
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}
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}
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}
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//////////////////////////////////////////////////////////////
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//
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// SurfaceNormal
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G4ThreeVector
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G4SubtractionSolid::SurfaceNormal( const G4ThreeVector& p ) const
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{
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G4ThreeVector normal;
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EInside InsideA = fPtrSolidA->Inside(p);
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EInside InsideB = fPtrSolidB->Inside(p);
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if( InsideA == kOutside )
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{
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#ifdef G4BOOLDEBUG
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G4cout << "WARNING - Invalid call [1] in "
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<< "G4SubtractionSolid::SurfaceNormal(p)" << G4endl
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<< " Point p is outside !" << G4endl;
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G4cout << " p = " << p << G4endl;
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G4cerr << "WARNING - Invalid call [1] in "
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<< "G4SubtractionSolid::SurfaceNormal(p)" << G4endl
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<< " Point p is outside !" << G4endl;
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G4cerr << " p = " << p << G4endl;
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#endif
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normal = fPtrSolidA->SurfaceNormal(p) ;
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}
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else if( InsideA == kSurface &&
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InsideB != kInside )
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{
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normal = fPtrSolidA->SurfaceNormal(p) ;
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}
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else if( InsideA == kInside &&
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InsideB != kOutside )
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{
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normal = -fPtrSolidB->SurfaceNormal(p) ;
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}
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else
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{
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if ( fPtrSolidA->DistanceToOut(p) <= fPtrSolidB->DistanceToIn(p) )
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{
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normal = fPtrSolidA->SurfaceNormal(p) ;
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}
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else
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{
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normal = -fPtrSolidB->SurfaceNormal(p) ;
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}
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#ifdef G4BOOLDEBUG
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if(Inside(p) == kInside)
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{
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G4cout << "WARNING - Invalid call [2] in "
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<< "G4SubtractionSolid::SurfaceNormal(p)" << G4endl
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<< " Point p is inside !" << G4endl;
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G4cout << " p = " << p << G4endl;
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G4cerr << "WARNING - Invalid call [2] in "
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<< "G4SubtractionSolid::SurfaceNormal(p)" << G4endl
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<< " Point p is inside !" << G4endl;
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G4cerr << " p = " << p << G4endl;
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}
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#endif
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}
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return 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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G4SubtractionSolid::DistanceToIn( const G4ThreeVector& p,
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const G4ThreeVector& v ) const
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{
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G4double dist = 0.0, dist2 = 0.0, disTmp = 0.0;
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#ifdef G4BOOLDEBUG
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if( Inside(p) == kInside )
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{
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G4cout << "WARNING - Invalid call in "
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<< "G4SubtractionSolid::DistanceToIn(p,v)" << G4endl
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<< " Point p is inside !" << G4endl;
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G4cout << " p = " << p << G4endl;
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G4cout << " v = " << v << G4endl;
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G4cerr << "WARNING - Invalid call in "
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<< "G4SubtractionSolid::DistanceToIn(p,v)" << G4endl
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<< " Point p is inside !" << G4endl;
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G4cerr << " p = " << p << G4endl;
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G4cerr << " v = " << v << G4endl;
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}
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#endif
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// if( // ( fPtrSolidA->Inside(p) != kOutside) && // case1:p in both A&B
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if ( fPtrSolidB->Inside(p) != kOutside ) // start: out of B
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{
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dist = fPtrSolidB->DistanceToOut(p,v) ; // ,calcNorm,validNorm,n) ;
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if( fPtrSolidA->Inside(p+dist*v) != kInside )
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{
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G4int count1=0;
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do // Loop checking, 13.08.2015, G.Cosmo
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{
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disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
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if(disTmp == kInfinity)
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{
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return kInfinity ;
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}
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dist += disTmp ;
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if( Inside(p+dist*v) == kOutside )
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{
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disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v) ;
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dist2 = dist+disTmp;
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if (dist == dist2) { return dist; } // no progress
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dist = dist2 ;
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count1++;
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if( count1 > 1000 ) // Infinite loop detected
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{
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G4String nameB = fPtrSolidB->GetName();
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if(fPtrSolidB->GetEntityType()=="G4DisplacedSolid")
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{
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nameB = (dynamic_cast<G4DisplacedSolid*>(fPtrSolidB))
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->GetConstituentMovedSolid()->GetName();
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}
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std::ostringstream message;
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message << "Illegal condition caused by solids: "
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<< fPtrSolidA->GetName() << " and " << nameB << G4endl;
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message.precision(16);
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message << "Looping detected in point " << p+dist*v
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<< ", from original point " << p
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<< " and direction " << v << G4endl
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<< "Computed candidate distance: " << dist << "*mm. ";
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message.precision(6);
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DumpInfo();
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G4Exception("G4SubtractionSolid::DistanceToIn(p,v)",
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"GeomSolids1001", JustWarning, message,
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"Returning candidate distance.");
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return dist;
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}
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}
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}
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while( Inside(p+dist*v) == kOutside ) ;
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}
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}
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else // p outside A, start in A
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{
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dist = fPtrSolidA->DistanceToIn(p,v) ;
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if( dist == kInfinity ) // past A, hence past A\B
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{
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return kInfinity ;
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}
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else
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{
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G4int count2=0;
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while( Inside(p+dist*v) == kOutside ) // pushing loop
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{
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disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v) ;
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dist += disTmp ;
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if( Inside(p+dist*v) == kOutside )
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{
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disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
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if(disTmp == kInfinity) // past A, hence past A\B
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{
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return kInfinity ;
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}
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dist2 = dist+disTmp;
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if (dist == dist2) { return dist; } // no progress
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dist = dist2 ;
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count2++;
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if( count2 > 1000 ) // Infinite loop detected
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{
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G4String nameB = fPtrSolidB->GetName();
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if(fPtrSolidB->GetEntityType()=="G4DisplacedSolid")
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{
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nameB = (dynamic_cast<G4DisplacedSolid*>(fPtrSolidB))
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->GetConstituentMovedSolid()->GetName();
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}
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std::ostringstream message;
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message << "Illegal condition caused by solids: "
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<< fPtrSolidA->GetName() << " and " << nameB << G4endl;
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message.precision(16);
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message << "Looping detected in point " << p+dist*v
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<< ", from original point " << p
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<< " and direction " << v << G4endl
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<< "Computed candidate distance: " << dist << "*mm. ";
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message.precision(6);
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DumpInfo();
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G4Exception("G4SubtractionSolid::DistanceToIn(p,v)",
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"GeomSolids1001", JustWarning, message,
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"Returning candidate distance.");
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return dist;
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}
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}
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} // Loop checking, 13.08.2015, G.Cosmo
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}
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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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// Approximate nearest distance from the point p to the intersection of
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// two solids. It is usually underestimated from the point of view of
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// isotropic safety
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G4double
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G4SubtractionSolid::DistanceToIn( const G4ThreeVector& p ) const
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{
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G4double dist=0.0;
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#ifdef G4BOOLDEBUG
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if( Inside(p) == kInside )
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{
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G4cout << "WARNING - Invalid call in "
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<< "G4SubtractionSolid::DistanceToIn(p)" << G4endl
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<< " Point p is inside !" << G4endl;
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G4cout << " p = " << p << G4endl;
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G4cerr << "WARNING - Invalid call in "
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<< "G4SubtractionSolid::DistanceToIn(p)" << G4endl
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<< " Point p is inside !" << G4endl;
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G4cerr << " p = " << p << G4endl;
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}
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#endif
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if( ( fPtrSolidA->Inside(p) != kOutside) && // case 1
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( fPtrSolidB->Inside(p) != kOutside) )
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{
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dist= fPtrSolidB->DistanceToOut(p) ;
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}
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else
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{
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dist= fPtrSolidA->DistanceToIn(p) ;
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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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// The same algorithm as DistanceToOut(p)
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G4double
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G4SubtractionSolid::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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#ifdef G4BOOLDEBUG
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if( Inside(p) == kOutside )
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{
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G4cout << "Position:" << G4endl << G4endl;
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G4cout << "p.x() = " << p.x()/mm << " mm" << G4endl;
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G4cout << "p.y() = " << p.y()/mm << " mm" << G4endl;
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G4cout << "p.z() = " << p.z()/mm << " mm" << G4endl << G4endl;
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G4cout << "Direction:" << G4endl << G4endl;
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G4cout << "v.x() = " << v.x() << G4endl;
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G4cout << "v.y() = " << v.y() << G4endl;
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G4cout << "v.z() = " << v.z() << G4endl << G4endl;
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G4cout << "WARNING - Invalid call in "
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<< "G4SubtractionSolid::DistanceToOut(p,v)" << G4endl
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<< " Point p is outside !" << G4endl;
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G4cout << " p = " << p << G4endl;
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G4cout << " v = " << v << G4endl;
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G4cerr << "WARNING - Invalid call in "
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<< "G4SubtractionSolid::DistanceToOut(p,v)" << G4endl
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<< " Point p is outside !" << G4endl;
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G4cerr << " p = " << p << G4endl;
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G4cerr << " v = " << v << G4endl;
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}
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#endif
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G4double distout;
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G4double distA = fPtrSolidA->DistanceToOut(p,v,calcNorm,validNorm,n) ;
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G4double distB = fPtrSolidB->DistanceToIn(p,v) ;
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if(distB < distA)
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{
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if(calcNorm)
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{
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*n = -(fPtrSolidB->SurfaceNormal(p+distB*v)) ;
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*validNorm = false ;
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}
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distout= distB ;
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}
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else
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{
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distout= distA ;
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}
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return distout;
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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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G4SubtractionSolid::DistanceToOut( const G4ThreeVector& p ) const
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{
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G4double dist=0.0;
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if( Inside(p) == kOutside )
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{
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#ifdef G4BOOLDEBUG
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G4cout << "WARNING - Invalid call in "
|
|
<< "G4SubtractionSolid::DistanceToOut(p)" << G4endl
|
|
<< " Point p is outside" << G4endl;
|
|
G4cout << " p = " << p << G4endl;
|
|
G4cerr << "WARNING - Invalid call in "
|
|
<< "G4SubtractionSolid::DistanceToOut(p)" << G4endl
|
|
<< " Point p is outside" << G4endl;
|
|
G4cerr << " p = " << p << G4endl;
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
dist= std::min(fPtrSolidA->DistanceToOut(p),
|
|
fPtrSolidB->DistanceToIn(p) ) ;
|
|
}
|
|
return dist;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
//
|
|
//
|
|
|
|
G4GeometryType G4SubtractionSolid::GetEntityType() const
|
|
{
|
|
return G4String("G4SubtractionSolid");
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Make a clone of the object
|
|
|
|
G4VSolid* G4SubtractionSolid::Clone() const
|
|
{
|
|
return new G4SubtractionSolid(*this);
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////
|
|
//
|
|
//
|
|
|
|
void
|
|
G4SubtractionSolid::ComputeDimensions( G4VPVParameterisation*,
|
|
const G4int,
|
|
const G4VPhysicalVolume* )
|
|
{
|
|
}
|
|
|
|
/////////////////////////////////////////////////
|
|
//
|
|
//
|
|
|
|
void
|
|
G4SubtractionSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const
|
|
{
|
|
scene.AddSolid (*this);
|
|
}
|
|
|
|
////////////////////////////////////////////////////
|
|
//
|
|
//
|
|
|
|
G4Polyhedron*
|
|
G4SubtractionSolid::CreatePolyhedron () const
|
|
{
|
|
HepPolyhedronProcessor processor;
|
|
// Stack components and components of components recursively
|
|
// See G4BooleanSolid::StackPolyhedron
|
|
G4Polyhedron* top = StackPolyhedron(processor, this);
|
|
G4Polyhedron* result = new G4Polyhedron(*top);
|
|
if (processor.execute(*result)) { return result; }
|
|
else { return 0; }
|
|
}
|