628 lines
14 KiB
C++
628 lines
14 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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// G4VCSGfaceted implementation; a virtual class of a CSG type shape
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// that is built entirely out of G4VCSGface faces.
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//
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// Author: David C. Williams (davidw@scipp.ucsc.edu)
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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 "Randomize.hh"
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#include "G4Polyhedron.hh"
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#include "G4VGraphicsScene.hh"
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#include "G4VisExtent.hh"
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#include "G4AutoLock.hh"
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namespace
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{
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G4Mutex polyhedronMutex = G4MUTEX_INITIALIZER;
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}
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//
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// Constructor
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//
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G4VCSGfaceted::G4VCSGfaceted( const G4String& name )
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: G4VSolid(name),
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fStatistics(1000000), fCubVolEpsilon(0.001), fAreaAccuracy(-1.)
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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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//
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G4VCSGfaceted::G4VCSGfaceted( __void__& a )
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: G4VSolid(a),
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fStatistics(1000000), fCubVolEpsilon(0.001), fAreaAccuracy(-1.)
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{
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}
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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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delete fpPolyhedron; fpPolyhedron = nullptr;
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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 )
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: G4VSolid( source )
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{
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fStatistics = source.fStatistics;
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fCubVolEpsilon = source.fCubVolEpsilon;
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fAreaAccuracy = source.fAreaAccuracy;
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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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G4VCSGfaceted& G4VCSGfaceted::operator=( const G4VCSGfaceted& source )
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{
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if (&source == this) { return *this; }
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// Copy base class data
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//
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G4VSolid::operator=(source);
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// Copy data
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//
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fStatistics = source.fStatistics;
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fCubVolEpsilon = source.fCubVolEpsilon;
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fAreaAccuracy = source.fAreaAccuracy;
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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 // Loop checking, 13.08.2015, G.Cosmo
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{
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*face = (*sourceFace)->Clone();
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} while( ++sourceFace, ++face < faces+numFace );
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fCubicVolume = source.fCubicVolume;
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fSurfaceArea = source.fSurfaceArea;
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fRebuildPolyhedron = false;
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fpPolyhedron = nullptr;
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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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{
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G4VCSGface **face = faces;
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do // Loop checking, 13.08.2015, G.Cosmo
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{
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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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delete fpPolyhedron; fpPolyhedron = nullptr;
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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,
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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 // Loop checking, 13.08.2015, G.Cosmo
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{
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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 // Loop checking, 13.08.2015, G.Cosmo
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{
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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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{
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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 // Loop checking, 13.08.2015, G.Cosmo
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{
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G4double distance = kInfinity;
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G4ThreeVector normal = (*face)->Normal( p, &distance );
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if (distance < best)
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{
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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,
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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 **face = faces;
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G4VCSGface *bestFace = *face;
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do // Loop checking, 13.08.2015, G.Cosmo
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{
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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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//
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// Intersecting face
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//
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if (faceDistance < distance)
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{
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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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{
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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,
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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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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 **face = faces;
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G4VCSGface *bestFace = *face;
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do // Loop checking, 13.08.2015, G.Cosmo
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{
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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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//
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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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{
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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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{
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if (distFromSurface <= 0.)
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{
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distance = 0.;
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}
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else if (distFromSurface<kCarTolerance/2)
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{
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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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{
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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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{
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if (Inside(p) == kSurface) { distance = 0.; }
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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,
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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 // Loop checking, 13.08.2015, G.Cosmo
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{
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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.AddSolid( *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] =
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{ &xMin, &xMax, &yMin, &yMax, &zMin, &zMax };
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G4double answers[6] =
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{-kInfinity, -kInfinity, -kInfinity, -kInfinity, -kInfinity, -kInfinity};
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G4VCSGface **face = faces;
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do // Loop checking, 13.08.2015, G.Cosmo
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{
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const G4ThreeVector **axis = axes+5 ;
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G4double* answer = answers+5;
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do // Loop checking, 13.08.2015, G.Cosmo
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{
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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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//
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// GetEntityType
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//
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G4GeometryType G4VCSGfaceted::GetEntityType() const
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{
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return G4String("G4CSGfaceted");
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}
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//
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// Stream object contents to an output stream
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//
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std::ostream& G4VCSGfaceted::StreamInfo( std::ostream& os ) const
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{
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os << "-----------------------------------------------------------\n"
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<< " *** Dump for solid - " << GetName() << " ***\n"
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<< " ===================================================\n"
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<< " Solid type: G4VCSGfaceted\n"
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<< " Parameters: \n"
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<< " number of faces: " << numFace << "\n"
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<< "-----------------------------------------------------------\n";
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return os;
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}
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//
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// GetCubVolStatistics
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//
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G4int G4VCSGfaceted::GetCubVolStatistics() const
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{
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return fStatistics;
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}
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//
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// GetCubVolEpsilon
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//
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G4double G4VCSGfaceted::GetCubVolEpsilon() const
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{
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return fCubVolEpsilon;
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}
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//
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// SetCubVolStatistics
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//
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void G4VCSGfaceted::SetCubVolStatistics(G4int st)
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{
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fCubicVolume=0.;
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fStatistics=st;
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}
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//
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// SetCubVolEpsilon
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//
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void G4VCSGfaceted::SetCubVolEpsilon(G4double ep)
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{
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fCubicVolume=0.;
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fCubVolEpsilon=ep;
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}
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//
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// GetAreaStatistics
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//
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G4int G4VCSGfaceted::GetAreaStatistics() const
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{
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return fStatistics;
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}
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//
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// GetAreaAccuracy
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//
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G4double G4VCSGfaceted::GetAreaAccuracy() const
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{
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return fAreaAccuracy;
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}
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//
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// SetAreaStatistics
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//
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void G4VCSGfaceted::SetAreaStatistics(G4int st)
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{
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fSurfaceArea=0.;
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fStatistics=st;
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}
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//
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// SetAreaAccuracy
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//
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void G4VCSGfaceted::SetAreaAccuracy(G4double ep)
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{
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fSurfaceArea=0.;
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fAreaAccuracy=ep;
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}
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//
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// GetCubicVolume
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//
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G4double G4VCSGfaceted::GetCubicVolume()
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{
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if(fCubicVolume != 0.) {;}
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else { fCubicVolume = EstimateCubicVolume(fStatistics,fCubVolEpsilon); }
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return fCubicVolume;
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}
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//
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// GetSurfaceArea
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//
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G4double G4VCSGfaceted::GetSurfaceArea()
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{
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if(fSurfaceArea != 0.) {;}
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else { fSurfaceArea = EstimateSurfaceArea(fStatistics,fAreaAccuracy); }
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return fSurfaceArea;
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}
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//
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// GetPolyhedron
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//
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G4Polyhedron* G4VCSGfaceted::GetPolyhedron () const
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{
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if (fpPolyhedron == nullptr ||
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fRebuildPolyhedron ||
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fpPolyhedron->GetNumberOfRotationStepsAtTimeOfCreation() !=
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fpPolyhedron->GetNumberOfRotationSteps())
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{
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G4AutoLock l(&polyhedronMutex);
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delete fpPolyhedron;
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fpPolyhedron = CreatePolyhedron();
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fRebuildPolyhedron = false;
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l.unlock();
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}
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return fpPolyhedron;
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}
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//
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// GetPointOnSurfaceGeneric proportional to Areas of faces
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// in case of GenericPolycone or GenericPolyhedra
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//
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G4ThreeVector G4VCSGfaceted::GetPointOnSurfaceGeneric( ) const
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{
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// Preparing variables
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//
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G4ThreeVector answer=G4ThreeVector(0.,0.,0.);
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G4VCSGface **face = faces;
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G4double area = 0.;
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G4int i;
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std::vector<G4double> areas;
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// First step: calculate surface areas
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//
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do // Loop checking, 13.08.2015, G.Cosmo
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{
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G4double result = (*face)->SurfaceArea( );
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areas.push_back(result);
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area=area+result;
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} while( ++face < faces + numFace );
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// Second Step: choose randomly one surface
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//
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G4VCSGface **face1 = faces;
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G4double chose = area*G4UniformRand();
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G4double Achose1, Achose2;
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Achose1=0.; Achose2=0.;
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i=0;
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do
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{
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Achose2+=areas[i];
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if(chose>=Achose1 && chose<Achose2)
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{
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G4ThreeVector point;
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point= (*face1)->GetPointOnFace();
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return point;
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}
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++i;
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Achose1=Achose2;
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} while( ++face1 < faces + numFace );
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return answer;
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}
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