453 lines
14 KiB
C++
453 lines
14 KiB
C++
//
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// ********************************************************************
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// * DISCLAIMER *
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// * *
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// * The following disclaimer summarizes all the specific disclaimers *
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// * of contributors to this software. The specific disclaimers,which *
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// * govern, are listed with their locations in: *
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// * http://cern.ch/geant4/license *
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// * *
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// * Neither the authors of this software system, nor their employing *
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// * institutes,nor the agencies providing financial support for this *
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// * work make any representation or warranty, express or implied, *
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// * regarding this software system or assume any liability for its *
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// * use. *
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// * *
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// * This code implementation is the intellectual property of the *
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// * GEANT4 collaboration. *
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// * By copying, distributing or modifying the Program (or any work *
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// * based on the Program) you indicate your acceptance of this *
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// * statement, and all its terms. *
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// ********************************************************************
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//
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//
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// $Id: G4UnionSolid.cc,v 1.29 2005/05/09 13:44:58 gcosmo Exp $
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// GEANT4 tag $Name: geant4-07-01 $
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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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// 12.09.98 V.Grichine: first implementation
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// 28.11.98 V.Grichine: fix while loops in DistToIn/Out
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// 27.07.99 V.Grichine: modifications in DistToOut(p,v,...), while -> do-while
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// 16.03.01 V.Grichine: modifications in CalculateExtent()
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//
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// --------------------------------------------------------------------
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#include "G4UnionSolid.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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// 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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G4UnionSolid:: G4UnionSolid( 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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G4UnionSolid::G4UnionSolid( 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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G4UnionSolid::G4UnionSolid( 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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// Destructor
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G4UnionSolid::~G4UnionSolid()
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{
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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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G4UnionSolid::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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G4bool touchesA, touchesB, out ;
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G4double minA = kInfinity, minB = kInfinity,
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maxA = -kInfinity, maxB = -kInfinity;
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touchesA = fPtrSolidA->CalculateExtent( pAxis, pVoxelLimit,
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pTransform, minA, maxA);
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touchesB= fPtrSolidB->CalculateExtent( pAxis, pVoxelLimit,
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pTransform, minB, maxB);
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if( touchesA || touchesB )
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{
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pMin = std::min( minA, minB );
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pMax = std::max( maxA, maxB );
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out = true ;
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}
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else out = false ;
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return out ; // It exists in this slice if either one does.
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}
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/////////////////////////////////////////////////////
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//
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// Important comment: When solids A and B touch together along flat
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// surface the surface points will be considered as kSurface, while points
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// located around will correspond to kInside
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EInside G4UnionSolid::Inside( const G4ThreeVector& p ) const
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{
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EInside positionA = fPtrSolidA->Inside(p);
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EInside positionB = fPtrSolidB->Inside(p);
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if( positionA == kInside || positionB == kInside ||
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( positionA == kSurface && positionB == kSurface &&
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( fPtrSolidA->SurfaceNormal(p) +
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fPtrSolidB->SurfaceNormal(p) ).mag2() <
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1000*kRadTolerance ) ) return kInside;
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else
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{
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if( ( positionA != kInside && positionB == kSurface ) ||
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( positionB != kInside && positionA == kSurface ) ||
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( positionA == kSurface && positionB == kSurface ) ) return kSurface;
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else 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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G4ThreeVector
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G4UnionSolid::SurfaceNormal( const G4ThreeVector& p ) const
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{
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G4ThreeVector normal;
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#ifdef G4BOOLDEBUG
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if( Inside(p) == kOutside )
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{
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G4cout << "WARNING - Invalid call in "
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<< "G4UnionSolid::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 in "
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<< "G4UnionSolid::SurfaceNormal(p)" << G4endl
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<< " Point p is outside !" << 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) == kSurface && fPtrSolidB->Inside(p) != kInside)
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{
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normal= fPtrSolidA->SurfaceNormal(p) ;
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}
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else if(fPtrSolidB->Inside(p) == kSurface &&
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fPtrSolidA->Inside(p) != kInside)
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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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normal= fPtrSolidA->SurfaceNormal(p) ;
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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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<< "G4UnionSolid::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 in "
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<< "G4UnionSolid::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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G4UnionSolid::DistanceToIn( const G4ThreeVector& p,
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const G4ThreeVector& v ) const
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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 in "
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<< "G4UnionSolid::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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<< "G4UnionSolid::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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return std::min(fPtrSolidA->DistanceToIn(p,v),
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fPtrSolidB->DistanceToIn(p,v) ) ;
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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 union of
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// two solids
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G4double
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G4UnionSolid::DistanceToIn( const G4ThreeVector& p) const
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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 in "
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<< "G4UnionSolid::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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<< "G4UnionSolid::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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G4double distA = fPtrSolidA->DistanceToIn(p) ;
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G4double distB = fPtrSolidB->DistanceToIn(p) ;
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G4double safety = std::min(distA,distB) ;
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if(safety < 0.0) safety = 0.0 ;
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return safety ;
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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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G4UnionSolid::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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G4double dist = 0.0, disTmp = 0.0 ;
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G4ThreeVector normTmp;
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G4ThreeVector* nTmp= &normTmp;
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if( Inside(p) == kOutside )
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{
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#ifdef G4BOOLDEBUG
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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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<< "G4UnionSolid::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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<< "G4UnionSolid::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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#endif
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}
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else
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{
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EInside positionA = fPtrSolidA->Inside(p) ;
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// EInside positionB = fPtrSolidB->Inside(p) ;
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if( positionA != kOutside )
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{
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do
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{
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disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v,calcNorm,
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validNorm,nTmp) ;
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dist += disTmp ;
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if(fPtrSolidB->Inside(p+dist*v) != kOutside)
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{
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disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v,calcNorm,
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validNorm,nTmp) ;
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dist += disTmp ;
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}
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}
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// while( Inside(p+dist*v) == kInside ) ;
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while( fPtrSolidA->Inside(p+dist*v) != kOutside &&
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disTmp > 0.5*kCarTolerance ) ;
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}
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else // if( positionB != kOutside )
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{
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do
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{
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disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v,calcNorm,
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validNorm,nTmp) ;
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dist += disTmp ;
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if(fPtrSolidA->Inside(p+dist*v) != kOutside)
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{
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disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v,calcNorm,
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validNorm,nTmp) ;
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dist += disTmp ;
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}
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}
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// while( Inside(p+dist*v) == kInside ) ;
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while( (fPtrSolidB->Inside(p+dist*v) != kOutside)
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&& (disTmp > 0.5*kCarTolerance) ) ;
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}
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}
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if( calcNorm )
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{
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*validNorm = false ;
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*n = *nTmp ;
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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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G4UnionSolid::DistanceToOut( const G4ThreeVector& p ) const
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{
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G4double distout = 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 "
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<< "G4UnionSolid::DistanceToOut(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 in "
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<< "G4UnionSolid::DistanceToOut(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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}
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else
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{
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EInside positionA = fPtrSolidA->Inside(p) ;
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EInside positionB = fPtrSolidB->Inside(p) ;
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// Is this equivalent ??
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// if( ! ( (positionA == kOutside)) &&
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// (positionB == kOutside)) )
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if((positionA == kInside && positionB == kInside ) ||
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(positionA == kInside && positionB == kSurface ) ||
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(positionA == kSurface && positionB == kInside ) )
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{
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distout= std::max(fPtrSolidA->DistanceToOut(p),
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fPtrSolidB->DistanceToOut(p) ) ;
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}
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else
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{
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if(positionA == kOutside)
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{
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distout= fPtrSolidB->DistanceToOut(p) ;
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}
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else
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{
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distout= fPtrSolidA->DistanceToOut(p) ;
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}
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}
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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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//
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G4GeometryType G4UnionSolid::GetEntityType() const
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{
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return G4String("G4UnionSolid");
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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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G4UnionSolid::ComputeDimensions( G4VPVParameterisation*,
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const G4int,
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const G4VPhysicalVolume* )
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{
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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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G4UnionSolid::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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G4UnionSolid::CreatePolyhedron () const
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{
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G4Polyhedron* pA = fPtrSolidA->GetPolyhedron();
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G4Polyhedron* pB = fPtrSolidB->GetPolyhedron();
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G4Polyhedron* resultant = new G4Polyhedron (pA->add(*pB));
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return resultant;
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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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G4UnionSolid::CreateNURBS () const
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{
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// Take into account boolean operation - see CreatePolyhedron.
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// return new G4NURBSbox (1.0, 1.0, 1.0);
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return 0;
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}
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