274 lines
11 KiB
C++
274 lines
11 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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// G4MultiUnion
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//
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// Class description:
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//
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// An instance of "G4MultiUnion" constitutes a grouping of several solids.
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// The constituent solids are stored with their respective location in an
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// instance of "G4Node". An instance of "G4MultiUnion" is subsequently
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// composed of one or several nodes.
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// 19.10.12 M.Gayer - Original implementation from USolids module
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// 06.04.17 G.Cosmo - Adapted implementation in Geant4 for VecGeom migration
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// --------------------------------------------------------------------
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#ifndef G4MULTIUNION_HH
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#define G4MULTIUNION_HH
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#include <vector>
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#include "G4VSolid.hh"
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#include "G4ThreeVector.hh"
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#include "G4Transform3D.hh"
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#include "G4Point3D.hh"
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#include "G4Vector3D.hh"
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#include "G4SurfBits.hh"
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#include "G4Voxelizer.hh"
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class G4Polyhedron;
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class G4MultiUnion : public G4VSolid
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{
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friend class G4Voxelizer;
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public:
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G4MultiUnion() : G4VSolid("") {}
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G4MultiUnion(const G4String& name);
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~G4MultiUnion();
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// Build the multiple union by adding nodes
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void AddNode(G4VSolid& solid, const G4Transform3D& trans);
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void AddNode(G4VSolid* solid, const G4Transform3D& trans);
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G4MultiUnion(const G4MultiUnion& rhs);
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G4MultiUnion& operator=(const G4MultiUnion& rhs);
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// Accessors
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inline const G4Transform3D& GetTransformation(G4int index) const;
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inline G4VSolid* GetSolid(G4int index) const;
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inline G4int GetNumberOfSolids()const;
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// Navigation methods
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EInside Inside(const G4ThreeVector& aPoint) const;
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EInside InsideIterator(const G4ThreeVector& aPoint) const;
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// Safety methods
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G4double DistanceToIn(const G4ThreeVector& aPoint) const;
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G4double DistanceToOut(const G4ThreeVector& aPoint) const;
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inline void SetAccurateSafety(G4bool flag);
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// Exact distance methods
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G4double DistanceToIn(const G4ThreeVector& aPoint,
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const G4ThreeVector& aDirection) const;
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G4double DistanceToOut(const G4ThreeVector& aPoint,
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const G4ThreeVector& aDirection,
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const G4bool calcNorm = false,
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G4bool* validNorm = nullptr,
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G4ThreeVector* aNormalVector = nullptr) const;
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G4double DistanceToInNoVoxels(const G4ThreeVector& aPoint,
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const G4ThreeVector& aDirection) const;
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G4double DistanceToOutVoxels(const G4ThreeVector& aPoint,
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const G4ThreeVector& aDirection,
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G4ThreeVector* aNormalVector) const;
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G4double DistanceToOutVoxelsCore(const G4ThreeVector& aPoint,
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const G4ThreeVector& aDirection,
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G4ThreeVector* aNormalVector,
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G4bool& aConvex,
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std::vector<G4int>& candidates) const;
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G4double DistanceToOutNoVoxels(const G4ThreeVector& aPoint,
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const G4ThreeVector& aDirection,
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G4ThreeVector* aNormalVector) const;
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G4ThreeVector SurfaceNormal(const G4ThreeVector& aPoint) const;
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void Extent(EAxis aAxis, G4double& aMin, G4double& aMax) const;
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void BoundingLimits(G4ThreeVector& aMin, G4ThreeVector& aMax) const;
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G4bool CalculateExtent(const EAxis pAxis,
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const G4VoxelLimits& pVoxelLimit,
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const G4AffineTransform& pTransform,
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G4double& pMin, G4double& pMax) const;
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G4double GetCubicVolume();
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G4double GetSurfaceArea();
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G4VSolid* Clone() const ;
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G4GeometryType GetEntityType() const { return "G4MultiUnion"; }
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void Voxelize();
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// Finalize and prepare for use. User MUST call it once before
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// navigation use.
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EInside InsideNoVoxels(const G4ThreeVector& aPoint) const;
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inline G4Voxelizer& GetVoxels() const;
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std::ostream& StreamInfo(std::ostream& os) const;
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G4ThreeVector GetPointOnSurface() const;
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void DescribeYourselfTo ( G4VGraphicsScene& scene ) const ;
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G4Polyhedron* CreatePolyhedron () const ;
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G4Polyhedron* GetPolyhedron () const;
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G4MultiUnion(__void__&);
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// Fake default constructor for usage restricted to direct object
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// persistency for clients requiring preallocation of memory for
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// persistifiable objects.
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private:
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EInside InsideWithExclusion(const G4ThreeVector& aPoint,
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G4SurfBits* bits = 0) const;
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G4int SafetyFromOutsideNumberNode(const G4ThreeVector& aPoint,
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G4double& safety) const;
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G4double DistanceToInCandidates(const G4ThreeVector& aPoint,
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const G4ThreeVector& aDirection,
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std::vector<G4int>& candidates,
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G4SurfBits& bits) const;
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// Conversion utilities
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inline G4ThreeVector GetLocalPoint(const G4Transform3D& trans,
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const G4ThreeVector& gpoint) const;
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inline G4ThreeVector GetLocalVector(const G4Transform3D& trans,
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const G4ThreeVector& gvec) const;
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inline G4ThreeVector GetGlobalPoint(const G4Transform3D& trans,
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const G4ThreeVector& lpoint) const;
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inline G4ThreeVector GetGlobalVector(const G4Transform3D& trans,
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const G4ThreeVector& lvec) const;
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void TransformLimits(G4ThreeVector& min, G4ThreeVector& max,
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const G4Transform3D& transformation) const;
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private:
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struct G4MultiUnionSurface
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{
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G4ThreeVector point;
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G4VSolid* solid;
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};
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std::vector<G4VSolid*> fSolids;
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std::vector<G4Transform3D> fTransformObjs;
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G4Voxelizer fVoxels; // Vozelizer for the solid
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G4double fCubicVolume = 0.0; // Cubic Volume
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G4double fSurfaceArea = 0.0; // Surface Area
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G4double kRadTolerance; // Cached radial tolerance
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mutable G4bool fAccurate = false; // Accurate safety (off by default)
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mutable G4bool fRebuildPolyhedron = false;
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mutable G4Polyhedron* fpPolyhedron = nullptr;
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};
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//______________________________________________________________________________
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inline G4Voxelizer& G4MultiUnion::GetVoxels() const
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{
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return (G4Voxelizer&)fVoxels;
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}
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//______________________________________________________________________________
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inline const G4Transform3D& G4MultiUnion::GetTransformation(G4int index) const
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{
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return fTransformObjs[index];
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}
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//______________________________________________________________________________
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inline G4VSolid* G4MultiUnion::GetSolid(G4int index) const
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{
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return fSolids[index];
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}
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//______________________________________________________________________________
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inline G4int G4MultiUnion::GetNumberOfSolids() const
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{
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return G4int(fSolids.size());
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}
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//______________________________________________________________________________
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inline void G4MultiUnion::SetAccurateSafety(G4bool flag)
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{
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fAccurate = flag;
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}
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//______________________________________________________________________________
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inline
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G4ThreeVector G4MultiUnion::GetLocalPoint(const G4Transform3D& trans,
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const G4ThreeVector& global) const
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{
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// Returns local point coordinates converted from the global frame defined
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// by the transformation. This is defined by multiplying the inverse
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// transformation with the global vector.
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return trans.inverse()*G4Point3D(global);
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}
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//______________________________________________________________________________
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inline
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G4ThreeVector G4MultiUnion::GetLocalVector(const G4Transform3D& trans,
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const G4ThreeVector& global) const
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{
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// Returns local point coordinates converted from the global frame defined
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// by the transformation. This is defined by multiplying the inverse
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// transformation with the global vector.
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G4Rotate3D rot;
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G4Translate3D transl ;
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G4Scale3D scale;
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trans.getDecomposition(scale,rot,transl);
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return rot.inverse()*G4Vector3D(global);
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}
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//______________________________________________________________________________
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inline
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G4ThreeVector G4MultiUnion::GetGlobalPoint(const G4Transform3D& trans,
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const G4ThreeVector& local) const
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{
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// Returns global point coordinates converted from the local frame defined
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// by the transformation. This is defined by multiplying this transformation
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// with the local vector.
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return trans*G4Point3D(local);
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}
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//______________________________________________________________________________
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inline
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G4ThreeVector G4MultiUnion::GetGlobalVector(const G4Transform3D& trans,
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const G4ThreeVector& local) const
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{
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// Returns vector components converted from the local frame defined by the
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// transformation to the global one. This is defined by multiplying this
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// transformation with the local vector while ignoring the translation.
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G4Rotate3D rot;
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G4Translate3D transl ;
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G4Scale3D scale;
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trans.getDecomposition(scale,rot,transl);
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return rot*G4Vector3D(local);
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}
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#endif
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