572 lines
16 KiB
C++
572 lines
16 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: G4IntersectionSolid.cc,v 1.18 2002/10/28 11:36:29 gcosmo Exp $
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// GEANT4 tag $Name: geant4-05-01 $
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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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// 29.07.99 V.Grichine: modifications in DistanceToIn(p,v)
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// 16.03.01 V.Grichine: modifications in CalculateExtent() and Inside()
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// 29.05.01 V.Grichine: bug was fixed in DistanceToIn(p,v)
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//
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// ********************************************************************
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#include "G4IntersectionSolid.hh"
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#include "G4RotationMatrix.hh"
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#include "G4ThreeVector.hh"
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#include "G4Transform3D.hh"
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#include "G4AffineTransform.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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//
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G4IntersectionSolid::G4IntersectionSolid( 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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G4IntersectionSolid::G4IntersectionSolid( 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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//
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G4IntersectionSolid::G4IntersectionSolid( 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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G4IntersectionSolid::~G4IntersectionSolid()
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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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G4IntersectionSolid::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 retA, retB, out ;
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G4double minA, minB, maxA, maxB ;
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retA= fPtrSolidA
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->CalculateExtent( pAxis, pVoxelLimit, pTransform, minA, maxA);
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retB= fPtrSolidB
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->CalculateExtent( pAxis, pVoxelLimit, pTransform, minB, maxB);
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if(retA && retB)
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{
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pMin = G4std::max( minA, minB ) ;
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pMax = G4std::min( 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 only if both exist in it.
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}
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/////////////////////////////////////////////////////
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//
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// Touching ? Empty intersection ?
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EInside G4IntersectionSolid::Inside(const G4ThreeVector& p) const
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{
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EInside positionA = fPtrSolidA->Inside(p) ;
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if( positionA == kOutside ) return kOutside ;
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EInside positionB = fPtrSolidB->Inside(p) ;
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if(positionA == kInside && positionB == kInside)
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{
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return kInside ;
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}
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else
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{
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if((positionA == kInside && positionB == kSurface) ||
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(positionB == kInside && positionA == kSurface) ||
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(positionA == kSurface && positionB == kSurface) )
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{
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return kSurface ;
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}
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else
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{
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return kOutside ;
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}
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}
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}
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//////////////////////////////////////////////////////////////
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//
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G4ThreeVector
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G4IntersectionSolid::SurfaceNormal( const G4ThreeVector& p ) const
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{
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G4ThreeVector normal;
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EInside insideA, insideB;
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insideA= fPtrSolidA->Inside(p);
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insideB= fPtrSolidB->Inside(p);
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#ifdef G4BOOLDEBUG
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if( (insideA == kOutside) || (insideB == kOutside) )
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{
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G4cout << "WARNING - Invalid call in "
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<< "G4IntersectionSolid::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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<< "G4IntersectionSolid::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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// OLD: if(fPtrSolidA->DistanceToOut(p) <= fPtrSolidB->DistanceToOut(p) )
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// On the surface of both is difficult ... treat it like on A now!
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//
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// if( (insideA == kSurface) && (insideB == kSurface) )
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// normal= fPtrSolidA->SurfaceNormal(p) ;
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// else
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if( insideA == kSurface )
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{
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normal= fPtrSolidA->SurfaceNormal(p) ;
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}
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else if( insideB == kSurface )
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{
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normal= fPtrSolidB->SurfaceNormal(p) ;
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}
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// We are on neither surface, so we should generate an exception
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else
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{
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if(fPtrSolidA->DistanceToOut(p) <= fPtrSolidB->DistanceToOut(p) )
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normal= fPtrSolidA->SurfaceNormal(p) ;
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else
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normal= fPtrSolidB->SurfaceNormal(p) ;
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#ifdef G4BOOLDEBUG
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G4cout << "WARNING - Invalid call in "
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<< "G4IntersectionSolid::SurfaceNormal(p)" << G4endl
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<< " Point p is out of surface !" << G4endl;
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G4cout << " p = " << p << G4endl;
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G4cerr << "WARNING - Invalid call in "
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<< "G4IntersectionSolid::SurfaceNormal(p)" << G4endl
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<< " Point p is out of surface !" << G4endl;
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G4cerr << " p = " << p << G4endl;
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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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G4IntersectionSolid::DistanceToIn( const G4ThreeVector& p,
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const G4ThreeVector& v ) const
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{
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G4double dist = 0.0, disTmp = 0.0 ;
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if( Inside(p) == kInside )
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{
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#ifdef G4BOOLDEBUG
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G4cout << "WARNING - Invalid call in "
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<< "G4IntersectionSolid::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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<< "G4IntersectionSolid::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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#endif
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}
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else
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{
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if( fPtrSolidA->Inside(p) != kOutside )
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{
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do
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{
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if( fPtrSolidB->Inside(p+dist*v) == kInside )
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{
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disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v) ;
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}
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else
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{
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disTmp = fPtrSolidB->DistanceToIn(p+dist*v,v) ;
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}
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if( disTmp != kInfinity )
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{
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dist += disTmp ;
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if(Inside(p+dist*v) == kOutside )
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{
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if( fPtrSolidA->Inside(p+dist*v) == kInside )
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{
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disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v) ;
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}
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else
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{
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disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
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}
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if( disTmp != kInfinity )
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{
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dist += disTmp ;
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}
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else
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{
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return kInfinity ;
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}
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}
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else
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{
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break ;
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}
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}
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else
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{
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return kInfinity ;
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}
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}
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while( Inside(p+dist*v) == kOutside ) ;
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// while( fPtrSolidB->Inside(p) != kOutside ) ;
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}
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else if( fPtrSolidB->Inside(p) != kOutside )
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{
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do
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{
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if( fPtrSolidA->Inside(p+dist*v) == kInside )
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{
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disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v) ;
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}
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else
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{
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disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
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}
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if( disTmp != kInfinity )
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{
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dist += disTmp ;
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if(Inside(p+dist*v) == kOutside )
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{
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if( fPtrSolidB->Inside(p+dist*v) == kInside )
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{
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disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v) ;
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}
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else
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{
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disTmp = fPtrSolidB->DistanceToIn(p+dist*v,v) ;
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}
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if( disTmp != kInfinity )
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{
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dist += disTmp ;
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}
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else
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{
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return kInfinity ;
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}
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}
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else
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{
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break ;
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}
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}
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else
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{
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return kInfinity ;
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}
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}
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while( Inside(p+dist*v) == kOutside ) ;
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}
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else
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{
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do
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{
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if( fPtrSolidB->Inside(p+dist*v) == kInside )
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{
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disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v) ;
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}
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else
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{
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disTmp = fPtrSolidB->DistanceToIn(p+dist*v,v) ;
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}
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if( disTmp != kInfinity )
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{
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dist += disTmp ;
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if(Inside(p+dist*v) == kOutside )
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{
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if( fPtrSolidA->Inside(p+dist*v) == kInside )
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{
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disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v) ;
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}
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else
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{
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disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
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}
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if( disTmp != kInfinity )
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{
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dist += disTmp ;
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}
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else
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{
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return kInfinity ;
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}
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}
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else
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{
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break ;
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}
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}
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else
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{
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return kInfinity ;
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}
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}
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while( Inside(p+dist*v) == kOutside ) ;
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}
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}
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return dist ;
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}
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////////////////////////////////////////////////////////
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//
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// Approximate nearest distance from the point p to the intersection of
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// two solids
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G4double
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G4IntersectionSolid::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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<< "G4IntersectionSolid::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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<< "G4IntersectionSolid::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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EInside sideA = fPtrSolidA->Inside(p) ;
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EInside sideB = fPtrSolidB->Inside(p) ;
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G4double dist ;
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if( sideA != kInside && sideB != kOutside )
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{
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dist = fPtrSolidA->DistanceToIn(p) ;
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}
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else
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{
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if( sideB != kInside && sideA != kOutside )
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{
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dist = fPtrSolidB->DistanceToIn(p) ;
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}
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else
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{
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dist = G4std::min(fPtrSolidA->DistanceToIn(p),
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fPtrSolidB->DistanceToIn(p) ) ;
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}
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}
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return dist ;
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}
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//////////////////////////////////////////////////////////
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//
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// The same algorithm as DistanceToOut(p)
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G4double
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G4IntersectionSolid::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 validNormA, validNormB;
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G4ThreeVector nA, nB;
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#ifdef G4BOOLDEBUG
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if( Inside(p) == kOutside )
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{
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G4cout << "Position:" << G4endl << G4endl;
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G4cout << "p.x() = " << p.x()/mm << " mm" << G4endl;
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G4cout << "p.y() = " << p.y()/mm << " mm" << G4endl;
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G4cout << "p.z() = " << p.z()/mm << " mm" << G4endl << G4endl;
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G4cout << "Direction:" << G4endl << G4endl;
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G4cout << "v.x() = " << v.x() << G4endl;
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G4cout << "v.y() = " << v.y() << G4endl;
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G4cout << "v.z() = " << v.z() << G4endl << G4endl;
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G4cout << "WARNING - Invalid call in "
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<< "G4IntersectionSolid::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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<< "G4IntersectionSolid::DistanceToOut(p,v)" << G4endl
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<< " Point p is outside !" << G4endl;
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G4cerr << " p = " << p << G4endl;
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G4cerr << " v = " << v << G4endl;
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}
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#endif
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G4double distA = fPtrSolidA->DistanceToOut(p,v,calcNorm,&validNormA,&nA) ;
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G4double distB = fPtrSolidB->DistanceToOut(p,v,calcNorm,&validNormB,&nB) ;
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G4double dist = G4std::min(distA,distB) ;
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if( calcNorm )
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{
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if ( distA < distB )
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{
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*validNorm = validNormA;
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*n = nA;
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}
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else
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{
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*validNorm = validNormB;
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*n = nB;
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}
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}
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return dist ;
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}
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//////////////////////////////////////////////////////////////
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//
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// Inverted algorithm of DistanceToIn(p)
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G4double
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G4IntersectionSolid::DistanceToOut( const G4ThreeVector& p ) const
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{
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#ifdef G4BOOLDEBUG
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if( Inside(p) == kOutside )
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{
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G4cout << "WARNING - Invalid call in "
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<< "G4IntersectionSolid::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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<< "G4IntersectionSolid::DistanceToOut(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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return G4std::min(fPtrSolidA->DistanceToOut(p),
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fPtrSolidB->DistanceToOut(p) ) ;
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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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G4IntersectionSolid::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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G4GeometryType G4IntersectionSolid::GetEntityType() const
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{
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return G4String("G4IntersectionSolid");
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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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G4IntersectionSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const
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{
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scene.AddThis (*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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G4IntersectionSolid::CreatePolyhedron () const
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{
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G4Polyhedron* pA = fPtrSolidA->CreatePolyhedron();
|
|
G4Polyhedron* pB = fPtrSolidB->CreatePolyhedron();
|
|
G4Polyhedron* resultant = new G4Polyhedron (pA->intersect(*pB));
|
|
delete pB;
|
|
delete pA;
|
|
return resultant;
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////
|
|
//
|
|
//
|
|
|
|
G4NURBS*
|
|
G4IntersectionSolid::CreateNURBS () const
|
|
{
|
|
// Take into account boolean operation - see CreatePolyhedron.
|
|
// return new G4NURBSbox (1.0, 1.0, 1.0);
|
|
return 0;
|
|
}
|