330 lines
12 KiB
C++
330 lines
12 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 and of QinetiQ Ltd, *
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// * subject to DEFCON 705 IPR conditions. *
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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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// $Id: G4TessellatedSolid.hh 104316 2017-05-24 13:04:23Z gcosmo $
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//
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// %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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//
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// Class G4TessellatedSolid
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//
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// Class description:
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//
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// G4TessellatedSolid is a special Geant4 solid defined by a number of
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// facets (UVFacet). It is important that the supplied facets shall form a
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// fully enclose space which is the solid.
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// At the moment only two types of facet can be used for the construction of
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// a G4TessellatedSolid, i.e. the G4TriangularFacet and G4QuadrangularFacet.
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//
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// How to contruct a G4TessellatedSolid:
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//
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// First declare a tessellated solid:
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//
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// G4TessellatedSolid* solidTarget = new G4TessellatedSolid("Solid_name");
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//
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// Define the facets which form the solid
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//
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// G4double targetSiz = 10*cm ;
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// G4TriangularFacet *facet1 = new
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// G4TriangularFacet (G4ThreeVector(-targetSize,-targetSize, 0.0),
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// G4ThreeVector(+targetSize,-targetSize, 0.0),
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// G4ThreeVector( 0.0, 0.0,+targetSize),
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// ABSOLUTE);
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// G4TriangularFacet *facet2 = new
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// G4TriangularFacet (G4ThreeVector(+targetSize,-targetSize, 0.0),
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// G4ThreeVector(+targetSize,+targetSize, 0.0),
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// G4ThreeVector( 0.0, 0.0,+targetSize),
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// ABSOLUTE);
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// G4TriangularFacet *facet3 = new
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// G4TriangularFacet (G4ThreeVector(+targetSize,+targetSize, 0.0),
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// G4ThreeVector(-targetSize,+targetSize, 0.0),
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// G4ThreeVector( 0.0, 0.0,+targetSize),
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// ABSOLUTE);
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// G4TriangularFacet *facet4 = new
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// G4TriangularFacet (G4ThreeVector(-targetSize,+targetSize, 0.0),
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// G4ThreeVector(-targetSize,-targetSize, 0.0),
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// G4ThreeVector( 0.0, 0.0,+targetSize),
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// ABSOLUTE);
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// G4QuadrangularFacet *facet5 = new
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// G4QuadrangularFacet (G4ThreeVector(-targetSize,-targetSize, 0.0),
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// G4ThreeVector(-targetSize,+targetSize, 0.0),
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// G4ThreeVector(+targetSize,+targetSize, 0.0),
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// G4ThreeVector(+targetSize,-targetSize, 0.0),
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// ABSOLUTE);
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//
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// Then add the facets to the solid:
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//
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// solidTarget->AddFacet((UVFacet*) facet1);
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// solidTarget->AddFacet((UVFacet*) facet2);
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// solidTarget->AddFacet((UVFacet*) facet3);
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// solidTarget->AddFacet((UVFacet*) facet4);
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// solidTarget->AddFacet((UVFacet*) facet5);
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//
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// Finally declare the solid is complete:
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//
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// solidTarget->SetSolidClosed(true);
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// CHANGE HISTORY
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// --------------
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// 31 October 2004, P R Truscott, QinetiQ Ltd, UK
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// - Created.
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// 22 November 2005, F Lei,
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// - Added GetPolyhedron().
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// 12 October 2012, M Gayer,
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// - Reviewed optimized implementation including voxelization of surfaces.
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//
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///////////////////////////////////////////////////////////////////////////////
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#ifndef G4TessellatedSolid_hh
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#define G4TessellatedSolid_hh 1
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#include <iostream>
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#include <vector>
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#include <set>
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#include <map>
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#include "G4VSolid.hh"
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#include "G4Types.hh"
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#include "G4Voxelizer.hh"
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struct G4VertexInfo
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{
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G4int id;
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G4double mag2;
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};
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class G4VFacet;
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class G4VertexComparator
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{
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public:
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G4bool operator() (const G4VertexInfo &l, const G4VertexInfo &r) const
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{
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return l.mag2 == r.mag2 ? l.id < r.id : l.mag2 < r.mag2;
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}
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};
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class G4TessellatedSolid : public G4VSolid
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{
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public: // with description
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G4TessellatedSolid ();
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virtual ~G4TessellatedSolid ();
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G4TessellatedSolid (const G4String &name);
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G4TessellatedSolid(__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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G4TessellatedSolid (const G4TessellatedSolid &ts);
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G4TessellatedSolid &operator= (const G4TessellatedSolid &right);
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G4TessellatedSolid &operator+= (const G4TessellatedSolid &right);
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G4bool AddFacet (G4VFacet *aFacet);
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inline G4VFacet *GetFacet (G4int i) const;
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G4int GetNumberOfFacets () const;
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virtual EInside Inside (const G4ThreeVector &p) const;
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virtual G4ThreeVector SurfaceNormal(const G4ThreeVector& p) const;
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virtual G4double DistanceToIn(const G4ThreeVector& p,
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const G4ThreeVector& v)const;
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virtual G4double DistanceToIn(const G4ThreeVector& p) const;
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virtual G4double DistanceToOut(const G4ThreeVector& p) const;
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virtual G4double 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 *norm) const;
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virtual G4bool Normal (const G4ThreeVector &p, G4ThreeVector &n) const;
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virtual G4double SafetyFromOutside(const G4ThreeVector &p,
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G4bool aAccurate=false) const;
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virtual G4double SafetyFromInside (const G4ThreeVector &p,
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G4bool aAccurate=false) const;
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virtual G4GeometryType GetEntityType () const;
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virtual std::ostream &StreamInfo(std::ostream &os) const;
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virtual G4VSolid* Clone() const;
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virtual G4ThreeVector GetPointOnSurface() const;
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virtual G4double GetSurfaceArea();
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virtual G4double GetCubicVolume ();
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void SetSolidClosed (const G4bool t);
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G4bool GetSolidClosed () const;
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inline void SetMaxVoxels(G4int max);
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inline G4Voxelizer &GetVoxels();
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virtual 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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void BoundingLimits(G4ThreeVector& pMin, G4ThreeVector& pMax) const;
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G4double GetMinXExtent () const;
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G4double GetMaxXExtent () const;
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G4double GetMinYExtent () const;
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G4double GetMaxYExtent () const;
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G4double GetMinZExtent () const;
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G4double GetMaxZExtent () const;
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virtual G4Polyhedron* CreatePolyhedron () const;
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virtual G4Polyhedron* GetPolyhedron () const;
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virtual void DescribeYourselfTo (G4VGraphicsScene& scene) const;
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virtual G4VisExtent GetExtent () const;
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G4int AllocatedMemoryWithoutVoxels();
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G4int AllocatedMemory();
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void DisplayAllocatedMemory();
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private: // without description
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void Initialize();
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G4double DistanceToOutNoVoxels(const G4ThreeVector &p,
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const G4ThreeVector &v,
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G4ThreeVector &aNormalVector,
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G4bool &aConvex,
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G4double aPstep = kInfinity) const;
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G4double DistanceToInCandidates(const std::vector<G4int> &candidates,
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const G4ThreeVector &aPoint,
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const G4ThreeVector &aDirection) const;
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void DistanceToOutCandidates(const std::vector<G4int> &candidates,
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const G4ThreeVector &aPoint,
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const G4ThreeVector &direction,
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G4double &minDist,
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G4ThreeVector &minNormal,
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G4int &minCandidate) const;
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G4double DistanceToInNoVoxels(const G4ThreeVector &p,
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const G4ThreeVector &v,
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G4double aPstep = kInfinity) const;
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void SetExtremeFacets();
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EInside InsideNoVoxels (const G4ThreeVector &p) const;
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EInside InsideVoxels(const G4ThreeVector &aPoint) const;
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void Voxelize();
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void CreateVertexList();
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void PrecalculateInsides();
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void SetRandomVectors();
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G4double DistanceToInCore(const G4ThreeVector &p, const G4ThreeVector &v,
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G4double aPstep = kInfinity) const;
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G4double DistanceToOutCore(const G4ThreeVector &p, const G4ThreeVector &v,
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G4ThreeVector &aNormalVector,
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G4bool &aConvex,
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G4double aPstep = kInfinity) const;
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G4int SetAllUsingStack(const std::vector<G4int> &voxel,
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const std::vector<G4int> &max,
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G4bool status, G4SurfBits &checked);
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void DeleteObjects ();
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void CopyObjects (const G4TessellatedSolid &s);
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static G4bool CompareSortedVoxel(const std::pair<G4int, G4double> &l,
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const std::pair<G4int, G4double> &r);
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G4double MinDistanceFacet(const G4ThreeVector &p, G4bool simple,
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G4VFacet * &facet) const;
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inline G4bool OutsideOfExtent(const G4ThreeVector &p,
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G4double tolerance=0) const;
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protected:
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G4double kCarToleranceHalf;
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private:
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mutable G4bool fRebuildPolyhedron;
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mutable G4Polyhedron* fpPolyhedron;
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std::vector<G4VFacet *> fFacets;
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std::set<G4VFacet *> fExtremeFacets; // Does all other facets lie on
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// or behind this surface?
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G4GeometryType fGeometryType;
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G4double fCubicVolume;
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G4double fSurfaceArea;
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std::vector<G4ThreeVector> fVertexList;
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std::set<G4VertexInfo,G4VertexComparator> fFacetList;
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G4ThreeVector fMinExtent, fMaxExtent;
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G4bool fSolidClosed;
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std::vector<G4ThreeVector> fRandir;
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G4int fMaxTries;
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G4Voxelizer fVoxels; // Pointer to the voxelized solid
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G4SurfBits fInsides;
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};
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///////////////////////////////////////////////////////////////////////////////
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// Inlined Methods
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///////////////////////////////////////////////////////////////////////////////
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inline G4VFacet *G4TessellatedSolid::GetFacet (G4int i) const
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{
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return fFacets[i];
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}
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inline void G4TessellatedSolid::SetMaxVoxels(G4int max)
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{
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fVoxels.SetMaxVoxels(max);
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}
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inline G4Voxelizer &G4TessellatedSolid::GetVoxels()
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{
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return fVoxels;
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}
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inline G4bool G4TessellatedSolid::OutsideOfExtent(const G4ThreeVector &p,
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G4double tolerance) const
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{
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return ( p.x() < fMinExtent.x() - tolerance
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|| p.x() > fMaxExtent.x() + tolerance
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|| p.y() < fMinExtent.y() - tolerance
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|| p.y() > fMaxExtent.y() + tolerance
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|| p.z() < fMinExtent.z() - tolerance
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|| p.z() > fMaxExtent.z() + tolerance);
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}
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#endif
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