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Geant4/geometry/solids/Boolean/src/G4IntersectionSolid.cc

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Differences between /geometry/solids/Boolean/src/G4IntersectionSolid.cc (Version 11.3.0) and /geometry/solids/Boolean/src/G4IntersectionSolid.cc (Version 3.1)


                                                   >>   1 // This code implementation is the intellectual property of
                                                   >>   2 // the GEANT4 collaboration.
  1 //                                                  3 //
  2 // ******************************************* <<   4 // By copying, distributing or modifying the Program (or any work
  3 // * License and Disclaimer                    <<   5 // based on the Program) you indicate your acceptance of this statement,
  4 // *                                           <<   6 // and all its terms.
  5 // * The  Geant4 software  is  copyright of th <<   7 //
  6 // * the Geant4 Collaboration.  It is provided <<   8 // $Id: G4IntersectionSolid.cc,v 1.11 2001/03/19 10:30:18 gcosmo Exp $
  7 // * conditions of the Geant4 Software License <<   9 // GEANT4 tag $Name: geant4-03-01 $
  8 // * LICENSE and available at  http://cern.ch/ << 
  9 // * include a list of copyright holders.      << 
 10 // *                                           << 
 11 // * Neither the authors of this software syst << 
 12 // * institutes,nor the agencies providing fin << 
 13 // * work  make  any representation or  warran << 
 14 // * regarding  this  software system or assum << 
 15 // * use.  Please see the license in the file  << 
 16 // * for the full disclaimer and the limitatio << 
 17 // *                                           << 
 18 // * This  code  implementation is the result  << 
 19 // * technical work of the GEANT4 collaboratio << 
 20 // * By using,  copying,  modifying or  distri << 
 21 // * any work based  on the software)  you  ag << 
 22 // * use  in  resulting  scientific  publicati << 
 23 // * acceptance of all terms of the Geant4 Sof << 
 24 // ******************************************* << 
 25 //                                                 10 //
 26 // Implementation of methods for the class G4I     11 // Implementation of methods for the class G4IntersectionSolid
 27 //                                                 12 //
 28 // 12.09.98 V.Grichine: first implementation   <<  13 // History:
 29 // ------------------------------------------- <<  14 //
 30                                                <<  15 // 12.09.98 V.Grichine 
 31 #include <sstream>                             <<  16 // 29.07.99 V.Grichine, modifications in DistanceToIn(p,v)
                                                   >>  17 // 16.03.01 V.Grichine, modifications in CalculateExtent() and Inside()
                                                   >>  18 //                      based on D.Williams proposal
 32                                                    19 
 33 #include "G4IntersectionSolid.hh"                  20 #include "G4IntersectionSolid.hh"
                                                   >>  21 // #include "G4DisplacedSolid.hh"
                                                   >>  22 
                                                   >>  23 #include "G4RotationMatrix.hh"
                                                   >>  24 #include "G4ThreeVector.hh"
                                                   >>  25 #include "G4Transform3D.hh"
                                                   >>  26 #include "G4AffineTransform.hh"
 34                                                    27 
 35 #include "G4SystemOfUnits.hh"                  << 
 36 #include "G4VoxelLimits.hh"                        28 #include "G4VoxelLimits.hh"
 37 #include "G4VPVParameterisation.hh"                29 #include "G4VPVParameterisation.hh"
 38                                                    30 
 39 #include "G4VGraphicsScene.hh"                     31 #include "G4VGraphicsScene.hh"
 40 #include "G4Polyhedron.hh"                         32 #include "G4Polyhedron.hh"
 41 #include "G4PolyhedronArbitrary.hh"            <<  33 #include "G4NURBS.hh"
 42 #include "HepPolyhedronProcessor.h"            <<  34 #include "G4NURBSbox.hh"
 43                                                    35 
 44 ////////////////////////////////////////////// <<  36 /////////////////////////////////////////////////////////////////////
 45 //                                                 37 //
 46 // Transfer all data members to G4BooleanSolid     38 // Transfer all data members to G4BooleanSolid which is responsible
 47 // for them. pName will be in turn sent to G4V     39 // for them. pName will be in turn sent to G4VSolid
 48 //                                                 40 //
 49                                                    41 
 50 G4IntersectionSolid::G4IntersectionSolid( cons <<  42 G4IntersectionSolid:: G4IntersectionSolid( const G4String& pName,
 51                                                <<  43                                            G4VSolid* pSolidA ,
 52                                                <<  44                                            G4VSolid* pSolidB   ):
 53   : G4BooleanSolid(pName,pSolidA,pSolidB)      <<  45 G4BooleanSolid(pName,pSolidA,pSolidB)
 54 {                                                  46 {
                                                   >>  47    ;
 55 }                                                  48 } 
 56                                                    49 
 57 ////////////////////////////////////////////// <<  50 
                                                   >>  51 ///////////////////////////////////////////////////////////////////
 58 //                                                 52 //
 59                                                    53 
 60 G4IntersectionSolid::G4IntersectionSolid( cons <<  54 G4IntersectionSolid:: 
 61                                                <<  55 G4IntersectionSolid( const G4String& pName,
 62                                                <<  56                            G4VSolid* pSolidA ,
 63                                                <<  57                            G4VSolid* pSolidB,
 64                                           cons <<  58                            G4RotationMatrix* rotMatrix,
 65   : G4BooleanSolid(pName,pSolidA,pSolidB,rotMa <<  59                      const G4ThreeVector& transVector    ):
                                                   >>  60 G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector)
 66 {                                                  61 {
                                                   >>  62    ;
 67 }                                                  63 }
 68                                                    64 
 69 ////////////////////////////////////////////// <<  65 //////////////////////////////////////////////////////////////////
 70 //                                                 66 //
 71 //                                                 67 // 
 72                                                    68  
 73 G4IntersectionSolid::G4IntersectionSolid( cons <<  69 G4IntersectionSolid:: 
 74                                                <<  70 G4IntersectionSolid( const G4String& pName,
 75                                                <<  71                            G4VSolid* pSolidA ,
 76                                           cons <<  72                            G4VSolid* pSolidB ,
 77   : G4BooleanSolid(pName,pSolidA,pSolidB,trans <<  73                      const G4Transform3D& transform  ):
                                                   >>  74 G4BooleanSolid(pName,pSolidA,pSolidB,transform)
 78 {                                                  75 {
                                                   >>  76    ;
 79 }                                                  77 } 
 80                                                    78 
 81 ////////////////////////////////////////////// << 
 82 //                                             << 
 83 // Fake default constructor - sets only member << 
 84 //                            for usage restri << 
 85                                                    79 
 86 G4IntersectionSolid::G4IntersectionSolid( __vo <<  80 G4IntersectionSolid::~G4IntersectionSolid()
 87   : G4BooleanSolid(a)                          << 
 88 {                                                  81 {
                                                   >>  82     ;
 89 }                                                  83 }
 90                                                    84 
 91 ////////////////////////////////////////////// <<  85 ///////////////////////////////////////////////////////////////
 92 //                                             << 
 93 //                                             << 
 94                                                << 
 95 G4IntersectionSolid::~G4IntersectionSolid() =  << 
 96                                                << 
 97 ////////////////////////////////////////////// << 
 98 //                                                 86 //
 99 // Copy constructor                            << 
100                                                << 
101 G4IntersectionSolid::G4IntersectionSolid(const << 
102                                                << 
103 ////////////////////////////////////////////// << 
104 //                                             << 
105 // Assignment operator                         << 
106                                                << 
107 G4IntersectionSolid&                           << 
108 G4IntersectionSolid::operator = (const G4Inter << 
109 {                                              << 
110   // Check assignment to self                  << 
111   //                                           << 
112   if (this == &rhs)  { return *this; }         << 
113                                                << 
114   // Copy base class data                      << 
115   //                                           << 
116   G4BooleanSolid::operator=(rhs);              << 
117                                                << 
118   return *this;                                << 
119 }                                              << 
120                                                << 
121 ////////////////////////////////////////////// << 
122 //                                                 87 //
123 // Get bounding box                            << 
124                                                << 
125 void                                           << 
126 G4IntersectionSolid::BoundingLimits(G4ThreeVec << 
127                                     G4ThreeVec << 
128 {                                              << 
129   G4ThreeVector minA,maxA, minB,maxB;          << 
130   fPtrSolidA->BoundingLimits(minA,maxA);       << 
131   fPtrSolidB->BoundingLimits(minB,maxB);       << 
132                                                << 
133   pMin.set(std::max(minA.x(),minB.x()),        << 
134            std::max(minA.y(),minB.y()),        << 
135            std::max(minA.z(),minB.z()));       << 
136                                                << 
137   pMax.set(std::min(maxA.x(),maxB.x()),        << 
138            std::min(maxA.y(),maxB.y()),        << 
139            std::min(maxA.z(),maxB.z()));       << 
140                                                << 
141   // Check correctness of the bounding box     << 
142   //                                           << 
143   if (pMin.x() >= pMax.x() || pMin.y() >= pMax << 
144   {                                            << 
145     std::ostringstream message;                << 
146     message << "Bad bounding box (min >= max)  << 
147             << GetName() << " !"               << 
148             << "\npMin = " << pMin             << 
149             << "\npMax = " << pMax;            << 
150     G4Exception("G4IntersectionSolid::Bounding << 
151                 JustWarning, message);         << 
152     DumpInfo();                                << 
153   }                                            << 
154 }                                              << 
155                                                << 
156 ////////////////////////////////////////////// << 
157 //                                             << 
158 // Calculate extent under transform and specif << 
159                                                    88      
160 G4bool                                             89 G4bool 
161 G4IntersectionSolid::CalculateExtent(const EAx     90 G4IntersectionSolid::CalculateExtent(const EAxis pAxis,
162                                      const G4V <<  91              const G4VoxelLimits& pVoxelLimit,
163                                      const G4A <<  92              const G4AffineTransform& pTransform,
164                                            G4d <<  93              G4double& pMin, G4double& pMax) const 
165                                            G4d <<  94 {
166 {                                              <<  95   G4bool   retA, retB, out ;
167   G4bool   retA, retB, out;                    <<  96   G4double minA, minB, maxA, maxB ; 
168   G4double minA, minB, maxA, maxB;             <<  97 
169                                                <<  98   retA= fPtrSolidA->CalculateExtent( pAxis, pVoxelLimit, pTransform, minA, maxA);
170   retA = fPtrSolidA                            <<  99   retB= fPtrSolidB->CalculateExtent( pAxis, pVoxelLimit, pTransform, minB, maxB);
171           ->CalculateExtent( pAxis, pVoxelLimi << 100   if(retA && retB)
172   retB = fPtrSolidB                            << 
173           ->CalculateExtent( pAxis, pVoxelLimi << 
174                                                << 
175   if( retA && retB )                           << 
176   {                                            << 
177     pMin = std::max( minA, minB );             << 
178     pMax = std::min( maxA, maxB );             << 
179     out  = (pMax > pMin); // true;             << 
180   }                                            << 
181   else                                         << 
182   {                                               101   {
183     out = false;                               << 102     pMin = G4std::max( minA, minB ) ; 
                                                   >> 103     pMax = G4std::min( maxA, maxB ) ;
                                                   >> 104     out  = true ;
184   }                                               105   }
                                                   >> 106   else out = false ;
185                                                   107 
186   return out; // It exists in this slice only  << 108   return out ; // It exists in this slice only if both exist in it.
187 }                                                 109 }
188                                                   110  
189 ////////////////////////////////////////////// << 111 /////////////////////////////////////////////////////
190 //                                                112 //
191 // Touching ? Empty intersection ?                113 // Touching ? Empty intersection ?
192                                                   114 
193 EInside G4IntersectionSolid::Inside(const G4Th    115 EInside G4IntersectionSolid::Inside(const G4ThreeVector& p) const
194 {                                                 116 {
195   EInside positionA = fPtrSolidA->Inside(p);   << 117   EInside positionA = fPtrSolidA->Inside(p) ;
196   if(positionA == kOutside) return positionA;  << 
197                                                   118 
198   EInside positionB = fPtrSolidB->Inside(p);   << 119   if( positionA == kOutside ) return kOutside ;
199   if(positionA == kInside)  return positionB;  << 
200                                                   120 
201   if(positionB == kOutside) return positionB;  << 121   EInside positionB = fPtrSolidB->Inside(p) ;
202   return kSurface;                             << 122   
                                                   >> 123   if(positionA == kInside && positionB == kInside)
                                                   >> 124   {
                                                   >> 125     return kInside ;
                                                   >> 126   }
                                                   >> 127   else
                                                   >> 128   {
                                                   >> 129     if((positionA == kInside && positionB == kSurface) ||
                                                   >> 130        (positionB == kInside && positionA == kSurface) ||
                                                   >> 131        (positionA == kSurface && positionB == kSurface)   )
                                                   >> 132     {
                                                   >> 133       return kSurface ;
                                                   >> 134     }
                                                   >> 135     else
                                                   >> 136     {
                                                   >> 137       return kOutside ;
                                                   >> 138     }
                                                   >> 139   }
203 }                                                 140 }
204                                                   141 
205 ////////////////////////////////////////////// << 142 //////////////////////////////////////////////////////////////
206 //                                                143 //
207                                                   144 
208 G4ThreeVector                                     145 G4ThreeVector 
209 G4IntersectionSolid::SurfaceNormal( const G4Th    146 G4IntersectionSolid::SurfaceNormal( const G4ThreeVector& p ) const 
210 {                                                 147 {
211   G4ThreeVector normal;                           148   G4ThreeVector normal;
212   EInside insideA, insideB;                    << 149   G4bool insideA, insideB;
213                                                   150   
214   insideA = fPtrSolidA->Inside(p);             << 151   insideA= fPtrSolidA->Inside(p);
215   insideB = fPtrSolidB->Inside(p);             << 152   insideB= fPtrSolidB->Inside(p);
216                                                   153 
217 #ifdef G4BOOLDEBUG                             << 154   // if( Inside(p) == kOutside )
218   if( (insideA == kOutside) || (insideB == kOu    155   if( (insideA == kOutside) || (insideB == kOutside) )
219   {                                               156   {
220     G4cout << "WARNING - Invalid call in "     << 157     G4Exception("Invalid call in G4IntersectionSolid::SurfaceNormal(p), point p is outside") ;
221            << "G4IntersectionSolid::SurfaceNor << 
222            << "  Point p is outside !" << G4en << 
223     G4cout << "          p = " << p << G4endl; << 
224     G4cerr << "WARNING - Invalid call in "     << 
225            << "G4IntersectionSolid::SurfaceNor << 
226            << "  Point p is outside !" << G4en << 
227     G4cerr << "          p = " << p << G4endl; << 
228   }                                               158   }
229 #endif                                         << 159 
                                                   >> 160   // OLD: if(fPtrSolidA->DistanceToOut(p) <= fPtrSolidB->DistanceToOut(p) ) 
230                                                   161 
231   // On the surface of both is difficult ... t    162   // On the surface of both is difficult ... treat it like on A now!
232   //                                              163   //
                                                   >> 164 // if( (insideA == kSurface) && (insideB == kSurface) )
                                                   >> 165 //    normal= fPtrSolidA->SurfaceNormal(p) ;
                                                   >> 166 // else 
233   if( insideA == kSurface )                       167   if( insideA == kSurface )
234   {                                            << 
235     normal = fPtrSolidA->SurfaceNormal(p) ;    << 
236   }                                            << 
237   else if( insideB == kSurface )               << 
238   {                                            << 
239     normal = fPtrSolidB->SurfaceNormal(p) ;    << 
240   }                                            << 
241   else  // We are on neither surface, so we sh << 
242   {                                            << 
243     if(fPtrSolidA->DistanceToOut(p) <= fPtrSol << 
244     {                                          << 
245       normal= fPtrSolidA->SurfaceNormal(p) ;   << 
246     }                                          << 
247     else                                       << 
248     {                                             168     {
249       normal= fPtrSolidB->SurfaceNormal(p) ;   << 169       normal= fPtrSolidA->SurfaceNormal(p) ;
250     }                                             170     }
251 #ifdef G4BOOLDEBUG                             << 171   else if( insideB == kSurface )
252     G4cout << "WARNING - Invalid call in "     << 172     {
253            << "G4IntersectionSolid::SurfaceNor << 173       normal= fPtrSolidB->SurfaceNormal(p) ;
254            << "  Point p is out of surface !"  << 174     } 
255     G4cout << "          p = " << p << G4endl; << 175   // We are on neither surface, so we should generate an exception
256     G4cerr << "WARNING - Invalid call in "     << 176   else
257            << "G4IntersectionSolid::SurfaceNor << 177     {
258            << "  Point p is out of surface !"  << 178       G4Exception("Invalid call in G4IntersectionSolid::SurfaceNormal(p), point p is not on the surface of the volume.") ;
259     G4cerr << "          p = " << p << G4endl; << 179 
260 #endif                                         << 180       // Or else
                                                   >> 181       if(fPtrSolidA->DistanceToOut(p) <= fPtrSolidB->DistanceToOut(p) ) 
                                                   >> 182    normal= fPtrSolidA->SurfaceNormal(p) ;   
                                                   >> 183       else
                                                   >> 184    normal= fPtrSolidB->SurfaceNormal(p) ;   
261     }                                             185     }
262                                                   186 
263   return normal;                                  187   return normal;
264 }                                                 188 }
265                                                   189 
266 ////////////////////////////////////////////// << 190 /////////////////////////////////////////////////////////////
267 //                                                191 //
268 // The same algorithm as in DistanceToIn(p)       192 // The same algorithm as in DistanceToIn(p)
269                                                   193 
270 G4double                                          194 G4double 
271 G4IntersectionSolid::DistanceToIn( const G4Thr    195 G4IntersectionSolid::DistanceToIn( const G4ThreeVector& p,
272                                    const G4Thr    196                                    const G4ThreeVector& v  ) const 
273 {                                                 197 {
274   G4double dist = 0.0;                         << 198   G4double dist = 0.0, disTmp = 0.0 ;
275   if( Inside(p) == kInside )                      199   if( Inside(p) == kInside )
276   {                                               200   {
277 #ifdef G4BOOLDEBUG                             << 201     G4Exception("Invalid call in G4IntersectionSolid::DistanceToIn(p,v),  point p is inside") ;
278     G4cout << "WARNING - Invalid call in "     << 202   }
279            << "G4IntersectionSolid::DistanceTo << 203   else
280            << "  Point p is inside !" << G4end << 204   {
281     G4cout << "          p = " << p << G4endl; << 205     if( fPtrSolidA->Inside(p) != kOutside    )
282     G4cout << "          v = " << v << G4endl; << 
283     G4cerr << "WARNING - Invalid call in "     << 
284            << "G4IntersectionSolid::DistanceTo << 
285            << "  Point p is inside !" << G4end << 
286     G4cerr << "          p = " << p << G4endl; << 
287     G4cerr << "          v = " << v << G4endl; << 
288 #endif                                         << 
289   }                                            << 
290   else // if( Inside(p) == kSurface )          << 
291   {                                            << 
292     EInside wA = fPtrSolidA->Inside(p);        << 
293     EInside wB = fPtrSolidB->Inside(p);        << 
294                                                << 
295     G4ThreeVector pA = p,  pB = p;             << 
296     G4double      dA = 0., dA1=0., dA2=0.;     << 
297     G4double      dB = 0., dB1=0., dB2=0.;     << 
298     G4bool        doA = true, doB = true;      << 
299                                                << 
300     static const std::size_t max_trials=10000; << 
301     for (std::size_t trial=0; trial<max_trials << 
302     {                                             206     {
303       if(doA)                                  << 207       do
304       {                                           208       {
305         // find next valid range for A         << 209         disTmp = fPtrSolidB->DistanceToIn(p+dist*v,v) ;
306                                                << 210    
307         dA1 = 0.;                              << 211         if( disTmp != kInfinity )
308                                                << 
309         if( wA != kInside )                    << 
310         {                                         212         {
311           dA1 = fPtrSolidA->DistanceToIn(pA, v << 213           dist += disTmp ;
312                                                << 214           if(Inside(p+dist*v) == kOutside  )
313           if( dA1 == kInfinity )   return kInf << 215     {
314                                                << 216             disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
315           pA += dA1*v;                         << 217             if( disTmp != kInfinity  )
                                                   >> 218       {
                                                   >> 219               dist += disTmp ;
                                                   >> 220       }
                                                   >> 221             else
                                                   >> 222       {
                                                   >> 223               return kInfinity ;
                                                   >> 224       }
                                                   >> 225     }
                                                   >> 226           else
                                                   >> 227     {
                                                   >> 228             break ;
                                                   >> 229     }
316         }                                         230         }
317         dA2 = dA1 + fPtrSolidA->DistanceToOut( << 231         else
                                                   >> 232         {
                                                   >> 233           return kInfinity ;
                                                   >> 234         } 
318       }                                           235       }
319       dA1 += dA;                               << 236       while( Inside(p+dist*v) == kOutside ) ;
320       dA2 += dA;                               << 237       // while( fPtrSolidB->Inside(p) != kOutside ) ;
321                                                << 238     }
322       if(doB)                                  << 239     else  if(  fPtrSolidB->Inside(p) != kOutside    )
                                                   >> 240     {     
                                                   >> 241       do 
323       {                                           242       {
324         // find next valid range for B         << 243         disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
325                                                << 244    
326         dB1 = 0.;                              << 245         if( disTmp != kInfinity )
327         if(wB != kInside)                      << 
328         {                                         246         {
329           dB1 = fPtrSolidB->DistanceToIn(pB, v << 247           dist += disTmp ;
330                                                << 248           if(Inside(p+dist*v) == kOutside  )
331           if(dB1 == kInfinity)   return kInfin << 249     {
332                                                << 250             disTmp = fPtrSolidB->DistanceToIn(p+dist*v,v) ;
333           pB += dB1*v;                         << 251             if( disTmp != kInfinity  )
                                                   >> 252       {
                                                   >> 253               dist += disTmp ;
                                                   >> 254       }
                                                   >> 255             else
                                                   >> 256       {
                                                   >> 257               return kInfinity ;
                                                   >> 258       }
                                                   >> 259     }
                                                   >> 260           else
                                                   >> 261     {
                                                   >> 262             break ;
                                                   >> 263     }
334         }                                         264         }
335         dB2 = dB1 + fPtrSolidB->DistanceToOut( << 265         else
336       }                                        << 266         {
337       dB1 += dB;                               << 267           return kInfinity ;
338       dB2 += dB;                               << 268         } 
339                                                << 
340        // check if they overlap                << 
341                                                << 
342       if( dA1 < dB1 )                          << 
343       {                                        << 
344         if( dB1 < dA2 )  return dB1;           << 
345                                                << 
346         dA   = dA2;                            << 
347         pA   = p + dA*v;  // continue from her << 
348         wA   = kSurface;                       << 
349         doA  = true;                           << 
350         doB  = false;                          << 
351       }                                           269       }
352       else                                     << 270       while( Inside(p+dist*v) == kOutside ) ;
                                                   >> 271     }
                                                   >> 272     else
                                                   >> 273     {
                                                   >> 274       do
353       {                                           275       {
354         if( dA1 < dB2 )  return dA1;           << 276         disTmp = fPtrSolidB->DistanceToIn(p+dist*v,v) ;
355                                                << 277    
356         dB   = dB2;                            << 278         if( disTmp != kInfinity )
357         pB   = p + dB*v;  // continue from her << 279         {
358         wB   = kSurface;                       << 280           dist += disTmp ;
359         doB  = true;                           << 281           if(Inside(p+dist*v) == kOutside  )
360         doA  = false;                          << 282     {
                                                   >> 283             disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
                                                   >> 284             if( disTmp != kInfinity  )
                                                   >> 285       {
                                                   >> 286               dist += disTmp ;
                                                   >> 287       }
                                                   >> 288             else
                                                   >> 289       {
                                                   >> 290               return kInfinity ;
                                                   >> 291       }
                                                   >> 292     }
                                                   >> 293           else
                                                   >> 294     {
                                                   >> 295             break ;
                                                   >> 296     }
                                                   >> 297         }
                                                   >> 298         else
                                                   >> 299         {
                                                   >> 300           return kInfinity ;
                                                   >> 301         } 
361       }                                           302       }
                                                   >> 303       while( Inside(p+dist*v) == kOutside ) ;
362     }                                             304     }
363   }                                               305   }
364 #ifdef G4BOOLDEBUG                             << 
365   G4Exception("G4IntersectionSolid::DistanceTo << 
366               "GeomSolids0001", JustWarning,   << 
367               "Reached maximum number of itera << 
368 #endif                                         << 
369   return dist ;                                   306   return dist ;  
370 }                                                 307 }
371                                                   308 
372 ////////////////////////////////////////////// << 309 ////////////////////////////////////////////////////////
373 //                                                310 //
374 // Approximate nearest distance from the point    311 // Approximate nearest distance from the point p to the intersection of
375 // two solids                                     312 // two solids
376                                                   313 
377 G4double                                          314 G4double 
378 G4IntersectionSolid::DistanceToIn( const G4Thr    315 G4IntersectionSolid::DistanceToIn( const G4ThreeVector& p) const 
379 {                                                 316 {
380 #ifdef G4BOOLDEBUG                             << 
381   if( Inside(p) == kInside )                      317   if( Inside(p) == kInside )
382   {                                               318   {
383     G4cout << "WARNING - Invalid call in "     << 319     G4Exception("Invalid call in G4IntersectionSolid::DistanceToIn(p),  point p is inside") ;
384            << "G4IntersectionSolid::DistanceTo << 
385            << "  Point p is inside !" << G4end << 
386     G4cout << "          p = " << p << G4endl; << 
387     G4cerr << "WARNING - Invalid call in "     << 
388            << "G4IntersectionSolid::DistanceTo << 
389            << "  Point p is inside !" << G4end << 
390     G4cerr << "          p = " << p << G4endl; << 
391   }                                               320   }
392 #endif                                         << 
393   EInside sideA = fPtrSolidA->Inside(p) ;         321   EInside sideA = fPtrSolidA->Inside(p) ;
394   EInside sideB = fPtrSolidB->Inside(p) ;         322   EInside sideB = fPtrSolidB->Inside(p) ;
395   G4double dist=0.0 ;                          << 323   G4double dist ;
396                                                   324 
397   if( sideA != kInside && sideB != kOutside )  << 325   if( sideA != kInside && sideB  != kOutside    )
398   {                                               326   {
399     dist = fPtrSolidA->DistanceToIn(p) ;          327     dist = fPtrSolidA->DistanceToIn(p) ;
400   }                                               328   }
401   else                                            329   else
402   {                                               330   {
403     if( sideB != kInside && sideA != kOutside  << 331     if( sideB != kInside  && sideA != kOutside    )
404     {                                             332     {
405       dist = fPtrSolidB->DistanceToIn(p) ;        333       dist = fPtrSolidB->DistanceToIn(p) ;
406     }                                             334     }
407     else                                          335     else
408     {                                             336     {
409       dist =  std::min(fPtrSolidA->DistanceToI << 337       dist =  G4std::min(fPtrSolidA->DistanceToIn(p),
410                        fPtrSolidB->DistanceToI << 338                     fPtrSolidB->DistanceToIn(p) ) ; 
411     }                                             339     }
412   }                                               340   }
413   return dist ;                                   341   return dist ;
414 }                                                 342 }
415                                                   343 
416 ////////////////////////////////////////////// << 344 //////////////////////////////////////////////////////////
417 //                                                345 //
418 // The same algorithm as DistanceToOut(p)         346 // The same algorithm as DistanceToOut(p)
419                                                   347 
420 G4double                                          348 G4double 
421 G4IntersectionSolid::DistanceToOut( const G4Th    349 G4IntersectionSolid::DistanceToOut( const G4ThreeVector& p,
422                                     const G4Th << 350                   const G4ThreeVector& v,
423                                     const G4bo << 351                   const G4bool calcNorm,
424                                           G4bo << 352                   G4bool *validNorm,
425                                           G4Th << 353                   G4ThreeVector *n      ) const 
426 {                                                 354 {
427   G4bool         validNormA, validNormB;          355   G4bool         validNormA, validNormB;
428   G4ThreeVector  nA, nB;                          356   G4ThreeVector  nA, nB;
429                                                   357 
430 #ifdef G4BOOLDEBUG                             << 
431   if( Inside(p) == kOutside )                     358   if( Inside(p) == kOutside )
432   {                                               359   {
433     G4cout << "Position:"  << G4endl << G4endl    360     G4cout << "Position:"  << G4endl << G4endl;
434     G4cout << "p.x() = "   << p.x()/mm << " mm    361     G4cout << "p.x() = "   << p.x()/mm << " mm" << G4endl;
435     G4cout << "p.y() = "   << p.y()/mm << " mm    362     G4cout << "p.y() = "   << p.y()/mm << " mm" << G4endl;
436     G4cout << "p.z() = "   << p.z()/mm << " mm    363     G4cout << "p.z() = "   << p.z()/mm << " mm" << G4endl << G4endl;
437     G4cout << "Direction:" << G4endl << G4endl    364     G4cout << "Direction:" << G4endl << G4endl;
438     G4cout << "v.x() = "   << v.x() << G4endl;    365     G4cout << "v.x() = "   << v.x() << G4endl;
439     G4cout << "v.y() = "   << v.y() << G4endl;    366     G4cout << "v.y() = "   << v.y() << G4endl;
440     G4cout << "v.z() = "   << v.z() << G4endl     367     G4cout << "v.z() = "   << v.z() << G4endl << G4endl;
441     G4cout << "WARNING - Invalid call in "     << 368     G4Exception("Invalid call in G4IntersectionSolid::DistanceToOut(p,v),  point p is outside") ;
442            << "G4IntersectionSolid::DistanceTo << 
443            << "  Point p is outside !" << G4en << 
444     G4cout << "          p = " << p << G4endl; << 
445     G4cout << "          v = " << v << G4endl; << 
446     G4cerr << "WARNING - Invalid call in "     << 
447            << "G4IntersectionSolid::DistanceTo << 
448            << "  Point p is outside !" << G4en << 
449     G4cerr << "          p = " << p << G4endl; << 
450     G4cerr << "          v = " << v << G4endl; << 
451   }                                               369   }
452 #endif                                         << 
453   G4double distA = fPtrSolidA->DistanceToOut(p    370   G4double distA = fPtrSolidA->DistanceToOut(p,v,calcNorm,&validNormA,&nA) ;
454   G4double distB = fPtrSolidB->DistanceToOut(p    371   G4double distB = fPtrSolidB->DistanceToOut(p,v,calcNorm,&validNormB,&nB) ;
455                                                   372 
456   G4double dist = std::min(distA,distB) ;      << 373   G4double dist = G4std::min(distA,distB) ; 
457                                                   374 
458   if( calcNorm )                               << 375   if( calcNorm ){
459   {                                            << 376      if (distA < distB ) {
460     if ( distA < distB )                       << 377         *validNorm = validNormA;
461     {                                          << 378   *n =         nA;
462        *validNorm = validNormA;                << 379      }else{   
463        *n =         nA;                        << 380         *validNorm = validNormB;
464     }                                          << 381         *n =         nB;
465     else                                       << 382      }
466     {                                          << 
467        *validNorm = validNormB;                << 
468        *n =         nB;                        << 
469     }                                          << 
470   }                                               383   }
471                                                   384 
472   return dist ;                                   385   return dist ; 
                                                   >> 386   //  return G4std::min(fPtrSolidA->DistanceToOut(p,v,calcNorm,validNorm,n),
                                                   >> 387   //                  fPtrSolidB->DistanceToOut(p,v,calcNorm,validNorm,n) ) ; 
473 }                                                 388 }
474                                                   389 
475 ////////////////////////////////////////////// << 390 //////////////////////////////////////////////////////////////
476 //                                                391 //
477 // Inverted algorithm of DistanceToIn(p)          392 // Inverted algorithm of DistanceToIn(p)
478                                                   393 
479 G4double                                          394 G4double 
480 G4IntersectionSolid::DistanceToOut( const G4Th    395 G4IntersectionSolid::DistanceToOut( const G4ThreeVector& p ) const 
481 {                                                 396 {
482 #ifdef G4BOOLDEBUG                             << 
483   if( Inside(p) == kOutside )                     397   if( Inside(p) == kOutside )
484   {                                               398   {
485     G4cout << "WARNING - Invalid call in "     << 399     G4Exception("Invalid call in G4IntersectionSolid::DistanceToOut(p),  point p is outside") ;
486            << "G4IntersectionSolid::DistanceTo << 
487            << "  Point p is outside !" << G4en << 
488     G4cout << "          p = " << p << G4endl; << 
489     G4cerr << "WARNING - Invalid call in "     << 
490            << "G4IntersectionSolid::DistanceTo << 
491            << "  Point p is outside !" << G4en << 
492     G4cerr << "          p = " << p << G4endl; << 
493   }                                               400   }
494 #endif                                         << 
495                                                   401 
496   return std::min(fPtrSolidA->DistanceToOut(p) << 402 
497                   fPtrSolidB->DistanceToOut(p) << 403   return G4std::min(fPtrSolidA->DistanceToOut(p),
                                                   >> 404                     fPtrSolidB->DistanceToOut(p) ) ; 
498                                                   405 
499 }                                                 406 }
500                                                   407 
501 ////////////////////////////////////////////// << 408 //////////////////////////////////////////////////////////////
                                                   >> 409 //
502 //                                                410 //
503 // ComputeDimensions                           << 
504                                                   411 
505 void                                              412 void 
506 G4IntersectionSolid::ComputeDimensions( G4VPVP << 413 G4IntersectionSolid::ComputeDimensions( G4VPVParameterisation* p,
507                                         const  << 414                                   const G4int n,
508                                         const  << 415                                         const G4VPhysicalVolume* pRep ) 
509 {                                                 416 {
                                                   >> 417   return ;
510 }                                                 418 }
511                                                   419 
512 ////////////////////////////////////////////// << 420 /////////////////////////////////////////////////
513 //                                                421 //
514 // GetEntityType                               << 422 //                    
515                                                   423 
516 G4GeometryType G4IntersectionSolid::GetEntityT    424 G4GeometryType G4IntersectionSolid::GetEntityType() const 
517 {                                                 425 {
518   return {"G4IntersectionSolid"};              << 426   return G4String("G4IntersectionSolid");
519 }                                                 427 }
520                                                   428 
521 ////////////////////////////////////////////// << 429 /////////////////////////////////////////////////
522 //                                                430 //
523 // Make a clone of the object                  << 431 //                    
524                                                   432 
525 G4VSolid* G4IntersectionSolid::Clone() const   << 433 void 
                                                   >> 434 G4IntersectionSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const 
526 {                                                 435 {
527   return new G4IntersectionSolid(*this);       << 436   scene.AddThis (*this);
528 }                                                 437 }
529                                                   438 
530 ////////////////////////////////////////////// << 439 ////////////////////////////////////////////////////
                                                   >> 440 //
531 //                                                441 //
532 // DescribeYourselfTo                          << 
533                                                   442 
534 void                                           << 443 G4Polyhedron* 
535 G4IntersectionSolid::DescribeYourselfTo ( G4VG << 444 G4IntersectionSolid::CreatePolyhedron () const 
536 {                                                 445 {
537   scene.AddSolid (*this);                      << 446   G4Polyhedron* pA = fPtrSolidA->CreatePolyhedron();
                                                   >> 447   G4Polyhedron* pB = fPtrSolidB->CreatePolyhedron();
                                                   >> 448   G4Polyhedron* resultant = new G4Polyhedron (pA->intersect(*pB));
                                                   >> 449   delete pB;
                                                   >> 450   delete pA;
                                                   >> 451   return resultant;
538 }                                                 452 }
539                                                   453 
540 ////////////////////////////////////////////// << 454 /////////////////////////////////////////////////////////
                                                   >> 455 //
541 //                                                456 //
542 // CreatePolyhedron                            << 
543                                                   457 
544 G4Polyhedron*                                  << 458 G4NURBS*      
545 G4IntersectionSolid::CreatePolyhedron () const << 459 G4IntersectionSolid::CreateNURBS      () const 
546 {                                                 460 {
547   if (fExternalBoolProcessor == nullptr)       << 461   // Take into account boolean operation - see CreatePolyhedron.
548   {                                            << 462   // return new G4NURBSbox (1.0, 1.0, 1.0);
549     HepPolyhedronProcessor processor;          << 463   return 0;
550     // Stack components and components of comp << 
551     // See G4BooleanSolid::StackPolyhedron     << 
552     G4Polyhedron* top = StackPolyhedron(proces << 
553     auto result = new G4Polyhedron(*top);      << 
554     if (processor.execute(*result))            << 
555     {                                          << 
556       return result;                           << 
557     }                                          << 
558     else                                       << 
559     {                                          << 
560       return nullptr;                          << 
561     }                                          << 
562   }                                            << 
563   else                                         << 
564   {                                            << 
565     return fExternalBoolProcessor->Process(thi << 
566   }                                            << 
567 }                                                 464 }
568                                                   465