Geant4 Cross Reference

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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 6.2.p2)


  1 //                                                  1 //
  2 // *******************************************      2 // ********************************************************************
  3 // * License and Disclaimer                    <<   3 // * DISCLAIMER                                                       *
  4 // *                                                4 // *                                                                  *
  5 // * The  Geant4 software  is  copyright of th <<   5 // * The following disclaimer summarizes all the specific disclaimers *
  6 // * the Geant4 Collaboration.  It is provided <<   6 // * of contributors to this software. The specific disclaimers,which *
  7 // * conditions of the Geant4 Software License <<   7 // * govern, are listed with their locations in:                      *
  8 // * LICENSE and available at  http://cern.ch/ <<   8 // *   http://cern.ch/geant4/license                                  *
  9 // * include a list of copyright holders.      << 
 10 // *                                                9 // *                                                                  *
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 13 // * work  make  any representation or  warran     12 // * work  make  any representation or  warranty, express or implied, *
 14 // * regarding  this  software system or assum     13 // * regarding  this  software system or assume any liability for its *
 15 // * use.  Please see the license in the file  <<  14 // * use.                                                             *
 16 // * for the full disclaimer and the limitatio << 
 17 // *                                               15 // *                                                                  *
 18 // * This  code  implementation is the result  <<  16 // * This  code  implementation is the  intellectual property  of the *
 19 // * technical work of the GEANT4 collaboratio <<  17 // * GEANT4 collaboration.                                            *
 20 // * By using,  copying,  modifying or  distri <<  18 // * By copying,  distributing  or modifying the Program (or any work *
 21 // * any work based  on the software)  you  ag <<  19 // * based  on  the Program)  you indicate  your  acceptance of  this *
 22 // * use  in  resulting  scientific  publicati <<  20 // * statement, and all its terms.                                    *
 23 // * acceptance of all terms of the Geant4 Sof << 
 24 // *******************************************     21 // ********************************************************************
 25 //                                                 22 //
                                                   >>  23 //
                                                   >>  24 // $Id: G4IntersectionSolid.cc,v 1.21 2003/11/03 17:48:45 gcosmo Exp $
                                                   >>  25 // GEANT4 tag $Name: geant4-06-00-patch-01 $
                                                   >>  26 //
 26 // Implementation of methods for the class G4I     27 // Implementation of methods for the class G4IntersectionSolid
 27 //                                                 28 //
                                                   >>  29 // History:
                                                   >>  30 //
 28 // 12.09.98 V.Grichine: first implementation       31 // 12.09.98 V.Grichine: first implementation
                                                   >>  32 // 29.07.99 V.Grichine: modifications in DistanceToIn(p,v)
                                                   >>  33 // 16.03.01 V.Grichine: modifications in CalculateExtent() and Inside()
                                                   >>  34 // 29.05.01 V.Grichine: bug was fixed in DistanceToIn(p,v)
                                                   >>  35 //
 29 // -------------------------------------------     36 // --------------------------------------------------------------------
 30                                                    37 
 31 #include <sstream>                             << 
 32                                                << 
 33 #include "G4IntersectionSolid.hh"                  38 #include "G4IntersectionSolid.hh"
 34                                                    39 
 35 #include "G4SystemOfUnits.hh"                  << 
 36 #include "G4VoxelLimits.hh"                        40 #include "G4VoxelLimits.hh"
 37 #include "G4VPVParameterisation.hh"                41 #include "G4VPVParameterisation.hh"
 38                                                    42 
 39 #include "G4VGraphicsScene.hh"                     43 #include "G4VGraphicsScene.hh"
 40 #include "G4Polyhedron.hh"                         44 #include "G4Polyhedron.hh"
 41 #include "G4PolyhedronArbitrary.hh"            <<  45 #include "G4NURBS.hh"
 42 #include "HepPolyhedronProcessor.h"            <<  46 // #include "G4NURBSbox.hh"
 43                                                    47 
 44 ////////////////////////////////////////////// <<  48 /////////////////////////////////////////////////////////////////////
 45 //                                                 49 //
 46 // Transfer all data members to G4BooleanSolid     50 // Transfer all data members to G4BooleanSolid which is responsible
 47 // for them. pName will be in turn sent to G4V     51 // for them. pName will be in turn sent to G4VSolid
 48 //                                                 52 //
 49                                                    53 
 50 G4IntersectionSolid::G4IntersectionSolid( cons     54 G4IntersectionSolid::G4IntersectionSolid( const G4String& pName,
 51                                                    55                                                 G4VSolid* pSolidA ,
 52                                                    56                                                 G4VSolid* pSolidB   )
 53   : G4BooleanSolid(pName,pSolidA,pSolidB)          57   : G4BooleanSolid(pName,pSolidA,pSolidB)
 54 {                                                  58 {
 55 }                                                  59 } 
 56                                                    60 
 57 ////////////////////////////////////////////// <<  61 
                                                   >>  62 ///////////////////////////////////////////////////////////////////
 58 //                                                 63 //
 59                                                    64 
 60 G4IntersectionSolid::G4IntersectionSolid( cons     65 G4IntersectionSolid::G4IntersectionSolid( const G4String& pName,
 61                                                    66                                                 G4VSolid* pSolidA,
 62                                                    67                                                 G4VSolid* pSolidB,
 63                                                    68                                                 G4RotationMatrix* rotMatrix,
 64                                           cons     69                                           const G4ThreeVector& transVector  )
 65   : G4BooleanSolid(pName,pSolidA,pSolidB,rotMa     70   : G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector)
 66 {                                                  71 {
 67 }                                                  72 }
 68                                                    73 
 69 ////////////////////////////////////////////// <<  74 //////////////////////////////////////////////////////////////////
 70 //                                                 75 //
 71 //                                                 76 // 
 72                                                    77  
 73 G4IntersectionSolid::G4IntersectionSolid( cons     78 G4IntersectionSolid::G4IntersectionSolid( const G4String& pName,
 74                                                    79                                                 G4VSolid* pSolidA,
 75                                                    80                                                 G4VSolid* pSolidB,
 76                                           cons     81                                           const G4Transform3D& transform )
 77   : G4BooleanSolid(pName,pSolidA,pSolidB,trans     82   : G4BooleanSolid(pName,pSolidA,pSolidB,transform)
 78 {                                                  83 {
 79 }                                                  84 } 
 80                                                    85 
 81 ////////////////////////////////////////////// <<  86 G4IntersectionSolid::~G4IntersectionSolid()
 82 //                                             << 
 83 // Fake default constructor - sets only member << 
 84 //                            for usage restri << 
 85                                                << 
 86 G4IntersectionSolid::G4IntersectionSolid( __vo << 
 87   : G4BooleanSolid(a)                          << 
 88 {                                                  87 {
 89 }                                                  88 }
 90                                                    89 
 91 ////////////////////////////////////////////// <<  90 ///////////////////////////////////////////////////////////////
 92 //                                                 91 //
 93 //                                                 92 //
 94                                                << 
 95 G4IntersectionSolid::~G4IntersectionSolid() =  << 
 96                                                << 
 97 ////////////////////////////////////////////// << 
 98 //                                             << 
 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 //                                             << 
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                                                    93      
160 G4bool                                             94 G4bool 
161 G4IntersectionSolid::CalculateExtent(const EAx     95 G4IntersectionSolid::CalculateExtent(const EAxis pAxis,
162                                      const G4V     96                                      const G4VoxelLimits& pVoxelLimit,
163                                      const G4A     97                                      const G4AffineTransform& pTransform,
164                                            G4d     98                                            G4double& pMin,
165                                            G4d     99                                            G4double& pMax) const 
166 {                                                 100 {
167   G4bool   retA, retB, out;                    << 101   G4bool   retA, retB, out ;
168   G4double minA, minB, maxA, maxB;             << 102   G4double minA, minB, maxA, maxB ; 
169                                                   103 
170   retA = fPtrSolidA                            << 104   retA= fPtrSolidA
171           ->CalculateExtent( pAxis, pVoxelLimi    105           ->CalculateExtent( pAxis, pVoxelLimit, pTransform, minA, maxA);
172   retB = fPtrSolidB                            << 106   retB= fPtrSolidB
173           ->CalculateExtent( pAxis, pVoxelLimi    107           ->CalculateExtent( pAxis, pVoxelLimit, pTransform, minB, maxB);
174                                                << 108   if(retA && retB)
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   {                                               109   {
183     out = false;                               << 110     pMin = std::max( minA, minB ) ; 
                                                   >> 111     pMax = std::min( maxA, maxB ) ;
                                                   >> 112     out  = true ;
184   }                                               113   }
                                                   >> 114   else out = false ;
185                                                   115 
186   return out; // It exists in this slice only  << 116   return out ; // It exists in this slice only if both exist in it.
187 }                                                 117 }
188                                                   118  
189 ////////////////////////////////////////////// << 119 /////////////////////////////////////////////////////
190 //                                                120 //
191 // Touching ? Empty intersection ?                121 // Touching ? Empty intersection ?
192                                                   122 
193 EInside G4IntersectionSolid::Inside(const G4Th    123 EInside G4IntersectionSolid::Inside(const G4ThreeVector& p) const
194 {                                                 124 {
195   EInside positionA = fPtrSolidA->Inside(p);   << 125   EInside positionA = fPtrSolidA->Inside(p) ;
196   if(positionA == kOutside) return positionA;  << 
197                                                   126 
198   EInside positionB = fPtrSolidB->Inside(p);   << 127   if( positionA == kOutside ) return kOutside ;
199   if(positionA == kInside)  return positionB;  << 
200                                                   128 
201   if(positionB == kOutside) return positionB;  << 129   EInside positionB = fPtrSolidB->Inside(p) ;
202   return kSurface;                             << 130   
                                                   >> 131   if(positionA == kInside && positionB == kInside)
                                                   >> 132   {
                                                   >> 133     return kInside ;
                                                   >> 134   }
                                                   >> 135   else
                                                   >> 136   {
                                                   >> 137     if((positionA == kInside && positionB == kSurface) ||
                                                   >> 138        (positionB == kInside && positionA == kSurface) ||
                                                   >> 139        (positionA == kSurface && positionB == kSurface)   )
                                                   >> 140     {
                                                   >> 141       return kSurface ;
                                                   >> 142     }
                                                   >> 143     else
                                                   >> 144     {
                                                   >> 145       return kOutside ;
                                                   >> 146     }
                                                   >> 147   }
203 }                                                 148 }
204                                                   149 
205 ////////////////////////////////////////////// << 150 //////////////////////////////////////////////////////////////
206 //                                                151 //
207                                                   152 
208 G4ThreeVector                                     153 G4ThreeVector 
209 G4IntersectionSolid::SurfaceNormal( const G4Th    154 G4IntersectionSolid::SurfaceNormal( const G4ThreeVector& p ) const 
210 {                                                 155 {
211   G4ThreeVector normal;                           156   G4ThreeVector normal;
212   EInside insideA, insideB;                       157   EInside insideA, insideB;
213                                                   158   
214   insideA = fPtrSolidA->Inside(p);             << 159   insideA= fPtrSolidA->Inside(p);
215   insideB = fPtrSolidB->Inside(p);             << 160   insideB= fPtrSolidB->Inside(p);
216                                                   161 
217 #ifdef G4BOOLDEBUG                                162 #ifdef G4BOOLDEBUG
218   if( (insideA == kOutside) || (insideB == kOu    163   if( (insideA == kOutside) || (insideB == kOutside) )
219   {                                               164   {
220     G4cout << "WARNING - Invalid call in "        165     G4cout << "WARNING - Invalid call in "
221            << "G4IntersectionSolid::SurfaceNor    166            << "G4IntersectionSolid::SurfaceNormal(p)" << G4endl
222            << "  Point p is outside !" << G4en    167            << "  Point p is outside !" << G4endl;
223     G4cout << "          p = " << p << G4endl;    168     G4cout << "          p = " << p << G4endl;
224     G4cerr << "WARNING - Invalid call in "        169     G4cerr << "WARNING - Invalid call in "
225            << "G4IntersectionSolid::SurfaceNor    170            << "G4IntersectionSolid::SurfaceNormal(p)" << G4endl
226            << "  Point p is outside !" << G4en    171            << "  Point p is outside !" << G4endl;
227     G4cerr << "          p = " << p << G4endl;    172     G4cerr << "          p = " << p << G4endl;
228   }                                               173   }
229 #endif                                            174 #endif
230                                                   175 
                                                   >> 176   // OLD: if(fPtrSolidA->DistanceToOut(p) <= fPtrSolidB->DistanceToOut(p) ) 
                                                   >> 177 
231   // On the surface of both is difficult ... t    178   // On the surface of both is difficult ... treat it like on A now!
232   //                                              179   //
                                                   >> 180   // if( (insideA == kSurface) && (insideB == kSurface) )
                                                   >> 181   //    normal= fPtrSolidA->SurfaceNormal(p) ;
                                                   >> 182   // else 
233   if( insideA == kSurface )                       183   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     {                                             184     {
249       normal= fPtrSolidB->SurfaceNormal(p) ;   << 185       normal= fPtrSolidA->SurfaceNormal(p) ;
250     }                                             186     }
                                                   >> 187   else if( insideB == kSurface )
                                                   >> 188     {
                                                   >> 189       normal= fPtrSolidB->SurfaceNormal(p) ;
                                                   >> 190     } 
                                                   >> 191     // We are on neither surface, so we should generate an exception
                                                   >> 192   else
                                                   >> 193     {
                                                   >> 194       if(fPtrSolidA->DistanceToOut(p) <= fPtrSolidB->DistanceToOut(p) ) 
                                                   >> 195    normal= fPtrSolidA->SurfaceNormal(p) ;   
                                                   >> 196       else
                                                   >> 197    normal= fPtrSolidB->SurfaceNormal(p) ;   
251 #ifdef G4BOOLDEBUG                                198 #ifdef G4BOOLDEBUG
252     G4cout << "WARNING - Invalid call in "     << 199       G4cout << "WARNING - Invalid call in "
253            << "G4IntersectionSolid::SurfaceNor << 200              << "G4IntersectionSolid::SurfaceNormal(p)" << G4endl
254            << "  Point p is out of surface !"  << 201              << "  Point p is out of surface !" << G4endl;
255     G4cout << "          p = " << p << G4endl; << 202       G4cout << "          p = " << p << G4endl;
256     G4cerr << "WARNING - Invalid call in "     << 203       G4cerr << "WARNING - Invalid call in "
257            << "G4IntersectionSolid::SurfaceNor << 204              << "G4IntersectionSolid::SurfaceNormal(p)" << G4endl
258            << "  Point p is out of surface !"  << 205              << "  Point p is out of surface !" << G4endl;
259     G4cerr << "          p = " << p << G4endl; << 206       G4cerr << "          p = " << p << G4endl;
260 #endif                                            207 #endif
261     }                                             208     }
262                                                   209 
263   return normal;                                  210   return normal;
264 }                                                 211 }
265                                                   212 
266 ////////////////////////////////////////////// << 213 /////////////////////////////////////////////////////////////
267 //                                                214 //
268 // The same algorithm as in DistanceToIn(p)       215 // The same algorithm as in DistanceToIn(p)
269                                                   216 
270 G4double                                          217 G4double 
271 G4IntersectionSolid::DistanceToIn( const G4Thr    218 G4IntersectionSolid::DistanceToIn( const G4ThreeVector& p,
272                                    const G4Thr    219                                    const G4ThreeVector& v  ) const 
273 {                                                 220 {
274   G4double dist = 0.0;                         << 221   G4double dist = 0.0, disTmp = 0.0 ;
275   if( Inside(p) == kInside )                      222   if( Inside(p) == kInside )
276   {                                               223   {
277 #ifdef G4BOOLDEBUG                                224 #ifdef G4BOOLDEBUG
278     G4cout << "WARNING - Invalid call in "        225     G4cout << "WARNING - Invalid call in "
279            << "G4IntersectionSolid::DistanceTo    226            << "G4IntersectionSolid::DistanceToIn(p,v)" << G4endl
280            << "  Point p is inside !" << G4end    227            << "  Point p is inside !" << G4endl;
281     G4cout << "          p = " << p << G4endl;    228     G4cout << "          p = " << p << G4endl;
282     G4cout << "          v = " << v << G4endl;    229     G4cout << "          v = " << v << G4endl;
283     G4cerr << "WARNING - Invalid call in "        230     G4cerr << "WARNING - Invalid call in "
284            << "G4IntersectionSolid::DistanceTo    231            << "G4IntersectionSolid::DistanceToIn(p,v)" << G4endl
285            << "  Point p is inside !" << G4end    232            << "  Point p is inside !" << G4endl;
286     G4cerr << "          p = " << p << G4endl;    233     G4cerr << "          p = " << p << G4endl;
287     G4cerr << "          v = " << v << G4endl;    234     G4cerr << "          v = " << v << G4endl;
288 #endif                                            235 #endif
289   }                                               236   }
290   else // if( Inside(p) == kSurface )          << 237   else
291   {                                               238   {
292     EInside wA = fPtrSolidA->Inside(p);        << 239     if( fPtrSolidA->Inside(p) != kOutside    )
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     {                                             240     {
303       if(doA)                                  << 241       do
304       {                                           242       {
305         // find next valid range for A         << 243         if( fPtrSolidB->Inside(p+dist*v) == kInside    )
306                                                << 
307         dA1 = 0.;                              << 
308                                                << 
309         if( wA != kInside )                    << 
310         {                                         244         {
311           dA1 = fPtrSolidA->DistanceToIn(pA, v << 245           disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v) ; 
312                                                << 
313           if( dA1 == kInfinity )   return kInf << 
314                                                << 
315           pA += dA1*v;                         << 
316         }                                         246         }
317         dA2 = dA1 + fPtrSolidA->DistanceToOut( << 247         else
318       }                                        << 
319       dA1 += dA;                               << 
320       dA2 += dA;                               << 
321                                                << 
322       if(doB)                                  << 
323       {                                        << 
324         // find next valid range for B         << 
325                                                << 
326         dB1 = 0.;                              << 
327         if(wB != kInside)                      << 
328         {                                         248         {
329           dB1 = fPtrSolidB->DistanceToIn(pB, v << 249           disTmp = fPtrSolidB->DistanceToIn(p+dist*v,v) ;
330                                                << 250         }
331           if(dB1 == kInfinity)   return kInfin << 251         if( disTmp != kInfinity )
332                                                << 252         {
333           pB += dB1*v;                         << 253           dist += disTmp ;
                                                   >> 254           if(Inside(p+dist*v) == kOutside  )
                                                   >> 255           {
                                                   >> 256             if( fPtrSolidA->Inside(p+dist*v) == kInside    )
                                                   >> 257             {
                                                   >> 258               disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v) ; 
                                                   >> 259             }
                                                   >> 260             else
                                                   >> 261             {
                                                   >> 262               disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
                                                   >> 263             }
                                                   >> 264             if( disTmp != kInfinity  )
                                                   >> 265             {
                                                   >> 266               dist += disTmp ;
                                                   >> 267             }
                                                   >> 268             else
                                                   >> 269             {
                                                   >> 270               return kInfinity ;
                                                   >> 271             }
                                                   >> 272           }
                                                   >> 273           else
                                                   >> 274           {
                                                   >> 275             break ;
                                                   >> 276           }
334         }                                         277         }
335         dB2 = dB1 + fPtrSolidB->DistanceToOut( << 278         else
                                                   >> 279         {
                                                   >> 280           return kInfinity ;
                                                   >> 281         } 
336       }                                           282       }
337       dB1 += dB;                               << 283       while( Inside(p+dist*v) == kOutside ) ;
338       dB2 += dB;                               << 284       // while( fPtrSolidB->Inside(p) != kOutside ) ;
339                                                << 285     }
340        // check if they overlap                << 286     else  if(  fPtrSolidB->Inside(p) != kOutside    )
341                                                << 287     {     
342       if( dA1 < dB1 )                          << 288       do 
343       {                                           289       {
344         if( dB1 < dA2 )  return dB1;           << 290         if( fPtrSolidA->Inside(p+dist*v) == kInside    )
345                                                << 291         {
346         dA   = dA2;                            << 292           disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v) ; 
347         pA   = p + dA*v;  // continue from her << 293         }
348         wA   = kSurface;                       << 294         else
349         doA  = true;                           << 295         {
350         doB  = false;                          << 296           disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
                                                   >> 297         }   
                                                   >> 298         if( disTmp != kInfinity )
                                                   >> 299         {
                                                   >> 300           dist += disTmp ;
                                                   >> 301           if(Inside(p+dist*v) == kOutside  )
                                                   >> 302           {
                                                   >> 303             if( fPtrSolidB->Inside(p+dist*v) == kInside    )
                                                   >> 304             {
                                                   >> 305               disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v) ; 
                                                   >> 306             }
                                                   >> 307             else
                                                   >> 308             {
                                                   >> 309               disTmp = fPtrSolidB->DistanceToIn(p+dist*v,v) ;
                                                   >> 310             }
                                                   >> 311             if( disTmp != kInfinity  )
                                                   >> 312             {
                                                   >> 313               dist += disTmp ;
                                                   >> 314             }
                                                   >> 315             else
                                                   >> 316             {
                                                   >> 317               return kInfinity ;
                                                   >> 318             }
                                                   >> 319           }
                                                   >> 320           else
                                                   >> 321           {
                                                   >> 322             break ;
                                                   >> 323           }
                                                   >> 324         }
                                                   >> 325         else
                                                   >> 326         {
                                                   >> 327           return kInfinity ;
                                                   >> 328         } 
351       }                                           329       }
352       else                                     << 330       while( Inside(p+dist*v) == kOutside ) ;
                                                   >> 331     }
                                                   >> 332     else
                                                   >> 333     {
                                                   >> 334       do
353       {                                           335       {
354         if( dA1 < dB2 )  return dA1;           << 336         if( fPtrSolidB->Inside(p+dist*v) == kInside    )
355                                                << 337         {
356         dB   = dB2;                            << 338           disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v) ; 
357         pB   = p + dB*v;  // continue from her << 339         }
358         wB   = kSurface;                       << 340         else
359         doB  = true;                           << 341         {
360         doA  = false;                          << 342           disTmp = fPtrSolidB->DistanceToIn(p+dist*v,v) ;
                                                   >> 343         }
                                                   >> 344         if( disTmp != kInfinity )
                                                   >> 345         {
                                                   >> 346           dist += disTmp ;
                                                   >> 347           if(Inside(p+dist*v) == kOutside  )
                                                   >> 348           {
                                                   >> 349             if( fPtrSolidA->Inside(p+dist*v) == kInside    )
                                                   >> 350             {
                                                   >> 351               disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v) ; 
                                                   >> 352             }
                                                   >> 353             else
                                                   >> 354             {
                                                   >> 355               disTmp = fPtrSolidA->DistanceToIn(p+dist*v,v) ;
                                                   >> 356             }
                                                   >> 357             if( disTmp != kInfinity  )
                                                   >> 358             {
                                                   >> 359               dist += disTmp ;
                                                   >> 360             }
                                                   >> 361             else
                                                   >> 362             {
                                                   >> 363               return kInfinity ;
                                                   >> 364             }
                                                   >> 365           }
                                                   >> 366           else
                                                   >> 367           {
                                                   >> 368             break ;
                                                   >> 369           }
                                                   >> 370         }
                                                   >> 371         else
                                                   >> 372         {
                                                   >> 373           return kInfinity ;
                                                   >> 374         } 
361       }                                           375       }
                                                   >> 376       while( Inside(p+dist*v) == kOutside ) ;
362     }                                             377     }
363   }                                               378   }
364 #ifdef G4BOOLDEBUG                             << 
365   G4Exception("G4IntersectionSolid::DistanceTo << 
366               "GeomSolids0001", JustWarning,   << 
367               "Reached maximum number of itera << 
368 #endif                                         << 
369   return dist ;                                   379   return dist ;  
370 }                                                 380 }
371                                                   381 
372 ////////////////////////////////////////////// << 382 ////////////////////////////////////////////////////////
373 //                                                383 //
374 // Approximate nearest distance from the point    384 // Approximate nearest distance from the point p to the intersection of
375 // two solids                                     385 // two solids
376                                                   386 
377 G4double                                          387 G4double 
378 G4IntersectionSolid::DistanceToIn( const G4Thr    388 G4IntersectionSolid::DistanceToIn( const G4ThreeVector& p) const 
379 {                                                 389 {
380 #ifdef G4BOOLDEBUG                                390 #ifdef G4BOOLDEBUG
381   if( Inside(p) == kInside )                      391   if( Inside(p) == kInside )
382   {                                               392   {
383     G4cout << "WARNING - Invalid call in "        393     G4cout << "WARNING - Invalid call in "
384            << "G4IntersectionSolid::DistanceTo    394            << "G4IntersectionSolid::DistanceToIn(p)" << G4endl
385            << "  Point p is inside !" << G4end    395            << "  Point p is inside !" << G4endl;
386     G4cout << "          p = " << p << G4endl;    396     G4cout << "          p = " << p << G4endl;
387     G4cerr << "WARNING - Invalid call in "        397     G4cerr << "WARNING - Invalid call in "
388            << "G4IntersectionSolid::DistanceTo    398            << "G4IntersectionSolid::DistanceToIn(p)" << G4endl
389            << "  Point p is inside !" << G4end    399            << "  Point p is inside !" << G4endl;
390     G4cerr << "          p = " << p << G4endl;    400     G4cerr << "          p = " << p << G4endl;
391   }                                               401   }
392 #endif                                            402 #endif
393   EInside sideA = fPtrSolidA->Inside(p) ;         403   EInside sideA = fPtrSolidA->Inside(p) ;
394   EInside sideB = fPtrSolidB->Inside(p) ;         404   EInside sideB = fPtrSolidB->Inside(p) ;
395   G4double dist=0.0 ;                             405   G4double dist=0.0 ;
396                                                   406 
397   if( sideA != kInside && sideB != kOutside )  << 407   if( sideA != kInside && sideB  != kOutside )
398   {                                               408   {
399     dist = fPtrSolidA->DistanceToIn(p) ;          409     dist = fPtrSolidA->DistanceToIn(p) ;
400   }                                               410   }
401   else                                            411   else
402   {                                               412   {
403     if( sideB != kInside && sideA != kOutside  << 413     if( sideB != kInside  && sideA != kOutside )
404     {                                             414     {
405       dist = fPtrSolidB->DistanceToIn(p) ;        415       dist = fPtrSolidB->DistanceToIn(p) ;
406     }                                             416     }
407     else                                          417     else
408     {                                             418     {
409       dist =  std::min(fPtrSolidA->DistanceToI    419       dist =  std::min(fPtrSolidA->DistanceToIn(p),
410                        fPtrSolidB->DistanceToI << 420                     fPtrSolidB->DistanceToIn(p) ) ; 
411     }                                             421     }
412   }                                               422   }
413   return dist ;                                   423   return dist ;
414 }                                                 424 }
415                                                   425 
416 ////////////////////////////////////////////// << 426 //////////////////////////////////////////////////////////
417 //                                                427 //
418 // The same algorithm as DistanceToOut(p)         428 // The same algorithm as DistanceToOut(p)
419                                                   429 
420 G4double                                          430 G4double 
421 G4IntersectionSolid::DistanceToOut( const G4Th    431 G4IntersectionSolid::DistanceToOut( const G4ThreeVector& p,
422                                     const G4Th    432                                     const G4ThreeVector& v,
423                                     const G4bo    433                                     const G4bool calcNorm,
424                                           G4bo << 434                                           G4bool *validNorm,
425                                           G4Th << 435                                           G4ThreeVector *n      ) const 
426 {                                                 436 {
427   G4bool         validNormA, validNormB;          437   G4bool         validNormA, validNormB;
428   G4ThreeVector  nA, nB;                          438   G4ThreeVector  nA, nB;
429                                                   439 
430 #ifdef G4BOOLDEBUG                                440 #ifdef G4BOOLDEBUG
431   if( Inside(p) == kOutside )                     441   if( Inside(p) == kOutside )
432   {                                               442   {
433     G4cout << "Position:"  << G4endl << G4endl    443     G4cout << "Position:"  << G4endl << G4endl;
434     G4cout << "p.x() = "   << p.x()/mm << " mm    444     G4cout << "p.x() = "   << p.x()/mm << " mm" << G4endl;
435     G4cout << "p.y() = "   << p.y()/mm << " mm    445     G4cout << "p.y() = "   << p.y()/mm << " mm" << G4endl;
436     G4cout << "p.z() = "   << p.z()/mm << " mm    446     G4cout << "p.z() = "   << p.z()/mm << " mm" << G4endl << G4endl;
437     G4cout << "Direction:" << G4endl << G4endl    447     G4cout << "Direction:" << G4endl << G4endl;
438     G4cout << "v.x() = "   << v.x() << G4endl;    448     G4cout << "v.x() = "   << v.x() << G4endl;
439     G4cout << "v.y() = "   << v.y() << G4endl;    449     G4cout << "v.y() = "   << v.y() << G4endl;
440     G4cout << "v.z() = "   << v.z() << G4endl     450     G4cout << "v.z() = "   << v.z() << G4endl << G4endl;
441     G4cout << "WARNING - Invalid call in "        451     G4cout << "WARNING - Invalid call in "
442            << "G4IntersectionSolid::DistanceTo    452            << "G4IntersectionSolid::DistanceToOut(p,v)" << G4endl
443            << "  Point p is outside !" << G4en    453            << "  Point p is outside !" << G4endl;
444     G4cout << "          p = " << p << G4endl;    454     G4cout << "          p = " << p << G4endl;
445     G4cout << "          v = " << v << G4endl;    455     G4cout << "          v = " << v << G4endl;
446     G4cerr << "WARNING - Invalid call in "        456     G4cerr << "WARNING - Invalid call in "
447            << "G4IntersectionSolid::DistanceTo    457            << "G4IntersectionSolid::DistanceToOut(p,v)" << G4endl
448            << "  Point p is outside !" << G4en    458            << "  Point p is outside !" << G4endl;
449     G4cerr << "          p = " << p << G4endl;    459     G4cerr << "          p = " << p << G4endl;
450     G4cerr << "          v = " << v << G4endl;    460     G4cerr << "          v = " << v << G4endl;
451   }                                               461   }
452 #endif                                            462 #endif
453   G4double distA = fPtrSolidA->DistanceToOut(p    463   G4double distA = fPtrSolidA->DistanceToOut(p,v,calcNorm,&validNormA,&nA) ;
454   G4double distB = fPtrSolidB->DistanceToOut(p    464   G4double distB = fPtrSolidB->DistanceToOut(p,v,calcNorm,&validNormB,&nB) ;
455                                                   465 
456   G4double dist = std::min(distA,distB) ;         466   G4double dist = std::min(distA,distB) ; 
457                                                   467 
458   if( calcNorm )                                  468   if( calcNorm )
459   {                                               469   {
460     if ( distA < distB )                          470     if ( distA < distB )
461     {                                             471     {
462        *validNorm = validNormA;                   472        *validNorm = validNormA;
463        *n =         nA;                           473        *n =         nA;
464     }                                             474     }
465     else                                          475     else
466     {                                             476     {   
467        *validNorm = validNormB;                   477        *validNorm = validNormB;
468        *n =         nB;                           478        *n =         nB;
469     }                                             479     }
470   }                                               480   }
471                                                   481 
472   return dist ;                                   482   return dist ; 
473 }                                                 483 }
474                                                   484 
475 ////////////////////////////////////////////// << 485 //////////////////////////////////////////////////////////////
476 //                                                486 //
477 // Inverted algorithm of DistanceToIn(p)          487 // Inverted algorithm of DistanceToIn(p)
478                                                   488 
479 G4double                                          489 G4double 
480 G4IntersectionSolid::DistanceToOut( const G4Th    490 G4IntersectionSolid::DistanceToOut( const G4ThreeVector& p ) const 
481 {                                                 491 {
482 #ifdef G4BOOLDEBUG                                492 #ifdef G4BOOLDEBUG
483   if( Inside(p) == kOutside )                     493   if( Inside(p) == kOutside )
484   {                                               494   {
485     G4cout << "WARNING - Invalid call in "        495     G4cout << "WARNING - Invalid call in "
486            << "G4IntersectionSolid::DistanceTo    496            << "G4IntersectionSolid::DistanceToOut(p)" << G4endl
487            << "  Point p is outside !" << G4en    497            << "  Point p is outside !" << G4endl;
488     G4cout << "          p = " << p << G4endl;    498     G4cout << "          p = " << p << G4endl;
489     G4cerr << "WARNING - Invalid call in "        499     G4cerr << "WARNING - Invalid call in "
490            << "G4IntersectionSolid::DistanceTo    500            << "G4IntersectionSolid::DistanceToOut(p)" << G4endl
491            << "  Point p is outside !" << G4en    501            << "  Point p is outside !" << G4endl;
492     G4cerr << "          p = " << p << G4endl;    502     G4cerr << "          p = " << p << G4endl;
493   }                                               503   }
494 #endif                                            504 #endif
495                                                   505 
496   return std::min(fPtrSolidA->DistanceToOut(p)    506   return std::min(fPtrSolidA->DistanceToOut(p),
497                   fPtrSolidB->DistanceToOut(p)    507                   fPtrSolidB->DistanceToOut(p) ) ; 
498                                                   508 
499 }                                                 509 }
500                                                   510 
501 ////////////////////////////////////////////// << 511 //////////////////////////////////////////////////////////////
                                                   >> 512 //
502 //                                                513 //
503 // ComputeDimensions                           << 
504                                                   514 
505 void                                              515 void 
506 G4IntersectionSolid::ComputeDimensions( G4VPVP    516 G4IntersectionSolid::ComputeDimensions( G4VPVParameterisation*,
507                                         const  << 517                                   const G4int,
508                                         const     518                                         const G4VPhysicalVolume* ) 
509 {                                                 519 {
510 }                                                 520 }
511                                                   521 
512 ////////////////////////////////////////////// << 522 /////////////////////////////////////////////////
513 //                                                523 //
514 // GetEntityType                               << 524 //                    
515                                                   525 
516 G4GeometryType G4IntersectionSolid::GetEntityT    526 G4GeometryType G4IntersectionSolid::GetEntityType() const 
517 {                                                 527 {
518   return {"G4IntersectionSolid"};              << 528   return G4String("G4IntersectionSolid");
519 }                                                 529 }
520                                                   530 
521 ////////////////////////////////////////////// << 531 /////////////////////////////////////////////////
522 //                                                532 //
523 // Make a clone of the object                  << 533 //                    
524                                                   534 
525 G4VSolid* G4IntersectionSolid::Clone() const   << 535 void 
                                                   >> 536 G4IntersectionSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const 
526 {                                                 537 {
527   return new G4IntersectionSolid(*this);       << 538   scene.AddThis (*this);
528 }                                                 539 }
529                                                   540 
530 ////////////////////////////////////////////// << 541 ////////////////////////////////////////////////////
                                                   >> 542 //
531 //                                                543 //
532 // DescribeYourselfTo                          << 
533                                                   544 
534 void                                           << 545 G4Polyhedron* 
535 G4IntersectionSolid::DescribeYourselfTo ( G4VG << 546 G4IntersectionSolid::CreatePolyhedron () const 
536 {                                                 547 {
537   scene.AddSolid (*this);                      << 548   G4Polyhedron* pA = fPtrSolidA->CreatePolyhedron();
                                                   >> 549   G4Polyhedron* pB = fPtrSolidB->CreatePolyhedron();
                                                   >> 550   G4Polyhedron* resultant = new G4Polyhedron (pA->intersect(*pB));
                                                   >> 551   delete pB;
                                                   >> 552   delete pA;
                                                   >> 553   return resultant;
538 }                                                 554 }
539                                                   555 
540 ////////////////////////////////////////////// << 556 /////////////////////////////////////////////////////////
                                                   >> 557 //
541 //                                                558 //
542 // CreatePolyhedron                            << 
543                                                   559 
544 G4Polyhedron*                                  << 560 G4NURBS*      
545 G4IntersectionSolid::CreatePolyhedron () const << 561 G4IntersectionSolid::CreateNURBS      () const 
546 {                                                 562 {
547   if (fExternalBoolProcessor == nullptr)       << 563   // Take into account boolean operation - see CreatePolyhedron.
548   {                                            << 564   // return new G4NURBSbox (1.0, 1.0, 1.0);
549     HepPolyhedronProcessor processor;          << 565   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 }                                                 566 }
568                                                   567