Geant4 Cross Reference

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Geant4/geometry/solids/Boolean/src/G4UnionSolid.cc

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Differences between /geometry/solids/Boolean/src/G4UnionSolid.cc (Version 11.3.0) and /geometry/solids/Boolean/src/G4UnionSolid.cc (Version 10.5)


  1 //                                                  1 //
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 24 // *******************************************     24 // ********************************************************************
 25 //                                                 25 //
                                                   >>  26 //
                                                   >>  27 //
 26 // Implementation of methods for the class G4U     28 // Implementation of methods for the class G4UnionSolid
 27 //                                                 29 //
 28 // 23.04.18 E.Tcherniaev: added extended BBox, <<  30 // History:
 29 // 17.03.17 E.Tcherniaev: revision of SurfaceN <<  31 //
 30 // 12.09.98 V.Grichine: first implementation       32 // 12.09.98 V.Grichine: first implementation
                                                   >>  33 // 28.11.98 V.Grichine: fix while loops in DistToIn/Out 
                                                   >>  34 // 27.07.99 V.Grichine: modifications in DistToOut(p,v,...), while -> do-while
                                                   >>  35 // 16.03.01 V.Grichine: modifications in CalculateExtent()
                                                   >>  36 // 17.03.17 E.Tcherniaev: revision of SurfaceNormal()
                                                   >>  37 // 23.04.18 E.Tcherniaev: added extended BBox, yearly return in Inside()
                                                   >>  38 //
 31 // -------------------------------------------     39 // --------------------------------------------------------------------
 32                                                    40 
 33 #include <sstream>                                 41 #include <sstream>
 34                                                    42 
 35 #include "G4UnionSolid.hh"                         43 #include "G4UnionSolid.hh"
 36                                                    44 
 37 #include "G4SystemOfUnits.hh"                      45 #include "G4SystemOfUnits.hh"
 38 #include "G4VoxelLimits.hh"                        46 #include "G4VoxelLimits.hh"
 39 #include "G4VPVParameterisation.hh"                47 #include "G4VPVParameterisation.hh"
 40 #include "G4GeometryTolerance.hh"                  48 #include "G4GeometryTolerance.hh"
 41                                                    49 
 42 #include "G4VGraphicsScene.hh"                     50 #include "G4VGraphicsScene.hh"
 43 #include "G4Polyhedron.hh"                         51 #include "G4Polyhedron.hh"
 44 #include "G4PolyhedronArbitrary.hh"            << 
 45 #include "HepPolyhedronProcessor.h"                52 #include "HepPolyhedronProcessor.h"
 46                                                    53 
 47 #include "G4IntersectionSolid.hh"              <<  54 ///////////////////////////////////////////////////////////////////
 48                                                << 
 49 ////////////////////////////////////////////// << 
 50 //                                                 55 //
 51 // Transfer all data members to G4BooleanSolid     56 // Transfer all data members to G4BooleanSolid which is responsible
 52 // for them. pName will be in turn sent to G4V     57 // for them. pName will be in turn sent to G4VSolid
 53                                                    58 
 54 G4UnionSolid:: G4UnionSolid( const G4String& p     59 G4UnionSolid:: G4UnionSolid( const G4String& pName,
 55                                    G4VSolid* p     60                                    G4VSolid* pSolidA ,
 56                                    G4VSolid* p     61                                    G4VSolid* pSolidB )
 57   : G4BooleanSolid(pName,pSolidA,pSolidB)          62   : G4BooleanSolid(pName,pSolidA,pSolidB)
 58 {                                                  63 {
 59   Init();                                      <<  64   G4ThreeVector pdelta(0.5*kCarTolerance,0.5*kCarTolerance,0.5*kCarTolerance);
                                                   >>  65   G4ThreeVector pmin, pmax;
                                                   >>  66   BoundingLimits(pmin, pmax);
                                                   >>  67   fPMin = pmin - pdelta;
                                                   >>  68   fPMax = pmax + pdelta;
 60 }                                                  69 }
 61                                                    70 
 62 ////////////////////////////////////////////// <<  71 /////////////////////////////////////////////////////////////////////
 63 //                                                 72 //
 64 // Constructor                                     73 // Constructor
 65                                                    74  
 66 G4UnionSolid::G4UnionSolid( const G4String& pN     75 G4UnionSolid::G4UnionSolid( const G4String& pName,
 67                                   G4VSolid* pS     76                                   G4VSolid* pSolidA ,
 68                                   G4VSolid* pS     77                                   G4VSolid* pSolidB ,
 69                                   G4RotationMa     78                                   G4RotationMatrix* rotMatrix,
 70                             const G4ThreeVecto     79                             const G4ThreeVector& transVector )
 71   : G4BooleanSolid(pName,pSolidA,pSolidB,rotMa     80   : G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector)
 72                                                    81 
 73 {                                                  82 {
 74   Init();                                      <<  83   G4ThreeVector pdelta(0.5*kCarTolerance,0.5*kCarTolerance,0.5*kCarTolerance);
                                                   >>  84   G4ThreeVector pmin, pmax;
                                                   >>  85   BoundingLimits(pmin, pmax);
                                                   >>  86   fPMin = pmin - pdelta;
                                                   >>  87   fPMax = pmax + pdelta;
 75 }                                                  88 }
 76                                                    89 
 77 ////////////////////////////////////////////// <<  90 ///////////////////////////////////////////////////////////
 78 //                                                 91 //
 79 // Constructor                                     92 // Constructor
 80                                                    93  
 81 G4UnionSolid::G4UnionSolid( const G4String& pN     94 G4UnionSolid::G4UnionSolid( const G4String& pName,
 82                                   G4VSolid* pS     95                                   G4VSolid* pSolidA ,
 83                                   G4VSolid* pS     96                                   G4VSolid* pSolidB ,
 84                             const G4Transform3     97                             const G4Transform3D& transform )
 85   : G4BooleanSolid(pName,pSolidA,pSolidB,trans     98   : G4BooleanSolid(pName,pSolidA,pSolidB,transform)
 86 {                                                  99 {
 87   Init();                                      << 100   G4ThreeVector pdelta(0.5*kCarTolerance,0.5*kCarTolerance,0.5*kCarTolerance);
                                                   >> 101   G4ThreeVector pmin, pmax;
                                                   >> 102   BoundingLimits(pmin, pmax);
                                                   >> 103   fPMin = pmin - pdelta;
                                                   >> 104   fPMax = pmax + pdelta;
 88 }                                                 105 } 
 89                                                   106 
 90 ////////////////////////////////////////////// << 107 //////////////////////////////////////////////////////////////////
 91 //                                                108 //
 92 // Fake default constructor - sets only member    109 // Fake default constructor - sets only member data and allocates memory
 93 //                            for usage restri    110 //                            for usage restricted to object persistency.
 94                                                   111 
 95 G4UnionSolid::G4UnionSolid( __void__& a )         112 G4UnionSolid::G4UnionSolid( __void__& a )
 96   : G4BooleanSolid(a)                             113   : G4BooleanSolid(a)
 97 {                                                 114 {
 98 }                                                 115 }
 99                                                   116 
100 ////////////////////////////////////////////// << 117 ///////////////////////////////////////////////////////////
101 //                                                118 //
102 // Destructor                                     119 // Destructor
103                                                   120 
104 G4UnionSolid::~G4UnionSolid()                     121 G4UnionSolid::~G4UnionSolid()
105 = default;                                     << 122 {
                                                   >> 123 }
106                                                   124 
107 ////////////////////////////////////////////// << 125 ///////////////////////////////////////////////////////////////
108 //                                                126 //
109 // Copy constructor                               127 // Copy constructor
110                                                   128 
111 G4UnionSolid::G4UnionSolid(const G4UnionSolid&    129 G4UnionSolid::G4UnionSolid(const G4UnionSolid& rhs)
112   : G4BooleanSolid (rhs)                          130   : G4BooleanSolid (rhs)
113 {                                                 131 {
114   fPMin = rhs.fPMin;                              132   fPMin = rhs.fPMin;
115   fPMax = rhs.fPMax;                              133   fPMax = rhs.fPMax;
116   halfCarTolerance=0.5*kCarTolerance;          << 
117 }                                                 134 }
118                                                   135 
119 ////////////////////////////////////////////// << 136 ///////////////////////////////////////////////////////////////
120 //                                                137 //
121 // Assignment operator                            138 // Assignment operator
122                                                   139 
123 G4UnionSolid& G4UnionSolid::operator = (const     140 G4UnionSolid& G4UnionSolid::operator = (const G4UnionSolid& rhs) 
124 {                                                 141 {
125   // Check assignment to self                     142   // Check assignment to self
126   //                                              143   //
127   if (this == &rhs)  { return *this; }            144   if (this == &rhs)  { return *this; }
128                                                   145 
129   // Copy base class data                         146   // Copy base class data
130   //                                              147   //
131   G4BooleanSolid::operator=(rhs);                 148   G4BooleanSolid::operator=(rhs);
132                                                   149 
133   fPMin = rhs.fPMin;                              150   fPMin = rhs.fPMin;
134   fPMax = rhs.fPMax;                              151   fPMax = rhs.fPMax;
135   halfCarTolerance = rhs.halfCarTolerance;     << 
136                                                << 
137   return *this;                                   152   return *this;
138 }                                                 153 }  
139                                                   154 
140 //////////////////////////////////////////////    155 //////////////////////////////////////////////////////////////////////////
141 //                                                156 //
142 // Initialisation                              << 
143                                                << 
144 void G4UnionSolid::Init()                      << 
145 {                                              << 
146   G4ThreeVector pdelta(kCarTolerance,kCarToler << 
147   G4ThreeVector pmin, pmax;                    << 
148   BoundingLimits(pmin, pmax);                  << 
149   fPMin = pmin - pdelta;                       << 
150   fPMax = pmax + pdelta;                       << 
151   halfCarTolerance=0.5*kCarTolerance;          << 
152 }                                              << 
153                                                << 
154 ////////////////////////////////////////////// << 
155 //                                             << 
156 // Get bounding box                               157 // Get bounding box
157                                                   158 
158 void G4UnionSolid::BoundingLimits(G4ThreeVecto    159 void G4UnionSolid::BoundingLimits(G4ThreeVector& pMin,
159                                   G4ThreeVecto    160                                   G4ThreeVector& pMax) const
160 {                                                 161 {
161   G4ThreeVector minA,maxA, minB,maxB;             162   G4ThreeVector minA,maxA, minB,maxB;
162   fPtrSolidA->BoundingLimits(minA,maxA);          163   fPtrSolidA->BoundingLimits(minA,maxA);
163   fPtrSolidB->BoundingLimits(minB,maxB);          164   fPtrSolidB->BoundingLimits(minB,maxB);
164                                                   165 
165   pMin.set(std::min(minA.x(),minB.x()),           166   pMin.set(std::min(minA.x(),minB.x()),
166            std::min(minA.y(),minB.y()),           167            std::min(minA.y(),minB.y()),
167            std::min(minA.z(),minB.z()));          168            std::min(minA.z(),minB.z()));
168                                                   169 
169   pMax.set(std::max(maxA.x(),maxB.x()),           170   pMax.set(std::max(maxA.x(),maxB.x()),
170            std::max(maxA.y(),maxB.y()),           171            std::max(maxA.y(),maxB.y()),
171            std::max(maxA.z(),maxB.z()));          172            std::max(maxA.z(),maxB.z()));
172                                                   173 
173   // Check correctness of the bounding box        174   // Check correctness of the bounding box
174   //                                              175   //
175   if (pMin.x() >= pMax.x() || pMin.y() >= pMax    176   if (pMin.x() >= pMax.x() || pMin.y() >= pMax.y() || pMin.z() >= pMax.z())
176   {                                               177   {
177     std::ostringstream message;                   178     std::ostringstream message;
178     message << "Bad bounding box (min >= max)     179     message << "Bad bounding box (min >= max) for solid: "
179             << GetName() << " !"                  180             << GetName() << " !"
180             << "\npMin = " << pMin                181             << "\npMin = " << pMin
181             << "\npMax = " << pMax;               182             << "\npMax = " << pMax;
182     G4Exception("G4UnionSolid::BoundingLimits(    183     G4Exception("G4UnionSolid::BoundingLimits()", "GeomMgt0001",
183                 JustWarning, message);            184                 JustWarning, message);
184     DumpInfo();                                   185     DumpInfo();
185   }                                               186   }
186 }                                                 187 }
187                                                   188 
188 //////////////////////////////////////////////    189 //////////////////////////////////////////////////////////////////////////
189 //                                                190 //
190 // Calculate extent under transform and specif    191 // Calculate extent under transform and specified limit
191                                                   192      
192 G4bool                                            193 G4bool 
193 G4UnionSolid::CalculateExtent( const EAxis pAx    194 G4UnionSolid::CalculateExtent( const EAxis pAxis,
194                                const G4VoxelLi    195                                const G4VoxelLimits& pVoxelLimit,
195                                const G4AffineT    196                                const G4AffineTransform& pTransform,
196                                      G4double&    197                                      G4double& pMin,
197                                      G4double&    198                                      G4double& pMax ) const 
198 {                                                 199 {
199   G4bool   touchesA, touchesB, out ;              200   G4bool   touchesA, touchesB, out ;
200   G4double minA =  kInfinity, minB =  kInfinit    201   G4double minA =  kInfinity, minB =  kInfinity, 
201            maxA = -kInfinity, maxB = -kInfinit    202            maxA = -kInfinity, maxB = -kInfinity; 
202                                                   203 
203   touchesA = fPtrSolidA->CalculateExtent( pAxi    204   touchesA = fPtrSolidA->CalculateExtent( pAxis, pVoxelLimit, 
204                                           pTra    205                                           pTransform, minA, maxA);
205   touchesB = fPtrSolidB->CalculateExtent( pAxi    206   touchesB = fPtrSolidB->CalculateExtent( pAxis, pVoxelLimit, 
206                                           pTra    207                                           pTransform, minB, maxB);
207   if( touchesA || touchesB )                      208   if( touchesA || touchesB )
208   {                                               209   {
209     pMin = std::min( minA, minB );                210     pMin = std::min( minA, minB ); 
210     pMax = std::max( maxA, maxB );                211     pMax = std::max( maxA, maxB );
211     out  = true ;                                 212     out  = true ; 
212   }                                               213   }
213   else                                            214   else
214   {                                               215   {
215     out = false ;                                 216     out = false ;
216   }                                               217   }
217                                                   218 
218   return out ;  // It exists in this slice if     219   return out ;  // It exists in this slice if either one does.
219 }                                                 220 }
220                                                   221  
221 ////////////////////////////////////////////// << 222 /////////////////////////////////////////////////////
222 //                                                223 //
223 // Important comment: When solids A and B touc    224 // Important comment: When solids A and B touch together along flat
224 // surface the surface points will be consider    225 // surface the surface points will be considered as kSurface, while points 
225 // located around will correspond to kInside      226 // located around will correspond to kInside
226                                                   227 
227 EInside G4UnionSolid::Inside( const G4ThreeVec    228 EInside G4UnionSolid::Inside( const G4ThreeVector& p ) const
228 {                                                 229 {
229   if (std::max(p.z()-fPMax.z(), fPMin.z()-p.z( << 230   if (std::max(p.z()-fPMax.z(),fPMin.z()-p.z()) > 0) return kOutside;
230                                                   231 
231   EInside positionA = fPtrSolidA->Inside(p);      232   EInside positionA = fPtrSolidA->Inside(p);
232   if (positionA == kInside)  { return position    233   if (positionA == kInside)  { return positionA; } // inside A
233   EInside positionB = fPtrSolidB->Inside(p);      234   EInside positionB = fPtrSolidB->Inside(p);
234   if (positionA == kOutside) { return position    235   if (positionA == kOutside) { return positionB; }
235                                                   236 
236   if (positionB == kInside)  { return position    237   if (positionB == kInside)  { return positionB; } // inside  B
237   if (positionB == kOutside) { return position    238   if (positionB == kOutside) { return positionA; } // surface A
238                                                   239 
239   // Both points are on surface                   240   // Both points are on surface
240   //                                              241   //
241   static const G4double rtol                      242   static const G4double rtol
242     = 1000*G4GeometryTolerance::GetInstance()-    243     = 1000*G4GeometryTolerance::GetInstance()->GetRadialTolerance();
243                                                   244 
244   return ((fPtrSolidA->SurfaceNormal(p) +         245   return ((fPtrSolidA->SurfaceNormal(p) + 
245            fPtrSolidB->SurfaceNormal(p)).mag2(    246            fPtrSolidB->SurfaceNormal(p)).mag2() < rtol) ? kInside : kSurface;
246 }                                                 247 }
247                                                   248 
248 ////////////////////////////////////////////// << 249 //////////////////////////////////////////////////////////////
249 //                                                250 //
250 // Get surface normal                             251 // Get surface normal
251                                                   252 
252 G4ThreeVector                                     253 G4ThreeVector 
253 G4UnionSolid::SurfaceNormal( const G4ThreeVect    254 G4UnionSolid::SurfaceNormal( const G4ThreeVector& p ) const 
254 {                                                 255 {
255   EInside positionA = fPtrSolidA->Inside(p);      256   EInside positionA = fPtrSolidA->Inside(p);
256   EInside positionB = fPtrSolidB->Inside(p);      257   EInside positionB = fPtrSolidB->Inside(p);
257                                                   258 
258   if (positionA == kSurface &&                    259   if (positionA == kSurface &&
259       positionB == kOutside) return fPtrSolidA    260       positionB == kOutside) return fPtrSolidA->SurfaceNormal(p);
260                                                   261 
261   if (positionA == kOutside &&                    262   if (positionA == kOutside &&
262       positionB == kSurface) return fPtrSolidB    263       positionB == kSurface) return fPtrSolidB->SurfaceNormal(p);
263                                                   264 
264   if (positionA == kSurface &&                    265   if (positionA == kSurface &&
265       positionB == kSurface)                      266       positionB == kSurface)
266   {                                               267   {
267     if (Inside(p) == kSurface)                    268     if (Inside(p) == kSurface)
268     {                                             269     {
269       G4ThreeVector normalA = fPtrSolidA->Surf    270       G4ThreeVector normalA = fPtrSolidA->SurfaceNormal(p);
270       G4ThreeVector normalB = fPtrSolidB->Surf    271       G4ThreeVector normalB = fPtrSolidB->SurfaceNormal(p);
271       return (normalA + normalB).unit();          272       return (normalA + normalB).unit(); 
272     }                                             273     }
273   }                                               274   }
274 #ifdef G4BOOLDEBUG                                275 #ifdef G4BOOLDEBUG
275   G4String surf[3] = { "OUTSIDE", "SURFACE", "    276   G4String surf[3] = { "OUTSIDE", "SURFACE", "INSIDE" };
276   std::ostringstream message;                     277   std::ostringstream message;
277   G4int oldprc = message.precision(16);           278   G4int oldprc = message.precision(16);
278   message << "Invalid call of SurfaceNormal(p)    279   message << "Invalid call of SurfaceNormal(p) for union solid: "
279           << GetName() << " !"                    280           << GetName() << " !"
280           << "\nPoint p" << p << " is " << sur    281           << "\nPoint p" << p << " is " << surf[Inside(p)] << " !!!"; 
281   message.precision(oldprc);                      282   message.precision(oldprc);
282   G4Exception("G4UnionSolid::SurfaceNormal()",    283   G4Exception("G4UnionSolid::SurfaceNormal()", "GeomMgt0001",
283               JustWarning, message);              284               JustWarning, message);
284 #endif                                            285 #endif
285   return fPtrSolidA->SurfaceNormal(p);            286   return fPtrSolidA->SurfaceNormal(p);
286 }                                                 287 }
287                                                   288 
288 ////////////////////////////////////////////// << 289 /////////////////////////////////////////////////////////////
289 //                                                290 //
290 // The same algorithm as in DistanceToIn(p)       291 // The same algorithm as in DistanceToIn(p)
291                                                   292 
292 G4double                                          293 G4double 
293 G4UnionSolid::DistanceToIn( const G4ThreeVecto    294 G4UnionSolid::DistanceToIn( const G4ThreeVector& p,
294                             const G4ThreeVecto << 295                                    const G4ThreeVector& v  ) const 
295 {                                                 296 {
296 #ifdef G4BOOLDEBUG                                297 #ifdef G4BOOLDEBUG
297   if( Inside(p) == kInside )                      298   if( Inside(p) == kInside )
298   {                                               299   {
299     G4cout << "WARNING - Invalid call in "        300     G4cout << "WARNING - Invalid call in "
300            << "G4UnionSolid::DistanceToIn(p,v)    301            << "G4UnionSolid::DistanceToIn(p,v)" << G4endl
301            << "  Point p is inside !" << G4end    302            << "  Point p is inside !" << G4endl;
302     G4cout << "          p = " << p << G4endl;    303     G4cout << "          p = " << p << G4endl;
303     G4cout << "          v = " << v << G4endl;    304     G4cout << "          v = " << v << G4endl;
304     G4cerr << "WARNING - Invalid call in "        305     G4cerr << "WARNING - Invalid call in "
305            << "G4UnionSolid::DistanceToIn(p,v)    306            << "G4UnionSolid::DistanceToIn(p,v)" << G4endl
306            << "  Point p is inside !" << G4end    307            << "  Point p is inside !" << G4endl;
307     G4cerr << "          p = " << p << G4endl;    308     G4cerr << "          p = " << p << G4endl;
308     G4cerr << "          v = " << v << G4endl;    309     G4cerr << "          v = " << v << G4endl;
309   }                                               310   }
310 #endif                                            311 #endif
311                                                   312 
312   return std::min(fPtrSolidA->DistanceToIn(p,v    313   return std::min(fPtrSolidA->DistanceToIn(p,v),
313                   fPtrSolidB->DistanceToIn(p,v << 314                     fPtrSolidB->DistanceToIn(p,v) ) ;
314 }                                                 315 }
315                                                   316 
316 ////////////////////////////////////////////// << 317 ////////////////////////////////////////////////////////
317 //                                                318 //
318 // Approximate nearest distance from the point    319 // Approximate nearest distance from the point p to the union of
319 // two solids                                     320 // two solids
320                                                   321 
321 G4double                                          322 G4double 
322 G4UnionSolid::DistanceToIn( const G4ThreeVecto << 323 G4UnionSolid::DistanceToIn( const G4ThreeVector& p) const 
323 {                                                 324 {
324 #ifdef G4BOOLDEBUG                                325 #ifdef G4BOOLDEBUG
325   if( Inside(p) == kInside )                      326   if( Inside(p) == kInside )
326   {                                               327   {
327     G4cout << "WARNING - Invalid call in "        328     G4cout << "WARNING - Invalid call in "
328            << "G4UnionSolid::DistanceToIn(p)"     329            << "G4UnionSolid::DistanceToIn(p)" << G4endl
329            << "  Point p is inside !" << G4end    330            << "  Point p is inside !" << G4endl;
330     G4cout << "          p = " << p << G4endl;    331     G4cout << "          p = " << p << G4endl;
331     G4cerr << "WARNING - Invalid call in "        332     G4cerr << "WARNING - Invalid call in "
332            << "G4UnionSolid::DistanceToIn(p)"     333            << "G4UnionSolid::DistanceToIn(p)" << G4endl
333            << "  Point p is inside !" << G4end    334            << "  Point p is inside !" << G4endl;
334     G4cerr << "          p = " << p << G4endl;    335     G4cerr << "          p = " << p << G4endl;
335   }                                               336   }
336 #endif                                            337 #endif
337   G4double distA = fPtrSolidA->DistanceToIn(p)    338   G4double distA = fPtrSolidA->DistanceToIn(p) ;
338   G4double distB = fPtrSolidB->DistanceToIn(p)    339   G4double distB = fPtrSolidB->DistanceToIn(p) ;
339   G4double safety = std::min(distA,distB) ;       340   G4double safety = std::min(distA,distB) ;
340   if(safety < 0.0) safety = 0.0 ;                 341   if(safety < 0.0) safety = 0.0 ;
341   return safety ;                                 342   return safety ;
342 }                                                 343 }
343                                                   344 
344 ////////////////////////////////////////////// << 345 //////////////////////////////////////////////////////////
345 //                                                346 //
346 // The same algorithm as DistanceToOut(p)         347 // The same algorithm as DistanceToOut(p)
347                                                   348 
348 G4double                                          349 G4double 
349 G4UnionSolid::DistanceToOut( const G4ThreeVect    350 G4UnionSolid::DistanceToOut( const G4ThreeVector& p,
350                              const G4ThreeVect << 351            const G4ThreeVector& v,
351                              const G4bool calc << 352            const G4bool calcNorm,
352                                    G4bool* val << 353                  G4bool *validNorm,
353                                    G4ThreeVect << 354                  G4ThreeVector *n      ) const 
354 {                                                 355 {
355   G4double  dist = 0.0, disTmp = 0.0 ;            356   G4double  dist = 0.0, disTmp = 0.0 ;
356   G4ThreeVector normTmp;                          357   G4ThreeVector normTmp;
357   G4ThreeVector* nTmp = &normTmp;              << 358   G4ThreeVector* nTmp= &normTmp;
358                                                   359 
359   if( Inside(p) == kOutside )                     360   if( Inside(p) == kOutside )
360   {                                               361   {
361 #ifdef G4BOOLDEBUG                                362 #ifdef G4BOOLDEBUG
362       G4cout << "Position:"  << G4endl << G4en    363       G4cout << "Position:"  << G4endl << G4endl;
363       G4cout << "p.x() = "   << p.x()/mm << "     364       G4cout << "p.x() = "   << p.x()/mm << " mm" << G4endl;
364       G4cout << "p.y() = "   << p.y()/mm << "     365       G4cout << "p.y() = "   << p.y()/mm << " mm" << G4endl;
365       G4cout << "p.z() = "   << p.z()/mm << "     366       G4cout << "p.z() = "   << p.z()/mm << " mm" << G4endl << G4endl;
366       G4cout << "Direction:" << G4endl << G4en    367       G4cout << "Direction:" << G4endl << G4endl;
367       G4cout << "v.x() = "   << v.x() << G4end    368       G4cout << "v.x() = "   << v.x() << G4endl;
368       G4cout << "v.y() = "   << v.y() << G4end    369       G4cout << "v.y() = "   << v.y() << G4endl;
369       G4cout << "v.z() = "   << v.z() << G4end    370       G4cout << "v.z() = "   << v.z() << G4endl << G4endl;
370       G4cout << "WARNING - Invalid call in "      371       G4cout << "WARNING - Invalid call in "
371              << "G4UnionSolid::DistanceToOut(p    372              << "G4UnionSolid::DistanceToOut(p,v)" << G4endl
372              << "  Point p is outside !" << G4    373              << "  Point p is outside !" << G4endl;
373       G4cout << "          p = " << p << G4end    374       G4cout << "          p = " << p << G4endl;
374       G4cout << "          v = " << v << G4end    375       G4cout << "          v = " << v << G4endl;
375       G4cerr << "WARNING - Invalid call in "      376       G4cerr << "WARNING - Invalid call in "
376              << "G4UnionSolid::DistanceToOut(p    377              << "G4UnionSolid::DistanceToOut(p,v)" << G4endl
377              << "  Point p is outside !" << G4    378              << "  Point p is outside !" << G4endl;
378       G4cerr << "          p = " << p << G4end    379       G4cerr << "          p = " << p << G4endl;
379       G4cerr << "          v = " << v << G4end    380       G4cerr << "          v = " << v << G4endl;
380 #endif                                            381 #endif
381   }                                               382   }
382   else                                            383   else
383   {                                               384   {
384     EInside positionA = fPtrSolidA->Inside(p)     385     EInside positionA = fPtrSolidA->Inside(p) ;
                                                   >> 386     // EInside positionB = fPtrSolidB->Inside(p) ;
385                                                   387 
386     if( positionA != kOutside )                   388     if( positionA != kOutside )
387     {                                             389     { 
388       do  // Loop checking, 13.08.2015, G.Cosm    390       do  // Loop checking, 13.08.2015, G.Cosmo
389       {                                           391       {
390         disTmp = fPtrSolidA->DistanceToOut(p+d    392         disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v,calcNorm,
391                                            val    393                                            validNorm,nTmp);
392         dist += disTmp ;                          394         dist += disTmp ;
393                                                   395 
394         if(fPtrSolidB->Inside(p+dist*v) != kOu    396         if(fPtrSolidB->Inside(p+dist*v) != kOutside)
395         {                                         397         { 
396           disTmp = fPtrSolidB->DistanceToOut(p    398           disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v,calcNorm,
397                                              v    399                                              validNorm,nTmp);
398           dist += disTmp ;                        400           dist += disTmp ;
399         }                                         401         }
400       }                                           402       }
401       while( (fPtrSolidA->Inside(p+dist*v) !=     403       while( (fPtrSolidA->Inside(p+dist*v) != kOutside)
402           && (disTmp > halfCarTolerance) );    << 404           && (disTmp > 0.5*kCarTolerance) );
403     }                                             405     }
404     else // if( positionB != kOutside )           406     else // if( positionB != kOutside )
405     {                                             407     {
406       do  // Loop checking, 13.08.2015, G.Cosm    408       do  // Loop checking, 13.08.2015, G.Cosmo
407       {                                           409       {
408         disTmp = fPtrSolidB->DistanceToOut(p+d    410         disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v,calcNorm,
409                                            val    411                                            validNorm,nTmp); 
410         dist += disTmp ;                          412         dist += disTmp ;
411                                                   413 
412         if(fPtrSolidA->Inside(p+dist*v) != kOu    414         if(fPtrSolidA->Inside(p+dist*v) != kOutside)
413         {                                         415         { 
414           disTmp = fPtrSolidA->DistanceToOut(p    416           disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v,calcNorm,
415                                              v    417                                              validNorm,nTmp);
416           dist += disTmp ;                        418           dist += disTmp ;
417         }                                         419         }
418       }                                           420       }
419       while( (fPtrSolidB->Inside(p+dist*v) !=     421       while( (fPtrSolidB->Inside(p+dist*v) != kOutside)
420           && (disTmp > halfCarTolerance) );    << 422           && (disTmp > 0.5*kCarTolerance) );
421     }                                             423     }
422   }                                               424   }
423   if( calcNorm )                                  425   if( calcNorm )
424   {                                               426   { 
425      *validNorm = false ;                         427      *validNorm = false ;
426      *n         = *nTmp ;                         428      *n         = *nTmp ;   
427   }                                               429   }
428   return dist ;                                   430   return dist ;
429 }                                                 431 }
430                                                   432 
431 ////////////////////////////////////////////// << 433 //////////////////////////////////////////////////////////////
432 //                                                434 //
433 // Inverted algorithm of DistanceToIn(p)          435 // Inverted algorithm of DistanceToIn(p)
434                                                   436 
435 G4double                                          437 G4double 
436 G4UnionSolid::DistanceToOut( const G4ThreeVect    438 G4UnionSolid::DistanceToOut( const G4ThreeVector& p ) const 
437 {                                                 439 {
438   G4double distout = 0.0;                         440   G4double distout = 0.0;
439   if( Inside(p) == kOutside )                     441   if( Inside(p) == kOutside )
440   {                                               442   {
441 #ifdef G4BOOLDEBUG                                443 #ifdef G4BOOLDEBUG
442     G4cout << "WARNING - Invalid call in "        444     G4cout << "WARNING - Invalid call in "
443            << "G4UnionSolid::DistanceToOut(p)"    445            << "G4UnionSolid::DistanceToOut(p)" << G4endl
444            << "  Point p is outside !" << G4en    446            << "  Point p is outside !" << G4endl;
445     G4cout << "          p = " << p << G4endl;    447     G4cout << "          p = " << p << G4endl;
446     G4cerr << "WARNING - Invalid call in "        448     G4cerr << "WARNING - Invalid call in "
447            << "G4UnionSolid::DistanceToOut(p)"    449            << "G4UnionSolid::DistanceToOut(p)" << G4endl
448            << "  Point p is outside !" << G4en    450            << "  Point p is outside !" << G4endl;
449     G4cerr << "          p = " << p << G4endl;    451     G4cerr << "          p = " << p << G4endl;
450 #endif                                            452 #endif
451   }                                               453   }
452   else                                            454   else
453   {                                               455   {
454     EInside positionA = fPtrSolidA->Inside(p)     456     EInside positionA = fPtrSolidA->Inside(p) ;
455     EInside positionB = fPtrSolidB->Inside(p)     457     EInside positionB = fPtrSolidB->Inside(p) ;
456                                                   458   
457     //  Is this equivalent ??                     459     //  Is this equivalent ??
458     //    if( ! (  (positionA == kOutside)) &&    460     //    if( ! (  (positionA == kOutside)) && 
459     //             (positionB == kOutside))  )    461     //             (positionB == kOutside))  ) 
460     if((positionA == kInside  && positionB ==     462     if((positionA == kInside  && positionB == kInside  ) ||
461        (positionA == kInside  && positionB ==     463        (positionA == kInside  && positionB == kSurface ) ||
462        (positionA == kSurface && positionB ==     464        (positionA == kSurface && positionB == kInside  )     )
463     {                                             465     {     
464       distout= std::max(fPtrSolidA->DistanceTo    466       distout= std::max(fPtrSolidA->DistanceToOut(p),
465                         fPtrSolidB->DistanceTo << 467                           fPtrSolidB->DistanceToOut(p) ) ;
466     }                                             468     }
467     else                                          469     else
468     {                                             470     {
469       if(positionA == kOutside)                   471       if(positionA == kOutside)
470       {                                           472       {
471         distout= fPtrSolidB->DistanceToOut(p)     473         distout= fPtrSolidB->DistanceToOut(p) ;
472       }                                           474       }
473       else                                        475       else
474       {                                           476       {
475         distout= fPtrSolidA->DistanceToOut(p)     477         distout= fPtrSolidA->DistanceToOut(p) ;
476       }                                           478       }
477     }                                             479     }
478   }                                               480   }
479   return distout;                                 481   return distout;
480 }                                                 482 }
481                                                   483 
482 ////////////////////////////////////////////// << 484 //////////////////////////////////////////////////////////////
                                                   >> 485 //
483 //                                                486 //
484 // GetEntityType                               << 
485                                                   487 
486 G4GeometryType G4UnionSolid::GetEntityType() c    488 G4GeometryType G4UnionSolid::GetEntityType() const 
487 {                                                 489 {
488   return {"G4UnionSolid"};                     << 490   return G4String("G4UnionSolid");
489 }                                                 491 }
490                                                   492 
491 //////////////////////////////////////////////    493 //////////////////////////////////////////////////////////////////////////
492 //                                                494 //
493 // Make a clone of the object                     495 // Make a clone of the object
494                                                   496 
495 G4VSolid* G4UnionSolid::Clone() const             497 G4VSolid* G4UnionSolid::Clone() const
496 {                                                 498 {
497   return new G4UnionSolid(*this);                 499   return new G4UnionSolid(*this);
498 }                                                 500 }
499                                                   501 
500 ////////////////////////////////////////////// << 502 //////////////////////////////////////////////////////////////
                                                   >> 503 //
501 //                                                504 //
502 // ComputeDimensions                           << 
503                                                   505 
504 void                                              506 void 
505 G4UnionSolid::ComputeDimensions(       G4VPVPa    507 G4UnionSolid::ComputeDimensions(       G4VPVParameterisation*,
506                                  const G4int,     508                                  const G4int,
507                                  const G4VPhys    509                                  const G4VPhysicalVolume* ) 
508 {                                                 510 {
509 }                                                 511 }
510                                                   512 
511 ////////////////////////////////////////////// << 513 /////////////////////////////////////////////////
512 //                                                514 //
513 // DescribeYourselfTo                          << 515 //                    
514                                                   516 
515 void                                              517 void 
516 G4UnionSolid::DescribeYourselfTo ( G4VGraphics    518 G4UnionSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const 
517 {                                                 519 {
518   scene.AddSolid (*this);                         520   scene.AddSolid (*this);
519 }                                                 521 }
520                                                   522 
521 ////////////////////////////////////////////// << 523 ////////////////////////////////////////////////////
522 //                                                524 //
523 // CreatePolyhedron                            << 
524                                                << 
525 G4Polyhedron*                                  << 
526 G4UnionSolid::CreatePolyhedron () const        << 
527 {                                              << 
528   if (fExternalBoolProcessor == nullptr)       << 
529   {                                            << 
530     HepPolyhedronProcessor processor;          << 
531     // Stack components and components of comp << 
532     // See G4BooleanSolid::StackPolyhedron     << 
533     G4Polyhedron* top = StackPolyhedron(proces << 
534     auto result = new G4Polyhedron(*top);      << 
535     if (processor.execute(*result))            << 
536     {                                          << 
537       return result;                           << 
538     }                                          << 
539     else                                       << 
540     {                                          << 
541       return nullptr;                          << 
542     }                                          << 
543   }                                            << 
544   else                                         << 
545   {                                            << 
546     return fExternalBoolProcessor->Process(thi << 
547   }                                            << 
548 }                                              << 
549                                                << 
550 ////////////////////////////////////////////// << 
551 //                                                525 //
552 // GetCubicVolume                              << 
553                                                   526 
554 G4double G4UnionSolid::GetCubicVolume()        << 527 G4Polyhedron* 
                                                   >> 528 G4UnionSolid::CreatePolyhedron () const 
555 {                                                 529 {
556   if( fCubicVolume >= 0. )                     << 530   HepPolyhedronProcessor processor;
557   {                                            << 531   // Stack components and components of components recursively
558     return fCubicVolume;                       << 532   // See G4BooleanSolid::StackPolyhedron
559   }                                            << 533   G4Polyhedron* top = StackPolyhedron(processor, this);
560   G4ThreeVector bminA, bmaxA, bminB, bmaxB;    << 534   G4Polyhedron* result = new G4Polyhedron(*top);
561   fPtrSolidA->BoundingLimits(bminA, bmaxA);    << 535   if (processor.execute(*result)) { return result; }
562   fPtrSolidB->BoundingLimits(bminB, bmaxB);    << 536   else { return 0; }
563   G4bool noIntersection =                      << 
564      bminA.x() >= bmaxB.x() || bminA.y() >= bm << 
565      bminB.x() >= bmaxA.x() || bminB.y() >= bm << 
566                                                << 
567   if (noIntersection)                          << 
568   {                                            << 
569     fCubicVolume = fPtrSolidA->GetCubicVolume( << 
570   }                                            << 
571   else                                         << 
572   {                                            << 
573     if (GetNumOfConstituents() > 10)           << 
574     {                                          << 
575       fCubicVolume = G4BooleanSolid::GetCubicV << 
576     }                                          << 
577     else                                       << 
578     {                                          << 
579       G4IntersectionSolid intersectVol("Tempor << 
580                                        fPtrSol << 
581       intersectVol.SetCubVolStatistics(GetCubV << 
582       intersectVol.SetCubVolEpsilon(GetCubVolE << 
583                                                << 
584       fCubicVolume = fPtrSolidA->GetCubicVolum << 
585         - intersectVol.GetCubicVolume();       << 
586     }                                          << 
587   }                                            << 
588   return fCubicVolume;                         << 
589 }                                                 537 }
590                                                   538