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 9.1)


  1 //                                                  1 //
  2 // *******************************************      2 // ********************************************************************
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 19 // * technical work of the GEANT4 collaboratio     19 // * technical work of the GEANT4 collaboration.                      *
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 23 // * acceptance of all terms of the Geant4 Sof     23 // * acceptance of all terms of the Geant4 Software license.          *
 24 // *******************************************     24 // ********************************************************************
 25 //                                                 25 //
 26 // Implementation of methods for the class G4U << 
 27 //                                                 26 //
 28 // 23.04.18 E.Tcherniaev: added extended BBox, <<  27 // $Id: G4UnionSolid.cc,v 1.35 2007/10/23 14:42:31 grichine Exp $
 29 // 17.03.17 E.Tcherniaev: revision of SurfaceN <<  28 // GEANT4 tag $Name: geant4-09-01 $
                                                   >>  29 //
                                                   >>  30 // Implementation of methods for the class G4IntersectionSolid
                                                   >>  31 //
                                                   >>  32 // History:
                                                   >>  33 //
 30 // 12.09.98 V.Grichine: first implementation       34 // 12.09.98 V.Grichine: first implementation
                                                   >>  35 // 28.11.98 V.Grichine: fix while loops in DistToIn/Out 
                                                   >>  36 // 27.07.99 V.Grichine: modifications in DistToOut(p,v,...), while -> do-while
                                                   >>  37 // 16.03.01 V.Grichine: modifications in CalculateExtent()
                                                   >>  38 //
 31 // -------------------------------------------     39 // --------------------------------------------------------------------
 32                                                    40 
 33 #include <sstream>                             << 
 34                                                << 
 35 #include "G4UnionSolid.hh"                         41 #include "G4UnionSolid.hh"
 36                                                    42 
 37 #include "G4SystemOfUnits.hh"                  <<  43 #include <sstream>
                                                   >>  44 
 38 #include "G4VoxelLimits.hh"                        45 #include "G4VoxelLimits.hh"
 39 #include "G4VPVParameterisation.hh"                46 #include "G4VPVParameterisation.hh"
 40 #include "G4GeometryTolerance.hh"                  47 #include "G4GeometryTolerance.hh"
 41                                                    48 
 42 #include "G4VGraphicsScene.hh"                     49 #include "G4VGraphicsScene.hh"
 43 #include "G4Polyhedron.hh"                         50 #include "G4Polyhedron.hh"
 44 #include "G4PolyhedronArbitrary.hh"            <<  51 #include "G4NURBS.hh"
 45 #include "HepPolyhedronProcessor.h"            <<  52 // #include "G4NURBSbox.hh"
 46                                                << 
 47 #include "G4IntersectionSolid.hh"              << 
 48                                                    53 
 49 ////////////////////////////////////////////// <<  54 ///////////////////////////////////////////////////////////////////
 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();                                      << 
 60 }                                                  64 }
 61                                                    65 
 62 ////////////////////////////////////////////// <<  66 /////////////////////////////////////////////////////////////////////
 63 //                                                 67 //
 64 // Constructor                                     68 // Constructor
 65                                                    69  
 66 G4UnionSolid::G4UnionSolid( const G4String& pN     70 G4UnionSolid::G4UnionSolid( const G4String& pName,
 67                                   G4VSolid* pS     71                                   G4VSolid* pSolidA ,
 68                                   G4VSolid* pS     72                                   G4VSolid* pSolidB ,
 69                                   G4RotationMa     73                                   G4RotationMatrix* rotMatrix,
 70                             const G4ThreeVecto     74                             const G4ThreeVector& transVector )
 71   : G4BooleanSolid(pName,pSolidA,pSolidB,rotMa     75   : G4BooleanSolid(pName,pSolidA,pSolidB,rotMatrix,transVector)
 72                                                    76 
 73 {                                                  77 {
 74   Init();                                      << 
 75 }                                                  78 }
 76                                                    79 
 77 ////////////////////////////////////////////// <<  80 ///////////////////////////////////////////////////////////
 78 //                                                 81 //
 79 // Constructor                                     82 // Constructor
 80                                                    83  
 81 G4UnionSolid::G4UnionSolid( const G4String& pN     84 G4UnionSolid::G4UnionSolid( const G4String& pName,
 82                                   G4VSolid* pS     85                                   G4VSolid* pSolidA ,
 83                                   G4VSolid* pS     86                                   G4VSolid* pSolidB ,
 84                             const G4Transform3     87                             const G4Transform3D& transform )
 85   : G4BooleanSolid(pName,pSolidA,pSolidB,trans     88   : G4BooleanSolid(pName,pSolidA,pSolidB,transform)
 86 {                                                  89 {
 87   Init();                                      << 
 88 }                                                  90 } 
 89                                                    91 
 90 ////////////////////////////////////////////// <<  92 //////////////////////////////////////////////////////////////////
 91 //                                                 93 //
 92 // Fake default constructor - sets only member     94 // Fake default constructor - sets only member data and allocates memory
 93 //                            for usage restri     95 //                            for usage restricted to object persistency.
 94                                                    96 
 95 G4UnionSolid::G4UnionSolid( __void__& a )          97 G4UnionSolid::G4UnionSolid( __void__& a )
 96   : G4BooleanSolid(a)                              98   : G4BooleanSolid(a)
 97 {                                                  99 {
 98 }                                                 100 }
 99                                                   101 
100 ////////////////////////////////////////////// << 102 ///////////////////////////////////////////////////////////
101 //                                                103 //
102 // Destructor                                     104 // Destructor
103                                                   105 
104 G4UnionSolid::~G4UnionSolid()                     106 G4UnionSolid::~G4UnionSolid()
105 = default;                                     << 
106                                                << 
107 ////////////////////////////////////////////// << 
108 //                                             << 
109 // Copy constructor                            << 
110                                                << 
111 G4UnionSolid::G4UnionSolid(const G4UnionSolid& << 
112   : G4BooleanSolid (rhs)                       << 
113 {                                                 107 {
114   fPMin = rhs.fPMin;                           << 
115   fPMax = rhs.fPMax;                           << 
116   halfCarTolerance=0.5*kCarTolerance;          << 
117 }                                                 108 }
118                                                   109 
119 ////////////////////////////////////////////// << 110 ///////////////////////////////////////////////////////////////
120 //                                                111 //
121 // Assignment operator                         << 
122                                                << 
123 G4UnionSolid& G4UnionSolid::operator = (const  << 
124 {                                              << 
125   // Check assignment to self                  << 
126   //                                           << 
127   if (this == &rhs)  { return *this; }         << 
128                                                << 
129   // Copy base class data                      << 
130   //                                           << 
131   G4BooleanSolid::operator=(rhs);              << 
132                                                << 
133   fPMin = rhs.fPMin;                           << 
134   fPMax = rhs.fPMax;                           << 
135   halfCarTolerance = rhs.halfCarTolerance;     << 
136                                                << 
137   return *this;                                << 
138 }                                              << 
139                                                << 
140 ////////////////////////////////////////////// << 
141 //                                             << 
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 //                                                112 //
156 // Get bounding box                            << 
157                                                << 
158 void G4UnionSolid::BoundingLimits(G4ThreeVecto << 
159                                   G4ThreeVecto << 
160 {                                              << 
161   G4ThreeVector minA,maxA, minB,maxB;          << 
162   fPtrSolidA->BoundingLimits(minA,maxA);       << 
163   fPtrSolidB->BoundingLimits(minB,maxB);       << 
164                                                << 
165   pMin.set(std::min(minA.x(),minB.x()),        << 
166            std::min(minA.y(),minB.y()),        << 
167            std::min(minA.z(),minB.z()));       << 
168                                                << 
169   pMax.set(std::max(maxA.x(),maxB.x()),        << 
170            std::max(maxA.y(),maxB.y()),        << 
171            std::max(maxA.z(),maxB.z()));       << 
172                                                << 
173   // Check correctness of the bounding box     << 
174   //                                           << 
175   if (pMin.x() >= pMax.x() || pMin.y() >= pMax << 
176   {                                            << 
177     std::ostringstream message;                << 
178     message << "Bad bounding box (min >= max)  << 
179             << GetName() << " !"               << 
180             << "\npMin = " << pMin             << 
181             << "\npMax = " << pMax;            << 
182     G4Exception("G4UnionSolid::BoundingLimits( << 
183                 JustWarning, message);         << 
184     DumpInfo();                                << 
185   }                                            << 
186 }                                              << 
187                                                << 
188 ////////////////////////////////////////////// << 
189 //                                             << 
190 // Calculate extent under transform and specif << 
191                                                   113      
192 G4bool                                            114 G4bool 
193 G4UnionSolid::CalculateExtent( const EAxis pAx    115 G4UnionSolid::CalculateExtent( const EAxis pAxis,
194                                const G4VoxelLi    116                                const G4VoxelLimits& pVoxelLimit,
195                                const G4AffineT    117                                const G4AffineTransform& pTransform,
196                                      G4double&    118                                      G4double& pMin,
197                                      G4double&    119                                      G4double& pMax ) const 
198 {                                                 120 {
199   G4bool   touchesA, touchesB, out ;              121   G4bool   touchesA, touchesB, out ;
200   G4double minA =  kInfinity, minB =  kInfinit    122   G4double minA =  kInfinity, minB =  kInfinity, 
201            maxA = -kInfinity, maxB = -kInfinit    123            maxA = -kInfinity, maxB = -kInfinity; 
202                                                   124 
203   touchesA = fPtrSolidA->CalculateExtent( pAxi    125   touchesA = fPtrSolidA->CalculateExtent( pAxis, pVoxelLimit, 
204                                           pTra    126                                           pTransform, minA, maxA);
205   touchesB = fPtrSolidB->CalculateExtent( pAxi << 127   touchesB= fPtrSolidB->CalculateExtent( pAxis, pVoxelLimit, 
206                                           pTra << 128                                          pTransform, minB, maxB);
207   if( touchesA || touchesB )                      129   if( touchesA || touchesB )
208   {                                               130   {
209     pMin = std::min( minA, minB );                131     pMin = std::min( minA, minB ); 
210     pMax = std::max( maxA, maxB );                132     pMax = std::max( maxA, maxB );
211     out  = true ;                                 133     out  = true ; 
212   }                                               134   }
213   else                                         << 135   else out = false ;
214   {                                            << 
215     out = false ;                              << 
216   }                                            << 
217                                                   136 
218   return out ;  // It exists in this slice if     137   return out ;  // It exists in this slice if either one does.
219 }                                                 138 }
220                                                   139  
221 ////////////////////////////////////////////// << 140 /////////////////////////////////////////////////////
222 //                                                141 //
223 // Important comment: When solids A and B touc    142 // Important comment: When solids A and B touch together along flat
224 // surface the surface points will be consider    143 // surface the surface points will be considered as kSurface, while points 
225 // located around will correspond to kInside      144 // located around will correspond to kInside
226                                                   145 
227 EInside G4UnionSolid::Inside( const G4ThreeVec    146 EInside G4UnionSolid::Inside( const G4ThreeVector& p ) const
228 {                                                 147 {
229   if (std::max(p.z()-fPMax.z(), fPMin.z()-p.z( << 
230                                                << 
231   EInside positionA = fPtrSolidA->Inside(p);      148   EInside positionA = fPtrSolidA->Inside(p);
232   if (positionA == kInside)  { return position << 149   if (positionA == kInside) return kInside;
233   EInside positionB = fPtrSolidB->Inside(p);   << 
234   if (positionA == kOutside) { return position << 
235                                                << 
236   if (positionB == kInside)  { return position << 
237   if (positionB == kOutside) { return position << 
238                                                   150 
239   // Both points are on surface                << 151   EInside positionB = fPtrSolidB->Inside(p);
240   //                                           << 
241   static const G4double rtol                   << 
242     = 1000*G4GeometryTolerance::GetInstance()- << 
243                                                   152 
244   return ((fPtrSolidA->SurfaceNormal(p) +      << 153   if( positionA == kInside  || positionB == kInside   ||
245            fPtrSolidB->SurfaceNormal(p)).mag2( << 154     ( positionA == kSurface && positionB == kSurface &&
                                                   >> 155         ( fPtrSolidA->SurfaceNormal(p) + 
                                                   >> 156           fPtrSolidB->SurfaceNormal(p) ).mag2() < 
                                                   >> 157           1000*G4GeometryTolerance::GetInstance()->GetRadialTolerance() ) )
                                                   >> 158   {
                                                   >> 159     return kInside;
                                                   >> 160   }
                                                   >> 161   else
                                                   >> 162   {
                                                   >> 163     if( ( positionA != kInside  && positionB == kSurface ) ||
                                                   >> 164         ( positionB != kInside  && positionA == kSurface ) ||
                                                   >> 165         ( positionA == kSurface && positionB == kSurface )    ) return kSurface;
                                                   >> 166     else                                                        return kOutside;
                                                   >> 167   }
246 }                                                 168 }
247                                                   169 
248 ////////////////////////////////////////////// << 170 //////////////////////////////////////////////////////////////
                                                   >> 171 //
249 //                                                172 //
250 // Get surface normal                          << 
251                                                   173 
252 G4ThreeVector                                     174 G4ThreeVector 
253 G4UnionSolid::SurfaceNormal( const G4ThreeVect    175 G4UnionSolid::SurfaceNormal( const G4ThreeVector& p ) const 
254 {                                                 176 {
255   EInside positionA = fPtrSolidA->Inside(p);   << 177     G4ThreeVector normal;
256   EInside positionB = fPtrSolidB->Inside(p);   << 
257                                                << 
258   if (positionA == kSurface &&                 << 
259       positionB == kOutside) return fPtrSolidA << 
260                                                   178 
261   if (positionA == kOutside &&                 << 179 #ifdef G4BOOLDEBUG
262       positionB == kSurface) return fPtrSolidB << 180     if( Inside(p) == kOutside )
                                                   >> 181     {
                                                   >> 182       G4cout << "WARNING - Invalid call in "
                                                   >> 183              << "G4UnionSolid::SurfaceNormal(p)" << G4endl
                                                   >> 184              << "  Point p is outside !" << G4endl;
                                                   >> 185       G4cout << "          p = " << p << G4endl;
                                                   >> 186       G4cerr << "WARNING - Invalid call in "
                                                   >> 187              << "G4UnionSolid::SurfaceNormal(p)" << G4endl
                                                   >> 188              << "  Point p is outside !" << G4endl;
                                                   >> 189       G4cerr << "          p = " << p << G4endl;
                                                   >> 190     }
                                                   >> 191 #endif
263                                                   192 
264   if (positionA == kSurface &&                 << 193     if(fPtrSolidA->Inside(p) == kSurface && fPtrSolidB->Inside(p) != kInside) 
265       positionB == kSurface)                   << 
266   {                                            << 
267     if (Inside(p) == kSurface)                 << 
268     {                                             194     {
269       G4ThreeVector normalA = fPtrSolidA->Surf << 195        normal= fPtrSolidA->SurfaceNormal(p) ;
270       G4ThreeVector normalB = fPtrSolidB->Surf << 
271       return (normalA + normalB).unit();       << 
272     }                                             196     }
273   }                                            << 197     else if(fPtrSolidB->Inside(p) == kSurface && 
                                                   >> 198             fPtrSolidA->Inside(p) != kInside)
                                                   >> 199     {
                                                   >> 200        normal= fPtrSolidB->SurfaceNormal(p) ;
                                                   >> 201     }
                                                   >> 202     else 
                                                   >> 203     {
                                                   >> 204       normal= fPtrSolidA->SurfaceNormal(p) ;
274 #ifdef G4BOOLDEBUG                                205 #ifdef G4BOOLDEBUG
275   G4String surf[3] = { "OUTSIDE", "SURFACE", " << 206       if(Inside(p)==kInside)
276   std::ostringstream message;                  << 207       {
277   G4int oldprc = message.precision(16);        << 208         G4cout << "WARNING - Invalid call in "
278   message << "Invalid call of SurfaceNormal(p) << 209              << "G4UnionSolid::SurfaceNormal(p)" << G4endl
279           << GetName() << " !"                 << 210              << "  Point p is inside !" << G4endl;
280           << "\nPoint p" << p << " is " << sur << 211         G4cout << "          p = " << p << G4endl;
281   message.precision(oldprc);                   << 212         G4cerr << "WARNING - Invalid call in "
282   G4Exception("G4UnionSolid::SurfaceNormal()", << 213              << "G4UnionSolid::SurfaceNormal(p)" << G4endl
283               JustWarning, message);           << 214              << "  Point p is inside !" << G4endl;
                                                   >> 215         G4cerr << "          p = " << p << G4endl;
                                                   >> 216       }
284 #endif                                            217 #endif
285   return fPtrSolidA->SurfaceNormal(p);         << 218     }
                                                   >> 219     return normal;
286 }                                                 220 }
287                                                   221 
288 ////////////////////////////////////////////// << 222 /////////////////////////////////////////////////////////////
289 //                                                223 //
290 // The same algorithm as in DistanceToIn(p)       224 // The same algorithm as in DistanceToIn(p)
291                                                   225 
292 G4double                                          226 G4double 
293 G4UnionSolid::DistanceToIn( const G4ThreeVecto    227 G4UnionSolid::DistanceToIn( const G4ThreeVector& p,
294                             const G4ThreeVecto << 228                                    const G4ThreeVector& v  ) const 
295 {                                                 229 {
296 #ifdef G4BOOLDEBUG                                230 #ifdef G4BOOLDEBUG
297   if( Inside(p) == kInside )                      231   if( Inside(p) == kInside )
298   {                                               232   {
299     G4cout << "WARNING - Invalid call in "        233     G4cout << "WARNING - Invalid call in "
300            << "G4UnionSolid::DistanceToIn(p,v)    234            << "G4UnionSolid::DistanceToIn(p,v)" << G4endl
301            << "  Point p is inside !" << G4end    235            << "  Point p is inside !" << G4endl;
302     G4cout << "          p = " << p << G4endl;    236     G4cout << "          p = " << p << G4endl;
303     G4cout << "          v = " << v << G4endl;    237     G4cout << "          v = " << v << G4endl;
304     G4cerr << "WARNING - Invalid call in "        238     G4cerr << "WARNING - Invalid call in "
305            << "G4UnionSolid::DistanceToIn(p,v)    239            << "G4UnionSolid::DistanceToIn(p,v)" << G4endl
306            << "  Point p is inside !" << G4end    240            << "  Point p is inside !" << G4endl;
307     G4cerr << "          p = " << p << G4endl;    241     G4cerr << "          p = " << p << G4endl;
308     G4cerr << "          v = " << v << G4endl;    242     G4cerr << "          v = " << v << G4endl;
309   }                                               243   }
310 #endif                                            244 #endif
311                                                   245 
312   return std::min(fPtrSolidA->DistanceToIn(p,v    246   return std::min(fPtrSolidA->DistanceToIn(p,v),
313                   fPtrSolidB->DistanceToIn(p,v << 247                     fPtrSolidB->DistanceToIn(p,v) ) ;
314 }                                                 248 }
315                                                   249 
316 ////////////////////////////////////////////// << 250 ////////////////////////////////////////////////////////
317 //                                                251 //
318 // Approximate nearest distance from the point    252 // Approximate nearest distance from the point p to the union of
319 // two solids                                     253 // two solids
320                                                   254 
321 G4double                                          255 G4double 
322 G4UnionSolid::DistanceToIn( const G4ThreeVecto << 256 G4UnionSolid::DistanceToIn( const G4ThreeVector& p) const 
323 {                                                 257 {
324 #ifdef G4BOOLDEBUG                                258 #ifdef G4BOOLDEBUG
325   if( Inside(p) == kInside )                      259   if( Inside(p) == kInside )
326   {                                               260   {
327     G4cout << "WARNING - Invalid call in "        261     G4cout << "WARNING - Invalid call in "
328            << "G4UnionSolid::DistanceToIn(p)"     262            << "G4UnionSolid::DistanceToIn(p)" << G4endl
329            << "  Point p is inside !" << G4end    263            << "  Point p is inside !" << G4endl;
330     G4cout << "          p = " << p << G4endl;    264     G4cout << "          p = " << p << G4endl;
331     G4cerr << "WARNING - Invalid call in "        265     G4cerr << "WARNING - Invalid call in "
332            << "G4UnionSolid::DistanceToIn(p)"     266            << "G4UnionSolid::DistanceToIn(p)" << G4endl
333            << "  Point p is inside !" << G4end    267            << "  Point p is inside !" << G4endl;
334     G4cerr << "          p = " << p << G4endl;    268     G4cerr << "          p = " << p << G4endl;
335   }                                               269   }
336 #endif                                            270 #endif
337   G4double distA = fPtrSolidA->DistanceToIn(p)    271   G4double distA = fPtrSolidA->DistanceToIn(p) ;
338   G4double distB = fPtrSolidB->DistanceToIn(p)    272   G4double distB = fPtrSolidB->DistanceToIn(p) ;
339   G4double safety = std::min(distA,distB) ;       273   G4double safety = std::min(distA,distB) ;
340   if(safety < 0.0) safety = 0.0 ;                 274   if(safety < 0.0) safety = 0.0 ;
341   return safety ;                                 275   return safety ;
342 }                                                 276 }
343                                                   277 
344 ////////////////////////////////////////////// << 278 //////////////////////////////////////////////////////////
345 //                                                279 //
346 // The same algorithm as DistanceToOut(p)         280 // The same algorithm as DistanceToOut(p)
347                                                   281 
348 G4double                                          282 G4double 
349 G4UnionSolid::DistanceToOut( const G4ThreeVect    283 G4UnionSolid::DistanceToOut( const G4ThreeVector& p,
350                              const G4ThreeVect << 284            const G4ThreeVector& v,
351                              const G4bool calc << 285            const G4bool calcNorm,
352                                    G4bool* val << 286                  G4bool *validNorm,
353                                    G4ThreeVect << 287                  G4ThreeVector *n      ) const 
354 {                                                 288 {
355   G4double  dist = 0.0, disTmp = 0.0 ;            289   G4double  dist = 0.0, disTmp = 0.0 ;
356   G4ThreeVector normTmp;                          290   G4ThreeVector normTmp;
357   G4ThreeVector* nTmp = &normTmp;              << 291   G4ThreeVector* nTmp= &normTmp;
358                                                   292 
359   if( Inside(p) == kOutside )                     293   if( Inside(p) == kOutside )
360   {                                               294   {
361 #ifdef G4BOOLDEBUG                                295 #ifdef G4BOOLDEBUG
362       G4cout << "Position:"  << G4endl << G4en    296       G4cout << "Position:"  << G4endl << G4endl;
363       G4cout << "p.x() = "   << p.x()/mm << "     297       G4cout << "p.x() = "   << p.x()/mm << " mm" << G4endl;
364       G4cout << "p.y() = "   << p.y()/mm << "     298       G4cout << "p.y() = "   << p.y()/mm << " mm" << G4endl;
365       G4cout << "p.z() = "   << p.z()/mm << "     299       G4cout << "p.z() = "   << p.z()/mm << " mm" << G4endl << G4endl;
366       G4cout << "Direction:" << G4endl << G4en    300       G4cout << "Direction:" << G4endl << G4endl;
367       G4cout << "v.x() = "   << v.x() << G4end    301       G4cout << "v.x() = "   << v.x() << G4endl;
368       G4cout << "v.y() = "   << v.y() << G4end    302       G4cout << "v.y() = "   << v.y() << G4endl;
369       G4cout << "v.z() = "   << v.z() << G4end    303       G4cout << "v.z() = "   << v.z() << G4endl << G4endl;
370       G4cout << "WARNING - Invalid call in "      304       G4cout << "WARNING - Invalid call in "
371              << "G4UnionSolid::DistanceToOut(p    305              << "G4UnionSolid::DistanceToOut(p,v)" << G4endl
372              << "  Point p is outside !" << G4    306              << "  Point p is outside !" << G4endl;
373       G4cout << "          p = " << p << G4end    307       G4cout << "          p = " << p << G4endl;
374       G4cout << "          v = " << v << G4end    308       G4cout << "          v = " << v << G4endl;
375       G4cerr << "WARNING - Invalid call in "      309       G4cerr << "WARNING - Invalid call in "
376              << "G4UnionSolid::DistanceToOut(p    310              << "G4UnionSolid::DistanceToOut(p,v)" << G4endl
377              << "  Point p is outside !" << G4    311              << "  Point p is outside !" << G4endl;
378       G4cerr << "          p = " << p << G4end    312       G4cerr << "          p = " << p << G4endl;
379       G4cerr << "          v = " << v << G4end    313       G4cerr << "          v = " << v << G4endl;
380 #endif                                            314 #endif
381   }                                               315   }
382   else                                            316   else
383   {                                               317   {
384     EInside positionA = fPtrSolidA->Inside(p)     318     EInside positionA = fPtrSolidA->Inside(p) ;
                                                   >> 319     // EInside positionB = fPtrSolidB->Inside(p) ;
385                                                   320 
386     if( positionA != kOutside )                   321     if( positionA != kOutside )
387     {                                             322     { 
388       do  // Loop checking, 13.08.2015, G.Cosm << 323       do
389       {                                           324       {
390         disTmp = fPtrSolidA->DistanceToOut(p+d    325         disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v,calcNorm,
391                                            val << 326                                            validNorm,nTmp)        ;
392         dist += disTmp ;                          327         dist += disTmp ;
393                                                   328 
394         if(fPtrSolidB->Inside(p+dist*v) != kOu    329         if(fPtrSolidB->Inside(p+dist*v) != kOutside)
395         {                                         330         { 
396           disTmp = fPtrSolidB->DistanceToOut(p    331           disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v,calcNorm,
397                                              v << 332                                             validNorm,nTmp)         ;
398           dist += disTmp ;                        333           dist += disTmp ;
399         }                                         334         }
400       }                                           335       }
401       while( (fPtrSolidA->Inside(p+dist*v) !=  << 336       //     while( Inside(p+dist*v) == kInside ) ;
402           && (disTmp > halfCarTolerance) );    << 337            while( fPtrSolidA->Inside(p+dist*v) != kOutside && 
                                                   >> 338                   disTmp > 0.5*kCarTolerance ) ;
403     }                                             339     }
404     else // if( positionB != kOutside )           340     else // if( positionB != kOutside )
405     {                                             341     {
406       do  // Loop checking, 13.08.2015, G.Cosm << 342       do
407       {                                           343       {
408         disTmp = fPtrSolidB->DistanceToOut(p+d    344         disTmp = fPtrSolidB->DistanceToOut(p+dist*v,v,calcNorm,
409                                            val << 345                                            validNorm,nTmp)        ; 
410         dist += disTmp ;                          346         dist += disTmp ;
411                                                   347 
412         if(fPtrSolidA->Inside(p+dist*v) != kOu    348         if(fPtrSolidA->Inside(p+dist*v) != kOutside)
413         {                                         349         { 
414           disTmp = fPtrSolidA->DistanceToOut(p    350           disTmp = fPtrSolidA->DistanceToOut(p+dist*v,v,calcNorm,
415                                              v << 351                                             validNorm,nTmp)         ;
416           dist += disTmp ;                        352           dist += disTmp ;
417         }                                         353         }
418       }                                           354       }
419       while( (fPtrSolidB->Inside(p+dist*v) !=  << 355       //  while( Inside(p+dist*v) == kInside ) ;
420           && (disTmp > halfCarTolerance) );    << 356         while( (fPtrSolidB->Inside(p+dist*v) != kOutside)
                                                   >> 357             && (disTmp > 0.5*kCarTolerance) ) ;
421     }                                             358     }
422   }                                               359   }
423   if( calcNorm )                                  360   if( calcNorm )
424   {                                               361   { 
425      *validNorm = false ;                         362      *validNorm = false ;
426      *n         = *nTmp ;                         363      *n         = *nTmp ;   
427   }                                               364   }
428   return dist ;                                   365   return dist ;
429 }                                                 366 }
430                                                   367 
431 ////////////////////////////////////////////// << 368 //////////////////////////////////////////////////////////////
432 //                                                369 //
433 // Inverted algorithm of DistanceToIn(p)          370 // Inverted algorithm of DistanceToIn(p)
434                                                   371 
435 G4double                                          372 G4double 
436 G4UnionSolid::DistanceToOut( const G4ThreeVect    373 G4UnionSolid::DistanceToOut( const G4ThreeVector& p ) const 
437 {                                                 374 {
438   G4double distout = 0.0;                         375   G4double distout = 0.0;
439   if( Inside(p) == kOutside )                     376   if( Inside(p) == kOutside )
440   {                                               377   {
441 #ifdef G4BOOLDEBUG                                378 #ifdef G4BOOLDEBUG
442     G4cout << "WARNING - Invalid call in "        379     G4cout << "WARNING - Invalid call in "
443            << "G4UnionSolid::DistanceToOut(p)"    380            << "G4UnionSolid::DistanceToOut(p)" << G4endl
444            << "  Point p is outside !" << G4en    381            << "  Point p is outside !" << G4endl;
445     G4cout << "          p = " << p << G4endl;    382     G4cout << "          p = " << p << G4endl;
446     G4cerr << "WARNING - Invalid call in "        383     G4cerr << "WARNING - Invalid call in "
447            << "G4UnionSolid::DistanceToOut(p)"    384            << "G4UnionSolid::DistanceToOut(p)" << G4endl
448            << "  Point p is outside !" << G4en    385            << "  Point p is outside !" << G4endl;
449     G4cerr << "          p = " << p << G4endl;    386     G4cerr << "          p = " << p << G4endl;
450 #endif                                            387 #endif
451   }                                               388   }
452   else                                            389   else
453   {                                               390   {
454     EInside positionA = fPtrSolidA->Inside(p)     391     EInside positionA = fPtrSolidA->Inside(p) ;
455     EInside positionB = fPtrSolidB->Inside(p)     392     EInside positionB = fPtrSolidB->Inside(p) ;
456                                                   393   
457     //  Is this equivalent ??                     394     //  Is this equivalent ??
458     //    if( ! (  (positionA == kOutside)) &&    395     //    if( ! (  (positionA == kOutside)) && 
459     //             (positionB == kOutside))  )    396     //             (positionB == kOutside))  ) 
460     if((positionA == kInside  && positionB ==     397     if((positionA == kInside  && positionB == kInside  ) ||
461        (positionA == kInside  && positionB ==     398        (positionA == kInside  && positionB == kSurface ) ||
462        (positionA == kSurface && positionB ==     399        (positionA == kSurface && positionB == kInside  )     )
463     {                                             400     {     
464       distout= std::max(fPtrSolidA->DistanceTo    401       distout= std::max(fPtrSolidA->DistanceToOut(p),
465                         fPtrSolidB->DistanceTo << 402                           fPtrSolidB->DistanceToOut(p) ) ;
466     }                                             403     }
467     else                                          404     else
468     {                                             405     {
469       if(positionA == kOutside)                   406       if(positionA == kOutside)
470       {                                           407       {
471         distout= fPtrSolidB->DistanceToOut(p)     408         distout= fPtrSolidB->DistanceToOut(p) ;
472       }                                           409       }
473       else                                        410       else
474       {                                           411       {
475         distout= fPtrSolidA->DistanceToOut(p)     412         distout= fPtrSolidA->DistanceToOut(p) ;
476       }                                           413       }
477     }                                             414     }
478   }                                               415   }
479   return distout;                                 416   return distout;
480 }                                                 417 }
481                                                   418 
482 ////////////////////////////////////////////// << 419 //////////////////////////////////////////////////////////////
                                                   >> 420 //
483 //                                                421 //
484 // GetEntityType                               << 
485                                                   422 
486 G4GeometryType G4UnionSolid::GetEntityType() c    423 G4GeometryType G4UnionSolid::GetEntityType() const 
487 {                                                 424 {
488   return {"G4UnionSolid"};                     << 425   return G4String("G4UnionSolid");
489 }                                                 426 }
490                                                   427 
491 ////////////////////////////////////////////// << 428 //////////////////////////////////////////////////////////////
492 //                                                429 //
493 // Make a clone of the object                  << 
494                                                << 
495 G4VSolid* G4UnionSolid::Clone() const          << 
496 {                                              << 
497   return new G4UnionSolid(*this);              << 
498 }                                              << 
499                                                << 
500 ////////////////////////////////////////////// << 
501 //                                                430 //
502 // ComputeDimensions                           << 
503                                                   431 
504 void                                              432 void 
505 G4UnionSolid::ComputeDimensions(       G4VPVPa    433 G4UnionSolid::ComputeDimensions(       G4VPVParameterisation*,
506                                  const G4int,     434                                  const G4int,
507                                  const G4VPhys    435                                  const G4VPhysicalVolume* ) 
508 {                                                 436 {
509 }                                                 437 }
510                                                   438 
511 ////////////////////////////////////////////// << 439 /////////////////////////////////////////////////
512 //                                                440 //
513 // DescribeYourselfTo                          << 441 //                    
514                                                   442 
515 void                                              443 void 
516 G4UnionSolid::DescribeYourselfTo ( G4VGraphics    444 G4UnionSolid::DescribeYourselfTo ( G4VGraphicsScene& scene ) const 
517 {                                                 445 {
518   scene.AddSolid (*this);                         446   scene.AddSolid (*this);
519 }                                                 447 }
520                                                   448 
521 ////////////////////////////////////////////// << 449 ////////////////////////////////////////////////////
                                                   >> 450 //
522 //                                                451 //
523 // CreatePolyhedron                            << 
524                                                   452 
525 G4Polyhedron*                                     453 G4Polyhedron* 
526 G4UnionSolid::CreatePolyhedron () const        << 454 G4UnionSolid::CreatePolyhedron () const 
527 {                                                 455 {
528   if (fExternalBoolProcessor == nullptr)       << 456   G4Polyhedron* pA = fPtrSolidA->GetPolyhedron();
529   {                                            << 457   G4Polyhedron* pB = fPtrSolidB->GetPolyhedron();
530     HepPolyhedronProcessor processor;          << 458   if (pA && pB) {
531     // Stack components and components of comp << 459     G4Polyhedron* resultant = new G4Polyhedron (pA->add(*pB));
532     // See G4BooleanSolid::StackPolyhedron     << 460     return resultant;
533     G4Polyhedron* top = StackPolyhedron(proces << 461   } else {
534     auto result = new G4Polyhedron(*top);      << 462     std::ostringstream oss;
535     if (processor.execute(*result))            << 463     oss << GetName() <<
536     {                                          << 464       ": one of the Boolean components has no corresponding polyhedron.";
537       return result;                           << 465     G4Exception("G4UnionSolid::CreatePolyhedron",
538     }                                          << 466     "", JustWarning, oss.str().c_str());
539     else                                       << 467     return 0;
540     {                                          << 
541       return nullptr;                          << 
542     }                                          << 
543   }                                            << 
544   else                                         << 
545   {                                            << 
546     return fExternalBoolProcessor->Process(thi << 
547   }                                               468   }
548 }                                                 469 }
549                                                   470 
550 ////////////////////////////////////////////// << 471 /////////////////////////////////////////////////////////
                                                   >> 472 //
551 //                                                473 //
552 // GetCubicVolume                              << 
553                                                   474 
554 G4double G4UnionSolid::GetCubicVolume()        << 475 G4NURBS*      
                                                   >> 476 G4UnionSolid::CreateNURBS      () const 
555 {                                                 477 {
556   if( fCubicVolume >= 0. )                     << 478   // Take into account boolean operation - see CreatePolyhedron.
557   {                                            << 479   // return new G4NURBSbox (1.0, 1.0, 1.0);
558     return fCubicVolume;                       << 480   return 0;
559   }                                            << 
560   G4ThreeVector bminA, bmaxA, bminB, bmaxB;    << 
561   fPtrSolidA->BoundingLimits(bminA, bmaxA);    << 
562   fPtrSolidB->BoundingLimits(bminB, bmaxB);    << 
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 }                                                 481 }
590                                                   482