25 G4LogicalVolume* containerLVIn,
27 G4VSolid* containerSubtractionSolidIn,
28 G4LogicalVolume* vacuumLVIn,
29 G4bool containerIsCircularIn,
30 G4double containerRadiusIn,
31 G4ThreeVector inputFaceNormalIn,
32 G4ThreeVector outputFaceNormalIn):
34 containerSubtractionSolid(containerSubtractionSolidIn),
35 vacuumLogicalVolume(vacuumLVIn),
36 containerIsCircular(containerIsCircularIn),
37 containerRadius(containerRadiusIn),
38 inputFaceNormal(inputFaceNormalIn.unit()),
39 outputFaceNormal(outputFaceNormalIn.unit())
BDSBeamPipe(G4VSolid *containerSolidIn, G4LogicalVolume *containerLVIn, BDSExtent extentIn, G4VSolid *containerSubtractionSolidIn, G4LogicalVolume *vacuumLVIn, G4bool containerIsCircularIn=false, G4double containerRadiusIn=0.0, G4ThreeVector inputFaceNormalIn=G4ThreeVector(0, 0,-1), G4ThreeVector outputFaceNormalIn=G4ThreeVector(0, 0, 1))