26 G4LogicalVolume* containerLVIn,
28 G4VSolid* containerSubtractionSolidIn,
29 G4LogicalVolume* vacuumLVIn,
30 G4bool containerIsCircularIn,
31 G4double containerRadiusIn,
32 G4ThreeVector inputFaceNormalIn,
33 G4ThreeVector outputFaceNormalIn):
35 containerSubtractionSolid(containerSubtractionSolidIn),
36 vacuumLogicalVolume(vacuumLVIn),
37 containerIsCircular(containerIsCircularIn),
38 containerRadius(containerRadiusIn),
39 inputFaceNormal(inputFaceNormalIn.unit()),
40 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))