64 G4double tunnelThickness,
65 G4double tunnelSoilThickness,
66 G4Material* tunnelMaterial,
67 G4Material* tunnelSoilMaterial,
69 G4double tunnelFloorOffset,
79 G4double tunnelThickness,
80 G4double tunnelSoilThickness,
81 G4Material* tunnelMaterial,
82 G4Material* tunnelSoilMaterial,
84 G4double tunnelFloorOffset,
94 G4double tunnelThickness,
95 G4double tunnelSoilThickness,
96 G4Material* tunnelMaterial,
97 G4Material* tunnelSoilMaterial,
99 G4double tunnelFloorOffset,
112 G4double tunnelThickness,
113 G4double tunnelSoilThickness,
114 G4Material* tunnelMaterial,
115 G4Material* tunnelSoilMaterial,
117 G4double tunnelFloorOffset,
125 G4ThreeVector inputFaceIn,
126 G4ThreeVector outputFaceIn,
127 G4double tunnelThickness,
128 G4double tunnelSoilThickness,
129 G4Material* tunnelMaterial,
130 G4Material* tunnelSoilMaterial,
132 G4double tunnelFloorOffset,
148 G4double& tunnelThickness,
149 G4double& tunnelSoilThickness,
150 G4Material*& tunnelMaterial,
151 G4Material*& tunnelSoilMaterial);
153 virtual void CommonConstruction(G4String name,
154 G4Material* tunnelMaterial,
155 G4Material* tunnelSoilMaterial,
157 G4double containerXRadius,
158 G4double contianerYRadius,
163 G4Material* tunnelMaterial,
164 G4Material* tunnelSoilMaterial);
174 G4double containerYRadius,
175 G4double containerZRadius);
179 G4double chordLength);
194 G4VSolid* containerSolid;
195 G4VSolid* tunnelSolid;
197 G4VSolid* floorSolid;
198 G4VSolid* intersectionSolid;
199 G4LogicalVolume* containerLV;
200 G4LogicalVolume* tunnelLV;
201 G4LogicalVolume* soilLV;
202 G4LogicalVolume* floorLV;
203 G4ThreeVector floorDisplacement;
virtual BDSTunnelSection * CreateTunnelSectionAngledInOut(G4String name, G4double length, G4double angleIn, G4double angleOut, G4double tunnelThickness, G4double tunnelSoilThickness, G4Material *tunnelMaterial, G4Material *tunnelSoilMaterial, G4bool tunnelFloor, G4double tunnelFloorOffset, G4double tunnel1, G4double tunnel2, G4bool visible)
virtual BDSTunnelSection * CreateTunnelSectionAngled(G4String name, G4double length, G4ThreeVector inputFaceIn, G4ThreeVector outputFaceIn, G4double tunnelThickness, G4double tunnelSoilThickness, G4Material *tunnelMaterial, G4Material *tunnelSoilMaterial, G4bool tunnelFloor, G4double tunnelFloorOffset, G4double tunnel1, G4double tunnel2, G4bool visible)=0
Create a tunnel section with an angled input and output face. Pure virtual.
virtual BDSTunnelSection * CreateTunnelSectionAngledIn(G4String name, G4double length, G4double angleIn, G4double tunnelThickness, G4double tunnelSoilThickness, G4Material *tunnelMaterial, G4Material *tunnelSoilMaterial, G4bool tunnelFloor, G4double tunnelFloorOffset, G4double tunnel1, G4double tunnel2, G4bool visible)
virtual BDSTunnelSection * CreateTunnelSectionAngledOut(G4String name, G4double length, G4double angleOut, G4double tunnelThickness, G4double tunnelSoilThickness, G4Material *tunnelMaterial, G4Material *tunnelSoilMaterial, G4bool tunnelFloor, G4double tunnelFloorOffset, G4double tunnel1, G4double tunnel2, G4bool visible)
virtual BDSTunnelSection * CreateTunnelSection(G4String name, G4double length, G4double tunnelThickness, G4double tunnelSoilThickness, G4Material *tunnelMaterial, G4Material *tunnelSoilMaterial, G4bool tunnelFloor, G4double tunnelFloorOffset, G4double tunnel1, G4double tunnel2, G4bool visible)=0
Create a tunnel section with flat input and output faces. Pure virtual.