65 G4double tunnelThickness,
66 G4double tunnelSoilThickness,
67 G4Material* tunnelMaterial,
68 G4Material* tunnelSoilMaterial,
70 G4double tunnelFloorOffset,
80 G4double tunnelThickness,
81 G4double tunnelSoilThickness,
82 G4Material* tunnelMaterial,
83 G4Material* tunnelSoilMaterial,
85 G4double tunnelFloorOffset,
95 G4double tunnelThickness,
96 G4double tunnelSoilThickness,
97 G4Material* tunnelMaterial,
98 G4Material* tunnelSoilMaterial,
100 G4double tunnelFloorOffset,
113 G4double tunnelThickness,
114 G4double tunnelSoilThickness,
115 G4Material* tunnelMaterial,
116 G4Material* tunnelSoilMaterial,
118 G4double tunnelFloorOffset,
126 G4ThreeVector inputFaceIn,
127 G4ThreeVector outputFaceIn,
128 G4double tunnelThickness,
129 G4double tunnelSoilThickness,
130 G4Material* tunnelMaterial,
131 G4Material* tunnelSoilMaterial,
133 G4double tunnelFloorOffset,
149 G4double& tunnelThickness,
150 G4double& tunnelSoilThickness,
151 G4Material*& tunnelMaterial,
152 G4Material*& tunnelSoilMaterial);
154 virtual void CommonConstruction(G4String name,
155 G4Material* tunnelMaterial,
156 G4Material* tunnelSoilMaterial,
158 G4double containerXRadius,
159 G4double contianerYRadius,
164 G4Material* tunnelMaterial,
165 G4Material* tunnelSoilMaterial);
175 G4double containerYRadius,
176 G4double containerZRadius);
180 G4double chordLength);
195 G4VSolid* containerSolid;
196 G4VSolid* tunnelSolid;
198 G4VSolid* floorSolid;
199 G4VSolid* intersectionSolid;
200 G4LogicalVolume* containerLV;
201 G4LogicalVolume* tunnelLV;
202 G4LogicalVolume* soilLV;
203 G4LogicalVolume* floorLV;
204 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.