47 G4double tunnelThickness,
48 G4double tunnelSoilThickness,
49 G4Material* tunnelMaterial,
50 G4Material* tunnelSoilMaterial,
52 G4double tunnelFloorOffset,
60 G4ThreeVector inputFace,
61 G4ThreeVector outputFace,
62 G4double tunnelThickness,
63 G4double tunnelSoilThickness,
64 G4Material* tunnelMaterial,
65 G4Material* tunnelSoilMaterial,
67 G4double tunnelFloorOffset,
76 G4double& tunnelThickness,
77 G4double& tunnelSoilThickness,
78 G4Material*& tunnelMaterial,
79 G4Material*& tunnelSoildMaterial,
85 G4VSolid* BuildContainerStraight(G4String name,
89 G4double tunnelThickness,
90 G4ThreeVector slabDisplacement);
93 G4double slabXHalfWidth;
94 G4double slabYHalfWidth;
96 G4double containerXRadius;
97 G4double containerYRadius;
virtual BDSTunnelSection * CreateTunnelSectionAngled(G4String name, G4double length, G4ThreeVector inputFace, G4ThreeVector outputFace, G4double tunnelThickness, G4double tunnelSoilThickness, G4Material *tunnelMaterial, G4Material *tunnelSoilMaterial, G4bool tunnelFloor, G4double tunnelFloorOffset, G4double tunnel1, G4double tunnel2, G4bool visible)
Create a tunnel section with an angled input and output face.
void TestInputParameters(G4double &length, G4double &tunnelThickness, G4double &tunnelSoilThickness, G4Material *&tunnelMaterial, G4Material *&tunnelSoildMaterial, G4double &tunnel1, G4double &tunnel2)
functions below here are private to this particular factory
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)
Create a tunnel section with flat input and output faces.