18#include "BDSTunnelFactoryBase.hh"
19#include "BDSTunnelFactorySquare.hh"
20#include "BDSTunnelFactoryRectangular.hh"
21#include "BDSTunnelInfo.hh"
25BDSTunnelFactorySquare::BDSTunnelFactorySquare()
30BDSTunnelFactorySquare::~BDSTunnelFactorySquare()
37 G4double tunnelThickness,
38 G4double tunnelSoilThickness,
39 G4Material* tunnelMaterial,
40 G4Material* tunnelSoilMaterial,
42 G4double tunnelFloorOffset,
49 tunnelSoilMaterial, tunnelFloorOffset, tunnel1);
51 tunnelSoilThickness, tunnelMaterial,
52 tunnelSoilMaterial, tunnelFloor,
53 tunnelFloorOffset, tunnel1, tunnel1, visible);
58 G4ThreeVector inputFace,
59 G4ThreeVector outputFace,
60 G4double tunnelThickness,
61 G4double tunnelSoilThickness,
62 G4Material* tunnelMaterial,
63 G4Material* tunnelSoilMaterial,
65 G4double tunnelFloorOffset,
72 tunnelSoilMaterial, tunnelFloorOffset, tunnel1);
75 tunnelSoilThickness, tunnelMaterial,
76 tunnelSoilMaterial, tunnelFloor,
77 tunnelFloorOffset, tunnel1, tunnel1, visible);
82 G4double& tunnelThickness,
83 G4double& tunnelSoilThickness,
84 G4Material*& tunnelMaterial,
85 G4Material*& tunnelSoilMaterial,
86 G4double& tunnelFloorOffset,
91 if (tunnelFloorOffset < 1e-10)
92 {tunnelFloorOffset = defaultModel->floorOffset;}
95 {tunnel1 = defaultModel->
aper1;}
void CommontTestInputParameters(G4double &length, G4double &tunnelThickness, G4double &tunnelSoilThickness, G4Material *&tunnelMaterial, G4Material *&tunnelSoilMaterial)
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 * 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.
Factory for rectangular tunnel segments. Builds floor, tunnel and soil.
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.
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 &tunnelFloorOffset, G4double &tunnel1)
functions below here are private to this particular factory
G4double aper1
Tunnel aperture / shape parameter 1.
Class that represents a section of tunnel.