50 void G4BoundingSphereScene::ProcessVolume(
const G4VSolid& solid)
 
   82       if (fRadius < newRadius) fRadius = newRadius;
 
   84     else if (join.
mag () + newRadius <= fRadius) {  
 
   89       G4Point3D oldExtremity1 = fCentre - fRadius * unitJoin;
 
   90       G4Point3D newExtremity1 = newCentre - newRadius * unitJoin;
 
   91       G4Point3D oldExtremity2 = fCentre + fRadius * unitJoin;
 
   92       G4Point3D newExtremity2 = newCentre + newRadius * unitJoin;
 
   94       if (oldExtremity1 * unitJoin < newExtremity1 * unitJoin) {
 
   95     extremity1 = oldExtremity1;
 
   98     extremity1 = newExtremity1;
 
  101       if (oldExtremity2 * unitJoin > newExtremity2 * unitJoin) {
 
  102     extremity2 = oldExtremity2;
 
  105     extremity2 = newExtremity2;
 
  107       fCentre = 0.5 * (extremity2 + extremity1);
 
  108       fRadius = 0.5 * (extremity2 - extremity1).mag ();
 
G4BoundingSphereScene(G4VModel *pModel=0)
 
const G4Transform3D * fpCurrentObjectTransformation
 
BasicVector3D< T > unit() const 
 
const G4Point3D & GetExtentCentre() const 
 
HepGeom::Point3D< G4double > G4Point3D
 
G4double GetExtentRadius() const 
 
virtual ~G4BoundingSphereScene()
 
void ResetBoundingSphere()
 
G4VisExtent GetBoundingSphereExtent()
 
virtual G4VisExtent GetExtent() const 
 
void AccrueBoundingSphere(const G4Point3D ¢re, G4double radius)
 
void CurtailDescent() const