Message: Re: Trouble with G4SubtractionSolid  bug? in CLHEP::HepRotation  Not Logged In (login) 
I have not checked your values, but as the CLHEP routines have been used by many people for many years, it is unlikely that you have actually found a bug. More likely is that you are confused by their rotation conventions. So I urge you to study the documentation carefully.
I remark that rotation conventions can be VERY confusing. I decided that CLHEP and Geant4 used an overlyconfusing definition, so I invented my own convention and implemented it using a sequence of single CLHEP rotations:
In G4Beamline, all rotations are specified relative to the fixed coordinate axes of the parent volume into which a given element is being placed. This is the natural way to think of placing an object into a room, where the object is the element being placed, and the room is the parent volume into which it is placed.
 http://www.muonsinc.com/g4beamline/G4beamlineUsersGuide.pdf section 2.5
A user specifies a rotation as a string like this: "X90,Y45"  rotate the object 90 degrees around the parent's X axis, then 45 degrees around the parent's Y axis. Note this is completely different from CLHEP and Geant4, and my code is usually calling inverse() of rotation matrices, and using right multiplication to apply a sequence of rotations from the world through ancestor volumes to daughter volumes. In extensive testing of my code I found no errors in any CLHEP rotation routines, but I generate all rotations by calling only CLHEP::HepRotation{XYZ} and multiplying them together myself. G4beamline is open source, available at http://g4beamline.muonsinc.com. Rotations are implemented in files BLCommand.cc and BLCMDplace.cc  most of the work is in BLCommand::stringToRotationMatrix(). Visualization is your friend when debugging rotations. but beware of bugs in visualization of boolean solid operations, so test the bare solids first.

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