Import Geant4 0.0.0 source tree
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// This code implementation is the intellectual property of
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// the RD44 GEANT4 collaboration.
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//
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// By copying, distributing or modifying the Program (or any work
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// based on the Program) you indicate your acceptance of this statement,
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// and all its terms.
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//
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// $Id: G4PVPlacement.hh,v 2.1 1998/07/12 02:55:33 urbi Exp $
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// GEANT4 tag $Name: geant4-00 $
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//
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//
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// class G4PVPlacement
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//
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// Class representing a single volume positioned within and relative
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// to a mother volume.
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//
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//
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// G4PVPlacement(G4RotationMatrix *pRot, // 1st constructor
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// const G4Threevector &tlate,
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// const G4String& pName,
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// G4LogicalVolume *pLogical,
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// G4VPhysicalVolume *pMother,
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// G4bool pMany,
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// G4int pCopyNo)
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//
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// Initialise a single volume, positioned in a frame which is rotated by
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// *pFrameRot, relative to the coordinate system of the mother volume pMother.
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// The center of the object is then placed at volumeCenterCrd in
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// the new coordinates.
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// If pRot=0 the volume is unrotated with respect to its mother.
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// The physical volume is added to the mother's logical volume.
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// (The above are exactly the arguments of G4VPhysicalVolume)
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// Arguments particular to G4PVPlacement:
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// pMany must be true if the volume is MANY in the GEANT 3 sense, else false
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// pCopyNo should be set to 0 for the first volume of a given type
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//
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//
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// G4PVPlacement(const G4Transform3D &Transform3D, // 2nd constructor
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// const G4String &pName,
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// G4LogicalVolume *pLogical,
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// G4VPhysicalVolume *pMother,
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// G4bool pMany,
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// G4int pCopyNo);
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//
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// Additional constructor, which expects a G4Transform3D that represents
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// the direct rotation and translation of the solid (NOT of the frame).
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// To repeat: the G4Transform3D argument should be constructed by
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// i) First rotating it to align the solid to the system of
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// reference of its mother volume *pMother, and
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// ii) Then placing the solid at the location Transform3D.getTranslation(),
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// with respect to the origin of the system of coordinates of the
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// mother volume.
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// ( This is useful for the people who prefer to think in terms
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// of moving objects in a given reference frame. )
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// All other arguments are the same as for the previous constructor.
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//
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//
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// G4PVPlacement::G4PVPlacement(G4RotationMatrix *pRot, // 3rd constructor
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// const G4ThreeVector &tlate,
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// G4LogicalVolume *pCurrentLogical,
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// const G4String& pName,
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// G4LogicalVolume *pMotherLogical,
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// G4bool pMany,
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// G4int pCopyNo);
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//
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// A simple variation of the 1st constructor, only specifying the
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// mother volume as a pointer to its logical volume instead of its physical
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// volume. [ This is a very natural way of defining a physical volume, and
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// is especially useful when creating subdetectors: the mother volumes is
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// not placed until a later stage of the assembly program. ]
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//
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//
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// G4PVPlacement(const G4Transform3D &Transform3D, // 4th constructor
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// G4LogicalVolume *pCurrentLogical,
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// const G4String& pName,
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// G4LogicalVolume *pMotherLogical,
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// G4bool pMany,
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// G4int pCopyNo);
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//
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// Utilises both variations above (from 2nd and 3rd constructor).
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//
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// History:
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// 24.07.95 P.Kent First non-stub version
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// 25.07.96 P.Kent Modified interface for new `Replica' capable geometry
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// 28.08.96 P.Kent Tidied + transform replaced by rotmat+vector
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// 28.02.97 J.Apostolakis Added 2nd constructor with G4Transform3D of solid.
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// 11.07.97 J.Apostolakis Added 3rd constructor with pMotherLogical
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// 11.05.98 J.Apostolakis Added 4th constructor with G4Transform3D & pMotherLV
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#ifndef G4PVPLACEMENT_HH
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#define G4PVPLACEMENT_HH
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#include "G4VPhysicalVolume.hh"
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// class G4Transform3D;
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#include "G4Transform3D.hh"
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class G4PVPlacement : public G4VPhysicalVolume
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{
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public:
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G4PVPlacement(G4RotationMatrix *pRot,
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const G4ThreeVector &tlate,
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const G4String &pName,
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G4LogicalVolume *pLogical,
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G4VPhysicalVolume *pMother,
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G4bool pMany,
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G4int pCopyNo);
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G4PVPlacement(const G4Transform3D &Transform3D,
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const G4String &pName,
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G4LogicalVolume *pLogical,
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G4VPhysicalVolume *pMother,
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G4bool pMany,
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G4int pCopyNo);
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G4PVPlacement(G4RotationMatrix *pRot,
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const G4ThreeVector &tlate,
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G4LogicalVolume *pCurrentLogical,
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const G4String& pName,
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G4LogicalVolume *pMotherLogical,
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G4bool pMany,
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G4int pCopyNo);
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G4PVPlacement(const G4Transform3D &Transform3D,
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G4LogicalVolume *pCurrentLogical,
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const G4String& pName,
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G4LogicalVolume *pMotherLogical,
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G4bool pMany,
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G4int pCopyNo);
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~G4PVPlacement();
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virtual G4bool IsMany() const;
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virtual G4int GetCopyNo() const;
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virtual void SetCopyNo(G4int CopyNo);
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virtual G4bool IsReplicated() const;
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virtual G4VPVParameterisation* GetParameterisation() const;
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virtual void GetReplicationData(EAxis& axis,
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G4int& nReplicas,
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G4double& width,
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G4double& offset,
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G4bool& consuming) const;
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virtual void Setup(G4VPhysicalVolume *pMother);
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private:
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G4bool fmany; // flag for booleans
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G4bool fallocatedRotM; // flag for allocation of Rotation Matrix
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G4int fcopyNo; // for identification
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// Auxiliary function for 2nd constructor (one with G4Transform3D)
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// Creates a new RotMatrix on the heap (using "new") and copies
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// its argument into it.
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static G4RotationMatrix* NewPtrRotMatrix(const G4RotationMatrix &RotMat);
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};
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#endif
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