Import Geant4 3.0.0 source tree

This commit is contained in:
Gabriele Cosmo
2016-06-08 15:55:53 +02:00
parent e7d7193284
commit cfcb558cfe
3050 changed files with 91703 additions and 48310 deletions
@@ -5,9 +5,19 @@
// based on the Program) you indicate your acceptance of this statement,
// and all its terms.
//
// $Id: G4ToroidalSurface.hh,v 1.2 1999/12/15 14:49:58 gunter Exp $
// GEANT4 tag $Name: geant4-02-00 $
// $Id: G4ToroidalSurface.hh,v 1.5 2000/11/08 14:22:05 gcosmo Exp $
// GEANT4 tag $Name: geant4-03-00 $
//
// ----------------------------------------------------------------------
// Class G4ToroidalSurface
//
// Class Description:
//
// Definition of a toroidal surface.
// Authors: J.Sulkimo, P.Urban.
// Revisions by: L.Broglia, G.Cosmo.
// ----------------------------------------------------------------------
#ifndef __G4TOROIDALSURAFCE
#define __G4TOROIDALSURAFCE
@@ -15,118 +25,71 @@
#include "G4FPlane.hh"
#include "G4OsloMatrix.hh"
class G4ToroidalSurface:public G4Surface
class G4ToroidalSurface : public G4Surface
{
public:
public: // with description
G4ToroidalSurface();
G4ToroidalSurface(const G4Vector3D&,
const G4Vector3D&,
const G4Vector3D&,
const G4double,
const G4double);
G4double,
G4double);
virtual ~G4ToroidalSurface();
// Constructors & destructor.
~G4ToroidalSurface();
inline G4String GetEntityType() const;
// Returns type identifier of the shape.
G4String GetEntityType(){return G4String("Toroidal_Surface");}
G4int Intersect(const G4Ray&);
// Determines the intersection of a ray with a torus.
// Returns 1 if the ray intersects the torus.
int Intersect(const G4Ray&);
void CalcBBox();
inline G4Vector3D GetDirection(){return Placement.GetRefDirection();}
inline G4Vector3D GetAxis() {return Placement.GetAxis();}
inline G4Point3D GetLocation() {return Placement.GetLocation();}
inline G4double GetMinRadius(){return MinRadius;}
inline G4double GetMaxRadius(){return MaxRadius;}
G4double ClosestDistanceToPoint(const G4Point3D&);
G4Vector3D SurfaceNormal(const G4Point3D& Pt)const
{return G4Vector3D(0,0,0);}
// Computes the bounding-box.
inline G4Vector3D GetDirection() const;
inline G4Vector3D GetAxis() const;
inline G4Point3D GetLocation() const;
inline G4double GetMinRadius() const;
inline G4double GetMaxRadius() const;
// Accessors to geometrical data.
inline void MultiplyPointByMatrix(G4Point3D& Base)
{
Base.setX((Base.x() * TransMatrix->get(0,0)) +
(Base.y() * TransMatrix->get(1,0)) +
(Base.z() * TransMatrix->get(2,0)));
Base.setY((Base.x() * TransMatrix->get(0,1)) +
(Base.y() * TransMatrix->get(1,1)) +
(Base.z() * TransMatrix->get(2,1)));
Base.setZ((Base.x() * TransMatrix->get(0,2)) +
(Base.y() * TransMatrix->get(1,2)) +
(Base.z() * TransMatrix->get(2,2)));
}
G4double ClosestDistanceToPoint(const G4Point3D& x);
// Returns the closest distance to the torus surface from a point x.
inline void MultiplyVectorByMatrix(G4Vector3D& DCos)
{
G4double w;
DCos.setX((DCos.x() * TransMatrix->get(0,0)) +
(DCos.y() * TransMatrix->get(1,0)) +
(DCos.z() * TransMatrix->get(2,0)) + TransMatrix->get(3,0));
virtual G4Vector3D SurfaceNormal(const G4Point3D& Pt) const;
// Returns the Normal unit vector to the G4ToroidalSurface at a point Pt
// on (or nearly on) the G4ToroidalSurface.
DCos.setY((DCos.x() * TransMatrix->get(0,1)) +
(DCos.y() * TransMatrix->get(1,1)) +
(DCos.z() * TransMatrix->get(2,1)) + TransMatrix->get(3,1));
inline void MultiplyPointByMatrix(G4Point3D& Base);
inline void MultiplyVectorByMatrix(G4Vector3D& DCos);
// Utility methods.
DCos.setY((DCos.x() * TransMatrix->get(0,2)) +
(DCos.y() * TransMatrix->get(1,2)) +
(DCos.z() * TransMatrix->get(2,2)) + TransMatrix->get(3,2));
w = ((DCos.x() * TransMatrix->get(0,3)) +
(DCos.y() * TransMatrix->get(1,3)) +
(DCos.z() * TransMatrix->get(2,3)) + TransMatrix->get(3,3));
if (w != 0.0)
{
DCos.setX(DCos.x() / w);
DCos.setY(DCos.y() / w);
DCos.setZ(DCos.z() / w);
}
}
private:
G4ToroidalSurface(const G4ToroidalSurface&);
G4ToroidalSurface& operator=(const G4ToroidalSurface&);
// Private copy constructor and assignment operator.
inline G4int IsZero(G4double x) const;
G4int SolveQuartic(G4double c[], G4double s[]);
G4int SolveCubic (G4double c[], G4double s[]);
G4int SolveQuadric(G4double c[], G4double s[]);
// Algorithms for solving quadratic, cubic and quartic equations.
private:
G4Axis2Placement3D Placement;
G4double MinRadius;
G4double MaxRadius;
Matrix* TransMatrix; // transformation matrix
G4PointMatrix* TransMatrix; // transformation matrix
G4Point3D hitpoint;
const G4double EQN_EPS;
int SolveQuartic(G4double c[], G4double s[]);
inline int IsZero(G4double x)
{
if((x) > -EQN_EPS && (x) < EQN_EPS)
return 1;
else return 0;
}
int SolveCubic(G4double c[], G4double s[]);
int SolveQuadric(G4double c[], G4double s[]);
};
#include "G4ToroidalSurface.icc"
#endif