Import Geant4 3.0.0 source tree
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@@ -5,9 +5,19 @@
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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: G4ToroidalSurface.hh,v 1.2 1999/12/15 14:49:58 gunter Exp $
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// GEANT4 tag $Name: geant4-02-00 $
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// $Id: G4ToroidalSurface.hh,v 1.5 2000/11/08 14:22:05 gcosmo Exp $
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// GEANT4 tag $Name: geant4-03-00 $
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//
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// ----------------------------------------------------------------------
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// Class G4ToroidalSurface
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//
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// Class Description:
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//
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// Definition of a toroidal surface.
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// Authors: J.Sulkimo, P.Urban.
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// Revisions by: L.Broglia, G.Cosmo.
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// ----------------------------------------------------------------------
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#ifndef __G4TOROIDALSURAFCE
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#define __G4TOROIDALSURAFCE
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@@ -15,118 +25,71 @@
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#include "G4FPlane.hh"
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#include "G4OsloMatrix.hh"
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class G4ToroidalSurface:public G4Surface
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class G4ToroidalSurface : public G4Surface
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{
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public:
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public: // with description
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G4ToroidalSurface();
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G4ToroidalSurface(const G4Vector3D&,
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const G4Vector3D&,
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const G4Vector3D&,
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const G4double,
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const G4double);
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G4double,
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G4double);
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virtual ~G4ToroidalSurface();
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// Constructors & destructor.
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~G4ToroidalSurface();
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inline G4String GetEntityType() const;
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// Returns type identifier of the shape.
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G4String GetEntityType(){return G4String("Toroidal_Surface");}
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G4int Intersect(const G4Ray&);
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// Determines the intersection of a ray with a torus.
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// Returns 1 if the ray intersects the torus.
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int Intersect(const G4Ray&);
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void CalcBBox();
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inline G4Vector3D GetDirection(){return Placement.GetRefDirection();}
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inline G4Vector3D GetAxis() {return Placement.GetAxis();}
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inline G4Point3D GetLocation() {return Placement.GetLocation();}
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inline G4double GetMinRadius(){return MinRadius;}
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inline G4double GetMaxRadius(){return MaxRadius;}
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G4double ClosestDistanceToPoint(const G4Point3D&);
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G4Vector3D SurfaceNormal(const G4Point3D& Pt)const
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{return G4Vector3D(0,0,0);}
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// Computes the bounding-box.
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inline G4Vector3D GetDirection() const;
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inline G4Vector3D GetAxis() const;
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inline G4Point3D GetLocation() const;
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inline G4double GetMinRadius() const;
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inline G4double GetMaxRadius() const;
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// Accessors to geometrical data.
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inline void MultiplyPointByMatrix(G4Point3D& Base)
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{
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Base.setX((Base.x() * TransMatrix->get(0,0)) +
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(Base.y() * TransMatrix->get(1,0)) +
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(Base.z() * TransMatrix->get(2,0)));
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Base.setY((Base.x() * TransMatrix->get(0,1)) +
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(Base.y() * TransMatrix->get(1,1)) +
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(Base.z() * TransMatrix->get(2,1)));
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Base.setZ((Base.x() * TransMatrix->get(0,2)) +
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(Base.y() * TransMatrix->get(1,2)) +
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(Base.z() * TransMatrix->get(2,2)));
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}
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G4double ClosestDistanceToPoint(const G4Point3D& x);
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// Returns the closest distance to the torus surface from a point x.
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inline void MultiplyVectorByMatrix(G4Vector3D& DCos)
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{
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G4double w;
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DCos.setX((DCos.x() * TransMatrix->get(0,0)) +
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(DCos.y() * TransMatrix->get(1,0)) +
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(DCos.z() * TransMatrix->get(2,0)) + TransMatrix->get(3,0));
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virtual G4Vector3D SurfaceNormal(const G4Point3D& Pt) const;
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// Returns the Normal unit vector to the G4ToroidalSurface at a point Pt
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// on (or nearly on) the G4ToroidalSurface.
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DCos.setY((DCos.x() * TransMatrix->get(0,1)) +
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(DCos.y() * TransMatrix->get(1,1)) +
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(DCos.z() * TransMatrix->get(2,1)) + TransMatrix->get(3,1));
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inline void MultiplyPointByMatrix(G4Point3D& Base);
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inline void MultiplyVectorByMatrix(G4Vector3D& DCos);
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// Utility methods.
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DCos.setY((DCos.x() * TransMatrix->get(0,2)) +
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(DCos.y() * TransMatrix->get(1,2)) +
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(DCos.z() * TransMatrix->get(2,2)) + TransMatrix->get(3,2));
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w = ((DCos.x() * TransMatrix->get(0,3)) +
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(DCos.y() * TransMatrix->get(1,3)) +
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(DCos.z() * TransMatrix->get(2,3)) + TransMatrix->get(3,3));
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if (w != 0.0)
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{
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DCos.setX(DCos.x() / w);
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DCos.setY(DCos.y() / w);
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DCos.setZ(DCos.z() / w);
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}
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}
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private:
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G4ToroidalSurface(const G4ToroidalSurface&);
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G4ToroidalSurface& operator=(const G4ToroidalSurface&);
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// Private copy constructor and assignment operator.
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inline G4int IsZero(G4double x) const;
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G4int SolveQuartic(G4double c[], G4double s[]);
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G4int SolveCubic (G4double c[], G4double s[]);
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G4int SolveQuadric(G4double c[], G4double s[]);
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// Algorithms for solving quadratic, cubic and quartic equations.
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private:
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G4Axis2Placement3D Placement;
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G4double MinRadius;
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G4double MaxRadius;
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Matrix* TransMatrix; // transformation matrix
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G4PointMatrix* TransMatrix; // transformation matrix
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G4Point3D hitpoint;
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const G4double EQN_EPS;
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int SolveQuartic(G4double c[], G4double s[]);
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inline int IsZero(G4double x)
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{
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if((x) > -EQN_EPS && (x) < EQN_EPS)
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return 1;
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else return 0;
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}
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int SolveCubic(G4double c[], G4double s[]);
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int SolveQuadric(G4double c[], G4double s[]);
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};
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#include "G4ToroidalSurface.icc"
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#endif
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