Import Geant4 2.0.0 source tree

This commit is contained in:
Gabriele Cosmo
2016-06-08 15:42:07 +02:00
parent 103bda00c8
commit e7d7193284
3106 changed files with 171117 additions and 90550 deletions
@@ -1,9 +1,22 @@
// Class description
// This code implementation is the intellectual property of
// the GEANT4 collaboration.
//
// A displaced solid is a solid that has been shifted from its original
// frame of reference to a new one. It is meant to be used only for
// simplifying the implementation of "Boolean solids".
// By copying, distributing or modifying the Program (or any work
// based on the Program) you indicate your acceptance of this statement,
// and all its terms.
//
// $Id: G4DisplacedSolid.hh,v 1.7 2000/04/27 09:59:36 gcosmo Exp $
// GEANT4 tag $Name: geant4-02-00 $
//
//
// class G4DisplacedSolid
//
// Class description:
//
// A displaced solid is a solid that has been shifted from its original
// frame of reference to a new one. It is meant to be used only for
// simplifying the implementation of "Boolean solids".
// History:
//
// 28.10.98 V.Grichine, creation according J. Apostolakis's recommendations
@@ -17,36 +30,36 @@
#include "G4Transform3D.hh"
#include "G4AffineTransform.hh"
class G4DisplacedSolid : public G4VSolid
class G4DisplacedSolid : public G4VSolid
{
public: // With description
G4DisplacedSolid( const G4String& pName,
G4VSolid* pSolid ,
G4RotationMatrix* rotMatrix,
const G4ThreeVector& transVector ) ;
public: // with description
G4DisplacedSolid( const G4String& pName,
G4VSolid* pSolid ,
const G4Transform3D& transform ) ;
G4DisplacedSolid( const G4String& pName,
G4VSolid* pSolid ,
G4RotationMatrix* rotMatrix,
const G4ThreeVector& transVector ) ;
public:
G4DisplacedSolid( const G4String& pName,
G4VSolid* pSolid ,
const G4AffineTransform directTransform );
// For use in instantiating a transient instance from a persistent one:
G4DisplacedSolid( const G4String& pName,
G4VSolid* pSolid ,
const G4Transform3D& transform ) ;
public: // With description
virtual ~G4DisplacedSolid() ;
//
// It also has all the methods that a solid requires, eg.
EInside Inside( const G4ThreeVector& p ) const ;
G4DisplacedSolid( const G4String& pName,
G4VSolid* pSolid ,
const G4AffineTransform directTransform );
// For use in instantiating a transient instance from a persistent one.
public:
G4bool CalculateExtent(const EAxis pAxis,
const G4VoxelLimits& pVoxelLimit,
const G4AffineTransform& pTransform,
G4double& pMin, G4double& pMax) const ;
virtual ~G4DisplacedSolid() ;
public: // without description
// It also has all the methods that a solid requires, eg.
EInside Inside( const G4ThreeVector& p ) const ;
G4bool CalculateExtent(const EAxis pAxis,
const G4VoxelLimits& pVoxelLimit,
const G4AffineTransform& pTransform,
G4double& pMin, G4double& pMax) const ;
G4ThreeVector SurfaceNormal( const G4ThreeVector& p ) const ;
@@ -68,43 +81,46 @@ public:
const G4int n,
const G4VPhysicalVolume* pRep ) ;
public: // With description
public: // with description
virtual G4GeometryType GetEntityType() const
{ return G4String("G4DisplacedSolid"); }
virtual G4GeometryType GetEntityType() const;
// If the Solid is a "G4DisplacedSolid", return a self pointer
// else return 0
virtual const G4DisplacedSolid* GetDisplacedSolidPtr() const ;
virtual G4DisplacedSolid* GetDisplacedSolidPtr();
// If the Solid is a "G4DisplacedSolid",
// return a self pointer else return 0.
// Access methods
G4VSolid* GetConstituentMovedSolid();
G4VSolid* GetConstituentMovedSolid() const;
G4AffineTransform GetTransform() const;
G4AffineTransform GetDirectTransform() const;
// Get the rotation/translation, as applied to the frame of reference
// Access methods.
G4RotationMatrix GetFrameRotation() const;
G4ThreeVector GetFrameTranslation() const;
// Get the rotation/translation, as applied to the frame of reference.
// Get the rotation/translation, as applied to the object
G4RotationMatrix GetObjectRotation() const;
G4ThreeVector GetObjectTranslation() const;
// Get the rotation/translation, as applied to the object.
public: // without description
public:
// For creating graphical representations (ie for visualisation)
void DescribeYourselfTo ( G4VGraphicsScene& scene ) const ;
G4VisExtent GetExtent () const ;
G4Polyhedron* CreatePolyhedron () const ;
G4NURBS* CreateNURBS () const ;
// For creating graphical representations (ie for visualisation).
protected:
G4VSolid* fPtrSolid ;
G4AffineTransform* fPtrTransform ;
G4AffineTransform* fDirectTransform ;
protected:
G4VSolid* fPtrSolid ;
G4AffineTransform* fPtrTransform ;
G4AffineTransform* fDirectTransform ;
private:
} ;
inline G4GeometryType G4DisplacedSolid::GetEntityType() const
{
return G4String("G4DisplacedSolid");
}
#endif