// // ******************************************************************** // * License and Disclaimer * // * * // * The Geant4 software is copyright of the Copyright Holders of * // * the Geant4 Collaboration. It is provided under the terms and * // * conditions of the Geant4 Software License, included in the file * // * LICENSE and available at http://cern.ch/geant4/license . These * // * include a list of copyright holders. * // * * // * Neither the authors of this software system, nor their employing * // * institutes,nor the agencies providing financial support for this * // * work make any representation or warranty, express or implied, * // * regarding this software system or assume any liability for its * // * use. Please see the license in the file LICENSE and URL above * // * for the full disclaimer and the limitation of liability. * // * * // * This code implementation is the result of the scientific and * // * technical work of the GEANT4 collaboration. * // * By using, copying, modifying or distributing the software (or * // * any work based on the software) you agree to acknowledge its * // * use in resulting scientific publications, and indicate your * // * acceptance of all terms of the Geant4 Software license. * // ******************************************************************** // // Class G4MultiUnion inline implementation. // Author: Marek Gayer (CERN), 19.10.2012 - Original implementation from USolids // Gabriele Cosmo (CERN) 06.04.2017 - Adapted implementation in Geant4 // for VecGeom migration // -------------------------------------------------------------------- inline G4Voxelizer& G4MultiUnion::GetVoxels() const { return (G4Voxelizer&)fVoxels; } inline const G4Transform3D& G4MultiUnion::GetTransformation(G4int index) const { return fTransformObjs[index]; } inline G4VSolid* G4MultiUnion::GetSolid(G4int index) const { return fSolids[index]; } inline G4int G4MultiUnion::GetNumberOfSolids() const { return G4int(fSolids.size()); } inline void G4MultiUnion::SetAccurateSafety(G4bool flag) { fAccurate = flag; } inline G4ThreeVector G4MultiUnion::GetLocalPoint(const G4Transform3D& trans, const G4ThreeVector& global) const { // Returns local point coordinates converted from the global frame defined // by the transformation. This is defined by multiplying the inverse // transformation with the global vector. G4double px = global.x() - trans.dx(); G4double py = global.y() - trans.dy(); G4double pz = global.z() - trans.dz(); G4double x = trans.xx()*px + trans.yx()*py + trans.zx()*pz; G4double y = trans.xy()*px + trans.yy()*py + trans.zy()*pz; G4double z = trans.xz()*px + trans.yz()*py + trans.zz()*pz; return { x, y, z }; } inline G4ThreeVector G4MultiUnion::GetLocalVector(const G4Transform3D& trans, const G4ThreeVector& global) const { // Returns local point coordinates converted from the global frame defined // by the transformation. This is defined by multiplying the inverse // transformation with the global vector. G4double vx = global.x(); G4double vy = global.y(); G4double vz = global.z(); G4double x = trans.xx()*vx + trans.yx()*vy + trans.zx()*vz; G4double y = trans.xy()*vx + trans.yy()*vy + trans.zy()*vz; G4double z = trans.xz()*vx + trans.yz()*vy + trans.zz()*vz; return { x, y, z }; } inline G4ThreeVector G4MultiUnion::GetGlobalPoint(const G4Transform3D& trans, const G4ThreeVector& local) const { // Returns global point coordinates converted from the local frame defined // by the transformation. This is defined by multiplying this transformation // with the local vector. G4double px = local.x(); G4double py = local.y(); G4double pz = local.z(); G4double x = trans.xx()*px + trans.xy()*py + trans.xz()*pz + trans.dx(); G4double y = trans.yx()*px + trans.yy()*py + trans.yz()*pz + trans.dy(); G4double z = trans.zx()*px + trans.zy()*py + trans.zz()*pz + trans.dz(); return { x, y, z }; } inline G4ThreeVector G4MultiUnion::GetGlobalVector(const G4Transform3D& trans, const G4ThreeVector& local) const { // Returns vector components converted from the local frame defined by the // transformation to the global one. This is defined by multiplying this // transformation with the local vector while ignoring the translation. G4double vx = local.x(); G4double vy = local.y(); G4double vz = local.z(); G4double x = trans.xx()*vx + trans.xy()*vy + trans.xz()*vz; G4double y = trans.yx()*vx + trans.yy()*vy + trans.yz()*vz; G4double z = trans.zx()*vx + trans.zy()*vy + trans.zz()*vz; return { x, y, z }; }