// // ******************************************************************** // * DISCLAIMER * // * * // * The following disclaimer summarizes all the specific disclaimers * // * of contributors to this software. The specific disclaimers,which * // * govern, are listed with their locations in: * // * http://cern.ch/geant4/license * // * * // * 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. * // * * // * This code implementation is the intellectual property of the * // * GEANT4 collaboration. * // * 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: G4ReflectedSolid.hh,v 1.6 2002/10/28 11:36:28 gcosmo Exp $ // GEANT4 tag $Name: geant4-05-00 $ // // // class G4ReflectedSolid // // Class description: // // A Reflected solid is a solid that has been shifted from its original // frame of reference to a new one. // History: // // 23.07.01 V.Grichine: created // 15.02.02 V.Grichine: get/set methods for fPtr(Direct)Transform3D // // ******************************************************************** #ifndef G4ReflectedSolid_HH #define G4ReflectedSolid_HH #include "G4VSolid.hh" #include "G4RotationMatrix.hh" #include "G4ThreeVector.hh" #include "G4Transform3D.hh" #include "G4AffineTransform.hh" class G4ReflectedSolid : public G4VSolid { public: // with description G4ReflectedSolid( const G4String& pName, G4VSolid* pSolid , const G4Transform3D& transform ) ; // For use in instantiating a transient instance. virtual ~G4ReflectedSolid() ; // Virtual destructor. public: // without description // Includes all the methods that a solid requires. 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 ; G4double DistanceToIn( const G4ThreeVector& p, const G4ThreeVector& v ) const ; G4double DistanceToIn( const G4ThreeVector& p) const ; G4double DistanceToOut( const G4ThreeVector& p, const G4ThreeVector& v, const G4bool calcNorm=false, G4bool *validNorm=0, G4ThreeVector *n=0 ) const ; G4double DistanceToOut( const G4ThreeVector& p ) const ; void ComputeDimensions( G4VPVParameterisation* p, const G4int n, const G4VPhysicalVolume* pRep ) ; public: // with description virtual G4GeometryType GetEntityType() const; virtual const G4ReflectedSolid* GetReflectedSolidPtr() const; virtual G4ReflectedSolid* GetReflectedSolidPtr(); // If the Solid is a "G4ReflectedSolid", // return a self pointer else return 0. G4VSolid* GetConstituentMovedSolid() const; G4Transform3D GetTransform3D() const; void SetTransform3D(G4Transform3D&); G4Transform3D GetDirectTransform3D() const; void SetDirectTransform3D(G4Transform3D&); // Accessors methods. G4std::ostream& StreamInfo(G4std::ostream& os) const; public: // without description void DescribeYourselfTo ( G4VGraphicsScene& scene ) const ; G4Polyhedron* CreatePolyhedron () const ; G4NURBS* CreateNURBS () const ; // For creating graphical representations (ie for visualisation). protected: G4AffineTransform GetTransform() const; void SetTransform(G4AffineTransform&); G4AffineTransform GetDirectTransform() const; void SetDirectTransform(G4AffineTransform&); G4RotationMatrix GetFrameRotation() const; void SetFrameRotation(const G4RotationMatrix&); G4ThreeVector GetFrameTranslation() const; void SetFrameTranslation(const G4ThreeVector&); // Get/Set the rotation/translation, as applied to the // frame of reference. G4RotationMatrix GetObjectRotation() const; void SetObjectRotation(const G4RotationMatrix&); G4ThreeVector GetObjectTranslation() const; void SetObjectTranslation(const G4ThreeVector&); // Get/Set the rotation/translation, as applied to the object. G4VSolid* fPtrSolid ; G4AffineTransform* fPtrTransform ; G4AffineTransform* fDirectTransform ; G4Transform3D* fPtrTransform3D ; G4Transform3D* fDirectTransform3D ; private: G4ReflectedSolid(const G4ReflectedSolid&); G4ReflectedSolid& operator=(const G4ReflectedSolid&); // Private copy constructor and assignment operator. } ; #endif