// This code implementation is the intellectual property of // the RD44 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: G4Hype.hh,v 1.1 1999/01/07 16:07:52 gunter Exp $ // GEANT4 tag $Name: geant4-00-01 $ // // // // class G4Hype: this class implements in G4 the volume equivalent // to the HYPE volume in Geant 3, i.e. a tube with // hyperbolic profile. // // Authors: // Ernesto Lamanna (Ernesto.Lamanna@roma1.infn.it) & // Francesco Safai Tehrani (Francesco.SafaiTehrani@roma1.infn.it) // Rome, INFN & University of Rome "La Sapienza", 9 June 1998. // // $ Original: G4Hype.hh,v 1.0 1998/06/09 16:57:50 safai Exp $ // // For further informations, please read G4Hype.history and G4Hype.doc. // // An hyperbolic volume with curved sides parallel to // the z-axis. The Hype has a specified half-length along // the z axis, about which it is centred, and a given // minimum and maximum radius. A minimum radius of 0 // signifies a filled Hype (with hyperbolical inner surface). // To have a filled Hype the user must specify // inner radius = 0 AND inner stereo angle = 0. // // The inner and outer hyperbolical surfaces can have different // stereo angles. // A stereo angle of 0 gives a cylindrical surface. // // Member functions: // // As inherited from G4VSolid, // // G4Hype(const G4String &pName // const G4double innerRadius // const G4double outerRadius // const G4double innerStereo // const G4double outerStereo // const G4double halfLenZ ) // // Construct an hype with the given name and dimensions. // The provided angles are in radians. // // // Protected: // // G4ThreeVectorList* // CreateRotatedVertices(const G4AffineTransform& pTransform) const // // Create the List of transformed vertices in the format required // for G4VSolid:: ClipCrossSection and ClipBetweenSections. // #ifndef G4HYPE_HH #define G4HYPE_HH #include "G4CSGSolid.hh" #include "G4ThreeVector.hh" class G4Hype : public G4CSGSolid { public: G4Hype(const G4String &pName, const G4double newInnerRadius, const G4double newOuterRadius, const G4double newInnerStereo, const G4double newOuterStereo, const G4double newHalfLenZ); virtual ~G4Hype(); void ComputeDimensions(G4VPVParameterisation* p, const G4int n, const G4VPhysicalVolume* pRep); G4bool CalculateExtent(const EAxis pAxis, const G4VoxelLimits& pVoxelLimit, const G4AffineTransform& pTransform, G4double& pmin, G4double& pmax) const; G4double GetInnerRadius () const { return innerRadius; } G4double GetOuterRadius () const { return outerRadius; } G4double GetZHalfLength () const { return halfLenZ; } G4double GetInnerStereo () const { return innerStereo; } G4double GetOuterStereo () const { return outerStereo; } void SetInnerRadius (G4double newIRad) { innerRadius= newIRad; innerRadius2= newIRad*newIRad; endInnerRadius2=HypeInnerRadius2(halfLenZ); endInnerRadius=sqrt(endInnerRadius2); } void SetOuterRadius (G4double newORad) { outerRadius= newORad; outerRadius2=newORad*newORad; endOuterRadius2=HypeOuterRadius2(halfLenZ); endOuterRadius=sqrt(endOuterRadius2); } void SetZHalfLength (G4double newHLZ) { halfLenZ = newHLZ ; } void SetInnerStereo (G4double newISte) { innerStereo= newISte; tanInnerStereo2=tan(innerStereo)*tan(innerStereo); endInnerRadius2=HypeInnerRadius2(halfLenZ); endInnerRadius=sqrt(endInnerRadius2); } void SetOuterStereo (G4double newOSte) { outerStereo= newOSte; tanOuterStereo2=tan(outerStereo)*tan(outerStereo); endOuterRadius2=HypeOuterRadius2(halfLenZ); endOuterRadius=sqrt(endOuterRadius2); } EInside Inside(const G4ThreeVector& p) 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=G4bool(false), G4bool *validNorm=0,G4ThreeVector *n=0) const; G4double DistanceToOut(const G4ThreeVector& p) const; virtual G4GeometryType GetEntityType() const { return G4String("G4Hype"); } void DescribeYourselfTo (G4VGraphicsScene& scene) const; G4VisExtent GetExtent () const; G4Polyhedron* CreatePolyhedron () const; G4NURBS* CreateNURBS () const; protected: G4ThreeVectorList* CreateRotatedVertices(const G4AffineTransform& pTransform) const; // values of hype radius at a given Z double HypeInnerRadius2(double zVal) const { return (tanInnerStereo2*zVal*zVal+innerRadius2); } double HypeOuterRadius2(double zVal) const { return (tanOuterStereo2*zVal*zVal+outerRadius2); } G4double innerRadius; // variable names are quite self explanative G4double outerRadius; G4double halfLenZ; G4double innerStereo; G4double outerStereo; // precalculated parameters, squared quantities double tanInnerStereo2; // squared tan of Inner Stereo angle double tanOuterStereo2; // squared tan of Outer Stereo angle double innerRadius2; // squared Inner Radius double outerRadius2; // squared Outer Radius double endInnerRadius2; // squared endcap Inner Radius double endOuterRadius2; // squared endcap Outer Radius double endInnerRadius; // endcap Inner Radius double endOuterRadius; // endcap Outer Radius // Used by distanceToOut enum ESide {outerFace,innerFace,leftCap, rightCap}; }; #endif