// 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: G4PVPlacement.hh,v 1.1.12.1 1999/12/07 20:48:10 gunter Exp $ // GEANT4 tag $Name: geant4-01-00 $ // // // class G4PVPlacement // // Class representing a single volume positioned within and relative // to a mother volume. // // // G4PVPlacement(G4RotationMatrix *pRot, // 1st constructor // const G4Threevector &tlate, // const G4String& pName, // G4LogicalVolume *pLogical, // G4VPhysicalVolume *pMother, // G4bool pMany, // G4int pCopyNo) // // Initialise a single volume, positioned in a frame which is rotated by // *pFrameRot, relative to the coordinate system of the mother volume pMother. // The center of the object is then placed at volumeCenterCrd in // the new coordinates. // If pRot=0 the volume is unrotated with respect to its mother. // The physical volume is added to the mother's logical volume. // (The above are exactly the arguments of G4VPhysicalVolume) // Arguments particular to G4PVPlacement: // pMany must be true if the volume is MANY in the GEANT 3 sense, else false // pCopyNo should be set to 0 for the first volume of a given type // // // G4PVPlacement(const G4Transform3D &Transform3D, // 2nd constructor // const G4String &pName, // G4LogicalVolume *pLogical, // G4VPhysicalVolume *pMother, // G4bool pMany, // G4int pCopyNo); // // Additional constructor, which expects a G4Transform3D that represents // the direct rotation and translation of the solid (NOT of the frame). // To repeat: the G4Transform3D argument should be constructed by // i) First rotating it to align the solid to the system of // reference of its mother volume *pMother, and // ii) Then placing the solid at the location Transform3D.getTranslation(), // with respect to the origin of the system of coordinates of the // mother volume. // ( This is useful for the people who prefer to think in terms // of moving objects in a given reference frame. ) // All other arguments are the same as for the previous constructor. // // // G4PVPlacement::G4PVPlacement(G4RotationMatrix *pRot, // 3rd constructor // const G4ThreeVector &tlate, // G4LogicalVolume *pCurrentLogical, // const G4String& pName, // G4LogicalVolume *pMotherLogical, // G4bool pMany, // G4int pCopyNo); // // A simple variation of the 1st constructor, only specifying the // mother volume as a pointer to its logical volume instead of its physical // volume. [ This is a very natural way of defining a physical volume, and // is especially useful when creating subdetectors: the mother volumes is // not placed until a later stage of the assembly program. ] // // // G4PVPlacement(const G4Transform3D &Transform3D, // 4th constructor // G4LogicalVolume *pCurrentLogical, // const G4String& pName, // G4LogicalVolume *pMotherLogical, // G4bool pMany, // G4int pCopyNo); // // Utilises both variations above (from 2nd and 3rd constructor). // // History: // 24.07.95 P.Kent First non-stub version // 25.07.96 P.Kent Modified interface for new `Replica' capable geometry // 28.08.96 P.Kent Tidied + transform replaced by rotmat+vector // 28.02.97 J.Apostolakis Added 2nd constructor with G4Transform3D of solid. // 11.07.97 J.Apostolakis Added 3rd constructor with pMotherLogical // 11.05.98 J.Apostolakis Added 4th constructor with G4Transform3D & pMotherLV #ifndef G4PVPLACEMENT_HH #define G4PVPLACEMENT_HH #include "G4VPhysicalVolume.hh" // class G4Transform3D; #include "G4Transform3D.hh" class G4PVPlacement : public G4VPhysicalVolume { public: G4PVPlacement(G4RotationMatrix *pRot, const G4ThreeVector &tlate, const G4String &pName, G4LogicalVolume *pLogical, G4VPhysicalVolume *pMother, G4bool pMany, G4int pCopyNo); G4PVPlacement(const G4Transform3D &Transform3D, const G4String &pName, G4LogicalVolume *pLogical, G4VPhysicalVolume *pMother, G4bool pMany, G4int pCopyNo); G4PVPlacement(G4RotationMatrix *pRot, const G4ThreeVector &tlate, G4LogicalVolume *pCurrentLogical, const G4String& pName, G4LogicalVolume *pMotherLogical, G4bool pMany, G4int pCopyNo); G4PVPlacement(const G4Transform3D &Transform3D, G4LogicalVolume *pCurrentLogical, const G4String& pName, G4LogicalVolume *pMotherLogical, G4bool pMany, G4int pCopyNo); ~G4PVPlacement(); virtual G4bool IsMany() const; virtual G4int GetCopyNo() const; virtual void SetCopyNo(G4int CopyNo); virtual G4bool IsReplicated() const; virtual G4VPVParameterisation* GetParameterisation() const; virtual void GetReplicationData(EAxis& axis, G4int& nReplicas, G4double& width, G4double& offset, G4bool& consuming) const; virtual void Setup(G4VPhysicalVolume *pMother); private: G4bool fmany; // flag for booleans G4bool fallocatedRotM; // flag for allocation of Rotation Matrix G4int fcopyNo; // for identification // Auxiliary function for 2nd constructor (one with G4Transform3D) // Creates a new RotMatrix on the heap (using "new") and copies // its argument into it. static G4RotationMatrix* NewPtrRotMatrix(const G4RotationMatrix &RotMat); }; #endif