Files
geant4/source/geometry/volumes/include/G4AssemblyVolume.hh
2025-12-05 08:54:02 +01:00

288 lines
12 KiB
C++

//
// ********************************************************************
// * 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. *
// ********************************************************************
//
// G4AssemblyVolume
//
// Class description:
//
// G4AssemblyVolume is a helper class to make the build process of geometry
// easier. It allows one to combine several volumes together in an arbitrary way
// in 3D space and then work with the result as with a single logical volume
// for placement.
// The resulting objects are independent copies of each of the assembled
// logical volumes. The placements are not, however, bound one to each other
// when placement is done. They are seen as independent physical volumes in
// space.
// Authors: R.Chytracek, J.Apostolakis, G.Cosmo (CERN), November 2000
// ----------------------------------------------------------------------
#ifndef G4ASSEMBLYVOLUME_HH
#define G4ASSEMBLYVOLUME_HH
#include <vector>
#include "G4Transform3D.hh"
#include "G4AssemblyTriplet.hh"
class G4VPhysicalVolume;
/**
* @brief G4AssemblyVolume is a helper class to make the build process of
* geometry easier. It allows one to combine several volumes together in an
* arbitrary way in 3D space and then work with the result as with a single
* logical volume for placement.
* The resulting objects are independent copies of each of the assembled
* logical volumes. The placements are not, however, bound one to each other
* when placement is done. They are seen as independent physical volumes in
* space.
*/
class G4AssemblyVolume
{
public:
/**
* Default Constructor.
*/
G4AssemblyVolume();
/**
* Constructor.
* The rotation matrix passed as argument can be nullptr (identity) or an
* address even of an object on the upper stack frame. During assembly
* imprint, a new matrix is created anyway and it is kept track of it so
* it can be automatically deleted later at the end of the application.
* This policy is adopted since user has no control on the way the
* rotations are combined.
* @param[in] volume Pointer to the logical volume of the assembly.
* @param[in] translation Translation vector of the assembly.
* @param[in] rotation Pointer to the rotation matrix of the assembly.
*/
G4AssemblyVolume( G4LogicalVolume* volume,
G4ThreeVector& translation,
G4RotationMatrix* rotation);
/**
* Destructor.
* At destruction all the generated physical volumes and associated
* rotation matrices of the imprints will be destroyed.
*/
~G4AssemblyVolume();
/**
* Places the given volume 'pPlacedVolume' inside the assembly.
*
* The adopted approach:
*
* - Place it w.r.t. the assembly coordinate system.
* This step is applied to each of the participating volumes.
*
* The other possible approaches:
*
* - Place w.r.t. the firstly added volume.
* When placed the first, the virtual coordinate system becomes
* the coordinate system of the first one.
* Every next volume being added into the assembly will be placed
* w.r.t to the first one.
*
* - Place w.r.t the last placed volume.
* When placed the first, the virtual coordinate system becomes
* the coordinate system of the first one.
* Every next volume being added into the assembly will be placed
* w.r.t to the previous one.
*
* The rotation matrix passed as argument can be nullptr (identity) or an
* address even of an object on the upper stack frame. During assembly
* imprint, a new matrix is created anyway and it is kept track of it so
* it can be automatically deleted later at the end of the application.
* This policy is adopted since user has no control on the way the
* rotations are combined.
* @param[in] pPlacedVolume Pointer to the logical volume of the volume
* to be added to the assembly.
* @param[in] translation Translation vector of the volume.
* @param[in] rotation Pointer to the rotation matrix of the volume.
*/
void AddPlacedVolume( G4LogicalVolume* pPlacedVolume,
G4ThreeVector& translation,
G4RotationMatrix* rotation);
/**
* The same as previous method, except that it takes the complete 3D
* transformation in space as its argument.
* @param[in] pPlacedVolume Pointer to the logical volume of the volume
* to be added to the assembly.
* @param[in] transformation The 3D transformation in space.
*/
void AddPlacedVolume( G4LogicalVolume* pPlacedVolume,
G4Transform3D& transformation);
/**
* The same as previous method, but takes an assembly volume as argument.
* @param[in] pAssembly Pointer to the assembly volume to be added
* to the assembly.
* @param[in] transformation The 3D transformation in space.
*/
void AddPlacedAssembly( G4AssemblyVolume* pAssembly,
G4Transform3D& transformation);
/**
* The same as previous method, but takes an assembly volume
* as its argument with translation and rotation.
* @param[in] pAssembly Pointer to the assembly volume to be added
* to the assembly.
* @param[in] translation Translation vector of the volume.
* @param[in] rotation Pointer to the rotation matrix of the volume.
*/
void AddPlacedAssembly( G4AssemblyVolume* pAssembly,
G4ThreeVector& translation,
G4RotationMatrix* rotation);
/**
* Creates instance of an assembly volume inside the given mother volume.
* @param[in] pMotherLV Pointer to the logical volume of the assembly.
* @param[in] translationInMother Translation vector of the imprint.
* @param[in] pRotationInMother Pointer to the rotation of the imprint.
* @param[in] copyNumBase Optional index to assign to the imprint.
* @param[in] surfCheck Flag to enable overlaps checking while imprinting.
*/
void MakeImprint( G4LogicalVolume* pMotherLV,
G4ThreeVector& translationInMother,
G4RotationMatrix* pRotationInMother,
G4int copyNumBase = 0,
G4bool surfCheck = false );
/**
* The same as previous Imprint() method, but takes a complete 3D
* transformation in space as its argument.
* @param[in] pMotherLV Pointer to the logical volume of the assembly.
* @param[in] transformation The 3D transformation in space of the imprint.
* @param[in] copyNumBase Optional index to assign to the imprint.
* @param[in] surfCheck Flag to enable overlaps checking while imprinting.
*/
void MakeImprint( G4LogicalVolume* pMotherLV,
G4Transform3D& transformation,
G4int copyNumBase = 0,
G4bool surfCheck = false );
/**
* To access the physical volumes imprinted through an iterator.
*/
inline std::vector<G4VPhysicalVolume*>::iterator GetVolumesIterator();
/**
* Returns the total number of imprinted volumes of the assembly.
*/
inline std::size_t TotalImprintedVolumes() const;
/**
* To access the 3D transformation in space for each imprint, given the ID.
*/
inline G4Transform3D& GetImprintTransformation(unsigned int imprintID);
/**
* To access the created triplets in the assembly through an iterator.
*/
inline std::vector<G4AssemblyTriplet>::iterator GetTripletsIterator();
/**
* Returns the total number of triplets in the assembly.
*/
inline std::size_t TotalTriplets() const;
/**
* Returns the number of currently made imprints.
*/
inline unsigned int GetImprintsCount() const;
/**
* Returns the number of existing instances of G4AssemblyVolume class.
*/
unsigned int GetInstanceCount() const;
/**
* Returns the instance number of the assembly.
*/
inline unsigned int GetAssemblyID() const;
protected:
inline void SetInstanceCount( unsigned int value );
inline void SetAssemblyID( unsigned int value );
void InstanceCountPlus();
void InstanceCountMinus();
// Internal counting mechanism, used to compute unique the names of
// physical volumes created by MakeImprint() methods.
//
inline void SetImprintsCount( unsigned int value );
inline void ImprintsCountPlus();
inline void ImprintsCountMinus();
private:
/**
* Function for placement of the given assembly in the given mother
* (called recursively if the assembly contains an assembly).
*/
void MakeImprint( G4AssemblyVolume* pAssembly,
G4LogicalVolume* pMotherLV,
G4Transform3D& transformation,
G4int copyNumBase = 0,
G4bool surfCheck = false );
private:
/** Participating volumes represented as a vector of
* <logical volume, translation, rotation>. */
std::vector<G4AssemblyTriplet> fTriplets;
/** We need to keep list of physical volumes created by MakeImprint()
* in order to be able to cleanup the objects when not needed anymore.
* This requires the user to keep assembly objects in memory during the
* whole job or during the life-time of G4Navigator, logical volume store
* and physical volume store keep pointers to physical volumes generated
* by the assembly volume.
* When an assembly object is about to die it will destroy all its
* generated physical volumes and rotation matrices as well ! */
std::vector<G4VPhysicalVolume*> fPVStore;
/** Number of imprints of the given assembly volume. */
unsigned int fImprintsCounter;
/** Class instance counter. */
static G4ThreadLocal unsigned int fsInstanceCounter;
/** Assembly object ID derived from instance counter at construction time. */
unsigned int fAssemblyID = 0;
/** Container of transformations for each imprint (used in GDML). */
std::map<unsigned int, G4Transform3D> fImprintsTransf;
};
#include "G4AssemblyVolume.icc"
#endif