178 lines
7.8 KiB
C++
178 lines
7.8 KiB
C++
//
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// ********************************************************************
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// * License and Disclaimer *
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// * *
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// * The Geant4 software is copyright of the Copyright Holders of *
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// * the Geant4 Collaboration. It is provided under the terms and *
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// * conditions of the Geant4 Software License, included in the file *
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// * LICENSE and available at http://cern.ch/geant4/license . These *
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// * include a list of copyright holders. *
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// * *
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// * Neither the authors of this software system, nor their employing *
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// * institutes,nor the agencies providing financial support for this *
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// * work make any representation or warranty, express or implied, *
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// * regarding this software system or assume any liability for its *
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// * use. Please see the license in the file LICENSE and URL above *
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// * for the full disclaimer and the limitation of liability. *
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// * *
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// * This code implementation is the result of the scientific and *
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// * technical work of the GEANT4 collaboration. *
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// * By using, copying, modifying or distributing the software (or *
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// * any work based on the software) you agree to acknowledge its *
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// * use in resulting scientific publications, and indicate your *
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// * acceptance of all terms of the Geant4 Software license. *
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// ********************************************************************
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//
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//
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// $Id: G4PVPlacement.hh,v 1.8 2007/04/11 07:56:38 gcosmo Exp $
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// GEANT4 tag $Name: geant4-09-01 $
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//
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//
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// class G4PVPlacement
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//
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// Class description:
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//
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// Class representing a single volume positioned within and relative
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// to a mother volume.
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// History:
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// 24.07.95 P.Kent First non-stub version
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// 25.07.96 P.Kent Modified interface for new `Replica' capable geometry
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// 28.08.96 P.Kent Tidied + transform replaced by rotmat+vector
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// 28.02.97 J.Apostolakis Added 2nd constructor with G4Transform3D of solid.
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// 11.07.97 J.Apostolakis Added 3rd constructor with pMotherLogical
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// 11.05.98 J.Apostolakis Added 4th constructor with G4Transform3D & pMotherLV
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// ----------------------------------------------------------------------
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#ifndef G4PVPLACEMENT_HH
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#define G4PVPLACEMENT_HH
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#include "G4VPhysicalVolume.hh"
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#include "G4Transform3D.hh"
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class G4PVPlacement : public G4VPhysicalVolume
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{
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public: // with description
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G4PVPlacement(G4RotationMatrix *pRot,
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const G4ThreeVector &tlate,
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G4LogicalVolume *pCurrentLogical,
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const G4String& pName,
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G4LogicalVolume *pMotherLogical,
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G4bool pMany,
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G4int pCopyNo,
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G4bool pSurfChk=false);
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// Initialise a single volume, positioned in a frame which is rotated by
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// *pRot and traslated by tlate, relative to the coordinate system of the
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// mother volume pMotherLogical.
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// If pRot=0 the volume is unrotated with respect to its mother.
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// The physical volume is added to the mother's logical volume.
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// Arguments particular to G4PVPlacement:
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// pMany Currently NOT used. For future use to identify if the volume
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// is meant to be considered an overlapping structure, or not.
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// pCopyNo should be set to 0 for the first volume of a given type.
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// pSurfChk if true activates check for overlaps with existing volumes.
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// This is a very natural way of defining a physical volume, and is
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// especially useful when creating subdetectors: the mother volumes are
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// not placed until a later stage of the assembly program.
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G4PVPlacement(const G4Transform3D &Transform3D,
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G4LogicalVolume *pCurrentLogical,
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const G4String& pName,
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G4LogicalVolume *pMotherLogical,
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G4bool pMany,
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G4int pCopyNo,
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G4bool pSurfChk=false);
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// Additional constructor, which expects a G4Transform3D that represents
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// the direct rotation and translation of the solid (NOT of the frame).
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// The G4Transform3D argument should be constructed by:
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// i) First rotating it to align the solid to the system of
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// reference of its mother volume *pMotherLogical, and
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// ii) Then placing the solid at the location Transform3D.getTranslation(),
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// with respect to the origin of the system of coordinates of the
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// mother volume.
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// [ This is useful for the people who prefer to think in terms
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// of moving objects in a given reference frame. ]
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// All other arguments are the same as for the previous constructor.
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public: // without description
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G4PVPlacement(G4RotationMatrix *pRot,
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const G4ThreeVector &tlate,
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const G4String &pName,
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G4LogicalVolume *pLogical,
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G4VPhysicalVolume *pMother,
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G4bool pMany,
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G4int pCopyNo,
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G4bool pSurfChk=false);
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// A simple variation of the 1st constructor, only specifying the
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// mother volume as a pointer to its physical volume instead of its
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// logical volume. The effect is exactly the same.
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G4PVPlacement(const G4Transform3D &Transform3D,
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const G4String &pName,
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G4LogicalVolume *pLogical,
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G4VPhysicalVolume *pMother,
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G4bool pMany,
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G4int pCopyNo,
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G4bool pSurfChk=false);
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// Utilises both variations above (from 2nd and 3rd constructor).
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// The effect is the same as for the 2nd constructor.
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public: // with description
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virtual ~G4PVPlacement();
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// Default destructor.
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G4int GetCopyNo() const;
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void SetCopyNo(G4int CopyNo);
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// Gets and sets the copy number of the volume.
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G4bool CheckOverlaps(G4int res=1000, G4double tol=0., G4bool verbose=true);
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// Verifies if the placed volume is overlapping with existing
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// daughters or with the mother volume. Provides default resolution
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// for the number of points to be generated and verified.
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// A tolerance for the precision of the overlap check can be specified,
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// by default it is set to maximum precision.
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// Returns true if the volume is overlapping.
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public: // without description
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G4PVPlacement(__void__&);
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// Fake default constructor for usage restricted to direct object
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// persistency for clients requiring preallocation of memory for
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// persistifiable objects.
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G4bool IsMany() const;
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G4bool IsReplicated() const;
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G4bool IsParameterised() const;
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G4VPVParameterisation* GetParameterisation() const;
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void GetReplicationData(EAxis& axis,
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G4int& nReplicas,
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G4double& width,
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G4double& offset,
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G4bool& consuming) const;
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G4bool IsRegularStructure() const;
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G4int GetRegularStructureId() const;
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private:
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static G4RotationMatrix* NewPtrRotMatrix(const G4RotationMatrix &RotMat);
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// Auxiliary function for 2nd constructor (one with G4Transform3D).
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// Creates a new RotMatrix on the heap (using "new") and copies
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// its argument into it.
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G4PVPlacement(const G4PVPlacement&);
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G4PVPlacement& operator=(const G4PVPlacement&);
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// Private copy constructor and assignment operator.
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private:
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G4bool fmany; // flag for overlapping structure - not used
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G4bool fallocatedRotM; // flag for allocation of Rotation Matrix
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G4int fcopyNo; // for identification
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};
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#endif
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