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geant4/source/geometry/solids/CSG/include/G4Hype.hh
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// 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