153 lines
5.7 KiB
C++
153 lines
5.7 KiB
C++
//
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// ********************************************************************
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// * DISCLAIMER *
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// * *
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// * The following disclaimer summarizes all the specific disclaimers *
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// * of contributors to this software. The specific disclaimers,which *
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// * govern, are listed with their locations in: *
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// * http://cern.ch/geant4/license *
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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. *
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// * *
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// * This code implementation is the intellectual property of the *
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// * GEANT4 collaboration. *
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// * By copying, distributing or modifying the Program (or any work *
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// * based on the Program) you indicate your acceptance of this *
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// * statement, and all its terms. *
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// ********************************************************************
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//
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//
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// $Id: G4ReflectedSolid.hh,v 1.6 2002/10/28 11:36:28 gcosmo Exp $
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// GEANT4 tag $Name: geant4-05-01 $
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//
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//
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// class G4ReflectedSolid
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//
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// Class description:
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//
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// A Reflected solid is a solid that has been shifted from its original
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// frame of reference to a new one.
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// History:
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//
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// 23.07.01 V.Grichine: created
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// 15.02.02 V.Grichine: get/set methods for fPtr(Direct)Transform3D
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//
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// ********************************************************************
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#ifndef G4ReflectedSolid_HH
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#define G4ReflectedSolid_HH
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#include "G4VSolid.hh"
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#include "G4RotationMatrix.hh"
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#include "G4ThreeVector.hh"
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#include "G4Transform3D.hh"
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#include "G4AffineTransform.hh"
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class G4ReflectedSolid : public G4VSolid
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{
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public: // with description
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G4ReflectedSolid( const G4String& pName,
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G4VSolid* pSolid ,
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const G4Transform3D& transform ) ;
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// For use in instantiating a transient instance.
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virtual ~G4ReflectedSolid() ;
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// Virtual destructor.
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public: // without description
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// Includes all the methods that a solid requires.
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EInside Inside( const G4ThreeVector& p ) const ;
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G4bool CalculateExtent( const EAxis pAxis,
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const G4VoxelLimits& pVoxelLimit,
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const G4AffineTransform& pTransform,
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G4double& pMin, G4double& pMax) const ;
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G4ThreeVector SurfaceNormal( const G4ThreeVector& p ) const ;
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G4double DistanceToIn( const G4ThreeVector& p,
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const G4ThreeVector& v ) const ;
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G4double DistanceToIn( const G4ThreeVector& p) const ;
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G4double DistanceToOut( const G4ThreeVector& p,
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const G4ThreeVector& v,
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const G4bool calcNorm=false,
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G4bool *validNorm=0,
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G4ThreeVector *n=0 ) const ;
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G4double DistanceToOut( const G4ThreeVector& p ) const ;
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void ComputeDimensions( G4VPVParameterisation* p,
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const G4int n,
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const G4VPhysicalVolume* pRep ) ;
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public: // with description
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virtual G4GeometryType GetEntityType() const;
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virtual const G4ReflectedSolid* GetReflectedSolidPtr() const;
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virtual G4ReflectedSolid* GetReflectedSolidPtr();
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// If the Solid is a "G4ReflectedSolid",
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// return a self pointer else return 0.
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G4VSolid* GetConstituentMovedSolid() const;
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G4Transform3D GetTransform3D() const;
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void SetTransform3D(G4Transform3D&);
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G4Transform3D GetDirectTransform3D() const;
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void SetDirectTransform3D(G4Transform3D&);
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// Accessors methods.
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G4std::ostream& StreamInfo(G4std::ostream& os) const;
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public: // without description
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void DescribeYourselfTo ( G4VGraphicsScene& scene ) const ;
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G4Polyhedron* CreatePolyhedron () const ;
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G4NURBS* CreateNURBS () const ;
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// For creating graphical representations (ie for visualisation).
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protected:
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G4AffineTransform GetTransform() const;
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void SetTransform(G4AffineTransform&);
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G4AffineTransform GetDirectTransform() const;
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void SetDirectTransform(G4AffineTransform&);
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G4RotationMatrix GetFrameRotation() const;
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void SetFrameRotation(const G4RotationMatrix&);
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G4ThreeVector GetFrameTranslation() const;
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void SetFrameTranslation(const G4ThreeVector&);
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// Get/Set the rotation/translation, as applied to the
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// frame of reference.
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G4RotationMatrix GetObjectRotation() const;
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void SetObjectRotation(const G4RotationMatrix&);
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G4ThreeVector GetObjectTranslation() const;
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void SetObjectTranslation(const G4ThreeVector&);
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// Get/Set the rotation/translation, as applied to the object.
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G4VSolid* fPtrSolid ;
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G4AffineTransform* fPtrTransform ;
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G4AffineTransform* fDirectTransform ;
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G4Transform3D* fPtrTransform3D ;
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G4Transform3D* fDirectTransform3D ;
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private:
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G4ReflectedSolid(const G4ReflectedSolid&);
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G4ReflectedSolid& operator=(const G4ReflectedSolid&);
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// Private copy constructor and assignment operator.
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} ;
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#endif
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