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Please see the license in the file LICENSE and URL above * 16 // * for the full disclaimer and the limitatio 16 // * for the full disclaimer and the limitation of liability. * 17 // * 17 // * * 18 // * This code implementation is the result 18 // * This code implementation is the result of the scientific and * 19 // * technical work of the GEANT4 collaboratio 19 // * technical work of the GEANT4 collaboration. * 20 // * By using, copying, modifying or distri 20 // * By using, copying, modifying or distributing the software (or * 21 // * any work based on the software) you ag 21 // * any work based on the software) you agree to acknowledge its * 22 // * use in resulting scientific publicati 22 // * use in resulting scientific publications, and indicate your * 23 // * acceptance of all terms of the Geant4 Sof 23 // * acceptance of all terms of the Geant4 Software license. * 24 // ******************************************* 24 // ******************************************************************** 25 << 25 // 26 /// \file materials/src/G4LatticePhysical.cc 26 /// \file materials/src/G4LatticePhysical.cc 27 /// \brief Implementation of the G4LatticePhys 27 /// \brief Implementation of the G4LatticePhysical class 28 // 28 // >> 29 // $Id: G4LatticePhysical.cc 76883 2013-11-18 12:50:08Z gcosmo $ 29 // 30 // 30 // 20131115 Save rotation results in local va 31 // 20131115 Save rotation results in local variable, report verbosely 31 // 20131116 Replace G4Transform3D with G4Rota 32 // 20131116 Replace G4Transform3D with G4RotationMatrix 32 33 33 #include "G4LatticePhysical.hh" 34 #include "G4LatticePhysical.hh" 34 << 35 #include "G4LatticeLogical.hh" 35 #include "G4LatticeLogical.hh" 36 #include "G4PhysicalConstants.hh" 36 #include "G4PhysicalConstants.hh" 37 #include "G4RotationMatrix.hh" 37 #include "G4RotationMatrix.hh" 38 #include "G4SystemOfUnits.hh" 38 #include "G4SystemOfUnits.hh" 39 39 >> 40 40 // Unit vectors defined for convenience (avoid 41 // Unit vectors defined for convenience (avoid memory churn) 41 42 42 namespace << 43 namespace { 43 { << 44 G4ThreeVector xhat(1,0,0), yhat(0,1,0), zhat(0,0,1), nullVec(0,0,0); 44 G4ThreeVector xhat(1, 0, 0), yhat(0, 1, 0), zh << 45 } 45 } 46 46 47 47 48 G4LatticePhysical::G4LatticePhysical(const G4L << 48 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo.... 49 : fLattice(Lat) << 49 50 { << 50 G4LatticePhysical::G4LatticePhysical(const G4LatticeLogical* Lat, >> 51 const G4RotationMatrix* Rot) >> 52 : verboseLevel(0), fTheta(0), fPhi(0), fLattice(Lat) { 51 SetPhysicalOrientation(Rot); 53 SetPhysicalOrientation(Rot); 52 } 54 } 53 55 >> 56 G4LatticePhysical::~G4LatticePhysical() {;} >> 57 54 58 55 void G4LatticePhysical::SetPhysicalOrientation << 59 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo.... 56 { << 60 57 if (Rot == nullptr) { // No orientation spe << 61 void G4LatticePhysical::SetPhysicalOrientation(const G4RotationMatrix* Rot) { >> 62 if (!Rot) { // No orientation specified 58 fLocalToGlobal = fGlobalToLocal = G4Rotati 63 fLocalToGlobal = fGlobalToLocal = G4RotationMatrix::IDENTITY; 59 } << 64 } else { 60 else { << 65 fLocalToGlobal = fGlobalToLocal = *Rot; // Frame rotation 61 fLocalToGlobal = fGlobalToLocal = *Rot; / << 62 fGlobalToLocal.invert(); 66 fGlobalToLocal.invert(); 63 } 67 } 64 68 65 if (verboseLevel > 0) { << 69 if (verboseLevel) { 66 G4cout << "G4LatticePhysical::SetPhysicalO << 70 G4cout << "G4LatticePhysical::SetPhysicalOrientation " << *Rot 67 if (Rot != nullptr) { G4cout << *Rot; } << 71 << "\nfLocalToGlobal: " << fLocalToGlobal 68 else { G4cout << " 0 "; } << 72 << "\nfGlobalToLocal: " << fGlobalToLocal 69 G4cout << "\nfLocalToGlobal: " << fLocalTo << 73 << G4endl; 70 << G4endl; << 71 } 74 } 72 } 75 } 73 76 >> 77 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo.... 74 78 75 void G4LatticePhysical::SetLatticeOrientation( << 79 void G4LatticePhysical::SetLatticeOrientation(G4double t_rot, G4double p_rot) { 76 { << 77 fTheta = t_rot; 80 fTheta = t_rot; 78 fPhi = p_rot; 81 fPhi = p_rot; 79 82 80 if (verboseLevel != 0) { << 83 if (verboseLevel) 81 G4cout << "G4LatticePhysical::SetLatticeOr << 84 G4cout << "G4LatticePhysical::SetLatticeOrientation " << fTheta << " " 82 } << 85 << fPhi << G4endl; 83 } 86 } 84 87 >> 88 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo.... 85 89 86 void G4LatticePhysical::SetMillerOrientation(G << 90 void G4LatticePhysical::SetMillerOrientation(G4int l, G4int k, G4int n) { 87 { << 91 fTheta = halfpi - std::atan2(n+0.000001,l+0.000001); 88 fTheta = halfpi - std::atan2(n + 0.000001, l << 92 fPhi = halfpi - std::atan2(l+0.000001,k+0.000001); 89 fPhi = halfpi - std::atan2(l + 0.000001, k + << 93 90 << 94 if (verboseLevel) 91 if (verboseLevel != 0) { << 95 G4cout << "G4LatticePhysical::SetMillerOrientation(" << l << k << n 92 G4cout << "G4LatticePhysical::SetMillerOri << 96 << ") : " << fTheta << " " << fPhi << G4endl; 93 << fPhi << G4endl; << 94 } << 95 } 97 } 96 98 97 99 >> 100 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo.... >> 101 98 /////////////////////////////// 102 /////////////////////////////// 99 // Loads the group velocity in m/s << 103 //Loads the group velocity in m/s 100 ///////////////////////////// 104 ///////////////////////////// 101 G4double G4LatticePhysical::MapKtoV(G4int pola << 105 G4double G4LatticePhysical::MapKtoV(G4int polarizationState, 102 { << 106 G4ThreeVector k) const { 103 if (verboseLevel > 1) { << 107 if (verboseLevel>1) G4cout << "G4LatticePhysical::MapKtoV " << k << G4endl; 104 G4cout << "G4LatticePhysical::MapKtoV " << << 105 } << 106 108 107 k.rotate(yhat, fTheta).rotate(zhat, fPhi); << 109 k.rotate(yhat,fTheta).rotate(zhat, fPhi); 108 return fLattice->MapKtoV(polarizationState, 110 return fLattice->MapKtoV(polarizationState, k); 109 } 111 } 110 112 111 /////////////////////////////// 113 /////////////////////////////// 112 // Loads the normalized direction vector along << 114 //Loads the normalized direction vector along VG 113 /////////////////////////////// 115 /////////////////////////////// 114 G4ThreeVector G4LatticePhysical::MapKtoVDir(G4 << 116 G4ThreeVector G4LatticePhysical::MapKtoVDir(G4int polarizationState, 115 { << 117 G4ThreeVector k) const { 116 if (verboseLevel > 1) { << 118 if (verboseLevel>1) G4cout << "G4LatticePhysical::MapKtoVDir " << k << G4endl; 117 G4cout << "G4LatticePhysical::MapKtoVDir " << 118 } << 119 119 120 k.rotate(yhat, fTheta).rotate(zhat, fPhi); << 120 k.rotate(yhat,fTheta).rotate(zhat,fPhi); 121 121 122 G4ThreeVector VG = fLattice->MapKtoVDir(pola << 122 G4ThreeVector VG = fLattice->MapKtoVDir(polarizationState, k); 123 123 124 return VG.rotate(zhat, -fPhi).rotate(yhat, - << 124 return VG.rotate(zhat,-fPhi).rotate(yhat,-fTheta); 125 } 125 } 126 126 >> 127 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo.... 127 128 128 // Apply orientation transforms to specified v 129 // Apply orientation transforms to specified vector 129 130 130 G4ThreeVector G4LatticePhysical::RotateToGloba << 131 G4ThreeVector 131 { << 132 G4LatticePhysical::RotateToGlobal(const G4ThreeVector& dir) const { 132 if (verboseLevel > 1) { << 133 if (verboseLevel>1) { 133 G4cout << "G4LatticePhysical::RotateToGlob << 134 G4cout << "G4LatticePhysical::RotateToGlobal " << dir 134 << fLocalToGlobal << G4endl; << 135 << "\nusing fLocalToGlobal " << fLocalToGlobal >> 136 << G4endl; 135 } 137 } 136 138 137 G4ThreeVector result = fLocalToGlobal * dir; << 139 G4ThreeVector result = fLocalToGlobal*dir; 138 if (verboseLevel > 1) { << 140 if (verboseLevel>1) G4cout << " result " << result << G4endl; 139 G4cout << " result " << result << G4endl; << 140 } << 141 141 142 return result; 142 return result; 143 } 143 } 144 144 145 G4ThreeVector G4LatticePhysical::RotateToLocal << 145 G4ThreeVector 146 { << 146 G4LatticePhysical::RotateToLocal(const G4ThreeVector& dir) const { 147 if (verboseLevel > 1) { << 147 if (verboseLevel>1) { 148 G4cout << "G4LatticePhysical::RotateToLoca << 148 G4cout << "G4LatticePhysical::RotateToLocal " << dir 149 << fGlobalToLocal << G4endl; << 149 << "\nusing fGlobalToLocal " << fGlobalToLocal >> 150 << G4endl; 150 } 151 } 151 152 152 G4ThreeVector result = fGlobalToLocal * dir; << 153 G4ThreeVector result = fGlobalToLocal*dir; 153 if (verboseLevel > 1) { << 154 if (verboseLevel>1) G4cout << " result " << result << G4endl; 154 G4cout << " result " << result << G4endl; << 155 } << 156 155 157 return result; 156 return result; 158 } 157 } 159 158