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Geant4/materials/src/G4LatticePhysical.cc

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Differences between /materials/src/G4LatticePhysical.cc (Version 11.3.0) and /materials/src/G4LatticePhysical.cc (Version 11.0.p1)


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 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 //                                                 29 //
 30 // 20131115  Save rotation results in local va     30 // 20131115  Save rotation results in local variable, report verbosely
 31 // 20131116  Replace G4Transform3D with G4Rota     31 // 20131116  Replace G4Transform3D with G4RotationMatrix
 32                                                    32 
 33 #include "G4LatticePhysical.hh"                    33 #include "G4LatticePhysical.hh"
 34                                                << 
 35 #include "G4LatticeLogical.hh"                     34 #include "G4LatticeLogical.hh"
 36 #include "G4PhysicalConstants.hh"                  35 #include "G4PhysicalConstants.hh"
 37 #include "G4RotationMatrix.hh"                     36 #include "G4RotationMatrix.hh"
 38 #include "G4SystemOfUnits.hh"                      37 #include "G4SystemOfUnits.hh"
 39                                                    38 
                                                   >>  39 
 40 // Unit vectors defined for convenience (avoid     40 // Unit vectors defined for convenience (avoid memory churn)
 41                                                    41 
 42 namespace                                      <<  42 namespace {
 43 {                                              <<  43   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 }                                                  44 }
 46                                                    45 
 47                                                    46 
 48 G4LatticePhysical::G4LatticePhysical(const G4L <<  47 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo....
 49   : fLattice(Lat)                              <<  48 
 50 {                                              <<  49 G4LatticePhysical::G4LatticePhysical(const G4LatticeLogical* Lat,
                                                   >>  50              const G4RotationMatrix* Rot)
                                                   >>  51   : verboseLevel(0), fTheta(0), fPhi(0), fLattice(Lat) {
 51   SetPhysicalOrientation(Rot);                     52   SetPhysicalOrientation(Rot);
 52 }                                                  53 }
 53                                                    54 
                                                   >>  55 G4LatticePhysical::~G4LatticePhysical() {;}
                                                   >>  56 
 54                                                    57 
 55 void G4LatticePhysical::SetPhysicalOrientation <<  58 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo....
 56 {                                              <<  59 
 57   if (Rot == nullptr) {  // No orientation spe <<  60 void G4LatticePhysical::SetPhysicalOrientation(const G4RotationMatrix* Rot) {
                                                   >>  61   if (!Rot) {         // No orientation specified
 58     fLocalToGlobal = fGlobalToLocal = G4Rotati     62     fLocalToGlobal = fGlobalToLocal = G4RotationMatrix::IDENTITY;
 59   }                                            <<  63   } else {
 60   else {                                       <<  64     fLocalToGlobal = fGlobalToLocal = *Rot;   // Frame rotation
 61     fLocalToGlobal = fGlobalToLocal = *Rot;  / << 
 62     fGlobalToLocal.invert();                       65     fGlobalToLocal.invert();
 63   }                                                66   }
 64                                                    67 
 65   if (verboseLevel > 0) {                      <<  68   if (verboseLevel) {
 66     G4cout << "G4LatticePhysical::SetPhysicalO <<  69     G4cout << "G4LatticePhysical::SetPhysicalOrientation " << *Rot
 67     if (Rot != nullptr) { G4cout << *Rot; }    <<  70      << "\nfLocalToGlobal: " << fLocalToGlobal
 68     else { G4cout << " 0 "; }                  <<  71      << "\nfGlobalToLocal: " << fGlobalToLocal
 69     G4cout << "\nfLocalToGlobal: " << fLocalTo <<  72      << G4endl;
 70            << G4endl;                          << 
 71   }                                                73   }
 72 }                                                  74 }
 73                                                    75 
                                                   >>  76 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo....
 74                                                    77 
 75 void G4LatticePhysical::SetLatticeOrientation( <<  78 void G4LatticePhysical::SetLatticeOrientation(G4double t_rot, G4double p_rot) {
 76 {                                              << 
 77   fTheta = t_rot;                                  79   fTheta = t_rot;
 78   fPhi = p_rot;                                    80   fPhi = p_rot;
 79                                                    81 
 80   if (verboseLevel != 0) {                     <<  82   if (verboseLevel) 
 81     G4cout << "G4LatticePhysical::SetLatticeOr <<  83     G4cout << "G4LatticePhysical::SetLatticeOrientation " << fTheta << " "
 82   }                                            <<  84      << fPhi << G4endl;
 83 }                                                  85 }
 84                                                    86 
                                                   >>  87 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo....
 85                                                    88 
 86 void G4LatticePhysical::SetMillerOrientation(G <<  89 void G4LatticePhysical::SetMillerOrientation(G4int l, G4int k, G4int n) {
 87 {                                              <<  90   fTheta = halfpi - std::atan2(n+0.000001,l+0.000001);
 88   fTheta = halfpi - std::atan2(n + 0.000001, l <<  91   fPhi = halfpi - std::atan2(l+0.000001,k+0.000001);
 89   fPhi = halfpi - std::atan2(l + 0.000001, k + <<  92 
 90                                                <<  93   if (verboseLevel) 
 91   if (verboseLevel != 0) {                     <<  94     G4cout << "G4LatticePhysical::SetMillerOrientation(" << l << k << n 
 92     G4cout << "G4LatticePhysical::SetMillerOri <<  95      << ") : " << fTheta << " " << fPhi << G4endl;
 93            << fPhi << G4endl;                  << 
 94   }                                            << 
 95 }                                                  96 }
 96                                                    97 
 97                                                    98 
                                                   >>  99 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo....
                                                   >> 100 
 98 ///////////////////////////////                   101 ///////////////////////////////
 99 // Loads the group velocity in m/s             << 102 //Loads the group velocity in m/s
100 /////////////////////////////                     103 /////////////////////////////
101 G4double G4LatticePhysical::MapKtoV(G4int pola << 104 G4double G4LatticePhysical::MapKtoV(G4int polarizationState,
102 {                                              << 105             G4ThreeVector k) const {
103   if (verboseLevel > 1) {                      << 106   if (verboseLevel>1) G4cout << "G4LatticePhysical::MapKtoV " << k << G4endl;
104     G4cout << "G4LatticePhysical::MapKtoV " << << 
105   }                                            << 
106                                                   107 
107   k.rotate(yhat, fTheta).rotate(zhat, fPhi);   << 108   k.rotate(yhat,fTheta).rotate(zhat, fPhi);
108   return fLattice->MapKtoV(polarizationState,     109   return fLattice->MapKtoV(polarizationState, k);
109 }                                                 110 }
110                                                   111 
111 ///////////////////////////////                   112 ///////////////////////////////
112 // Loads the normalized direction vector along << 113 //Loads the normalized direction vector along VG
113 ///////////////////////////////                   114 ///////////////////////////////
114 G4ThreeVector G4LatticePhysical::MapKtoVDir(G4 << 115 G4ThreeVector G4LatticePhysical::MapKtoVDir(G4int polarizationState,
115 {                                              << 116               G4ThreeVector k) const {
116   if (verboseLevel > 1) {                      << 117   if (verboseLevel>1) G4cout << "G4LatticePhysical::MapKtoVDir " << k << G4endl;
117     G4cout << "G4LatticePhysical::MapKtoVDir " << 
118   }                                            << 
119                                                   118 
120   k.rotate(yhat, fTheta).rotate(zhat, fPhi);   << 119   k.rotate(yhat,fTheta).rotate(zhat,fPhi);
121                                                   120 
122   G4ThreeVector VG = fLattice->MapKtoVDir(pola << 121   G4ThreeVector VG = fLattice->MapKtoVDir(polarizationState, k);  
123                                                   122 
124   return VG.rotate(zhat, -fPhi).rotate(yhat, - << 123   return VG.rotate(zhat,-fPhi).rotate(yhat,-fTheta);
125 }                                                 124 }
126                                                   125 
                                                   >> 126 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo....
127                                                   127 
128 // Apply orientation transforms to specified v    128 // Apply orientation transforms to specified vector
129                                                   129 
130 G4ThreeVector G4LatticePhysical::RotateToGloba << 130 G4ThreeVector 
131 {                                              << 131 G4LatticePhysical::RotateToGlobal(const G4ThreeVector& dir) const {
132   if (verboseLevel > 1) {                      << 132   if (verboseLevel>1) {
133     G4cout << "G4LatticePhysical::RotateToGlob << 133     G4cout << "G4LatticePhysical::RotateToGlobal " << dir
134            << fLocalToGlobal << G4endl;        << 134      << "\nusing fLocalToGlobal " << fLocalToGlobal
                                                   >> 135      << G4endl;
135   }                                               136   }
136                                                   137 
137   G4ThreeVector result = fLocalToGlobal * dir; << 138   G4ThreeVector result = fLocalToGlobal*dir;
138   if (verboseLevel > 1) {                      << 139   if (verboseLevel>1) G4cout << " result " << result << G4endl;
139     G4cout << " result " << result << G4endl;  << 
140   }                                            << 
141                                                   140 
142   return result;                                  141   return result;
143 }                                                 142 }
144                                                   143 
145 G4ThreeVector G4LatticePhysical::RotateToLocal << 144 G4ThreeVector 
146 {                                              << 145 G4LatticePhysical::RotateToLocal(const G4ThreeVector& dir) const {
147   if (verboseLevel > 1) {                      << 146   if (verboseLevel>1) {
148     G4cout << "G4LatticePhysical::RotateToLoca << 147     G4cout << "G4LatticePhysical::RotateToLocal " << dir
149            << fGlobalToLocal << G4endl;        << 148      << "\nusing fGlobalToLocal " << fGlobalToLocal
                                                   >> 149      << G4endl;
150   }                                               150   }
151                                                   151 
152   G4ThreeVector result = fGlobalToLocal * dir; << 152   G4ThreeVector result = fGlobalToLocal*dir;
153   if (verboseLevel > 1) {                      << 153   if (verboseLevel>1) G4cout << " result " << result << G4endl;
154     G4cout << " result " << result << G4endl;  << 
155   }                                            << 
156                                                   154 
157   return result;                                  155   return result;
158 }                                                 156 }
159                                                   157