Geant4 Cross Reference

Cross-Referencing   Geant4
Geant4/geometry/volumes/include/G4PVPlacement.hh

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  1 //
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 25 // 
 26 // G4PVPlacement
 27 //
 28 // Class description:
 29 //
 30 // Class representing a single volume positioned within and relative
 31 // to a mother volume.
 32 
 33 // 24.07.95 P.Kent, First non-stub version.
 34 // ----------------------------------------------------------------------
 35 #ifndef G4PVPLACEMENT_HH
 36 #define G4PVPLACEMENT_HH 1
 37 
 38 #include "G4VPhysicalVolume.hh"
 39 #include "G4Transform3D.hh"
 40 
 41 class G4PVPlacement : public G4VPhysicalVolume
 42 {
 43   public:
 44 
 45     G4PVPlacement(G4RotationMatrix* pRot,
 46             const G4ThreeVector& tlate,
 47                   G4LogicalVolume* pCurrentLogical,
 48             const G4String& pName,
 49                   G4LogicalVolume* pMotherLogical,
 50                   G4bool pMany,
 51                   G4int  pCopyNo,
 52                   G4bool pSurfChk = false);
 53       // Initialise a single volume, positioned in a frame which is rotated by
 54       // *pRot and traslated by tlate, relative to the coordinate system of the
 55       // mother volume pMotherLogical.
 56       // If pRot=nullptr the volume is unrotated with respect to its mother.
 57       // The physical volume is added to the mother's logical volume.
 58       // Arguments particular to G4PVPlacement:
 59       //   pMany Currently NOT used. For future use to identify if the volume
 60       //         is meant to be considered an overlapping structure, or not.
 61       //   pCopyNo should be set to 0 for the first volume of a given type.
 62       //   pSurfChk if true activates check for overlaps with existing volumes.
 63       // This is a very natural way of defining a physical volume, and is
 64       // especially useful when creating subdetectors: the mother volumes are
 65       // not placed until a later stage of the assembly program.
 66 
 67     G4PVPlacement(const G4Transform3D& Transform3D,
 68                         G4LogicalVolume* pCurrentLogical,
 69                   const G4String& pName,
 70                         G4LogicalVolume* pMotherLogical,
 71                         G4bool pMany,
 72                         G4int pCopyNo,
 73                         G4bool pSurfChk = false);
 74       // Additional constructor, which expects a G4Transform3D that represents 
 75       // the direct rotation and translation of the solid (NOT of the frame).  
 76       // The G4Transform3D argument should be constructed by:
 77       //  i) First rotating it to align the solid to the system of 
 78       //     reference of its mother volume *pMotherLogical, and 
 79       // ii) Then placing the solid at the location Transform3D.getTranslation(),
 80       //     with respect to the origin of the system of coordinates of the
 81       //     mother volume.  
 82       // [ This is useful for the people who prefer to think in terms 
 83       //   of moving objects in a given reference frame. ]
 84       // All other arguments are the same as for the previous constructor.
 85 
 86     G4PVPlacement(G4RotationMatrix* pRot,
 87             const G4ThreeVector& tlate,
 88             const G4String& pName,
 89                   G4LogicalVolume* pLogical,
 90                   G4VPhysicalVolume* pMother,
 91                   G4bool pMany,
 92                   G4int pCopyNo,
 93                   G4bool pSurfChk = false);
 94       // A simple variation of the 1st constructor, only specifying the
 95       // mother volume as a pointer to its physical volume instead of its
 96       // logical volume. The effect is exactly the same.
 97 
 98     G4PVPlacement(const G4Transform3D& Transform3D,
 99                   const G4String& pName,
100                         G4LogicalVolume* pLogical,
101                         G4VPhysicalVolume* pMother,
102                         G4bool pMany,
103                         G4int pCopyNo,
104                         G4bool pSurfChk = false);
105       // Utilises both variations above (from 2nd and 3rd constructor).
106       // The effect is the same as for the 2nd constructor.
107 
108     ~G4PVPlacement() override;
109       // Default destructor.
110 
111     inline G4int GetCopyNo() const override  { return fcopyNo; }
112 
113     void SetCopyNo(G4int CopyNo) override;
114       // Gets and sets the copy number of the volume.
115 
116     G4bool CheckOverlaps(G4int res = 1000, G4double tol = 0.,
117                          G4bool verbose = true, G4int maxErr = 1) override;
118       // Verifies if the placed volume is overlapping with existing
119       // daughters or with the mother volume. Provides default resolution
120       // for the number of points to be generated and verified.
121       // A tolerance for the precision of the overlap check can be specified,
122       // by default it is set to maximum precision.
123       // Reports a maximum of overlaps errors according to parameter in input.
124       // Returns true if the volume is overlapping.
125 
126     G4PVPlacement(__void__&);
127       // Fake default constructor for usage restricted to direct object
128       // persistency for clients requiring preallocation of memory for
129       // persistifiable objects.
130 
131     G4PVPlacement(const G4PVPlacement&) = delete;
132     G4PVPlacement& operator=(const G4PVPlacement&) = delete;
133       // Copy constructor and assignment operator not allowed.
134 
135     G4bool IsMany() const override;
136     G4bool IsReplicated() const override;
137     G4bool IsParameterised() const override;
138     G4VPVParameterisation* GetParameterisation() const override;
139     void GetReplicationData(EAxis& axis,
140                             G4int& nReplicas,
141                             G4double& width,
142                             G4double& offset,
143                             G4bool& consuming) const override;
144     G4bool IsRegularStructure() const override; 
145     G4int GetRegularStructureId() const override; 
146 
147     EVolume VolumeType() const override;
148    
149   private:
150 
151     static G4RotationMatrix* NewPtrRotMatrix(const G4RotationMatrix& RotMat);
152       // Auxiliary function for 2nd constructor (one with G4Transform3D).
153       // Creates a new RotMatrix on the heap (using "new") and copies 
154       // its argument into it.
155 
156   private:
157 
158     G4bool fmany = false;   // flag for overlapping structure - not used
159     G4bool fallocatedRotM = false;  // flag for allocation of Rotation Matrix
160     G4int fcopyNo = 0;      // for identification
161 };
162 
163 #endif
164