// // ******************************************************************** // * License and Disclaimer * // * * // * The Geant4 software is copyright of the Copyright Holders of * // * the Geant4 Collaboration. It is provided under the terms and * // * conditions of the Geant4 Software License, included in the file * // * LICENSE and available at http://cern.ch/geant4/license . These * // * include a list of copyright holders. * // * * // * Neither the authors of this software system, nor their employing * // * institutes,nor the agencies providing financial support for this * // * work make any representation or warranty, express or implied, * // * regarding this software system or assume any liability for its * // * use. Please see the license in the file LICENSE and URL above * // * for the full disclaimer and the limitation of liability. * // * * // * This code implementation is the result of the scientific and * // * technical work of the GEANT4 collaboration. * // * By using, copying, modifying or distributing the software (or * // * any work based on the software) you agree to acknowledge its * // * use in resulting scientific publications, and indicate your * // * acceptance of all terms of the Geant4 Software license. * // ******************************************************************** // // // $Id: G4RegularNavigation.hh,v 1.4 2010-09-03 16:29:43 gcosmo Exp $ // GEANT4 tag $Name: not supported by cvs2svn $ // // // class G4RegularNavigation // // Class description: // // Utility for fast navigation in volumes containing a regular // parameterisation. If two contiguous voxels have the same material, // navigation does not stop at the surface // History: // - Created. P. Arce, May 2007 // -------------------------------------------------------------------- #ifndef G4RegularNavigation_HH #define G4RegularNavigation_HH #include #include "G4Types.hh" #include "G4ThreeVector.hh" class G4NormalNavigation; class G4VPhysicalVolume; class G4Navigator; class G4NavigationHistory; class G4RegularNavigation { public: // with description G4RegularNavigation(); ~G4RegularNavigation(); G4bool LevelLocate( G4NavigationHistory& history, const G4VPhysicalVolume* blockedVol, const G4int blockedNum, const G4ThreeVector& globalPoint, const G4ThreeVector* globalDirection, const G4bool pLocatedOnEdge, G4ThreeVector& localPoint ); // Locate point using its position with respect to regular // parameterisation container volume. G4double ComputeStep( const G4ThreeVector& globalPoint, const G4ThreeVector& globalDirection, const G4double currentProposedStepLength, G4double& newSafety, G4NavigationHistory& history, G4bool& validExitNormal, G4ThreeVector& exitNormal, G4bool& exiting, G4bool& entering, G4VPhysicalVolume *(*pBlockedPhysical), G4int& blockedReplicaNo ); // Method never called because to be called the daughter has to be a // 'regular' volume. This would only happen if the track is in the // mother of voxels volume. But the voxels fill completely their mother, // so when a track enters the mother it automatically enters a voxel. G4double ComputeStepSkippingEqualMaterials( G4ThreeVector& localPoint, const G4ThreeVector& globalDirection, const G4double currentProposedStepLength, G4double& newSafety, G4NavigationHistory& history, G4bool& validExitNormal, G4ThreeVector& exitNormal, G4bool& exiting, G4bool& entering, G4VPhysicalVolume *(*pBlockedPhysical), G4int& blockedReplicaNo, G4VPhysicalVolume* pCurrentPhysical); // Compute the step skipping surfaces when they separate voxels with // equal materials. Loop to voxels until a different material is found: // invokes G4NormalNavigation::ComputeStep() in each voxel and move the // point to the next voxel. G4double ComputeSafety( const G4ThreeVector& localPoint, const G4NavigationHistory& history, const G4double pProposedMaxLength=DBL_MAX ); // Method never called because to be called the daughter has to be a // 'regular' volume. This would only happen if the track is in the // mother of voxels volume. But the voxels fill completely their mother, // so when a track enters the mother it automatically enters a voxel. public: // without description // Set and Get methods void SetVerboseLevel(G4int level) { fverbose = level; } void CheckMode(G4bool mode) { fcheck = mode; } void SetNormalNavigation( G4NormalNavigation* fnormnav ) { fnormalNav = fnormnav; } private: G4int fverbose; G4bool fcheck; G4NormalNavigation* fnormalNav; G4double kCarTolerance; }; #endif