G4TouchableHistory.cc

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00025 //
00026 //
00027 // $Id$
00028 //
00029 // 
00030 // class G4TouchableHistory Implementation
00031 //
00032 // ----------------------------------------------------------------------
00033 
00034 #include "G4TouchableHistory.hh"
00035 
00036 G4Allocator<G4TouchableHistory> aTouchableHistoryAllocator;
00037 
00038 G4TouchableHistory::G4TouchableHistory()
00039   : frot(G4RotationMatrix()),
00040     ftlate(G4ThreeVector(0.,0.,0.)),
00041     fhistory()
00042 {
00043    G4VPhysicalVolume* pPhysVol=0;
00044    fhistory.SetFirstEntry(pPhysVol);
00045 }
00046 
00047 G4TouchableHistory::G4TouchableHistory( const G4NavigationHistory &history )
00048   : fhistory(history)
00049 {
00050   G4AffineTransform tf(fhistory.GetTopTransform().Inverse());
00051   ftlate = tf.NetTranslation();
00052   frot = tf.NetRotation();
00053 }
00054 
00055 G4TouchableHistory::~G4TouchableHistory()
00056 {
00057 }
00058 
00059 const G4ThreeVector&
00060 G4TouchableHistory::GetTranslation(G4int depth) const
00061 {
00062   // The value returned will change at the next call
00063   // Copy it if you want to use it!
00064   //
00065   static G4ThreeVector currTranslation;
00066   if(depth==0.0)
00067   {
00068     return ftlate;
00069   }
00070   else
00071   {
00072     currTranslation =
00073       fhistory.GetTransform(CalculateHistoryIndex(depth)).NetTranslation();
00074     return currTranslation;
00075   }
00076 }
00077 
00078 const G4RotationMatrix*
00079 G4TouchableHistory::GetRotation(G4int depth) const
00080 {
00081   // The value returned will change at the next call
00082   // Copy it if you want to use it!
00083   //
00084   static G4RotationMatrix rotM;
00085 
00086   if(depth==0.0)
00087   {
00088     return &frot;
00089   }
00090   else
00091   {
00092     rotM = fhistory.GetTransform(CalculateHistoryIndex(depth)).NetRotation();
00093     return &rotM;
00094   }
00095 }

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