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// $Id$
//
/// \file field/field04/src/F04SimpleSolenoid.cc
/// \brief Implementation of the F04SimpleSolenoid class
//

#include "globals.hh"

#include "G4GeometryManager.hh"

#include "F04GlobalField.hh"

#include "F04SimpleSolenoid.hh"

//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......

F04SimpleSolenoid::F04SimpleSolenoid(G4double Bz, G4double fz,
                               G4LogicalVolume* lv,
                               G4ThreeVector c) : F04ElementField(c,lv)
{
  fBfield  = Bz;
  fFringeZ = fz;

  fFieldLength = 2.*((G4Tubs*)fVolume->GetSolid())->GetZHalfLength()+fFringeZ;
  fFieldRadius = ((G4Tubs*)fVolume->GetSolid())->GetOuterRadius();
}

//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......

void F04SimpleSolenoid::AddFieldValue(const G4double point[4],
                                            G4double field[6]) const
{
   G4ThreeVector global(point[0],point[1],point[2]);
   G4ThreeVector local;

   local = fGlobal2local.TransformPoint(global);

   if (IsOutside(local)) return;

   G4ThreeVector B(0.0,0.0,fBfield);

   B = fGlobal2local.Inverse().TransformAxis(B);

   field[0] += B[0];
   field[1] += B[1];
   field[2] += B[2];
}

//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......

G4bool F04SimpleSolenoid::IsOutside(G4ThreeVector& local) const
{
//  EInside inside = tubs->Inside(local);
//  return (inside == kOutside);
  G4double r = std::sqrt(local.x()*local.x()+local.y()*local.y());
  return (r > fFieldRadius || std::fabs(local.z()) > fFieldLength/2.0);
}

//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......

G4bool F04SimpleSolenoid::IsWithin(G4ThreeVector& local) const
{
//  EInside inside = tubs->Inside(local);
//  return (inside == kInside);
  G4double r = std::sqrt(local.x()*local.x()+local.y()*local.y());
  return (r < fFieldRadius && std::fabs(local.z()) < fFieldLength/2.0);
}
