Import Geant4 0.0.0 source tree
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#ifndef included_G4SurfaceBoundary
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#define included_G4SurfaceBoundary
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#include "G4Point3D.hh"
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#include "G4Point3DVector.hh"
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#include "G4Vector3D.hh"
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#include "G4Transform3D.hh"
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#include "G4Curve.hh"
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#include "G4CurveVector.hh"
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#include "G4CurveRayIntersection.hh"
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class G4Ray;
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class G4CylindricalSurface;
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class G4SurfaceBoundary {
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public:
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// Initialize with a set of closed curves,
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// each of which is an (inner or outer) boundary.
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// no responsibility to delete the curves is taken.
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// shallow copy of G4Curve-s.
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G4SurfaceBoundary();
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void Init(const G4CurveVector& bounds0);
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const G4CurveVector& GetBounds() const { return bounds; }
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virtual ~G4SurfaceBoundary();
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// projection onto the xy plane after transformation tr
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// the returned object is allocated dynamically;
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// it is the caller's responsibility to delete it
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// in case the projection maps a line into a point,
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// 0 is returned
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G4SurfaceBoundary* Project(const G4Transform3D& tr=G4Transform3D::Identity);
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// intersect a 2D boundary (probably obtained with Project) with a ray.
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// the ray is projected onto the xy plane.
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// no intersection: return false
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// intersection: return true, and set intersection0
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// the intersection point is ray.start+ray.dir*intersection0
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void IntersectRay2D(const G4Ray& ray, G4CurveRayIntersection& is);
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// tangent vector to a curve at the point with parameter u
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// true if exists
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// vector comes into v
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G4bool Tangent(G4CurvePoint& cp, G4Vector3D& v);
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// split a boundary with a plane containing p0 with normal n.
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// pointers to the resulting boundaries are put into new1 and new2.
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// it is the caller's responsibility to delete them.
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void SplitWithPlane(const G4Point3D& p0,
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const G4Vector3D& n,
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G4SurfaceBoundary*& new1,
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G4SurfaceBoundary*& new2 );
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void SplitWithCylinder(const G4CylindricalSurface& c,
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G4SurfaceBoundary*& new1,
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G4SurfaceBoundary*& new2 );
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const G4BoundingBox3D& BBox() const { return bBox; }
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// the following functions are probably not used
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// and should be removed in the future
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G4Point3DVector points;
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inline int GetNumberOfPoints(){return points.length();}
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inline const G4Point3D& GetPoint(const int Count){return points.ref(Count);}
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private:
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// copy disabled
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G4SurfaceBoundary(const G4SurfaceBoundary&);
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G4SurfaceBoundary& operator=(const G4SurfaceBoundary&);
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private:
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G4CurveVector bounds;
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G4BoundingBox3D bBox;
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// to speed up the tangent computation
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G4CurveRayIntersection lastIntersection;
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};
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#endif
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