// This code implementation is the intellectual property of // the GEANT4 collaboration. // // By copying, distributing or modifying the Program (or any work // based on the Program) you indicate your acceptance of this statement, // and all its terms. // // $Id: G4BSplineSurface.hh,v 1.9 2000/11/08 14:22:00 gcosmo Exp $ // GEANT4 tag $Name: geant4-03-01 $ // // ---------------------------------------------------------------------- // Class G4BSplineSurface // // Class description: // // Definition of a generic BSpline surface. // Authors: J.Sulkimo, P.Urban. // Revisions by: L.Broglia, G.Cosmo. // ---------------------------------------------------------------------- #ifndef __BSPLINESURFACE_H #define __BSPLINESURFACE_H #include "G4Point3D.hh" #include "G4PointRat.hh" #include "G4Surface.hh" #include "G4ProjectedSurface.hh" #include "G4UVHit.hh" class G4BSplineSurface : public G4Surface { public: // with description G4BSplineSurface(); G4BSplineSurface(const char* nurbfilename, G4Ray& rayref); G4BSplineSurface(G4int u, G4int v, G4KnotVector& u_kv, G4KnotVector& v_kv, G4ControlPoints& cp); virtual ~G4BSplineSurface(); // Constructors & destructor. G4int Intersect(const G4Ray&); void CalcBBox(); // Finds the bounds of the b-spline surface. // The bounding box is used for a preliminary check of intersection. inline G4double GetUHit() const; inline G4double GetVHit() const; G4double ClosestDistanceToPoint(const G4Point3D&); inline void Reset(); inline G4int GetRows() const; inline G4int GetCols() const; inline G4Point3D GetControlPoint(G4int a, G4int b) const; // Accessors for control points. public: inline G4int MyType() const; private: G4BSplineSurface(const G4BSplineSurface&); G4BSplineSurface& operator=(const G4BSplineSurface&); // Private copy constructor and assignment operator. void FindIntersections(const G4Ray&); inline G4int GetOrder(G4int direction) const; inline void PutOrder(G4int direction, G4int value); void AddHit(G4double u, G4double v); void ProjectNURBSurfaceTo2D( const G4Plane& ,const G4Plane&, register G4ProjectedSurface*); // Projects the nurb surface so that the z-axis = ray. G4ProjectedSurface* CopyToProjectedSurface(const G4Ray&); G4Point3D FinalIntersection(); // L. Broglia // Because G4BSplineSurface::Evaluate hides the virtual function // G4Surface::Evaluate(const G4Ray&), I modified the function name // G4Point3D Evaluate(); G4Point3D BSEvaluate(); G4PointRat& InternalEvalCrv(G4int i, G4ControlPoints *crv); G4Point3D Evaluation(const G4Ray&); inline G4Vector3D SurfaceNormal(const G4Point3D& Pt) const; private: G4SurfaceList bezier_list; G4SurfaceList projected_list; short dir; G4int order[2]; G4KnotVector *u_knots; G4KnotVector *v_knots; G4KnotVector *tmp_knots; G4ControlPoints *ctl_points; G4UVHit* Hit; G4UVHit* first_hit; G4int ord; G4int k_index; G4double param; G4int Rational; }; #include "G4BSplineSurface.icc" #endif