// // ******************************************************************** // * DISCLAIMER * // * * // * The following disclaimer summarizes all the specific disclaimers * // * of contributors to this software. The specific disclaimers,which * // * govern, are listed with their locations in: * // * http://cern.ch/geant4/license * // * * // * 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. * // * * // * 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: G4PolyPhiFace.hh,v 1.5 2002/10/28 11:47:50 gcosmo Exp $ // GEANT4 tag $Name: geant4-05-00 $ // // // -------------------------------------------------------------------- // GEANT 4 class header file // // // G4PolyPhiFace // // Class description: // // Definition of a face that bounds a polycone or polyhedra when // it has a phi opening: // // G4PolyPhiFace( const G4ReduciblePolygon *rz, // G4double phi, // G4double deltaPhi, // G4double phiOther ) // // Specifically: a face that lies on a plane that passes through // the z axis. It has boundaries that are straight lines of arbitrary // length and direction, but with corners aways on the same side of // the z axis. // Author: // David C. Williams (davidw@scipp.ucsc.edu) // -------------------------------------------------------------------- #ifndef G4PolyPhiFace_hh #define G4PolyPhiFace_hh #include "G4VCSGface.hh" class G4ReduciblePolygon; typedef struct { G4double x, y, r, z; // position G4double rNorm, zNorm; // r/z normal G4ThreeVector norm3D; // 3D normal } G4PolyPhiFaceVertex; typedef struct { G4PolyPhiFaceVertex *v0, *v1; // Corners G4double tr, tz, // Unit vector along edge length; // Length of edge G4ThreeVector norm3D; // 3D edge normal vector } G4PolyPhiFaceEdge; class G4PolyPhiFace : public G4VCSGface { public: // with description G4PolyPhiFace( const G4ReduciblePolygon *rz, G4double phi, G4double deltaPhi, G4double phiOther ); // Constructor. // Points r,z should be supplied in clockwise order in r,z. // For example: // [1]---------[2] ^ R // | | | // | | +--> z // [0]---------[3] virtual ~G4PolyPhiFace(); // Destructor. Removes edges and corners. G4PolyPhiFace( const G4PolyPhiFace &source ); G4PolyPhiFace& operator=( const G4PolyPhiFace &source ); // Copy constructor and assgnment operator. G4bool Intersect( const G4ThreeVector &p, const G4ThreeVector &v, G4bool outgoing, G4double surfTolerance, G4double &distance, G4double &distFromSurface, G4ThreeVector &normal, G4bool &allBehind ); G4double Distance( const G4ThreeVector &p, G4bool outgoing ); EInside Inside( const G4ThreeVector &p, G4double tolerance, G4double *bestDistance ); G4ThreeVector Normal( const G4ThreeVector &p, G4double *bestDistance ); G4double Extent( const G4ThreeVector axis ); void CalculateExtent( const EAxis axis, const G4VoxelLimits &voxelLimit, const G4AffineTransform &tranform, G4SolidExtentList &extentList ); inline G4VCSGface *Clone(); // Allocates on the heap a clone of this face. public: // without description void Diagnose( G4VSolid *solid ); // Throw an exception if something is found inconsistent with // the solid. For debugging purposes only protected: G4PolyPhiFaceEdge *edges; // The edges of the face G4PolyPhiFaceVertex *corners; // And the corners G4int numEdges; // Number of edges G4ThreeVector normal; // Normal unit vector G4ThreeVector radial; // Unit vector along radial direction G4ThreeVector surface; // Point on surface G4double rMin, rMax, // Extent in r zMin, zMax; // Extent in z G4bool allBehind; // True if the polycone/polyhedra // is behind the place of this face G4bool InsideEdgesExact( G4double r, G4double z, G4double normSign, const G4ThreeVector &p, const G4ThreeVector &v ); // Decide if the point in r,z is inside the edges of our face, // **but** do so consistently with other faces. G4bool InsideEdges( G4double r, G4double z ); G4bool InsideEdges( G4double r, G4double z, G4double *distRZ2, G4PolyPhiFaceVertex **base3Dnorm=0, G4ThreeVector **head3Dnorm=0 ); // Decide if the point in r,z is inside the edges of our face. inline G4double ExactZOrder( G4double z, G4double qx, G4double qy, G4double qz, const G4ThreeVector &v, G4double normSign, const G4PolyPhiFaceVertex *vert ) const; // Decide precisely whether a trajectory passes to the left, right, // or exactly passes through the z position of a vertex point in face. void CopyStuff( const G4PolyPhiFace &source ); }; #include "G4PolyPhiFace.icc" #endif