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geant4/source/geometry/solids/BREPS/include/G4Ray.hh
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//
// ********************************************************************
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// * technical work of the GEANT4 collaboration. *
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// $Id: G4Ray.hh,v 1.9 2006/06/29 18:40:21 gunter Exp $
// GEANT4 tag $Name: geant4-08-01 $
//
// ----------------------------------------------------------------------
// Class G4Ray
//
// Class description:
//
// Definition of a generic ray.
// Authors: J.Sulkimo, P.Urban.
// Revisions by: L.Broglia, G.Cosmo.
// ----------------------------------------------------------------------
#ifndef __G4Ray_h
#define __G4Ray_h 1
#include "G4Point3D.hh"
#include "G4PointRat.hh"
#include "G4Vector3D.hh"
#include "G4Plane.hh"
class G4Ray
{
public: // with description
G4Ray();
G4Ray(const G4Point3D& start0, const G4Vector3D& dir0);
~G4Ray();
// Contructors and destructor.
inline G4Point3D GetPoint(G4double i) const;
inline G4double GetPPoint(const G4Point3D& p) const;
inline const G4Vector3D& GetDir() const;
inline const G4Point3D& GetStart() const;
inline void SetDir(const G4Vector3D& dir0);
inline void SetStart(const G4Point3D& start0);
const G4Plane& GetPlane(G4int number_of_plane) const;
// Get/Set methods of geometrical data.
void RayCheck();
// Makes sure that the vector has unit length.
void CreatePlanes();
// Creates two orthogonal planes (plane1,plane2), the ray (rray)
// being situated in the intersection of the planes. The planes are
// used to project the surface (nurb) in two dimensions.
static G4int CalcPlane3Pts( G4Plane& plane, const G4Point3D& a,
const G4Point3D& b, const G4Point3D& c );
// Finds the equation of a G4Plane that contains three points.
// Note that Normal vector created is expected to point outside.
// This follows the outward-pointing Normal convention, and the
// right-hand rule for cross products.
/*
C
*
|\
| \
^ N | \
| \ | \
| \ | \
|C-A \ | \
| \ | \
| \ | \
\| \
*---------*
A B
----->
B-A
*/
// If the points are given in the order A B C (eg, *counter*-clockwise),
// then the outward pointing surface Normal N = (B-A) x (C-A).
//
// Explicit return value:
// 0 OK
// -1 Failure. At least two of the points were not distinct,
// or all three were colinear.
//
// Implicit return argument:
// plane The G4Plane equation coefficients are stored here.
inline G4double P2(G4double x) const;
inline G4int NearZero(G4double val, G4double epsilon) const;
void MatVecOrtho(register G4Vector3D &out, register const G4Vector3D &in);
// Utility methods.
inline void Vsetall(G4Vector3D &a, G4double s);
// Sets all elements of vector to the same scalar value.
static void Vcross(G4Plane &a, const G4Vector3D &b,
const G4Vector3D &c);
// Cross product of 'b' and 'c'. Stores result in 'a' (G4Plane).
static void Vcross(G4Vector3D &a, const G4Vector3D &b,
const G4Vector3D &c);
// Cross product of 'b' and 'c'. Stores result in 'a' (G4Vector3D).
static void Vmove(G4Point3D &a, const G4Point3D &b);
// Sets 'a' equal to 'b'.
static void Vadd2(G4Point3D &a, const G4Point3D &b,
const G4Vector3D &c );
// Adds vector 'c' to 'b'. Stores result in 'a'.
static void Vsub2(G4Vector3D &a, const G4Point3D &b,
const G4Point3D &c);
// Subtracts vector 'c' from 'b'. Stores result in 'a'.
static void Vscale(G4Plane& a, const G4Plane& b, G4double c);
// Scales vector at `b' by scalar `c'. Stores result in `a'.
static G4double Vdot(const G4Plane &a, const G4Point3D &b);
// Computes dot product of vectors at `a' and `b'.
static G4double Magsq(const G4Plane &a);
// Returns scalar Magnitude squared of vector at `a'.
static G4double Magnitude(const G4Plane &a);
// Returns scalar Magnitude of vector at `a'.
public: // without description
void Init(const G4Point3D& start0, const G4Vector3D& dir0);
// Initialisation of a G4Ray (called by constructor).
private:
G4Point3D start;
G4Vector3D dir;
G4double r_min; // entry Dist to bounding sphere
G4double r_max; // exit Dist from bounding sphere
G4Plane plane1, plane2;
};
#include "G4Ray.icc"
#endif