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geant4/source/geometry/solids/BREPS/include/G4SurfaceBoundary.hh
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//
// ********************************************************************
// * DISCLAIMER *
// * *
// * The following disclaimer summarizes all the specific disclaimers *
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// * regarding this software system or assume any liability for its *
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// $Id: G4SurfaceBoundary.hh,v 1.6 2001/07/11 09:59:38 gunter Exp $
// GEANT4 tag $Name: geant4-05-00 $
//
// ----------------------------------------------------------------------
// Class G4SurfaceBoundary
//
// Class description:
//
// Definition of a surface boundary.
// Authors: J.Sulkimo, P.Urban.
// Revisions by: L.Broglia, G.Cosmo.
// ----------------------------------------------------------------------
#ifndef included_G4SurfaceBoundary
#define included_G4SurfaceBoundary
#include "G4Point3D.hh"
#include "G4Point3DVector.hh"
#include "G4Vector3D.hh"
#include "G4Transform3D.hh"
#include "G4Curve.hh"
#include "G4CurveVector.hh"
#include "G4CurveRayIntersection.hh"
class G4Ray;
class G4CylindricalSurface;
class G4SurfaceBoundary
{
public: // with description
G4SurfaceBoundary();
~G4SurfaceBoundary();
// Constructor & destructor.
void Init(const G4CurveVector& bounds0);
// Initializes with a set of closed curves, each of which is an
// (inner or outer) boundary. No responsibility to delete the curves
// is taken.
inline const G4CurveVector& GetBounds() const;
// Returns closed curve boundaries.
inline const G4BoundingBox3D& BBox() const;
// Returns the bounding-box.
G4SurfaceBoundary* Project(const G4Transform3D& tr=
G4Transform3D::Identity);
// Projection onto the xy plane after transformation tr.
// The returned object is allocated dynamically; it is the caller's
// responsibility to delete it.
// In case the projection maps a line into a point, 0 is returned.
G4int IntersectRay2D(const G4Ray& ray);
// Intersects a 2D boundary with a ray. The ray is projected onto the
// xy plane. If no intersection 0 is returned, otherwise 1 is returned.
// and the intersection set to intersection0.
// The intersection point is: ray.start+ray.dir*intersection0.
G4bool Tangent(G4CurvePoint& cp, G4Vector3D& v);
// Tangent vector to a curve at the point with parameter u.
// Returns true if exists. The vector is stored in v.
public: // without description
void SplitWithPlane(const G4Point3D& p0,
const G4Vector3D& n,
G4SurfaceBoundary*& new1,
G4SurfaceBoundary*& new2 );
// Splits a boundary with a plane containing p0 with normal n.
// Pointers to the resulting boundaries are put into new1 and new2.
// It is the caller's responsibility to delete them.
// To be implemented yet.
void SplitWithCylinder(const G4CylindricalSurface& c,
G4SurfaceBoundary*& new1,
G4SurfaceBoundary*& new2 );
// Splits a boundary with a cylindrical surface.
// Pointers to the resulting boundaries are put into new1 and new2.
// It is the caller's responsibility to delete them.
// To be implemented yet.
inline G4int GetNumberOfPoints() const;
inline const G4Point3D& GetPoint(G4int Count) const;
// Functions probably not used and should be removed in the future
// void IntersectRay2D(const G4Ray& ray, G4CurveRayIntersection& is);
private:
G4SurfaceBoundary(const G4SurfaceBoundary&);
G4SurfaceBoundary& operator=(const G4SurfaceBoundary&);
// Private copy constructor and assignment operator.
private:
G4Point3DVector points;
G4CurveVector bounds;
G4BoundingBox3D bBox;
// to speed up the tangent computation
G4CurveRayIntersection lastIntersection;
};
#include "G4SurfaceBoundary.icc"
#endif