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geant4/source/geometry/solids/BREPS/include/G4BSplineSurface.hh
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//
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// $Id: G4BSplineSurface.hh,v 1.11 2006/06/29 18:38:11 gunter Exp $
// GEANT4 tag $Name: geant4-09-01 $
//
// ----------------------------------------------------------------------
// 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