176 lines
5.7 KiB
C++
176 lines
5.7 KiB
C++
//
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// ********************************************************************
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// * License and Disclaimer *
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// * *
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// * The Geant4 software is copyright of the Copyright Holders of *
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// * the Geant4 Collaboration. It is provided under the terms and *
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// * conditions of the Geant4 Software License, included in the file *
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// * LICENSE and available at http://cern.ch/geant4/license . These *
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// * include a list of copyright holders. *
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// * *
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// * Neither the authors of this software system, nor their employing *
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// * institutes,nor the agencies providing financial support for this *
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// * work make any representation or warranty, express or implied, *
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// * regarding this software system or assume any liability for its *
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// * use. Please see the license in the file LICENSE and URL above *
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// * for the full disclaimer and the limitation of liability. *
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// * *
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// * This code implementation is the result of the scientific and *
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// * technical work of the GEANT4 collaboration. *
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// * By using, copying, modifying or distributing the software (or *
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// * any work based on the software) you agree to acknowledge its *
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// * use in resulting scientific publications, and indicate your *
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// * acceptance of all terms of the Geant4 Software license. *
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// ********************************************************************
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//
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//
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// $Id: G4FPlane.hh,v 1.13 2006/06/29 18:39:30 gunter Exp $
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// GEANT4 tag $Name: geant4-09-01 $
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//
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// ----------------------------------------------------------------------
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// Class G4FPlane
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//
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// Class Description:
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//
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// A G4FPlane is a plane created by 3 points or by an origin, an axis and
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// a direction. The plane created is a G4Plane, where his coefficient a, b,
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// c and d are stored. The equation of the plane is:
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// ax + by + cz = d
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//
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// This class contain 2 intersection functions :
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// - closest intersection
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// - intersection by a ray
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// Authors: J.Sulkimo, P.Urban.
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// Revisions by: L.Broglia, S.Giani, G.Cosmo.
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// ----------------------------------------------------------------------
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//
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// History
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// -------
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// - SurfaceNormal always returns the direction of NormalX, always containing
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// the correct orientation for all faces (S.Giani).
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// - Addition of default argument sense = 1 in the second constructor (S.Giani).
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// - The constructor using iVec now properly stores both the internal and
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// external boundaries in the bounds vector (S.Giani).
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// - Proper initialization of sameSense in both the constructors (S.Giani).
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// - Addition of third argument (sense) in the second constructor to ensure
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// consistent setting of the normal in all the client code (S.Giani).
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// - Proper use of the tolerance in the Intersect function (S.Giani).
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// ----------------------------------------------------------------------
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#ifndef __PLANESURFACE_H
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#define __PLANESURFACE_H
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#include "G4Axis2Placement3D.hh"
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#include "G4Plane.hh"
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#include "G4Surface.hh"
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class G4FPlane : public G4Surface
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{
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public: // with description
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G4FPlane();
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virtual ~G4FPlane();
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// Default constructor & destructor.
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G4FPlane( const G4Vector3D& direction,
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const G4Vector3D& axis ,
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const G4Point3D& Pt0,
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G4int sense = 1 );
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// Normal constructor.
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G4FPlane(const G4Point3DVector* pVec,
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const G4Point3DVector* iVec= 0,
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G4int sense = 1);
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// Constructor used by G4BREPSolidBox and G4BREPSolidPolyhedra.
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G4int Intersect(const G4Ray& G4Rayref);
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// Calculates the intersection of the plane and a ray.
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void CalcBBox();
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// Calculates bounding box.
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void Project();
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// Computes the projection of the plane.
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inline G4int GetConvex() const;
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// Return plane's convexity, if so.
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inline G4int GetNumberOfPoints() const;
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// Gets the number of the points on the surface boundary.
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inline G4Point3D GetSrfPoint() const;
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// Gets the location point on the surface.
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inline const G4Point3D& GetPoint(G4int Count) const;
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// Gets a surface boundary point.
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void CalcNormal();
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// Computes normal to surface.
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inline G4Vector3D SurfaceNormal(const G4Point3D& Pt) const;
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// Returns normal to surface.
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inline const char* Name() const;
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// Returns the type identifier.
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G4double ClosestDistanceToPoint(const G4Point3D& Pt);
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// Returns the closest distance from point Pt.
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G4double HowNear( const G4Vector3D& x ) const ;
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// Computes the shortest distance from the point x to the G4FPlane.
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// The distance will always be positive.
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inline G4Axis2Placement3D GetPplace() const;
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inline G4Plane GetPplane() const;
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// Accessors to geometrical data.
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public: // without description
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inline G4int MyType() const;
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// Returns the shape type (used in G4BREPSolid).
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G4int IsConvex() const;
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// Returns -1. (?)
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inline void Deactivate();
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// Deactive, used in G4Surface.
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inline G4Ray* Norm();
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// Returns the normal (used in BREPSolid).
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inline const G4Point3D& GetHitPoint() const;
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// Returns the hit point of the ray on the surface.
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protected:
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void InitBounded();
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protected:
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G4Point3D hitpoint;
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// Hit point of the ray on the surface.
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private:
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G4FPlane(const G4FPlane&);
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G4FPlane& operator=(const G4FPlane&);
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// Private copy constructor and assignment operator.
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inline G4int Sign(G4double a) const;
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private:
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G4Axis2Placement3D pplace;
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G4Plane Pl;
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G4Ray* NormalX;
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G4int Convex;
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G4SurfaceBoundary* projectedBoundary;
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};
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#include "G4FPlane.icc"
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#endif
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