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geant4/source/geometry/solids/BREPS/include/G4FPlane.hh
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// $Id: G4FPlane.hh,v 1.13 2006/06/29 18:39:30 gunter Exp $
// GEANT4 tag $Name: geant4-09-01 $
//
// ----------------------------------------------------------------------
// Class G4FPlane
//
// Class Description:
//
// A G4FPlane is a plane created by 3 points or by an origin, an axis and
// a direction. The plane created is a G4Plane, where his coefficient a, b,
// c and d are stored. The equation of the plane is:
// ax + by + cz = d
//
// This class contain 2 intersection functions :
// - closest intersection
// - intersection by a ray
// Authors: J.Sulkimo, P.Urban.
// Revisions by: L.Broglia, S.Giani, G.Cosmo.
// ----------------------------------------------------------------------
//
// History
// -------
// - SurfaceNormal always returns the direction of NormalX, always containing
// the correct orientation for all faces (S.Giani).
// - Addition of default argument sense = 1 in the second constructor (S.Giani).
// - The constructor using iVec now properly stores both the internal and
// external boundaries in the bounds vector (S.Giani).
// - Proper initialization of sameSense in both the constructors (S.Giani).
// - Addition of third argument (sense) in the second constructor to ensure
// consistent setting of the normal in all the client code (S.Giani).
// - Proper use of the tolerance in the Intersect function (S.Giani).
// ----------------------------------------------------------------------
#ifndef __PLANESURFACE_H
#define __PLANESURFACE_H
#include "G4Axis2Placement3D.hh"
#include "G4Plane.hh"
#include "G4Surface.hh"
class G4FPlane : public G4Surface
{
public: // with description
G4FPlane();
virtual ~G4FPlane();
// Default constructor & destructor.
G4FPlane( const G4Vector3D& direction,
const G4Vector3D& axis ,
const G4Point3D& Pt0,
G4int sense = 1 );
// Normal constructor.
G4FPlane(const G4Point3DVector* pVec,
const G4Point3DVector* iVec= 0,
G4int sense = 1);
// Constructor used by G4BREPSolidBox and G4BREPSolidPolyhedra.
G4int Intersect(const G4Ray& G4Rayref);
// Calculates the intersection of the plane and a ray.
void CalcBBox();
// Calculates bounding box.
void Project();
// Computes the projection of the plane.
inline G4int GetConvex() const;
// Return plane's convexity, if so.
inline G4int GetNumberOfPoints() const;
// Gets the number of the points on the surface boundary.
inline G4Point3D GetSrfPoint() const;
// Gets the location point on the surface.
inline const G4Point3D& GetPoint(G4int Count) const;
// Gets a surface boundary point.
void CalcNormal();
// Computes normal to surface.
inline G4Vector3D SurfaceNormal(const G4Point3D& Pt) const;
// Returns normal to surface.
inline const char* Name() const;
// Returns the type identifier.
G4double ClosestDistanceToPoint(const G4Point3D& Pt);
// Returns the closest distance from point Pt.
G4double HowNear( const G4Vector3D& x ) const ;
// Computes the shortest distance from the point x to the G4FPlane.
// The distance will always be positive.
inline G4Axis2Placement3D GetPplace() const;
inline G4Plane GetPplane() const;
// Accessors to geometrical data.
public: // without description
inline G4int MyType() const;
// Returns the shape type (used in G4BREPSolid).
G4int IsConvex() const;
// Returns -1. (?)
inline void Deactivate();
// Deactive, used in G4Surface.
inline G4Ray* Norm();
// Returns the normal (used in BREPSolid).
inline const G4Point3D& GetHitPoint() const;
// Returns the hit point of the ray on the surface.
protected:
void InitBounded();
protected:
G4Point3D hitpoint;
// Hit point of the ray on the surface.
private:
G4FPlane(const G4FPlane&);
G4FPlane& operator=(const G4FPlane&);
// Private copy constructor and assignment operator.
inline G4int Sign(G4double a) const;
private:
G4Axis2Placement3D pplace;
G4Plane Pl;
G4Ray* NormalX;
G4int Convex;
G4SurfaceBoundary* projectedBoundary;
};
#include "G4FPlane.icc"
#endif