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geant4/source/externals/usolids/include/UQuadrangularFacet.hh
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2016-06-10 12:08:39 +02:00

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//
// ********************************************************************
// * This Software is part of the AIDA Unified Solids Library package *
// * See: https://aidasoft.web.cern.ch/USolids *
// ********************************************************************
//
// $Id:$
//
// --------------------------------------------------------------------
//
// UQuadrangularFacet
//
// Class description:
//
// The UQuadrangularFacet class is used for the contruction of
// UTessellatedSolid.
// It is defined by four fVertices, which shall be in the same plane and be
// supplied in anti-clockwise order looking from the outsider of the solid
// where it belongs. Its constructor
//
// UQuadrangularFacet (const UVector3 Pt0, const UVector3 vt1,
// const UVector3 vt2, const UVector3 vt3,
// UFacetVertexType);
//
// takes 5 parameters to define the four fVertices:
// 1) UFacetvertexType = "ABSOLUTE": in this case Pt0, vt1, vt2 and vt3
// are the four fVertices required in anti-clockwise order when looking
// from the outsider.
// 2) UFacetvertexType = "RELATIVE": in this case the first vertex is Pt0,
// the second vertex is Pt0+vt, the third vertex is Pt0+vt2 and
// the fourth vertex is Pt0+vt3, in anti-clockwise order when looking
// from the outsider.
//
// 17.10.12 Marek Gayer
// Created from original implementation in Geant4
// --------------------------------------------------------------------
#ifndef UQuadrangularFacet_HH
#define UQuadrangularFacet_HH 1
#include "VUFacet.hh"
#include "UTriangularFacet.hh"
#include "UVector3.hh"
class UQuadrangularFacet : public VUFacet
{
public: // with description
UQuadrangularFacet(const UVector3& Pt0, const UVector3& vt1,
const UVector3& vt2, const UVector3& vt3,
UFacetVertexType);
virtual ~UQuadrangularFacet();
UQuadrangularFacet(const UQuadrangularFacet& right);
UQuadrangularFacet& operator=(const UQuadrangularFacet& right);
VUFacet* GetClone();
UVector3 Distance(const UVector3& p);
double Distance(const UVector3& p, const double minDist);
double Distance(const UVector3& p, const double minDist,
const bool outgoing);
double Extent(const UVector3 axis);
bool Intersect(const UVector3& p, const UVector3& v,
const bool outgoing, double& distance,
double& distFromSurface, UVector3& normal);
double GetArea();
UVector3 GetPointOnFace() const;
virtual UGeometryType GetEntityType() const;
inline int GetNumberOfVertices() const
{
return 4;
}
UVector3 GetVertex(int i) const
{
return i == 3 ? fFacet2.GetVertex(2) : fFacet1.GetVertex(i);
}
UVector3 GetSurfaceNormal() const;
inline double GetRadius() const
{
return fRadius;
}
inline UVector3 GetCircumcentre() const
{
return fCircumcentre;
}
inline void SetVertex(int i, const UVector3& val)
{
switch (i)
{
case 0:
fFacet1.SetVertex(0, val);
fFacet2.SetVertex(0, val);
break;
case 1:
fFacet1.SetVertex(1, val);
break;
case 2:
fFacet1.SetVertex(2, val);
fFacet2.SetVertex(1, val);
break;
case 3:
fFacet2.SetVertex(2, val);
break;
}
}
inline void SetVertices(std::vector<UVector3>* v)
{
fFacet1.SetVertices(v);
fFacet2.SetVertices(v);
}
inline bool IsDefined() const
{
return fFacet1.IsDefined();
}
protected:
private:
inline int GetVertexIndex(int i) const
{
return i == 3 ? fFacet2.GetVertexIndex(2) : fFacet1.GetVertexIndex(i);
}
inline void SetVertexIndex(int i, int val)
{
switch (i)
{
case 0:
fFacet1.SetVertexIndex(0, val);
fFacet2.SetVertexIndex(0, val);
break;
case 1:
fFacet1.SetVertexIndex(1, val);
break;
case 2:
fFacet1.SetVertexIndex(2, val);
fFacet2.SetVertexIndex(1, val);
break;
case 3:
fFacet2.SetVertexIndex(2, val);
break;
}
}
double fRadius;
UVector3 fCircumcentre;
int AllocatedMemory()
{
return sizeof(*this) + fFacet1.AllocatedMemory() + fFacet2.AllocatedMemory();
}
UTriangularFacet fFacet1, fFacet2;
};
#endif