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geant4/source/geometry/solids/BREPS/include/G4FPlane.hh
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2016-06-08 15:28:20 +02:00

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// This code implementation is the intellectual property of
// the GEANT4 collaboration.
//
// By copying, distributing or modifying the Program (or any work
// based on the Program) you indicate your acceptance of this statement,
// and all its terms.
//
// $Id: G4FPlane.hh,v 1.4.8.1 1999/12/07 20:48:18 gunter Exp $
// GEANT4 tag $Name: geant4-01-00 $
//
// L. Broglia
//
// 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. Be carreful that the equation of the plane is :
// ax + by + cz = d
//
// This class contain 2 intersection functions :
// - closest intersection
// - intersection by a ray
//
// Corrections by S.Giani:
//
// - SurfaceNormal always returns the direction of NormalX, always containing
// the correct orientation for all faces.
// - Addition of default argument sense = 1 in the second constructor.
#ifndef __PLANESURFACE_H
#define __PLANESURFACE_H
#include "G4Axis2Placement3D.hh"
#include "G4Plane.hh"
#include "G4Surface.hh"
class G4FPlane:public G4Surface
{
public:
// Default constructor - destructor
G4FPlane();
~G4FPlane() { delete NormalX; }
// Normal constructor
G4FPlane( const G4Vector3D& direction,
const G4Vector3D& axis ,
const G4Point3D& Pt0 );
// Constructor used by G4BREPSolidBox and G4BREPSolidPolyhedra
G4FPlane(const G4Point3DVector* pVec,
const G4Point3DVector* iVec= 0,
int sense = 1);
// hit point of the ray on the surface
G4Point3D hitpoint;
// calculate the intersection of the plane and a ray
int Intersect(const G4Ray& G4Rayref);
//int Evaluate(const G4Ray& ray) { return Intersect(ray); }
// Calculate bounding box
void CalcBBox();
// Calculate the projection of the plane
void Project();
// return the type, used in G4BREPSolid
inline int MyType()const { return 1; }
// return the convexity or not
int GetConvex() { return Convex; }
// is convex ?
int IsConvex();
// deactive, used in G4Surface
inline void Deactivate() { active=0; }
// get the number of the points on the surface boundary
inline int GetNumberOfPoints()
{
return (surfaceBoundary.GetNumberOfPoints());
}
// get the location point
G4Point3D GetSrfPoint() { return pplace.GetLocation(); }
// get a surface boundary point
inline const G4Point3D& GetPoint(const int Count)
{
return surfaceBoundary.GetPoint(Count);
}
void CalcNormal();
// return the normal, used in BREPSolid
G4Ray* Norm() { return NormalX; }
G4Vector3D SurfaceNormal(const G4Point3D& Pt)const
{
return NormalX->GetDir();
}
virtual char *Name() const { return "G4FPlane"; }
G4double ClosestDistanceToPoint(const G4Point3D& Pt);
// L. Broglia : create this Surface function
virtual G4double HowNear( const G4Vector3D& x ) const ;
inline G4Axis2Placement3D GetPplace() const { return pplace; }
inline G4Plane GetPplane() const { return Pl; }
private:
G4Axis2Placement3D pplace;
G4Plane Pl;
G4Ray *NormalX;
int Convex;
G4SurfaceBoundary* projectedBoundary;
inline int Sign(const G4double a)
{
register int i=1;
if(a<0)
i= -1;
return i;
}
protected:
// P. Urban
virtual void InitBounded();
};
#endif