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