190 lines
5.0 KiB
C++
190 lines
5.0 KiB
C++
#ifndef __surface_h
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#define __surface_h 1
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#include "geomdefs.hh"
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#include "G4CurveVector.hh"
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#include "G4PointRat.hh"
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#include "G4Ray.hh"
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#include "G4BoundingBox3D.hh"
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#include "G4STEPEntity.hh"
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#include "G4SurfaceBoundary.hh"
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// This is the combined G4Surface class
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class G4Surface: public G4STEPEntity
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{
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public:
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G4Surface();
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virtual ~G4Surface();
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// sets the boundaries of the surface.
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// The curves in the CurveVector must be non-intersecting
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// closed curves.
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void SetBoundaries(G4CurveVector*);
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// It calls InitBounded -- empty by default
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protected:
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virtual void InitBounded() { }
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public:
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// type information, needed for STEP output (see STEPinterface)
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virtual G4String GetEntityType(){return G4String("Surface");}
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// The origin should move to the derived classes
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int operator==( const G4Surface& s ) { return origin == s.origin; }
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// such a function is needed
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// (see G4VSolid::DistanceToIn(const G4ThreeVector&) )
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// but the G4surface implementation is useless.
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// Overriding functions don't take the surface
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// boundary into account.
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virtual G4double HowNear( const G4Vector3D& x ) const;
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//virtual G4double distanceAlongRay( int which_way, const G4Ray* ry,
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// G4Vector3D& p ) const;
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// unnecessary -- origin should move to descendants
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G4Vector3D GetOrigin() const { return origin; }
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// Gerep members
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// bad function names -- use Set and Get
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// ??
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inline G4double Distance() { return distance; }
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inline void Distance(const G4double Dist) { distance=Dist; }
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// a boolean flag, not used by the surfaces themselves
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virtual inline int Active(){return active;}
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virtual inline void Active(const int act){active=act;}
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// Isn't this the same as HowNear? (This one is used by G4BREPSolid.)
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virtual G4double ClosestDistanceToPoint(const G4Point3D&);
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// uhit and vhit are never set.
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// Only BSplineSurface overrides.
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// There is a G4UVHit class.
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virtual G4double GetUHit() { return uhit; }
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virtual G4double GetVHit() { return vhit; }
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// Intersection with a ray. the result is put into
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// some data members.
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virtual int Intersect(const G4Ray&);
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// Surface normal calculation.
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virtual G4Vector3D Normal( const G4Vector3D& p ) const;
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// Bounding box calculation.
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virtual void CalcBBox();
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// For NURBS, there is a two pass intersection algorithm.
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// Sometimes, the result of the cheap one tells us
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// that execution of the expensive one is not necessary.
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// Evaluation (Evaluate?) is one of them.
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// better names wanted!
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virtual G4Point3D Evaluation(const G4Ray& G4Rayref);
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virtual int Evaluate(register const G4Ray& Rayref);
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// There is Active(int) instead.
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virtual inline void Deactivate(){active=0;}
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// Distance(kInfinity); bbox->SetDistance(kInfinity);};
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virtual inline void Reset(){Intersected=0;active = 1; distance = kInfinity;};
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// one function for type info (GetEntityType) should be enough
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virtual char *Name() const { return "G4Surface"; }
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virtual int MyType() const { return Type; }
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// To be replaced by a CLHEP vector operation
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inline static void Project (G4double& Coord, const G4Point3D& Pt2,
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const G4Plane& Pl1 )
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{
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Coord = Pt2.x()*Pl1.a + Pt2.y()*Pl1.b + Pt2.z()*Pl1.c - Pl1.d;
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}
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// Used by BREPSolid. Thus it's probably needed.
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virtual void Project(){}
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// Only in G4FPlane. Should be private to that class?
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virtual void CalcNormal(){}
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// Only in G4FPlane. BREPSolid::IsConvex uses it.
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// But who uses BREPSolid::IsConvex?
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// Thus: probably not needed. But knowing
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// if the surface is convex could be used for optimization.
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virtual int IsConvex(){return -1;}
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// Only in G4FPlane, but G4BREPSolid uses them.
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virtual int GetConvex(){return 0;}
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virtual int GetNumberOfPoints(){return 0;}
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virtual const G4Point3D& GetPoint(const int Count)
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{
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const G4Point3D* tmp= new G4Point3D(0,0,0);
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return *tmp;
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}
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// L. Broglia
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void SetSameSense(G4int sameSense0) { sameSense = sameSense0; }
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G4int GetSameSense() { return sameSense ; }
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G4BoundingBox3D* GetBBox() { return bbox; }
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// there is Normal as well -- so what do these do?
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virtual G4Ray* Norm(){return (G4Ray*)0;}
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virtual G4Vector3D SurfaceNormal(const G4Point3D& Pt) const =0;
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// should be at least protected, but BREPSolid uses these data members.
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// So why not a Get function?
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public:
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G4BoundingBox3D* bbox;
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G4Point3D closest_hit;
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protected:
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// The boundaries of the surface.
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G4SurfaceBoundary surfaceBoundary;
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// BSplineSurface anf FPlane sets it, no one gets it
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int Intersected;
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// see Get... members
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G4Vector3D origin; // origin of Surface
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int Type;
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int AdvancedFace;
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int active;
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G4double distance;
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G4double uhit,vhit;
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// L. Broglia
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G4int sameSense;
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protected:
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// Maybe kInfinity instead?
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const G4double FLT_MAXX;
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// Maybe kCarTolerance instead?
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const G4double FLT_EPSILO;
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// temporary solution so that G4SurfaceList sees this member
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// but G4SurfaceList should go.
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public:
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G4Surface* next;
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};
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#endif
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