104 lines
2.6 KiB
C++
104 lines
2.6 KiB
C++
#ifndef included_G4SurfaceBoundary
|
|
#define included_G4SurfaceBoundary
|
|
|
|
#include "G4Point3D.hh"
|
|
#include "G4Point3DVector.hh"
|
|
#include "G4Vector3D.hh"
|
|
#include "G4Transform3D.hh"
|
|
#include "G4Curve.hh"
|
|
#include "G4CurveVector.hh"
|
|
#include "G4CurveRayIntersection.hh"
|
|
|
|
class G4Ray;
|
|
class G4CylindricalSurface;
|
|
|
|
class G4SurfaceBoundary {
|
|
|
|
public:
|
|
|
|
// Initialize with a set of closed curves,
|
|
// each of which is an (inner or outer) boundary.
|
|
// no responsibility to delete the curves is taken.
|
|
// shallow copy of G4Curve-s.
|
|
|
|
G4SurfaceBoundary();
|
|
|
|
void Init(const G4CurveVector& bounds0);
|
|
|
|
const G4CurveVector& GetBounds() const { return bounds; }
|
|
|
|
virtual ~G4SurfaceBoundary();
|
|
|
|
|
|
// projection onto the xy plane after transformation tr
|
|
// the returned object is allocated dynamically;
|
|
// it is the caller's responsibility to delete it
|
|
// in case the projection maps a line into a point,
|
|
// 0 is returned
|
|
|
|
G4SurfaceBoundary* Project(const G4Transform3D& tr=G4Transform3D::Identity);
|
|
|
|
|
|
// intersect a 2D boundary (probably obtained with Project) with a ray.
|
|
// the ray is projected onto the xy plane.
|
|
// no intersection: return false
|
|
// intersection: return true, and set intersection0
|
|
// the intersection point is ray.start+ray.dir*intersection0
|
|
//void IntersectRay2D(const G4Ray& ray, G4CurveRayIntersection& is);
|
|
G4int IntersectRay2D(const G4Ray& ray);
|
|
|
|
// tangent vector to a curve at the point with parameter u
|
|
// true if exists
|
|
// vector comes into v
|
|
|
|
G4bool Tangent(G4CurvePoint& cp, G4Vector3D& v);
|
|
|
|
|
|
// split a boundary with a plane containing p0 with normal n.
|
|
// pointers to the resulting boundaries are put into new1 and new2.
|
|
// it is the caller's responsibility to delete them.
|
|
|
|
void SplitWithPlane(const G4Point3D& p0,
|
|
const G4Vector3D& n,
|
|
G4SurfaceBoundary*& new1,
|
|
G4SurfaceBoundary*& new2 );
|
|
|
|
|
|
|
|
void SplitWithCylinder(const G4CylindricalSurface& c,
|
|
G4SurfaceBoundary*& new1,
|
|
G4SurfaceBoundary*& new2 );
|
|
|
|
|
|
const G4BoundingBox3D& BBox() const { return bBox; }
|
|
|
|
// the following functions are probably not used
|
|
// and should be removed in the future
|
|
|
|
G4Point3DVector points;
|
|
inline int GetNumberOfPoints(){return points.length();}
|
|
|
|
inline const G4Point3D& GetPoint(const int Count){return points.ref(Count);}
|
|
|
|
|
|
private:
|
|
|
|
// copy disabled
|
|
G4SurfaceBoundary(const G4SurfaceBoundary&);
|
|
G4SurfaceBoundary& operator=(const G4SurfaceBoundary&);
|
|
|
|
private:
|
|
|
|
G4CurveVector bounds;
|
|
G4BoundingBox3D bBox;
|
|
// to speed up the tangent computation
|
|
G4CurveRayIntersection lastIntersection;
|
|
|
|
};
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|