Files
geant4/source/geometry/solids/BREPS/include/G4ToroidalSurface.hh
T
2016-06-08 15:28:20 +02:00

133 lines
3.2 KiB
C++

// 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: G4ToroidalSurface.hh,v 1.1.10.1 1999/12/07 20:48:20 gunter Exp $
// GEANT4 tag $Name: geant4-01-00 $
//
#ifndef __G4TOROIDALSURAFCE
#define __G4TOROIDALSURAFCE
#include "G4FPlane.hh"
#include "G4OsloMatrix.hh"
class G4ToroidalSurface:public G4Surface
{
public:
G4ToroidalSurface();
G4ToroidalSurface(const G4Vector3D&,
const G4Vector3D&,
const G4Vector3D&,
const G4double,
const G4double);
~G4ToroidalSurface();
G4String GetEntityType(){return G4String("Toroidal_Surface");}
int Intersect(const G4Ray&);
void CalcBBox();
inline G4Vector3D GetDirection(){return Placement.GetRefDirection();}
inline G4Vector3D GetAxis() {return Placement.GetAxis();}
inline G4Point3D GetLocation() {return Placement.GetLocation();}
inline G4double GetMinRadius(){return MinRadius;}
inline G4double GetMaxRadius(){return MaxRadius;}
G4double ClosestDistanceToPoint(const G4Point3D&);
G4Vector3D SurfaceNormal(const G4Point3D& Pt)const
{return G4Vector3D(0,0,0);}
inline void MultiplyPointByMatrix(G4Point3D& Base)
{
Base.setX((Base.x() * TransMatrix->get(0,0)) +
(Base.y() * TransMatrix->get(1,0)) +
(Base.z() * TransMatrix->get(2,0)));
Base.setY((Base.x() * TransMatrix->get(0,1)) +
(Base.y() * TransMatrix->get(1,1)) +
(Base.z() * TransMatrix->get(2,1)));
Base.setZ((Base.x() * TransMatrix->get(0,2)) +
(Base.y() * TransMatrix->get(1,2)) +
(Base.z() * TransMatrix->get(2,2)));
}
inline void MultiplyVectorByMatrix(G4Vector3D& DCos)
{
G4double w;
DCos.setX((DCos.x() * TransMatrix->get(0,0)) +
(DCos.y() * TransMatrix->get(1,0)) +
(DCos.z() * TransMatrix->get(2,0)) + TransMatrix->get(3,0));
DCos.setY((DCos.x() * TransMatrix->get(0,1)) +
(DCos.y() * TransMatrix->get(1,1)) +
(DCos.z() * TransMatrix->get(2,1)) + TransMatrix->get(3,1));
DCos.setY((DCos.x() * TransMatrix->get(0,2)) +
(DCos.y() * TransMatrix->get(1,2)) +
(DCos.z() * TransMatrix->get(2,2)) + TransMatrix->get(3,2));
w = ((DCos.x() * TransMatrix->get(0,3)) +
(DCos.y() * TransMatrix->get(1,3)) +
(DCos.z() * TransMatrix->get(2,3)) + TransMatrix->get(3,3));
if (w != 0.0)
{
DCos.setX(DCos.x() / w);
DCos.setY(DCos.y() / w);
DCos.setZ(DCos.z() / w);
}
}
private:
G4Axis2Placement3D Placement;
G4double MinRadius;
G4double MaxRadius;
Matrix* TransMatrix; // transformation matrix
G4Point3D hitpoint;
const G4double EQN_EPS;
int SolveQuartic(G4double c[], G4double s[]);
inline int IsZero(G4double x)
{
if((x) > -EQN_EPS && (x) < EQN_EPS)
return 1;
else return 0;
}
int SolveCubic(G4double c[], G4double s[]);
int SolveQuadric(G4double c[], G4double s[]);
};
#endif