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geant4/source/geometry/solids/specific/include/G4PolyPhiFace.hh
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2016-06-08 15:55:53 +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: G4PolyPhiFace.hh,v 1.3 2000/11/02 16:54:48 gcosmo Exp $
// GEANT4 tag $Name: geant4-03-00 $
//
//
// --------------------------------------------------------------------
// GEANT 4 class header file
//
//
// G4PolyPhiFace
//
// Class description:
//
// Definition of a face that bounds a polycone or polyhedra when
// it has a phi opening:
//
// G4PolyPhiFace( const G4ReduciblePolygon *rz,
// G4double phi,
// G4double deltaPhi,
// G4double phiOther )
//
// Specifically: a face that lies on a plane that passes through
// the z axis. It has boundaries that are straight lines of arbitrary
// length and direction, but with corners aways on the same side of
// the z axis.
// Author:
// David C. Williams (davidw@scipp.ucsc.edu)
// --------------------------------------------------------------------
#ifndef G4PolyPhiFace_hh
#define G4PolyPhiFace_hh
#include "G4VCSGface.hh"
class G4ReduciblePolygon;
typedef struct {
G4double x, y, r, z; // position
G4double rNorm,
zNorm; // r/z normal
G4ThreeVector norm3D; // 3D normal
} G4PolyPhiFaceVertex;
typedef struct {
G4PolyPhiFaceVertex *v0, *v1; // Corners
G4double tr, tz, // Unit vector along edge
length; // Length of edge
G4ThreeVector norm3D; // 3D edge normal vector
} G4PolyPhiFaceEdge;
class G4PolyPhiFace : public G4VCSGface
{
public: // with description
G4PolyPhiFace( const G4ReduciblePolygon *rz,
G4double phi, G4double deltaPhi, G4double phiOther );
// Constructor.
// Points r,z should be supplied in clockwise order in r,z.
// For example:
// [1]---------[2] ^ R
// | | |
// | | +--> z
// [0]---------[3]
virtual ~G4PolyPhiFace();
// Destructor. Removes edges and corners.
G4PolyPhiFace( const G4PolyPhiFace &source );
G4PolyPhiFace& operator=( const G4PolyPhiFace &source );
// Copy constructor and assgnment operator.
G4bool Intersect( const G4ThreeVector &p, const G4ThreeVector &v,
G4bool outgoing, G4double surfTolerance,
G4double &distance, G4double &distFromSurface,
G4ThreeVector &normal, G4bool &allBehind );
G4double Distance( const G4ThreeVector &p, G4bool outgoing );
EInside Inside( const G4ThreeVector &p, G4double tolerance,
G4double *bestDistance );
G4ThreeVector Normal( const G4ThreeVector &p, G4double *bestDistance );
G4double Extent( const G4ThreeVector axis );
void CalculateExtent( const EAxis axis,
const G4VoxelLimits &voxelLimit,
const G4AffineTransform &tranform,
G4SolidExtentList &extentList );
inline G4VCSGface *Clone();
// Allocates on the heap a clone of this face.
public: // without description
void Diagnose( G4VSolid *solid );
// Throw an exception if something is found inconsistent with
// the solid. For debugging purposes only
protected:
G4PolyPhiFaceEdge *edges; // The edges of the face
G4PolyPhiFaceVertex *corners; // And the corners
G4int numEdges; // Number of edges
G4ThreeVector normal; // Normal unit vector
G4ThreeVector radial; // Unit vector along radial direction
G4ThreeVector surface; // Point on surface
G4double rMin, rMax, // Extent in r
zMin, zMax; // Extent in z
G4bool allBehind; // True if the polycone/polyhedra
// is behind the place of this face
G4bool InsideEdgesExact( G4double r, G4double z, G4double normSign,
const G4ThreeVector &p, const G4ThreeVector &v );
// Decide if the point in r,z is inside the edges of our face,
// **but** do so consistently with other faces.
G4bool InsideEdges( G4double r, G4double z );
G4bool InsideEdges( G4double r, G4double z, G4double *distRZ2,
G4PolyPhiFaceVertex **base3Dnorm=0,
G4ThreeVector **head3Dnorm=0 );
// Decide if the point in r,z is inside the edges of our face.
inline G4double ExactZOrder( G4double z,
G4double qx, G4double qy, G4double qz,
const G4ThreeVector &v,
G4double normSign,
const G4PolyPhiFaceVertex *vert ) const;
// Decide precisely whether a trajectory passes to the left, right,
// or exactly passes through the z position of a vertex point in face.
void CopyStuff( const G4PolyPhiFace &source );
};
#include "G4PolyPhiFace.icc"
#endif