// // ******************************************************************** // * License and Disclaimer * // * * // * The Geant4 software is copyright of the Copyright Holders of * // * the Geant4 Collaboration. It is provided under the terms and * // * conditions of the Geant4 Software License, included in the file * // * LICENSE and available at http://cern.ch/geant4/license . These * // * include a list of copyright holders. * // * * // * Neither the authors of this software system, nor their employing * // * institutes,nor the agencies providing financial support for this * // * work make any representation or warranty, express or implied, * // * regarding this software system or assume any liability for its * // * use. Please see the license in the file LICENSE and URL above * // * for the full disclaimer and the limitation of liability. * // * * // * This code implementation is the result of the scientific and * // * technical work of the GEANT4 collaboration. * // * By using, copying, modifying or distributing the software (or * // * any work based on the software) you agree to acknowledge its * // * use in resulting scientific publications, and indicate your * // * acceptance of all terms of the Geant4 Software license. * // ******************************************************************** // // // $Id: G4FPlane.hh,v 1.13 2006/06/29 18:39:30 gunter Exp $ // GEANT4 tag $Name: HEAD $ // // ---------------------------------------------------------------------- // Class G4FPlane // // Class Description: // // A G4FPlane is a plane created by 3 points or by an origin, an axis and // a direction. The plane created is a G4Plane, where his coefficient a, b, // c and d are stored. The equation of the plane is: // ax + by + cz = d // // This class contain 2 intersection functions : // - closest intersection // - intersection by a ray // Authors: J.Sulkimo, P.Urban. // Revisions by: L.Broglia, S.Giani, G.Cosmo. // ---------------------------------------------------------------------- // // History // ------- // - SurfaceNormal always returns the direction of NormalX, always containing // the correct orientation for all faces (S.Giani). // - Addition of default argument sense = 1 in the second constructor (S.Giani). // - The constructor using iVec now properly stores both the internal and // external boundaries in the bounds vector (S.Giani). // - Proper initialization of sameSense in both the constructors (S.Giani). // - Addition of third argument (sense) in the second constructor to ensure // consistent setting of the normal in all the client code (S.Giani). // - Proper use of the tolerance in the Intersect function (S.Giani). // ---------------------------------------------------------------------- #ifndef __PLANESURFACE_H #define __PLANESURFACE_H #include "G4Axis2Placement3D.hh" #include "G4Plane.hh" #include "G4Surface.hh" class G4FPlane : public G4Surface { public: // with description G4FPlane(); virtual ~G4FPlane(); // Default constructor & destructor. G4FPlane( const G4Vector3D& direction, const G4Vector3D& axis , const G4Point3D& Pt0, G4int sense = 1 ); // Normal constructor. G4FPlane(const G4Point3DVector* pVec, const G4Point3DVector* iVec= 0, G4int sense = 1); // Constructor used by G4BREPSolidBox and G4BREPSolidPolyhedra. G4int Intersect(const G4Ray& G4Rayref); // Calculates the intersection of the plane and a ray. void CalcBBox(); // Calculates bounding box. void Project(); // Computes the projection of the plane. inline G4int GetConvex() const; // Return plane's convexity, if so. inline G4int GetNumberOfPoints() const; // Gets the number of the points on the surface boundary. inline G4Point3D GetSrfPoint() const; // Gets the location point on the surface. inline const G4Point3D& GetPoint(G4int Count) const; // Gets a surface boundary point. void CalcNormal(); // Computes normal to surface. inline G4Vector3D SurfaceNormal(const G4Point3D& Pt) const; // Returns normal to surface. inline const char* Name() const; // Returns the type identifier. G4double ClosestDistanceToPoint(const G4Point3D& Pt); // Returns the closest distance from point Pt. G4double HowNear( const G4Vector3D& x ) const ; // Computes the shortest distance from the point x to the G4FPlane. // The distance will always be positive. inline G4Axis2Placement3D GetPplace() const; inline G4Plane GetPplane() const; // Accessors to geometrical data. public: // without description inline G4int MyType() const; // Returns the shape type (used in G4BREPSolid). G4int IsConvex() const; // Returns -1. (?) inline void Deactivate(); // Deactive, used in G4Surface. inline G4Ray* Norm(); // Returns the normal (used in BREPSolid). inline const G4Point3D& GetHitPoint() const; // Returns the hit point of the ray on the surface. protected: void InitBounded(); protected: G4Point3D hitpoint; // Hit point of the ray on the surface. private: G4FPlane(const G4FPlane&); G4FPlane& operator=(const G4FPlane&); // Private copy constructor and assignment operator. inline G4int Sign(G4double a) const; private: G4Axis2Placement3D pplace; G4Plane Pl; G4Ray* NormalX; G4int Convex; G4SurfaceBoundary* projectedBoundary; }; #include "G4FPlane.icc" #endif