source: trunk/source/geometry/solids/specific/include/G4VCSGface.hh@ 1127

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[831]1//
2// ********************************************************************
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14// * regarding this software system or assume any liability for its *
15// * use. Please see the license in the file LICENSE and URL above *
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18// * This code implementation is the result of the scientific and *
19// * technical work of the GEANT4 collaboration. *
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24// ********************************************************************
25//
26//
[850]27// $Id: G4VCSGface.hh,v 1.9 2008/05/15 11:41:59 gcosmo Exp $
[1058]28// GEANT4 tag $Name: geant4-09-02-ref-02 $
[831]29//
30//
31// --------------------------------------------------------------------
32// GEANT 4 class header file
33//
34//
35// G4VCSGface
36//
37// Class description:
38//
39// Definition of the virtual base class G4VCSGface, one side (or face)
40// of a CSG-like solid. It should be possible to build a CSG entirely out of
41// connecting CSG faces.
42//
43// Each face has an inside and outside surface, the former represents
44// the inside of the volume, the latter, the outside.
45//
46// Virtual members:
47//
48// -------------------------------------------------------------------
49// Intersect( const G4ThreeVector &p, const G4ThreeVector &v,
50// G4bool outGoing, G4double surfTolerance,
51// G4double &distance, G4double &distFromSurface,
52// G4ThreeVector &normal, G4bool &allBehind );
53//
54// p - (in) position
55// v - (in) direction (assumed to be a unit vector)
56// outgoing - (in) true, to consider only inside surfaces
57// false, to consider only outside surfaces
58// distance - (out) distance to intersection
59// distFromSurface - (out) distance from surface (along surface normal),
60// < 0 if the point is in front of the surface
61// normal - (out) normal of surface at intersection point
62// allBehind - (out) true, if entire surface is behind normal
63//
64// return value = true if there is an intersection,
65// false if there is no intersection
66// (all output arguments undefined)
67//
68// Determine the distance along a line to the face.
69//
70// -------------------------------------------------------------------
71// Distance( const G4ThreeVector &p, const G4bool outgoing );
72//
73// p - (in) position
74// outgoing - (in) true, to consider only inside surfaces
75// false, to consider only outside surfaces
76//
77// return value = distance to closest surface satisifying requirements
78// or kInfinity if no such surface exists
79//
80// Determine the distance of a point from either the inside or outside
81// surfaces of the face.
82//
83// -------------------------------------------------------------------
84// Inside( const G4ThreeVector &p, const G4double tolerance,
85// G4double *bestDistance );
86//
87// p - (in) position
88// tolerance - (in) tolerance defining the bounds of the "kSurface",
89// nominally equal to kCarTolerance/2
90// bestDistance - (out) distance to closest surface (in or out)
91//
92// return value = kInside if the point is closest to the inside surface
93// kOutside if the point is closest to the outside surface
94// kSurface if the point is withing tolerance of the surface
95//
96// Determine whether a point is inside, outside, or on the surface of
97// the face.
98//
99// -------------------------------------------------------------------
100// Normal( const G4ThreeVector &p, G4double *bestDistance );
101//
102// p - (in) position
103// bestDistance - (out) distance to closest surface (in or out)
104//
105// return value = the normal of the surface nearest the point
106//
107// Return normal of surface closest to the point.
108//
109// -------------------------------------------------------------------
110// Extent( const G4ThreeVector axis );
111//
112// axis - (in) unit vector defining direction
113//
114// return value = the largest point along the given axis of the
115// the face's extent.
116//
117// -------------------------------------------------------------------
118// CalculateExtent( const EAxis pAxis,
119// const G4VoxelLimit &pVoxelLimit,
120// const G4AffineTransform &pTransform,
121// G4double &min, G4double &max )
122//
123// pAxis - (in) The x,y, or z axis in which to check
124// the shapes 3D extent against
125// pVoxelLimit - (in) Limits along x, y, and/or z axes
126// pTransform - (in) A coordinate transformation on which
127// to apply to the shape before testing
128// min - (out) If the face has any point on its
129// surface after tranformation and limits
130// along pAxis that is smaller than the value
131// of min, than it is used to replace min.
132// Undefined if the return value is false.
133// max - (out) Same as min, except for the largest
134// point.
135// Undefined if the return value is false.
136//
137// return value = true if anything remains of the face
138//
139// Calculate the extent of the face for the voxel navigator.
140// In analogy with CalculateExtent for G4VCSGfaceted, this is
141// done in the following steps:
142//
143// 1. Transform the face using pTranform, an arbitrary 3D
144// rotation/offset/reflection
145// 2. Clip the face to those boundaries as specified in
146// pVoxelLimit. This may include limits in any number
147// of x, y, or z axes.
148// 3. For each part of the face that remains (there could
149// be many separate pieces in general):
150// 4. Check to see if the piece overlaps the currently
151// existing limits along axis pAxis. For
152// pVoxelLimit.IsLimited(pAxis) = false, there are
153// no limits.
154// 5. For a piece that does overlap, update min/max
155// accordingly (within confines of pre-existing
156// limits) along the direction pAxis.
157// 6. If min/max were updated, return true
158//
159// -------------------------------------------------------------------
160// G3VCSGface *Clone()
161//
162// This method is invoked by G4CSGfaceted during the copy constructor
163// or the assignment operator. Its purpose is to return a pointer
164// (of type G4VCSGface) to a duplicate copy of the face.
165// The implementation is straight forward for inherited classes. Example:
166//
167// G4VCSGface G4PolySideFace::Clone() { return new G4PolySideFace(*this); }
168//
169// Of course, this assumes the copy constructor of G4PolySideFace is
170// correctly implemented.
171//
172// Implementation notes:
173// * distance.
174// The meaning of distance includes the boundaries of the face.
175// For example, for a rectangular, planer face:
176//
177// A | B | C
178// | |
179// -------+--------------+-----
180// D | I | E
181// | |
182// -------+--------------+-----
183// F | G | H
184// | |
185//
186// A, C, F, and H: closest distance is the distance to
187// the adjacent corner.
188//
189// B, D, E, and G: closest distance is the distance to
190// the adjacent line.
191//
192// I: normal distance to plane
193//
194// For non-planer faces, one can use the normal to decide when
195// a point falls off the edge and then act accordingly.
196//
197//
198// Usage:
199//
200// A CSG shape can be defined by putting together any number of generic
201// faces, as long as the faces cover the entire surface of the shape
202// without overlapping.
203//
204// G4VSolid::CalculateExtent
205//
206// Define unit vectors along the specified transform axis.
207// Use the inverse of the specified coordinate transformation to rotate
208// these unit vectors. Loop over each face, call face->Extent, and save
209// the maximum value.
210//
211// G4VSolid::Inside
212//
213// To decide if a point is inside, outside, or on the surface of the shape,
214// loop through all faces, and find the answer from face->Inside which gives
215// a value of "bestDistance" smaller than any other. While looping, if any
216// face->Inside returns kSurface, this value can be returned immediately.
217//
218// EInside answer;
219// G4VCSGface *face = faces;
220// G4double best = kInfinity;
221// do {
222// G4double distance;
223// EInside result = (*face)->Inside( p, kCarTolerance/2, distance );
224// if (result == kSurface) return kSurface;
225// if (distance < best) {
226// best = distance;
227// answer = result;
228// }
229// } while( ++face < faces + numFaces );
230//
231// return(answer);
232//
233// G4VSolid::SurfaceNormal
234//
235// Loop over all faces, call face->Normal, and return the normal to the face
236// that is closest to the point.
237//
238// G4VSolid::DistanceToIn(p)
239//
240// Loop over all faces, invoking face->Distance with outgoing = false,
241// and save the answer that is smallest.
242//
243// G4VSolid::DistanceToIn(p,v)
244//
245// Loop over all faces, invoking face->Intersect with outgoing = false,
246// and save the answer that is smallest.
247//
248// G4VSolid::DistanceToOut(p)
249//
250// Loop over all faces, invoking face->Distance with outgoing = true,
251// and save the answer that is smallest.
252//
253// G4VSolid::DistanceToOut(p,v)
254//
255// Loop over all faces, invoking face->Intersect with outgoing = true,
256// and save the answer that is smallest. If there is more than one answer,
257// or if allBehind is false for the one answer, return validNorm as false.
258
259// Author:
260// David C. Williams (davidw@scipp.ucsc.edu)
261// --------------------------------------------------------------------
262#ifndef G4VCSGface_hh
263#define G4VCSGface_hh
264
265#include "G4Types.hh"
266#include "G4ThreeVector.hh"
267#include "geomdefs.hh"
268#include "G4VSolid.hh"
269
270class G4VoxelLimits;
271class G4AffineTransform;
272class G4SolidExtentList;
273
274class G4VCSGface
275{
276 public: // with description
277
278 G4VCSGface() {}
279 virtual ~G4VCSGface() {}
280
281 virtual G4bool Intersect( const G4ThreeVector &p, const G4ThreeVector &v,
282 G4bool outgoing, G4double surfTolerance,
283 G4double &distance, G4double &distFromSurface,
284 G4ThreeVector &normal, G4bool &allBehind ) = 0;
285
286 virtual G4double Distance( const G4ThreeVector &p, G4bool outgoing ) = 0;
287
288 virtual EInside Inside( const G4ThreeVector &p, G4double tolerance,
289 G4double *bestDistance ) = 0;
290
291 virtual G4ThreeVector Normal( const G4ThreeVector &p,
292 G4double *bestDistance ) = 0;
293
294 virtual G4double Extent( const G4ThreeVector axis ) = 0;
295
296 virtual void CalculateExtent( const EAxis axis,
297 const G4VoxelLimits &voxelLimit,
298 const G4AffineTransform &tranform,
299 G4SolidExtentList &extentList ) = 0;
300
301 virtual G4VCSGface* Clone() = 0;
[850]302
303 virtual G4double SurfaceArea( ) = 0;
304 virtual G4ThreeVector GetPointOnFace() = 0;
[831]305};
306
307#endif
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