// // ******************************************************************** // * 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. * // ******************************************************************** // // // $Id$ // // ---------------------------------------------------------------------- // Class G4BoundingBox3D // // Class description: // // Definition of a generic solid's bounding box in the 3D space. // Authors: J.Sulkimo, P.Urban. // Revisions by: L.Broglia, G.Cosmo. // ---------------------------------------------------------------------- #ifndef __G4BoundingBox3D_h #define __G4BoundingBox3D_h 1 #include "G4Ray.hh" #include "G4Point3D.hh" #include "G4Vector3D.hh" class G4BoundingBox3D { public: // with description G4BoundingBox3D(); G4BoundingBox3D(const G4Point3D&); G4BoundingBox3D(const G4Point3D&, const G4Point3D&); ~G4BoundingBox3D(); // Constructors & destructor. G4BoundingBox3D(const G4BoundingBox3D& right); G4BoundingBox3D& operator=(const G4BoundingBox3D& right); // Copy constructor and assignment operator. void Init(const G4Point3D&); void Init(const G4Point3D&, const G4Point3D&); void Extend(const G4Point3D&); // To create/extend the bounding box G4Point3D GetBoxMin() const; G4Point3D GetBoxMax() const; G4double GetDistance() const; void SetDistance(G4double distance0); // Accessors. G4int Inside(const G4Point3D&) const; // Returns 1 if the point is inside and on the bbox. // Returns 0 if the point is outside the bbox. public: G4int GetTestResult() const; G4int Test(const G4Ray&); static const G4BoundingBox3D space; private: G4int BoxIntersect(const G4Point3D&, const G4Point3D&, const G4Vector3D&) const; G4double DistanceToIn(const G4Point3D&, const G4Vector3D&) const; private: G4Point3D box_min; G4Point3D box_max; G4double distance; G4int test_result; G4Point3D MiddlePoint; G4Vector3D GeantBox; G4double kCarTolerance; }; #include "G4BoundingBox3D.icc" #endif