// // ******************************************************************** // * 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: G4Ray.hh,v 1.9 2006-06-29 18:40:21 gunter Exp $ // GEANT4 tag $Name: not supported by cvs2svn $ // // ---------------------------------------------------------------------- // Class G4Ray // // Class description: // // Definition of a generic ray. // Authors: J.Sulkimo, P.Urban. // Revisions by: L.Broglia, G.Cosmo. // ---------------------------------------------------------------------- #ifndef __G4Ray_h #define __G4Ray_h 1 #include "G4Point3D.hh" #include "G4PointRat.hh" #include "G4Vector3D.hh" #include "G4Plane.hh" class G4Ray { public: // with description G4Ray(); G4Ray(const G4Point3D& start0, const G4Vector3D& dir0); ~G4Ray(); // Contructors and destructor. inline G4Point3D GetPoint(G4double i) const; inline G4double GetPPoint(const G4Point3D& p) const; inline const G4Vector3D& GetDir() const; inline const G4Point3D& GetStart() const; inline void SetDir(const G4Vector3D& dir0); inline void SetStart(const G4Point3D& start0); const G4Plane& GetPlane(G4int number_of_plane) const; // Get/Set methods of geometrical data. void RayCheck(); // Makes sure that the vector has unit length. void CreatePlanes(); // Creates two orthogonal planes (plane1,plane2), the ray (rray) // being situated in the intersection of the planes. The planes are // used to project the surface (nurb) in two dimensions. static G4int CalcPlane3Pts( G4Plane& plane, const G4Point3D& a, const G4Point3D& b, const G4Point3D& c ); // Finds the equation of a G4Plane that contains three points. // Note that Normal vector created is expected to point outside. // This follows the outward-pointing Normal convention, and the // right-hand rule for cross products. /* C * |\ | \ ^ N | \ | \ | \ | \ | \ |C-A \ | \ | \ | \ | \ | \ \| \ *---------* A B -----> B-A */ // If the points are given in the order A B C (eg, *counter*-clockwise), // then the outward pointing surface Normal N = (B-A) x (C-A). // // Explicit return value: // 0 OK // -1 Failure. At least two of the points were not distinct, // or all three were colinear. // // Implicit return argument: // plane The G4Plane equation coefficients are stored here. inline G4double P2(G4double x) const; inline G4int NearZero(G4double val, G4double epsilon) const; void MatVecOrtho(register G4Vector3D &out, register const G4Vector3D &in); // Utility methods. inline void Vsetall(G4Vector3D &a, G4double s); // Sets all elements of vector to the same scalar value. static void Vcross(G4Plane &a, const G4Vector3D &b, const G4Vector3D &c); // Cross product of 'b' and 'c'. Stores result in 'a' (G4Plane). static void Vcross(G4Vector3D &a, const G4Vector3D &b, const G4Vector3D &c); // Cross product of 'b' and 'c'. Stores result in 'a' (G4Vector3D). static void Vmove(G4Point3D &a, const G4Point3D &b); // Sets 'a' equal to 'b'. static void Vadd2(G4Point3D &a, const G4Point3D &b, const G4Vector3D &c ); // Adds vector 'c' to 'b'. Stores result in 'a'. static void Vsub2(G4Vector3D &a, const G4Point3D &b, const G4Point3D &c); // Subtracts vector 'c' from 'b'. Stores result in 'a'. static void Vscale(G4Plane& a, const G4Plane& b, G4double c); // Scales vector at `b' by scalar `c'. Stores result in `a'. static G4double Vdot(const G4Plane &a, const G4Point3D &b); // Computes dot product of vectors at `a' and `b'. static G4double Magsq(const G4Plane &a); // Returns scalar Magnitude squared of vector at `a'. static G4double Magnitude(const G4Plane &a); // Returns scalar Magnitude of vector at `a'. public: // without description void Init(const G4Point3D& start0, const G4Vector3D& dir0); // Initialisation of a G4Ray (called by constructor). private: G4Point3D start; G4Vector3D dir; G4double r_min; // entry Dist to bounding sphere G4double r_max; // exit Dist from bounding sphere G4Plane plane1, plane2; }; #include "G4Ray.icc" #endif