// // ******************************************************************** // * 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: G4SurfaceBoundary.hh,v 1.8 2006-06-29 18:40:45 gunter Exp $ // GEANT4 tag $Name: not supported by cvs2svn $ // // ---------------------------------------------------------------------- // Class G4SurfaceBoundary // // Class description: // // Definition of a surface boundary. // Authors: J.Sulkimo, P.Urban. // Revisions by: L.Broglia, G.Cosmo. // ---------------------------------------------------------------------- #ifndef included_G4SurfaceBoundary #define included_G4SurfaceBoundary #include "G4Point3D.hh" #include "G4Point3DVector.hh" #include "G4Vector3D.hh" #include "G4Transform3D.hh" #include "G4Curve.hh" #include "G4CurveVector.hh" #include "G4CurveRayIntersection.hh" class G4Ray; class G4CylindricalSurface; class G4SurfaceBoundary { public: // with description G4SurfaceBoundary(); ~G4SurfaceBoundary(); // Constructor & destructor. void Init(const G4CurveVector& bounds0); // Initializes with a set of closed curves, each of which is an // (inner or outer) boundary. No responsibility to delete the curves // is taken. inline const G4CurveVector& GetBounds() const; // Returns closed curve boundaries. inline const G4BoundingBox3D& BBox() const; // Returns the bounding-box. G4SurfaceBoundary* Project(const G4Transform3D& tr = G4Transform3D::Identity); // Projection onto the xy plane after transformation tr. // The returned object is allocated dynamically; it is the caller's // responsibility to delete it. // In case the projection maps a line into a point, 0 is returned. G4int IntersectRay2D(const G4Ray& ray); // Intersects a 2D boundary with a ray. The ray is projected onto the // xy plane. If no intersection 0 is returned, otherwise 1 is returned. // and the intersection set to intersection0. // The intersection point is: ray.start+ray.dir*intersection0. G4bool Tangent(G4CurvePoint& cp, G4Vector3D& v); // Tangent vector to a curve at the point with parameter u. // Returns true if exists. The vector is stored in v. public: // without description void SplitWithPlane(const G4Point3D& p0, const G4Vector3D& n, G4SurfaceBoundary*& new1, G4SurfaceBoundary*& new2 ); // Splits a boundary with a plane containing p0 with normal n. // Pointers to the resulting boundaries are put into new1 and new2. // It is the caller's responsibility to delete them. // To be implemented yet. void SplitWithCylinder(const G4CylindricalSurface& c, G4SurfaceBoundary*& new1, G4SurfaceBoundary*& new2 ); // Splits a boundary with a cylindrical surface. // Pointers to the resulting boundaries are put into new1 and new2. // It is the caller's responsibility to delete them. // To be implemented yet. inline G4int GetNumberOfPoints() const; inline const G4Point3D& GetPoint(G4int Count) const; // Functions probably not used and should be removed in the future // void IntersectRay2D(const G4Ray& ray, G4CurveRayIntersection& is); private: G4SurfaceBoundary(const G4SurfaceBoundary&); G4SurfaceBoundary& operator=(const G4SurfaceBoundary&); // Private copy constructor and assignment operator. private: G4Point3DVector points; G4CurveVector bounds; G4BoundingBox3D bBox; // to speed up the tangent computation G4CurveRayIntersection lastIntersection; }; #include "G4SurfaceBoundary.icc" #endif