// // ******************************************************************** // * 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 G4BSplineSurface // // Class description: // // Definition of a generic BSpline surface. // Authors: J.Sulkimo, P.Urban. // Revisions by: L.Broglia, G.Cosmo. // ---------------------------------------------------------------------- #ifndef __BSPLINESURFACE_H #define __BSPLINESURFACE_H #include "G4Point3D.hh" #include "G4PointRat.hh" #include "G4Surface.hh" #include "G4ProjectedSurface.hh" #include "G4UVHit.hh" class G4BSplineSurface : public G4Surface { public: // with description G4BSplineSurface(); G4BSplineSurface(const char* nurbfilename, G4Ray& rayref); G4BSplineSurface(G4int u, G4int v, G4KnotVector& u_kv, G4KnotVector& v_kv, G4ControlPoints& cp); virtual ~G4BSplineSurface(); // Constructors & destructor. G4int Intersect(const G4Ray&); void CalcBBox(); // Finds the bounds of the b-spline surface. // The bounding box is used for a preliminary check of intersection. inline G4double GetUHit() const; inline G4double GetVHit() const; G4double ClosestDistanceToPoint(const G4Point3D&); inline void Reset(); inline G4int GetRows() const; inline G4int GetCols() const; inline G4Point3D GetControlPoint(G4int a, G4int b) const; // Accessors for control points. public: inline G4int MyType() const; private: G4BSplineSurface(const G4BSplineSurface&); G4BSplineSurface& operator=(const G4BSplineSurface&); // Private copy constructor and assignment operator. void FindIntersections(const G4Ray&); inline G4int GetOrder(G4int direction) const; inline void PutOrder(G4int direction, G4int value); void AddHit(G4double u, G4double v); void ProjectNURBSurfaceTo2D( const G4Plane& ,const G4Plane&, register G4ProjectedSurface*); // Projects the nurb surface so that the z-axis = ray. G4ProjectedSurface* CopyToProjectedSurface(const G4Ray&); G4Point3D FinalIntersection(); // L. Broglia // Because G4BSplineSurface::Evaluate hides the virtual function // G4Surface::Evaluate(const G4Ray&), I modified the function name // G4Point3D Evaluate(); G4Point3D BSEvaluate(); G4PointRat& InternalEvalCrv(G4int i, G4ControlPoints *crv); G4Point3D Evaluation(const G4Ray&); inline G4Vector3D SurfaceNormal(const G4Point3D& Pt) const; private: G4SurfaceList bezier_list; G4SurfaceList projected_list; short dir; G4int order[2]; G4KnotVector *u_knots; G4KnotVector *v_knots; G4KnotVector *tmp_knots; G4ControlPoints *ctl_points; G4UVHit* Hit; G4UVHit* first_hit; G4int ord; G4int k_index; G4double param; G4int Rational; }; #include "G4BSplineSurface.icc" #endif