G4VCSGface.hh

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00025 //
00026 //
00027 // $Id: G4VCSGface.hh 67011 2013-01-29 16:17:41Z gcosmo $
00028 //
00029 // 
00030 // --------------------------------------------------------------------
00031 // GEANT 4 class header file
00032 //
00033 //
00034 // G4VCSGface
00035 //
00036 // Class description:
00037 //
00038 //   Definition of the virtual base class G4VCSGface, one side (or face)
00039 //   of a CSG-like solid. It should be possible to build a CSG entirely out of
00040 //   connecting CSG faces.
00041 //
00042 //   Each face has an inside and outside surface, the former represents
00043 //   the inside of the volume, the latter, the outside.
00044 //
00045 //   Virtual members:
00046 //
00047 //  -------------------------------------------------------------------
00048 //      Intersect( const G4ThreeVector &p, const G4ThreeVector &v,
00049 //                 G4bool outGoing, G4double surfTolerance,
00050 //                 G4double &distance, G4double &distFromSurface,
00051 //                 G4ThreeVector &normal, G4bool &allBehind );
00052 //
00053 //          p               - (in) position
00054 //          v               - (in) direction (assumed to be a unit vector)
00055 //          outgoing        - (in) true, to consider only inside surfaces
00056 //                                 false, to consider only outside surfaces
00057 //          distance        - (out) distance to intersection
00058 //          distFromSurface - (out) distance from surface (along surface normal),
00059 //                            < 0 if the point is in front of the surface
00060 //          normal          - (out) normal of surface at intersection point
00061 //          allBehind       - (out) true, if entire surface is behind normal
00062 //
00063 //          return value = true if there is an intersection,
00064 //                         false if there is no intersection
00065 //                               (all output arguments undefined)
00066 //
00067 //   Determine the distance along a line to the face.
00068 //
00069 //  -------------------------------------------------------------------
00070 //   Distance( const G4ThreeVector &p, const G4bool outgoing );
00071 //
00072 //      p         - (in) position
00073 //      outgoing  - (in) true, to consider only inside surfaces
00074 //                             false, to consider only outside surfaces
00075 //
00076 //      return value = distance to closest surface satisifying requirements
00077 //                         or kInfinity if no such surface exists
00078 //
00079 //   Determine the distance of a point from either the inside or outside
00080 //   surfaces of the face.
00081 //
00082 //  -------------------------------------------------------------------
00083 //       Inside( const G4ThreeVector &p, const G4double tolerance, 
00084 //               G4double *bestDistance );
00085 //
00086 //      p            - (in) position
00087 //      tolerance    - (in) tolerance defining the bounds of the "kSurface",
00088 //                          nominally equal to kCarTolerance/2
00089 //      bestDistance - (out) distance to closest surface (in or out)
00090 //
00091 //      return value = kInside if the point is closest to the inside surface
00092 //                     kOutside if the point is closest to the outside surface
00093 //                     kSurface if the point is withing tolerance of the surface
00094 //
00095 //   Determine whether a point is inside, outside, or on the surface of
00096 //   the face.
00097 //
00098 //  -------------------------------------------------------------------
00099 //       Normal( const G4ThreeVector &p,  G4double *bestDistance );
00100 //
00101 //       p            - (in) position
00102 //       bestDistance - (out) distance to closest surface (in or out)
00103 //
00104 //       return value = the normal of the surface nearest the point
00105 //
00106 //   Return normal of surface closest to the point.
00107 //
00108 //  -------------------------------------------------------------------
00109 //   Extent( const G4ThreeVector axis );
00110 //
00111 //       axis    - (in) unit vector defining direction
00112 //
00113 //       return value = the largest point along the given axis of the
00114 //                      the face's extent.
00115 //
00116 //  -------------------------------------------------------------------
00117 //       CalculateExtent( const EAxis pAxis,
00118 //                        const G4VoxelLimit &pVoxelLimit,
00119 //                        const G4AffineTransform &pTransform,
00120 //                        G4double &min, G4double &max )
00121 //
00122 //           pAxis       - (in) The x,y, or z axis in which to check
00123 //                              the shapes 3D extent against
00124 //           pVoxelLimit - (in) Limits along x, y, and/or z axes
00125 //           pTransform  - (in) A coordinate transformation on which
00126 //                              to apply to the shape before testing
00127 //           min         - (out) If the face has any point on its
00128 //                               surface after tranformation and limits
00129 //                               along pAxis that is smaller than the value
00130 //                               of min, than it is used to replace min.
00131 //                               Undefined if the return value is false.
00132 //           max         - (out) Same as min, except for the largest
00133 //                               point.
00134 //                               Undefined if the return value is false.
00135 //
00136 //           return value = true if anything remains of the face
00137 //
00138 //   Calculate the extent of the face for the voxel navigator.
00139 //   In analogy with CalculateExtent for G4VCSGfaceted, this is
00140 //   done in the following steps:
00141 //
00142 //          1. Transform the face using pTranform, an arbitrary 3D 
00143 //             rotation/offset/reflection
00144 //          2. Clip the face to those boundaries as specified in
00145 //             pVoxelLimit. This may include limits in any number
00146 //             of x, y, or z axes.
00147 //          3. For each part of the face that remains (there could
00148 //             be many separate pieces in general):
00149 //                4. Check to see if the piece overlaps the currently
00150 //                   existing limits along axis pAxis. For 
00151 //                   pVoxelLimit.IsLimited(pAxis) = false, there are
00152 //                   no limits.
00153 //                5. For a piece that does overlap, update min/max
00154 //                   accordingly (within confines of pre-existing
00155 //                   limits) along the direction pAxis.
00156 //          6. If min/max were updated, return true
00157 //                           
00158 //  -------------------------------------------------------------------
00159 //       G3VCSGface *Clone()
00160 //
00161 //   This method is invoked by G4CSGfaceted during the copy constructor
00162 //   or the assignment operator. Its purpose is to return a pointer
00163 //   (of type G4VCSGface) to a duplicate copy of the face.
00164 //   The implementation is straight forward for inherited classes. Example:
00165 //
00166 //   G4VCSGface G4PolySideFace::Clone() { return new G4PolySideFace(*this); }
00167 //
00168 //   Of course, this assumes the copy constructor of G4PolySideFace is
00169 //   correctly implemented.
00170 //
00171 //   Implementation notes:
00172 //   * distance.
00173 //        The meaning of distance includes the boundaries of the face.
00174 //        For example, for a rectangular, planer face:
00175 //
00176 //               A   |  B           | C
00177 //                   |              |
00178 //              -------+--------------+-----
00179 //               D   |  I           | E
00180 //                   |              |
00181 //              -------+--------------+-----
00182 //               F   |  G           | H
00183 //                   |              |
00184 //       
00185 //        A, C, F, and H: closest distance is the distance to
00186 //        the adjacent corner.
00187 //
00188 //        B, D, E, and G: closest distance is the distance to
00189 //        the adjacent line.
00190 //
00191 //        I: normal distance to plane
00192 //
00193 //        For non-planer faces, one can use the normal to decide when
00194 //        a point falls off the edge and then act accordingly.
00195 //
00196 //
00197 //   Usage:
00198 //
00199 //   A CSG shape can be defined by putting together any number of generic
00200 //   faces, as long as the faces cover the entire surface of the shape
00201 //   without overlapping.
00202 //
00203 //   G4VSolid::CalculateExtent
00204 //
00205 //   Define unit vectors along the specified transform axis.
00206 //   Use the inverse of the specified coordinate transformation to rotate
00207 //   these unit vectors. Loop over each face, call face->Extent, and save
00208 //   the maximum value.
00209 //
00210 //   G4VSolid::Inside
00211 //
00212 //   To decide if a point is inside, outside, or on the surface of the shape,
00213 //   loop through all faces, and find the answer from face->Inside which gives
00214 //   a value of "bestDistance" smaller than any other. While looping, if any
00215 //   face->Inside returns kSurface, this value can be returned immediately.
00216 //
00217 //  EInside answer;
00218 //  G4VCSGface *face = faces;
00219 //  G4double best = kInfinity;
00220 //  do {
00221 //    G4double distance;
00222 //    EInside result = (*face)->Inside( p, kCarTolerance/2, distance );
00223 //    if (result == kSurface) return kSurface;
00224 //    if (distance < best) {
00225 //      best = distance;
00226 //      answer = result;
00227 //    }
00228 //  } while( ++face < faces + numFaces );
00229 //
00230 //  return(answer);
00231 //
00232 //   G4VSolid::SurfaceNormal
00233 //
00234 //   Loop over all faces, call face->Normal, and return the normal to the face 
00235 //   that is closest to the point.
00236 //
00237 //   G4VSolid::DistanceToIn(p)
00238 //
00239 //   Loop over all faces, invoking face->Distance with outgoing = false,
00240 //   and save the answer that is smallest.
00241 //
00242 //   G4VSolid::DistanceToIn(p,v)
00243 //
00244 //   Loop over all faces, invoking face->Intersect with outgoing = false,
00245 //   and save the answer that is smallest.
00246 //
00247 //   G4VSolid::DistanceToOut(p)
00248 //
00249 //   Loop over all faces, invoking face->Distance with outgoing = true,
00250 //   and save the answer that is smallest.
00251 //
00252 //   G4VSolid::DistanceToOut(p,v)
00253 //
00254 //   Loop over all faces, invoking face->Intersect with outgoing = true,
00255 //   and save the answer that is smallest. If there is more than one answer,
00256 //   or if allBehind is false for the one answer, return validNorm as false.
00257 
00258 // Author:
00259 //   David C. Williams (davidw@scipp.ucsc.edu)
00260 // --------------------------------------------------------------------
00261 #ifndef G4VCSGface_hh
00262 #define G4VCSGface_hh
00263 
00264 #include "G4Types.hh"
00265 #include "G4ThreeVector.hh"
00266 #include "geomdefs.hh"
00267 #include "G4VSolid.hh"
00268 
00269 class G4VoxelLimits;
00270 class G4AffineTransform;
00271 class G4SolidExtentList;
00272 
00273 class G4VCSGface
00274 {
00275   public:  // with description
00276 
00277   G4VCSGface() {}
00278   virtual ~G4VCSGface() {}
00279   
00280   virtual G4bool Intersect( const G4ThreeVector &p, const G4ThreeVector &v,  
00281                             G4bool outgoing, G4double surfTolerance,
00282                             G4double &distance, G4double &distFromSurface,
00283                             G4ThreeVector &normal, G4bool &allBehind ) = 0;
00284 
00285   virtual G4double Distance( const G4ThreeVector &p, G4bool outgoing ) = 0;
00286   
00287   virtual EInside Inside( const G4ThreeVector &p, G4double tolerance, 
00288                           G4double *bestDistance ) = 0;
00289     
00290   virtual G4ThreeVector Normal( const G4ThreeVector &p,
00291                                 G4double *bestDistance ) = 0;
00292 
00293   virtual G4double Extent( const G4ThreeVector axis ) = 0;
00294   
00295   virtual void CalculateExtent( const EAxis axis, 
00296                                 const G4VoxelLimits &voxelLimit,
00297                                 const G4AffineTransform &tranform,
00298                                 G4SolidExtentList &extentList       ) = 0;
00299 
00300   virtual G4VCSGface* Clone() = 0;
00301 
00302   virtual G4double SurfaceArea( ) = 0;
00303   virtual G4ThreeVector GetPointOnFace() = 0;
00304 };
00305 
00306 #endif

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