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#ifndef Geom_Bounds_H
#define Geom_Bounds_H
#include "DataFormats/GeometryVector/interface/LocalPoint.h"
#include "DataFormats/GeometrySurface/interface/LocalError.h"
#include "DataFormats/GeometrySurface/interface/BoundSpan.h"
/** \class Bounds
*
* Abstract base class for Bounds.
*
* Bounds provide a general way to specify the form of a concrete
* surface. For example, a BoundPlane with TrapezoidalPlaneBounds
* has a trapezoidal shape.
*/
class Bounds {
public:
virtual ~Bounds() {}
/// "Lenght" of the bounded volume; refer to the concrete class documentation
/// for the specific definition.
virtual float length() const = 0;
/// "width" of the bounds; refer to the concrete class documentation
/// for the specific definition.
virtual float width() const = 0;
/// "Thickness" of the bound around the surface;
/// refer to the concrete class documentation for the specific definition.
virtual float thickness() const = 0;
/// Width at half length. Useful for e.g. pitch definition.
virtual float widthAtHalfLength() const { return width(); }
/// Determine if the point is inside the bounds.
virtual bool inside(const Local3DPoint&) const = 0;
virtual bool inside(const Local2DPoint& p) const { return inside(Local3DPoint(p.x(), p.y(), 0)); }
/// Determine if a point is inside the bounds, taking a tollerance into account
virtual bool inside(const Local2DPoint& p, float tollerance) const {
return inside(p, LocalError(tollerance * tollerance, 0.f, tollerance * tollerance));
}
// For propagation with uncertainties - one has to know by how
// much one missed a surface
// virtual Local2DVector<float> howFar( const Local2DPoint&) = 0;
//
// Or maybe a better way of determining if a surface is "touched"
// by a trajectory is to have a method
/// Determine if a point is inside the bounds, taking error into account
virtual bool inside(const Local3DPoint&, const LocalError&, float scale = 1.f) const = 0;
/// Determine if a 2D point is inside the bounds, taking error into account
virtual bool inside(const Local2DPoint& p, const LocalError& err, float scale = 1.f) const {
return inside(Local3DPoint(p.x(), p.y(), 0), err, scale);
}
virtual float significanceInside(const Local3DPoint&, const LocalError&) const;
virtual Bounds* clone() const = 0;
std::pair<float, float> const& phiSpan() const { return m_span.phiSpan(); }
std::pair<float, float> const& zSpan() const { return m_span.zSpan(); }
std::pair<float, float> const& rSpan() const { return m_span.rSpan(); }
void computeSpan(Surface const& plane) { m_span.compute(plane); }
private:
BoundSpan m_span;
};
#endif
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