source: trunk/source/geometry/magneticfield/src/G4LineSection.cc @ 1202

Last change on this file since 1202 was 921, checked in by garnier, 15 years ago

en test de gl2ps. Problemes de libraries

File size: 3.7 KB
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27// $Id: G4LineSection.cc,v 1.10 2006/06/29 18:24:16 gunter Exp $
28// GEANT4 tag $Name: geant4-09-02-cand-01 $
29//
30// --------------------------------------------------------------------
31
32#include "G4LineSection.hh"
33
34G4LineSection::G4LineSection( const G4ThreeVector& PntA, 
35                              const G4ThreeVector& PntB )
36  : EndpointA(PntA), 
37    VecAtoB(PntB-PntA)
38{ 
39  fABdistanceSq = VecAtoB.mag2() ; 
40  /*
41  G4double distABsquared = VecAtoB.mag2() ; 
42  if ( distABsquared == 0.0)
43  {
44    G4Exception("G4LineSection::G4LineSection()", "WrongArgumentValue",
45                FatalException, "Equal points in input (line->point) ?") ;
46  }
47  else
48  {
49    inverse_square_distAB=1.0 / distABsquared ;
50  }
51  */
52}
53
54G4double G4LineSection::Dist( G4ThreeVector OtherPnt ) const
55{
56  G4double       dist_sq; 
57  G4ThreeVector  VecAZ;
58  G4double sq_VecAZ, inner_prod, unit_projection ; 
59
60  VecAZ= OtherPnt - EndpointA;
61  sq_VecAZ = VecAZ.mag2();
62
63  inner_prod= VecAtoB.dot( VecAZ );
64   
65  //  Determine  Projection(AZ on AB) / Length(AB)
66  //
67  if( fABdistanceSq != 0.0 )
68  {
69    //  unit_projection= inner_prod * InvsqDistAB();
70    unit_projection = inner_prod/fABdistanceSq;
71
72    if( (0. <= unit_projection ) && (unit_projection <= 1.0 ) )
73    {
74      dist_sq= sq_VecAZ -  unit_projection * inner_prod ;
75    }
76    else
77    {
78     //  The perpendicular from the point to the line AB meets the line
79     //   in a point outside the line segment!
80     
81      if( unit_projection < 0. ) // A is the closest point
82      {
83        dist_sq= sq_VecAZ; 
84      }
85      else                       // B is the closest point
86      {
87        G4ThreeVector   EndpointB = EndpointA + VecAtoB;
88        G4ThreeVector   VecBZ =     OtherPnt - EndpointB;
89        dist_sq =  VecBZ.mag2();
90      }
91    }
92  }
93  else
94  {
95     dist_sq = (OtherPnt - EndpointA).mag2() ;   
96  } 
97  if( dist_sq < 0.0 ) dist_sq = 0.0 ;
98
99  return std::sqrt(dist_sq) ; 
100}
101
102G4double G4LineSection::Distline( const G4ThreeVector& OtherPnt, 
103                                  const G4ThreeVector& LinePntA, 
104                                  const G4ThreeVector& LinePntB )
105{
106  G4LineSection LineAB( LinePntA, LinePntB );  // Line from A to B
107
108  return LineAB.Dist( OtherPnt );
109}
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