source: trunk/source/geometry/solids/BREPS/src/G4Axis2Placement3D.cc@ 1116

Last change on this file since 1116 was 1058, checked in by garnier, 17 years ago

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1//
2// ********************************************************************
3// * License and Disclaimer *
4// * *
5// * The Geant4 software is copyright of the Copyright Holders of *
6// * the Geant4 Collaboration. It is provided under the terms and *
7// * conditions of the Geant4 Software License, included in the file *
8// * LICENSE and available at http://cern.ch/geant4/license . These *
9// * include a list of copyright holders. *
10// * *
11// * Neither the authors of this software system, nor their employing *
12// * institutes,nor the agencies providing financial support for this *
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14// * regarding this software system or assume any liability for its *
15// * use. Please see the license in the file LICENSE and URL above *
16// * for the full disclaimer and the limitation of liability. *
17// * *
18// * This code implementation is the result of the scientific and *
19// * technical work of the GEANT4 collaboration. *
20// * By using, copying, modifying or distributing the software (or *
21// * any work based on the software) you agree to acknowledge its *
22// * use in resulting scientific publications, and indicate your *
23// * acceptance of all terms of the Geant4 Software license. *
24// ********************************************************************
25//
26//
27// $Id: G4Axis2Placement3D.cc,v 1.9 2006/06/29 18:41:09 gunter Exp $
28// GEANT4 tag $Name: geant4-09-02-ref-02 $
29//
30// ----------------------------------------------------------------------
31// GEANT 4 class source file
32//
33// G4Axis2Placement3D.cc
34//
35// ----------------------------------------------------------------------
36
37#include "G4Axis2Placement3D.hh"
38
39//G4Axis2Placement3D
40G4Axis2Placement3D::G4Axis2Placement3D(){}
41G4Axis2Placement3D::~G4Axis2Placement3D(){}
42
43// copy constructor (used in STEPinterface module)
44//
45G4Axis2Placement3D::G4Axis2Placement3D(const G4Axis2Placement3D& place)
46 : location(place.location), axis(place.axis),
47 refDirection(place.refDirection),
48 pX(place.pX), pY(place.pY), pZ(place.pZ),
49 toPlacementCoordinates(place.toPlacementCoordinates),
50 fromPlacementCoordinates(place.fromPlacementCoordinates)
51{
52}
53
54// assignment operator
55//
56G4Axis2Placement3D&
57G4Axis2Placement3D::operator=(const G4Axis2Placement3D& place)
58{
59 if (&place == this) return *this;
60
61 refDirection = place.refDirection;
62 axis = place.axis;
63 location = place.location;
64 pX = place.pX;
65 pY = place.pY;
66 pZ = place.pZ;
67 toPlacementCoordinates = place.toPlacementCoordinates;
68 fromPlacementCoordinates = place.fromPlacementCoordinates;
69
70 return *this;
71}
72
73/* everything below here is commented-out ...
74
75G4Axis2Placement3D::G4Axis2Placement3D(const G4ThreeVec Dir,
76 const G4ThreeVec Axis,
77 const G4Point3d Pt )
78{
79 dir=Dir;
80 axis=Axis;
81 srf_point=Pt;
82 ComputeNormal();
83 G4Point3d Pt2 = Pt+Dir;
84 G4Point3d Pt3 = Pt+Axis;
85 G4Ray::CalcPlane3Pts(Pl, Pt, Pt2, Pt3);
86}
87
88G4Axis2Placement3D::G4Axis2Placement3D(const G4ThreeVec Dir,
89 const G4ThreeVec Axis,
90 const G4Point3d Pt1,
91 const G4Point3d Pt2,
92 const G4Point3d Pt3)
93{
94 dir=Dir;
95 axis=Axis;
96 srf_point=Pt1;
97 ComputeNormal();
98 G4Ray::CalcPlane3Pts(Pl, Pt1, Pt2, Pt3);
99}
100
101void
102G4Axis2Placement3D::ProjectPlacement(const G4Plane& Pl1,
103 const G4Plane& Pl2)
104{
105 Project(ProjectedDir, dir, Pl1, Pl2);
106 Project(ProjectedAxis, axis, Pl1, Pl2);
107 Project(ProjectedSrfPoint, srf_point, Pl1, Pl2);
108 Project(ProjectedNormal, Normal, Pl1, Pl2);
109}
110
111void
112G4Axis2Placement3D::ComputeNormal()
113{
114
115 if(dir == axis)
116 Normal = dir;
117 else
118 {
119 Normal.X(dir.Y()*axis.Z() - dir.Z()*axis.Y());
120 Normal.Y(dir.X()*axis.Z()- dir.Z()*axis.X());
121 Normal.Z(dir.X()*axis.Y() - dir.Y()*axis.X());
122 }
123}
124
125
126G4Point3d
127G4Axis2Placement3D::EvaluateIntersection(register const G4Ray& rray)
128{
129
130// s is solution, line is p + tq, n is G4Plane Normal, r is point on G4Plane
131// all parameters are pointers to arrays of three elements
132
133 register G4double a, b, t;
134 register const G4ThreeVec& RayDir = rray.GetDir();
135 register const G4Point3d& RayStart = rray.GetStart();
136 G4double dirx = RayDir.X();
137 G4double diry = RayDir.Y();
138 G4double dirz = RayDir.Z();
139 b = Normal.X() * dirx + Normal.Y() * diry + Normal.Z() * dirz;
140
141 if (std::fabs(b) < 0.001)//== 0.0)
142 // or some better test involving a small positive e
143 {
144// G4cout << "\nLine is parallel to G4Plane.No Hit.";
145 G4Point3d hit_point( kInfinity, kInfinity, kInfinity);
146 return hit_point;
147 }
148 G4double startx = RayStart.X();
149 G4double starty = RayStart.Y();
150 G4double startz = RayStart.Z();
151
152 a = Normal.X() * (srf_point.X() - startx)
153 + Normal.Y() * (srf_point.Y() - starty)
154 + Normal.Z() * (srf_point.Z() - startz);
155
156 t = a/b;
157
158 // substitute t into line equation
159 // to calculate final solution
160 G4Point3d hit_point(startx + t * dirx,starty
161 + t * diry,startz
162 + t * dirz);
163
164// G4cout << "\nPLANE HIT POINT :" << hit_point.X()
165// << " " << hit_point.Y() << " " << hit_point.Z();
166 return hit_point;
167}
168*/
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