source: trunk/source/geometry/solids/BREPS/src/G4Axis2Placement3D.cc @ 831

Last change on this file since 831 was 831, checked in by garnier, 16 years ago

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27// $Id: G4Axis2Placement3D.cc,v 1.9 2006/06/29 18:41:09 gunter Exp $
28// GEANT4 tag $Name:  $
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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