00001 // 00002 // ******************************************************************** 00003 // * License and Disclaimer * 00004 // * * 00005 // * The Geant4 software is copyright of the Copyright Holders of * 00006 // * the Geant4 Collaboration. It is provided under the terms and * 00007 // * conditions of the Geant4 Software License, included in the file * 00008 // * LICENSE and available at http://cern.ch/geant4/license . These * 00009 // * include a list of copyright holders. * 00010 // * * 00011 // * Neither the authors of this software system, nor their employing * 00012 // * institutes,nor the agencies providing financial support for this * 00013 // * work make any representation or warranty, express or implied, * 00014 // * regarding this software system or assume any liability for its * 00015 // * use. Please see the license in the file LICENSE and URL above * 00016 // * for the full disclaimer and the limitation of liability. * 00017 // * * 00018 // * This code implementation is the result of the scientific and * 00019 // * technical work of the GEANT4 collaboration. * 00020 // * By using, copying, modifying or distributing the software (or * 00021 // * any work based on the software) you agree to acknowledge its * 00022 // * use in resulting scientific publications, and indicate your * 00023 // * acceptance of all terms of the Geant4 Software license. * 00024 // ******************************************************************** 00025 // 00026 // 00027 // $Id$ 00028 // 00029 // ---------------------------------------------------------------------- 00030 // GEANT 4 class source file 00031 // 00032 // G4Axis2Placement3D.cc 00033 // 00034 // ---------------------------------------------------------------------- 00035 00036 #include "G4Axis2Placement3D.hh" 00037 00038 //G4Axis2Placement3D 00039 G4Axis2Placement3D::G4Axis2Placement3D(){} 00040 G4Axis2Placement3D::~G4Axis2Placement3D(){} 00041 00042 // copy constructor (used in STEPinterface module) 00043 // 00044 G4Axis2Placement3D::G4Axis2Placement3D(const G4Axis2Placement3D& place) 00045 : location(place.location), axis(place.axis), 00046 refDirection(place.refDirection), 00047 pX(place.pX), pY(place.pY), pZ(place.pZ), 00048 toPlacementCoordinates(place.toPlacementCoordinates), 00049 fromPlacementCoordinates(place.fromPlacementCoordinates) 00050 { 00051 } 00052 00053 // assignment operator 00054 // 00055 G4Axis2Placement3D& 00056 G4Axis2Placement3D::operator=(const G4Axis2Placement3D& place) 00057 { 00058 if (&place == this) return *this; 00059 00060 refDirection = place.refDirection; 00061 axis = place.axis; 00062 location = place.location; 00063 pX = place.pX; 00064 pY = place.pY; 00065 pZ = place.pZ; 00066 toPlacementCoordinates = place.toPlacementCoordinates; 00067 fromPlacementCoordinates = place.fromPlacementCoordinates; 00068 00069 return *this; 00070 } 00071 00072 /* everything below here is commented-out ... 00073 00074 G4Axis2Placement3D::G4Axis2Placement3D(const G4ThreeVec Dir, 00075 const G4ThreeVec Axis, 00076 const G4Point3d Pt ) 00077 { 00078 dir=Dir; 00079 axis=Axis; 00080 srf_point=Pt; 00081 ComputeNormal(); 00082 G4Point3d Pt2 = Pt+Dir; 00083 G4Point3d Pt3 = Pt+Axis; 00084 G4Ray::CalcPlane3Pts(Pl, Pt, Pt2, Pt3); 00085 } 00086 00087 G4Axis2Placement3D::G4Axis2Placement3D(const G4ThreeVec Dir, 00088 const G4ThreeVec Axis, 00089 const G4Point3d Pt1, 00090 const G4Point3d Pt2, 00091 const G4Point3d Pt3) 00092 { 00093 dir=Dir; 00094 axis=Axis; 00095 srf_point=Pt1; 00096 ComputeNormal(); 00097 G4Ray::CalcPlane3Pts(Pl, Pt1, Pt2, Pt3); 00098 } 00099 00100 void 00101 G4Axis2Placement3D::ProjectPlacement(const G4Plane& Pl1, 00102 const G4Plane& Pl2) 00103 { 00104 Project(ProjectedDir, dir, Pl1, Pl2); 00105 Project(ProjectedAxis, axis, Pl1, Pl2); 00106 Project(ProjectedSrfPoint, srf_point, Pl1, Pl2); 00107 Project(ProjectedNormal, Normal, Pl1, Pl2); 00108 } 00109 00110 void 00111 G4Axis2Placement3D::ComputeNormal() 00112 { 00113 00114 if(dir == axis) 00115 Normal = dir; 00116 else 00117 { 00118 Normal.X(dir.Y()*axis.Z() - dir.Z()*axis.Y()); 00119 Normal.Y(dir.X()*axis.Z()- dir.Z()*axis.X()); 00120 Normal.Z(dir.X()*axis.Y() - dir.Y()*axis.X()); 00121 } 00122 } 00123 00124 00125 G4Point3d 00126 G4Axis2Placement3D::EvaluateIntersection(register const G4Ray& rray) 00127 { 00128 00129 // s is solution, line is p + tq, n is G4Plane Normal, r is point on G4Plane 00130 // all parameters are pointers to arrays of three elements 00131 00132 register G4double a, b, t; 00133 register const G4ThreeVec& RayDir = rray.GetDir(); 00134 register const G4Point3d& RayStart = rray.GetStart(); 00135 G4double dirx = RayDir.X(); 00136 G4double diry = RayDir.Y(); 00137 G4double dirz = RayDir.Z(); 00138 b = Normal.X() * dirx + Normal.Y() * diry + Normal.Z() * dirz; 00139 00140 if (std::fabs(b) < 0.001)//== 0.0) 00141 // or some better test involving a small positive e 00142 { 00143 // G4cout << "\nLine is parallel to G4Plane.No Hit."; 00144 G4Point3d hit_point( kInfinity, kInfinity, kInfinity); 00145 return hit_point; 00146 } 00147 G4double startx = RayStart.X(); 00148 G4double starty = RayStart.Y(); 00149 G4double startz = RayStart.Z(); 00150 00151 a = Normal.X() * (srf_point.X() - startx) 00152 + Normal.Y() * (srf_point.Y() - starty) 00153 + Normal.Z() * (srf_point.Z() - startz); 00154 00155 t = a/b; 00156 00157 // substitute t into line equation 00158 // to calculate final solution 00159 G4Point3d hit_point(startx + t * dirx,starty 00160 + t * diry,startz 00161 + t * dirz); 00162 00163 // G4cout << "\nPLANE HIT POINT :" << hit_point.X() 00164 // << " " << hit_point.Y() << " " << hit_point.Z(); 00165 return hit_point; 00166 } 00167 */