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G4Axis2Placement3D.cc
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27 // $Id$
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29 // ----------------------------------------------------------------------
30 // GEANT 4 class source file
31 //
32 // G4Axis2Placement3D.cc
33 //
34 // ----------------------------------------------------------------------
35 
36 #include "G4Axis2Placement3D.hh"
37 
38 //G4Axis2Placement3D
41 
42 // copy constructor (used in STEPinterface module)
43 //
45  : location(place.location), axis(place.axis),
46  refDirection(place.refDirection),
47  pX(place.pX), pY(place.pY), pZ(place.pZ),
48  toPlacementCoordinates(place.toPlacementCoordinates),
49  fromPlacementCoordinates(place.fromPlacementCoordinates)
50 {
51 }
52 
53 // assignment operator
54 //
57 {
58  if (&place == this) return *this;
59 
60  refDirection = place.refDirection;
61  axis = place.axis;
62  location = place.location;
63  pX = place.pX;
64  pY = place.pY;
65  pZ = place.pZ;
66  toPlacementCoordinates = place.toPlacementCoordinates;
67  fromPlacementCoordinates = place.fromPlacementCoordinates;
68 
69  return *this;
70 }
71 
72 /* everything below here is commented-out ...
73 
74 G4Axis2Placement3D::G4Axis2Placement3D(const G4ThreeVec Dir,
75  const G4ThreeVec Axis,
76  const G4Point3d Pt )
77 {
78  dir=Dir;
79  axis=Axis;
80  srf_point=Pt;
81  ComputeNormal();
82  G4Point3d Pt2 = Pt+Dir;
83  G4Point3d Pt3 = Pt+Axis;
84  G4Ray::CalcPlane3Pts(Pl, Pt, Pt2, Pt3);
85 }
86 
87 G4Axis2Placement3D::G4Axis2Placement3D(const G4ThreeVec Dir,
88  const G4ThreeVec Axis,
89  const G4Point3d Pt1,
90  const G4Point3d Pt2,
91  const G4Point3d Pt3)
92 {
93  dir=Dir;
94  axis=Axis;
95  srf_point=Pt1;
96  ComputeNormal();
97  G4Ray::CalcPlane3Pts(Pl, Pt1, Pt2, Pt3);
98 }
99 
100 void
101 G4Axis2Placement3D::ProjectPlacement(const G4Plane& Pl1,
102  const G4Plane& Pl2)
103 {
104  Project(ProjectedDir, dir, Pl1, Pl2);
105  Project(ProjectedAxis, axis, Pl1, Pl2);
106  Project(ProjectedSrfPoint, srf_point, Pl1, Pl2);
107  Project(ProjectedNormal, Normal, Pl1, Pl2);
108 }
109 
110 void
111 G4Axis2Placement3D::ComputeNormal()
112 {
113 
114  if(dir == axis)
115  Normal = dir;
116  else
117  {
118  Normal.X(dir.Y()*axis.Z() - dir.Z()*axis.Y());
119  Normal.Y(dir.X()*axis.Z()- dir.Z()*axis.X());
120  Normal.Z(dir.X()*axis.Y() - dir.Y()*axis.X());
121  }
122 }
123 
124 
125 G4Point3d
126 G4Axis2Placement3D::EvaluateIntersection(register const G4Ray& rray)
127 {
128 
129 // s is solution, line is p + tq, n is G4Plane Normal, r is point on G4Plane
130 // all parameters are pointers to arrays of three elements
131 
132  register G4double a, b, t;
133  register const G4ThreeVec& RayDir = rray.GetDir();
134  register const G4Point3d& RayStart = rray.GetStart();
135  G4double dirx = RayDir.X();
136  G4double diry = RayDir.Y();
137  G4double dirz = RayDir.Z();
138  b = Normal.X() * dirx + Normal.Y() * diry + Normal.Z() * dirz;
139 
140  if (std::fabs(b) < 0.001)//== 0.0)
141  // or some better test involving a small positive e
142  {
143 // G4cout << "\nLine is parallel to G4Plane.No Hit.";
144  G4Point3d hit_point( kInfinity, kInfinity, kInfinity);
145  return hit_point;
146  }
147  G4double startx = RayStart.X();
148  G4double starty = RayStart.Y();
149  G4double startz = RayStart.Z();
150 
151  a = Normal.X() * (srf_point.X() - startx)
152  + Normal.Y() * (srf_point.Y() - starty)
153  + Normal.Z() * (srf_point.Z() - startz);
154 
155  t = a/b;
156 
157  // substitute t into line equation
158  // to calculate final solution
159  G4Point3d hit_point(startx + t * dirx,starty
160  + t * diry,startz
161  + t * dirz);
162 
163 // G4cout << "\nPLANE HIT POINT :" << hit_point.X()
164 // << " " << hit_point.Y() << " " << hit_point.Z();
165  return hit_point;
166 }
167 */