Geant4 Cross Reference |
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 * 13 // * work make any representation or warranty, express or implied, * 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 // G4LineSection implementation 27 // 28 // Created: J.Apostolakis, 1999 29 // -------------------------------------------------------------------- 30 31 #include "G4LineSection.hh" 32 33 G4LineSection::G4LineSection( const G4ThreeVector& PntA, 34 const G4ThreeVector& PntB ) 35 : EndpointA(PntA), VecAtoB(PntB-PntA) 36 { 37 fABdistanceSq = VecAtoB.mag2(); 38 } 39 40 G4double G4LineSection::Dist( const G4ThreeVector& OtherPnt ) const 41 { 42 G4double dist_sq; 43 G4ThreeVector VecAZ; 44 G4double sq_VecAZ, inner_prod, unit_projection ; 45 46 VecAZ= OtherPnt - EndpointA; 47 sq_VecAZ = VecAZ.mag2(); 48 49 inner_prod= VecAtoB.dot( VecAZ ); 50 51 // Determine Projection(AZ on AB) / Length(AB) 52 // 53 if( fABdistanceSq != 0.0 ) 54 { 55 // unit_projection= inner_prod * InvsqDistAB(); 56 unit_projection = inner_prod/fABdistanceSq; 57 58 if( (0. <= unit_projection ) && (unit_projection <= 1.0 ) ) 59 { 60 dist_sq= sq_VecAZ - unit_projection * inner_prod ; 61 } 62 else 63 { 64 // The perpendicular from the point to the line AB meets the line 65 // in a point outside the line segment! 66 67 if( unit_projection < 0. ) // A is the closest point 68 { 69 dist_sq= sq_VecAZ; 70 } 71 else // B is the closest point 72 { 73 G4ThreeVector EndpointB = EndpointA + VecAtoB; 74 G4ThreeVector VecBZ = OtherPnt - EndpointB; 75 dist_sq = VecBZ.mag2(); 76 } 77 } 78 } 79 else 80 { 81 dist_sq = (OtherPnt - EndpointA).mag2() ; 82 } 83 if( dist_sq < 0.0 ) 84 { 85 dist_sq = 0.0 ; 86 } 87 88 return std::sqrt(dist_sq) ; 89 } 90