Import Geant4 10.3.0 source tree
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@@ -8,21 +8,23 @@
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namespace tools {
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template <class T>
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template <class VEC3>
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class plane {
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protected:
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typedef typename VEC3::elem_t T;
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public:
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plane(){}
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plane(const vec3<T>& a_p0,const vec3<T>& a_p1,const vec3<T>& a_p2) {
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plane(const VEC3& a_p0,const VEC3& a_p1,const VEC3& a_p2) {
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// Construct a plane given 3 points.
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// Orientation is computed by taking (p1 - p0) x (p2 - p0) and
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// pointing the normal in that direction.
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vec3<T> P = a_p1;
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VEC3 P = a_p1;
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P.subtract(a_p0);
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vec3<T> P2 = a_p2;
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VEC3 P2 = a_p2;
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P2.subtract(a_p0);
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m_normal = P.cross(P2);
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P.cross(P2,m_normal);
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if(!m_normal.normalize()) {} //throw
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m_distance =
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m_normal.v0() * a_p0.v0() +
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@@ -30,11 +32,11 @@ public:
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m_normal.v2() * a_p0.v2();
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}
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plane(const vec3<T>& a_normal,const T& a_distance){
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plane(const VEC3& a_normal,const T& a_distance){
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set(a_normal,a_distance);
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}
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plane(const vec3<T>& a_normal,const vec3<T>& a_point){
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plane(const VEC3& a_normal,const VEC3& a_point){
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set(a_normal,a_point);
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}
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@@ -58,11 +60,11 @@ public:
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m_distance += a_distance;
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}
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bool intersect(const line<T>& a_line,vec3<T>& a_intersection) const {
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bool intersect(const line<VEC3>& a_line,VEC3& a_intersection) const {
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// Intersect line and plane, returning true if there is an intersection
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// false if line is parallel to plane
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const vec3<T>& pos = a_line.position();
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const vec3<T>& dir = a_line.direction();
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const VEC3& pos = a_line.position();
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const VEC3& dir = a_line.direction();
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T d = m_normal.dot(dir);
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if(d==T()) return false;
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T t = (m_distance - m_normal.dot(pos))/d;
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@@ -73,33 +75,33 @@ public:
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return true;
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}
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bool is_in_half_space(const vec3<T>& a_point) const {
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bool is_in_half_space(const VEC3& a_point) const {
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// Returns true if the given point is within the half-space
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// defined by the plane
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//vec pos = m_normal * m_distance;
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vec3<T> pos = m_normal;
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VEC3 pos = m_normal;
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pos.multiply(-m_distance);
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pos.add(a_point);
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return (m_normal.dot(pos) >= T() ? true : false);
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}
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const vec3<T>& normal() const {return m_normal;}
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const VEC3& normal() const {return m_normal;}
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T distance_from_origin() const {return m_distance;}
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T distance(const vec3<T>& a_point) const {
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T distance(const VEC3& a_point) const {
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// Return the distance from point to plane. Positive distance means
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// the point is in the plane's half space.
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return a_point.dot(m_normal) - m_distance;
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}
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void set(const vec3<T>& a_normal,const T& a_distance){
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void set(const VEC3& a_normal,const T& a_distance){
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m_normal = a_normal;
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if(!m_normal.normalize()) {} //throw
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m_distance = a_distance;
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}
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void set(const vec3<T>& a_normal,const vec3<T>& a_point){
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void set(const VEC3& a_normal,const VEC3& a_point){
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// Construct a plane given normal and a point to pass through
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// Orientation is given by the normal vector n.
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m_normal = a_normal;
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@@ -111,12 +113,12 @@ public:
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}
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public: //iv2sg
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const vec3<T>& getNormal() const {return m_normal;}
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const VEC3& getNormal() const {return m_normal;}
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protected:
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// equation of the plane is :
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// norm[0]*x+norm[1]*y+norm[2]*z = dist
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vec3<T> m_normal; //normalized.
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VEC3 m_normal; //normalized.
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T m_distance;
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};
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