Import Geant4 11.4.0 source tree
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@@ -21,7 +21,6 @@ public:
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// line(p, p + d).
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// line is directed from p0 to p1.
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m_pos = a_p0;
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//m_dir = a_p1-a_p0;
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m_dir = a_p0;
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m_dir.multiply(-1);
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m_dir.add(a_p1);
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@@ -62,66 +61,6 @@ public:
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const VEC3& position() const {return m_pos;}
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const VEC3& direction() const {return m_dir;}
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/* not tested :
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void closest_point(const VEC3& a_point,VEC& a_out) const {
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//from coin3d/SbLine.cpp.
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//
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// a_out
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// m_pos x-----x-------> m_dir
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// \ |
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// \ |
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// \ |
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// \ |
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// \|
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// x a_point
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a_out = m_pos + m_dir * ((a_point - m_pos).dot(m_dir));
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}
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bool closest_points(const line<T>& a_line,VEC3& a_on_this,VEC3& a_on_line) const {
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//from coin3d/SbLine.cpp.
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//WARNING : if ret false, a_on_this, a_on_line not set.
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// Check if the lines are parallel.
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// FIXME: should probably use equals() here.
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if(a_line.m_dir == m_dir) return false;
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if(a_line.m_dir == T(-1)*m_dir) return false;
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VEC3 P0 = m_pos;
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VEC3 P1 = a_line.m_pos;
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VEC3 D0 = m_dir;
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VEC3 D1 = a_line.m_dir;
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VEC3 D0N = D0;
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T c[3], d[3];
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for(unsigned int i=0;i<3;i++) {
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d[i] = D1[i] - D0N[i]*(D0[0]*D1[0] + D0[1]*D1[1] + D0[2]*D1[2]);
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c[i] = P1[i] - P0[i] + D0N[i]*(D0[0]*P0[0] + D0[1]*P0[1] + D0[2]*P0[2]);
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}
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T den = d[0]*d[0]+d[1]*d[1]+d[2]*d[2];
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if(den==T()) return false;
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T t = -(c[0]*d[0]+c[1]*d[1]+c[2]*d[2]) / den;
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a_on_line = a_line.m_pos + a_line.m_dir * t;
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closest_point(a_on_line,a_on_this);
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return true;
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}
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bool intersect(const line<T>& a_line,VEC3& a_out,const T& a_prec) const {
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VEC3 p,q;
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if(!closest_points(a_line,p,q)) return false;
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if((q-p).length()>a_prec) return false;
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a_out = p;
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return true;
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}
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*/
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protected:
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VEC3 m_pos;
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VEC3 m_dir; //normalized.
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