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geant4/source/analysis/g4tools/include/tools/lina/line
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2016-12-09 12:35:28 +01:00

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// Copyright (C) 2010, Guy Barrand. All rights reserved.
// See the file tools.license for terms.
#ifndef tools_line
#define tools_line
namespace tools {
// Parametric description:
// l(t) = pos + t * dir
template <class VEC3>
class line {
protected:
typedef typename VEC3::elem_t T;
public:
line(){}
line(const VEC3& a_p0,const VEC3& a_p1) {
// Construct a line from two points lying on the line. If you
// want to construct a line from a position and a direction, use
// line(p, p + d).
// line is directed from p0 to p1.
m_pos = a_p0;
//m_dir = a_p1-a_p0;
m_dir = a_p0;
m_dir.multiply(-1);
m_dir.add(a_p1);
m_dir.normalize();
}
line(const T& a_0_x,const T& a_0_y,const T& a_0_z,
const T& a_1_x,const T& a_1_y,const T& a_1_z) {
m_pos.set_value(a_0_x,a_0_y,a_0_z);
m_dir.set_value(a_1_x-a_0_x,a_1_y-a_0_y,a_1_z-a_0_z);
m_dir.normalize();
}
virtual ~line() {}
public:
line(const line& a_from)
:m_pos(a_from.m_pos)
,m_dir(a_from.m_dir)
{}
line& operator=(const line& a_from) {
m_pos = a_from.m_pos;
m_dir = a_from.m_dir;
return *this;
}
public:
void set_value(const VEC3& a_p0,const VEC3& a_p1) {
m_pos = a_p0;
m_dir = a_p0;
m_dir.multiply(-1);
m_dir.add(a_p1);
m_dir.normalize();
}
void set_value(const T& a_0_x,const T& a_0_y,const T& a_0_z,
const T& a_1_x,const T& a_1_y,const T& a_1_z) {
m_pos.set_value(a_0_x,a_0_y,a_0_z);
m_dir.set_value(a_1_x-a_0_x,a_1_y-a_0_y,a_1_z-a_0_z);
m_dir.normalize();
}
const VEC3& position() const {return m_pos;}
const VEC3& direction() const {return m_dir;}
/* not tested :
VEC3 closest_point(const VEC3& a_point) const {
//from coin3d/SbLine.cpp.
//
// a_out
// m_pos x-----x-------> m_dir
// \ |
// \ |
// \ |
// \ |
// \|
// x a_point
return m_pos + m_dir * ((a_point - m_pos).dot(m_dir));
}
bool closest_points(const line<T>& a_line,
VEC3& a_on_this,VEC3& a_on_line) const {
//from coin3d/SbLine.cpp.
//WARNING : if ret false, a_on_this, a_on_line not set.
// Check if the lines are parallel.
// FIXME: should probably use equals() here.
if(a_line.m_dir == m_dir) return false;
if(a_line.m_dir == T(-1)*m_dir) return false;
VEC3 P0 = m_pos;
VEC3 P1 = a_line.m_pos;
VEC3 D0 = m_dir;
VEC3 D1 = a_line.m_dir;
VEC3 D0N = D0;
T c[3], d[3];
for(unsigned int i=0;i<3;i++) {
d[i] =
D1[i] - D0N[i]*(D0[0]*D1[0] + D0[1]*D1[1] + D0[2]*D1[2]);
c[i] =
P1[i] - P0[i] + D0N[i]*(D0[0]*P0[0] + D0[1]*P0[1] + D0[2]*P0[2]);
}
T den = d[0]*d[0]+d[1]*d[1]+d[2]*d[2];
if(den==T()) return false;
T t = -(c[0]*d[0]+c[1]*d[1]+c[2]*d[2]) / den;
a_on_line = a_line.m_pos + a_line.m_dir * t;
a_on_this = closest_point(a_on_line);
return true;
}
bool intersect(const line<T>& a_line,VEC3& a_out,const T& a_prec) const {
VEC3 p,q;
if(!closest_points(a_line,p,q)) return false;
if((q-p).length()>a_prec) return false;
a_out = p;
return true;
}
*/
protected:
VEC3 m_pos;
VEC3 m_dir; //normalized.
};
}
#endif