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geant4/source/analysis/g4tools/include/tools/lina/plane
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2020-12-04 12:30:43 +01:00

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// Copyright (C) 2010, Guy Barrand. All rights reserved.
// See the file tools.license for terms.
#ifndef tools_plane
#define tools_plane
#include "line"
namespace tools {
template <class VEC3>
class plane {
protected:
typedef typename VEC3::elem_t T;
public:
plane(){}
plane(const VEC3& a_p0,const VEC3& a_p1,const VEC3& a_p2) {
// Construct a plane given 3 points.
// Orientation is computed by taking (p1 - p0) x (p2 - p0) and
// pointing the normal in that direction.
VEC3 P = a_p1;
P.subtract(a_p0);
VEC3 P2 = a_p2;
P2.subtract(a_p0);
P.cross(P2,m_normal);
if(!m_normal.normalize()) {} //throw
m_distance =
m_normal.v0() * a_p0.v0() +
m_normal.v1() * a_p0.v1() +
m_normal.v2() * a_p0.v2();
}
plane(const VEC3& a_normal,const T& a_distance){
set(a_normal,a_distance);
}
plane(const VEC3& a_normal,const VEC3& a_point){
set(a_normal,a_point);
}
virtual ~plane() {}
public:
plane(const plane& a_from)
:m_normal(a_from.m_normal)
,m_distance(a_from.m_distance)
{}
plane& operator=(const plane& a_from) {
m_normal = a_from.m_normal;
m_distance = a_from.m_distance;
return *this;
}
public:
bool is_valid() const {return m_normal.length()?true:false;}
void offset(const T& a_distance){
// Offset a plane by a given distance.
m_distance += a_distance;
}
bool intersect(const line<VEC3>& a_line,VEC3& a_intersection) const {
// Intersect line and plane, returning true if there is an intersection
// false if line is parallel to plane
const VEC3& pos = a_line.position();
const VEC3& dir = a_line.direction();
T d = m_normal.dot(dir);
if(d==T()) return false;
T t = (m_distance - m_normal.dot(pos))/d;
a_intersection = dir;
a_intersection.multiply(t);
a_intersection.add(pos);
//a_intersection = pos + t * dir;
return true;
}
bool is_in_half_space(const VEC3& a_point) const {
// Returns true if the given point is within the half-space
// defined by the plane
//vec pos = m_normal * m_distance;
VEC3 pos = m_normal;
pos.multiply(-m_distance);
pos.add(a_point);
return (m_normal.dot(pos) >= T() ? true : false);
}
const VEC3& normal() const {return m_normal;}
T distance_from_origin() const {return m_distance;}
T distance(const VEC3& a_point) const {
// Return the distance from point to plane. Positive distance means
// the point is in the plane's half space.
return a_point.dot(m_normal) - m_distance;
}
void set(const VEC3& a_normal,const T& a_distance){
m_normal = a_normal;
if(!m_normal.normalize()) {} //throw
m_distance = a_distance;
}
void set(const VEC3& a_normal,const VEC3& a_point){
// Construct a plane given normal and a point to pass through
// Orientation is given by the normal vector n.
m_normal = a_normal;
if(!m_normal.normalize()) {} //throw
m_distance =
m_normal.v0() * a_point.v0() +
m_normal.v1() * a_point.v1() +
m_normal.v2() * a_point.v2();
}
public: //iv2sg
const VEC3& getNormal() const {return m_normal;}
protected:
// equation of the plane is :
// norm[0]*x+norm[1]*y+norm[2]*z = dist
VEC3 m_normal; //normalized.
T m_distance;
};
}
#endif