Geant4 10.7.0
Toolkit for the simulation of the passage of particles through matter
Loading...
Searching...
No Matches
G4LineSection.cc
Go to the documentation of this file.
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
34 const G4ThreeVector& PntB )
35 : EndpointA(PntA), VecAtoB(PntB-PntA)
36{
37 fABdistanceSq = VecAtoB.mag2();
38}
39
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 ) dist_sq = 0.0 ;
84
85 return std::sqrt(dist_sq) ;
86}
double G4double
Definition: G4Types.hh:83
double mag2() const
double dot(const Hep3Vector &) const
G4LineSection(const G4ThreeVector &PntA, const G4ThreeVector &PntB)
G4double Dist(G4ThreeVector OtherPnt) const