Import Geant4 0.0.0 source tree
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#ifndef __G4Placement3D_h
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#define __G4Placement3D_h 1
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#include "G4Point3D.hh"
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#include "G4Vector3D.hh"
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#include "G4Transform3D.hh"
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#include "G4PointRat.hh"
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#include "G4Ray.hh"
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class G4Axis2Placement3D
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{
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public:
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G4Axis2Placement3D();
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~G4Axis2Placement3D();
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G4Axis2Placement3D(const G4Axis2Placement3D& place);
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//inline void Project (G4ThreeVec& Coord, const G4ThreeVec& Pt2,
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// const G4Plane& Pl1, const G4Plane& Pl2)
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// {
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// Coord.X(Pt2.X()*Pl1.a + Pt2.Y()*Pl1.b + Pt2.Z()*Pl1.c - Pl1.d);
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// Coord.Y(Pt2.X()*Pl2.a + Pt2.Y()*Pl2.b + Pt2.Z()*Pl2.c - Pl2.d);
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// Coord.Z(0);
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// }
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// Get/Set for geometric data
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void Init( const G4Vector3D& refDirection0 ,
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const G4Vector3D& axis0 ,
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const G4Point3D& location0 );
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G4Axis2Placement3D( const G4Vector3D& refDirection0 ,
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const G4Vector3D& axis0 ,
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const G4Point3D& location0 );
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G4Point3D GetLocation() const;
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G4Vector3D GetAxis() const;
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G4Vector3D GetRefDirection() const;
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// placement coordinate axes
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G4Vector3D GetPX() const;
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G4Vector3D GetPY() const;
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G4Vector3D GetPZ() const;
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// transformation from/to the placement coordinate system
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const G4Transform3D& GetToPlacementCoordinates() const;
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const G4Transform3D& GetFromPlacementCoordinates() const;
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virtual G4bool operator==(const G4Axis2Placement3D& other) const
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{
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return (this==&other) ? true : false;
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}
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private:
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// geometric data
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G4Point3D location;
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G4Vector3D axis;
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G4Vector3D refDirection;
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// placement coordinate axes
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G4Vector3D pX, pY, pZ;
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G4Transform3D toPlacementCoordinates;
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G4Transform3D fromPlacementCoordinates;
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};
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#include "G4Axis2Placement3D.icc"
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#endif
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