Import Geant4 3.0.0 source tree
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@@ -5,9 +5,19 @@
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// based on the Program) you indicate your acceptance of this statement,
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// and all its terms.
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//
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// $Id: G4Ray.hh,v 1.2 1999/12/15 14:49:57 gunter Exp $
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// GEANT4 tag $Name: geant4-02-00 $
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// $Id: G4Ray.hh,v 1.5 2000/11/20 17:54:37 gcosmo Exp $
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// GEANT4 tag $Name: geant4-03-00 $
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//
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// ----------------------------------------------------------------------
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// Class G4Ray
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//
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// Class description:
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//
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// Definition of a generic ray.
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// Authors: J.Sulkimo, P.Urban.
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// Revisions by: L.Broglia, G.Cosmo.
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// ----------------------------------------------------------------------
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#ifndef __G4Ray_h
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#define __G4Ray_h 1
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@@ -20,25 +30,108 @@
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class G4Ray
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{
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public:
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public: // with description
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G4Ray();
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G4Ray(const G4Point3D& start0, const G4Vector3D& dir0);
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~G4Ray();
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// Contructors and destructor.
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inline G4Point3D GetPoint(G4double i) const;
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inline G4double GetPPoint(const G4Point3D& p) const;
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inline const G4Vector3D& GetDir() const;
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inline const G4Point3D& GetStart() const;
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inline void SetDir(const G4Vector3D& dir0);
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inline void SetStart(const G4Point3D& start0);
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const G4Plane& GetPlane(G4int number_of_plane) const;
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// Get/Set methods of geometrical data.
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void RayCheck();
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// Makes sure that the vector has unit length.
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void CreatePlanes();
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// Creates two orthogonal planes (plane1,plane2), the ray (rray)
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// being situated in the intersection of the planes. The planes are
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// used to project the surface (nurb) in two dimensions.
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static G4int CalcPlane3Pts( G4Plane& plane, const G4Point3D& a,
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const G4Point3D& b, const G4Point3D& c );
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// Finds the equation of a G4Plane that contains three points.
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// Note that Normal vector created is expected to point outside.
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// This follows the outward-pointing Normal convention, and the
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// right-hand rule for cross products.
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/*
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C
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*
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| \
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^ N | \
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| \ | \
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| \ | \
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|C-A \ | \
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| \ | \
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| \ | \
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\| \
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*---------*
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A B
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----->
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B-A
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*/
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// If the points are given in the order A B C (eg, *counter*-clockwise),
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// then the outward pointing surface Normal N = (B-A) x (C-A).
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//
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// Explicit return value:
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// 0 OK
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// -1 Failure. At least two of the points were not distinct,
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// or all three were colinear.
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//
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// Implicit return argument:
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// plane The G4Plane equation coefficients are stored here.
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inline G4double P2(G4double x) const;
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inline G4int NearZero(G4double val, G4double epsilon) const;
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void MatVecOrtho(register G4Vector3D &out, register const G4Vector3D in);
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// Utility methods.
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inline void Vsetall(G4Vector3D &a, G4double s);
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// Sets all elements of vector to the same scalar value.
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static inline void Vcross(G4Plane &a, const G4Vector3D &b,
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const G4Vector3D &c);
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// Cross product of 'b' and 'c'. Stores result in 'a' (G4Plane).
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static inline void Vcross(G4Vector3D &a, const G4Vector3D &b,
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const G4Vector3D &c);
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// Cross product of 'b' and 'c'. Stores result in 'a' (G4Vector3D).
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static inline void Vmove(G4Point3D &a, const G4Point3D &b);
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// Sets 'a' equal to 'b'.
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static inline void Vadd2(G4Point3D &a, const G4Point3D &b,
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const G4Vector3D &c );
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// Adds vector 'c' to 'b'. Stores result in 'a'.
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static inline void Vsub2(G4Vector3D &a, const G4Point3D &b,
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const G4Point3D &c);
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// Subtracts vector 'c' from 'b'. Stores result in 'a'.
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static inline void Vscale(G4Plane& a, const G4Plane& b, G4double c);
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// Scales vector at `b' by scalar `c'. Stores result in `a'.
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static inline G4double Vdot(const G4Plane &a, const G4Point3D &b);
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// Computes dot product of vectors at `a' and `b'.
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static inline G4double Magsq(const G4Plane &a);
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// Returns scalar Magnitude squared of vector at `a'.
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static inline G4double Magnitude(const G4Plane &a);
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// Returns scalar Magnitude of vector at `a'.
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public: // without description
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void Init(const G4Point3D& start0, const G4Vector3D& dir0);
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G4Point3D GetPoint(G4double i) const;
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G4double GetPPoint(const G4Point3D& p) const;
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const G4Vector3D& GetDir() const;
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const G4Point3D& GetStart() const;
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void SetDir(const G4Vector3D& dir0);
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void SetStart(const G4Point3D& start0);
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// Initialisation of a G4Ray (called by constructor).
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private:
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@@ -50,117 +143,8 @@ private:
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G4Plane plane1, plane2;
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public:
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const G4Plane& GetPlane(const int number_of_plane)const;//1 or 2
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void RayCheck();
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void CreatePlanes();
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static int CalcPlane3Pts( G4Plane &plane1, const G4Point3D& a,
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const G4Point3D& b, const G4Point3D& c );
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inline G4double P2(const G4double x) {return(x*x);};
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void MatVecOrtho( register G4Vector3D &out, register const G4Vector3D in );
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inline int NearZero(const G4double val, const G4double epsilon)
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{
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return ( ((val) > -epsilon) && ((val) < epsilon) );
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}
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static inline void Vcross(G4Plane &a,
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const G4Vector3D &b, const G4Vector3D &c)
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{
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a.a = b.y() * c.z() - b.z() * c.y() ;
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a.b = b.z() * c.x() - b.x() * c.z() ;
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a.c = b.x() * c.y() - b.y() * c.x() ;
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}
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static inline void Vcross(G4Vector3D &a,
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const G4Vector3D &b, const G4Vector3D &c)
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{
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a.setX(b.y() * c.z() - b.z() * c.y()) ;
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a.setY(b.z() * c.x() - b.x() * c.z()) ;
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a.setZ(b.x() * c.y() - b.y() * c.x()) ;
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}
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inline void Vmove(G4Point3D &a, const G4Point3D &b)
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{
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a.setX(b.x());
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a.setY(b.y());
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a.setZ(b.z());
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}
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inline void Vadd2(G4Point3D &a, const G4Point3D &b, const G4Vector3D &c )
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{
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a.setX(b.x() + c.x()) ;
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a.setY(b.y() + c.y()) ;
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a.setZ(b.z() + c.z()) ;
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}
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static inline void Vsub2(G4Vector3D &a,
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const G4Point3D &b, const G4Point3D &c)
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{
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a.setX(b.x() - c.x());
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a.setY(b.y() - c.y());
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a.setZ(b.z() - c.z());
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}
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// Set all elements of vector to same scalar value
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inline void Vsetall(G4Vector3D &a, G4double s)
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{
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a.setX(s); a.setY(s); a.setZ(s);
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}
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// Scale vector at `b' by scalar `c', Store result at `a'
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static inline void Vscale(G4Plane& a, const G4Plane& b, const G4double c)
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{
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a.a = b.a * c;
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a.b = b.b * c;
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a.c = b.c * c;
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}
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// Compute dot product of vectors at `a' and `b'
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static inline G4double Vdot(const G4Plane &a, const G4Point3D &b)
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{
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return (a.a * b.x() +
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a.b * b.y() +
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a.c * b.z());
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}
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// Return scalar Magnitude squared of vector at `a'
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static inline G4double Magsq(const G4Plane &a)
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{
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return ( a.a * a.a + a.b * a.b + a.c *a.c );
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}
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// Return scalar Magnitude of vector at `a'
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static inline G4double Magnitude(const G4Plane &a)
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{
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return (sqrt( Magsq( a )) );
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}
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};
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#include "G4Ray.icc"
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#endif
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