inline G4int G4BSplineCurve::GetDegree() const { return degree; } inline const G4BSplineCurve::G4Point3DVector* G4BSplineCurve::GetControlPointsList() const { return controlPointsList; } inline const G4BSplineCurve::G4doubleVector* G4BSplineCurve::GetKnots() const { return knots; } inline const G4BSplineCurve::G4doubleVector* G4BSplineCurve::GetWeightsData() const { return weightsData; } // add by L. Broglia to pass linkage inline G4double G4BSplineCurve::GetPMax() { return 0.0; } inline G4Point3D G4BSplineCurve::GetPoint(G4double param) { return G4Point3D(0, 0, 0); } inline G4double G4BSplineCurve::GetPPoint(const G4Point3D& p) { return 0.0; } ////////////////////////////////////////////////////////////////////// #include "G4CurveRayIntersection.hh" /* inline void G4BSplineCurve::IntersectRay2D(const G4Ray& ray, G4CurveRayIntersection& is) { } */ inline G4int G4BSplineCurve::IntersectRay2D(const G4Ray& ray) { // L. Broglia G4cout<<"\nWarning ! G4BSplineCurve::IntersectRay2D is empty."; return 0; }