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