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2016-06-10 12:08:39 +02:00

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C++

//
// ********************************************************************
// * License and Disclaimer *
// * *
// * The Geant4 software is copyright of the Copyright Holders of *
// * the Geant4 Collaboration. It is provided under the terms and *
// * conditions of the Geant4 Software License, included in the file *
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// * include a list of copyright holders. *
// * *
// * Neither the authors of this software system, nor their employing *
// * institutes,nor the agencies providing financial support for this *
// * work make any representation or warranty, express or implied, *
// * regarding this software system or assume any liability for its *
// * use. Please see the license in the file LICENSE and URL above *
// * for the full disclaimer and the limitation of liability. *
// * *
// * This code implementation is the result of the scientific and *
// * technical work of the GEANT4 collaboration. *
// * By using, copying, modifying or distributing the software (or *
// * any work based on the software) you agree to acknowledge its *
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// * acceptance of all terms of the Geant4 Software license. *
// ********************************************************************
//
// INCL++ intra-nuclear cascade model
// Alain Boudard, CEA-Saclay, France
// Joseph Cugnon, University of Liege, Belgium
// Jean-Christophe David, CEA-Saclay, France
// Pekka Kaitaniemi, CEA-Saclay, France, and Helsinki Institute of Physics, Finland
// Sylvie Leray, CEA-Saclay, France
// Davide Mancusi, CEA-Saclay, France
//
#define INCLXX_IN_GEANT4_MODE 1
#include "globals.hh"
/*
* ThreeVector.hh
*
* \date 4 June 2009
* \author Pekka Kaitaniemi
*/
#ifndef G4INCLThreeVector_hh
#define G4INCLThreeVector_hh 1
#include <string>
#include <sstream>
#include <cmath>
namespace G4INCL {
class ThreeVector {
public:
ThreeVector()
:x(0.0), y(0.0), z(0.0)
{}
ThreeVector(G4double ax, G4double ay, G4double az)
:x(ax), y(ay), z(az)
{}
inline G4double getX() const { return x; }
inline G4double getY() const { return y; }
inline G4double getZ() const { return z; }
inline G4double perp() const { return std::sqrt(x*x + y*y); }
inline G4double perp2() const { return x*x + y*y; }
/**
* Get the length of the vector.
*/
inline G4double mag() const { return std::sqrt(x*x + y*y + z*z); }
/**
* Get the square of the length.
*/
inline G4double mag2() const { return (x*x + y*y + z*z); }
/**
* Theta angle
*/
inline G4double theta() const {
return x == 0.0 && y == 0.0 && z == 0.0 ? 0.0 : std::atan2(perp(),z);
}
/**
* Phi angle
*/
inline G4double phi() const {
return x == 0.0 && y == 0.0 ? 0.0 : std::atan2(y,x);
}
/**
* Dot product.
*/
inline G4double dot(const ThreeVector &v) const {
return (x*v.x + y*v.y + z*v.z);
}
/**
* Vector product.
*/
ThreeVector vector(const ThreeVector &v) const {
return ThreeVector(
y*v.z - z*v.y,
z*v.x - x*v.z,
x*v.y - y*v.x
);
}
/// \brief Set the x coordinate
inline void setX(G4double ax) { x = ax; }
/// \brief Set the y coordinate
inline void setY(G4double ay) { y = ay; }
/// \brief Set the z coordinate
inline void setZ(G4double az) { z = az; }
/// \brief Set all the coordinates
inline void set(const G4double ax, const G4double ay, const G4double az) { x=ax; y=ay; z=az; }
inline void operator+= (const ThreeVector &v) {
x += v.x;
y += v.y;
z += v.z;
}
/// \brief Unary minus operator
inline ThreeVector operator- () const {
return ThreeVector(-x,-y,-z);
}
inline void operator-= (const ThreeVector &v) {
x -= v.x;
y -= v.y;
z -= v.z;
}
template<typename T>
inline void operator*= (const T &c) {
x *= c;
y *= c;
z *= c;
}
template<typename T>
inline void operator/= (const T &c) {
const G4double oneOverC = 1./c;
this->operator*=(oneOverC);
}
inline ThreeVector operator- (const ThreeVector &v) const {
return ThreeVector(x-v.x, y-v.y, z-v.z);
}
inline ThreeVector operator+ (const ThreeVector &v) const {
return ThreeVector(x+v.x, y+v.y, z+v.z);
}
/**
* Divides all components of the vector with a constant number.
*/
inline ThreeVector operator/ (const G4double C) const {
const G4double oneOverC = 1./C;
return ThreeVector(x*oneOverC, y*oneOverC, z*oneOverC);
}
inline ThreeVector operator* (const G4double C) const {
return ThreeVector(x*C, y*C, z*C);
}
/** \brief Rotate the vector by a given angle around a given axis
*
* \param angle the rotation angle
* \param axis the rotation axis, which must be a unit vector
*/
inline void rotate(const G4double angle, const ThreeVector &axis) {
// Use Rodrigues' formula
const G4double cos = std::cos(angle);
const G4double sin = std::sin(angle);
(*this) = (*this) * cos + axis.vector(*this) * sin + axis * (axis.dot(*this)*(1.-cos));
}
/** \brief Return a vector orthogonal to this
*
* Simple algorithm from Hughes and Moeller, J. Graphics Tools 4 (1999)
* 33.
*/
ThreeVector anyOrthogonal() const {
if(x<=y && x<=z)
return ThreeVector(0., -z, y);
else if(y<=x && y<=z)
return ThreeVector(-z, 0., x);
else
return ThreeVector(-y, x, 0.);
}
std::string print() const {
std::stringstream ss;
ss <<"(x = " << x << " y = " << y << " z = " << z <<")";
return ss.str();
}
std::string dump() const {
std::stringstream ss;
ss <<"(vector3 " << x << " " << y << " " << z << ")";
return ss.str();
}
private:
G4double x, y, z; //> Vector components
};
}
#endif