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geant4/source/geometry/solids/BREPS/include/G4Ray.icc
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//
// ********************************************************************
// * DISCLAIMER *
// * *
// * The following disclaimer summarizes all the specific disclaimers *
// * of contributors to this software. The specific disclaimers,which *
// * govern, are listed with their locations in: *
// * http://cern.ch/geant4/license *
// * *
// * 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. *
// * *
// * This code implementation is the intellectual property of the *
// * GEANT4 collaboration. *
// * By copying, distributing or modifying the Program (or any work *
// * based on the Program) you indicate your acceptance of this *
// * statement, and all its terms. *
// ********************************************************************
//
//
// $Id: G4Ray.icc,v 1.6 2002/11/21 16:52:53 gcosmo Exp $
// GEANT4 tag $Name: geant4-05-00 $
//
// --------------------------------------------------------------------
// GEANT 4 inline definitions file
//
// G4Ray.icc
//
// Implementation of inline methods of G4Ray
// --------------------------------------------------------------------
inline
G4Point3D G4Ray::GetPoint(G4double i) const
{
return G4Point3D( start+i*dir );
}
inline
G4double G4Ray::GetPPoint(const G4Point3D& p) const
{
// |dir|==1
return (p-start)*dir;
}
inline
const G4Vector3D& G4Ray::GetDir() const
{
return dir;
}
inline
const G4Point3D& G4Ray::GetStart() const
{
return start;
}
inline
void G4Ray::SetDir(const G4Vector3D& dir0)
{
dir= dir0.unit();
}
inline
void G4Ray::SetStart(const G4Point3D& start0)
{
start= start0;
}
inline
void G4Ray::Init(const G4Point3D& start0, const G4Vector3D& dir0)
{
start= start0;
dir= dir0;
RayCheck();
CreatePlanes();
}
inline
G4double G4Ray::P2(G4double x) const
{
return(x*x);
}
inline
G4int G4Ray::NearZero(G4double val, G4double epsilon) const
{
return ( ((val) > -epsilon) && ((val) < epsilon) );
}
inline
void G4Ray::Vsetall(G4Vector3D &a, G4double s)
{
a.setX(s); a.setY(s); a.setZ(s);
}