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geant4/source/geometry/solids/specific/include/G4VFacet.icc
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//
// ********************************************************************
// * 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 *
// * LICENSE and available at http://cern.ch/geant4/license . These *
// * 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 and of QinetiQ Ltd, *
// * subject DEFCON 705 IPR conditions. *
// * By using, copying, modifying or distributing the software (or *
// * any work based on the software) you agree to acknowledge its *
// * use in resulting scientific publications, and indicate your *
// * acceptance of all terms of the Geant4 Software license. *
// ********************************************************************
//
// $Id: G4VFacet.icc,v 1.5 2007/08/23 14:45:03 gcosmo Exp $
// GEANT4 tag $Name: geant4-09-01 $
//
// %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
//
// MODULE: G4VFacet.icc
//
// Version: 0.B
// Date: 15/06/2005
// Author: P R Truscott
// Organisation: QinetiQ Ltd, UK
// Customer: UK Ministry of Defence : RAO CRP TD Electronic Systems
// Contract: C/MAT/N03517
//
// %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
//
// CHANGE HISTORY
// --------------
//
// 31 October 2004, P R Truscott, QinetiQ Ltd, UK - Created.
//
// %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
///////////////////////////////////////////////////////////////////////////////
//
inline G4ThreeVector G4VFacet::GetSurfaceNormal () const
{return surfaceNormal;}
///////////////////////////////////////////////////////////////////////////////
//
inline G4GeometryType G4VFacet::GetEntityType () const
{return geometryType;}
///////////////////////////////////////////////////////////////////////////////
//
inline G4bool G4VFacet::IsInside (const G4ThreeVector &p) const
{
G4ThreeVector D = p - P0;
G4double displacement = D.dot(surfaceNormal);
G4bool inside = (displacement <= 0.0);
return inside;
}
///////////////////////////////////////////////////////////////////////////////
//
inline G4bool G4VFacet::IsDefined () const
{return isDefined;}
///////////////////////////////////////////////////////////////////////////////
//
inline size_t G4VFacet::GetVertexIndex (const size_t i) const
{
if (i < I.size()) { return I[i]; }
else { return 999999999; }
}
///////////////////////////////////////////////////////////////////////////////
//
inline size_t G4VFacet::GetNumberOfVertices () const
{
return nVertices;
}
///////////////////////////////////////////////////////////////////////////////
//
inline void G4VFacet::SetVertexIndex (const size_t i, const size_t j)
{I[i] = j;}
///////////////////////////////////////////////////////////////////////////////
//
inline G4ThreeVector G4VFacet::GetVertex (size_t i) const
{
if (i == 0) { return P0; }
else if (i < nVertices) { return P[i-1]; }
else { return G4ThreeVector(0.0,0.0,0.0); }
}
///////////////////////////////////////////////////////////////////////////////
//
inline G4ThreeVector G4VFacet::GetCircumcentre () const
{return circumcentre;}
///////////////////////////////////////////////////////////////////////////////
//
inline G4double G4VFacet::GetRadius () const
{return radius;}
///////////////////////////////////////////////////////////////////////////////
//
inline G4double G4VFacet::GetRadiusSquared () const
{return radiusSqr;}