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geant4/source/geometry/solids/BREPS/src/G4ThreeMat.cc
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2016-06-01 15:25:35 +02:00

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C++

// This code implementation is the intellectual property of
// the RD44 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: G4ThreeMat.cc,v 2.2 1998/10/20 16:34:01 broglia Exp $
// GEANT4 tag $Name: geant4-00 $
//
/* G4ThreeMat.cc,v 1.5 1993/08/02 22:21:27 atwood Exp */
// File: G4ThreeMat.cc
// Author: Alan Breakstone
// Contents -------------------------------------------------------------
//
// G4ThreeMat::G4ThreeMat()
// G4ThreeMat::G4ThreeMat( G4double a[3][3] )
// operator<<( ostream&, const G4ThreeMat& m );
// G4ThreeMat::PrintOn( ostream& os ) const
// operator==( const G4ThreeMat& m )
// G4ThreeMat::operator=( const G4ThreeMat& m )
// G4ThreeMat::operator-()
// G4ThreeMat::operator+=( const G4ThreeMat& m2 )
// G4ThreeMat::operator-=( const G4ThreeMat& m2 )
// operator+( const G4ThreeMat& m1, const G4ThreeMat& m2 )
// operator-( const G4ThreeMat& m1, const G4ThreeMat& m2 )
// operator*( G4double x, const G4ThreeMat& m )
// operator*( const G4ThreeMat& m, const G4ThreeVec& v )
// operator*( const G4ThreeMat& m1, const G4ThreeMat& m2 )
// G4ThreeMat::Determinant()
//
// End ------------------------------------------------------------------
#include "G4ThreeMat.hh"
G4ThreeMat::G4ThreeMat()
{
// default (null) constructor
for ( int i = 0; i < 3 ; i++ )
{
row[i] = G4Vector3D( 0., 0., 0. );
column[i] = G4Vector3D( 0., 0., 0. );
for ( int j = 0; j < 3 ; j++ )
element[i][j] = 0.;
}
}
G4ThreeMat::G4ThreeMat( G4double a[3][3] )
{
// constructor to make matrix from array
for ( int i = 0; i < 3 ; i++ )
{
row[i] = G4Vector3D( a[i][0], a[i][1], a[i][2] );
column[i] = G4Vector3D( a[0][i], a[1][i], a[2][i] );
for ( int j = 0; j < 3 ; j++ )
element[i][j] = a[i][j];
}
}
G4ThreeMat::G4ThreeMat( const G4ThreeMat& m )
{
// copy constructor
for ( int i = 0; i < 3 ; i++ )
{
row[i] = m.row[i];
column[i] = m.column[i];
for ( int j = 0; j < 3 ; j++ )
element[i][j] = m.element[i][j];
}
}
ostream& operator<<( ostream& os, const G4ThreeMat& m )
{
// overwrite output operator << to Print out G4ThreeMat objects
// using the PrintOn function defined below
m.PrintOn( os );
return os;
}
void G4ThreeMat::PrintOn( ostream& os ) const
{
// printing function using C++ ostream class
os << "[ " << element[0][0] << "\t"
<< element[0][1] << "\t"
<< element[0][2] << "\n "
<< element[1][0] << "\t"
<< element[1][1] << "\t"
<< element[1][2] << "\n "
<< element[2][0] << "\t"
<< element[2][1] << "\t"
<< element[2][2] << " ]\n";
/*
for ( int i = 0; i < 3; i++ ) {
os << "row [" << i << "] " << row[i] << "\n"
<< "column[" << i << "] " << column[i] << "\n";
}
*/
}
int G4ThreeMat::operator==( const G4ThreeMat& m )
{
for ( int i = 0; i < 3 ; i++ )
{
for ( int j = 0; j < 3 ; j++ )
{
if ( element[i][j] != m.element[i][j] )
return 0;
}
}
return 1;
}
void G4ThreeMat::operator=( const G4ThreeMat& m )
{
// assignment operator
for ( int i = 0; i < 3 ; i++ )
{
row[i] = m.row[i];
column[i] = m.column[i];
for ( int j = 0; j < 3 ; j++ )
element[i][j] = m.element[i][j];
}
}
G4ThreeMat G4ThreeMat::operator-()
{
// unary - operator, change Sign of all elements
G4double a[3][3];
for ( int i = 0; i < 3 ; i++ )
{
for ( int j = 0; j < 3 ; j++ )
a[i][j] = -element[i][j];
}
return G4ThreeMat( a );
}
G4ThreeMat G4ThreeMat::operator+=( const G4ThreeMat& m2 )
{
// overload += operator
for ( int i = 0; i < 3 ; i++ )
{
this->row[i] += m2.row[i];
this->column[i] += m2.column[i];
for ( int j = 0; j < 3 ; j++ )
this->element[i][j] += m2.element[i][j];
}
return *this;
}
G4ThreeMat G4ThreeMat::operator-=( const G4ThreeMat& m2 )
{
// overload -= operator
for ( int i = 0; i < 3 ; i++ )
{
this->row[i] -= m2.row[i];
this->column[i] -= m2.column[i];
for ( int j = 0; j < 3 ; j++ )
this->element[i][j] -= m2.element[i][j];
}
return *this;
}
G4ThreeMat operator+( const G4ThreeMat& m1, const G4ThreeMat& m2 )
{
// overload binary + operator
G4double a[3][3];
for ( int i = 0; i < 3 ; i++ )
{
for ( int j = 0; j < 3 ; j++ )
a[i][j] = m1.element[i][j] + m2.element[i][j];
}
return G4ThreeMat( a );
}
G4ThreeMat operator-( const G4ThreeMat& m1, const G4ThreeMat& m2 )
{
// overload binary - operator
G4double a[3][3];
for ( int i = 0; i < 3 ; i++ )
{
for ( int j = 0; j < 3 ; j++ )
a[i][j] = m1.element[i][j] - m2.element[i][j];
}
return G4ThreeMat( a );
}
G4ThreeMat operator*( G4double x, const G4ThreeMat& m )
{
// overload binary * operator for constant Times matrix
G4double a[3][3];
for ( int i = 0; i < 3 ; i++ ){
for ( int j = 0; j < 3 ; j++ ) {
a[i][j] = x * m.element[i][j];
}
}
return G4ThreeMat( a );
}
G4Vector3D operator*( const G4ThreeMat& m, const G4Vector3D& v )
{
// overload binary * operator for matrix Times vector
G4double a[3];
for ( int i = 0; i < 3 ; i++ ){
a[i] = m.row[i] * v;
}
return G4Vector3D( a[0], a[1], a[2] );
}
G4ThreeMat operator*( const G4ThreeMat& m1, const G4ThreeMat& m2 )
{
// overload binary * operator for matrix Times matrix
G4double a[3][3];
for ( int i = 0; i < 3 ; i++ ){
for ( int j = 0; j < 3 ; j++ ) {
a[i][j] = m1.row[i] * m2.column[j];
}
}
return G4ThreeMat( a );
}
G4double G4ThreeMat::Determinant()
{
// Determinant of a three by three matrix
return element[0][0] * ( element[1][1] * element[2][2]
- element[2][1] * element[1][2] )
- element[0][1] * ( element[1][0] * element[2][2]
- element[2][0] * element[1][2] )
+ element[0][2] * ( element[1][0] * element[2][1]
- element[2][0] * element[1][1] );
}