167 lines
3.4 KiB
C++
167 lines
3.4 KiB
C++
// This code implementation is the intellectual property of
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// the GEANT4 collaboration.
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//
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// By copying, distributing or modifying the Program (or any work
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// based on the Program) you indicate your acceptance of this statement,
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// and all its terms.
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//
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// $Id: G4Ray.hh,v 1.1.10.1 1999/12/07 20:48:19 gunter Exp $
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// GEANT4 tag $Name: geant4-01-00 $
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//
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#ifndef __G4Ray_h
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#define __G4Ray_h 1
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#include "G4Point3D.hh"
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#include "G4PointRat.hh"
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#include "G4Vector3D.hh"
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#include "G4Plane.hh"
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class G4Ray
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{
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public:
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G4Ray();
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G4Ray(const G4Point3D& start0, const G4Vector3D& dir0);
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void Init(const G4Point3D& start0, const G4Vector3D& dir0);
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G4Point3D GetPoint(G4double i) const;
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G4double GetPPoint(const G4Point3D& p) const;
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const G4Vector3D& GetDir() const;
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const G4Point3D& GetStart() const;
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void SetDir(const G4Vector3D& dir0);
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void SetStart(const G4Point3D& start0);
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private:
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G4Point3D start;
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G4Vector3D dir;
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G4double r_min; // entry Dist to bounding sphere
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G4double r_max; // exit Dist from bounding sphere
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G4Plane plane1, plane2;
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public:
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const G4Plane& GetPlane(const int number_of_plane)const;//1 or 2
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void RayCheck();
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void CreatePlanes();
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static int CalcPlane3Pts( G4Plane &plane1, const G4Point3D& a,
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const G4Point3D& b, const G4Point3D& c );
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inline G4double P2(const G4double x) {return(x*x);};
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void MatVecOrtho( register G4Vector3D &out, register const G4Vector3D in );
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inline int NearZero(const G4double val, const G4double epsilon)
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{
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return ( ((val) > -epsilon) && ((val) < epsilon) );
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}
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static inline void Vcross(G4Plane &a,
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const G4Vector3D &b, const G4Vector3D &c)
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{
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a.a = b.y() * c.z() - b.z() * c.y() ;
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a.b = b.z() * c.x() - b.x() * c.z() ;
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a.c = b.x() * c.y() - b.y() * c.x() ;
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}
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static inline void Vcross(G4Vector3D &a,
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const G4Vector3D &b, const G4Vector3D &c)
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{
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a.setX(b.y() * c.z() - b.z() * c.y()) ;
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a.setY(b.z() * c.x() - b.x() * c.z()) ;
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a.setZ(b.x() * c.y() - b.y() * c.x()) ;
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}
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inline void Vmove(G4Point3D &a, const G4Point3D &b)
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{
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a.setX(b.x());
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a.setY(b.y());
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a.setZ(b.z());
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}
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inline void Vadd2(G4Point3D &a, const G4Point3D &b, const G4Vector3D &c )
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{
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a.setX(b.x() + c.x()) ;
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a.setY(b.y() + c.y()) ;
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a.setZ(b.z() + c.z()) ;
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}
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static inline void Vsub2(G4Vector3D &a,
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const G4Point3D &b, const G4Point3D &c)
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{
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a.setX(b.x() - c.x());
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a.setY(b.y() - c.y());
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a.setZ(b.z() - c.z());
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}
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// Set all elements of vector to same scalar value
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inline void Vsetall(G4Vector3D &a, G4double s)
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{
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a.setX(s); a.setY(s); a.setZ(s);
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}
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// Scale vector at `b' by scalar `c', Store result at `a'
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static inline void Vscale(G4Plane& a, const G4Plane& b, const G4double c)
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{
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a.a = b.a * c;
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a.b = b.b * c;
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a.c = b.c * c;
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}
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// Compute dot product of vectors at `a' and `b'
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static inline G4double Vdot(const G4Plane &a, const G4Point3D &b)
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{
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return (a.a * b.x() +
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a.b * b.y() +
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a.c * b.z());
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}
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// Return scalar Magnitude squared of vector at `a'
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static inline G4double Magsq(const G4Plane &a)
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{
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return ( a.a * a.a + a.b * a.b + a.c *a.c );
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}
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// Return scalar Magnitude of vector at `a'
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static inline G4double Magnitude(const G4Plane &a)
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{
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return (sqrt( Magsq( a )) );
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}
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};
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#include "G4Ray.icc"
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#endif
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