112 lines
2.6 KiB
Plaintext
112 lines
2.6 KiB
Plaintext
// 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: G4Axis2Placement3D.icc,v 1.4 2000/11/08 14:21:58 gcosmo Exp $
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// GEANT4 tag $Name: geant4-03-00 $
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//
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// --------------------------------------------------------------------
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// GEANT 4 inline definitions file
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//
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// G4AxisPlacement3D.icc
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//
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// Implementation of inline methods of G4AxisPlacement3D
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// --------------------------------------------------------------------
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inline
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G4bool G4Axis2Placement3D::operator==(const G4Axis2Placement3D& other) const
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{
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return ((location == other.location) && (axis == other.axis) &&
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(refDirection == other.refDirection) &&
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(pX == other.pX) && (pY == other.pY) && (pZ == other.pZ) &&
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(toPlacementCoordinates == other.toPlacementCoordinates) &&
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(fromPlacementCoordinates == other.fromPlacementCoordinates))
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? true : false;
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}
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inline
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void G4Axis2Placement3D::Init( const G4Vector3D& refDirection0 ,
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const G4Vector3D& axis0 ,
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const G4Point3D& location0 )
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{
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refDirection = refDirection0;
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axis = axis0;
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location = location0;
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// get the axes of the placement coordinate system
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// (p[] of the STEP standard)
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pZ = axis.unit();
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pX = (refDirection-(refDirection*pZ)*pZ).unit();
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pY = pZ.cross(pX); // normalized
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// basis transformation
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fromPlacementCoordinates= HepTranslate3D(location)
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* G4Transform3D(HepXHat, HepYHat, HepZHat,
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pX, pY, pZ);
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toPlacementCoordinates= fromPlacementCoordinates.inverse();
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}
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inline
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G4Axis2Placement3D::G4Axis2Placement3D(const G4Vector3D& refDirection0,
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const G4Vector3D& axis0 ,
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const G4Point3D& location0 )
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{
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Init( refDirection0, axis0, location0);
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}
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inline
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G4Point3D G4Axis2Placement3D::GetLocation() const
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{
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return location;
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}
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inline
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G4Vector3D G4Axis2Placement3D::GetAxis() const
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{
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return axis;
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}
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inline
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G4Vector3D G4Axis2Placement3D::GetRefDirection() const
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{
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return refDirection;
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}
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/////////////////////////////////////////////////////////////////////////////
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inline
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const G4Transform3D& G4Axis2Placement3D::GetToPlacementCoordinates() const
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{
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return toPlacementCoordinates;
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}
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inline
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const G4Transform3D& G4Axis2Placement3D::GetFromPlacementCoordinates() const
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{
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return fromPlacementCoordinates;
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}
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inline
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G4Vector3D G4Axis2Placement3D::GetPX() const
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{
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return pX;
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}
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inline
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G4Vector3D G4Axis2Placement3D::GetPY() const
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{
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return pY;
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}
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inline
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G4Vector3D G4Axis2Placement3D::GetPZ() const
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{
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return pZ;
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}
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