150 lines
2.8 KiB
Plaintext
150 lines
2.8 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: G4Ray.icc,v 1.4 2000/11/08 14:22:03 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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// G4Ray.icc
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//
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// Implementation of inline methods of G4Ray
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// --------------------------------------------------------------------
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inline
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G4Point3D G4Ray::GetPoint(G4double i) const
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{
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return G4Point3D( start+i*dir );
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}
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inline
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G4double G4Ray::GetPPoint(const G4Point3D& p) const
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{
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// |dir|==1
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return (p-start)*dir;
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}
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inline
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const G4Vector3D& G4Ray::GetDir() const
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{
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return dir;
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}
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inline
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const G4Point3D& G4Ray::GetStart() const
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{
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return start;
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}
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inline
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void G4Ray::SetDir(const G4Vector3D& dir0)
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{
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dir= dir0.unit();
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}
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inline
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void G4Ray::SetStart(const G4Point3D& start0)
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{
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start= start0;
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}
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inline
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void G4Ray::Init(const G4Point3D& start0, const G4Vector3D& dir0)
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{
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start= start0;
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dir= dir0;
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RayCheck();
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CreatePlanes();
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}
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inline
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G4double G4Ray::P2(G4double x) const
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{
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return(x*x);
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}
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inline
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G4int G4Ray::NearZero(G4double val, G4double epsilon) const
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{
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return ( ((val) > -epsilon) && ((val) < epsilon) );
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}
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inline
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void G4Ray::Vcross(G4Plane &a, 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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inline
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void G4Ray::Vcross(G4Vector3D &a, 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
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void G4Ray::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
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void G4Ray::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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inline
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void G4Ray::Vsub2(G4Vector3D &a, 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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inline
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void G4Ray::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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inline
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void G4Ray::Vscale(G4Plane& a, const G4Plane& b, 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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inline
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G4double G4Ray::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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inline
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G4double G4Ray::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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inline
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G4double G4Ray::Magnitude(const G4Plane &a)
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{
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return (sqrt( Magsq( a )) );
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}
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