source: trunk/source/geometry/solids/BREPS/include/G4Axis2Placement3D.icc@ 1036

Last change on this file since 1036 was 850, checked in by garnier, 17 years ago

geant4.8.2 beta

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1//
2// ********************************************************************
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4// * *
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14// * regarding this software system or assume any liability for its *
15// * use. Please see the license in the file LICENSE and URL above *
16// * for the full disclaimer and the limitation of liability. *
17// * *
18// * This code implementation is the result of the scientific and *
19// * technical work of the GEANT4 collaboration. *
20// * By using, copying, modifying or distributing the software (or *
21// * any work based on the software) you agree to acknowledge its *
22// * use in resulting scientific publications, and indicate your *
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24// ********************************************************************
25//
26//
27// $Id: G4Axis2Placement3D.icc,v 1.9 2006/06/29 18:37:41 gunter Exp $
28// GEANT4 tag $Name: HEAD $
29//
30// --------------------------------------------------------------------
31// GEANT 4 inline definitions file
32//
33// G4AxisPlacement3D.icc
34//
35// Implementation of inline methods of G4AxisPlacement3D
36// --------------------------------------------------------------------
37
38inline
39G4bool G4Axis2Placement3D::operator==(const G4Axis2Placement3D& other) const
40{
41 return ((location == other.location) && (axis == other.axis) &&
42 (refDirection == other.refDirection) &&
43 (pX == other.pX) && (pY == other.pY) && (pZ == other.pZ) &&
44 (toPlacementCoordinates == other.toPlacementCoordinates) &&
45 (fromPlacementCoordinates == other.fromPlacementCoordinates))
46 ? true : false;
47}
48
49inline
50void G4Axis2Placement3D::Init( const G4Vector3D& refDirection0 ,
51 const G4Vector3D& axis0 ,
52 const G4Point3D& location0 )
53{
54 refDirection = refDirection0;
55 axis = axis0;
56 location = location0;
57
58 // get the axes of the placement coordinate system
59 // (p[] of the STEP standard)
60 pZ = axis.unit();
61 pX = (refDirection-(refDirection*pZ)*pZ).unit();
62 pY = pZ.cross(pX); // normalized
63
64 // basis transformation
65 fromPlacementCoordinates =
66 G4Translate3D(location0) *
67 G4Transform3D(CLHEP::HepXHat, CLHEP::HepYHat, CLHEP::HepZHat,
68 pX, pY, pZ);
69
70 toPlacementCoordinates= fromPlacementCoordinates.inverse();
71}
72
73
74inline
75G4Axis2Placement3D::G4Axis2Placement3D(const G4Vector3D& refDirection0,
76 const G4Vector3D& axis0 ,
77 const G4Point3D& location0 )
78{
79 Init( refDirection0, axis0, location0);
80}
81
82
83inline
84G4Point3D G4Axis2Placement3D::GetLocation() const
85{
86 return location;
87}
88
89inline
90G4Vector3D G4Axis2Placement3D::GetAxis() const
91{
92 return axis;
93}
94
95inline
96G4Vector3D G4Axis2Placement3D::GetRefDirection() const
97{
98 return refDirection;
99}
100
101/////////////////////////////////////////////////////////////////////////////
102
103inline
104const G4Transform3D& G4Axis2Placement3D::GetToPlacementCoordinates() const
105{
106 return toPlacementCoordinates;
107}
108
109inline
110const G4Transform3D& G4Axis2Placement3D::GetFromPlacementCoordinates() const
111{
112 return fromPlacementCoordinates;
113}
114
115inline
116G4Vector3D G4Axis2Placement3D::GetPX() const
117{
118 return pX;
119}
120
121inline
122G4Vector3D G4Axis2Placement3D::GetPY() const
123{
124 return pY;
125}
126
127inline
128G4Vector3D G4Axis2Placement3D::GetPZ() const
129{
130 return pZ;
131}
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