// // ******************************************************************** // * License and Disclaimer * // * * // * The Geant4 software is copyright of the Copyright Holders of * // * the Geant4 Collaboration. It is provided under the terms and * // * conditions of the Geant4 Software License, included in the file * // * LICENSE and available at http://cern.ch/geant4/license . These * // * include a list of copyright holders. * // * * // * Neither the authors of this software system, nor their employing * // * institutes,nor the agencies providing financial support for this * // * work make any representation or warranty, express or implied, * // * regarding this software system or assume any liability for its * // * use. Please see the license in the file LICENSE and URL above * // * for the full disclaimer and the limitation of liability. * // * * // * This code implementation is the result of the scientific and * // * technical work of the GEANT4 collaboration. * // * By using, copying, modifying or distributing the software (or * // * any work based on the software) you agree to acknowledge its * // * use in resulting scientific publications, and indicate your * // * acceptance of all terms of the Geant4 Software license. * // ******************************************************************** // // // $Id: G4Ray.icc,v 1.7 2006/06/29 18:40:24 gunter Exp $ // GEANT4 tag $Name: HEAD $ // // -------------------------------------------------------------------- // GEANT 4 inline definitions file // // G4Ray.icc // // Implementation of inline methods of G4Ray // -------------------------------------------------------------------- inline G4Point3D G4Ray::GetPoint(G4double i) const { return G4Point3D( start+i*dir ); } inline G4double G4Ray::GetPPoint(const G4Point3D& p) const { // |dir|==1 return (p-start)*dir; } inline const G4Vector3D& G4Ray::GetDir() const { return dir; } inline const G4Point3D& G4Ray::GetStart() const { return start; } inline void G4Ray::SetDir(const G4Vector3D& dir0) { dir= dir0.unit(); } inline void G4Ray::SetStart(const G4Point3D& start0) { start= start0; } inline void G4Ray::Init(const G4Point3D& start0, const G4Vector3D& dir0) { start= start0; dir= dir0; RayCheck(); CreatePlanes(); } inline G4double G4Ray::P2(G4double x) const { return(x*x); } inline G4int G4Ray::NearZero(G4double val, G4double epsilon) const { return ( ((val) > -epsilon) && ((val) < epsilon) ); } inline void G4Ray::Vsetall(G4Vector3D &a, G4double s) { a.setX(s); a.setY(s); a.setZ(s); }