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/usr/include/opencascade/gp_Lin2d.lxx is in libopencascade-foundation-dev 6.5.0.dfsg-2build1.

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inline gp_Lin2d::gp_Lin2d ()
{ }

inline gp_Lin2d::gp_Lin2d (const gp_Ax2d& A) : pos(A)
{ }

inline gp_Lin2d::gp_Lin2d (const gp_Pnt2d& P,
			   const gp_Dir2d& V) : pos(P, V)
{ }

inline void gp_Lin2d::Reverse()
{ pos.Reverse(); }

inline gp_Lin2d gp_Lin2d::Reversed() const
{ 
  gp_Lin2d L = *this;
  L.pos.Reverse ();
  return L;
}

inline void gp_Lin2d::SetDirection (const gp_Dir2d& V)
{ pos.SetDirection (V); }

inline void gp_Lin2d::SetLocation (const gp_Pnt2d& P)
{ pos.SetLocation (P); }

inline void gp_Lin2d::SetPosition (const gp_Ax2d& A)
{ pos = A; }

inline void gp_Lin2d::Coefficients (Standard_Real& A,
				    Standard_Real& B,
				    Standard_Real& C) const
{
  A =   pos.Direction().Y();
  B = - pos.Direction().X();
  C = -(A * pos.Location().X() + B * pos.Location().Y());
}

inline const gp_Dir2d& gp_Lin2d::Direction() const
{ return pos.Direction(); }

inline const gp_Pnt2d& gp_Lin2d::Location() const
{ return pos.Location(); }

inline    const gp_Ax2d& gp_Lin2d::Position() const
{ return pos; }

inline Standard_Real gp_Lin2d::Angle (const gp_Lin2d& Other) const
{ return pos.Direction().Angle (Other.pos.Direction()); }

inline Standard_Boolean gp_Lin2d::Contains
(const gp_Pnt2d& P,
 const Standard_Real LinearTolerance) const
{ return Distance(P) <= LinearTolerance; }

inline Standard_Real gp_Lin2d::Distance (const gp_Pnt2d& P) const
{
  gp_XY Coord = P.XY();
  Coord.Subtract ((pos.Location()).XY());
  Standard_Real val = Coord.Crossed (pos.Direction().XY());
  if (val < 0) val = - val;
  return val;
}

inline Standard_Real gp_Lin2d::Distance (const gp_Lin2d& Other) const
{
  Standard_Real D = 0.0;
  if (pos.IsParallel (Other.pos, gp::Resolution())) 
    D = Other.Distance(pos.Location());
  return D;
}

inline Standard_Real gp_Lin2d::SquareDistance (const gp_Pnt2d& P) const
{
  gp_XY Coord = P.XY();
  Coord.Subtract ((pos.Location()).XY());
  Standard_Real D = Coord.Crossed (pos.Direction().XY());
  return D * D;
}

inline Standard_Real gp_Lin2d::SquareDistance (const gp_Lin2d& Other) const
{
  Standard_Real D = 0.0;
  if (pos.IsParallel (Other.pos, gp::Resolution())) { 
    D = Other.Distance(pos.Location());
    D *= D;return D * D;
  }
  return D;
}

inline gp_Lin2d gp_Lin2d::Normal (const gp_Pnt2d& P) const
{            
  return gp_Lin2d
    (gp_Ax2d
     (P,gp_Dir2d
      (-(pos.Direction().Y()), pos.Direction().X())));
}

inline void gp_Lin2d::Rotate (const gp_Pnt2d& P, const Standard_Real Ang)
{ pos.Rotate (P, Ang); }

inline gp_Lin2d gp_Lin2d::Rotated (const gp_Pnt2d& P,
				   const Standard_Real Ang) const
{
  gp_Lin2d L = *this;
  L.pos.Rotate (P, Ang);
  return L;
}

inline void gp_Lin2d::Scale (const gp_Pnt2d& P, const Standard_Real S)
{ pos.Scale(P, S);  }

inline gp_Lin2d gp_Lin2d::Scaled (const gp_Pnt2d& P,
				  const Standard_Real S) const
{
  gp_Lin2d L = *this;
  L.pos.Scale(P, S);
  return L;
}

inline void gp_Lin2d::Transform (const gp_Trsf2d& T)
{ pos.Transform(T); }

inline gp_Lin2d gp_Lin2d::Transformed (const gp_Trsf2d& T) const
{
  gp_Lin2d L = *this;
  L.pos.Transform(T);
  return L;
}

inline void gp_Lin2d::Translate (const gp_Vec2d& V)
{ pos.Translate(V); }

inline gp_Lin2d gp_Lin2d::Translated (const gp_Vec2d& V) const
{
  gp_Lin2d L = *this;
  L.pos.Translate(V); 
  return L;
}

inline void gp_Lin2d::Translate (const gp_Pnt2d& P1,
				 const gp_Pnt2d& P2)
{ pos.Translate(P1, P2); }                 

inline gp_Lin2d gp_Lin2d::Translated (const gp_Pnt2d& P1,
				      const gp_Pnt2d& P2) const
{
  gp_Lin2d L = *this;
  L.pos.Translate (gp_Vec2d(P1, P2));
  return L;
}