library: libMathCore #include "Transform3D.h" |
ROOT::Math::Transform3D
class description - header file - source file - inheritance tree (.pdf)
protected:
void AssignFrom(const ROOT::Math::Rotation3D& r, const ROOT::Math::Transform3D::Vector& v)
void AssignFrom(const ROOT::Math::Rotation3D& r)
void AssignFrom(const ROOT::Math::Transform3D::Vector& v)
void SetIdentity()
public:
Transform3D()
Transform3D(const ROOT::Math::Rotation3D& r, const ROOT::Math::Transform3D::Vector& v)
Transform3D(const ROOT::Math::Transform3D::Vector& v, const ROOT::Math::Rotation3D& r)
Transform3D(const ROOT::Math::Rotation3D& r)
Transform3D(const ROOT::Math::AxisAngle& r)
Transform3D(const ROOT::Math::EulerAngles& r)
Transform3D(const ROOT::Math::Quaternion& r)
Transform3D(const ROOT::Math::RotationX& r)
Transform3D(const ROOT::Math::RotationY& r)
Transform3D(const ROOT::Math::RotationZ& r)
Transform3D(const ROOT::Math::Transform3D::Vector& v)
Transform3D(const ROOT::Math::Transform3D::Point& fr0, const ROOT::Math::Transform3D::Point& fr1, const ROOT::Math::Transform3D::Point& fr2, const ROOT::Math::Transform3D::Point& to0, const ROOT::Math::Transform3D::Point& to1, const ROOT::Math::Transform3D::Point& to2)
Transform3D(double xx, double xy, double xz, double dx, double yx, double yy, double yz, double dy, double zx, double zy, double zz, double dz)
ROOT::Math::Transform3D operator*(const ROOT::Math::Transform3D& t) const
ROOT::Math::Transform3D Inverse() const
Transform3D(double* begin, double* end)
Transform3D(const ROOT::Math::Transform3D&)
~Transform3D()
void GetComponents(double& xx, double& xy, double& xz, double& dx, double& yx, double& yy, double& yz, double& dy, double& zx, double& zy, double& zz, double& dz) const
void GetComponents(double* begin, double* end) const
void GetDecomposition(ROOT::Math::Rotation3D& r, ROOT::Math::Transform3D::Vector& v) const
void Invert()
bool operator!=(const ROOT::Math::Transform3D& rhs)
ROOT::Math::Transform3D::Point operator()(const ROOT::Math::Transform3D::Point& p) const
ROOT::Math::Transform3D::Vector operator()(const ROOT::Math::Transform3D::Vector& v) const
ROOT::Math::Plane3D operator()(const ROOT::Math::Plane3D& plane) const
ROOT::Math::LorentzVector<ROOT::Math::PxPyPzE4D<double> > operator()(const ROOT::Math::LorentzVector<ROOT::Math::PxPyPzE4D<double> >& q) const
ROOT::Math::PositionVector3D<ROOT::Math::Cartesian3D<double>,ROOT::Math::DefaultCoordinateSystemTag> operator*(const ROOT::Math::PositionVector3D<ROOT::Math::Cartesian3D<double>,ROOT::Math::DefaultCoordinateSystemTag>& v) const
ROOT::Math::DisplacementVector3D<ROOT::Math::Cartesian3D<double>,ROOT::Math::DefaultCoordinateSystemTag> operator*(const ROOT::Math::DisplacementVector3D<ROOT::Math::Cartesian3D<double>,ROOT::Math::DefaultCoordinateSystemTag>& v) const
ROOT::Math::LorentzVector<ROOT::Math::PxPyPzE4D<double> > operator*(const ROOT::Math::LorentzVector<ROOT::Math::PxPyPzE4D<double> >& v) const
ROOT::Math::Transform3D& operator*=(const ROOT::Math::Transform3D& t)
ROOT::Math::Transform3D& operator=(const ROOT::Math::Transform3D&)
bool operator==(const ROOT::Math::Transform3D& rhs)
void SetComponents(double xx, double xy, double xz, double dx, double yx, double yy, double yz, double dy, double zx, double zy, double zz, double dz)
void SetComponents(double* begin, double* end)
private:
double fM[12]
public:
static const ROOT::Math::Transform3D::ETransform3DMatrixIndex kXX
static const ROOT::Math::Transform3D::ETransform3DMatrixIndex kXY
static const ROOT::Math::Transform3D::ETransform3DMatrixIndex kXZ
static const ROOT::Math::Transform3D::ETransform3DMatrixIndex kDX
static const ROOT::Math::Transform3D::ETransform3DMatrixIndex kYX
static const ROOT::Math::Transform3D::ETransform3DMatrixIndex kYY
static const ROOT::Math::Transform3D::ETransform3DMatrixIndex kYZ
static const ROOT::Math::Transform3D::ETransform3DMatrixIndex kDY
static const ROOT::Math::Transform3D::ETransform3DMatrixIndex kZX
static const ROOT::Math::Transform3D::ETransform3DMatrixIndex kZY
static const ROOT::Math::Transform3D::ETransform3DMatrixIndex kZZ
static const ROOT::Math::Transform3D::ETransform3DMatrixIndex kDZ
AssignFrom( r, r(v) )
is equivalent from having first the rotation and then the translation vector rotated
explicit Transform3D( const AxisAngle & r)
convenience methods for the other rotations (cannot use templates for conflict with LA)
explicit Transform3D( const RotationX & r)
TO DO: implement direct methods for axial rotations without going through Rotation3D
explicit Transform3D( const DisplacementVector3D<CoordSystem,Tag> & v)
Transform3D( const ARotation & r, const DisplacementVector3D<CoordSystem,Tag> & v)
Transform3D(const DisplacementVector3D<CoordSystem,Tag> & v , const ARotation & r)
Last update: Tue Jul 11 11:47:24 2006
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