library: libMathCore
#include "Transform3D.h"

ROOT::Math::Transform3D


class description - header file - source file - inheritance tree (.pdf)

class ROOT::Math::Transform3D

Inheritance Chart:
ROOT::Math::Transform3D

    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)

Data Members

    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

Class Description

Transform3D()
SetIdentity()
Transform3D(IT begin, IT end)
SetComponents(begin,end)
Transform3D( const Rotation3D & r, const Vector & v)
AssignFrom( r, v )
Transform3D( const Vector & v, const Rotation3D & r)
AssignFrom( r, r(v) )
 is equivalent from having first the rotation and then the translation vector rotated
explicit Transform3D( const Rotation3D & r)
AssignFrom(r)
explicit Transform3D( const AxisAngle & r)
 convenience methods for the other rotations (cannot use templates for conflict with LA)
explicit Transform3D( const EulerAngles & r)
explicit Transform3D( const Quaternion & r)
explicit Transform3D( const RotationX & r)
 TO DO: implement direct methods for axial rotations without going through Rotation3D
explicit Transform3D( const RotationY & r)
explicit Transform3D( const RotationZ & r)
explicit Transform3D( const DisplacementVector3D<CoordSystem,Tag> & v)
explicit Transform3D( const Vector & v)
Transform3D( const ARotation & r, const DisplacementVector3D<CoordSystem,Tag> & v)
Transform3D(const DisplacementVector3D<CoordSystem,Tag> & v , const ARotation & r)
SetComponents(m)
void GetComponents(IT begin, IT end)
void GetDecomposition(Rotation3D &r, Vector &v)
void Invert()
Transform3D Inverse()
return ! operator==(rhs)

Last update: Tue Jul 11 11:47:24 2006


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