library: libMathCore #include "EulerAngles.h" |
ROOT::Math::EulerAngles
class description - header file - source file - inheritance tree (.pdf)
private:
static double Pi()
public:
EulerAngles()
EulerAngles(ROOT::Math::EulerAngles::Scalar phi, ROOT::Math::EulerAngles::Scalar theta, ROOT::Math::EulerAngles::Scalar psi)
EulerAngles(const ROOT::Math::Rotation3D& r)
EulerAngles(const ROOT::Math::Quaternion& q)
EulerAngles(const ROOT::Math::AxisAngle& a)
EulerAngles(ROOT::Math::RotationZ const& r)
EulerAngles(ROOT::Math::RotationY const& r)
EulerAngles(ROOT::Math::RotationX const& r)
ROOT::Math::EulerAngles Inverse() const
ROOT::Math::EulerAngles operator*(const ROOT::Math::Rotation3D& r) const
ROOT::Math::EulerAngles operator*(const ROOT::Math::AxisAngle& a) const
ROOT::Math::EulerAngles operator*(const ROOT::Math::EulerAngles& e) const
ROOT::Math::EulerAngles operator*(const ROOT::Math::Quaternion& q) const
ROOT::Math::EulerAngles operator*(const ROOT::Math::RotationX& rx) const
ROOT::Math::EulerAngles operator*(const ROOT::Math::RotationY& ry) const
ROOT::Math::EulerAngles operator*(const ROOT::Math::RotationZ& rz) const
EulerAngles(double* begin, double* end)
EulerAngles(const ROOT::Math::EulerAngles&)
~EulerAngles()
void GetComponents(ROOT::Math::EulerAngles::Scalar& phi, ROOT::Math::EulerAngles::Scalar& theta, ROOT::Math::EulerAngles::Scalar& psi) const
void GetComponents(double* begin, double* end) const
void Invert()
bool operator!=(const ROOT::Math::EulerAngles& rhs)
ROOT::Math::LorentzVector<ROOT::Math::PxPyPzE4D<double> > operator()(const ROOT::Math::LorentzVector<ROOT::Math::PxPyPzE4D<double> >& 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::PositionVector3D<ROOT::Math::Cartesian3D<double>,ROOT::Math::DefaultCoordinateSystemTag> operator()(const ROOT::Math::PositionVector3D<ROOT::Math::Cartesian3D<double>,ROOT::Math::DefaultCoordinateSystemTag>& v) 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::EulerAngles& operator=(ROOT::Math::Rotation3D const& r)
ROOT::Math::EulerAngles& operator=(ROOT::Math::AxisAngle const& a)
ROOT::Math::EulerAngles& operator=(ROOT::Math::Quaternion const& q)
ROOT::Math::EulerAngles& operator=(ROOT::Math::RotationZ const& r)
ROOT::Math::EulerAngles& operator=(ROOT::Math::RotationY const& r)
ROOT::Math::EulerAngles& operator=(ROOT::Math::RotationX const& r)
ROOT::Math::EulerAngles& operator=(const ROOT::Math::EulerAngles&)
bool operator==(const ROOT::Math::EulerAngles& rhs)
ROOT::Math::EulerAngles::Scalar Phi() const
ROOT::Math::EulerAngles::Scalar Psi() const
void Rectify()
void SetComponents(ROOT::Math::EulerAngles::Scalar phi, ROOT::Math::EulerAngles::Scalar theta, ROOT::Math::EulerAngles::Scalar psi)
void SetComponents(double* begin, double* end)
void SetPhi(ROOT::Math::EulerAngles::Scalar phi)
void SetPsi(ROOT::Math::EulerAngles::Scalar psi)
void SetTheta(ROOT::Math::EulerAngles::Scalar theta)
ROOT::Math::EulerAngles::Scalar Theta() const
private:
double fPhi
double fTheta
double fPsi
DisplacementVector3D< Cartesian3D<double>,U > rxyz = operator()(xyz)
DisplacementVector3D< Cartesian3D<double> > rxyz = operator()(xyz)
void Invert()
theta stays the same and negative rotation in Theta is done via a rotation
of + PI in pohi and Psi
Last update: Tue Jul 11 11:46:34 2006
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