library: libMathCore
#include "Transform3D.h"

ROOT::Math::Transform3D


class description - header file
viewCVS header

class ROOT::Math::Transform3D

Inheritance Inherited Members Includes Libraries
Class Charts

Function Members (Methods)

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public:
~Transform3D()
voidGetComponents(double* begin) const
voidGetComponents(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
voidGetDecomposition(ROOT::Math::Rotation3D& r, ROOT::Math::Transform3D::Vector& v) const
ROOT::Math::Transform3DInverse() const
voidInvert()
booloperator!=(const ROOT::Math::Transform3D& rhs) const
ROOT::Math::Transform3D::Pointoperator()(const ROOT::Math::Transform3D::Point& p) const
ROOT::Math::Transform3D::Vectoroperator()(const ROOT::Math::Transform3D::Vector& v) const
ROOT::Math::Plane3Doperator()(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::Transform3Doperator*(const ROOT::Math::Transform3D& t) 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&)
booloperator==(const ROOT::Math::Transform3D& rhs) const
voidSetComponents(double* begin, double* end)
voidSetComponents(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::Transform3DTransform3D()
ROOT::Math::Transform3DTransform3D(const ROOT::Math::Rotation3D& r)
ROOT::Math::Transform3DTransform3D(const ROOT::Math::AxisAngle& r)
ROOT::Math::Transform3DTransform3D(const ROOT::Math::EulerAngles& r)
ROOT::Math::Transform3DTransform3D(const ROOT::Math::Quaternion& r)
ROOT::Math::Transform3DTransform3D(const ROOT::Math::RotationX& r)
ROOT::Math::Transform3DTransform3D(const ROOT::Math::RotationY& r)
ROOT::Math::Transform3DTransform3D(const ROOT::Math::RotationZ& r)
ROOT::Math::Transform3DTransform3D(const ROOT::Math::Transform3D::Vector& v)
ROOT::Math::Transform3DTransform3D(const ROOT::Math::Transform3D&)
ROOT::Math::Transform3DTransform3D(const ROOT::Math::Rotation3D& r, const ROOT::Math::Transform3D::Vector& v)
ROOT::Math::Transform3DTransform3D(const ROOT::Math::Transform3D::Vector& v, const ROOT::Math::Rotation3D& r)
ROOT::Math::Transform3DTransform3D(double* begin, double* end)
ROOT::Math::Transform3DTransform3D(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)
ROOT::Math::Transform3DTransform3D(double xx, double xy, double xz, double dx, double yx, double yy, double yz, double dy, double zx, double zy, double zz, double dz)
protected:
voidAssignFrom(const ROOT::Math::Rotation3D& r)
voidAssignFrom(const ROOT::Math::Transform3D::Vector& v)
voidAssignFrom(const ROOT::Math::Rotation3D& r, const ROOT::Math::Transform3D::Vector& v)
voidSetIdentity()

Data Members

public:
enum ETransform3DMatrixIndex { kXX
kXY
kXZ
kDX
kYX
kYY
kYZ
kDY
kZX
kZY
kZZ
kDZ
};
private:
doublefM[12]

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)
 is equivalent from having first the rotation and then the translation vector rotated
AssignFrom( r, r(v) )
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)
 is equivalent from having first the rotation and then the translation vector rotated
SetComponents(m)
void GetComponents(IT begin, IT end)
void GetComponents(IT begin)
void GetDecomposition(Rotation3D &r, Vector &v)
void Invert()
Transform3D Inverse()
return ! operator==(rhs)

Last update: Tue Nov 21 09:02:28 2006


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