The Physics Vector package -* ========================== -* The Physics Vector package consists of five classes: -* - TVector2 -* - TVector3 -* - TRotation -* - TLorentzVector -* - TLorentzRotation -* It is a combination of CLHEPs Vector package written by -* Leif Lonnblad, Andreas Nilsson and Evgueni Tcherniaev -* and a ROOT package written by Pasha Murat. -* for CLHEP see: http://wwwinfo.cern.ch/asd/lhc++/clhep/ -* Adaption to ROOT by Peter Malzacher *
  TLorentzVector v1;      // initialized
by (0., 0., 0., 0.)
  TLorentzVector v2(1., 1., 1., 1.);
  TLorentzVector v3(v1);
  TLorentzVector v4(TVector3(1., 2., 3.),4.);
For backward compatibility there are two constructors from an Double_t
and Float_t  C array.
 
  Double_t xx =v.X();
  ...
  Double_t tt = v.T();
  Double_t px = v.Px();
  ...
  Double_t ee = v.E();
The components of TLorentzVector can also accessed by index:
  xx = v(0);       or    
xx = v[0];
  yy = v(1);             
yy = v[1];
  zz = v(2);             
zz = v[2];
  tt = v(3);             
tt = v[3];
You can use the Vect() member function to get the vector component of TLorentzVector:
TVector3 p = v.Vect();
For setting components also two sets of member functions can be used:
SetX(),.., SetPx(),..:
 
  v.SetX(1.);        or   
v.SetPx(1.);
  ...                              
...
  v.SetT(1.);             
v.SetE(1.);
To set more the one component by one call you can use the SetVect() function for the TVector3 part or SetXYZT(), SetPxPyPzE(). For convenience there is also a SetXYZM():
  v.SetVect(TVector3(1,2,3));
  v.SetXYZT(x,y,z,t);
  v.SetPxPyPzE(px,py,pz,e);
  v.SetXYZM(x,y,z,m);   //   -> 
v=(x,y,z,e=Sqrt(x*x+y*y+z*z+m*m))
  Double_t m, theta, cost, phi, pp, pp2, ppv2, pp2v2;
  m = v.Rho();
  t = v.Theta();
  cost = v.CosTheta();
  phi = v.Phi();
  v.SetRho(10.);
  v.SetTheta(TMath::Pi()*.3);
  v.SetPhi(TMath::Pi());
or get infoormation about the r-coordinate in cylindrical systems:
  Double_t pp, pp2, ppv2, pp2v2;
  pp = v.Perp();         // get transvers component
  pp2 = v.Perp2();       // get transverse component squared
  ppv2 = v.Perp(v1);      // get
transvers component with
                         // respect to another vector
  pp2v2 = v.Perp(v1);
for convenience there are two more set functions SetPtEtaPhiE(pt,eta,phi,e); and SetPtEtaPhiM(pt,eta,phi,m);
  v3 = -v1;
  v1 = v2+v3;
  v1+= v3;
  v1 = v2 + v3;
  v1-= v3;
  if (v1 == v2) {...}
  if(v1 != v3) {...}
  Double_t s, s2;
  s  = v1.Dot(v2);     // scalar
product
  s  = v1*v2;         // scalar product
  s2 = v.Mag2();   or    s2 = v.M2();
  s  = v.Mag();         
s  = v.M();
Since in case of momentum and energy the magnitude has the meaning of invariant mass TLorentzVector provides the more meaningful aliases M2() and M();
The member functions Beta() and Gamma() returns beta and gamma = 1/Sqrt(1-beta*beta).
The member function Boost() performs a boost transformation from the rod frame to the original frame. BoostVector() returns a TVector3 of the spatial components divided by the time component:
  TVector3 b;
  v.Boost(bx,by,bz);
  v.Boost(b);
  b = v.BoostVector();   // b=(x/t,y/t,z/t)
  Double_t pcone = v.Plus();
  Double_t mcone = v.Minus();
CAVEAT: The values returned are T{+,-}Z. It is known that some authors find it easier to define these components as (T{+,-}Z)/sqrt(2). Thus check what definition is used in the physics you're working in and adapt your code accordingly.
  TLorentzRotation l;
  v.Transform(l);
  v = l*v;     or    
v *= l;  // Attention v = l*v
| virtual void | TObject::DoError(int level, const char* location, const char* fmt, va_list va) const | 
| void | TObject::MakeZombie() | 
| enum { | kX | |
| kY | ||
| kZ | ||
| kT | ||
| kNUM_COORDINATES | ||
| kSIZE | ||
| }; | ||
| enum TObject::EStatusBits { | kCanDelete | |
| kMustCleanup | ||
| kObjInCanvas | ||
| kIsReferenced | ||
| kHasUUID | ||
| kCannotPick | ||
| kNoContextMenu | ||
| kInvalidObject | ||
| }; | ||
| enum TObject::[unnamed] { | kIsOnHeap | |
| kNotDeleted | ||
| kZombie | ||
| kBitMask | ||
| kSingleKey | ||
| kOverwrite | ||
| kWriteDelete | ||
| }; | 
