#ifndef ROOT_Math_GenVector_RotationX 
#define ROOT_Math_GenVector_RotationX  1
#include "Math/GenVector/Cartesian3D.h"
#include "Math/GenVector/DisplacementVector3D.h"
#include "Math/GenVector/PositionVector3D.h"
#include "Math/GenVector/LorentzVector.h"
#include "Math/GenVector/3DDistances.h"
#include "Math/GenVector/RotationXfwd.h"
#include <cmath>
namespace ROOT {
namespace Math {
  
class RotationX {
public:
  typedef double Scalar;
  
  
  RotationX() : fAngle(0), fSin(0), fCos(1) { }
  
  explicit RotationX( Scalar angle ) :   fAngle(angle),
                                         fSin(std::sin(angle)),
                                         fCos(std::cos(angle)) 
   { 
      Rectify(); 
   }
  
  
  void Rectify()  {
    if ( std::fabs(fAngle) >= M_PI ) {
      double x = fAngle / (2.0 * M_PI);
      fAngle =  (2.0 * M_PI) * ( x + std::floor(.5-x) );
      fSin = std::sin(fAngle);
      fCos = std::cos(fAngle);
    }
  }
  
  
  void SetAngle (Scalar angle) {
    fSin=std::sin(angle);
    fCos=std::cos(angle);
    fAngle= angle; 
    Rectify(); 
  }
  void SetComponents (Scalar angle) { SetAngle(angle); }
  
  void GetAngle ( Scalar & angle ) const { angle = atan2 (fSin,fCos); }
  void GetComponents ( Scalar & angle ) const { GetAngle(angle); }
  
  Scalar Angle () const { return atan2 (fSin,fCos); }
  
  Scalar SinAngle () const { return fSin; }
  Scalar CosAngle () const { return fCos; }
  
  
  
  
  template <class CoordSystem, class U>
  DisplacementVector3D<CoordSystem,U>
  operator() (const DisplacementVector3D<CoordSystem,U> & v) const {
    DisplacementVector3D< Cartesian3D<double>,U > xyz;
    xyz.SetXYZ( v.X(), fCos*v.Y()-fSin*v.Z(), fCos*v.Z()+fSin*v.Y() );
    return DisplacementVector3D<CoordSystem,U>(xyz);
  }
  
  template <class CoordSystem, class U>
  PositionVector3D<CoordSystem, U>
  operator() (const PositionVector3D<CoordSystem,U> & v) const {
    DisplacementVector3D< Cartesian3D<double>,U > xyz(v);
    DisplacementVector3D< Cartesian3D<double>,U > rxyz = operator()(xyz);
    return PositionVector3D<CoordSystem,U> ( rxyz );
  }
  
  template <class CoordSystem>
  LorentzVector<CoordSystem>
  operator() (const LorentzVector<CoordSystem> & v) const {
    DisplacementVector3D< Cartesian3D<double> > xyz(v.Vect());
    xyz = operator()(xyz);
    LorentzVector< PxPyPzE4D<double> > xyzt (xyz.X(), xyz.Y(), xyz.Z(), v.E());
    return LorentzVector<CoordSystem> ( xyzt );
  }
  
  template <class ForeignVector>
  ForeignVector
  operator() (const  ForeignVector & v) const {
    DisplacementVector3D< Cartesian3D<double> > xyz(v);
    DisplacementVector3D< Cartesian3D<double> > rxyz = operator()(xyz);
    return ForeignVector ( rxyz.X(), rxyz.Y(), rxyz.Z() );
  }
  
  template <class AVector>
  inline
  AVector operator* (const AVector & v) const
  {
    return operator()(v);
  }
  
  void Invert() { fAngle = -fAngle; fSin = -fSin; }
  
  RotationX Inverse() const { RotationX t(*this); t.Invert(); return t; }
  
  
  RotationX operator * (const RotationX & r) const {
    RotationX ans;
    double x   = (fAngle + r.fAngle) / (2.0 * M_PI);
    ans.fAngle = (2.0 * M_PI) * ( x + std::floor(.5-x) );
    ans.fSin   = fSin*r.fCos + fCos*r.fSin;
    ans.fCos   = fCos*r.fCos - fSin*r.fSin;
    return ans;
  }
  
  RotationX & operator *= (const RotationX & r) { return *this = (*this)*r; }
  
  bool operator == (const RotationX & rhs) const {
    if( fAngle != rhs.fAngle )  return false;
    return true;
  }
  bool operator != (const RotationX & rhs) const {
    return ! operator==(rhs);
  }
private:
  Scalar fAngle;
  Scalar fSin;
  Scalar fCos;
};  
template <class R>
inline
typename RotationX::Scalar
Distance ( const RotationX& r1, const R & r2) {return gv_detail::dist(r1,r2);}
  
inline
std::ostream & operator<< (std::ostream & os, const RotationX & r) {
  os << " RotationX(" << r.Angle() << ") ";
  return os;
} 
  
}  
}  
#endif // ROOT_Math_GenVector_RotationX 
This page has been automatically generated. If you have any comments or suggestions about the page layout send a mail to ROOT support, or contact the developers with any questions or problems regarding ROOT.