~Cartesian2D<double>() | |
ROOT::Math::Cartesian2D<double> | Cartesian2D<double>() |
ROOT::Math::Cartesian2D<double> | Cartesian2D<double>(const ROOT::Math::Cartesian2D<double>& v) |
ROOT::Math::Cartesian2D<double> | Cartesian2D<double>(ROOT::Math::Cartesian2D<double>::Scalar x, ROOT::Math::Cartesian2D<double>::Scalar y) |
void | GetCoordinates(ROOT::Math::Cartesian2D<double>::Scalar& x, ROOT::Math::Cartesian2D<double>::Scalar& y) const |
ROOT::Math::Cartesian2D<double>::Scalar | Mag2() const |
void | Negate() |
bool | operator!=(const ROOT::Math::Cartesian2D<double>& rhs) const |
ROOT::Math::Cartesian2D<double>& | operator=(const ROOT::Math::Cartesian2D<double>& v) |
bool | operator==(const ROOT::Math::Cartesian2D<double>& rhs) const |
ROOT::Math::Cartesian2D<double>::Scalar | Phi() const |
ROOT::Math::Cartesian2D<double>::Scalar | R() const |
void | Rotate(ROOT::Math::Cartesian2D<double>::Scalar angle) |
void | Scale(ROOT::Math::Cartesian2D<double>::Scalar a) |
void | SetCoordinates(ROOT::Math::Cartesian2D<double>::Scalar x, ROOT::Math::Cartesian2D<double>::Scalar y) |
void | SetPhi(ROOT::Math::Cartesian2D<double>::Scalar phi) |
void | SetR(ROOT::Math::Cartesian2D<double>::Scalar r) |
void | SetX(ROOT::Math::Cartesian2D<double>::Scalar x) |
void | SetXY(ROOT::Math::Cartesian2D<double>::Scalar x, ROOT::Math::Cartesian2D<double>::Scalar y) |
void | SetY(ROOT::Math::Cartesian2D<double>::Scalar y) |
ROOT::Math::Cartesian2D<double>::Scalar | X() const |
ROOT::Math::Cartesian2D<double>::Scalar | x() const |
ROOT::Math::Cartesian2D<double>::Scalar | Y() const |
ROOT::Math::Cartesian2D<double>::Scalar | y() const |
Set internal data based on 2 Scalar numbers
get internal data into 2 Scalar numbers
all values using cartesian coordina
============= Compatibility section ================== The following make this coordinate system look enough like a CLHEP vector that an assignment member template can work with either
{ return X();}
====== Set member functions for coordinates in other systems =======