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/ *
| xx xy xz |
| yx yy yz |
| zx zy zz |
It describes a so called active rotation, i.e. rotation of objects inside a static system of coordinates. In case you want to rotate the frame and want to know the coordinates of objects in the rotated system, you should apply the inverse rotation to the objects. If you want to transform coordinates from the rotated frame to the original frame you have to apply the direct transformation.
A rotation around a specified axis means counterclockwise rotation around
the positive direction of the axis.
There is no direct way to to set the matrix elements - to ensure that a TRotation object always describes a real rotation. But you can get the values by the member functions XX()..ZZ() or the (,) operator:
Double_t xx = r.XX(); // the
same as xx=r(0,0)
xx
= r(0,0);
if (r==m) {...} // test for equality
if (r!=m) {..} // test for inequality
if (r.IsIdentity()) {...} // test for identity
| 1 0
0 |
Rx(a) = | 0 cos(a) -sin(a) |
| 0 sin(a) cos(a)
|
| cos(a) 0 sin(a)
|
Ry(a) = | 0 1
0 |
| -sin(a) 0 cos(a) |
| cos(a) -sin(a) 0 |
Rz(a) = | sin(a) cos(a) 0 |
| 0
0 1 |
and are implemented as member functions RotateX(), RotateY()
and RotateZ():
r.RotateX(TMath::Pi()); // rotation around the x-axis
r.Rotate(TMath::Pi()/3,TVector3(3,4,5));
It is possible to find a unit vector and an angle, which describe the same rotation as the current one:
Double_t angle;
TVector3 axis;
r.GetAngleAxis(angle,axis);
TVector3 newX(0,1,0);
TVector3 newY(0,0,1);
TVector3 newZ(1,0,0);
a.RotateAxes(newX,newY,newZ);
Member functions ThetaX(), ThetaY(), ThetaZ(), PhiX(), PhiY(),PhiZ() return azimuth and polar angles of the rotated axes:
Double_t tx,ty,tz,px,py,pz;
tx= a.ThetaX();
...
pz= a.PhiZ();
r = r2 * r1;
| x' | | xx xy xz | | x |
| y' | = | yx yy yz | | y |
| z' | | zx zy zz | | z |
e.g.:
TVector3 v(1,1,1);
v = r * v;
You can also use the Transform() member function or the operator
*= of the
TVector3 class:
TVector3 v;
TRotation r;
v.Transform(r);
v *= r; //Attention v = r * v
enum TObject::EStatusBits { | kCanDelete | |
kMustCleanup | ||
kObjInCanvas | ||
kIsReferenced | ||
kHasUUID | ||
kCannotPick | ||
kNoContextMenu | ||
kInvalidObject | ||
}; | ||
enum TObject::[unnamed] { | kIsOnHeap | |
kNotDeleted | ||
kZombie | ||
kBitMask | ||
kSingleKey | ||
kOverwrite | ||
kWriteDelete | ||
}; |
{}
Constructor for a rotation based on a Quaternion if magnitude of quaternion is null, creates identity rotation if quaternion is non-unit, creates rotation corresponding to the normalized (unit) quaternion
rotate axes
Rotate using the x-convention (Landau and Lifshitz, Goldstein, &c) by doing the explicit rotations. This is slightly less efficient than directly applying the rotation, but makes the code much clearer. My presumption is that this code is not going to be a speed bottle neck.
Rotate using the y-convention.
Rotate using the x-convention.
Rotate using the y-convention.
Make the Z axis into a unit variable.