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geant4/source/g3tog4/include/G3toG4RotationMatrix.hh
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2018-12-07 15:15:39 +01:00

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//
// ********************************************************************
// * License and Disclaimer *
// * *
// * The Geant4 software is copyright of the Copyright Holders of *
// * the Geant4 Collaboration. It is provided under the terms and *
// * conditions of the Geant4 Software License, included in the file *
// * LICENSE and available at http://cern.ch/geant4/license . These *
// * include a list of copyright holders. *
// * *
// * Neither the authors of this software system, nor their employing *
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// * work make any representation or warranty, express or implied, *
// * regarding this software system or assume any liability for its *
// * use. Please see the license in the file LICENSE and URL above *
// * for the full disclaimer and the limitation of liability. *
// * *
// * This code implementation is the result of the scientific and *
// * technical work of the GEANT4 collaboration. *
// * By using, copying, modifying or distributing the software (or *
// * any work based on the software) you agree to acknowledge its *
// * use in resulting scientific publications, and indicate your *
// * acceptance of all terms of the Geant4 Software license. *
// ********************************************************************
//
//
// ----------------------
// Class description:
//
// An "extended" rotation matrix class.
// The SetRotationMatrixByCol/Row() methods enables
// to define the rotation matrix by column/row vectors.
// The result matrix may be a matrix that does not
// represent a rotation transformation (!) as
// G3 "rotation" matrices can be a composition of
// rotation and reflection.
// ----------------------
#ifndef G3TOG4ROTATION_HH
#define G3TOG4ROTATION_HH 1
#include "G4RotationMatrix.hh"
#include "globals.hh"
class G3toG4RotationMatrix : public G4RotationMatrix
{
public: // with description
G3toG4RotationMatrix();
void SetRotationMatrixByCol(const G4ThreeVector& Col1,
const G4ThreeVector& Col2,
const G4ThreeVector& Col3);
void SetRotationMatrixByRow(const G4ThreeVector& Row1,
const G4ThreeVector& Row2,
const G4ThreeVector& Row3);
~G3toG4RotationMatrix();
};
#endif