113 lines
2.8 KiB
C++
113 lines
2.8 KiB
C++
// This code implementation is the intellectual property of
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// the RD44 GEANT4 collaboration.
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//
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// By copying, distributing or modifying the Program (or any work
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// based on the Program) you indicate your acceptance of this statement,
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// and all its terms.
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//
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// $Id: G4RotationMatrix.hh,v 1.1 1999/01/08 16:31:34 gunter Exp $
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// GEANT4 tag $Name: geant4-00-01 $
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//
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//
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// Rotation Matrix class, converted from CLHEP:
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// Author: Leif Lonnblad
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// History:
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// 30.11.94 P.Kent: Added phiX/thetaX (etc) + IsIdentity functions
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#ifndef G4ROTATIONMATRIX_HH
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#define G4ROTATIONMATRIX_HH
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#include "globals.hh"
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//#include "G4ThreeVector.hh"
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class G4ThreeVector;
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class G4RotationMatrix {
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public:
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// Default constructor. Gives a unit matrix.
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inline G4RotationMatrix()
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: xx(1.0), xy(0.0), xz(0.0),
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yx(0.0), yy(1.0), yz(0.0),
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zx(0.0), zy(0.0), zz(1.0)
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{;}
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// Copy constructor.
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inline G4RotationMatrix(const G4RotationMatrix & m)
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: xx(m.xx), xy(m.xy), xz(m.xz),
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yx(m.yx), yy(m.yy), yz(m.yz),
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zx(m.zx), zy(m.zy), zz(m.zz)
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{;}
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inline G4RotationMatrix & operator = (const G4RotationMatrix & m);
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// Assignment.
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inline G4bool operator == (const G4RotationMatrix &m) const;
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// Comparison
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inline G4ThreeVector operator * (const G4ThreeVector &) const;
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// Multiplication with a d3Vector
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G4RotationMatrix operator * (const G4RotationMatrix &) const;
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inline G4RotationMatrix & operator *= (const G4RotationMatrix &);
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inline G4RotationMatrix & transform(const G4RotationMatrix &);
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// Matrix multiplication.
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// Note a *= b; <=> a = a * b; while a.transform(b); <=> a = b * a;
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inline G4RotationMatrix inverse() const;
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// Returns the inverse.
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inline G4RotationMatrix & invert();
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// Inverts the Rotation matrix
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G4RotationMatrix & rotateX(double);
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// Rotation around the x-axis.
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G4RotationMatrix & rotateY(double);
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// Rotation around the y-axis.
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G4RotationMatrix & rotateZ(double);
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// Rotation around the z-axis.
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G4RotationMatrix & rotate(double angle, const G4ThreeVector & axis);
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inline G4RotationMatrix & rotate(double angle, const G4ThreeVector * axis);
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// Rotation around a specified vector.
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// Function to return angles (RADS) made by rotated axes against original axes
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inline double phiX() const;
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inline double phiY() const;
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inline double phiZ() const;
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inline double thetaX() const;
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inline double thetaY() const;
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inline double thetaZ() const;
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inline G4bool isIdentity() const;
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// IsIdentity function returns true if identity matrix
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protected:
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inline G4RotationMatrix(double, double, double, double, double,
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double, double, double, double);
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// Protected constructor;.
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G4double xx, xy, xz, yx, yy, yz, zx, zy, zz;
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// The matrix elements.
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};
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#include "G4ThreeVector.hh"
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#include "G4RotationMatrix.icc"
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#endif
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