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geant4/source/geometry/benchmarks/f77cppcomparison/G4RotationMatrix.hh
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2016-06-08 15:09:25 +02:00

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