// @(#)root/mathcore:$Id: Translation3D.h 22516 2008-03-07 15:14:26Z moneta $ // Authors: W. Brown, M. Fischler, L. Moneta 2005 /********************************************************************** * * * Copyright (c) 2005 , LCG ROOT MathLib Team * * * * * **********************************************************************/ // Header file for class Translation3D // // Created by: Lorenzo Moneta October 21 2005 // // #ifndef ROOT_Math_GenVector_Translation3D #define ROOT_Math_GenVector_Translation3D 1 #ifndef ROOT_Math_GenVector_DisplacementVector3D #include "Math/GenVector/DisplacementVector3D.h" #endif #ifndef ROOT_Math_GenVector_PositionVector3Dfwd #include "Math/GenVector/PositionVector3Dfwd.h" #endif #ifndef ROOT_Math_GenVector_LorentzVectorfwd #include "Math/GenVector/LorentzVectorfwd.h" #endif #include namespace ROOT { namespace Math { class Plane3D; //____________________________________________________________________________________________________ /** Class describing a 3 dimensional translation. It can be combined (using the operator *) with the ROOT::Math::Rotation3D classes and ROOT::Math::Transform3D to obtained combined transformations and to operate on points and vectors. Note that a the translation applied to a Vector object (DisplacementVector3D and LorentzVector classes) performes a noop, i.e. it returns the same vector. A translation can be applied only to the Point objects (PositionVector3D classes). @ingroup GenVector */ class Translation3D { public: typedef DisplacementVector3D, DefaultCoordinateSystemTag > Vector; /** Default constructor ( zero translation ) */ Translation3D() {} /** Construct given a pair of pointers or iterators defining the beginning and end of an array of 3 Scalars representing the z,y,z of the translation vector */ template Translation3D(IT begin, IT end) { fVect.SetCoordinates(begin,end); } /** Construct from x,y,z values representing the translation */ Translation3D(double dx, double dy, double dz) : fVect( Vector(dx, dy, dz) ) { } /** Construct from any Displacement vector in ant tag and coordinate system */ template explicit Translation3D( const DisplacementVector3D & v) : fVect(Vector(v.X(),v.Y(),v.Z())) { } /** Construct transformation from one coordinate system defined one point (the origin) to a new coordinate system defined by other point (origin ) @param p1 point defining origin of original reference system @param p2 point defining origin of transformed reference system */ template Translation3D (const PositionVector3D & p1, const PositionVector3D & p2 ) : fVect(p2-p1) { } // use compiler generated copy ctor, copy assignmet and dtor // ======== Components ============== /** return a const reference to the underline vector representing the translation */ const Vector & Vect() const { return fVect; } /** Set the 3 components given an iterator to the start of the desired data, and another to the end (3 past start). */ template void SetComponents(IT begin, IT end) { fVect.SetCoordinates(begin,end); } /** Get the 3 components into data specified by an iterator begin and another to the end of the desired data (12 past start). */ template void GetComponents(IT begin, IT end) const { fVect.GetCoordinates(begin,end); } /** Get the 3 matrix components into data specified by an iterator begin */ template void GetComponents(IT begin) const { fVect.GetCoordinates(begin); } /** Set the components from 3 scalars */ void SetComponents (double dx, double dy, double dz ) { fVect.SetCoordinates(dx,dy,dz); } /** Get the components into 3 scalars */ void GetComponents (double &dx, double &dy, double &dz) const { fVect.GetCoordinates(dx,dy,dz); } /** Set the XYZ vector components from 3 scalars */ void SetXYZ (double dx, double dy, double dz ) { fVect.SetXYZ(dx,dy,dz); } // operations on points and vectors /** Transformation operation for Position Vector in any coordinate system and default tag */ template PositionVector3D operator() (const PositionVector3D & p) const { PositionVector3D tmp; tmp.SetXYZ (p.X() + fVect.X(), p.Y() + fVect.Y(), p.Z() + fVect.Z() ) ; return tmp; } /** Transformation operation for Displacement Vector in any coordinate system and default tag For the Displacement Vectors no translation apply so return the vector itself */ template DisplacementVector3D operator() (const DisplacementVector3D & v) const { return v; } /** Transformation operation for points between different coordinate system tags */ template void Transform (const PositionVector3D & p1, PositionVector3D & p2 ) const { PositionVector3D tmp; tmp.SetXYZ( p1.X(), p1.Y(), p1.Z() ); p2 = operator()(tmp); } /** Transformation operation for Displacement Vector of different coordinate systems */ template void Transform (const DisplacementVector3D & v1, DisplacementVector3D & v2 ) const { // just copy v1 in v2 v2.SetXYZ(v1.X(), v1.Y(), v1.Z() ); } /** Transformation operation for a Lorentz Vector in any coordinate system A LorentzVector contains a displacement vector so no translation applies as well */ template LorentzVector operator() (const LorentzVector & q) const { return q; } /** Transformation on a 3D plane */ Plane3D operator() (const Plane3D & plane) const; /** Transformation operation for Vectors. Apply same rules as operator() depending on type of vector. Will work only for DisplacementVector3D, PositionVector3D and LorentzVector */ template AVector operator * (const AVector & v) const { return operator() (v); } /** multiply (combine) with another transformation in place */ Translation3D & operator *= (const Translation3D & t) { fVect+= t.Vect(); return *this; } /** multiply (combine) two transformations */ Translation3D operator * (const Translation3D & t) const { return Translation3D( fVect + t.Vect() ); } /** Invert the transformation in place */ void Invert() { SetComponents( -fVect.X(), -fVect.Y(),-fVect.Z() ); } /** Return the inverse of the transformation. */ Translation3D Inverse() const { return Translation3D( -fVect.X(), -fVect.Y(),-fVect.Z() ); } /** Equality/inequality operators */ bool operator == (const Translation3D & rhs) const { if( fVect != rhs.fVect ) return false; return true; } bool operator != (const Translation3D & rhs) const { return ! operator==(rhs); } private: Vector fVect; // internal 3D vector representing the translation }; // global functions // TODO - I/O should be put in the manipulator form std::ostream & operator<< (std::ostream & os, const Translation3D & t); // need a function Transform = Translation * Rotation ??? } // end namespace Math } // end namespace ROOT #endif /* ROOT_Math_GenVector_Translation3D */