library: libMathCore #include "RotationZ.h" |
ROOT::Math::RotationZ
class description - source file - inheritance tree (.pdf)
public:
ROOT::Math::RotationZ RotationZ()
ROOT::Math::RotationZ RotationZ(ROOT::Math::RotationZ::Scalar angle)
ROOT::Math::RotationZ Inverse() const
ROOT::Math::RotationZ operator*(const ROOT::Math::RotationZ& r) const
ROOT::Math::RotationZ RotationZ(const ROOT::Math::RotationZ&)
void ~RotationZ()
ROOT::Math::RotationZ::Scalar Angle() const
ROOT::Math::RotationZ::Scalar CosAngle() const
void GetAngle(ROOT::Math::RotationZ::Scalar& angle) const
void GetComponents(ROOT::Math::RotationZ::Scalar& angle) const
void Invert()
bool operator!=(const ROOT::Math::RotationZ& rhs)
ROOT::Math::RotationZ::XYZVector operator()(const ROOT::Math::RotationZ::XYZVector& v) const
ROOT::Math::LorentzVector<ROOT::Math::PxPyPzE4D<double> > operator()(const ROOT::Math::LorentzVector<ROOT::Math::PxPyPzE4D<double> >& v) const
ROOT::Math::PositionVector3D<ROOT::Math::Cartesian3D<double> > operator()(const ROOT::Math::PositionVector3D<ROOT::Math::Cartesian3D<double> >& v) const
ROOT::Math::PositionVector3D<ROOT::Math::Cartesian3D<double> > operator*(const ROOT::Math::PositionVector3D<ROOT::Math::Cartesian3D<double> >& v) const
ROOT::Math::DisplacementVector3D<ROOT::Math::Cartesian3D<double> > operator*(const ROOT::Math::DisplacementVector3D<ROOT::Math::Cartesian3D<double> >& v) const
ROOT::Math::LorentzVector<ROOT::Math::PxPyPzE4D<double> > operator*(const ROOT::Math::LorentzVector<ROOT::Math::PxPyPzE4D<double> >& v) const
ROOT::Math::RotationZ& operator*=(const ROOT::Math::RotationZ& r)
ROOT::Math::RotationZ& operator=(const ROOT::Math::RotationZ&)
bool operator==(const ROOT::Math::RotationZ& rhs)
void Rectify()
void SetAngle(ROOT::Math::RotationZ::Scalar angle)
void SetComponents(ROOT::Math::RotationZ::Scalar angle)
ROOT::Math::RotationZ::Scalar SinAngle() const
private:
ROOT::Math::RotationZ::Scalar fAngle
ROOT::Math::RotationZ::Scalar fSin
ROOT::Math::RotationZ::Scalar fCos
Inline Functions
void ~RotationZ()
ROOT::Math::RotationZ RotationZ()
ROOT::Math::RotationZ RotationZ(ROOT::Math::RotationZ::Scalar angle)
void Rectify()
void SetAngle(ROOT::Math::RotationZ::Scalar angle)
void SetComponents(ROOT::Math::RotationZ::Scalar angle)
void GetAngle(ROOT::Math::RotationZ::Scalar& angle) const
void GetComponents(ROOT::Math::RotationZ::Scalar& angle) const
ROOT::Math::RotationZ::Scalar Angle() const
ROOT::Math::RotationZ::Scalar SinAngle() const
ROOT::Math::RotationZ::Scalar CosAngle() const
ROOT::Math::RotationZ::XYZVector operator()(const ROOT::Math::RotationZ::XYZVector& v) const
void Invert()
ROOT::Math::RotationZ Inverse() const
ROOT::Math::RotationZ operator*(const ROOT::Math::RotationZ& r) const
ROOT::Math::RotationZ& operator*=(const ROOT::Math::RotationZ& r)
bool operator==(const ROOT::Math::RotationZ& rhs)
bool operator!=(const ROOT::Math::RotationZ& rhs)
ROOT::Math::LorentzVector<ROOT::Math::PxPyPzE4D<double> > operator()(const ROOT::Math::LorentzVector<ROOT::Math::PxPyPzE4D<double> >& v) const
ROOT::Math::PositionVector3D<ROOT::Math::Cartesian3D<double> > operator()(const ROOT::Math::PositionVector3D<ROOT::Math::Cartesian3D<double> >& v) const
ROOT::Math::PositionVector3D<ROOT::Math::Cartesian3D<double> > operator*(const ROOT::Math::PositionVector3D<ROOT::Math::Cartesian3D<double> >& v) const
ROOT::Math::DisplacementVector3D<ROOT::Math::Cartesian3D<double> > operator*(const ROOT::Math::DisplacementVector3D<ROOT::Math::Cartesian3D<double> >& v) const
ROOT::Math::LorentzVector<ROOT::Math::PxPyPzE4D<double> > operator*(const ROOT::Math::LorentzVector<ROOT::Math::PxPyPzE4D<double> >& v) const
ROOT::Math::RotationZ RotationZ(const ROOT::Math::RotationZ&)
ROOT::Math::RotationZ& operator=(const ROOT::Math::RotationZ&)
Last update: root/mathcore:$Name: $:$Id: RotationZ.h,v 1.3 2005/10/27 18:00:01 moneta Exp $
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