213 return fRR->operator()(fII,jj);
246 return (
fxx == 1.0 &&
fxy == 0.0 &&
fxz == 0.0 &&
247 fyx == 0.0 &&
fyy == 1.0 &&
fyz == 0.0 &&
268 return *
this =
m.operator * (*this);
#define ClassDefOverride(name, id)
winID h TVirtualViewer3D TVirtualGLPainter p
Option_t Option_t TPoint TPoint const char GetTextMagnitude GetFillStyle GetLineColor GetLineWidth GetMarkerStyle GetTextAlign GetTextColor GetTextSize void char Point_t Rectangle_t WindowAttributes_t Float_t r
Mother of all ROOT objects.
Quaternion is a 4-component mathematic object quite convenient when dealing with space rotation (or r...
TRotationRow(const TRotation &, int)
Double_t operator[](int) const
TRotationRow & operator=(const TRotationRow &)
The TRotation class describes a rotation of objects of the TVector3 class.
TRotationRow operator[](int) const
TRotation & operator*=(const TRotation &)
Bool_t IsIdentity() const
TRotation & SetToIdentity()
TRotation & SetZAxis(const TVector3 &axis)
Set Z axis.
Double_t PhiY() const
Return Phi.
TRotation & Rotate(Double_t, const TVector3 &)
Rotate along an axis.
void SetXPhi(Double_t)
Set XPhi.
Double_t GetYPhi(void) const
Return YPhi.
Double_t operator()(int, int) const
Dereferencing operator const.
Double_t ThetaY() const
Return Theta.
TRotation Inverse() const
TRotation & RotateYEulerAngles(Double_t phi, Double_t theta, Double_t psi)
Rotate using the y-convention.
void SetYPhi(Double_t)
Set YPhi.
TRotation & SetYAxis(const TVector3 &axis)
Set Y axis.
Double_t GetXPsi(void) const
Get psi angle.
void SetXPsi(Double_t)
Set XPsi.
Double_t PhiX() const
Return Phi.
TRotation & Transform(const TRotation &)
TRotation & RotateY(Double_t)
Rotate around y.
Double_t PhiZ() const
Return Phi.
TRotation & operator=(const TRotation &)
TRotation & RotateZ(Double_t)
Rotate around z.
TVector3 operator*(const TVector3 &) const
Double_t GetYPsi(void) const
Return YPsi.
Bool_t operator!=(const TRotation &) const
Double_t GetYTheta(void) const
Return YTheta.
TRotation & RotateXEulerAngles(Double_t phi, Double_t theta, Double_t psi)
Rotate using the x-convention.
TRotation & SetXEulerAngles(Double_t phi, Double_t theta, Double_t psi)
Rotate using the x-convention (Landau and Lifshitz, Goldstein, &c) by doing the explicit rotations.
void AngleAxis(Double_t &, TVector3 &) const
Rotation defined by an angle and a vector.
Double_t ThetaZ() const
Return Theta.
void SetYPsi(Double_t)
Set YPsi.
void SetYTheta(Double_t)
Set YTheta.
TRotation & SetYEulerAngles(Double_t phi, Double_t theta, Double_t psi)
Rotate using the y-convention.
void MakeBasis(TVector3 &xAxis, TVector3 &yAxis, TVector3 &zAxis) const
Make the Z axis into a unit variable.
TRotation & RotateAxes(const TVector3 &newX, const TVector3 &newY, const TVector3 &newZ)
Rotate axes.
void SetXTheta(Double_t)
Set XTheta.
Double_t GetXPhi(void) const
Return phi angle.
TRotation & SetXAxis(const TVector3 &axis)
Set X axis.
Double_t GetXTheta(void) const
Return XTheta.
Bool_t operator==(const TRotation &) const
Double_t ThetaX() const
Return Theta.
TRotation & RotateX(Double_t)
Rotate around x.