ZTrans
class description - source file - inheritance tree (.pdf)
private:
void _init()
protected:
Float_t norm3_column(Int_t col)
Float_t orto3_column(Int_t col, Int_t ref)
public:
ZTrans()
ZTrans(const TMatrixF& m)
ZTrans(const ZTrans& z)
ZTrans(const ZNode* n)
virtual ~ZTrans()
static TClass* Class()
void Get3Pos(Float_t& x, Float_t& y, Float_t& z) const
void Get3Pos(Float_t* x) const
void Get3Rot(Float_t* x) const
TVectorF* GetBaseV(Int_t b) const
TVector3 GetBaseVec3(Int_t b) const
void GetBaseVec3(TVector3& v, Int_t b) const
TVector3 GetPosVec3() const
void GetPosVec3(TVector3& v) const
void GetScale3(Float_t& sx, Float_t& sy, Float_t& sz)
void Invert()
virtual TClass* IsA() const
Int_t Move(ZTrans* a, Int_t ai, Float_t amount = 1)
Int_t Move3(Float_t x, Float_t y, Float_t z)
Int_t MoveLF(Int_t ai, Float_t amount = 1)
TVectorF& Mult3Vec(TVectorF& v) const
virtual Float_t operator()(Int_t rown, Int_t coln) const
virtual Float_t& operator()(Int_t rown, Int_t coln)
ZTrans& operator=(const ZTrans&)
void OrtoNorm3()
TVectorF& Rot3Vec(TVectorF& v) const
Int_t Rotate(ZTrans* a, Int_t i1, Int_t i2, Float_t amount = 0.02)
Int_t RotateLF(Int_t i1, Int_t i2, Float_t amount = 0.02)
void Scale3(Float_t sx, Float_t sy, Float_t sz)
Int_t Set3Pos(Float_t x, Float_t y, Float_t z)
Int_t Set3Pos(Float_t* x)
void SetBaseV(Int_t i, Float_t x, Float_t y, Float_t z)
void SetBaseVec3(Int_t i, const TVector3& v)
Int_t SetPos(const TVectorF& v)
Int_t SetPos(const ZTrans& t)
void SetRot(Int_t i, Int_t j, Float_t f)
Int_t SetRotByAngles(Float_t a1, Float_t a2, Float_t a3)
void SetTrans(const ZTrans& t)
virtual void ShowMembers(TMemberInspector& insp, char* parent)
virtual void Streamer(TBuffer& b)
void StreamerNVirtual(TBuffer& b)
void UnitTrans()
void Unscale3(Float_t& sx, Float_t& sy, Float_t& sz)
Float_t Unscale3()
private:
Float_t mA1 !
Float_t mA2 !
Float_t mA3 !
Bool_t bAsOK !
void _init()
ZTrans() : TMatrixF(TMatrixFBase::kUnit, ZTransMatrixProto)
ZTrans(const TMatrixF& m) : TMatrixF(m)
ZTrans(const ZTrans& z) : TMatrixF(z)
ZTrans(const ZNode* n) : TMatrixF(n->RefTrans())
void UnitTrans()
Int_t Set3Pos(Float_t x, Float_t y, Float_t z)
Int_t Set3Pos(Float_t* x)
Int_t SetPos(const TVectorF& v)
Int_t SetPos(const ZTrans& t)
TVectorF* GetBaseV(Int_t b) const
*CHTD*
TVector3 GetBaseVec3(Int_t b) const
void GetBaseVec3(TVector3& v, Int_t b) const
void SetRot(Int_t i, Int_t j, Float_t f)
Expects identity matrix
void SetTrans(const ZTrans& t)
void SetBaseV(Int_t i, Float_t x, Float_t y, Float_t z)
void SetBaseVec3(Int_t i, const TVector3& v)
Int_t MoveLF(Int_t ai, Float_t amount)
Int_t Move3(Float_t x, Float_t y, Float_t z)
Int_t RotateLF(Int_t i1, Int_t i2, Float_t amount)
Int_t Move(ZTrans* a, Int_t ai, Float_t amount)
Int_t Rotate(ZTrans* a, Int_t i1, Int_t i2, Float_t amount)
a is shitted
Int_t SetRotByAngles(Float_t a1, Float_t a2, Float_t a3)
Sets Rotation part as given by angles:
a1 around z, -a2 around y, a3 around x
void Get3Rot(Float_t* x) const
void Scale3(Float_t sx, Float_t sy, Float_t sz)
void GetScale3(Float_t& sx, Float_t& sy, Float_t& sz)
void Unscale3(Float_t& sx, Float_t& sy, Float_t& sz)
Float_t Unscale3()
TVectorF& Mult3Vec(TVectorF& v) const
Multiplies v in-place w/ spatial part of mM ... takes Scale to be 1
TVectorF& Rot3Vec(TVectorF& v) const
Multiplies v in-place w/ rotational-spatial part of mM ... Scale not used
Float_t norm3_column(Int_t col)
Float_t orto3_column(Int_t col, Int_t ref)
void OrtoNorm3()
Inline Functions
void ~ZTrans()
void Get3Pos(Float_t& x, Float_t& y, Float_t& z) const
void Get3Pos(Float_t* x) const
TVector3 GetPosVec3() const
void GetPosVec3(TVector3& v) const
void Invert()
Float_t operator()(Int_t rown, Int_t coln) const
Float_t& operator()(Int_t rown, Int_t coln)
TClass* Class()
TClass* IsA() const
void ShowMembers(TMemberInspector& insp, char* parent)
void Streamer(TBuffer& b)
void StreamerNVirtual(TBuffer& b)
ZTrans& operator=(const ZTrans&)
Last update: Thu Jun 9 15:56:22 2005
ROOT page - Home page - Class index - Class Hierarchy - Top of the page
This page has been automatically generated. If you have any comments or suggestions about the page layout send a mail to ROOT support, or contact the developers with any questions or problems regarding ROOT.