Geant4 Cross Reference

Cross-Referencing   Geant4
Geant4/externals/clhep/include/CLHEP/Geometry/BasicVector3D.h

Version: [ ReleaseNotes ] [ 1.0 ] [ 1.1 ] [ 2.0 ] [ 3.0 ] [ 3.1 ] [ 3.2 ] [ 4.0 ] [ 4.0.p1 ] [ 4.0.p2 ] [ 4.1 ] [ 4.1.p1 ] [ 5.0 ] [ 5.0.p1 ] [ 5.1 ] [ 5.1.p1 ] [ 5.2 ] [ 5.2.p1 ] [ 5.2.p2 ] [ 6.0 ] [ 6.0.p1 ] [ 6.1 ] [ 6.2 ] [ 6.2.p1 ] [ 6.2.p2 ] [ 7.0 ] [ 7.0.p1 ] [ 7.1 ] [ 7.1.p1 ] [ 8.0 ] [ 8.0.p1 ] [ 8.1 ] [ 8.1.p1 ] [ 8.1.p2 ] [ 8.2 ] [ 8.2.p1 ] [ 8.3 ] [ 8.3.p1 ] [ 8.3.p2 ] [ 9.0 ] [ 9.0.p1 ] [ 9.0.p2 ] [ 9.1 ] [ 9.1.p1 ] [ 9.1.p2 ] [ 9.1.p3 ] [ 9.2 ] [ 9.2.p1 ] [ 9.2.p2 ] [ 9.2.p3 ] [ 9.2.p4 ] [ 9.3 ] [ 9.3.p1 ] [ 9.3.p2 ] [ 9.4 ] [ 9.4.p1 ] [ 9.4.p2 ] [ 9.4.p3 ] [ 9.4.p4 ] [ 9.5 ] [ 9.5.p1 ] [ 9.5.p2 ] [ 9.6 ] [ 9.6.p1 ] [ 9.6.p2 ] [ 9.6.p3 ] [ 9.6.p4 ] [ 10.0 ] [ 10.0.p1 ] [ 10.0.p2 ] [ 10.0.p3 ] [ 10.0.p4 ] [ 10.1 ] [ 10.1.p1 ] [ 10.1.p2 ] [ 10.1.p3 ] [ 10.2 ] [ 10.2.p1 ] [ 10.2.p2 ] [ 10.2.p3 ] [ 10.3 ] [ 10.3.p1 ] [ 10.3.p2 ] [ 10.3.p3 ] [ 10.4 ] [ 10.4.p1 ] [ 10.4.p2 ] [ 10.4.p3 ] [ 10.5 ] [ 10.5.p1 ] [ 10.6 ] [ 10.6.p1 ] [ 10.6.p2 ] [ 10.6.p3 ] [ 10.7 ] [ 10.7.p1 ] [ 10.7.p2 ] [ 10.7.p3 ] [ 10.7.p4 ] [ 11.0 ] [ 11.0.p1 ] [ 11.0.p2 ] [ 11.0.p3, ] [ 11.0.p4 ] [ 11.1 ] [ 11.1.1 ] [ 11.1.2 ] [ 11.1.3 ] [ 11.2 ] [ 11.2.1 ] [ 11.2.2 ] [ 11.3.0 ]

Diff markup

Differences between /externals/clhep/include/CLHEP/Geometry/BasicVector3D.h (Version 11.3.0) and /externals/clhep/include/CLHEP/Geometry/BasicVector3D.h (Version 1.1)


  1 // -*- C++ -*-                                      1 
  2 // -------------------------------------------    
  3 //                                                
  4 // This file is a part of the CLHEP - a Class     
  5 //                                                
  6 // History:                                       
  7 // 12.06.01 E.Chernyaev - CLHEP-1.7: initial      
  8 // 14.03.03 E.Chernyaev - CLHEP-1.9: template     
  9 //                                                
 10                                                   
 11 #ifndef BASIC_VECTOR3D_H                          
 12 #define BASIC_VECTOR3D_H                          
 13                                                   
 14 #include <iosfwd>                                 
 15 #include <type_traits>                            
 16 #include "CLHEP/Vector/ThreeVector.h"             
 17                                                   
 18 namespace HepGeom {                               
 19   /**                                             
 20    * Base class for Point3D<T>, Vector3D<T> an    
 21    * It defines only common functionality for     
 22    * should not be used as separate class.        
 23    *                                              
 24    * @author Evgeni Chernyaev <Evgueni.Tcherni    
 25    * @ingroup geometry                            
 26    */                                             
 27   template<class T> class BasicVector3D {         
 28   protected:                                      
 29     T v_[3];                                      
 30                                                   
 31     /**                                           
 32      * Default constructor.                       
 33      * It is protected - this class should not    
 34      */                                           
 35     BasicVector3D() { v_[0] = 0; v_[1] = 0; v_    
 36                                                   
 37   public:                                         
 38     /**                                           
 39      * Safe indexing of the coordinates when u    
 40      */                                           
 41     enum {                                        
 42       X = 0,                 /**< index for x-    
 43       Y = 1,                 /**< index for y-    
 44       Z = 2,                 /**< index for z-    
 45       NUM_COORDINATES = 3,   /**< number of co    
 46       SIZE = NUM_COORDINATES /**< number of co    
 47     };                                            
 48                                                   
 49     /**                                           
 50      * Constructor from three numbers. */         
 51     BasicVector3D(T x1, T y1, T z1) { v_[0] =     
 52                                                   
 53     /**                                           
 54      * Copy constructor. */                       
 55     BasicVector3D(const BasicVector3D<T> &) =     
 56                                                   
 57     /**                                           
 58      * Constructor for BasicVector3D<double> f    
 59     template<typename U = T,                      
 60              typename = typename std::enable_i    
 61     BasicVector3D(const BasicVector3D<float> &    
 62       v_[0] = v.x(); v_[1] = v.y(); v_[2] = v.    
 63     }                                             
 64                                                   
 65     /**                                           
 66      * Move constructor. */                       
 67     BasicVector3D(BasicVector3D<T> &&) = defau    
 68                                                   
 69     /**                                           
 70      * Destructor. */                             
 71     virtual ~BasicVector3D() = default;           
 72                                                   
 73     // -------------------------                  
 74     // Interface to "good old C"                  
 75     // -------------------------                  
 76                                                   
 77     /**                                           
 78      * Conversion (cast) to ordinary array. */    
 79     operator T * () { return v_; }                
 80                                                   
 81     /**                                           
 82      * Conversion (cast) to ordinary const arr    
 83     operator const T * () const { return v_; }    
 84                                                   
 85     /**                                           
 86      * Conversion (cast) to CLHEP::Hep3Vector.    
 87      * This operator is needed only for backwa    
 88      * in principle should not exit.              
 89      */                                           
 90     operator CLHEP::Hep3Vector () const { retu    
 91                                                   
 92     // -----------------------------              
 93     // General arithmetic operations              
 94     // -----------------------------              
 95                                                   
 96     /**                                           
 97      * Assignment. */                             
 98     BasicVector3D<T> & operator= (const BasicV    
 99     /**                                           
100      * Move assignment. */                        
101     BasicVector3D<T> & operator= (BasicVector3    
102     /**                                           
103      * Addition. */                               
104     BasicVector3D<T> & operator+=(const BasicV    
105       v_[0] += v.v_[0]; v_[1] += v.v_[1]; v_[2    
106     }                                             
107     /**                                           
108      * Subtraction. */                            
109     BasicVector3D<T> & operator-=(const BasicV    
110       v_[0] -= v.v_[0]; v_[1] -= v.v_[1]; v_[2    
111     }                                             
112     /**                                           
113      * Multiplication by scalar. */               
114     BasicVector3D<T> & operator*=(double a) {     
115       v_[0] *= a; v_[1] *= a; v_[2] *= a; retu    
116     }                                             
117     /**                                           
118      * Division by scalar. */                     
119     BasicVector3D<T> & operator/=(double a) {     
120       v_[0] /= a; v_[1] /= a; v_[2] /= a; retu    
121     }                                             
122                                                   
123     // ------------                               
124     // Subscripting                               
125     // ------------                               
126                                                   
127     /**                                           
128      * Gets components by index. */               
129     T operator()(int i) const { return v_[i];     
130     /**                                           
131      * Gets components by index. */               
132     T operator[](int i) const { return v_[i];     
133                                                   
134     /**                                           
135      * Sets components by index. */               
136     T & operator()(int i) { return v_[i]; }       
137     /**                                           
138      * Sets components by index. */               
139     T & operator[](int i) { return v_[i]; }       
140                                                   
141     // ------------------------------------       
142     // Cartesian coordinate system: x, y, z       
143     // ------------------------------------       
144                                                   
145     /**                                           
146      * Gets x-component in cartesian coordinat    
147     T x() const { return v_[0]; }                 
148     /**                                           
149      * Gets y-component in cartesian coordinat    
150     T y() const { return v_[1]; }                 
151     /**                                           
152      * Gets z-component in cartesian coordinat    
153     T z() const { return v_[2]; }                 
154                                                   
155     /**                                           
156      * Sets x-component in cartesian coordinat    
157     void setX(T a) { v_[0] = a; }                 
158     /**                                           
159      * Sets y-component in cartesian coordinat    
160     void setY(T a) { v_[1] = a; }                 
161     /**                                           
162      * Sets z-component in cartesian coordinat    
163     void setZ(T a) { v_[2] = a; }                 
164                                                   
165     /**                                           
166      * Sets components in cartesian coordinate    
167     void set(T x1, T y1, T z1) { v_[0] = x1; v    
168                                                   
169     // ---------------------------------------    
170     // Cylindrical coordinate system: rho, phi    
171     // ---------------------------------------    
172                                                   
173     /**                                           
174      * Gets transverse component squared. */      
175     T perp2() const { return x()*x()+y()*y();     
176     /**                                           
177      * Gets transverse component. */              
178     T perp() const { return std::sqrt(perp2())    
179     /**                                           
180      * Gets rho-component in cylindrical coord    
181     T rho() const { return perp(); }              
182                                                   
183     /**                                           
184      * Sets transverse component keeping phi a    
185     void setPerp(T rh) {                          
186       T factor = perp();                          
187       if (factor > 0) {                           
188   factor = rh/factor; v_[0] *= factor; v_[1] *    
189       }                                           
190     }                                             
191                                                   
192     // ---------------------------------------    
193     // Spherical coordinate system: r, phi, th    
194     // ---------------------------------------    
195                                                   
196     /**                                           
197      * Gets magnitude squared of the vector. *    
198     T mag2() const { return x()*x()+y()*y()+z(    
199     /**                                           
200      * Gets magnitude of the vector. */           
201     T mag() const { return std::sqrt(mag2());     
202     /**                                           
203      * Gets r-component in spherical coordinat    
204     T r() const { return mag(); }                 
205     /**                                           
206      * Gets azimuth angle. */                     
207     T phi() const {                               
208       return x() == 0 && y() == 0 ? 0 : std::a    
209     }                                             
210     /**                                           
211      * Gets polar angle. */                       
212     T theta() const {                             
213       return x() == 0 && y() == 0 && z() == 0     
214     }                                             
215     /**                                           
216      * Gets cosine of polar angle. */             
217     T cosTheta() const { T ma = mag(); return     
218                                                   
219     /**                                           
220      * Gets r-component in spherical coordinat    
221     T getR() const { return r(); }                
222     /**                                           
223      * Gets phi-component in spherical coordin    
224     T getPhi() const { return phi(); }            
225     /**                                           
226      * Gets theta-component in spherical coord    
227     T getTheta() const { return theta(); }        
228                                                   
229     /**                                           
230      * Sets magnitude. */                         
231     void setMag(T ma) {                           
232       T factor = mag();                           
233       if (factor > 0) {                           
234   factor = ma/factor; v_[0] *= factor; v_[1] *    
235       }                                           
236     }                                             
237     /**                                           
238      * Sets r-component in spherical coordinat    
239     void setR(T ma) { setMag(ma); }               
240     /**                                           
241      * Sets phi-component in spherical coordin    
242     void setPhi(T ph) { T xy = perp(); setX(xy    
243     /**                                           
244      * Sets theta-component in spherical coord    
245     void setTheta(T th) {                         
246       T ma = mag();                               
247       T ph = phi();                               
248       set(ma*std::sin(th)*std::cos(ph), ma*std    
249     }                                             
250                                                   
251     // ---------------                            
252     // Pseudo rapidity                            
253     // ---------------                            
254                                                   
255     /**                                           
256      * Gets pseudo-rapidity: -ln(tan(theta/2))    
257     T pseudoRapidity() const;                     
258     /**                                           
259      * Gets pseudo-rapidity. */                   
260     T eta() const { return pseudoRapidity(); }    
261     /**                                           
262      * Gets pseudo-rapidity. */                   
263     T getEta() const { return pseudoRapidity()    
264                                                   
265     /**                                           
266      * Sets pseudo-rapidity, keeping magnitude    
267     void setEta(T a);                             
268                                                   
269     // -------------------                        
270     // Combine two vectors                        
271     // -------------------                        
272                                                   
273     /**                                           
274      * Scalar product. */                         
275     T dot(const BasicVector3D<T> & v) const {     
276       return x()*v.x()+y()*v.y()+z()*v.z();       
277     }                                             
278                                                   
279     /**                                           
280      * Vector product. */                         
281     BasicVector3D<T> cross(const BasicVector3D    
282       return BasicVector3D<T>(y()*v.z()-v.y()*    
283             z()*v.x()-v.z()*x(),                  
284             x()*v.y()-v.x()*y());                 
285     }                                             
286                                                   
287     /**                                           
288      * Returns transverse component w.r.t. giv    
289     T perp2(const BasicVector3D<T> & v) const     
290       T tot = v.mag2(), s = dot(v);               
291       return tot > 0 ? mag2()-s*s/tot : mag2()    
292     }                                             
293                                                   
294     /**                                           
295      * Returns transverse component w.r.t. giv    
296     T perp(const BasicVector3D<T> & v) const {    
297       return std::sqrt(perp2(v));                 
298     }                                             
299                                                   
300     /**                                           
301      * Returns angle w.r.t. another vector. */    
302     T angle(const BasicVector3D<T> & v) const;    
303                                                   
304     // ---------------                            
305     // Related vectors                            
306     // ---------------                            
307                                                   
308     /**                                           
309      * Returns unit vector parallel to this. *    
310     BasicVector3D<T> unit() const {               
311       T len = mag();                              
312       return (len > 0) ?                          
313   BasicVector3D<T>(x()/len, y()/len, z()/len)     
314     }                                             
315                                                   
316     /**                                           
317      * Returns orthogonal vector. */              
318     BasicVector3D<T> orthogonal() const {         
319       T dx = x() < 0 ? -x() : x();                
320       T dy = y() < 0 ? -y() : y();                
321       T dz = z() < 0 ? -z() : z();                
322       if (dx < dy) {                              
323   return dx < dz ?                                
324     BasicVector3D<T>(0,z(),-y()) : BasicVector    
325       }else{                                      
326   return dy < dz ?                                
327     BasicVector3D<T>(-z(),0,x()) : BasicVector    
328       }                                           
329     }                                             
330                                                   
331     // ---------                                  
332     // Rotations                                  
333     // ---------                                  
334                                                   
335     /**                                           
336      * Rotates around x-axis. */                  
337     BasicVector3D<T> & rotateX(T a);              
338     /**                                           
339      * Rotates around y-axis. */                  
340     BasicVector3D<T> & rotateY(T a);              
341     /**                                           
342      * Rotates around z-axis. */                  
343     BasicVector3D<T> & rotateZ(T a);              
344     /**                                           
345      * Rotates around the axis specified by an    
346     BasicVector3D<T> & rotate(T a, const Basic    
347   };                                              
348                                                   
349   /*******************************************    
350    *                                              
351    * Non-member functions for BasicVector3D<fl    
352    *                                              
353    *******************************************    
354                                                   
355   /**                                             
356    * Output to stream.                            
357    * @relates BasicVector3D                       
358    */                                             
359   std::ostream &                                  
360   operator<<(std::ostream &, const BasicVector    
361                                                   
362   /**                                             
363    * Input from stream.                           
364    * @relates BasicVector3D                       
365    */                                             
366   std::istream &                                  
367   operator>>(std::istream &, BasicVector3D<flo    
368                                                   
369   /**                                             
370    * Unary plus.                                  
371    * @relates BasicVector3D                       
372    */                                             
373   inline BasicVector3D<float>                     
374   operator+(const BasicVector3D<float> & v) {     
375                                                   
376   /**                                             
377    * Addition of two vectors.                     
378    * @relates BasicVector3D                       
379    */                                             
380   inline BasicVector3D<float>                     
381   operator+(const BasicVector3D<float> & a, co    
382     return BasicVector3D<float>(a.x()+b.x(), a    
383   }                                               
384                                                   
385   /**                                             
386    * Unary minus.                                 
387    * @relates BasicVector3D                       
388    */                                             
389   inline BasicVector3D<float>                     
390   operator-(const BasicVector3D<float> & v) {     
391     return BasicVector3D<float>(-v.x(), -v.y()    
392   }                                               
393                                                   
394   /**                                             
395    * Subtraction of two vectors.                  
396    * @relates BasicVector3D                       
397    */                                             
398   inline BasicVector3D<float>                     
399   operator-(const BasicVector3D<float> & a, co    
400     return BasicVector3D<float>(a.x()-b.x(), a    
401   }                                               
402                                                   
403   /**                                             
404    * Multiplication vector by scalar.             
405    * @relates BasicVector3D                       
406    */                                             
407   inline BasicVector3D<float>                     
408   operator*(const BasicVector3D<float> & v, do    
409     return BasicVector3D<float>(v.x()*static_c    
410   }                                               
411                                                   
412   /**                                             
413    * Scalar product of two vectors.               
414    * @relates BasicVector3D                       
415    */                                             
416   inline float                                    
417   operator*(const BasicVector3D<float> & a, co    
418     return a.dot(b);                              
419   }                                               
420                                                   
421   /**                                             
422    * Multiplication scalar by vector.             
423    * @relates BasicVector3D                       
424    */                                             
425   inline BasicVector3D<float>                     
426   operator*(double a, const BasicVector3D<floa    
427     return BasicVector3D<float>(static_cast<fl    
428   }                                               
429                                                   
430   /**                                             
431    * Division vector by scalar.                   
432    * @relates BasicVector3D                       
433    */                                             
434   inline BasicVector3D<float>                     
435   operator/(const BasicVector3D<float> & v, do    
436     return BasicVector3D<float>(v.x()/static_c    
437   }                                               
438                                                   
439   /**                                             
440    * Comparison of two vectors for equality.      
441    * @relates BasicVector3D                       
442    */                                             
443   inline bool                                     
444   operator==(const BasicVector3D<float> & a, c    
445     return (a.x()==b.x() && a.y()==b.y() && a.    
446   }                                               
447                                                   
448   /**                                             
449    * Comparison of two vectors for inequality.    
450    * @relates BasicVector3D                       
451    */                                             
452   inline bool                                     
453   operator!=(const BasicVector3D<float> & a, c    
454     return (a.x()!=b.x() || a.y()!=b.y() || a.    
455   }                                               
456                                                   
457   /*******************************************    
458    *                                              
459    * Non-member functions for BasicVector3D<do    
460    *                                              
461    *******************************************    
462                                                   
463   /**                                             
464    * Output to stream.                            
465    * @relates BasicVector3D                       
466    */                                             
467   std::ostream &                                  
468   operator<<(std::ostream &, const BasicVector    
469                                                   
470   /**                                             
471    * Input from stream.                           
472    * @relates BasicVector3D                       
473    */                                             
474   std::istream &                                  
475   operator>>(std::istream &, BasicVector3D<dou    
476                                                   
477   /**                                             
478    * Unary plus.                                  
479    * @relates BasicVector3D                       
480    */                                             
481   inline BasicVector3D<double>                    
482   operator+(const BasicVector3D<double> & v) {    
483                                                   
484   /**                                             
485    * Addition of two vectors.                     
486    * @relates BasicVector3D                       
487    */                                             
488   inline BasicVector3D<double>                    
489   operator+(const BasicVector3D<double> & a,co    
490     return BasicVector3D<double>(a.x()+b.x(),     
491   }                                               
492                                                   
493   /**                                             
494    * Unary minus.                                 
495    * @relates BasicVector3D                       
496    */                                             
497   inline BasicVector3D<double>                    
498   operator-(const BasicVector3D<double> & v) {    
499     return BasicVector3D<double>(-v.x(), -v.y(    
500   }                                               
501                                                   
502   /**                                             
503    * Subtraction of two vectors.                  
504    * @relates BasicVector3D                       
505    */                                             
506   inline BasicVector3D<double>                    
507   operator-(const BasicVector3D<double> & a,co    
508     return BasicVector3D<double>(a.x()-b.x(),     
509   }                                               
510                                                   
511   /**                                             
512    * Multiplication vector by scalar.             
513    * @relates BasicVector3D                       
514    */                                             
515   inline BasicVector3D<double>                    
516   operator*(const BasicVector3D<double> & v, d    
517     return BasicVector3D<double>(v.x()*a, v.y(    
518   }                                               
519                                                   
520   /**                                             
521    * Scalar product of two vectors.               
522    * @relates BasicVector3D                       
523    */                                             
524   inline double                                   
525   operator*(const BasicVector3D<double> & a,co    
526     return a.dot(b);                              
527   }                                               
528                                                   
529   /**                                             
530    * Multiplication scalar by vector.             
531    * @relates BasicVector3D                       
532    */                                             
533   inline BasicVector3D<double>                    
534   operator*(double a, const BasicVector3D<doub    
535     return BasicVector3D<double>(a*v.x(), a*v.    
536   }                                               
537                                                   
538   /**                                             
539    * Division vector by scalar.                   
540    * @relates BasicVector3D                       
541    */                                             
542   inline BasicVector3D<double>                    
543   operator/(const BasicVector3D<double> & v, d    
544     return BasicVector3D<double>(v.x()/a, v.y(    
545   }                                               
546                                                   
547   /**                                             
548    * Comparison of two vectors for equality.      
549    * @relates BasicVector3D                       
550    */                                             
551   inline bool                                     
552   operator==(const BasicVector3D<double> & a,     
553   {                                               
554     return (a.x()==b.x() && a.y()==b.y() && a.    
555   }                                               
556                                                   
557   /**                                             
558    * Comparison of two vectors for inequality.    
559    * @relates BasicVector3D                       
560    */                                             
561   inline bool                                     
562   operator!=(const BasicVector3D<double> & a,     
563   {                                               
564     return (a.x()!=b.x() || a.y()!=b.y() || a.    
565   }                                               
566 } /* namespace HepGeom */                         
567                                                   
568 #endif /* BASIC_VECTOR3D_H */                     
569