12#ifndef BASIC_VECTOR3D_H
13#define BASIC_VECTOR3D_H
17#include "CLHEP/Vector/ThreeVector.h"
28 template<
class T>
class BasicVector3D {
62 v_[0] = v.
x();
v_[1] = v.
y();
v_[2] = v.
z();
75 operator T * () {
return v_; }
79 operator const T * ()
const {
return v_; }
95 v_[0] = v.v_[0];
v_[1] = v.v_[1];
v_[2] = v.v_[2];
return *
this;
100 v_[0] += v.v_[0];
v_[1] += v.v_[1];
v_[2] += v.v_[2];
return *
this;
105 v_[0] -= v.v_[0];
v_[1] -= v.v_[1];
v_[2] -= v.v_[2];
return *
this;
110 v_[0] *=
a;
v_[1] *=
a;
v_[2] *=
a;
return *
this;
115 v_[0] /=
a;
v_[1] /=
a;
v_[2] /=
a;
return *
this;
142 T
x()
const {
return v_[0]; }
145 T
y()
const {
return v_[1]; }
148 T
z()
const {
return v_[2]; }
162 void set(T x1, T y1, T z1) {
v_[0] = x1;
v_[1] = y1;
v_[2] = z1; }
183 factor = rh/factor;
v_[0] *= factor;
v_[1] *= factor;
203 return x() == 0 &&
y() == 0 ? 0 : std::atan2(
y(),
x());
208 return x() == 0 &&
y() == 0 &&
z() == 0 ? 0 : std::atan2(
perp(),
z());
229 factor = ma/factor;
v_[0] *= factor;
v_[1] *= factor;
v_[2] *= factor;
243 set(ma*std::sin(th)*std::cos(ph), ma*std::sin(th)*std::sin(ph), ma*std::cos(th));
271 return x()*v.x()+
y()*v.y()+
z()*v.z();
279 x()*v.y()-v.x()*
y());
285 T tot = v.mag2(), s =
dot(v);
286 return tot > 0 ?
mag2()-s*s/tot :
mag2();
292 return std::sqrt(
perp2(v));
314 T dx =
x() < 0 ? -
x() :
x();
315 T dy =
y() < 0 ? -
y() :
y();
316 T dz =
z() < 0 ? -
z() :
z();
440 return (
a.x()==
b.x() &&
a.y()==
b.y() &&
a.z()==
b.z());
449 return (
a.x()!=
b.x() ||
a.y()!=
b.y() ||
a.z()!=
b.z());
549 return (
a.x()==
b.x() &&
a.y()==
b.y() &&
a.z()==
b.z());
559 return (
a.x()!=
b.x() ||
a.y()!=
b.y() ||
a.z()!=
b.z());
563#ifdef ENABLE_BACKWARDS_COMPATIBILITY
BasicVector3D< float > operator-(const BasicVector3D< float > &a, const BasicVector3D< float > &b)
BasicVector3D< T > cross(const BasicVector3D< T > &v) const
BasicVector3D< float > operator*(const BasicVector3D< float > &v, double a)
float operator*(const BasicVector3D< float > &a, const BasicVector3D< float > &b)
BasicVector3D< T > & rotateZ(T a)
BasicVector3D(const BasicVector3D< float > &v)
BasicVector3D< double > operator*(const BasicVector3D< double > &v, double a)
bool operator!=(const BasicVector3D< float > &a, const BasicVector3D< float > &b)
BasicVector3D< T > & operator/=(double a)
BasicVector3D< T > & rotateX(T a)
BasicVector3D< T > & rotate(T a, const BasicVector3D< T > &v)
BasicVector3D< T > & operator=(const BasicVector3D< T > &v)
BasicVector3D< float > operator+(const BasicVector3D< float > &a, const BasicVector3D< float > &b)
BasicVector3D< float > operator/(const BasicVector3D< float > &v, double a)
T operator[](int i) const
T angle(const BasicVector3D< T > &v) const
BasicVector3D< T > & operator*=(double a)
BasicVector3D< double > operator+(const BasicVector3D< double > &a, const BasicVector3D< double > &b)
bool operator==(const BasicVector3D< float > &a, const BasicVector3D< float > &b)
BasicVector3D< float > operator-(const BasicVector3D< float > &v)
bool operator==(const BasicVector3D< double > &a, const BasicVector3D< double > &b)
BasicVector3D< double > operator+(const BasicVector3D< double > &v)
BasicVector3D(T x1, T y1, T z1)
BasicVector3D< double > operator-(const BasicVector3D< double > &v)
BasicVector3D< T > & rotateY(T a)
BasicVector3D< double > operator/(const BasicVector3D< double > &v, double a)
BasicVector3D< double > operator-(const BasicVector3D< double > &a, const BasicVector3D< double > &b)
bool operator!=(const BasicVector3D< double > &a, const BasicVector3D< double > &b)
BasicVector3D< T > unit() const
BasicVector3D< float > operator*(double a, const BasicVector3D< float > &v)
BasicVector3D< double > operator*(double a, const BasicVector3D< double > &v)
BasicVector3D< T > & operator+=(const BasicVector3D< T > &v)
BasicVector3D< T > & operator-=(const BasicVector3D< T > &v)
double operator*(const BasicVector3D< double > &a, const BasicVector3D< double > &b)
T perp2(const BasicVector3D< T > &v) const
void set(T x1, T y1, T z1)
BasicVector3D< T > orthogonal() const
T perp(const BasicVector3D< T > &v) const
BasicVector3D< float > operator+(const BasicVector3D< float > &v)
T dot(const BasicVector3D< T > &v) const
T operator()(int i) const
std::istream & operator>>(std::istream &is, BasicVector3D< float > &a)
std::ostream & operator<<(std::ostream &os, const BasicVector3D< float > &a)