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00001 // @(#)root/mathcore:$Name: V02-02-26 $:$Id: Transform3DPJ.h,v 1.1 2007/05/27 20:12:30 pjanot Exp $
00002 // Authors: W. Brown, M. Fischler, L. Moneta    2005  
00003 
00004 /**********************************************************************
00005  *                                                                    *
00006  * Copyright (c) 2005 , LCG ROOT MathLib Team                         *
00007  *                                                                    *
00008  *                                                                    *
00009  **********************************************************************/
00010 
00011 // Header file for class Transform3DPJ
00012 // 
00013 // Created by: Lorenzo Moneta  October 21 2005
00014 // 
00015 // 
00016 #ifndef ROOT_Math_GenVector_Transform3DPJ 
00017 #define ROOT_Math_GenVector_Transform3DPJ  1
00018 
00019 
00020 
00021 #include "Math/GenVector/Cartesian3D.h"
00022 #include "Math/GenVector/DisplacementVector3D.h"
00023 #include "Math/GenVector/PositionVector3D.h"
00024 #include "Math/GenVector/LorentzVector.h"
00025 #include "Math/GenVector/Rotation3D.h"
00026 #include "Math/GenVector/AxisAnglefwd.h"
00027 #include "Math/GenVector/EulerAnglesfwd.h"
00028 #include "Math/GenVector/Quaternionfwd.h"
00029 #include "Math/GenVector/RotationXfwd.h"
00030 #include "Math/GenVector/RotationYfwd.h"
00031 #include "Math/GenVector/RotationZfwd.h"
00032 
00033 #include <iostream>
00034 
00035 //#include "Math/Vector3Dfwd.h"
00036 
00037 
00038 
00039 namespace ROOT { 
00040 
00041   namespace Math { 
00042 
00043     class Plane3D; 
00044 
00045 
00046 
00060   class Transform3DPJ { 
00061     
00062 
00063   public: 
00064 
00065     typedef  DisplacementVector3D<Cartesian3D<double>, DefaultCoordinateSystemTag >  Vector; 
00066     typedef  PositionVector3D<Cartesian3D<double>, DefaultCoordinateSystemTag >      Point; 
00067 
00068 
00069     enum ETransform3DMatrixIndex {
00070       kXX = 0, kXY = 1, kXZ = 2, kDX = 3, 
00071       kYX = 4, kYY = 5, kYZ = 6, kDY = 7,
00072       kZX = 8, kZY = 9, kZZ =10, kDZ = 11
00073     };
00074 
00075 
00076 
00080     Transform3DPJ()
00081     {
00082       SetIdentity();
00083     }
00084     
00089     template<class IT>
00090     Transform3DPJ(IT begin, IT end) 
00091     { 
00092       SetComponents(begin,end); 
00093     }
00094 
00098     Transform3DPJ( const Rotation3D & r, const Vector & v) 
00099     {
00100       AssignFrom( r, v ); 
00101     }
00105     Transform3DPJ( const Vector & v, const Rotation3D & r) 
00106     {
00107       // is equivalent from having first the rotation and then the translation vector rotated
00108       AssignFrom( r, r(v) ); 
00109     }
00110 
00114     explicit Transform3DPJ( const Rotation3D & r) { 
00115       AssignFrom(r);
00116     } 
00117     // convenience methods for the other rotations (cannot use templates for conflict with LA)
00118     explicit Transform3DPJ( const AxisAngle & r) { 
00119       AssignFrom(Rotation3D(r));
00120     } 
00121     explicit Transform3DPJ( const EulerAngles & r) { 
00122       AssignFrom(Rotation3D(r));
00123     } 
00124     explicit Transform3DPJ( const Quaternion & r) { 
00125       AssignFrom(Rotation3D(r));
00126     } 
00127     // TO DO: implement direct methods for axial rotations without going through Rotation3D
00128     explicit Transform3DPJ( const RotationX & r) { 
00129       AssignFrom(Rotation3D(r));
00130     } 
00131     explicit Transform3DPJ( const RotationY & r) { 
00132       AssignFrom(Rotation3D(r));
00133     } 
00134     explicit Transform3DPJ( const RotationZ & r) { 
00135       AssignFrom(Rotation3D(r));
00136     } 
00137 
00142     template<class CoordSystem, class Tag>
00143     explicit Transform3DPJ( const DisplacementVector3D<CoordSystem,Tag> & v) { 
00144       AssignFrom(Vector(v.X(),v.Y(),v.Z()));
00145     }
00150     explicit Transform3DPJ( const Vector & v) { 
00151       AssignFrom(v);
00152     }
00153 
00154 
00155 
00156     //#if !defined(__MAKECINT__) && !defined(G__DICTIONARY)  // this is ambigous with double * , double *   
00163     // to do : change to displacement vector3D
00164     template <class ARotation, class CoordSystem, class Tag>
00165     Transform3DPJ( const ARotation & r, const DisplacementVector3D<CoordSystem,Tag> & v) 
00166     {
00167       AssignFrom( Rotation3D(r), Vector (v.X(),v.Y(),v.Z()) ); 
00168     }
00175     template <class ARotation, class CoordSystem, class Tag>
00176     Transform3DPJ(const DisplacementVector3D<CoordSystem,Tag> & v , const ARotation & r) 
00177     {
00178       // is equivalent from having first the rotation and then the translation vector rotated
00179       Rotation3D r3d(r);
00180       AssignFrom( r3d, r3d( Vector(v.X(),v.Y(),v.Z()) ) ); 
00181     }
00182 
00183     //#endif
00184 
00197     Transform3DPJ
00198     (const Point & fr0, const Point & fr1, const Point & fr2,  
00199      const Point & to0, const Point & to1, const Point & to2 );  
00200 
00201 
00202     // use compiler generated copy ctor, copy assignmet and dtor
00203 
00210     template<class ForeignMatrix>
00211     explicit Transform3DPJ(const ForeignMatrix & m) { 
00212       SetComponents(m); 
00213     }
00214 
00218     Transform3DPJ(double  xx, double  xy, double  xz, double dx, 
00219                 double  yx, double  yy, double  yz, double dy,
00220                 double  zx, double  zy, double  zz, double dz)
00221     {
00222       SetComponents (xx, xy, xz, dx, yx, yy, yz, dy, zx, zy, zz, dz);
00223     }
00224 
00225 
00232     template<class ForeignMatrix>
00233     Transform3DPJ & operator= (const ForeignMatrix & m) { 
00234       SetComponents(m); 
00235       return *this; 
00236     }
00237 
00238 
00239     // ======== Components ==============
00240 
00241 
00246     template<class IT>
00247     void SetComponents(IT begin, IT end) {
00248      for (int i = 0; i <12; ++i) { 
00249         fM[i] = *begin;
00250         ++begin; 
00251      }
00252      assert (end==begin);
00253     }
00254 
00259     template<class IT>
00260     void GetComponents(IT begin, IT end) const {
00261        for (int i = 0; i <12; ++i) { 
00262           *begin = fM[i];
00263           ++begin;  
00264        }
00265        assert (end==begin);
00266     }
00267 
00271     template<class IT>
00272     void GetComponents(IT begin) const {
00273       std::copy ( fM, fM+12, begin );
00274     }
00275 
00282     template<class ForeignMatrix>
00283     void
00284     SetTransformMatrix (const ForeignMatrix & m) {
00285       fM[kXX]=m(0,0);  fM[kXY]=m(0,1);  fM[kXZ]=m(0,2); fM[kDX]=m(0,3);
00286       fM[kYX]=m(1,0);  fM[kYY]=m(1,1);  fM[kYZ]=m(1,2); fM[kDY]=m(1,3);
00287       fM[kZX]=m(2,0);  fM[kZY]=m(2,1);  fM[kZZ]=m(2,2); fM[kDZ]=m(2,3);
00288     }
00289 
00295     template<class ForeignMatrix>
00296     void
00297     GetTransformMatrix (ForeignMatrix & m) const {
00298       m(0,0)=fM[kXX];  m(0,1)=fM[kXY];  m(0,2)=fM[kXZ];  m(0,3)=fM[kDX];
00299       m(1,0)=fM[kYX];  m(1,1)=fM[kYY];  m(1,2)=fM[kYZ];  m(1,3)=fM[kDY];
00300       m(2,0)=fM[kZX];  m(2,1)=fM[kZY];  m(2,2)=fM[kZZ];  m(2,3)=fM[kDZ];
00301     }
00302 
00303 
00307     void
00308     SetComponents (double  xx, double  xy, double  xz, double dx,  
00309                    double  yx, double  yy, double  yz, double dy, 
00310                    double  zx, double  zy, double  zz, double dz) {
00311       fM[kXX]=xx;  fM[kXY]=xy;  fM[kXZ]=xz;  fM[kDX]=dx;
00312       fM[kYX]=yx;  fM[kYY]=yy;  fM[kYZ]=yz;  fM[kDY]=dy;
00313       fM[kZX]=zx;  fM[kZY]=zy;  fM[kZZ]=zz;  fM[kDZ]=dz;
00314     }
00315 
00319     void
00320     GetComponents (double &xx, double &xy, double &xz, double &dx,
00321                    double &yx, double &yy, double &yz, double &dy,
00322                    double &zx, double &zy, double &zz, double &dz) const {
00323       xx=fM[kXX];  xy=fM[kXY];  xz=fM[kXZ];  dx=fM[kDX];
00324       yx=fM[kYX];  yy=fM[kYY];  yz=fM[kYZ];  dy=fM[kDY];
00325       zx=fM[kZX];  zy=fM[kZY];  zz=fM[kZZ];  dz=fM[kDZ];
00326     }
00327 
00328     
00329 
00333     void GetDecomposition(Rotation3D &r, Vector &v) const;
00334 
00335 
00336 
00337     // operations on points and vectors 
00338 
00342     Point operator() (const Point & p) const;  
00343 
00344 
00349     Vector operator() (const Vector & v) const;
00350 
00351 
00355     template<class CoordSystem > 
00356     PositionVector3D<CoordSystem> operator() (const PositionVector3D <CoordSystem> & p) const { 
00357       Point xyzNew = operator() ( Point(p) );
00358       return  PositionVector3D<CoordSystem> (xyzNew);
00359     }
00360 
00364     template<class CoordSystem > 
00365     DisplacementVector3D<CoordSystem> operator() (const DisplacementVector3D <CoordSystem> & v) const { 
00366       Vector xyzNew = operator() ( Vector(v) );
00367       return  DisplacementVector3D<CoordSystem> (xyzNew);
00368     }
00369 
00373     template<class CoordSystem, class Tag1, class Tag2 > 
00374     void Transform (const PositionVector3D <CoordSystem,Tag1> & p1, PositionVector3D <CoordSystem,Tag2> & p2  ) const { 
00375       Point xyzNew = operator() ( Point(p1.X(), p1.Y(), p1.Z()) );
00376       p2.SetXYZ( xyzNew.X(), xyzNew.Y(), xyzNew.Z() ); 
00377     }
00378 
00379 
00383     template<class CoordSystem,  class Tag1, class Tag2 > 
00384     void Transform (const DisplacementVector3D <CoordSystem,Tag1> & v1, DisplacementVector3D <CoordSystem,Tag2> & v2  ) const { 
00385       Vector xyzNew = operator() ( Vector(v1.X(), v1.Y(), v1.Z() ) );
00386       v2.SetXYZ( xyzNew.X(), xyzNew.Y(), xyzNew.Z() ); 
00387     }
00388 
00392     template <class CoordSystem > 
00393     LorentzVector<CoordSystem> operator() (const LorentzVector<CoordSystem> & q) const { 
00394       Vector xyzNew = operator() ( Vector(q.Vect() ) );
00395       return  LorentzVector<CoordSystem> (xyzNew.X(), xyzNew.Y(), xyzNew.Z(), q.E() );
00396     }
00397 
00401     Plane3D operator() (const Plane3D & plane) const; 
00402           
00403 
00404     // skip transformation for arbitrary vectors - not really defined if point or displacement vectors
00405 
00406     // same but with operator * 
00412     template<class AVector > 
00413     AVector operator * (const AVector & v) const { 
00414       return operator() (v);
00415     }
00416 
00417 
00418 
00422     Transform3DPJ & operator *= (const Transform3DPJ  & t);
00423 
00427     Transform3DPJ operator * (const Transform3DPJ  & t) const { 
00428       Transform3DPJ tmp(*this);
00429       tmp*= t;
00430       return tmp;
00431     }
00432 
00436     void Invert();
00437 
00441     Transform3DPJ Inverse() const { 
00442       Transform3DPJ t(*this);
00443       t.Invert();
00444       return t;
00445     }
00446 
00447 
00451     bool operator == (const Transform3DPJ & rhs) const {
00452       if( fM[0] != rhs.fM[0] )  return false;
00453       if( fM[1] != rhs.fM[1] )  return false;
00454       if( fM[2] != rhs.fM[2] )  return false;
00455       if( fM[3] != rhs.fM[3] )  return false;
00456       if( fM[4] != rhs.fM[4] )  return false;
00457       if( fM[5] != rhs.fM[5] )  return false;
00458       if( fM[6] != rhs.fM[6] )  return false;
00459       if( fM[7] != rhs.fM[7] )  return false;
00460       if( fM[8] != rhs.fM[8] )  return false;
00461       if( fM[9] != rhs.fM[9] )  return false;
00462       if( fM[10]!= rhs.fM[10] ) return false;
00463       if( fM[11]!= rhs.fM[11] ) return false;
00464       return true;
00465     }
00466 
00467     bool operator != (const Transform3DPJ & rhs) const {
00468       return ! operator==(rhs);
00469     }
00470 
00471 
00472   protected: 
00473 
00477     void  AssignFrom( const Rotation3D & r, const Vector & v);  
00478 
00482     void  AssignFrom( const Rotation3D & r);  
00483 
00487     void  AssignFrom( const Vector & v);  
00488 
00492     void SetIdentity() ; 
00493 
00494   private: 
00495 
00496 
00497     double fM[12];
00498 
00499   };
00500 
00501 
00502     // global functions 
00503 
00504   // TODO - I/O should be put in the manipulator form 
00505 
00506     std::ostream & operator<< (std::ostream & os, const Transform3DPJ & t);
00507   
00508     // need a function Transform = Translation * Rotation ???
00509 
00510    
00511 
00512 
00513 
00514 
00515   } // end namespace Math
00516 
00517 } // end namespace ROOT
00518 
00519 
00520 #endif /* MATHCORE_BASIC3DTRANSFORMATION */