#ifndef MARS_MQuaternion #define MARS_MQuaternion #if 1 // We prefer to derive from TQuaternion instead of TLorantzVector // because TQuaternion implements vector algebra with just the 3D vector #ifndef ROOT_TQuaternion #include //#define sqrt ::sqrt #include #undef sqrt #endif class MQuaternion : public TQuaternion { public: MQuaternion(const TQuaternion &q) : TQuaternion(q) { } MQuaternion(const TVector3 &v, Double_t t=0) : TQuaternion(v, t) { } void operator*=(const TRotation &r) { fVectorPart *= r; } Double_t X() const { return fVectorPart.X(); } Double_t Y() const { return fVectorPart.Y(); } Double_t Z() const { return fVectorPart.Z(); } Double_t T() const { return fRealPart; } // It seems to be a little bit faster than X*X+Y*Y Double_t R2() const { return XYvector().Mod2(); } Double_t R() const { return XYvector().Mod(); } void PropagateDz(const MQuaternion &w, const Double_t dz) { *this += dz/w.Z()*w; } // Propagates the particle by a distance f in z along // its trajectory w, if f is positive, in the opposite // direction otherwise. void PropagateZ(const MQuaternion &w, const Double_t z) { PropagateDz(w, z-Z()); // z=3400, Z= 1700, t=0, c=1 -= 3400/-5*-5 -= 3400 Z=0, c>0 // += 1700/-5*-5 += 1700 Z=1700, c>0 // z=3400, Z=-1700, t=0, c=1 -= -3400/-5*-5 -= -1700 Z=0, c<0 // z=3400, Z= 1700, t=0, c=1 -= (3400-1700)/-5*-5 -= 3400 Z=0, c>0 } // Move the photon along its trajectory to the x/y plane // so that z=0. Therefor stretch the vector until // its z-component vanishes. //p -= p.Z()/u.Z()*u; void PropagateZ0(const MQuaternion &w) { // If z>0 we still have to move by a distance of z. // If z<0 we have to move in the opposite direction. // --> z has the right sign for PropagateZ PropagateDz(w, -Z()); // Z= 1700, t=0, c=1 -= 1700/-5*-5 -= 1700 +c Z=0, c>0 // Z=-1700, t=0, c=1 -= -1700/-5*-5 -= -1700 -c Z=0, c<0 // Z= 1700, t=0, c=1 -= 1700/ 5* 5 -= 1700 -c Z=0, c<0 // Z=-1700, t=0, c=1 -= -1700/ 5* 5 -= -1700 +c Z=0, c>0 //PropagateZ(w, Z()); } TVector2 XYvector() const { return fVectorPart.XYvector(); } //void Normalize() { fVectorPart *= TMath::Sqrt(1 - R2())/Z(); } void NormalizeVector() { fVectorPart = fVectorPart.Unit(); } ClassDef(MQuaternion, 1) }; #else #ifndef ROOT_TLorentzVector #include #endif class MQuaternion : public TLorentzVector { public: //MQuaternion(const TLorentzVector &q) : TLorentzVector(q) { } MQuaternion(const TVector3 &v, Double_t t=0) : TLorentzVector(v, t) { } /* void operator*=(const TRotation &r) { fVectorPart *= r; } Double_t X() const { return fVectorPart.X(); } Double_t Y() const { return fVectorPart.Y(); } Double_t Z() const { return fVectorPart.Z(); } Double_t T() const { return fRealPart; } */ // It seems to be a little bit faster than X*X+Y*Y Double_t R2() const { return Perp2(); } Double_t R() const { return Perp(); } // Propagates the particle by a distance f in z along // its trajectory w, if f is positive, in the opposite // direction otherwise. void PropagateZ(const MQuaternion &w, const Double_t f) { *this += f/TMath::Abs(w.Z())*w; } // Move the photon along its trajectory to the x/y plane // so that z=0. Therefor stretch the vector until // its z-component vanishes. //p -= p.Z()/u.Z()*u; void PropagateZ0(const MQuaternion &w) { // If z>0 we still have to move by a distance of z. // If z<0 we have to move in th eopposite direction. // --> z has the right sign for PropagateZ PropagateZ(w, Z()); } TVector2 XYvector() const { return Vect().XYvector(); } //void Normalize() { fVectorPart *= TMath::Sqrt(1 - R2())/Z(); } ClassDef(MQuaternion, 0) }; #endif #endif