1 | #ifndef MARS_MQuaternion
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2 | #define MARS_MQuaternion
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3 |
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4 | #if 1
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5 |
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6 | // We prefer to derive from TQuaternion instead of TLorantzVector
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7 | // because TQuaternion implements vector algebra with just the 3D vector
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8 |
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9 | #ifndef ROOT_TQuaternion
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10 | #include <math.h>
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11 | #ifndef __clang__
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12 | #if (__GNUC__ < 4) || ((__GNUC__ == 4) && (__GNUC_MINOR__ < 8))
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13 | #define sqrt ::sqrt
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14 | #endif
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15 | #endif
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16 | #include <TQuaternion.h>
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17 | //#undef sqrt
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18 | #endif
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19 |
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20 | class MQuaternion : public TQuaternion
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21 | {
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22 | public:
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23 | MQuaternion(const TQuaternion &q) : TQuaternion(q) { }
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24 | MQuaternion(const TVector3 &v, Double_t t=0) : TQuaternion(v, t) { }
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25 | void operator*=(const TRotation &r)
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26 | {
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27 | fVectorPart *= r;
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28 | }
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29 | Double_t X() const { return fVectorPart.X(); }
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30 | Double_t Y() const { return fVectorPart.Y(); }
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31 | Double_t Z() const { return fVectorPart.Z(); }
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32 | Double_t T() const { return fRealPart; }
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33 |
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34 | // It seems to be a little bit faster than X*X+Y*Y
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35 | Double_t R2() const { return XYvector().Mod2(); }
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36 | Double_t R() const { return XYvector().Mod(); }
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37 |
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38 | void PropagateDz(const MQuaternion &w, const Double_t dz)
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39 | {
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40 | *this += dz/w.Z()*w;
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41 | }
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42 |
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43 | // Propagates the particle by a distance f in z along
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44 | // its trajectory w, if f is positive, in the opposite
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45 | // direction otherwise.
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46 | void PropagateZ(const MQuaternion &w, const Double_t z)
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47 | {
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48 | PropagateDz(w, z-Z());
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49 |
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50 | // z=3400, Z= 1700, t=0, c=1 -= 3400/-5*-5 -= 3400 Z=0, c>0
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51 | // += 1700/-5*-5 += 1700 Z=1700, c>0
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52 | // z=3400, Z=-1700, t=0, c=1 -= -3400/-5*-5 -= -1700 Z=0, c<0
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53 |
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54 | // z=3400, Z= 1700, t=0, c=1 -= (3400-1700)/-5*-5 -= 3400 Z=0, c>0
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55 | }
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56 |
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57 | // Move the photon along its trajectory to the x/y plane
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58 | // so that z=0. Therefor stretch the vector until
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59 | // its z-component vanishes.
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60 | //p -= p.Z()/u.Z()*u;
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61 | void PropagateZ0(const MQuaternion &w)
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62 | {
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63 | // If z>0 we still have to move by a distance of z.
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64 | // If z<0 we have to move in the opposite direction.
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65 | // --> z has the right sign for PropagateZ
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66 | PropagateDz(w, -Z());
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67 |
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68 | // Z= 1700, t=0, c=1 -= 1700/-5*-5 -= 1700 +c Z=0, c>0
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69 | // Z=-1700, t=0, c=1 -= -1700/-5*-5 -= -1700 -c Z=0, c<0
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70 |
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71 |
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72 | // Z= 1700, t=0, c=1 -= 1700/ 5* 5 -= 1700 -c Z=0, c<0
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73 | // Z=-1700, t=0, c=1 -= -1700/ 5* 5 -= -1700 +c Z=0, c>0
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74 |
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75 | //PropagateZ(w, Z());
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76 | }
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77 |
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78 | TVector2 XYvector() const { return fVectorPart.XYvector(); }
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79 |
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80 | //void Normalize() { fVectorPart *= TMath::Sqrt(1 - R2())/Z(); }
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81 |
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82 | void NormalizeVector() { fVectorPart = fVectorPart.Unit(); }
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83 |
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84 | ClassDef(MQuaternion, 1)
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85 | };
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86 |
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87 | #else
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88 |
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89 | #ifndef ROOT_TLorentzVector
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90 | #include <TLorentzVector.h>
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91 | #endif
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92 |
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93 | class MQuaternion : public TLorentzVector
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94 | {
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95 | public:
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96 | //MQuaternion(const TLorentzVector &q) : TLorentzVector(q) { }
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97 | MQuaternion(const TVector3 &v, Double_t t=0) : TLorentzVector(v, t) { }
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98 | /*
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99 | void operator*=(const TRotation &r)
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100 | {
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101 | fVectorPart *= r;
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102 | }
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103 | Double_t X() const { return fVectorPart.X(); }
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104 | Double_t Y() const { return fVectorPart.Y(); }
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105 | Double_t Z() const { return fVectorPart.Z(); }
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106 | Double_t T() const { return fRealPart; }
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107 | */
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108 |
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109 | // It seems to be a little bit faster than X*X+Y*Y
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110 | Double_t R2() const { return Perp2(); }
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111 | Double_t R() const { return Perp(); }
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112 |
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113 | // Propagates the particle by a distance f in z along
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114 | // its trajectory w, if f is positive, in the opposite
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115 | // direction otherwise.
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116 | void PropagateZ(const MQuaternion &w, const Double_t f)
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117 | {
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118 | *this += f/TMath::Abs(w.Z())*w;
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119 | }
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120 |
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121 | // Move the photon along its trajectory to the x/y plane
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122 | // so that z=0. Therefor stretch the vector until
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123 | // its z-component vanishes.
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124 | //p -= p.Z()/u.Z()*u;
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125 | void PropagateZ0(const MQuaternion &w)
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126 | {
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127 | // If z>0 we still have to move by a distance of z.
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128 | // If z<0 we have to move in th eopposite direction.
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129 | // --> z has the right sign for PropagateZ
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130 | PropagateZ(w, Z());
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131 | }
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132 |
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133 | TVector2 XYvector() const { return Vect().XYvector(); }
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134 |
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135 | //void Normalize() { fVectorPart *= TMath::Sqrt(1 - R2())/Z(); }
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136 |
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137 | ClassDef(MQuaternion, 0)
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138 | };
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139 |
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140 | #endif
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141 |
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142 | #endif
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