| 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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