// @(#)root/mathcore:$Id$ // Authors: W. Brown, M. Fischler, L. Moneta 2005 // rotation functions // rotation 3D #pragma link C++ function ROOT::Math::Rotation3D::Rotation3D (double *, double*); #pragma link C++ function ROOT::Math::Rotation3D::Rotation3D (ROOT::Math::XYZVector &, ROOT::Math::XYZVector &,ROOT::Math::XYZVector &); #pragma link C++ function ROOT::Math::Rotation3D::SetComponents (ROOT::Math::XYZVector &, ROOT::Math::XYZVector &,ROOT::Math::XYZVector &); #pragma link C++ function ROOT::Math::Rotation3D::SetComponents (double *, double *); #pragma link C++ function ROOT::Math::Rotation3D::GetComponents (double *); #pragma link C++ function ROOT::Math::Rotation3D::GetComponents (double *, double *); #pragma link C++ function ROOT::Math::Rotation3D::operator* (const ROOT::Math::XYZPoint &); #pragma link C++ function ROOT::Math::Rotation3D::operator* (const ROOT::Math::XYZVector &); #pragma link C++ function ROOT::Math::Rotation3D::operator* (const ROOT::Math::XYZTVector &); // axis angle // this explicit template ctor are not found by CINT // #pragma link C++ function ROOT::Math::AxisAngle::AxisAngle (const ROOT::Math::Rotation3D &); // #pragma link C++ function ROOT::Math::AxisAngle::AxisAngle (const ROOT::Math::EulerAngles &); // #pragma link C++ function ROOT::Math::AxisAngle::AxisAngle (const ROOT::Math::RotationZYX &); // #pragma link C++ function ROOT::Math::AxisAngle::AxisAngle (const ROOT::Math::RotationX &); // #pragma link C++ function ROOT::Math::AxisAngle::AxisAngle (const ROOT::Math::RotationY &); // #pragma link C++ function ROOT::Math::AxisAngle::AxisAngle (const ROOT::Math::RotationZ &); // #pragma link C++ function ROOT::Math::AxisAngle::AxisAngle (const ROOT::Math::Quaternion &); #pragma link C++ function ROOT::Math::AxisAngle::operator= (const ROOT::Math::Rotation3D &); #pragma link C++ function ROOT::Math::AxisAngle::operator= (const ROOT::Math::EulerAngles &); #pragma link C++ function ROOT::Math::AxisAngle::operator= (const ROOT::Math::RotationZYX &); #pragma link C++ function ROOT::Math::AxisAngle::operator= (const ROOT::Math::RotationX &); #pragma link C++ function ROOT::Math::AxisAngle::operator= (const ROOT::Math::RotationY &); #pragma link C++ function ROOT::Math::AxisAngle::operator= (const ROOT::Math::RotationZ &); #pragma link C++ function ROOT::Math::AxisAngle::operator= (const ROOT::Math::Quaternion &); #pragma link C++ function ROOT::Math::AxisAngle::AxisAngle (ROOT::Math::XYZVector &, double); #pragma link C++ function ROOT::Math::AxisAngle::AxisAngle (double *, double*); #pragma link C++ function ROOT::Math::AxisAngle::SetComponents (double *, double *); #pragma link C++ function ROOT::Math::AxisAngle::GetComponents (double *); #pragma link C++ function ROOT::Math::AxisAngle::operator* (const ROOT::Math::XYZPoint &); #pragma link C++ function ROOT::Math::AxisAngle::operator* (const ROOT::Math::XYZVector &); #pragma link C++ function ROOT::Math::AxisAngle::operator* (const ROOT::Math::XYZTVector &); // Euler angles // #pragma link C++ function ROOT::Math::EulerAngles::EulerAngles (const ROOT::Math::Rotation3D &); // #pragma link C++ function ROOT::Math::EulerAngles::EulerAngles (const ROOT::Math::AxisAngle &); // #pragma link C++ function ROOT::Math::EulerAngles::EulerAngles (const ROOT::Math::RotationZYX &); // #pragma link C++ function ROOT::Math::EulerAngles::EulerAngles (const ROOT::Math::RotationX &); // #pragma link C++ function ROOT::Math::EulerAngles::EulerAngles (const ROOT::Math::RotationY &); // #pragma link C++ function ROOT::Math::EulerAngles::EulerAngles (const ROOT::Math::RotationZ &); // #pragma link C++ function ROOT::Math::EulerAngles::EulerAngles (const ROOT::Math::Quaternion &); #pragma link C++ function ROOT::Math::EulerAngles::operator= (const ROOT::Math::Rotation3D &) #pragma link C++ function ROOT::Math::EulerAngles::operator= (const ROOT::Math::AxisAngle &) #pragma link C++ function ROOT::Math::EulerAngles::operator= (const ROOT::Math::Quaternion &) #pragma link C++ function ROOT::Math::EulerAngles::operator= (const ROOT::Math::RotationZYX &) #pragma link C++ function ROOT::Math::EulerAngles::operator= (const ROOT::Math::RotationX &); #pragma link C++ function ROOT::Math::EulerAngles::operator= (const ROOT::Math::RotationY &); #pragma link C++ function ROOT::Math::EulerAngles::operator= (const ROOT::Math::RotationZ &); #pragma link C++ function ROOT::Math::EulerAngles::SetComponents (double *, double *); #pragma link C++ function ROOT::Math::EulerAngles::GetComponents (double *); #pragma link C++ function ROOT::Math::EulerAngles::operator* (const ROOT::Math::XYZPoint &); #pragma link C++ function ROOT::Math::EulerAngles::operator* (const ROOT::Math::XYZVector &); #pragma link C++ function ROOT::Math::EulerAngles::operator* (const ROOT::Math::XYZTVector &); // quaternion // #pragma link C++ function ROOT::Math::Quaternion::Quaternion (const ROOT::Math::Rotation3D &); // #pragma link C++ function ROOT::Math::Quaternion::Quaternion (const ROOT::Math::AxisAngle &); // #pragma link C++ function ROOT::Math::Quaternion::Quaternion (const ROOT::Math::EulerAngles &); // #pragma link C++ function ROOT::Math::Quaternion::Quaternion (const ROOT::Math::RotationZYX &); // #pragma link C++ function ROOT::Math::Quaternion::Quaternion (const ROOT::Math::RotationX &); // #pragma link C++ function ROOT::Math::Quaternion::Quaternion (const ROOT::Math::RotationY &); // #pragma link C++ function ROOT::Math::Quaternion::Quaternion (const ROOT::Math::RotationZ &); #pragma link C++ function ROOT::Math::Quaternion::operator= (const ROOT::Math::Rotation3D &); #pragma link C++ function ROOT::Math::Quaternion::operator= (const ROOT::Math::AxisAngle &); #pragma link C++ function ROOT::Math::Quaternion::operator= (const ROOT::Math::EulerAngles &); #pragma link C++ function ROOT::Math::Quaternion::operator= (const ROOT::Math::RotationZYX &); #pragma link C++ function ROOT::Math::Quaternion::operator= (const ROOT::Math::RotationX &); #pragma link C++ function ROOT::Math::Quaternion::operator= (const ROOT::Math::RotationY &); #pragma link C++ function ROOT::Math::Quaternion::operator= (const ROOT::Math::RotationZ &); #pragma link C++ function ROOT::Math::Quaternion::SetComponents (double *, double *); #pragma link C++ function ROOT::Math::Quaternion::GetComponents (double *); #pragma link C++ function ROOT::Math::Quaternion::operator* (const ROOT::Math::XYZPoint &); #pragma link C++ function ROOT::Math::Quaternion::operator* (const ROOT::Math::XYZVector &); #pragma link C++ function ROOT::Math::Quaternion::operator* (const ROOT::Math::XYZTVector &); // rotation ZYX // #pragma link C++ function ROOT::Math::RotationZYX::RotationZYX (const ROOT::Math::Rotation3D &); // #pragma link C++ function ROOT::Math::RotationZYX::RotationZYX (const ROOT::Math::AxisAngle &); // #pragma link C++ function ROOT::Math::RotationZYX::RotationZYX (const ROOT::Math::EulerAngles &); // #pragma link C++ function ROOT::Math::RotationZYX::RotationZYX (const ROOT::Math::Quaternion &); // #pragma link C++ function ROOT::Math::RotationZYX::RotationZYX (const ROOT::Math::RotationX &); // #pragma link C++ function ROOT::Math::RotationZYX::RotationZYX (const ROOT::Math::RotationY &); // #pragma link C++ function ROOT::Math::RotationZYX::RotationZYX (const ROOT::Math::RotationZ &); #pragma link C++ function ROOT::Math::RotationZYX::operator= (const ROOT::Math::Rotation3D &); #pragma link C++ function ROOT::Math::RotationZYX::operator= (const ROOT::Math::AxisAngle &); #pragma link C++ function ROOT::Math::RotationZYX::operator= (const ROOT::Math::EulerAngles &); #pragma link C++ function ROOT::Math::RotationZYX::operator= (const ROOT::Math::Quaternion &); #pragma link C++ function ROOT::Math::RotationZYX::operator= (const ROOT::Math::RotationX &); #pragma link C++ function ROOT::Math::RotationZYX::operator= (const ROOT::Math::RotationY &); #pragma link C++ function ROOT::Math::RotationZYX::operator= (const ROOT::Math::RotationZ &); #pragma link C++ function ROOT::Math::RotationZYX::SetComponents (double *, double *); #pragma link C++ function ROOT::Math::RotationZYX::GetComponents (double *); #pragma link C++ function ROOT::Math::RotationZYX::operator* (const ROOT::Math::XYZPoint &); #pragma link C++ function ROOT::Math::RotationZYX::operator* (const ROOT::Math::XYZVector &); #pragma link C++ function ROOT::Math::RotationZYX::operator* (const ROOT::Math::XYZTVector &); // rotation X #pragma link C++ function ROOT::Math::RotationX::operator* (const ROOT::Math::XYZPoint &); #pragma link C++ function ROOT::Math::RotationX::operator* (const ROOT::Math::XYZVector &); #pragma link C++ function ROOT::Math::RotationX::operator* (const ROOT::Math::XYZTVector &); // rotation Y #pragma link C++ function ROOT::Math::RotationY::operator* (const ROOT::Math::XYZPoint &); #pragma link C++ function ROOT::Math::RotationY::operator* (const ROOT::Math::XYZVector &); #pragma link C++ function ROOT::Math::RotationY::operator* (const ROOT::Math::XYZTVector &); // rotation Z #pragma link C++ function ROOT::Math::RotationZ::operator* (const ROOT::Math::XYZPoint &); #pragma link C++ function ROOT::Math::RotationZ::operator* (const ROOT::Math::XYZVector &); #pragma link C++ function ROOT::Math::RotationZ::operator* (const ROOT::Math::XYZTVector &); // transform3D #pragma link C++ function ROOT::Math::Transform3D::Transform3D (const ROOT::Math::Rotation3D &,const ROOT::Math::Translation3D &); #pragma link C++ function ROOT::Math::Transform3D::Transform3D (const ROOT::Math::AxisAngle &,const ROOT::Math::Translation3D &); #pragma link C++ function ROOT::Math::Transform3D::Transform3D (const ROOT::Math::EulerAngles &,const ROOT::Math::Translation3D &); #pragma link C++ function ROOT::Math::Transform3D::Transform3D (const ROOT::Math::RotationZYX &,const ROOT::Math::Translation3D &); #pragma link C++ function ROOT::Math::Transform3D::Transform3D (const ROOT::Math::Quaternion &,const ROOT::Math::Translation3D &); #pragma link C++ function ROOT::Math::Transform3D::Transform3D (const ROOT::Math::RotationX &,const ROOT::Math::Translation3D &); #pragma link C++ function ROOT::Math::Transform3D::Transform3D (const ROOT::Math::RotationY &,const ROOT::Math::Translation3D &); #pragma link C++ function ROOT::Math::Transform3D::Transform3D (const ROOT::Math::RotationZ &,const ROOT::Math::Translation3D &); #pragma link C++ function ROOT::Math::Transform3D::Transform3D (double *, double*); #pragma link C++ function ROOT::Math::Transform3D::SetComponents (double *, double *); #pragma link C++ function ROOT::Math::Transform3D::GetComponents (double *); //#pragma link C++ function ROOT::Math::Transform3D::Rotation< ROOT::Math::RotationZYX>(); #pragma link C++ function ROOT::Math::Transform3D::GetRotation ( ROOT::Math::Rotation3D &); #pragma link C++ function ROOT::Math::Transform3D::GetRotation ( ROOT::Math::RotationZYX &); #pragma link C++ function ROOT::Math::Transform3D::GetRotation ( ROOT::Math::AxisAngle &); #pragma link C++ function ROOT::Math::Transform3D::GetRotation ( ROOT::Math::EulerAngles &); #pragma link C++ function ROOT::Math::Transform3D::GetRotation ( ROOT::Math::Quaternion &); #pragma link C++ function ROOT::Math::Transform3D::GetDecomposition ( ROOT::Math::RotationZYX &,ROOT::Math::XYZVector &); #pragma link C++ function ROOT::Math::Transform3D::GetDecomposition ( ROOT::Math::AxisAngle &,ROOT::Math::XYZVector &); #pragma link C++ function ROOT::Math::Transform3D::GetDecomposition ( ROOT::Math::EulerAngles &,ROOT::Math::XYZVector &); #pragma link C++ function ROOT::Math::Transform3D::GetDecomposition ( ROOT::Math::Quaternion &,ROOT::Math::XYZVector &); #pragma link C++ function ROOT::Math::Transform3D::operator* (const ROOT::Math::XYZPoint &); #pragma link C++ function ROOT::Math::Transform3D::operator* (const ROOT::Math::XYZVector &); #pragma link C++ function ROOT::Math::Transform3D::operator* (const ROOT::Math::XYZTVector &); // LorentzRotation #pragma link C++ function ROOT::Math::LorentzRotation::LorentzRotation (double *, double*); #pragma link C++ function ROOT::Math::LorentzRotation::SetComponents (double *, double *); #pragma link C++ function ROOT::Math::LorentzRotation::GetComponents (double *); #pragma link C++ function ROOT::Math::LorentzRotation::operator* (const ROOT::Math::XYZTVector &); // Boost //#pragma link C++ function ROOT::Math::Boost::Boost (const ROOT::Math::XYZVector &); #pragma link C++ function ROOT::Math::Boost::Boost (double *, double*); #pragma link C++ function ROOT::Math::Boost::SetComponents (const ROOT::Math::XYZVector &); #pragma link C++ function ROOT::Math::Boost::SetComponents (double *, double *); #pragma link C++ function ROOT::Math::Boost::GetComponents (double *); #pragma link C++ function ROOT::Math::Boost::operator* (const ROOT::Math::XYZTVector &); // Boost X #pragma link C++ function ROOT::Math::BoostX::operator* (const ROOT::Math::XYZTVector &); // Boost Y #pragma link C++ function ROOT::Math::BoostY::operator* (const ROOT::Math::XYZTVector &); // Boost Z #pragma link C++ function ROOT::Math::BoostZ::operator* (const ROOT::Math::XYZTVector &); //Rotation3D free functions #pragma link C++ function ROOT::Math::operator* (const ROOT::Math::RotationX &, const ROOT::Math::Rotation3D &); #pragma link C++ function ROOT::Math::operator* (const ROOT::Math::RotationY &, const ROOT::Math::Rotation3D &); #pragma link C++ function ROOT::Math::operator* (const ROOT::Math::RotationZ &, const ROOT::Math::Rotation3D &); #pragma link C++ function ROOT::Math::operator* (const ROOT::Math::RotationX &, const ROOT::Math::RotationY &); #pragma link C++ function ROOT::Math::operator* (const ROOT::Math::RotationX &, const ROOT::Math::RotationZ &); #pragma link C++ function ROOT::Math::operator* (const ROOT::Math::RotationY &, const ROOT::Math::RotationX &); #pragma link C++ function ROOT::Math::operator* (const ROOT::Math::RotationY &, const ROOT::Math::RotationZ &); #pragma link C++ function ROOT::Math::operator* (const ROOT::Math::RotationZ &, const ROOT::Math::RotationX &); #pragma link C++ function ROOT::Math::operator* (const ROOT::Math::RotationZ &, const ROOT::Math::RotationY &);