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CAngle.cpp
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CAngle.cpp
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#include
"CAngle.h"
using
namespace
std
;
// following line is needed in ROOT version
//ClassImp(CAngle)
float
const
CAngle
::
pi
=
acos
(
-
1.
);
/**
* Constructor
*/
CAngle
::
CAngle
(
float
theta0
,
float
phi0
)
{
theta
=
theta0
;
phi
=
phi0
;
}
//************************************************
CAngle
CAngle
::
transform
(
CAngle
angle1
,
CAngle
angle2
)
/**
* This subroutine performs a rotational transformation.
*
* theta1,phi1 are the coordinates (spherical angles in
* radians)of a unit vector in the original coordinate systems.
* the z axis is made to rotate in the phi=phi2 plane by an
*angle theta2. The coordinates of the vector in the new
*reference frame are theta3,phi3
\param angle1 is the initial (theta,phi) angles
\param angle2 specifies the (theta,phi) rotation
*/
{
//
// To calculate the angle between two vectors
// theta1,phi1 and theta2,phi2
// use CALL transform(theta1,phi1,-theta2,phi2,theta3,phi3)
// i.e. theta3 in the angle between them, note the negative sign
// on theta2
// rotate vector in x-y plane by -phi2
// and find cartesian coordinates
float
xp
=
sin
(
angle1
.
theta
)
*
cos
(
angle1
.
phi
-
angle2
.
phi
);
float
yp
=
sin
(
angle1
.
theta
)
*
sin
(
angle1
.
phi
-
angle2
.
phi
);
float
zp
=
cos
(
angle1
.
theta
);
// rotate vector in z-x plane by theta2
float
zt
=
zp
*
cos
(
angle2
.
theta
)
-
xp
*
sin
(
angle2
.
theta
);
float
xt
=
xp
*
cos
(
angle2
.
theta
)
+
zp
*
sin
(
angle2
.
theta
);
float
yt
=
yp
;
// rotate vector in x-y plane back by +phi2
// and find spherical coordinates
float
theta3
,
phi3
;
if
(
xt
==
0.0
&&
yt
==
0.0
)
phi3
=
0.
;
else
{
phi3
=
atan2
(
yt
,
xt
)
+
angle2
.
phi
;
if
(
phi3
>
2.
*
pi
)
phi3
=
phi3
-
2.
*
pi
;
if
(
phi3
<
0.0
)
phi3
=
phi3
+
2.
*
pi
;
}
if
(
zt
>
1.0
)
theta3
=
0.
;
else
if
(
zt
<
-
1.0
)
theta3
=
pi
;
else
theta3
=
acos
(
zt
);
CAngle
angle3
(
theta3
,
phi3
);
return
angle3
;
}
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CAngle.cpp (1 KB)
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