// // ******************************************************************** // * License and Disclaimer * // * * // * The Geant4 software is copyright of the Copyright Holders of * // * the Geant4 Collaboration. It is provided under the terms and * // * conditions of the Geant4 Software License, included in the file * // * LICENSE and available at http://cern.ch/geant4/license . These * // * include a list of copyright holders. * // * * // * Neither the authors of this software system, nor their employing * // * institutes,nor the agencies providing financial support for this * // * work make any representation or warranty, express or implied, * // * regarding this software system or assume any liability for its * // * use. Please see the license in the file LICENSE and URL above * // * for the full disclaimer and the limitation of liability. * // * * // * This code implementation is the result of the scientific and * // * technical work of the GEANT4 collaboration. * // * By using, copying, modifying or distributing the software (or * // * any work based on the software) you agree to acknowledge its * // * use in resulting scientific publications, and indicate your * // * acceptance of all terms of the Geant4 Software license. * // ******************************************************************** // // // $Id: G3toG4RotationMatrix.hh 67982 2013-03-13 10:36:03Z gcosmo $ // ---------------------- // Class description: // // An "extended" rotation matrix class. // The SetRotationMatrixByCol/Row() methods enables // to define the rotation matrix by column/row vectors. // The result matrix may be a matrix that does not // represent a rotation transformation (!) as // G3 "rotation" matrices can be a composition of // rotation and reflection. // ---------------------- #ifndef G3TOG4ROTATION_HH #define G3TOG4ROTATION_HH 1 #include "G4RotationMatrix.hh" #include "globals.hh" class G3toG4RotationMatrix : public G4RotationMatrix { public: // with description G3toG4RotationMatrix(); void SetRotationMatrixByCol(const G4ThreeVector& Col1, const G4ThreeVector& Col2, const G4ThreeVector& Col3); void SetRotationMatrixByRow(const G4ThreeVector& Row1, const G4ThreeVector& Row2, const G4ThreeVector& Row3); ~G3toG4RotationMatrix(); }; #endif