BALL  1.4.2
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BALL::TVector3< T > Member List

This is the complete list of members for BALL::TVector3< T >, including all inherited members.

clear()BALL::TVector3< T >
dump(std::ostream &s=std::cout, Size depth=0) const BALL::TVector3< T >
get(T *ptr) const BALL::TVector3< T >
get(T &x, T &y, T &z) const BALL::TVector3< T >
get(TVector3 &vector) const BALL::TVector3< T >
get(T &r, TAngle< T > &phi, TAngle< T > &theta) const BALL::TVector3< T >
getAngle(const TVector3 &vector) const BALL::TVector3< T >
getAngle_(const T &a, const T &b) const BALL::TVector3< T >inlineprivate
getDistance(const TVector3 &vector) const BALL::TVector3< T >
getLength() const BALL::TVector3< T >
getOrthogonalProjection(const TVector3 &direction) const BALL::TVector3< T >
getPerpendicularNormalization(const TVector3 &a, const TVector3 &b, const TVector3 &c)BALL::TVector3< T >static
getSquareDistance(const TVector3 &vector) const BALL::TVector3< T >
getSquareLength() const BALL::TVector3< T >
getTripleProduct(const TVector3< T > &a, const TVector3< T > &b, const TVector3< T > &c)BALL::TVector3< T >static
getUnit()BALL::TVector3< T >static
getZero()BALL::TVector3< T >static
isOrthogonalTo(const TVector3 &vector) const BALL::TVector3< T >
isValid() const BALL::TVector3< T >
isZero() const BALL::TVector3< T >
negate()BALL::TVector3< T >
normalize()BALL::TVector3< T >
operator!=(const TVector3 &vector) const BALL::TVector3< T >
operator%(const TVector3 &vector) const BALL::TVector3< T >
operator%=(const TVector3 &vector)BALL::TVector3< T >
operator*(const T &scalar) const BALL::TVector3< T >
operator*(const TVector3 &vector) const BALL::TVector3< T >
operator*=(const T &scalar)BALL::TVector3< T >
operator+() const BALL::TVector3< T >
operator+(const TVector3 &b) const BALL::TVector3< T >
operator+=(const TVector3 &vector)BALL::TVector3< T >
operator-() const BALL::TVector3< T >
operator-(const TVector3 &b) const BALL::TVector3< T >
operator-=(const TVector3 &vector)BALL::TVector3< T >
operator/(const T &lambda) const BALL::TVector3< T >
operator/=(const T &lambda)BALL::TVector3< T >
operator<(const TVector3 &vector) const BALL::TVector3< T >
operator=(const TVector3 &v)BALL::TVector3< T >
operator=(T value)BALL::TVector3< T >
operator=(const T *ptr)BALL::TVector3< T >
operator==(const TVector3 &vector) const BALL::TVector3< T >
operator[](Position position)BALL::TVector3< T >
operator[](Position position) const BALL::TVector3< T >
read(PersistenceManager &pm)BALL::TVector3< T >
set(const T *ptr)BALL::TVector3< T >
set(const T &value)BALL::TVector3< T >
set(const T &vx, const T &vy, const T &vz)BALL::TVector3< T >
set(const TVector3 &vector)BALL::TVector3< T >
set(const T &r, const TAngle< T > &phi, const TAngle< T > &theta)BALL::TVector3< T >
swap(TVector3 &vector)BALL::TVector3< T >
TVector3()BALL::TVector3< T >
TVector3(const T *ptr)BALL::TVector3< T >explicit
TVector3(const T &value)BALL::TVector3< T >explicit
TVector3(const TVector3< T2 > &vec)BALL::TVector3< T >explicit
TVector3(const T &vx, const T &vy, const T &vz)BALL::TVector3< T >
TVector3(const TVector3 &vector)BALL::TVector3< T >
TVector3(const T &r, const TAngle< T > &phi, const TAngle< T > &theta)BALL::TVector3< T >
TVector3(const TVector3< T2 > &vec)BALL::TVector3< T >
write(PersistenceManager &pm) const BALL::TVector3< T >
xBALL::TVector3< T >
yBALL::TVector3< T >
zBALL::TVector3< T >
~TVector3()BALL::TVector3< T >