7 TVector3* vcenter =
new TVector3( center_z,
12 const unsigned npts = 5;
16 a.AddLast(
new TVector3( 0.0 - ( length / 2. ),
20 a.AddLast(
new TVector3( 0.0 + ( length / 2. ),
24 a.AddLast(
new TVector3( 0.0 + ( length / 2. ),
25 0.0 + aperture_radius,
28 a.AddLast(
new TVector3( 0.0 - ( length / 2. ),
29 0.0 + aperture_radius,
32 a.AddLast(
new TVector3( 0.0 - ( length / 2. ),
37 for (
int i = 0;
i < npts;
i++ )
40 float rotated_x = ( (TVector3*)a[
i] )->X() * cos( angle ) - ( (TVector3*)a[i] )->Y() * sin( angle );
41 float rotated_y = ( (TVector3*)a[i] )->X() * sin( angle ) + ( (TVector3*)a[i] )->Y() * cos( angle );
44 rotated_x += center_z;
45 rotated_y += center_x;
48 ( (TVector3*)a[i] )->SetX( rotated_x );
49 ( (TVector3*)a[i] )->SetY( rotated_y );
56 for (
int i = 0;
i < npts;
i++ )
58 xarr[
i] = ( (TVector3*)a[
i] )->X();
59 yarr[
i] = ( (TVector3*)a[i] )->Y();
63 return new TPolyLine(npts, xarr, yarr);