95 float dx = p.
x()-
x(), dy = p.
y()-
y(), dz = p.
z()-
z();
96 return dx*dx + dy*dy + dz*dz;
101 float distance()
const {
return std::sqrt(distance2()); }
106 return std::sqrt(distance2(p));
119 operator*(
const Transform3D & m,
const Point3D<float> & p);
212 double dx = p.
x()-
x(), dy = p.
y()-
y(), dz = p.
z()-
z();
213 return dx*dx + dy*dy + dz*dz;
218 double distance()
const {
return std::sqrt(distance2()); }
223 return std::sqrt(distance2(p));
236 operator*(
const Transform3D & m,
const Point3D<double> & p);
BasicVector3D< T > & operator=(const BasicVector3D< T > &)=default
Point3D< double > & operator=(Point3D< double > &&)=default
Point3D(Point3D< double > &&)=default
double distance2(const Point3D< double > &p) const
double distance(const Point3D< double > &p) const
Point3D(const BasicVector3D< double > &v)
Point3D(const BasicVector3D< float > &v)
Point3D(const Point3D< double > &)=default
Point3D(double x1, double y1, double z1)
Point3D< double > & operator=(const BasicVector3D< double > &v)
Point3D< double > & operator=(const BasicVector3D< float > &v)
Point3D(const CLHEP::Hep3Vector &v)
Point3D< double > & operator=(const Point3D< double > &)=default
Point3D< float > & operator=(const BasicVector3D< float > &v)
float distance2(const Point3D< float > &p) const
Point3D< float > & operator=(Point3D< float > &&)=default
Point3D(float x1, float y1, float z1)
Point3D< float > & operator=(const Point3D< float > &)=default
Point3D(const BasicVector3D< float > &v)
float distance(const Point3D< float > &p) const
Point3D(const Point3D< float > &)=default
Point3D(Point3D< float > &&)=default
Normal3D< float > operator*(const Transform3D &m, const Normal3D< float > &v)