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pxpypze.go
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pxpypze.go
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// Copyright ©2017 The go-hep Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
package fmom
import (
"fmt"
"math"
)
type PxPyPzE struct {
P4 Vec4
}
func NewPxPyPzE(px, py, pz, e float64) PxPyPzE {
return PxPyPzE{P4: Vec4{X: px, Y: py, Z: pz, T: e}}
}
func (p4 PxPyPzE) String() string {
return fmt.Sprintf(
"fmom.P4{Px:%v, Py:%v, Pz:%v, E:%v}",
p4.Px(), p4.Py(), p4.Pz(), p4.E(),
)
}
func (p4 *PxPyPzE) Clone() P4 {
pp := *p4
return &pp
}
func (p4 *PxPyPzE) Px() float64 { return p4.P4.X }
func (p4 *PxPyPzE) Py() float64 { return p4.P4.Y }
func (p4 *PxPyPzE) Pz() float64 { return p4.P4.Z }
func (p4 *PxPyPzE) E() float64 { return p4.P4.T }
func (p4 *PxPyPzE) X() float64 { return p4.P4.X }
func (p4 *PxPyPzE) Y() float64 { return p4.P4.Y }
func (p4 *PxPyPzE) Z() float64 { return p4.P4.Z }
func (p4 *PxPyPzE) T() float64 { return p4.P4.T }
func (p4 *PxPyPzE) M2() float64 {
px := p4.Px()
py := p4.Py()
pz := p4.Pz()
e := p4.E()
m2 := e*e - (px*px + py*py + pz*pz)
return m2
}
func (p4 *PxPyPzE) M() float64 {
m2 := p4.M2()
if m2 < 0.0 {
return -math.Sqrt(-m2)
}
return +math.Sqrt(+m2)
}
func (p4 *PxPyPzE) Eta() float64 {
px := p4.Px()
py := p4.Py()
pz := p4.Pz()
e := p4.E()
// FIXME: should we use a more underflow-friendly formula:
// sqrt(a**2 + b**2)
// => y.sqrt(1+(x/y)**2) where y=max(|a|,|b|) and x=min(|a|,|b|)
//
p := math.Sqrt(px*px + py*py + pz*pz)
switch p {
case 0.0:
return 0
case +pz:
return math.Inf(+1)
case -pz:
return math.Inf(-1)
}
// flip if negative e
sign := 1.0
if e < 0 {
sign = -1.0
}
return sign * 0.5 * math.Log((p+pz)/(p-pz))
}
func (p4 *PxPyPzE) Phi() float64 {
e := p4.E()
// flip if negative e
sign := 1.0
if e < 0 {
sign = -1.0
}
px := sign * p4.Px()
py := sign * p4.Py()
if px == 0.0 && py == 0.0 {
return 0
}
return math.Atan2(py, px)
}
func (p4 *PxPyPzE) P2() float64 {
px := p4.Px()
py := p4.Py()
pz := p4.Pz()
return px*px + py*py + pz*pz
}
func (p4 *PxPyPzE) P() float64 {
e := p4.E()
// flip if negative e
sign := 1.0
if e < 0 {
sign = -1.0
}
p2 := p4.P2()
return sign * math.Sqrt(p2)
}
func (p4 *PxPyPzE) CosPhi() float64 {
px := p4.Px()
ipt := p4.IPt()
return px * ipt
}
func (p4 *PxPyPzE) SinPhi() float64 {
py := p4.Py()
ipt := p4.IPt()
return py * ipt
}
func (p4 *PxPyPzE) TanTh() float64 {
pt := p4.Pt()
pz := p4.Pz()
return pt / pz
}
func (p4 *PxPyPzE) CotTh() float64 {
pt := p4.Pt()
pz := p4.Pz()
return pz / pt
}
func (p4 *PxPyPzE) CosTh() float64 {
pz := p4.Pz()
p := p4.P()
return pz / p
}
func (p4 *PxPyPzE) SinTh() float64 {
pt := p4.Pt()
p := p4.P()
return pt / p
}
func (p4 *PxPyPzE) Pt() float64 {
e := p4.E()
px := p4.Px()
py := p4.Py()
// flip if negative e
sign := 1.0
if e < 0 {
sign = -1.0
}
return sign * math.Sqrt(px*px+py*py)
}
func (p4 *PxPyPzE) Et() float64 {
// to be improved
e := p4.E()
sinth := p4.SinTh()
return e * sinth
}
func (p4 *PxPyPzE) IPt() float64 {
pt := p4.Pt()
return 1.0 / pt
}
func (p4 *PxPyPzE) Rapidity() float64 {
e := p4.E()
pz := p4.Pz()
switch e {
case 0.0:
return 0.0
case +pz:
return math.Inf(+1)
case -pz:
return math.Inf(-1)
}
// invariant under flipping of 4-mom with negative energy
return 0.5 * math.Log((e+pz)/(e-pz))
}
func (p4 *PxPyPzE) Set(p P4) {
p4.P4.X = p.Px()
p4.P4.Y = p.Py()
p4.P4.Z = p.Pz()
p4.P4.T = p.E()
}
func (p4 *PxPyPzE) SetPtEtaPhiM(pt, eta, phi, m float64) {
sin, cos := math.Sincos(phi)
pt = math.Abs(pt)
p4.P4.X = pt * cos
p4.P4.Y = pt * sin
p4.P4.Z = pt * math.Sinh(eta)
p2 := p4.P4.X*p4.P4.X + p4.P4.Y*p4.P4.Y + p4.P4.Z*p4.P4.Z
m2 := m * m
switch {
case m >= 0:
p4.P4.T = math.Sqrt(p2 + m2)
default:
p4.P4.T = math.Sqrt(math.Max(0, p2-m2))
}
}
func (p4 *PxPyPzE) SetPtEtaPhiE(pt, eta, phi, e float64) {
sin, cos := math.Sincos(phi)
pt = math.Abs(pt)
p4.P4.X = pt * cos
p4.P4.Y = pt * sin
p4.P4.Z = pt * math.Sinh(eta)
p4.P4.T = e
}
var (
_ P4 = (*PxPyPzE)(nil)
_ fmt.Stringer = (*PxPyPzE)(nil)
)