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Commit 007fbbb3 authored by Maximilian Reininghaus's avatar Maximilian Reininghaus :vulcan:
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rotation in COMBoost for (0,0,-z) case

parent 1c5c2a4a
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...@@ -18,17 +18,23 @@ COMBoost::COMBoost(EnergyType eProjectile, COMBoost::MomentumVector const& pProj ...@@ -18,17 +18,23 @@ COMBoost::COMBoost(EnergyType eProjectile, COMBoost::MomentumVector const& pProj
: fRotation(Eigen::Matrix3d::Identity()) : fRotation(Eigen::Matrix3d::Identity())
, fCS(pProjectile.GetCoordinateSystem()) { , fCS(pProjectile.GetCoordinateSystem()) {
// calculate matrix for rotating pProjectile to z-axis first // calculate matrix for rotating pProjectile to z-axis first
// TODO: handle the case when pProjectile ~ (0, 0, -1)
auto const pProjNorm = pProjectile.norm(); auto const pProjNorm = pProjectile.norm();
auto const a = (pProjectile / pProjNorm).GetComponents().eVector; auto const a = (pProjectile / pProjNorm).GetComponents().eVector;
Eigen::Vector3d const b{0, 0, 1}; if (a(0) == 0 && a(1) == 0) {
auto const v = a.cross(b); // if pProjectile ~ (0, 0, -1), the standard formula for the rotation matrix breaks
// down but we can easily define a suitable rotation manually. We just need some SO(3)
// matrix that reverses the z-axis and I like this one:
fRotation << 1, 0, 0, 0, -1, 0, 0, 0, -1;
} else {
Eigen::Vector3d const b{0, 0, 1};
auto const v = a.cross(b);
Eigen::Matrix3d vHat; Eigen::Matrix3d vHat;
vHat << 0, -v(2), v(1), v(2), 0, -v(0), -v(1), v(0), 0; vHat << 0, -v(2), v(1), v(2), 0, -v(0), -v(1), v(0), 0;
fRotation += vHat + vHat * vHat / (1 + a.dot(b)); fRotation += vHat + vHat * vHat / (1 + a.dot(b));
}
// calculate boost // calculate boost
double const x = pProjNorm * units::constants::c / double const x = pProjNorm * units::constants::c /
......
...@@ -41,41 +41,46 @@ TEST_CASE("boosts") { ...@@ -41,41 +41,46 @@ TEST_CASE("boosts") {
// define projectile kinematics in lab frame // define projectile kinematics in lab frame
MassType const projectileMass = 1._GeV / cSquared; MassType const projectileMass = 1._GeV / cSquared;
Vector<momentum_d> pProjectileLab{rootCS, {0_GeV / c, 1_PeV / c, 0_GeV / c}}; std::vector<Vector<momentum_d>> labProjectiles{
EnergyType const eProjectileLab = energy(projectileMass, pProjectileLab); {rootCS, {0_GeV / c, 1_PeV / c, 0_GeV / c}}, // standard case
{rootCS, {0_GeV / c, 0_GeV / c, -1_GeV / c}}}; // "special" case
// define target kinematics in lab frame
MassType const targetMass = 1_GeV / cSquared; for (auto const& pProjectileLab : labProjectiles) {
Vector<momentum_d> pTargetLab{rootCS, {0_Ns, 0_Ns, 0_Ns}}; EnergyType const eProjectileLab = energy(projectileMass, pProjectileLab);
EnergyType const eTargetLab = energy(targetMass, pTargetLab);
// define target kinematics in lab frame
// define boost to com frame MassType const targetMass = 1_GeV / cSquared;
COMBoost boost(eProjectileLab, pProjectileLab, targetMass); Vector<momentum_d> pTargetLab{rootCS, {0_Ns, 0_Ns, 0_Ns}};
EnergyType const eTargetLab = energy(targetMass, pTargetLab);
// boost projecticle
auto const [eProjectileCoM, pProjectileCoM] = // define boost to com frame
boost.toCoM(eProjectileLab, pProjectileLab); COMBoost boost(eProjectileLab, pProjectileLab, targetMass);
// boost target // boost projecticle
auto const [eTargetCoM, pTargetCoM] = boost.toCoM(eTargetLab, pTargetLab); auto const [eProjectileCoM, pProjectileCoM] =
boost.toCoM(eProjectileLab, pProjectileLab);
// sum of momenta in CoM, should be 0
auto const sumPCoM = pProjectileCoM + pTargetCoM; // boost target
CHECK(sumPCoM[2] / (1_GeV / c) == Approx(0).margin(absMargin)); auto const [eTargetCoM, pTargetCoM] = boost.toCoM(eTargetLab, pTargetLab);
// mandelstam-s should be invariant under transformation // sum of momenta in CoM, should be 0
CHECK(s(eProjectileLab + eTargetLab, auto const sumPCoM = pProjectileCoM + pTargetCoM;
pProjectileLab.GetComponents() + pTargetLab.GetComponents()) / CHECK(sumPCoM[2] / (1_GeV / c) == Approx(0).margin(absMargin));
(1_GeV / c) / (1_GeV / c) ==
Approx(s(eProjectileCoM + eTargetCoM, pProjectileCoM + pTargetCoM) / (1_GeV / c) / // mandelstam-s should be invariant under transformation
(1_GeV / c))); CHECK(s(eProjectileLab + eTargetLab,
pProjectileLab.GetComponents() + pTargetLab.GetComponents()) /
// boost back... (1_GeV / c) / (1_GeV / c) ==
auto const [eProjectileBack, pProjectileBack] = Approx(s(eProjectileCoM + eTargetCoM, pProjectileCoM + pTargetCoM) /
boost.fromCoM(eProjectileCoM, pProjectileCoM); (1_GeV / c) / (1_GeV / c)));
// ...should yield original values before the boosts // boost back...
CHECK(eProjectileBack / eProjectileLab == Approx(1)); auto const [eProjectileBack, pProjectileBack] =
CHECK((pProjectileBack - pProjectileLab).norm() / pProjectileLab.norm() == boost.fromCoM(eProjectileCoM, pProjectileCoM);
Approx(0).margin(absMargin));
// ...should yield original values before the boosts
CHECK(eProjectileBack / eProjectileLab == Approx(1));
CHECK((pProjectileBack - pProjectileLab).norm() / pProjectileLab.norm() ==
Approx(0).margin(absMargin));
}
} }
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