|Message: Re: Direction of rotation - clockwise or counterclockwise||Not Logged In (login)|
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I can't let this thread pass without comment.
I don't think there are two conventions. The schemes within Geant4 and CLHEP are the same and consistent.
You comment that in Rotate3D it says, "Function: Create 3D Rotation through angle "a" (counterclockwise)". That is the normal way of viewing things - looking down the axis. Think about it...The normal two-dimensional representation of the x-y plane has the x-axis to the right, the y-axis up. Polar coordinates (r, theta) specify a counter-clockwise rotation theta from the x-axis. In three dimensions, if you are looking at a x-y plane, with the x-axis to the right, the z-axis will be pointing towards you. So a positive rotation will be counter-clockwise. Your picture has the x-axis to the left, so the z-axis points away from you and a positive rotation will appear clockwise, as though you were looking from behind the x-y plane.
> new G4PVPlacement(transform1, // Rotates clockwise, right hand - ok > fTrdVolume,"Trd", fWorldVolume, false,1);
I agree, this is correct for an object rotation - it is clockwise in your upside-down 3D view.
> new G4PVPlacement(rm,-shiftX, // Rotates ccw - confusing > fTrdVolume,"Trd", fWorldVolume, false,1);
The header file clearly says that the transformation is applied to the coordinate system, so it will always have an apparent opposite effect.
Personally, like you, I find the former more intuitive.
There is no inconsistency in the definition of transformations, just two constructors that do different things - one rotates the object, the other rotates the coordinate system,