Geant4 implements a rotateUz function, which has been copy-pasted into ROOT (some reorganization of factors apart).
A ROOT user found out that the implementation of this function does not take into account the ‘quadrant’, ie the result might be mirrored if the x direction is negative and y direction is 0.
see: TVector3::RotateUz - General Chat - ROOT Forum
Could a developer look at it and confirm this extent?
Here is the relevant snippet:
Alternatively: could someone described what the equation was to reach this formula? What was the product of two individual rotation matrices assumed to reach that code implementation? Thanks in advance.