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MuonRPCFrameRotation.cc
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5 
6 #include "G4Step.hh"
7 
10  g4numbering = new MuonG4Numbering(muonConstants);
11  int theLevelPart=muonConstants.getValue("level");
12  theRegion=muonConstants.getValue("mr_region")/theLevelPart;
13 }
14 
16  delete g4numbering;
17 }
18 
20 MuonRPCFrameRotation::transformPoint(const Local3DPoint& point,const G4Step* aStep) const {
21  //check if endcap
23  bool endcap_muon = (num.getSuperNo(theRegion)!=1);
24  return (endcap_muon) ? Local3DPoint(point.x(),point.z(),-point.y())
25  : Local3DPoint(point.x(),point.y(),point.z());
26 }
T y() const
Definition: PV3DBase.h:63
MuonG4Numbering * g4numbering
int getValue(const std::string &name) const
Local3DPoint transformPoint(const Local3DPoint &, const G4Step *) const override
T z() const
Definition: PV3DBase.h:64
MuonBaseNumber PhysicalVolumeToBaseNumber(const G4Step *aStep)
Point3DBase< float, LocalTag > Local3DPoint
Definition: LocalPoint.h:9
int getSuperNo(int level) const
T x() const
Definition: PV3DBase.h:62
*vegas h *****************************************************used in the default bin number in original ***version of VEGAS is ***a higher bin number might help to derive a more precise ***grade subtle point
Definition: invegas.h:5
MuonRPCFrameRotation(const MuonDDDConstants &constants)