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MaterialEffectsSimulator.cc
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1 
3 
4 #include <list>
5 
6 using std::list;
7 using std::pair;
8 
10  : A(A), Z(Z), density(density), radLen(radLen) {
11  _theUpdatedState.clear();
12 }
13 
15  // Don't delete the objects contained in the list
16  _theUpdatedState.clear();
17 }
18 
20  double radlen,
21  RandomEngineAndDistribution const* random) {
22  _theUpdatedState.clear();
24 
25  radLengths = radlen;
26  if (radLengths > 0.)
27  compute(Particle, random);
28 }
29 
31  double x = fabs(aVector.X());
32  double y = fabs(aVector.Y());
33  double z = fabs(aVector.Z());
34 
35  if (x < y)
36  return x < z ? XYZVector(0., aVector.Z(), -aVector.Y()) : XYZVector(aVector.Y(), -aVector.X(), 0.);
37  else
38  return y < z ? XYZVector(-aVector.Z(), 0., aVector.X()) : XYZVector(aVector.Y(), -aVector.X(), 0.);
39 }
DDAxes::y
MaterialEffectsSimulator.h
MaterialEffectsSimulator::_theUpdatedState
std::vector< RawParticle > _theUpdatedState
Definition: MaterialEffectsSimulator.h:82
XYZVector
math::XYZVector XYZVector
Definition: RawParticle.h:26
DDAxes::x
MaterialEffectsSimulator::theClosestChargedDaughterId
int theClosestChargedDaughterId
Definition: MaterialEffectsSimulator.h:94
MaterialEffectsSimulator::compute
virtual void compute(ParticlePropagator &Particle, RandomEngineAndDistribution const *)=0
Overloaded in all material effects updtators.
MaterialEffectsSimulator::~MaterialEffectsSimulator
virtual ~MaterialEffectsSimulator()
Definition: MaterialEffectsSimulator.cc:14
MaterialEffectsSimulator::updateState
void updateState(ParticlePropagator &myTrack, double radlen, RandomEngineAndDistribution const *)
Compute the material effect (calls the sub class)
Definition: MaterialEffectsSimulator.cc:19
MaterialEffectsSimulator::orthogonal
XYZVector orthogonal(const XYZVector &) const
A vector orthogonal to another one (because it's not in XYZTLorentzVector)
Definition: MaterialEffectsSimulator.cc:30
DDAxes::z
MaterialEffectsSimulator::MaterialEffectsSimulator
MaterialEffectsSimulator(double A=28.0855, double Z=14.0000, double density=2.329, double radLen=9.360)
Definition: MaterialEffectsSimulator.cc:9
fastSimProducer_cff.radLen
radLen
Definition: fastSimProducer_cff.py:62
MaterialEffectsSimulator::radLengths
double radLengths
Definition: MaterialEffectsSimulator.h:84
A
ParticlePropagator
Definition: ParticlePropagator.h:28
DOFs::Z
Definition: AlignPCLThresholdsWriter.cc:37
Particle
Definition: Particle.py:1
list
How EventSelector::AcceptEvent() decides whether to accept an event for output otherwise it is excluding the probing of A single or multiple positive and the trigger will pass if any such matching triggers are PASS or EXCEPTION[A criterion thatmatches no triggers at all is detected and causes a throw.] A single negative with an expectation of appropriate bit checking in the decision and the trigger will pass if any such matching triggers are FAIL or EXCEPTION A wildcarded negative criterion that matches more than one trigger in the trigger list("!*", "!HLTx*" if it matches 2 triggers or more) will accept the event if all the matching triggers are FAIL. It will reject the event if any of the triggers are PASS or EXCEPTION(this matches the behavior of "!*" before the partial wildcard feature was incorporated). Triggers which are in the READY state are completely ignored.(READY should never be returned since the trigger paths have been run
fastSimProducer_cff.density
density
Definition: fastSimProducer_cff.py:61
RandomEngineAndDistribution
Definition: RandomEngineAndDistribution.h:18