Go to the documentation of this file. 1 #ifndef PreshowerHitMaker_h
2 #define PreshowerHitMaker_h
void setSpotEnergy(double e) override
const LandauFluctuationGenerator * theGenerator
The Landau Fluctuation generator.
float totalCalibrated() const
~PreshowerHitMaker() override
Transform3D locToGlobal1_
const std::map< CaloHitID, float > & getHits() override
float layer1Calibrated() const
XYZPoint psLayer2Entrance_
PreshowerHitMaker(CaloGeometryHelper *calo, const XYZPoint &, const XYZVector &, const XYZPoint &, const XYZVector &, const LandauFluctuationGenerator *aGenerator, const RandomEngineAndDistribution *engine)
bool addHit(double r, double phi, unsigned layer=0) override
constexpr std::array< uint8_t, layerIndexSize > layer
float layer2Calibrated() const
XYZVectorD XYZVector
spatial vector with cartesian internal representation
ROOT::Math::Transform3DPJ Transform3D
void setMipEnergy(double e1, double e2)
XYZPoint psLayer1Entrance_
std::map< CaloHitID, float > hitMap_
Transform3D locToGlobal2_
float totalLayer2() const
const RandomEngineAndDistribution * random
math::XYZVector XYZVector
math::XYZVector XYZVector
float totalLayer1() const