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KinematicParticle.cc
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4 
6 
8  bool res = false;
9  if (this < &other)
10  res = true;
11  return res;
12 }
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24 float KinematicParticle::chiSquared() const { return chi2; }
25 
26 float KinematicParticle::degreesOfFreedom() const { return ndf; }
27 
29 
32  return factory.build(currentState().freeTrajectoryState());
33 }
KinematicTree * tree
ReferenceCountingPointer< KinematicParticle > pState
~KinematicParticle() override
virtual float chiSquared() const
virtual float degreesOfFreedom() const
KinematicState cState
KinematicConstraint * lConstraint
virtual KinematicTree * correspondingTree() const
virtual bool operator<(const KinematicParticle &other) const
KinematicState initState
reco::TransientTrack build(const FreeTrajectoryState &fts) const
virtual void setTreePointer(KinematicTree *tr) const
virtual KinematicConstraint * lastConstraint() const
virtual KinematicState initialState() const
reco::TransientTrack refittedTransientTrack() const
virtual ReferenceCountingPointer< KinematicParticle > previousParticle() const
virtual KinematicState currentState() const