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MaterialEffectsSimulator.cc
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1 
3 //#include "FastSimulation/Utilities/interface/RandomEngine.h"
4 
5 #include <list>
6 
7 using std::list;
8 using std::pair;
9 
11  double A, double Z,
12  double density, double radLen) :
13  A(A), Z(Z), density(density), radLen(radLen)
14 {
15  random = engine;
16  _theUpdatedState.clear();
17 }
18 
20  // Don't delete the objects contained in the list
21  _theUpdatedState.clear();
22 }
23 
25  double radlen)
26 {
27 
28  _theUpdatedState.clear();
30 
31  radLengths = radlen;
32  if ( radLengths > 0. ) compute(Particle);
33 
34 }
35 
36 XYZVector
38 
39  double x = fabs(aVector.X());
40  double y = fabs(aVector.Y());
41  double z = fabs(aVector.Z());
42 
43  if ( x < y )
44  return x < z ?
45  XYZVector(0.,aVector.Z(),-aVector.Y()) :
46  XYZVector(aVector.Y(),-aVector.X(),0.);
47  else
48  return y < z ?
49  XYZVector(-aVector.Z(),0.,aVector.X()) :
50  XYZVector(aVector.Y(),-aVector.X(),0.);
51 
52 }
53 
const double Z[kNumberCalorimeter]
virtual void compute(ParticlePropagator &Particle)=0
Overloaded in all material effects updtators.
XYZVector orthogonal(const XYZVector &) const
A vector orthogonal to another one (because it&#39;s not in XYZTLorentzVector)
double double double z
math::XYZVector XYZVector
void updateState(ParticlePropagator &myTrack, double radlen)
Compute the material effect (calls the sub class)
XYZVectorD XYZVector
spatial vector with cartesian internal representation
Definition: Vector3D.h:31
MaterialEffectsSimulator(const RandomEngine *engine, double A=28.0855, double Z=14.0000, double density=2.329, double radLen=9.360)
std::vector< RawParticle > _theUpdatedState
Definition: DDAxes.h:10
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