13 vector<CosmicLayerTriplets::LayerPairAndLayers> layerTriplets = layers.
layers();
14 vector<CosmicLayerTriplets::LayerPairAndLayers>::const_iterator it;
15 for (it = layerTriplets.begin(); it != layerTriplets.end(); it++) {
16 vector<const LayerWithHits*>::const_iterator ilwh;
17 for(ilwh=(*it).second.begin();ilwh!=(*it).second.end();ilwh++){
22 add( (*it).first.first, (*it).first.second, (*ilwh),iSetup);
32 Container::const_iterator it;
33 for (it = theGenerators.begin(); it!= theGenerators.end(); it++) {
45 theGenerators.push_back(
55 Container::const_iterator
i;
56 for (i=theGenerators.begin(); i!=theGenerators.end(); i++) {
57 (**i).hitTriplets( region, pairs, iSetup);
CosmicHitTripletGenerator(CosmicLayerTriplets &layers, const edm::EventSetup &iSetup)
void add(const std::vector< const T * > &source, std::vector< const T * > &dest)
virtual void hitTriplets(const TrackingRegion ®, OrderedHitTriplets &prs, const edm::EventSetup &iSetup)
form base class
std::vector< LayerPairAndLayers > layers()
~CosmicHitTripletGenerator()
void add(const LayerWithHits *inner, const LayerWithHits *middle, const LayerWithHits *outer, const edm::EventSetup &iSetup)
add generators based on layers