45 static const GeoTubs *
const fcalTubs[3] = {
55 bool iAmPositive=globalPosition.z()>0.;
57 Point3D<double> localPosition= iAmPositive ? (xfPos[0]*globalPosition) : (xfNeg[0]*globalPosition);
58 if (fabs(localPosition.z()) > fcalTubs[0]->getZHalfLength()) {
60 localPosition= iAmPositive ? (xfPos[1]*globalPosition) : (xfNeg[1]*globalPosition);
61 if (fabs(localPosition.z()) > fcalTubs[1]->getZHalfLength()) {
63 localPosition= iAmPositive ? (xfPos[2]*globalPosition) : (xfNeg[2]*globalPosition);
64 if (fabs(localPosition.z()) > fcalTubs[2]->getZHalfLength()) {
77 int etaIndex=0, phiIndex=0;
86 int zSide = iAmPositive ? 2:-2;
G4bool SimpleHit(const LArG4Identifier &lar_id, G4double time, G4double energy)
First method translates to this - also for fast sims.