50 static const GeoTubs *
const fcalTubs[3] = {
60 bool iAmPositive=globalPosition.z()>0.;
62 Point3D<double> localPosition= iAmPositive ? (xfPos[0]*globalPosition) : (xfNeg[0]*globalPosition);
63 if (fabs(localPosition.z()) > fcalTubs[0]->getZHalfLength()) {
65 localPosition= iAmPositive ? (xfPos[1]*globalPosition) : (xfNeg[1]*globalPosition);
66 if (fabs(localPosition.z()) > fcalTubs[1]->getZHalfLength()) {
68 localPosition= iAmPositive ? (xfPos[2]*globalPosition) : (xfNeg[2]*globalPosition);
69 if (fabs(localPosition.z()) > fcalTubs[2]->getZHalfLength()) {
82 int etaIndex=0, phiIndex=0;
91 int zSide = iAmPositive ? 2:-2;
G4bool SimpleHit(const LArG4Identifier &lar_id, G4double time, G4double energy)
First method translates to this - also for fast sims.