Ejemplo n.º 1
0
Path::Path(const TLorentzVector& p4, const TVector3& origin, double field)
    : m_unitDirection(p4.Vect().Unit()),
      m_speed(p4.Beta() * gconstc),
      m_origin(origin.X(), origin.Y(), origin.Z()),
      m_field(field) {
  m_points[papas::Position::kVertex] = m_origin;
}
Ejemplo n.º 2
0
void fill(int const kf, TLorentzVector* b, double weight, TLorentzVector const& p1Mom, TLorentzVector const& p2Mom, TVector3 v00)
{
   int const centrality = floor(nCent * gRandom->Rndm());

   TVector3 const vertex = getVertex(centrality);
   // smear primary vertex
   // float const sigmaVertex = sigmaVertexCent[cent];
   // TVector3 const vertex(gRandom->Gaus(0, sigmaVertex), gRandom->Gaus(0, sigmaVertex), gRandom->Gaus(0, sigmaVertex));

   v00 += vertex;

   // smear momentum
   TLorentzVector const p1RMom = smearMom(0, p1Mom);
   TLorentzVector const p2RMom = smearMom(0, p2Mom);

   // smear position
   TVector3 const p1RPos = smearPosData(0, vertex.z(), centrality, p1RMom, v00);
   TVector3 const p2RPos = smearPosData(0, vertex.z(), centrality, p2RMom, v00);
   // TVector3 const kRPos = smearPos(kMom, kRMom, v00);
   // TVector3 const pRPos = smearPos(pMom, pRMom, v00);

   // reconstruct
   TLorentzVector const rMom = p1RMom + p2RMom;
   float const p1Dca = dca(p1Mom.Vect(), v00, vertex);
   float const p2Dca = dca(p2Mom.Vect(), v00, vertex);
   float const p1RDca = dca(p1RMom.Vect(), p1RPos, vertex);
   float const p2RDca = dca(p2RMom.Vect(), p2RPos, vertex);

   TVector3 v0;
   float const dca12 = dca1To2(p1RMom.Vect(), p1RPos, p2RMom.Vect(), p2RPos, v0);
   float const decayLength = (v0 - vertex).Mag();
   float const dcaD0ToPv = dca(rMom.Vect(), v0, vertex);
   float const cosTheta = (v0 - vertex).Unit().Dot(rMom.Vect().Unit());
   float const angle12 = p1RMom.Vect().Angle(p2RMom.Vect());

   TLorentzVector p1RMomRest = p1RMom;
   TVector3 beta;
   beta.SetMagThetaPhi(rMom.Beta(), rMom.Theta(), rMom.Phi());
   p1RMomRest.Boost(-beta);
   float const cosThetaStar = rMom.Vect().Unit().Dot(p1RMomRest.Vect().Unit());

   // save
   float arr[100];
   int iArr = 0;
   arr[iArr++] = centrality;
   arr[iArr++] = vertex.X();
   arr[iArr++] = vertex.Y();
   arr[iArr++] = vertex.Z();

   arr[iArr++] = kf;
   arr[iArr++] = b->M();
   arr[iArr++] = b->Perp();
   arr[iArr++] = b->PseudoRapidity();
   arr[iArr++] = b->Rapidity();
   arr[iArr++] = b->Phi();
   arr[iArr++] = v00.X();
   arr[iArr++] = v00.Y();
   arr[iArr++] = v00.Z();

   arr[iArr++] = rMom.M();
   arr[iArr++] = rMom.Perp();
   arr[iArr++] = rMom.PseudoRapidity();
   arr[iArr++] = rMom.Rapidity();
   arr[iArr++] = rMom.Phi();
   arr[iArr++] = v0.X();
   arr[iArr++] = v0.Y();
   arr[iArr++] = v0.Z();

   arr[iArr++] = dca12;
   arr[iArr++] = decayLength;
   arr[iArr++] = dcaD0ToPv;
   arr[iArr++] = cosTheta;
   arr[iArr++] = angle12;
   arr[iArr++] = cosThetaStar;

   arr[iArr++] = p1Mom.M();
   arr[iArr++] = p1Mom.Perp();
   arr[iArr++] = p1Mom.PseudoRapidity();
   arr[iArr++] = p1Mom.Rapidity();
   arr[iArr++] = p1Mom.Phi();
   arr[iArr++] = p1Dca;

   arr[iArr++] = p1RMom.M();
   arr[iArr++] = p1RMom.Perp();
   arr[iArr++] = p1RMom.PseudoRapidity();
   arr[iArr++] = p1RMom.Rapidity();
   arr[iArr++] = p1RMom.Phi();
   arr[iArr++] = p1RPos.X();
   arr[iArr++] = p1RPos.Y();
   arr[iArr++] = p1RPos.Z();
   arr[iArr++] = p1RDca;
   arr[iArr++] = tpcReconstructed(0,1,centrality,p1RMom);

   arr[iArr++] = p2Mom.M();
   arr[iArr++] = p2Mom.Perp();
   arr[iArr++] = p2Mom.PseudoRapidity();
   arr[iArr++] = p2Mom.Rapidity();
   arr[iArr++] = p2Mom.Phi();
   arr[iArr++] = p2Dca;

   arr[iArr++] = p2RMom.M();
   arr[iArr++] = p2RMom.Perp();
   arr[iArr++] = p2RMom.PseudoRapidity();
   arr[iArr++] = p2RMom.Rapidity();
   arr[iArr++] = p2RMom.Phi();
   arr[iArr++] = p2RPos.X();
   arr[iArr++] = p2RPos.Y();
   arr[iArr++] = p2RPos.Z();
   arr[iArr++] = p2RDca;
   arr[iArr++] = tpcReconstructed(0,-1,centrality,p2RMom);

   arr[iArr++] = matchHft(1, vertex.z(), centrality, p1RMom);
   arr[iArr++] = matchHft(0, vertex.z(), centrality, p2RMom);

   nt->Fill(arr);
}
Ejemplo n.º 3
0
inline float kinematics::magBetaSystem( TLorentzVector* pa, TLorentzVector* pb )
{
	TLorentzVector pTmp = (*pa)+(*pb);
	return pTmp.Beta();
}