6 #include <Math/Point3D.h>
14 constexpr
double eps = 8.85418782E-12;
15 constexpr
double pi = 3.14159265358979;
21 double prefactor = fLambda / pi / eps / fField;
22 double dist2 = prefactor * dZ;
24 dist2 *= dZ / 2 / fDetectorLength;
31 if (input.Rho() < fBeamRadius * 1000)
32 return directInputPosition;
34 auto delZ = input.Z();
36 double newRho = sqrt(input.Rho() * input.Rho() + dist2);
45 if (input.Rho() < fBeamRadius * 1000) {
46 return reverseInputPosition;
49 auto delZ = input.Z();
51 double newRho = sqrt(input.Rho() * input.Rho() - dist2);