fOrigin(3),
fOsigma(3),
fVertex(3),
+ fTimeOrigin(0.),
+ fTime(0.),
fStack(0),
fContainer(0),
fCollisionGeometry(0),
fOrigin(3),
fOsigma(3),
fVertex(3),
+ fTimeOrigin(0.),
+ fTime(0.),
fStack(0),
fContainer(0),
fCollisionGeometry(0),
fVertex[0] = vertex.X();
fVertex[1] = vertex.Y();
fVertex[2] = vertex.Z();
+ fTime = 0.;
}
//_______________________________________________________________________
}
}
for (j=0; j < 3; j++) fVertex[j] = fOrigin[j] + dv[j];
+
+ // In case of gaussian smearing we smear also the event/collision time
+ Rndm(random,2);
+ fTime = fTimeOrigin + fOsigma[2]/TMath::Ccgs()*
+ TMath::Cos(2*random[0]*TMath::Pi())*
+ TMath::Sqrt(-2*TMath::Log(random[1]));
+
} else {
Rndm(random,3);
for (j=0; j < 3; j++)
fVertex[j] = fVMin[j] + random[j] * (fVMax[j] - fVMin[j]);
+ fTime = 0.;
}
}