1 #ifndef ROOT_EdbMosaicPath
2 #define ROOT_EdbMosaicPath
38 void InitArea(
const TObjArray &harr,
const float x0,
const float y0,
int nsegmin);
39 float InitLineX(
const TObjArray &harr,
const float y0,
const float dy);
40 float InitLineY(
const TObjArray &harr,
const float x0,
const float dx);
43 int I(
const int i)
const {
return eInd[i]; }
45 int N()
const {
return eN; }
46 int OK(
const int i)
const {
return eOK[i]; }
47 Float_t
Dist(
const int i)
const {
return eDist[i]; }
Definition: EdbMosaicPath.h:20
virtual ~EdbMosaicPath()
Definition: EdbMosaicPath.h:34
Float_t eX0
Definition: EdbMosaicPath.h:29
TArrayI eInd
Definition: EdbMosaicPath.h:26
Float_t eY0
Definition: EdbMosaicPath.h:29
int I(const int i) const
Definition: EdbMosaicPath.h:43
void SetOK(const int i)
Definition: EdbMosaicPath.h:41
TArrayF eDist
Definition: EdbMosaicPath.h:25
int OK(const int i) const
Definition: EdbMosaicPath.h:46
int N() const
Definition: EdbMosaicPath.h:45
float InitLineX(const TObjArray &harr, const float y0, const float dy)
Definition: EdbMosaicPath.cxx:40
int GetAlignedNeighbours(const int i0, TArrayI &list) const
Definition: EdbMosaicPath.cxx:21
TArrayI eOK
Definition: EdbMosaicPath.h:24
EdbViewHeader * FindNearest(const TObjArray &harr, const float x0, const float y0)
Definition: EdbMosaicPath.cxx:82
Int_t eN0
Definition: EdbMosaicPath.h:22
TObjArray eHarr
Definition: EdbMosaicPath.h:23
Int_t eN
Definition: EdbMosaicPath.h:27
Float_t Dist(const int i) const
Definition: EdbMosaicPath.h:47
int N0() const
Definition: EdbMosaicPath.h:44
Float_t eR0
Definition: EdbMosaicPath.h:30
EdbMosaicPath(int n)
Definition: EdbMosaicPath.h:33
void InitArea(const TObjArray &harr, const float x0, const float y0, int nsegmin)
Definition: EdbMosaicPath.cxx:103
EdbViewHeader * GetHeader(int i) const
Definition: EdbMosaicPath.h:36
float InitLineY(const TObjArray &harr, const float x0, const float dx)
Definition: EdbMosaicPath.cxx:61
int nsegmin
Definition: check_vertex.C:23