diff --git a/Armory/anasenMS.cpp b/Armory/anasenMS.cpp index 7f978b5..1399c90 100644 --- a/Armory/anasenMS.cpp +++ b/Armory/anasenMS.cpp @@ -61,7 +61,9 @@ bool IsDeadCathode(int id){ } bool IsDeadSX3(int id){ - static std::set dead = {};//{0, 2, 4, 5, 6, 8, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23}; // add dead SX3 IDs here, 0-23 1,7,9,3 + static std::set dead = { + //0, 2, 4, 5, 6, 8, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23 + }; // add dead SX3 IDs here, 0-23 1,7,9,3 return dead.count(id); } @@ -158,7 +160,7 @@ int main(int argc, char **argv){ // Excited state lists (projectile and heavy-product excitation states) std::vector ExAList = {0}; // Beam excited energy - std::vector ExList = {0.0}; // Heavy product excited energy + std::vector ExList = {0.0, 2.2, 3.4, 6.0}; // Heavy product excited energy const int kMBeam = reactionConfig.beamA; // mass number of beam const int kMTarget = reactionConfig.targetA; // mass number of target @@ -488,9 +490,14 @@ int main(int argc, char **argv){ vertexZ = beamEntranceZ + beamPath_cm * 10.0; // cm -> mm // transverse sampling range from the beam's distance straggle at this energy - const double sigmaX_mm = std::max(0.0, sigmaXBeam->Eval(beamEnergy)) * 10.0; // cm -> mm - vertexX = 2.0 * sigmaX_mm * gRandom->Rndm() - sigmaX_mm; - vertexY = 2.0 * sigmaX_mm * gRandom->Rndm() - sigmaX_mm; + const double sigmaX_mm = std::max(0.0, sigmaXBeam->Eval(beamEnergy)) * 100.0; // cm -> mm + //vertexX = 2.0 * sigmaX_mm * gRandom->Rndm() - sigmaX_mm; + //vertexY = 2.0 * sigmaX_mm * gRandom->Rndm() - sigmaX_mm; + double vertexRangeX = std::sqrt((vertexXRange[1] * vertexXRange[1]) + (sigmaX_mm * sigmaX_mm)); + double vertexRangeY = std::sqrt((vertexYRange[1] * vertexYRange[1]) + (sigmaX_mm * sigmaX_mm)); + //std::cout << "vertexRangeX: " << vertexRangeX << ", vertexRangeY: " << vertexRangeY << std::endl; + vertexX = gRandom->Gaus(0, vertexRangeX); // mean and standard deviation + vertexY = gRandom->Gaus(0, vertexRangeY); // mean and standard deviation //vertexX = (vertexXRange[1]- vertexXRange[0])*gRandom->Rndm() + vertexXRange[0]; //vertexY = (vertexYRange[1]- vertexYRange[0])*gRandom->Rndm() + vertexYRange[0];