Import Geant4 11.0.0.beta source tree
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//
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// ********************************************************************
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// * License and Disclaimer *
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// * *
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// * The Geant4 software is copyright of the Copyright Holders of *
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// * the Geant4 Collaboration. It is provided under the terms and *
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// * conditions of the Geant4 Software License, included in the file *
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// * LICENSE and available at http://cern.ch/geant4/license . These *
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// * include a list of copyright holders. *
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// * *
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// * Neither the authors of this software system, nor their employing *
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// * institutes,nor the agencies providing financial support for this *
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// * work make any representation or warranty, express or implied, *
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// * regarding this software system or assume any liability for its *
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// * use. Please see the license in the file LICENSE and URL above *
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// * for the full disclaimer and the limitation of liability. *
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// * *
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// * This code implementation is the result of the scientific and *
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// * technical work of the GEANT4 collaboration. *
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// * By using, copying, modifying or distributing the software (or *
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// * any work based on the software) you agree to acknowledge its *
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// * use in resulting scientific publications, and indicate your *
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// * acceptance of all terms of the Geant4 Software license. *
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// ********************************************************************
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//
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//
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//
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#ifndef G4Parton_h
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#define G4Parton_h 1
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// ------------------------------------------------------------
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// GEANT 4 class header file
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//
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// ---------------- G4Parton ----------------
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// by Gunter Folger, June 1998.
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// class for Parton (inside a string) used by Parton String Models
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// ------------------------------------------------------------
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#include "globals.hh"
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#include "G4ThreeVector.hh"
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#include "G4LorentzVector.hh"
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#include <iostream>
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#include "G4ParticleTable.hh"
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#include "Randomize.hh"
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class G4Parton
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{
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public:
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G4Parton()
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{
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// CAUTION:
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// this is a preliminary definition yielding u and d quarks only!
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//
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PDGencoding=(G4int)(2.*G4UniformRand());
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theColour = (G4int)(3.*G4UniformRand())+1;
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theIsoSpinZ = ((G4int)(G4UniformRand()))-0.5;
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theSpinZ = ((G4int)(G4UniformRand()))-0.5;
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}
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G4Parton(G4int PDGencoding);
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G4Parton(const G4Parton &right);
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~G4Parton();
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G4Parton & operator=(const G4Parton &right);
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G4bool operator==(const G4Parton &right) const;
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G4bool operator!=(const G4Parton &right) const;
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G4int GetPDGcode() const;
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G4ParticleDefinition * GetDefinition();
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void SetDefinition(G4ParticleDefinition * aDefinition); // Uzhi
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void DefineMomentumInZ(G4double aLightConeMomentum, G4bool aDirection);
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void DefineMomentumInZ(G4double aLightConeMomentum,G4double aLightConeE, G4bool aDirection);
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const G4ThreeVector & GetPosition()const;
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void SetPosition(const G4ThreeVector &aPosition);
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const G4LorentzVector & Get4Momentum() const;
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void Set4Momentum(const G4LorentzVector & aMomentum);
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void SetX(G4double anX) { theX = anX; }
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G4double GetX() {return theX;}
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void SetColour(G4int aColour) {theColour = aColour;}
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G4int GetColour() {return theColour;}
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void SetIsoSpinZ(G4double anIsoSpinZ) {theIsoSpinZ = anIsoSpinZ;}
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G4double GetIsoSpinZ() {return theIsoSpinZ;}
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void SetSpinZ(G4double aSpinZ) {theSpinZ = aSpinZ;}
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G4double GetSpinZ() {return theSpinZ;}
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private:
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G4double GetMass();
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public:
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G4int PDGencoding;
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G4ParticleDefinition * theDefinition;
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private:
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G4LorentzVector theMomentum;
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G4ThreeVector thePosition;
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G4int theColour;
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G4double theIsoSpinZ;
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G4double theSpinZ;
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G4double theX;
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};
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inline G4bool G4Parton::operator==(const G4Parton &right) const
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{
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return this==&right;
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}
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inline G4bool G4Parton::operator!=(const G4Parton &right) const
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{
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return this!=&right;
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}
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inline G4int G4Parton::GetPDGcode() const
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{
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return PDGencoding;
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}
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inline const G4ThreeVector & G4Parton::GetPosition() const
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{
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return thePosition;
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}
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inline void G4Parton::SetPosition(const G4ThreeVector &aPosition)
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{
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thePosition=aPosition;
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}
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inline const G4LorentzVector & G4Parton::Get4Momentum() const
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{
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return theMomentum;
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}
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inline void G4Parton::Set4Momentum(const G4LorentzVector & aMomentum)
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{
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theMomentum=aMomentum;
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}
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inline
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G4double G4Parton::GetMass()
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{
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return theDefinition->GetPDGMass();
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}
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inline
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G4ParticleDefinition * G4Parton::GetDefinition()
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{
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return theDefinition;
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}
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inline void G4Parton::SetDefinition(G4ParticleDefinition * aDefinition) // Uzhi
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{
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theDefinition = aDefinition;
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PDGencoding = theDefinition->GetPDGEncoding();
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}
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#endif
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