Import Geant4 9.4.0 source tree
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@@ -23,141 +23,126 @@
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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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// $Id: G4CollisionOutput.hh,v 1.29 2010/09/26 04:06:03 mkelsey Exp $
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// Geant4 tag: $Name: geant4-09-04 $
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//
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// 20100114 M. Kelsey -- Remove G4CascadeMomentum, use G4LorentzVector directly
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// 20100407 M. Kelsey -- Replace ::resize(0) with ::clear()
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// 20100409 M. Kelsey -- Move function code to .cc files, not inlinable
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// 20100418 M. Kelsey -- Add function to boost output lists to lab frame
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// 20100520 M. Kelsey -- Add function to rotate Z axis, from G4Casc.Interface
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// 20100620 M. Kelsey -- Add setVerboseLevel() function
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// 20100715 M. Kelsey -- Add total charge and baryon number functions, and a
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// combined "add()" function to put two of these together.
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// 20100716 M. Kelsey -- Add interface to handle G4CascadParticles
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// 20100924 M. Kelsey -- Use "OutgoingNuclei" name consistently, replacing
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// old "TargetFragment". Add new (reusable) G4Fragment buffer
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// and access functions for initial post-cascade processing.
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// Move implementation of add() to .cc file.
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// 20100925 M. Kelsey -- Add function to process G4ReactionProduct list
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#ifndef G4COLLISION_OUTPUT_HH
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#define G4COLLISION_OUTPUT_HH
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#include <iostream>
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#include "G4Fragment.hh"
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#include "G4InuclElementaryParticle.hh"
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#include "G4InuclNuclei.hh"
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#include "G4LorentzRotation.hh"
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#include "G4ReactionProductVector.hh"
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#include <algorithm>
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#include <vector>
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class G4CascadParticle;
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class G4LorentzConvertor;
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class G4CollisionOutput {
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public:
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G4CollisionOutput();
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G4CollisionOutput& operator=(const G4CollisionOutput& right);
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void reset() {
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nucleiFragments.resize(0);
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outgoingParticles.resize(0);
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};
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void setVerboseLevel(G4int verbose) { verboseLevel = verbose; };
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// ===== Accumulate contents of lists =====
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void reset(); // Empties lists for new event
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void add(const G4CollisionOutput& right); // Merge complete objects
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void addOutgoingParticle(const G4InuclElementaryParticle& particle) {
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outgoingParticles.push_back(particle);
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}
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void addOutgoingParticles(const std::vector<G4InuclElementaryParticle>& particles);
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void addOutgoingNucleus(const G4InuclNuclei& nuclei) {
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outgoingNuclei.push_back(nuclei);
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};
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void addOutgoingParticles(const std::vector<G4InuclElementaryParticle>& particles) {
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for(G4int i = 0; i < G4int(particles.size()); i++)
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outgoingParticles.push_back(particles[i]);
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};
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void addOutgoingNuclei(const std::vector<G4InuclNuclei>& nuclea);
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void addTargetFragment(const G4InuclNuclei& nuclei) {
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nucleiFragments.push_back(nuclei);
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};
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// These are primarily for G4IntraNucleiCascader internal checks
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void addOutgoingParticle(const G4CascadParticle& cparticle);
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void addOutgoingParticles(const std::vector<G4CascadParticle>& cparticles);
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void addTargetFragments(const std::vector<G4InuclNuclei>& nuclea) {
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for(G4int i = 0; i < G4int(nuclea.size()); i++)
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nucleiFragments.push_back(nuclea[i]);
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};
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void addOutgoingParticles(const G4ReactionProductVector* rproducts);
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// Special buffer for initial, possible unstable fragment from cascade
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void addRecoilFragment(const G4Fragment* aFragment) {
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if (aFragment) addRecoilFragment(*aFragment);
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}
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void addRecoilFragment(const G4Fragment& aFragment) {
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theRecoilFragment = aFragment;
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}
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// ===== Access contents of lists =====
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G4int numberOfOutgoingParticles() const { return outgoingParticles.size(); }
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const std::vector<G4InuclElementaryParticle>& getOutgoingParticles() const {
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return outgoingParticles;
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};
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G4int numberOfNucleiFragments() const {
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return nucleiFragments.size();
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};
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G4int numberOfOutgoingNuclei() const { return outgoingNuclei.size(); };
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const std::vector<G4InuclNuclei>& getNucleiFragments() const {
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return nucleiFragments;
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const std::vector<G4InuclNuclei>& getOutgoingNuclei() const {
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return outgoingNuclei;
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};
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G4CascadeMomentum getTotalOutputMomentum() const {
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G4CascadeMomentum tot_mom;
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double eex_r = 0.0;
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G4int i(0);
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for(i = 0; i < G4int(outgoingParticles.size()); i++) {
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const G4CascadeMomentum& mom = outgoingParticles[i].getMomentum();
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for(G4int j = 0; j < 4; j++) tot_mom[j] += mom[j];
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};
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for(i = 0; i < G4int(nucleiFragments.size()); i++) {
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const G4CascadeMomentum& mom = nucleiFragments[i].getMomentum();
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for(G4int j = 0; j < 4; j++) tot_mom[j] += mom[j];
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eex_r += 0.001 * nucleiFragments[i].getExitationEnergy();
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};
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tot_mom[0] += eex_r;
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return tot_mom;
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};
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const G4Fragment& getRecoilFragment() const { return theRecoilFragment; }
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void printCollisionOutput() const {
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G4cout << " Output: " << G4endl
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<< " Outgoing Particles: " << outgoingParticles.size() << G4endl;
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G4int i(0);
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for(i = 0; i < G4int(outgoingParticles.size()); i++) {
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outgoingParticles[i].printParticle();
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};
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G4cout << " Nuclei fragments: " << nucleiFragments.size() << G4endl;
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for(i = 0; i < G4int(nucleiFragments.size()); i++) {
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nucleiFragments[i].printParticle();
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};
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};
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// ===== Get event totals for conservation checking, recoil, etc. ======
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void trivialise(G4InuclParticle* bullet,
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G4InuclParticle* target) {
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if(G4InuclNuclei* nuclei_target = dynamic_cast<G4InuclNuclei*>(target)) {
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nucleiFragments.push_back(*nuclei_target);
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}
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else {
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G4InuclElementaryParticle* particle =
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dynamic_cast<G4InuclElementaryParticle*>(target);
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outgoingParticles.push_back(*particle);
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};
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if(G4InuclNuclei* nuclei_bullet = dynamic_cast<G4InuclNuclei*>(bullet)) {
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nucleiFragments.push_back(*nuclei_bullet);
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}
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else {
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G4InuclElementaryParticle* particle =
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dynamic_cast<G4InuclElementaryParticle*>(bullet);
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outgoingParticles.push_back(*particle);
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};
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};
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G4LorentzVector getTotalOutputMomentum() const;
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G4int getTotalCharge() const; // NOTE: No fractional charges!
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G4int getTotalBaryonNumber() const;
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void setOnShell(G4InuclParticle* bullet,
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G4InuclParticle* target);
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void printCollisionOutput() const;
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void setRemainingExitationEnergy() {
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eex_rest = 0.0;
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for(G4int i = 0; i < G4int(nucleiFragments.size()); i++)
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eex_rest += 0.001 * nucleiFragments[i].getExitationEnergy();
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};
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// ===== Manipulate final-state particles for kinematics =====
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double getRemainingExitationEnergy() const {
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return eex_rest;
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};
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void boostToLabFrame(const G4LorentzConvertor& convertor);
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void rotateEvent(const G4LorentzRotation& rotate);
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void trivialise(G4InuclParticle* bullet, G4InuclParticle* target);
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void setOnShell(G4InuclParticle* bullet, G4InuclParticle* target);
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void setRemainingExitationEnergy();
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G4bool acceptable() const {
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return on_shell;
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};
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double getRemainingExitationEnergy() const { return eex_rest; };
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G4bool acceptable() const { return on_shell; };
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private:
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G4int verboseLevel;
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G4int verboseLevel;
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std::vector<G4InuclElementaryParticle> outgoingParticles;
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std::vector<G4InuclNuclei> outgoingNuclei;
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G4Fragment theRecoilFragment;
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std::vector<G4InuclNuclei> nucleiFragments;
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G4double eex_rest; // Used by setOnShell() for kinematics
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G4double eex_rest;
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std::pair<std::pair<G4int, G4int>, G4int> selectPairToTune(G4double de) const;
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std::pair<std::pair<G4int,G4int>, G4int> selectPairToTune(G4double de) const;
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G4bool on_shell;
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};
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#endif // G4COLLISION_OUTPUT_HH
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