Import Geant4 9.1.0 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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// $Id: G4RPGInelastic.hh,v 1.1 2007/07/18 20:51:37 dennis Exp $
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// GEANT4 tag $Name: geant4-09-01 $
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//
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// Author: D. H. Wright
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// Date: 26 May 2007
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//
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#ifndef G4RPGInelastic_h
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#define G4RPGInelastic_h 1
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// Class Description:
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//
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// Base class for re-parameterized Gheisha-style models.
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#include "globals.hh"
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#include "G4FastVector.hh"
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#include "G4HadronicInteraction.hh"
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#include "G4ReactionProduct.hh"
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#include "Randomize.hh"
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#include "G4RPGFragmentation.hh"
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#include "G4RPGTwoCluster.hh"
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#include "G4RPGTwoBody.hh"
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#include "G4RPGStrangeProduction.hh"
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#include "G4RPGPionSuppression.hh"
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class G4RPGInelastic : public G4HadronicInteraction
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{
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public: // with description
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G4RPGInelastic(const G4String& modelName = "RPGInelastic")
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: G4HadronicInteraction(modelName)
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{ cache = 0.0;}
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virtual ~G4RPGInelastic()
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{ }
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protected: // with description
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G4double Pmltpc(G4int np, G4int nm, G4int nz, G4int n,
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G4double b, G4double c);
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G4int Factorial(G4int n);
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G4bool MarkLeadingStrangeParticle(const G4ReactionProduct& currentParticle,
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const G4ReactionProduct& targetParticle,
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G4ReactionProduct& leadParticle);
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void SetUpPions(const G4int np, const G4int nm, const G4int nz,
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G4FastVector<G4ReactionProduct,256> &vec,
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G4int &vecLen);
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void Rotate(G4FastVector<G4ReactionProduct,256> &vec, G4int &vecLen);
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void GetNormalizationConstant(const G4double availableEnergy,
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G4double &n,
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G4double &anpn);
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void CalculateMomenta(G4FastVector<G4ReactionProduct,256> &vec,
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G4int &vecLen,
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const G4HadProjectile *originalIncident,
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const G4DynamicParticle *originalTarget,
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G4ReactionProduct &modifiedOriginal,
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G4Nucleus &targetNucleus,
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G4ReactionProduct ¤tParticle,
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G4ReactionProduct &targetParticle,
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G4bool &incidentHasChanged,
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G4bool &targetHasChanged,
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G4bool quasiElastic);
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void SetUpChange(G4FastVector<G4ReactionProduct,256> &vec,
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G4int &vecLen,
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G4ReactionProduct ¤tParticle,
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G4ReactionProduct &targetParticle,
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G4bool &incidentHasChanged);
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G4RPGFragmentation fragmentation;
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G4RPGTwoCluster twoCluster;
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G4RPGPionSuppression pionSuppression;
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G4RPGStrangeProduction strangeProduction;
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G4RPGTwoBody twoBody;
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private:
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G4double cache;
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G4ThreeVector what;
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};
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#endif
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