Import Geant4 9.2.0 source tree
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@@ -287,10 +287,10 @@ void G4QGSMSplitableHadron::SoftSplitUp()
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nAttempt++;
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G4int NumberOfUnsampledSeaQuarks = 2*nSeaPair;
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G4double beta1 = beta;
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if (std::abs(ColorEncoding) <= 1000 && std::abs(AntiColorEncoding) <= 1000) beta1 = 1.; //... in a meson
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if (std::abs(ColorEncoding) <= 1000 && std::abs(AntiColorEncoding) <= 1000) beta1 = 1.; //... in a meson
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ColorX = SampleX(Xmin, NumberOfUnsampledSeaQuarks, 2*nSeaPair, aBeta);
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HPWtest = ColorX;
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while (ColorX < Xmin || ColorX > 1.|| 1. - ColorX <= Xmin);
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while (ColorX < Xmin || ColorX > 1.|| 1. - ColorX <= Xmin) {;}
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Color.back()->SetX(SumX = ColorX);// this is the valenz quark.
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for(G4int aPair = 0; aPair < nSeaPair; aPair++)
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{
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@@ -392,7 +392,7 @@ void G4QGSMSplitableHadron::GetValenceQuarkFlavors(const G4ParticleDefinition *
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G4ThreeVector G4QGSMSplitableHadron::GaussianPt(G4double widthSquare, G4double maxPtSquare)
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{
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G4double R;
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while((R = -widthSquare*std::log(G4UniformRand())) > maxPtSquare);
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while((R = -widthSquare*std::log(G4UniformRand())) > maxPtSquare) {;}
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R = std::sqrt(R);
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G4double phi = twopi*G4UniformRand();
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return G4ThreeVector (R*std::cos(phi), R*std::sin(phi), 0.);
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