Import Geant4 1.0.0 source tree
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@@ -1,12 +1,12 @@
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// This code implementation is the intellectual property of
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// the RD44 GEANT4 collaboration.
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// the GEANT4 collaboration.
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//
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// By copying, distributing or modifying the Program (or any work
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// based on the Program) you indicate your acceptance of this statement,
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// and all its terms.
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//
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// $Id: G4ParticleGun.hh,v 1.1 1999/01/07 16:06:33 gunter Exp $
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// GEANT4 tag $Name: geant4-00-01 $
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// $Id: G4ParticleGun.hh,v 1.2.4.1 1999/12/07 20:47:50 gunter Exp $
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// GEANT4 tag $Name: geant4-01-00 $
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//
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#ifndef G4ParticleGun_h
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@@ -23,13 +23,36 @@
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class G4Event;
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class G4ParticleGunMessenger;
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// class description:
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//
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// This is a concrete class of G4VPrimaryGenerator. It shoots a particle of given type
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// to a given direction with a given kinetic energy.
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// The position and time of the primary particle must be set by the corresponding
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// set methods of G4VPrimaryGenerator base class, otherwise zero will be set.
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//
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// The FAQ to this class is for randomizing position/direction/kinetic energy of primary
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// particle. But, G4ParticleGun does NOT have any way of randomization. Instead, the user's
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// concrete implementation of G4VUserPrimaryGeneratorAction which transmits G4Event object
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// to this particle gun can randomize these quantities and set to this particle gun before
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// invoking GeneratePrimaryVertex() method.
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// Note that, even if the particle gun shoots more than one particles at one invokation of
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// GeneratePrimaryVertex() method, all particles have the same physical quantities. If the
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// user wants to shoot two particles with different momentum, position, etc., invoke
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// GeneratePrimaryVertex() method twice and set quantities on demand to the particle gun.
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//
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class G4ParticleGun:public G4VPrimaryGenerator
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{
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public:
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public: // with description
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G4ParticleGun();
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G4ParticleGun(G4int numberofparticles);
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G4ParticleGun(G4ParticleDefinition * particleDef,
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G4int numberofparticles = 1);
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// costructors. "numberofparticles" is number of particles to be shoot at one invokation
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// of GeneratePrimaryVertex() method. All paricles are shoot with the same physical
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// quantities.
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public:
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virtual ~G4ParticleGun();
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G4ParticleGun(const G4ParticleGun &right);
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@@ -37,17 +60,18 @@ class G4ParticleGun:public G4VPrimaryGenerator
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int operator==(const G4ParticleGun &right) const;
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int operator!=(const G4ParticleGun &right) const;
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public: // with description
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virtual void GeneratePrimaryVertex(G4Event* evt);
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// Set particle properties to be shoot out
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// SetParticleDefinition should be called at first
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// Creates a primary vertex at the given point and put primary particles to it.
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// Followings are set methods for the particle properties.
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// SetParticleDefinition should be called first.
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// By using SetParticleMomentum(), both particle_momentum_direction and
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// particle_energy(Kinetic Energy) are determined.
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void SetParticleMomentum(G4ParticleMomentum aMomentum);
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// particle_energy(Kinetic Energy) are set.
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//
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inline void SetParticleDefinition
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(G4ParticleDefinition * aParticleDefinition)
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{ particle_definition = aParticleDefinition; }
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void SetParticleMomentum(G4ParticleMomentum aMomentum);
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inline void SetParticleMomentumDirection
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(G4ParticleMomentum aMomentumDirection)
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{ particle_momentum_direction = aMomentumDirection.unit(); }
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@@ -57,6 +81,12 @@ class G4ParticleGun:public G4VPrimaryGenerator
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{ particle_position = aPosition; }
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inline void SetParticleTime(G4double aTime)
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{ particle_time = aTime; }
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inline void SetParticlePolarization(G4ThreeVector aVal)
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{ particle_polarization = aVal; }
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inline void SetNumberOfParticles(G4int i)
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{ NumberOfParticlesToBeGenerated = i; }
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public:
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inline G4ParticleDefinition* GetParticleDefinition()
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{ return particle_definition; }
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inline G4ParticleMomentum GetParticleMomentumDirection()
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@@ -67,12 +97,8 @@ class G4ParticleGun:public G4VPrimaryGenerator
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{ return particle_position; }
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inline G4double GetParticleTime()
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{ return particle_time; }
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inline void SetParticlePolarization(G4ThreeVector aVal)
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{ particle_polarization = aVal; }
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inline G4ThreeVector GetParticlePolarization()
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{ return particle_polarization; }
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inline void SetNumberOfParticles(G4int i)
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{ NumberOfParticlesToBeGenerated = i; }
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inline G4int GetNumberOfParticles()
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{ return NumberOfParticlesToBeGenerated; }
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