// // ******************************************************************** // * License and Disclaimer * // * * // * The Geant4 software is copyright of the Copyright Holders of * // * the Geant4 Collaboration. It is provided under the terms and * // * conditions of the Geant4 Software License, included in the file * // * LICENSE and available at http://cern.ch/geant4/license . These * // * include a list of copyright holders. * // * * // * Neither the authors of this software system, nor their employing * // * institutes,nor the agencies providing financial support for this * // * work make any representation or warranty, express or implied, * // * regarding this software system or assume any liability for its * // * use. Please see the license in the file LICENSE and URL above * // * for the full disclaimer and the limitation of liability. * // * * // * This code implementation is the result of the scientific and * // * technical work of the GEANT4 collaboration. * // * By using, copying, modifying or distributing the software (or * // * any work based on the software) you agree to acknowledge its * // * use in resulting scientific publications, and indicate your * // * acceptance of all terms of the Geant4 Software license. * // ******************************************************************** // // G4VPrimaryGenerator // // Class description: // // This is an abstract base class of all of primary generators. // This class has only one pure virtual method GeneratePrimaryVertex() // which takes a G4Event object and generates a primay vertex and // primary particles associate to the vertex // Author: Makoto Asai (SLAC) // -------------------------------------------------------------------- #ifndef G4VPrimaryGenerator_hh #define G4VPrimaryGenerator_hh 1 #include "G4ThreeVector.hh" class G4Event; class G4VPrimaryGenerator { public: G4VPrimaryGenerator() = default; virtual ~G4VPrimaryGenerator() = default; // Constructor and destructor static G4bool CheckVertexInsideWorld(const G4ThreeVector& pos); // Static service method for checking a point is included // in the (current) world virtual void GeneratePrimaryVertex(G4Event* evt) = 0; // Pure virtual method which a concrete class derived from this // base class must implement inline G4ThreeVector GetParticlePosition() { return particle_position; } inline G4double GetParticleTime() { return particle_time; } void SetParticlePosition(G4ThreeVector aPosition); // Sets the initial position of the primary vertex. // The position must obviously be located inside the world volume. // A location on the surface of the world volume is also discouraged, // to avoid setting the momentum direction pointing out of the world // and therefore causing undefined behaviour and crash inline void SetParticleTime(G4double aTime) { particle_time = aTime; } inline void CheckInside(G4bool val=true) { ifCheckInside = val; } inline G4bool IfCheckInside() { return ifCheckInside; } protected: G4ThreeVector particle_position; // Initialised at (0, 0, 0) G4double particle_time = 0.0; G4bool ifCheckInside = true; }; #endif