// // ******************************************************************** // * 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. * // ******************************************************************** // // Geant4 Class header file // // File name: G4StokesVector // // Author: Andreas Schaelicke // // Class Description: // Provides Stokesvector representation employed in implementation of // polarized processes. // - store three components of a stokesvector // - distinguish between boson or fermion state (different transformations) // - provide unique definition of reference frame (cf. G4PolarizationHelper) #ifndef G4StokesVector_h #define G4StokesVector_h 1 #include "G4ThreeVector.hh" #include "G4RotationMatrix.hh" class G4StokesVector : public G4ThreeVector { public: G4StokesVector(); explicit G4StokesVector(const G4ThreeVector& v); ~G4StokesVector() = default; G4bool IsZero() const; inline G4double p1() const { return x(); } inline G4double p2() const { return y(); } inline G4double p3() const { return z(); } inline G4double Transverse() const { return perp(); } inline G4ThreeVector PolSqr() const { return G4ThreeVector(x() * x(), y() * y(), z() * z()); } inline G4ThreeVector PolSqrt() const { return G4ThreeVector(std::sqrt(x()), std::sqrt(y()), std::sqrt(z())); } G4ThreeVector PolError(const G4StokesVector& sum2, long n); // Ratio of 3-vectors. G4ThreeVector PolDiv(const G4StokesVector&); inline void SetPhoton() { fIsPhoton = true; } void RotateAz(G4ThreeVector nInteractionFrame, G4ThreeVector particleDirection); void InvRotateAz(G4ThreeVector nInteractionFrame, G4ThreeVector particleDirection); void RotateAz(G4double cosphi, G4double sinphi); G4double GetBeta(); void DiceUniform(); void DiceP1(); void DiceP2(); void DiceP3(); void FlipP3(); // standard vectors: static const G4StokesVector ZERO; static const G4StokesVector P1; static const G4StokesVector P2; static const G4StokesVector P3; static const G4StokesVector M1; static const G4StokesVector M2; static const G4StokesVector M3; private: G4bool fIsPhoton; }; #endif