// // ******************************************************************** // * 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: G4EmElementSelector // // Author: Vladimir Ivanchenko // // Creation date: 29.05.2008 // // Modifications: // // // Class Description: // // Generic helper class for the random selection of an element // ------------------------------------------------------------------- // #ifndef G4EmElementSelector_h #define G4EmElementSelector_h 1 #include "globals.hh" #include "G4ParticleDefinition.hh" #include "G4Material.hh" #include "G4Element.hh" #include "G4ElementVector.hh" #include "G4PhysicsLogVector.hh" #include "Randomize.hh" #include class G4VEmModel; class G4EmElementSelector { public: G4EmElementSelector(G4VEmModel*, const G4Material*, G4int bins, G4double emin, G4double emax, G4bool spline = true); ~G4EmElementSelector(); void Initialise(const G4ParticleDefinition*, G4double cut = 0.0); void Dump(const G4ParticleDefinition* p = nullptr); inline const G4Element* SelectRandomAtom(G4double kineticEnergy) const; inline const G4Element* SelectRandomAtom(const G4double kineticEnergy, const G4double logEKin) const; inline const G4Material* GetMaterial() const; private: // hide assignment operator G4EmElementSelector & operator=(const G4EmElementSelector &right) = delete; G4EmElementSelector(const G4EmElementSelector&) = delete; G4VEmModel* model; const G4Material* material; const G4ElementVector* theElementVector; G4int nElmMinusOne; G4int nbins; G4double cutEnergy; G4double lowEnergy; G4double highEnergy; std::vector xSections; }; //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo..... //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo..... inline const G4Element* G4EmElementSelector::SelectRandomAtom(G4double e) const { const G4Element* element = (*theElementVector)[nElmMinusOne]; if (nElmMinusOne > 0) { G4double x = G4UniformRand(); size_t idx(0); for(G4int i=0; iValue(e, idx)) { element = (*theElementVector)[i]; break; } } } return element; } //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo..... inline const G4Element* G4EmElementSelector::SelectRandomAtom(const G4double e,const G4double loge)const { const G4Element* element = (*theElementVector)[nElmMinusOne]; if (nElmMinusOne > 0) { // 1. Determine energy index (only once) const size_t nBins = (xSections[0])->GetVectorLength(); // handle cases below/above the enrgy grid (by ekin, idx that gives a=0/1) // ekin = x[0] if e<=x[0] and idx will be 0 ^ a=0 => so y=y0 // ekin = x[N-1] if e>=x[N-1] and idx will be N-2 ^ a=1 => so y=y_{N-1} const G4double ekin = std::max((xSections[0])->Energy(0), std::min((xSections[0])->Energy(nBins-1),e)); // compute the lower index of the bin (idx \in [0,N-2] will be guaranted) const size_t idx = (xSections[0])->ComputeLogVectorBin(loge); // 2. Do the linear interp.(robust for corner cases through ekin, idx and a) const G4double x1 = (xSections[0])->Energy(idx); const G4double x2 = (xSections[0])->Energy(idx+1); // note: all corner cases of the previous methods are covered and eventually // gives a=0/1 that results in y=y0\y_{N-1} if e<=x[0]/e>=x[N-1] or // y=y_i/y_{i+1} if e=x[i+1] due to small numerical errors const G4double a = std::max(0., std::min(1., (ekin - x1)/(x2 - x1))); const G4double urnd = G4UniformRand(); for (G4int i = 0; i < nElmMinusOne; ++i) { const G4double y1 = (*xSections[i])[idx]; const G4double y2 = (*xSections[i])[idx+1]; if (urnd <= y1 + a*(y2-y1)) { element = (*theElementVector)[i]; break; } } } return element; } //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo..... inline const G4Material* G4EmElementSelector::GetMaterial() const { return material; } //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo..... #endif