132 lines
4.9 KiB
C++
132 lines
4.9 KiB
C++
// This code implementation is the intellectual property of
|
|
// the GEANT4 collaboration.
|
|
//
|
|
// By copying, distributing or modifying the Program (or any work
|
|
// based on the Program) you indicate your acceptance of this statement,
|
|
// and all its terms.
|
|
//
|
|
// $Id: G4ParticleGun.hh,v 1.4 2000/10/18 12:41:21 kurasige Exp $
|
|
// GEANT4 tag $Name: geant4-03-01 $
|
|
//
|
|
|
|
#ifndef G4ParticleGun_h
|
|
#define G4ParticleGun_h 1
|
|
|
|
|
|
#include "globals.hh"
|
|
#include "G4VPrimaryGenerator.hh"
|
|
#include "G4ThreeVector.hh"
|
|
#include "G4ParticleDefinition.hh"
|
|
#include "G4PrimaryVertex.hh"
|
|
#include "G4ParticleMomentum.hh"
|
|
|
|
class G4Event;
|
|
class G4ParticleGunMessenger;
|
|
|
|
// class description:
|
|
//
|
|
// This is a concrete class of G4VPrimaryGenerator. It shoots a particle of given type
|
|
// to a given direction with a given kinetic energy.
|
|
// The position and time of the primary particle must be set by the corresponding
|
|
// set methods of G4VPrimaryGenerator base class, otherwise zero will be set.
|
|
//
|
|
// The FAQ to this class is for randomizing position/direction/kinetic energy of primary
|
|
// particle. But, G4ParticleGun does NOT have any way of randomization. Instead, the user's
|
|
// concrete implementation of G4VUserPrimaryGeneratorAction which transmits G4Event object
|
|
// to this particle gun can randomize these quantities and set to this particle gun before
|
|
// invoking GeneratePrimaryVertex() method.
|
|
// Note that, even if the particle gun shoots more than one particles at one invokation of
|
|
// GeneratePrimaryVertex() method, all particles have the same physical quantities. If the
|
|
// user wants to shoot two particles with different momentum, position, etc., invoke
|
|
// GeneratePrimaryVertex() method twice and set quantities on demand to the particle gun.
|
|
//
|
|
|
|
class G4ParticleGun:public G4VPrimaryGenerator
|
|
{
|
|
public: // with description
|
|
G4ParticleGun();
|
|
G4ParticleGun(G4int numberofparticles);
|
|
G4ParticleGun(G4ParticleDefinition * particleDef,
|
|
G4int numberofparticles = 1);
|
|
// costructors. "numberofparticles" is number of particles to be shoot at one invokation
|
|
// of GeneratePrimaryVertex() method. All paricles are shoot with the same physical
|
|
// quantities.
|
|
|
|
public:
|
|
virtual ~G4ParticleGun();
|
|
G4ParticleGun(const G4ParticleGun &right);
|
|
|
|
const G4ParticleGun & operator=(const G4ParticleGun &right);
|
|
int operator==(const G4ParticleGun &right) const;
|
|
int operator!=(const G4ParticleGun &right) const;
|
|
|
|
public: // with description
|
|
virtual void GeneratePrimaryVertex(G4Event* evt);
|
|
// Creates a primary vertex at the given point and put primary particles to it.
|
|
// Followings are set methods for the particle properties.
|
|
// SetParticleDefinition should be called first.
|
|
// By using SetParticleMomentum(), both particle_momentum_direction and
|
|
// particle_energy(Kinetic Energy) are set.
|
|
//
|
|
void SetParticleDefinition
|
|
(G4ParticleDefinition * aParticleDefinition);
|
|
void SetParticleMomentum(G4ParticleMomentum aMomentum);
|
|
inline void SetParticleMomentumDirection
|
|
(G4ParticleMomentum aMomentumDirection)
|
|
{ particle_momentum_direction = aMomentumDirection.unit(); }
|
|
inline void SetParticleEnergy(G4double aKineticEnergy)
|
|
{ particle_energy = aKineticEnergy; }
|
|
inline void SetParticlePosition(G4ThreeVector aPosition)
|
|
{ particle_position = aPosition; }
|
|
inline void SetParticleTime(G4double aTime)
|
|
{ particle_time = aTime; }
|
|
inline void SetParticleCharge(G4double aCharge)
|
|
{ particle_charge = aCharge; }
|
|
inline void SetParticlePolarization(G4ThreeVector aVal)
|
|
{ particle_polarization = aVal; }
|
|
inline void SetNumberOfParticles(G4int i)
|
|
{ NumberOfParticlesToBeGenerated = i; }
|
|
|
|
public:
|
|
inline G4ParticleDefinition* GetParticleDefinition()
|
|
{ return particle_definition; }
|
|
inline G4ParticleMomentum GetParticleMomentumDirection()
|
|
{ return particle_momentum_direction; }
|
|
inline G4double GetParticleEnergy()
|
|
{ return particle_energy; }
|
|
inline G4double GetParticleCharge()
|
|
{ return particle_charge; }
|
|
inline G4ThreeVector GetParticlePosition()
|
|
{ return particle_position; }
|
|
inline G4double GetParticleTime()
|
|
{ return particle_time; }
|
|
inline G4ThreeVector GetParticlePolarization()
|
|
{ return particle_polarization; }
|
|
inline G4int GetNumberOfParticles()
|
|
{ return NumberOfParticlesToBeGenerated; }
|
|
|
|
protected:
|
|
virtual void SetInitialValues();
|
|
|
|
G4int NumberOfParticlesToBeGenerated;
|
|
G4ParticleDefinition* particle_definition;
|
|
G4ParticleMomentum particle_momentum_direction;
|
|
G4double particle_energy;
|
|
G4double particle_charge;
|
|
G4ThreeVector particle_position;
|
|
G4double particle_time;
|
|
G4ThreeVector particle_polarization;
|
|
|
|
private:
|
|
G4ParticleGunMessenger* theMessenger;
|
|
};
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|