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geant4/source/event/include/G4ParticleGun.hh
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2016-06-09 14:44:26 +02:00

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//
// ********************************************************************
// * 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. *
// ********************************************************************
//
//
// $Id: G4ParticleGun.hh,v 1.8 2006/06/29 18:08:42 gunter Exp $
// GEANT4 tag $Name: geant4-08-01 $
//
#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);
G4int operator==(const G4ParticleGun &right) const;
G4int 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 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 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_polarization;
private:
G4ParticleGunMessenger* theMessenger;
};
#endif