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geant4/source/processes/hadronic/models/binary_cascade/include/G4BinaryLightIonReaction.hh
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2016-06-09 17:01:34 +02:00

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//
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#ifndef G4BinaryLightIonReaction_h
#define G4BinaryLightIonReaction_h 1
#include "G4BinaryCascade.hh"
#include "G4PreCompoundModel.hh"
#include "G4HadFinalState.hh"
#include "G4ExcitationHandler.hh"
class G4BinaryLightIonReaction : public G4HadronicInteraction
{
public:
G4BinaryLightIonReaction(G4VPreCompoundModel* ptr = 0);
virtual ~G4BinaryLightIonReaction();
G4HadFinalState* ApplyYourself(const G4HadProjectile& aTrack,
G4Nucleus& theNucleus);
inline void SetPrecompound(G4VPreCompoundModel* ptr);
inline void SetDeExcitation(G4ExcitationHandler* ptr);
virtual void ModelDescription(std::ostream&) const ;
private:
G4bool EnergyAndMomentumCorrector(G4ReactionProductVector* products,
G4LorentzVector& TotalCollisionMom);
G4bool SetLighterAsProjectile(G4LorentzVector & mom,const G4LorentzRotation & toBreit);
G4ReactionProductVector * FuseNucleiAndPrompound(const G4LorentzVector & mom);
G4ReactionProductVector * Interact(G4LorentzVector & mom, const G4LorentzRotation & );
G4double GetProjectileExcitation();
void DeExciteSpectatorNucleus(G4ReactionProductVector * spectators, G4ReactionProductVector * cascaders,
G4double theStatisticalExEnergy, G4LorentzVector & momentum);
G4LorentzVector SortResult(G4ReactionProductVector * result,G4ReactionProductVector * spectators,G4ReactionProductVector * cascaders);
G4BinaryCascade* theModel;
G4ExcitationHandler* theHandler;
G4VPreCompoundModel* theProjectileFragmentation;
G4HadFinalState theResult;
G4int pA, pZ, tA, tZ,spectatorA,spectatorZ;
G4Fancy3DNucleus * projectile3dNucleus, * target3dNucleus;
G4FermiMomentum theFermi;
G4LorentzVector pInitialState, pFinalState;
G4bool debug_G4BinaryLightIonReactionResults;
};
inline void G4BinaryLightIonReaction::SetPrecompound(G4VPreCompoundModel* ptr)
{
if(ptr) { theProjectileFragmentation = ptr; }
theHandler = theProjectileFragmentation->GetExcitationHandler();
}
inline void G4BinaryLightIonReaction::SetDeExcitation(G4ExcitationHandler* ptr)
{
theProjectileFragmentation->SetExcitationHandler(ptr);
theHandler = ptr;
}
#endif