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geant4/source/processes/hadronic/models/de_excitation/fission/include/G4ParaFissionModel.hh
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2016-06-09 15:07:44 +02:00

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//
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//
#ifndef G4ParaFissionModel_h
#define G4ParaFissionModel_h
#include "G4CompetitiveFission.hh"
#include "G4ExcitationHandler.hh"
#include "G4HadronicInteraction.hh"
#include "G4ParticleTable.hh"
// Class Description
// Final state production model for (based on evaluated data
// libraries) description of neutron induced fission below 60 MeV;
// In case you need the fission fragments, use this model.
// To be used in your physics list in case you need this physics.
// In this case you want to register an object of this class with
// the corresponding process.
class G4ParaFissionModel : public G4HadronicInteraction
{
public:
G4ParaFissionModel()
{
SetMinEnergy( 0.0 );
SetMaxEnergy( 60.*MeV );
}
virtual G4HadFinalState* ApplyYourself(const G4HadProjectile& aTrack,
G4Nucleus& theNucleus)
{
theParticleChange.Clear();
theParticleChange.SetStatusChange( stopAndKill );
theParticleChange.SetEnergyChange( 0.0 );
// prepare the fragment
G4Fragment anInitialState;
G4double anA = theNucleus.GetN();
G4double aZ = theNucleus.GetZ();
G4double nucMass = G4ParticleTable::GetParticleTable()->GetIonTable()->GetIonMass(G4int(aZ) ,G4int(anA));
anA += aTrack.GetDefinition()->GetBaryonNumber();
aZ += aTrack.GetDefinition()->GetPDGCharge();
G4int numberOfEx = aTrack.GetDefinition()->GetBaryonNumber();
G4int numberOfCh = G4int(std::abs(aTrack.GetDefinition()->GetPDGCharge()));
G4int numberOfHoles = 0;
G4ThreeVector exciton3Momentum = aTrack.Get4Momentum().vect();
G4double compoundMass = aTrack.GetTotalEnergy();
compoundMass += nucMass;
compoundMass = std::sqrt(compoundMass*compoundMass - exciton3Momentum*exciton3Momentum);
G4LorentzVector fragment4Momentum(exciton3Momentum,
std::sqrt(exciton3Momentum.mag2()+compoundMass*compoundMass));
anInitialState.SetA(anA);
anInitialState.SetZ(aZ);
anInitialState.SetNumberOfParticles(numberOfEx-numberOfHoles);
anInitialState.SetNumberOfCharged(numberOfCh);
anInitialState.SetNumberOfHoles(numberOfHoles);
anInitialState.SetMomentum(fragment4Momentum);
// do the fission
G4FragmentVector * theFissionResult = theFission.BreakUp(anInitialState);
// deexcite the fission fragments and fill result
G4int ll = theFissionResult->size();
for(G4int i=0; i<ll; i++)
{
G4ReactionProductVector* theExcitationResult = 0;
G4Fragment* aFragment = (*theFissionResult)[i];
if(aFragment->GetExcitationEnergy()>1.*eV)
{
theExcitationResult = theHandler.BreakItUp(*aFragment);
// add secondaries
for(G4int j = 0; j < G4int(theExcitationResult->size()); j++)
{
G4ReactionProduct* rp0 = (*theExcitationResult)[j];
G4DynamicParticle* p0 = new G4DynamicParticle;
p0->SetDefinition(rp0->GetDefinition() );
p0->SetMomentum(rp0->GetMomentum() );
theParticleChange.AddSecondary(p0);
delete rp0;
}
delete theExcitationResult;
}
else
{
// add secondary
G4DynamicParticle* p0 = new G4DynamicParticle;
p0->SetDefinition(aFragment->GetParticleDefinition());
p0->SetMomentum(aFragment->GetMomentum().vect());
theParticleChange.AddSecondary(p0);
}
delete aFragment;
}
delete theFissionResult;
return &theParticleChange;
}
private:
G4CompetitiveFission theFission;
G4ExcitationHandler theHandler;
G4HadFinalState theParticleChange;
};
#endif