Files
geant4/source/processes/hadronic/models/rpg/include/G4RPGInelastic.hh
T
2016-06-09 15:37:50 +02:00

121 lines
4.4 KiB
C++

//
// ********************************************************************
// * 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: G4RPGInelastic.hh,v 1.1 2007/07/18 20:51:37 dennis Exp $
// GEANT4 tag $Name: geant4-09-01 $
//
// Author: D. H. Wright
// Date: 26 May 2007
//
#ifndef G4RPGInelastic_h
#define G4RPGInelastic_h 1
// Class Description:
//
// Base class for re-parameterized Gheisha-style models.
#include "globals.hh"
#include "G4FastVector.hh"
#include "G4HadronicInteraction.hh"
#include "G4ReactionProduct.hh"
#include "Randomize.hh"
#include "G4RPGFragmentation.hh"
#include "G4RPGTwoCluster.hh"
#include "G4RPGTwoBody.hh"
#include "G4RPGStrangeProduction.hh"
#include "G4RPGPionSuppression.hh"
class G4RPGInelastic : public G4HadronicInteraction
{
public: // with description
G4RPGInelastic(const G4String& modelName = "RPGInelastic")
: G4HadronicInteraction(modelName)
{ cache = 0.0;}
virtual ~G4RPGInelastic()
{ }
protected: // with description
G4double Pmltpc(G4int np, G4int nm, G4int nz, G4int n,
G4double b, G4double c);
G4int Factorial(G4int n);
G4bool MarkLeadingStrangeParticle(const G4ReactionProduct& currentParticle,
const G4ReactionProduct& targetParticle,
G4ReactionProduct& leadParticle);
void SetUpPions(const G4int np, const G4int nm, const G4int nz,
G4FastVector<G4ReactionProduct,256> &vec,
G4int &vecLen);
void Rotate(G4FastVector<G4ReactionProduct,256> &vec, G4int &vecLen);
void GetNormalizationConstant(const G4double availableEnergy,
G4double &n,
G4double &anpn);
void CalculateMomenta(G4FastVector<G4ReactionProduct,256> &vec,
G4int &vecLen,
const G4HadProjectile *originalIncident,
const G4DynamicParticle *originalTarget,
G4ReactionProduct &modifiedOriginal,
G4Nucleus &targetNucleus,
G4ReactionProduct &currentParticle,
G4ReactionProduct &targetParticle,
G4bool &incidentHasChanged,
G4bool &targetHasChanged,
G4bool quasiElastic);
void SetUpChange(G4FastVector<G4ReactionProduct,256> &vec,
G4int &vecLen,
G4ReactionProduct &currentParticle,
G4ReactionProduct &targetParticle,
G4bool &incidentHasChanged);
G4RPGFragmentation fragmentation;
G4RPGTwoCluster twoCluster;
G4RPGPionSuppression pionSuppression;
G4RPGStrangeProduction strangeProduction;
G4RPGTwoBody twoBody;
private:
G4double cache;
G4ThreeVector what;
};
#endif