143 lines
6.2 KiB
C++
143 lines
6.2 KiB
C++
//
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// ********************************************************************
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// * License and Disclaimer *
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// * *
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// * The Geant4 software is copyright of the Copyright Holders of *
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// * the Geant4 Collaboration. It is provided under the terms and *
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// * conditions of the Geant4 Software License, included in the file *
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// * LICENSE and available at http://cern.ch/geant4/license . These *
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// * include a list of copyright holders. *
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// * *
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// * Neither the authors of this software system, nor their employing *
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// * institutes,nor the agencies providing financial support for this *
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// * work make any representation or warranty, express or implied, *
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// * regarding this software system or assume any liability for its *
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// * use. Please see the license in the file LICENSE and URL above *
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// * for the full disclaimer and the limitation of liability. *
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// * *
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// * This code implementation is the result of the scientific and *
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// * technical work of the GEANT4 collaboration. *
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// * By using, copying, modifying or distributing the software (or *
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// * any work based on the software) you agree to acknowledge its *
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// * use in resulting scientific publications, and indicate your *
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// * acceptance of all terms of the Geant4 Software license. *
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// ********************************************************************
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//
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// G4ParticleGum
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//
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// Class description:
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//
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// This is a concrete class of G4VPrimaryGenerator. It shoots a particle of
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// given type into a given direction with either a given kinetic energy or
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// momentum.
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// The position and time of the primary particle must be set by the
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// corresponding set methods of the G4VPrimaryGenerator base class, otherwise
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// zero will be set.
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//
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// The FAQ to this class is for randomizing position/direction/kinetic energy
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// of the primary particle. But, G4ParticleGun does NOT have any way of
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// randomization. Instead, the user's concrete implementation of
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// G4VUserPrimaryGeneratorAction which transfer the G4Event object
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// to this particle gun can randomize these quantities and set to this
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// particle gun before invoking GeneratePrimaryVertex() method.
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// Note that, even if the particle gun shoots more than one particles at one
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// invokation of the GeneratePrimaryVertex() method, all particles have the
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// same physical quantities. If the user wants to shoot two particles with
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// different momentum, position, etc., should invoke GeneratePrimaryVertex()
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// method twice and set quantities on demand to the particle gun.
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// Author: Makoto Asai, 1997
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// --------------------------------------------------------------------
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#ifndef G4ParticleGun_hh
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#define G4ParticleGun_hh 1
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#include "globals.hh"
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#include "G4VPrimaryGenerator.hh"
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#include "G4ThreeVector.hh"
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#include "G4ParticleDefinition.hh"
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#include "G4PrimaryVertex.hh"
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#include "G4ParticleMomentum.hh"
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class G4Event;
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class G4ParticleGunMessenger;
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class G4ParticleGun : public G4VPrimaryGenerator
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{
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public:
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G4ParticleGun();
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explicit G4ParticleGun(G4int numberofparticles);
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explicit G4ParticleGun(G4ParticleDefinition* particleDef,
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G4int numberofparticles = 1);
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// Costructors. "numberofparticles" is the number of particles to be
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// shot at one invokation of GeneratePrimaryVertex() method.
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// All particles are shot with the same physical quantities.
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~G4ParticleGun() override;
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G4ParticleGun(const G4ParticleGun&) = delete;
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const G4ParticleGun& operator=(const G4ParticleGun&) = delete;
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G4bool operator==(const G4ParticleGun&) const = delete;
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G4bool operator!=(const G4ParticleGun&) const = delete;
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void GeneratePrimaryVertex(G4Event* evt) override;
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// Creates a primary vertex at the given point
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// and put primary particles to it.
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// Followings are the Set methods for the particle properties.
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// SetParticleDefinition() should be called first.
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// By using SetParticleMomentum(), both particle_momentum_direction and
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// particle_energy(Kinetic Energy) are set.
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//
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void SetParticleDefinition(G4ParticleDefinition* aParticleDefinition);
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void SetParticleEnergy(G4double aKineticEnergy);
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void SetParticleMomentum(G4double aMomentum);
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void SetParticleMomentum(G4ParticleMomentum aMomentum);
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inline void SetParticleMomentumDirection(G4ParticleMomentum aMomDirection)
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{ particle_momentum_direction = aMomDirection.unit(); }
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inline void SetParticleCharge(G4double aCharge)
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{ particle_charge = aCharge; }
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inline void SetParticlePolarization(G4ThreeVector aVal)
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{ particle_polarization = aVal; }
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inline void SetNumberOfParticles(G4int i)
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{ NumberOfParticlesToBeGenerated = i; }
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inline G4ParticleDefinition* GetParticleDefinition() const
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{ return particle_definition; }
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inline G4ParticleMomentum GetParticleMomentumDirection() const
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{ return particle_momentum_direction; }
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inline G4double GetParticleEnergy() const
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{ return particle_energy; }
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inline G4double GetParticleMomentum() const
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{ return particle_momentum; }
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inline G4double GetParticleCharge() const
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{ return particle_charge; }
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inline G4ThreeVector GetParticlePolarization() const
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{ return particle_polarization; }
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inline G4int GetNumberOfParticles() const
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{ return NumberOfParticlesToBeGenerated; }
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inline G4double GetParticleWeight() const
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{ return particle_weight; }
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protected:
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virtual void SetInitialValues();
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G4int NumberOfParticlesToBeGenerated = 0;
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G4ParticleDefinition* particle_definition = nullptr;
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G4ParticleMomentum particle_momentum_direction;
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G4double particle_energy = 0.0;
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G4double particle_momentum = 0.0;
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G4double particle_charge = 0.0;
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G4ThreeVector particle_polarization;
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G4double particle_weight = 1.0;
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private:
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G4ParticleGunMessenger* theMessenger = nullptr;
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};
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#endif
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