407 lines
16 KiB
C++
407 lines
16 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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// INCL++ intra-nuclear cascade model
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// Alain Boudard, CEA-Saclay, France
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// Joseph Cugnon, University of Liege, Belgium
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// Jean-Christophe David, CEA-Saclay, France
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// Pekka Kaitaniemi, CEA-Saclay, France, and Helsinki Institute of Physics, Finland
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// Sylvie Leray, CEA-Saclay, France
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// Davide Mancusi, CEA-Saclay, France
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//
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#define INCLXX_IN_GEANT4_MODE 1
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#include "globals.hh"
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/** \file G4INCLProjectileRemnant.cc
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* \brief Class for constructing a projectile-like remnant.
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*
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* \date 20 March 2012
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* \author Davide Mancusi
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*/
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#include "G4INCLProjectileRemnant.hh"
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#include <algorithm>
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#include <numeric>
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namespace G4INCL {
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void ProjectileRemnant::reset() {
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deleteParticles();
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thePosition = ThreeVector();
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theMomentum = ThreeVector();
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theEnergy = 0.0;
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thePotentialEnergy = 0.0;
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theA = 0;
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theZ = 0;
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nCollisions = 0;
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for(std::map<long, Particle*>::const_iterator i=storedComponents.begin(); i!=storedComponents.end(); ++i) {
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Particle *p = new Particle(*(i->second));
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EnergyLevelMap::iterator energyIter = theInitialEnergyLevels.find(i->first);
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// assert(energyIter!=theInitialEnergyLevels.end());
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const G4double energyLevel = energyIter->second;
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theInitialEnergyLevels.erase(energyIter);
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theInitialEnergyLevels[p->getID()] = energyLevel;
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addParticle(p);
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}
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if(theA>0)
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thePosition /= theA;
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else if(theA<0)
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thePosition/= -theA;
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setTableMass();
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INCL_DEBUG("ProjectileRemnant object was reset:" << '\n' << print());
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}
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void ProjectileRemnant::removeParticle(Particle * const p, const G4double theProjectileCorrection) {
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// assert(p->isNucleon() || p->isLambda() || p->isAntiNucleon());
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INCL_DEBUG("The following Particle is about to be removed from the ProjectileRemnant:"
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<< '\n' << p->print()
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<< "theProjectileCorrection=" << theProjectileCorrection << '\n');
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// Update A, Z, S, momentum, and energy of the projectile remnant
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theA -= p->getA();
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theZ -= p->getZ();
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theS -= p->getS();
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ThreeVector const &oldMomentum = p->getMomentum();
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const G4double oldEnergy = p->getEnergy();
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Cluster::removeParticle(p);
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#if !defined(NDEBUG) && !defined(INCLXX_IN_GEANT4_MODE)
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ThreeVector theTotalMomentum;
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G4double theTotalEnergy = 0.;
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const G4double theThreshold = 0.1;
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#endif
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if(getA()>0 || getA()<0) { // if there are any particles left
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// assert((unsigned int)getA()==particles.size() || -getA()==(particles.size()));
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const G4double theProjectileCorrectionPerNucleon = theProjectileCorrection / particles.size();
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// Update the kinematics of the components
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for(ParticleIter i=particles.begin(), e=particles.end(); i!=e; ++i) {
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(*i)->setEnergy((*i)->getEnergy() + theProjectileCorrectionPerNucleon);
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(*i)->setMass((*i)->getInvariantMass());
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#if !defined(NDEBUG) && !defined(INCLXX_IN_GEANT4_MODE)
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theTotalMomentum += (*i)->getMomentum();
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theTotalEnergy += (*i)->getEnergy();
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#endif
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}
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}
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theMomentum -= oldMomentum;
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theEnergy -= oldEnergy - theProjectileCorrection;
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// assert(std::abs((theTotalMomentum-theMomentum).mag())<theThreshold);
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// assert(std::abs(theTotalEnergy-theEnergy)<theThreshold);
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INCL_DEBUG("After Particle removal, the ProjectileRemnant looks like this:"
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<< '\n' << print());
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}
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ParticleList ProjectileRemnant::addDynamicalSpectators(ParticleList pL) {
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// Try as hard as possible to add back all the dynamical spectators.
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// Don't add spectators that lead to negative excitation energies, but
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// iterate over the spectators as many times as possible, until
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// absolutely sure that all of them were rejected.
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unsigned int accepted;
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unsigned long loopCounter = 0;
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const unsigned long maxLoopCounter = 10000000;
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do {
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accepted = 0;
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ParticleList toBeAdded = pL;
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for(ParticleIter p=toBeAdded.begin(), e=toBeAdded.end(); p!=e; ++p) {
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G4bool isAccepted = addDynamicalSpectator(*p);
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if(isAccepted) {
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pL.remove(*p);
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accepted++;
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}
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}
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++loopCounter;
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} while(loopCounter<maxLoopCounter && accepted > 0); /* Loop checking, 10.07.2015, D.Mancusi */
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return pL;
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}
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ParticleList ProjectileRemnant::addAllDynamicalSpectators(ParticleList const &pL) {
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// Put all the spectators in the projectile
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ThreeVector theNewMomentum = theMomentum;
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G4double theNewEnergy = theEnergy;
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G4int theNewA = theA;
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G4int theNewZ = theZ;
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G4int theNewS = theS;
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for(ParticleIter p=pL.begin(), e=pL.end(); p!=e; ++p) {
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// assert((*p)->isNucleonorLambda() || (*p)->isAntiNucleon());
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// Add the initial (off-shell) momentum and energy to the projectile remnant
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theNewMomentum += getStoredMomentum(*p);
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theNewEnergy += (*p)->getEnergy();
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theNewA += (*p)->getA();
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theNewZ += (*p)->getZ();
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theNewS += (*p)->getS();
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}
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// Check that the excitation energy of the new projectile remnant is non-negative
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G4double theNewMass;
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if(theA < 0)
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theNewMass = ParticleTable::getTableMass(-theNewA,-theNewZ,theNewS);
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else
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theNewMass = ParticleTable::getTableMass(theNewA,theNewZ,theNewS);
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const G4double theNewExcitationEnergy = computeExcitationEnergyWith(pL);
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const G4double theNewEffectiveMass = theNewMass + theNewExcitationEnergy;
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// If this condition is satisfied, there is no solution. Fall back on the
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// "most" method
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if(theNewEnergy<theNewEffectiveMass) {
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INCL_WARN("Could not add all the dynamical spectators back into the projectile remnant."
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<< " Falling back to the \"most\" method." << '\n');
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return addMostDynamicalSpectators(pL);
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}
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// Add all the participants to the projectile remnant
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for(ParticleIter p=pL.begin(), e=pL.end(); p!=e; ++p) {
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particles.push_back(*p);
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}
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// Rescale the momentum of the projectile remnant so that sqrt(s) has the
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// correct value
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const G4double scalingFactorSquared = (theNewEnergy*theNewEnergy-theNewEffectiveMass*theNewEffectiveMass)/theNewMomentum.mag2();
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const G4double scalingFactor = std::sqrt(scalingFactorSquared);
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INCL_DEBUG("Scaling factor for the projectile-remnant momentum = " << scalingFactor << '\n');
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theA = theNewA;
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theZ = theNewZ;
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theS = theNewS;
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theMomentum = theNewMomentum * scalingFactor;
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theEnergy = theNewEnergy;
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return ParticleList();
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}
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ParticleList ProjectileRemnant::addMostDynamicalSpectators(ParticleList pL) {
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// Try as hard as possible to add back all the dynamical spectators.
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// Don't add spectators that lead to negative excitation energies. Start by
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// adding all of them, and repeatedly remove the most troublesome one until
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// the excitation energy becomes non-negative.
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// Put all the spectators in the projectile
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ThreeVector theNewMomentum = theMomentum;
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G4double theNewEnergy = theEnergy;
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G4int theNewA = theA;
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G4int theNewZ = theZ;
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G4int theNewS = theS;
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for(ParticleIter p=pL.begin(), e=pL.end(); p!=e; ++p) {
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// assert((*p)->isNucleonorLambda()|| (*p)->isAntiNucleon());
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// Add the initial (off-shell) momentum and energy to the projectile remnant
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theNewMomentum += getStoredMomentum(*p);
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theNewEnergy += (*p)->getEnergy();
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theNewA += (*p)->getA();
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theNewZ += (*p)->getZ();
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theNewS += (*p)->getS();
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}
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// Check that the excitation energy of the new projectile remnant is non-negative
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G4double theNewMass;
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if(theA < 0)
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theNewMass = ParticleTable::getTableMass(-theNewA,-theNewZ,theNewS);
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else
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theNewMass = ParticleTable::getTableMass(theNewA,theNewZ,theNewS);
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const G4double theNewInvariantMassSquared = theNewEnergy*theNewEnergy-theNewMomentum.mag2();
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G4bool positiveExcitationEnergy = false;
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if(theNewInvariantMassSquared>=0.) {
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const G4double theNewInvariantMass = std::sqrt(theNewInvariantMassSquared);
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positiveExcitationEnergy = (theNewInvariantMass-theNewMass>-1.e-5);
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}
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// Keep removing nucleons from the projectile remnant until we achieve a
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// non-negative excitation energy.
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ParticleList rejected;
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while(!positiveExcitationEnergy && !pL.empty()) { /* Loop checking, 10.07.2015, D.Mancusi */
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G4double maxExcitationEnergy = -1.E30;
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ParticleMutableIter best = pL.end();
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ThreeVector bestMomentum;
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G4double bestEnergy = -1.;
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G4int bestA = -1, bestZ = -1, bestS = 0;
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for(ParticleList::iterator p=pL.begin(), e=pL.end(); p!=e; ++p) {
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// Subtract the initial (off-shell) momentum and energy from the new
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// projectile remnant
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const ThreeVector theNewerMomentum = theNewMomentum - getStoredMomentum(*p);
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const G4double theNewerEnergy = theNewEnergy - (*p)->getEnergy();
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const G4int theNewerA = theNewA - (*p)->getA();
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const G4int theNewerZ = theNewZ - (*p)->getZ();
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const G4int theNewerS = theNewS - (*p)->getS();
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G4double theNewerMass;
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if(theA < 0)
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theNewerMass = ParticleTable::getTableMass(-theNewerA,-theNewerZ,theNewerS);
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else
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theNewerMass = ParticleTable::getTableMass(theNewerA,theNewerZ,theNewerS);
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const G4double theNewerInvariantMassSquared = theNewerEnergy*theNewerEnergy-theNewerMomentum.mag2();
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if(theNewerInvariantMassSquared>=-1.e-5) {
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const G4double theNewerInvariantMass = std::sqrt(std::max(0.,theNewerInvariantMassSquared));
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const G4double theNewerExcitationEnergy = ((theNewerA>1) ? theNewerInvariantMass-theNewerMass : 0.);
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// Pick the nucleon that maximises the excitation energy of the
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// ProjectileRemnant
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if(theNewerExcitationEnergy>maxExcitationEnergy) {
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best = p;
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maxExcitationEnergy = theNewerExcitationEnergy;
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bestMomentum = theNewerMomentum;
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bestEnergy = theNewerEnergy;
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bestA = theNewerA;
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bestZ = theNewerZ;
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bestS = theNewerS;
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}
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}
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}
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// If we couldn't even calculate the excitation energy, fail miserably
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if(best==pL.end())
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return pL;
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rejected.push_back(*best);
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pL.erase(best);
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theNewMomentum = bestMomentum;
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theNewEnergy = bestEnergy;
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theNewA = bestA;
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theNewZ = bestZ;
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theNewS = bestS;
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if(maxExcitationEnergy>0.) {
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// Stop here
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positiveExcitationEnergy = true;
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}
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}
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// Add the accepted participants to the projectile remnant
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for(ParticleIter p=pL.begin(), e=pL.end(); p!=e; ++p) {
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particles.push_back(*p);
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}
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theA = theNewA;
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theZ = theNewZ;
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theS = theNewS;
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theMomentum = theNewMomentum;
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theEnergy = theNewEnergy;
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return rejected;
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}
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G4bool ProjectileRemnant::addDynamicalSpectator(Particle * const p) {
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// assert(p->isNucleon() || p->isAntiNucleon());
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// Add the initial (off-shell) momentum and energy to the projectile remnant
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ThreeVector const &oldMomentum = getStoredMomentum(p);
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const ThreeVector theNewMomentum = theMomentum + oldMomentum;
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const G4double oldEnergy = p->getEnergy();
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const G4double theNewEnergy = theEnergy + oldEnergy;
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// Check that the excitation energy of the new projectile remnant is non-negative
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G4double theNewMass;
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if(theA < 0)
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theNewMass = ParticleTable::getTableMass(-(theA)+ (-(p->getA())),-(theZ)+(-(p->getZ())),theS+p->getS());
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else
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theNewMass = ParticleTable::getTableMass(theA+p->getA(),theZ+p->getZ(),theS+p->getS());
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const G4double theNewInvariantMassSquared = theNewEnergy*theNewEnergy-theNewMomentum.mag2();
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if(theNewInvariantMassSquared<0.)
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return false;
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const G4double theNewInvariantMass = std::sqrt(theNewInvariantMassSquared);
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if(theNewInvariantMass-theNewMass<-1.e-5)
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return false; // negative excitation energy here
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// Add the spectator to the projectile remnant
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theA += p->getA();
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theZ += p->getZ();
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theMomentum = theNewMomentum;
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theEnergy = theNewEnergy;
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particles.push_back(p);
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return true;
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}
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G4double ProjectileRemnant::computeExcitationEnergyExcept(const long exceptID) const {
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const EnergyLevels theEnergyLevels = getPresentEnergyLevelsExcept(exceptID);
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return computeExcitationEnergy(theEnergyLevels);
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}
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G4double ProjectileRemnant::computeExcitationEnergyWith(const ParticleList &pL) const {
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const EnergyLevels theEnergyLevels = getPresentEnergyLevelsWith(pL);
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return computeExcitationEnergy(theEnergyLevels);
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}
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G4double ProjectileRemnant::computeExcitationEnergy(const EnergyLevels &levels) const {
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// The ground-state energy is the sum of the A smallest initial projectile
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// energies.
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// For the last nucleon, return 0 so that the algorithm will just put it on
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// shell.
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const std::size_t theNewA = levels.size();
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// assert(theNewA>0);
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if(theNewA==1)
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return 0.;
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const G4double groundState = theGroundStateEnergies.at(theNewA-1);
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// Compute the sum of the presently occupied energy levels
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const G4double excitedState = std::accumulate(
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levels.cbegin(),
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levels.cend(),
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0.);
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return excitedState-groundState;
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}
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ProjectileRemnant::EnergyLevels ProjectileRemnant::getPresentEnergyLevelsExcept(const long exceptID) const {
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EnergyLevels theEnergyLevels;
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for(ParticleIter p=particles.begin(), e=particles.end(); p!=e; ++p) {
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if((*p)->getID()!=exceptID) {
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EnergyLevelMap::const_iterator i = theInitialEnergyLevels.find((*p)->getID());
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// assert(i!=theInitialEnergyLevels.end());
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theEnergyLevels.push_back(i->second);
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}
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}
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// assert(theEnergyLevels.size()==particles.size()-1);
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return theEnergyLevels;
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}
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ProjectileRemnant::EnergyLevels ProjectileRemnant::getPresentEnergyLevelsWith(const ParticleList &pL) const {
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EnergyLevels theEnergyLevels;
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for(ParticleIter p=particles.begin(), e=particles.end(); p!=e; ++p) {
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EnergyLevelMap::const_iterator i = theInitialEnergyLevels.find((*p)->getID());
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// assert(i!=theInitialEnergyLevels.end());
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theEnergyLevels.push_back(i->second);
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}
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for(ParticleIter p=pL.begin(), e=pL.end(); p!=e; ++p) {
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EnergyLevelMap::const_iterator i = theInitialEnergyLevels.find((*p)->getID());
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// assert(i!=theInitialEnergyLevels.end());
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theEnergyLevels.push_back(i->second);
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}
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// assert(theEnergyLevels.size()==particles.size()+pL.size());
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return theEnergyLevels;
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}
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}
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