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geant4/examples/extended/eventgenerator/particleGun/src/PrimaryGeneratorAction4.cc
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2018-12-07 15:15:39 +01:00

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//
// ********************************************************************
// * 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 *
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// * use. Please see the license in the file LICENSE and URL above *
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// * This code implementation is the result of the scientific and *
// * technical work of the GEANT4 collaboration. *
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// ********************************************************************
//
/// \file eventgenerator/particleGun/src/PrimaryGeneratorAction4.cc
/// \brief Implementation of the PrimaryGeneratorAction4 class
//
//
//
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#include "PrimaryGeneratorAction4.hh"
#include "PrimaryGeneratorAction.hh"
#include "G4Event.hh"
#include "G4ParticleGun.hh"
#include "G4ParticleTable.hh"
#include "G4ParticleDefinition.hh"
#include "G4PhysicalConstants.hh"
#include "G4SystemOfUnits.hh"
#include "Randomize.hh"
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PrimaryGeneratorAction4::PrimaryGeneratorAction4(G4ParticleGun* gun)
: fParticleGun(gun)
{
// vertex volume
//
G4double Rmin = 2.*mm;
G4double Rmax = 8.*mm;
fRmin3 = Rmin*Rmin*Rmin;
fRmax3 = Rmax*Rmax*Rmax;
//opening angle
//
G4double alphaMin = 0.*deg;
G4double alphaMax = 60.*deg;
fCosAlphaMin = std::cos(alphaMin);
fCosAlphaMax = std::cos(alphaMax);
}
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PrimaryGeneratorAction4::~PrimaryGeneratorAction4()
{ }
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void PrimaryGeneratorAction4::GeneratePrimaries(G4Event* anEvent)
{
//vertex position uniform in spherical shell
//
G4double cosTheta = 2*G4UniformRand() - 1; //cosTheta uniform in [0, pi]
G4double sinTheta = std::sqrt(1. - cosTheta*cosTheta);
G4double phi = twopi*G4UniformRand(); //phi uniform in [0, 2*pi]
G4ThreeVector ur(sinTheta*std::cos(phi),sinTheta*std::sin(phi),cosTheta);
G4double R3 = fRmin3 + G4UniformRand()*(fRmax3 - fRmin3);
G4double R = std::pow(R3, 1./3);
fParticleGun->SetParticlePosition(R*ur);
//particle direction uniform around ur
//
//1- in World frame
//cosAlpha uniform in [cos(alphaMin), cos(alphaMax)]
G4double cosAlpha = fCosAlphaMin-G4UniformRand()*(fCosAlphaMin-fCosAlphaMax);
G4double sinAlpha = std::sqrt(1. - cosAlpha*cosAlpha);
G4double psi = twopi*G4UniformRand(); //psi uniform in (0,2*pi)
G4ThreeVector dir(sinAlpha*std::cos(psi),sinAlpha*std::sin(psi),cosAlpha);
//2- rotate dir (rotateUz transforms uz to ur)
dir.rotateUz(ur);
fParticleGun->SetParticleMomentumDirection(dir);
//energy
//
fParticleGun->SetParticleEnergy(1*MeV);
//create vertex
//
fParticleGun->GeneratePrimaryVertex(anEvent);
}
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