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geant4/source/processes/hadronic/models/cascade/cascade/include/G4CascadeFinalStateAlgorithm.hh
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2018-12-07 15:15:39 +01:00

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//
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//
// Author: Michael Kelsey (SLAC)
// Date: 15 April 2013
//
// Description: Subclass of models/util G4VHadDecayAlgorithm which uses
// old INUCL parametrizations for momentum and angular
// distributions.
//
#ifndef G4CascadeFinalStateAlgorithm_hh
#define G4CascadeFinalStateAlgorithm_hh 1
#include "globals.hh"
#include "G4VHadDecayAlgorithm.hh"
#include "G4LorentzConvertor.hh"
class G4InuclElementaryParticle;
class G4MultiBodyMomentumDist;
class G4TwoBodyAngularDist;
class G4VMultiBodyMomDst;
class G4VTwoBodyAngDst;
class G4CascadeFinalStateAlgorithm : public G4VHadDecayAlgorithm {
public:
G4CascadeFinalStateAlgorithm();
virtual ~G4CascadeFinalStateAlgorithm();
virtual void SetVerboseLevel(G4int verbose); // Pass through to factories
// Select appropriate distributions based on interaction
void Configure(G4InuclElementaryParticle* bullet,
G4InuclElementaryParticle* target,
const std::vector<G4int>& particle_kinds);
protected:
// Two-body generation uses angular-distribution function
virtual void GenerateTwoBody(G4double initialMass,
const std::vector<G4double>& masses,
std::vector<G4LorentzVector>& finalState);
// N-body generation uses momentum-modulus distribution, computed angles
virtual void GenerateMultiBody(G4double initialMass,
const std::vector<G4double>& masses,
std::vector<G4LorentzVector>& finalState);
// Compute kinematic quantities needed for distributions
void SaveKinematics(G4InuclElementaryParticle* bullet,
G4InuclElementaryParticle* target);
// Select generator based on initial and final state
void ChooseGenerators(G4int is, G4int fs);
// Generate momentum magnitudes and validate for use
void FillMagnitudes(G4double initialMass,
const std::vector<G4double>& masses);
G4bool satisfyTriangle(const std::vector<G4double>& pmod) const;
// Generate momentum directions into final state
void FillDirections(G4double initialMass,
const std::vector<G4double>& masses,
std::vector<G4LorentzVector>& finalState);
void FillDirThreeBody(G4double initialMass,
const std::vector<G4double>& masses,
std::vector<G4LorentzVector>& finalState);
void FillDirManyBody(G4double initialMass,
const std::vector<G4double>& masses,
std::vector<G4LorentzVector>& finalState);
G4double GenerateCosTheta(G4int ptype, G4double pmod) const;
// SPECIAL: Generate N-body phase space using Kopylov algorithm
void FillUsingKopylov(G4double initialMass,
const std::vector<G4double>& masses,
std::vector<G4LorentzVector>& finalState);
G4double BetaKopylov(G4int K) const; // Copied from G4HadPhaseSpaceKopylov
private:
const G4VMultiBodyMomDst* momDist; // Buffers for selected distributions
const G4VTwoBodyAngDst* angDist; // Will be NULL for 3+body channels
std::vector<G4int> kinds; // Copy of particle_kinds list
G4int multiplicity; // Final state size, for convenience
G4double bullet_ekin; // Kinematics needed for distributions
G4LorentzConvertor toSCM; // Handles complex rotations/transforms
std::vector<G4double> modules; // Buffers for generating momenta
G4ThreeVector mom;
static const G4double maxCosTheta; // Cut for valid polar angle generation
static const G4double oneOverE; // Numeric value of 1/e for calculations
static const G4double small; // Cut for momentum/kinematics
static const G4int itry_max; // Maximum number of generation attempts
};
#endif /* G4CascadeFinalStateAlgorithm_hh */