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geant4/source/event/include/G4ParticleGun.hh
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2023-06-30 09:09:57 +02:00

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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 *
// * 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. *
// ********************************************************************
//
// G4ParticleGum
//
// Class description:
//
// This is a concrete class of G4VPrimaryGenerator. It shoots a particle of
// given type into a given direction with either a given kinetic energy or
// momentum.
// The position and time of the primary particle must be set by the
// corresponding set methods of the G4VPrimaryGenerator base class, otherwise
// zero will be set.
//
// The FAQ to this class is for randomizing position/direction/kinetic energy
// of the primary particle. But, G4ParticleGun does NOT have any way of
// randomization. Instead, the user's concrete implementation of
// G4VUserPrimaryGeneratorAction which transfer the G4Event object
// to this particle gun can randomize these quantities and set to this
// particle gun before invoking GeneratePrimaryVertex() method.
// Note that, even if the particle gun shoots more than one particles at one
// invokation of the GeneratePrimaryVertex() method, all particles have the
// same physical quantities. If the user wants to shoot two particles with
// different momentum, position, etc., should invoke GeneratePrimaryVertex()
// method twice and set quantities on demand to the particle gun.
// Author: Makoto Asai, 1997
// --------------------------------------------------------------------
#ifndef G4ParticleGun_hh
#define G4ParticleGun_hh 1
#include "globals.hh"
#include "G4VPrimaryGenerator.hh"
#include "G4ThreeVector.hh"
#include "G4ParticleDefinition.hh"
#include "G4PrimaryVertex.hh"
#include "G4ParticleMomentum.hh"
class G4Event;
class G4ParticleGunMessenger;
class G4ParticleGun : public G4VPrimaryGenerator
{
public:
G4ParticleGun();
explicit G4ParticleGun(G4int numberofparticles);
explicit G4ParticleGun(G4ParticleDefinition* particleDef,
G4int numberofparticles = 1);
// Costructors. "numberofparticles" is the number of particles to be
// shot at one invokation of GeneratePrimaryVertex() method.
// All particles are shot with the same physical quantities.
~G4ParticleGun() override;
G4ParticleGun(const G4ParticleGun&) = delete;
const G4ParticleGun& operator=(const G4ParticleGun&) = delete;
G4bool operator==(const G4ParticleGun&) const = delete;
G4bool operator!=(const G4ParticleGun&) const = delete;
void GeneratePrimaryVertex(G4Event* evt) override;
// Creates a primary vertex at the given point
// and put primary particles to it.
// Followings are the Set methods for the particle properties.
// SetParticleDefinition() should be called first.
// By using SetParticleMomentum(), both particle_momentum_direction and
// particle_energy(Kinetic Energy) are set.
//
void SetParticleDefinition(G4ParticleDefinition* aParticleDefinition);
void SetParticleEnergy(G4double aKineticEnergy);
void SetParticleMomentum(G4double aMomentum);
void SetParticleMomentum(G4ParticleMomentum aMomentum);
inline void SetParticleMomentumDirection(G4ParticleMomentum aMomDirection)
{ particle_momentum_direction = aMomDirection.unit(); }
inline void SetParticleCharge(G4double aCharge)
{ particle_charge = aCharge; }
inline void SetParticlePolarization(G4ThreeVector aVal)
{ particle_polarization = aVal; }
inline void SetNumberOfParticles(G4int i)
{ NumberOfParticlesToBeGenerated = i; }
inline void SetParticleWeight(G4double w)
{ particle_weight = w; }
inline G4ParticleDefinition* GetParticleDefinition() const
{ return particle_definition; }
inline G4ParticleMomentum GetParticleMomentumDirection() const
{ return particle_momentum_direction; }
inline G4double GetParticleEnergy() const
{ return particle_energy; }
inline G4double GetParticleMomentum() const
{ return particle_momentum; }
inline G4double GetParticleCharge() const
{ return particle_charge; }
inline G4ThreeVector GetParticlePolarization() const
{ return particle_polarization; }
inline G4int GetNumberOfParticles() const
{ return NumberOfParticlesToBeGenerated; }
inline G4double GetParticleWeight() const
{ return particle_weight; }
protected:
virtual void SetInitialValues();
G4int NumberOfParticlesToBeGenerated = 0;
G4ParticleDefinition* particle_definition = nullptr;
G4ParticleMomentum particle_momentum_direction;
G4double particle_energy = 0.0;
G4double particle_momentum = 0.0;
G4double particle_charge = 0.0;
G4ThreeVector particle_polarization;
G4double particle_weight = 1.0;
private:
G4ParticleGunMessenger* theMessenger = nullptr;
};
#endif