134 lines
5.1 KiB
C++
134 lines
5.1 KiB
C++
//
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// ********************************************************************
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// * DISCLAIMER *
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// * *
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// * The following disclaimer summarizes all the specific disclaimers *
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// * of contributors to this software. The specific disclaimers,which *
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// * govern, are listed with their locations in: *
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// * http://cern.ch/geant4/license *
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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. *
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// * *
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// * This code implementation is the intellectual property of the *
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// * GEANT4 collaboration. *
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// * By copying, distributing or modifying the Program (or any work *
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// * based on the Program) you indicate your acceptance of this *
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// * statement, and all its terms. *
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// ********************************************************************
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//
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#ifndef G4ParaFissionModel_h
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#define G4ParaFissionModel_h
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#include "G4CompetitiveFission.hh"
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#include "G4ExcitationHandler.hh"
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#include "G4HadronicInteraction.hh"
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#include "G4ParticleTable.hh"
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// Class Description
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// Final state production model for (based on evaluated data
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// libraries) description of neutron induced fission below 60 MeV;
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// In case you need the fission fragments, use this model.
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// To be used in your physics list in case you need this physics.
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// In this case you want to register an object of this class with
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// the corresponding process.
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// Class Description - End
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class G4ParaFissionModel : public G4HadronicInteraction
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{
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public:
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G4ParaFissionModel()
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{
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SetMinEnergy( 0.0 );
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SetMaxEnergy( 60.*MeV );
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}
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virtual G4HadFinalState* ApplyYourself(const G4HadProjectile& aTrack,
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G4Nucleus& theNucleus)
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{
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theParticleChange.Clear(aTrack);
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theParticleChange.SetStatusChange( stopAndKill );
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theParticleChange.SetEnergyChange( 0.0 );
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// prepare the fragment
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G4Fragment anInitialState;
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G4int anA=theNucleus.GetN();
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G4int aZ=theNucleus.GetZ();
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G4double nucMass = G4ParticleTable::GetParticleTable()->GetIonTable()->GetIonMass(aZ ,anA);
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anA += aTrack.GetDefinition()->GetBaryonNumber();
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aZ += aTrack.GetDefinition()->GetPDGCharge();
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G4int numberOfEx = aTrack.GetDefinition()->GetBaryonNumber();
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G4int numberOfCh = abs(aTrack.GetDefinition()->GetPDGCharge());
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G4int numberOfHoles = 0;
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G4double exEnergy = 0;
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G4ThreeVector exciton3Momentum = aTrack.Get4Momentum()i.vect();
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G4double compoundMass = aTrack.GetTotalEnergy();
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compoundMass += nucMass;
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compoundMass = sqrt(compoundMass*compoundMass - exciton3Momentum*exciton3Momentum);
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G4LorentzVector fragment4Momentum(exciton3Momentum,
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sqrt(exciton3Momentum.mag2()+compoundMass*compoundMass));
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anInitialState.SetA(anA);
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anInitialState.SetZ(aZ);
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anInitialState.SetNumberOfParticles(numberOfEx-numberOfHoles);
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anInitialState.SetNumberOfCharged(numberOfCh);
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anInitialState.SetNumberOfHoles(numberOfHoles);
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anInitialState.SetMomentum(fragment4Momentum);
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// do the fission
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G4FragmentVector * theFissionResult = theFission.BreakUp(anInitialState);
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// deexcite the fission fragments and fill result
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std::vector<G4DynamicParticle *> theResult;
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G4int ll = theFissionResult->size();
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for(G4int i=0; i<ll; i++)
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{
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G4ReactionProductVector * theExcitationResult = 0;
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if((*theFissionResult)[i]->GetExcitationEnergy()>1.*eV)
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{
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G4Fragment * aFragment = (*theFissionResult)[i];
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G4double exenergy = aFragment->GetExcitationEnergy();
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theExcitationResult = theHandler.BreakItUp(*(*theFissionResult)[i]);
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// add secondaries
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for(G4int j=0; j<theExcitationResult->size(); j++)
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{
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G4DynamicParticle* p0 = new G4DynamicParticle;
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p0->SetDefinition( theExcitationResult->operator[](j)->GetDefinition() );
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p0->SetMomentum( theExcitationResult->operator[](j)->GetMomentum() );
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theResult.push_back(p0);
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}
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}
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else
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{
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// add secondary
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G4DynamicParticle* p0 = new G4DynamicParticle;
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p0->SetDefinition((*theFissionResult)[i]->GetParticleDefinition());
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p0->SetMomentum((*theFissionResult)[i]->GetMomentum().vect());
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theResult.push_back(p0);
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}
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}
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// fill particle change
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for(G4int k=0; k<theResult.size(); k++)
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{
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theParticleChange.AddSecondary(theResult[k]);
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}
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// return
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return &theParticleChange;
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}
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private:
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G4CompetitiveFission theFission;
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G4ExcitationHandler theHandler;
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G4HadFinalState theParticleChange;
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};
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#endif
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