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geant4/source/processes/hadronic/models/parton_string/management/include/G4VSplitableHadron.hh
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//
// ********************************************************************
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// * *
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// * work make any representation or warranty, express or implied, *
// * regarding this software system or assume any liability for its *
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// * This code implementation is the intellectual property of the *
// * GEANT4 collaboration. *
// * By copying, distributing or modifying the Program (or any work *
// * based on the Program) you indicate your acceptance of this *
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//
// $Id: G4VSplitableHadron.hh,v 1.1 2003/10/07 11:26:00 hpw Exp $
// GEANT4 tag $Name: geant4-06-00-patch-01 $
//
#ifndef G4VSplitableHadron_h
#define G4VSplitableHadron_h 1
// ------------------------------------------------------------
// GEANT 4 class header file
//
// ---------------- G4VSplitableHadron----------------
// by Gunter Folger, June 1998.
// class storing an interacting particle. Used by Parton String Models.
// ------------------------------------------------------------
#include "globals.hh"
#include "G4ParticleDefinition.hh"
#include "G4ReactionProduct.hh"
class G4Nucleon;
#include "G4ThreeVector.hh"
#include "G4LorentzVector.hh"
class G4Parton;
class G4VKineticNucleon;
#include <vector>
class G4VSplitableHadron
{
public:
G4VSplitableHadron();
G4VSplitableHadron(const G4ReactionProduct & aPrimary);
G4VSplitableHadron(const G4Nucleon & aNucleon);
G4VSplitableHadron(const G4VKineticNucleon * aNucleon);
virtual ~G4VSplitableHadron();
int operator==(const G4VSplitableHadron &right) const;
int operator!=(const G4VSplitableHadron &right) const;
void Set4Momentum(const G4LorentzVector &a4Momentum);
const G4LorentzVector & Get4Momentum() const;
void SetDefinition(G4ParticleDefinition *aDefinition);
G4ParticleDefinition * GetDefinition() const;
void IncrementCollisionCount(G4int aCount);
void SetCollisionCount(G4int aCount);
void SetPosition(const G4ThreeVector &aPosition);
const G4ThreeVector & GetPosition() const;
virtual void SplitUp() = 0;
virtual G4Parton * GetNextParton() = 0 ;
virtual G4Parton * GetNextAntiParton() = 0 ;
G4bool IsSplit() { return isSplit;}
protected:
G4int GetSoftCollisionCount();
void Splitting() {isSplit = true;}
private:
G4VSplitableHadron(const G4VSplitableHadron &right);
const G4VSplitableHadron & operator=(const G4VSplitableHadron &right);
private:
G4ParticleDefinition *theDefinition;
G4LorentzVector the4Momentum;
G4ThreeVector thePosition;
G4int theCollisionCount;
G4bool isSplit;
};
inline G4int G4VSplitableHadron::GetSoftCollisionCount()
{
return theCollisionCount;
}
inline void G4VSplitableHadron::SetCollisionCount(G4int aCount)
{
theCollisionCount = aCount;
}
inline void G4VSplitableHadron::Set4Momentum(const G4LorentzVector &a4Momentum)
{
the4Momentum=a4Momentum;
}
inline const G4LorentzVector & G4VSplitableHadron::Get4Momentum() const
{
return the4Momentum;
}
inline void G4VSplitableHadron::SetDefinition(G4ParticleDefinition *aDefinition)
{
theDefinition=aDefinition;
}
inline G4ParticleDefinition * G4VSplitableHadron::GetDefinition() const
{
return theDefinition;
}
inline void G4VSplitableHadron::IncrementCollisionCount(G4int aCount)
{
theCollisionCount += aCount;
}
inline void G4VSplitableHadron::SetPosition(const G4ThreeVector &aPosition)
{
thePosition=aPosition;
}
inline const G4ThreeVector & G4VSplitableHadron::GetPosition() const
{
return thePosition;
}
#endif