245 lines
7.0 KiB
Plaintext
245 lines
7.0 KiB
Plaintext
//
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// ********************************************************************
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// * License and Disclaimer *
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// * *
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// * The Geant4 software is copyright of the Copyright Holders of *
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// * the Geant4 Collaboration. It is provided under the terms and *
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// * conditions of the Geant4 Software License, included in the file *
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// * LICENSE and available at http://cern.ch/geant4/license . These *
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// * include a list of copyright holders. *
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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. Please see the license in the file LICENSE and URL above *
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// * for the full disclaimer and the limitation of liability. *
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// * *
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// * This code implementation is the result of the scientific and *
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// * technical work of the GEANT4 collaboration. *
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// * By using, copying, modifying or distributing the software (or *
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// * any work based on the software) you agree to acknowledge its *
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// * use in resulting scientific publications, and indicate your *
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// * acceptance of all terms of the Geant4 Software license. *
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// ********************************************************************
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//
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//
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// $Id$
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//
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//
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//---------------------------------------------------------------
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// GEANT 4 class source file
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//
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// G4PhysicsVector.icc
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//
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// Description:
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// A physics vector which has values of energy-loss, cross-section,
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// and other physics values of a particle in matter in a given
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// range of the energy, momentum, etc.
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// This class serves as the base class for a vector having various
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// energy scale, for example like 'log', 'linear', 'free', etc.
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//
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//---------------------------------------------------------------
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#if defined G4GLOB_ALLOC_EXPORT
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extern G4DLLEXPORT G4Allocator<G4PhysicsVector> aPVAllocator;
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#else
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extern G4DLLIMPORT G4Allocator<G4PhysicsVector> aPVAllocator;
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#endif
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inline void* G4PhysicsVector::operator new(size_t)
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{
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void* aVector;
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aVector = (void*)aPVAllocator.MallocSingle();
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return aVector;
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}
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inline void G4PhysicsVector::operator delete(void* aVector)
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{
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aPVAllocator.FreeSingle((G4PhysicsVector*)aVector);
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}
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inline G4double G4PhysicsVector::Value(G4double theEnergy)
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{
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// Use cache for speed up - check if the value 'theEnergy' is same as the
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// last call. If it is same, then use the last value, if not - recompute
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if( theEnergy != cache->lastEnergy ) { ComputeValue(theEnergy); }
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return cache->lastValue;
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}
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inline
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G4double G4PhysicsVector::GetLastEnergy() const
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{
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return cache->lastEnergy;
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}
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inline
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G4double G4PhysicsVector::GetLastValue() const
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{
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return cache->lastValue;
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}
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inline
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size_t G4PhysicsVector::GetLastBin() const
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{
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return cache->lastBin;
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}
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inline
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G4double G4PhysicsVector::operator[](const size_t binNumber) const
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{
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return dataVector[binNumber];
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}
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//---------------------------------------------------------------
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inline
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G4double G4PhysicsVector::operator()(const size_t binNumber) const
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{
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return dataVector[binNumber];
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}
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//---------------------------------------------------------------
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inline
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G4double G4PhysicsVector::Energy(const size_t binNumber) const
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{
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return binVector[binNumber];
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}
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//---------------------------------------------------------------
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inline
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G4double G4PhysicsVector::GetMaxEnergy() const
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{
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return edgeMax;
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}
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//---------------------------------------------------------------
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inline
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size_t G4PhysicsVector::GetVectorLength() const
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{
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return numberOfNodes;
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}
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//---------------------------------------------------------------
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inline
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G4double G4PhysicsVector::GetValue(G4double theEnergy, G4bool&)
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{
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return Value(theEnergy);
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}
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//------------------------------------------------
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inline
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G4double G4PhysicsVector::LinearInterpolation(G4int lastBin)
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{
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// Linear interpolation is used to get the value. If the give energy
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// is in the highest bin, no interpolation will be Done. Because
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// there is an extra bin hidden from a user at locBin=numberOfBin,
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// the following interpolation is valid even the current locBin=
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// numberOfBin-1.
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G4double intplFactor = (cache->lastEnergy-binVector[lastBin])
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/ (binVector[lastBin + 1]-binVector[lastBin]); // Interpol. factor
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return dataVector[lastBin] +
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( dataVector[lastBin + 1]-dataVector[lastBin] ) * intplFactor;
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}
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//---------------------------------------------------------------
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inline
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G4double G4PhysicsVector::SplineInterpolation(G4int lastBin)
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{
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// Spline interpolation is used to get the value. If the give energy
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// is in the highest bin, no interpolation will be Done. Because
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// there is an extra bin hidden from a user at locBin=numberOfBin,
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// the following interpolation is valid even the current locBin=
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// numberOfBin-1.
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if(0 == secDerivative.size() ) { FillSecondDerivatives(); }
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// check bin value
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G4double x1 = binVector[lastBin];
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G4double x2 = binVector[lastBin + 1];
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G4double delta = x2 - x1;
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G4double a = (x2 - cache->lastEnergy)/delta;
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G4double b = (cache->lastEnergy - x1)/delta;
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// Final evaluation of cubic spline polynomial for return
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G4double y1 = dataVector[lastBin];
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G4double y2 = dataVector[lastBin + 1];
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G4double res = a*y1 + b*y2 +
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( (a*a*a - a)*secDerivative[lastBin] +
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(b*b*b - b)*secDerivative[lastBin + 1] )*delta*delta/6.0;
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return res;
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}
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//---------------------------------------------------------------
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inline
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void G4PhysicsVector::Interpolation(G4int lastBin)
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{
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if(useSpline) { cache->lastValue = SplineInterpolation(lastBin); }
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else { cache->lastValue = LinearInterpolation(lastBin); }
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}
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//---------------------------------------------------------------
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inline
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void G4PhysicsVector::PutValue(size_t binNumber, G4double theValue)
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{
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dataVector[binNumber] = theValue;
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}
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//---------------------------------------------------------------
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inline
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G4bool G4PhysicsVector::IsFilledVectorExist() const
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{
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G4bool status=false;
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if(numberOfNodes > 0) { status=true; }
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return status;
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}
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//---------------------------------------------------------------
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inline
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G4PhysicsVectorType G4PhysicsVector::GetType() const
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{
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return type;
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}
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//---------------------------------------------------------------
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inline
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void G4PhysicsVector::SetSpline(G4bool val)
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{
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useSpline = val;
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}
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//---------------------------------------------------------------
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inline
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void G4PhysicsVector::SetVerboseLevel(G4int value)
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{
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verboseLevel = value;
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}
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//---------------------------------------------------------------
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inline
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G4int G4PhysicsVector::GetVerboseLevel(G4int)
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{
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return verboseLevel;
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}
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