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geant4/source/global/management/include/G4PhysicsVector.icc
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2016-06-09 17:01:34 +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. *
// ********************************************************************
//
//
// $Id$
//
//
//---------------------------------------------------------------
// GEANT 4 class source file
//
// G4PhysicsVector.icc
//
// Description:
// A physics vector which has values of energy-loss, cross-section,
// and other physics values of a particle in matter in a given
// range of the energy, momentum, etc.
// This class serves as the base class for a vector having various
// energy scale, for example like 'log', 'linear', 'free', etc.
//
//---------------------------------------------------------------
#if defined G4GLOB_ALLOC_EXPORT
extern G4DLLEXPORT G4Allocator<G4PhysicsVector> aPVAllocator;
#else
extern G4DLLIMPORT G4Allocator<G4PhysicsVector> aPVAllocator;
#endif
inline void* G4PhysicsVector::operator new(size_t)
{
void* aVector;
aVector = (void*)aPVAllocator.MallocSingle();
return aVector;
}
inline void G4PhysicsVector::operator delete(void* aVector)
{
aPVAllocator.FreeSingle((G4PhysicsVector*)aVector);
}
inline G4double G4PhysicsVector::Value(G4double theEnergy)
{
// Use cache for speed up - check if the value 'theEnergy' is same as the
// last call. If it is same, then use the last value, if not - recompute
if( theEnergy != cache->lastEnergy ) { ComputeValue(theEnergy); }
return cache->lastValue;
}
inline
G4double G4PhysicsVector::GetLastEnergy() const
{
return cache->lastEnergy;
}
inline
G4double G4PhysicsVector::GetLastValue() const
{
return cache->lastValue;
}
inline
size_t G4PhysicsVector::GetLastBin() const
{
return cache->lastBin;
}
inline
G4double G4PhysicsVector::operator[](const size_t binNumber) const
{
return dataVector[binNumber];
}
//---------------------------------------------------------------
inline
G4double G4PhysicsVector::operator()(const size_t binNumber) const
{
return dataVector[binNumber];
}
//---------------------------------------------------------------
inline
G4double G4PhysicsVector::Energy(const size_t binNumber) const
{
return binVector[binNumber];
}
//---------------------------------------------------------------
inline
G4double G4PhysicsVector::GetMaxEnergy() const
{
return edgeMax;
}
//---------------------------------------------------------------
inline
size_t G4PhysicsVector::GetVectorLength() const
{
return numberOfNodes;
}
//---------------------------------------------------------------
inline
G4double G4PhysicsVector::GetValue(G4double theEnergy, G4bool&)
{
return Value(theEnergy);
}
//------------------------------------------------
inline
G4double G4PhysicsVector::LinearInterpolation(G4int lastBin)
{
// Linear interpolation is used to get the value. If the give energy
// is in the highest bin, no interpolation will be Done. Because
// there is an extra bin hidden from a user at locBin=numberOfBin,
// the following interpolation is valid even the current locBin=
// numberOfBin-1.
G4double intplFactor = (cache->lastEnergy-binVector[lastBin])
/ (binVector[lastBin + 1]-binVector[lastBin]); // Interpol. factor
return dataVector[lastBin] +
( dataVector[lastBin + 1]-dataVector[lastBin] ) * intplFactor;
}
//---------------------------------------------------------------
inline
G4double G4PhysicsVector::SplineInterpolation(G4int lastBin)
{
// Spline interpolation is used to get the value. If the give energy
// is in the highest bin, no interpolation will be Done. Because
// there is an extra bin hidden from a user at locBin=numberOfBin,
// the following interpolation is valid even the current locBin=
// numberOfBin-1.
if(0 == secDerivative.size() ) { FillSecondDerivatives(); }
// check bin value
G4double x1 = binVector[lastBin];
G4double x2 = binVector[lastBin + 1];
G4double delta = x2 - x1;
G4double a = (x2 - cache->lastEnergy)/delta;
G4double b = (cache->lastEnergy - x1)/delta;
// Final evaluation of cubic spline polynomial for return
G4double y1 = dataVector[lastBin];
G4double y2 = dataVector[lastBin + 1];
G4double res = a*y1 + b*y2 +
( (a*a*a - a)*secDerivative[lastBin] +
(b*b*b - b)*secDerivative[lastBin + 1] )*delta*delta/6.0;
return res;
}
//---------------------------------------------------------------
inline
void G4PhysicsVector::Interpolation(G4int lastBin)
{
if(useSpline) { cache->lastValue = SplineInterpolation(lastBin); }
else { cache->lastValue = LinearInterpolation(lastBin); }
}
//---------------------------------------------------------------
inline
void G4PhysicsVector::PutValue(size_t binNumber, G4double theValue)
{
dataVector[binNumber] = theValue;
}
//---------------------------------------------------------------
inline
G4bool G4PhysicsVector::IsFilledVectorExist() const
{
G4bool status=false;
if(numberOfNodes > 0) { status=true; }
return status;
}
//---------------------------------------------------------------
inline
G4PhysicsVectorType G4PhysicsVector::GetType() const
{
return type;
}
//---------------------------------------------------------------
inline
void G4PhysicsVector::SetSpline(G4bool val)
{
useSpline = val;
}
//---------------------------------------------------------------
inline
void G4PhysicsVector::SetVerboseLevel(G4int value)
{
verboseLevel = value;
}
//---------------------------------------------------------------
inline
G4int G4PhysicsVector::GetVerboseLevel(G4int)
{
return verboseLevel;
}