147 lines
4.7 KiB
C++
147 lines
4.7 KiB
C++
//
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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: G4FragmentingString.hh 106967 2017-10-31 08:41:49Z gcosmo $
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//
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#ifndef G4FragmentingString_h
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#define G4FragmentingString_h 1
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// ------------------------------------------------------------
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// GEANT 4 class header file
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//
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// ---------------- G4FragmentingString ----------------
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// by Gunter Folger, September 2001.
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// class for an excited string used in Fragmention
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// ------------------------------------------------------------
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#include "G4ios.hh"
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#include "globals.hh"
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#include "G4ThreeVector.hh"
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#include "G4LorentzVector.hh"
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#include "G4ParticleDefinition.hh"
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class G4ExcitedString;
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class G4FragmentingString
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{
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public:
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G4FragmentingString(const G4FragmentingString &right);
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G4FragmentingString(const G4ExcitedString &excited);
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G4FragmentingString(const G4FragmentingString &old,
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G4ParticleDefinition * newdecay,
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const G4LorentzVector *momentum);
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G4FragmentingString(const G4FragmentingString &old,
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G4ParticleDefinition * newdecay);
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~G4FragmentingString();
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G4FragmentingString& operator=(const G4FragmentingString &);
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int operator==(const G4FragmentingString &right) const;
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int operator!=(const G4FragmentingString &right) const;
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G4LorentzVector Get4Momentum() const;
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G4ThreeVector StablePt();
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G4ThreeVector DecayPt();
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G4double LightConePlus();
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G4double LightConeMinus();
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G4double LightConeDecay();
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G4double Mass() const;
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G4double Mass2() const;
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G4double MassT2() const;
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G4ParticleDefinition* GetLeftParton(void) const;
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G4ParticleDefinition* GetRightParton(void) const;
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G4ParticleDefinition* GetStableParton() const; // stable at the moment
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G4ParticleDefinition* GetDecayParton() const; // currently involved in fragmentation
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void SetLeftPartonStable();
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void SetRightPartonStable();
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G4int GetDecayDirection() const;
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G4bool DecayIsQuark();
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G4bool StableIsQuark();
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G4bool FourQuarkString(void) const;
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private:
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G4ParticleDefinition *LeftParton, *RightParton;
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G4ThreeVector Ptleft,Ptright; // Pt (px,py) for partons (pz ignored!)
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G4double Pplus, Pminus; // p-, p+ of string, Plus ass. to Left!
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G4ParticleDefinition * theStableParton, * theDecayParton;
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enum DecaySide { None, Left, Right };
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DecaySide decaying;
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};
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inline
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int G4FragmentingString::operator==(const G4FragmentingString &right) const
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{
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return this == &right;
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}
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inline
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int G4FragmentingString::operator!=(const G4FragmentingString &right) const
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{
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return this != &right;
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}
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inline
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G4ParticleDefinition * G4FragmentingString::GetStableParton() const
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{
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return theStableParton;
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}
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inline
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G4ParticleDefinition * G4FragmentingString::GetDecayParton() const
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{
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return theDecayParton;
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}
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inline
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G4ParticleDefinition* G4FragmentingString::GetLeftParton(void) const
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{
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return LeftParton;
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}
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inline
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G4ParticleDefinition* G4FragmentingString::GetRightParton(void) const
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{
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return RightParton;
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}
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#endif
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