Geant4 11.1.1
Toolkit for the simulation of the passage of particles through matter
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G4CascadeDeexciteBase.cc
Go to the documentation of this file.
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25//
26//
27// Semi-concrete base class for de-excitation modules, analogous to
28// G4CascadeColliderBase.
29//
30// 20130806 M. Kelsey -- Per A. Dotti, move zero vector to file scope to
31// address thread-collision problem.
32
36#include "G4CollisionOutput.hh"
37#include "G4Fragment.hh"
38#include "G4InuclNuclei.hh"
40#include "G4SystemOfUnits.hh"
41#include <vector>
42
43using namespace G4InuclSpecialFunctions;
44
45
46// Constructor and destructor
47
49 : G4VCascadeDeexcitation(name), balance(0), A(0), Z(0), EEXS(0) {
52}
53
55 delete balance;
56}
57
60 if (balance) balance->setVerboseLevel(verbose);
61}
62
63
64// Copy pertinent information from G4Fragment for modules
65
67 A = target.GetA_asInt();
68 Z = target.GetZ_asInt();
69 PEX = target.GetMomentum()/GeV; // Convert from G4 to Bertini units
70 EEXS = target.GetExcitationEnergy();
71}
72
73
74// Create (fill) new G4Fragment with proper momentum/energy handling
75
76namespace {
77 static const G4LorentzVector zero(0.,0.,0.,0.); // File scope avoids churn
78}
79
80const G4Fragment&
82 return makeFragment(zero, fragA, fragZ, EX);
83}
84
85const G4Fragment&
87 G4int fragZ, G4double EX) {
88 if (verboseLevel>2) {
89 G4cout << " >>> " << theName << "::makeFragment " << mom << " " << fragA
90 << " " << fragZ << " " << EX << G4endl;
91 }
92
93 // Adjust four-momentum so that mass is nucleus + excitation
94 G4double mass =
95 G4InuclNuclei::getNucleiMass(fragA,fragZ) + EX/GeV;
96 mom.setVectM(mom.vect(), mass);
97
98 // Overwrite previous fragment contents, zeroing out excitons
99 aFragment.SetZandA_asInt(fragZ, fragA);
100 aFragment.SetMomentum(mom*GeV); // Bertini uses GeV!
103
104 return aFragment;
105}
106
107// Decide wether nuclear fragment is candidate for G4BigBanger
108
110 return explosion(fragment.GetA_asInt(), fragment.GetZ_asInt(),
111 fragment.GetExcitationEnergy()); // in MeV
112}
113
115 G4double excitation) const {
116 if (verboseLevel) G4cout << " >>> " << theName << "::explosion ?" << G4endl;
117
118 const G4int a_cut = 20;
119 const G4double be_cut = 3.0;
120
121 // Neutron balls, or small fragments with high excitations can explode
122 return ((fragA <= a_cut || fragZ==0) &&
123 (excitation >= be_cut * bindingEnergy(fragA,fragZ))
124 );
125}
126
127
128// Validate output for energy, momentum conservation, etc.
129
131 G4CollisionOutput& output) {
132 if (!balance) return true; // Skip checks unless requested
133
134 if (verboseLevel > 1)
135 G4cout << " >>> " << theName << "::validateOutput" << G4endl;
136
138 balance->collide(target, output);
139 return balance->okay(); // Returns false if violations
140}
141
143 const std::vector<G4InuclElementaryParticle>& particles) {
144 if (!balance) return true; // Skip checks unless requested
145
146 if (verboseLevel > 1)
147 G4cout << " >>> " << theName << "::validateOutput" << G4endl;
148
150 balance->collide(target, particles);
151 return balance->okay(); // Returns false if violations
152}
153
155 const std::vector<G4InuclNuclei>& fragments) {
156 if (!balance) return true; // Skip checks unless requested
157
158 if (verboseLevel > 1)
159 G4cout << " >>> " << theName << "::validateOutput" << G4endl;
160
162 balance->collide(target, fragments);
163 return balance->okay(); // Returns false if violations
164}
double G4double
Definition: G4Types.hh:83
bool G4bool
Definition: G4Types.hh:86
int G4int
Definition: G4Types.hh:85
const G4int Z[17]
const G4double A[17]
#define G4endl
Definition: G4ios.hh:57
G4GLOB_DLL std::ostream G4cout
void setVectM(const Hep3Vector &spatial, double mass)
Hep3Vector vect() const
void collide(G4InuclParticle *bullet, G4InuclParticle *target, G4CollisionOutput &output)
G4CascadeDeexciteBase(const char *name)
void getTargetData(const G4Fragment &target)
const G4Fragment & makeFragment(G4LorentzVector mom, G4int A, G4int Z, G4double EX=0.)
virtual void setVerboseLevel(G4int verbose=0)
virtual G4bool explosion(const G4Fragment &target) const
G4CascadeCheckBalance * balance
virtual G4bool validateOutput(const G4Fragment &target, G4CollisionOutput &output)
static G4bool checkConservation()
void SetZandA_asInt(G4int Znew, G4int Anew, G4int Lnew=0)
Definition: G4Fragment.hh:295
G4double GetExcitationEnergy() const
Definition: G4Fragment.hh:312
const G4LorentzVector & GetMomentum() const
Definition: G4Fragment.hh:322
G4int GetZ_asInt() const
Definition: G4Fragment.hh:289
void SetNumberOfHoles(G4int valueTot, G4int valueP=0)
Definition: G4Fragment.hh:396
void SetMomentum(const G4LorentzVector &value)
Definition: G4Fragment.hh:327
void SetNumberOfExcitedParticle(G4int valueTot, G4int valueP)
Definition: G4Fragment.hh:377
G4int GetA_asInt() const
Definition: G4Fragment.hh:284
G4double getNucleiMass() const
virtual void setVerboseLevel(G4int verbose=0)
G4double bindingEnergy(G4int A, G4int Z)