#include "Test30HadronProduction.hh" #include "Test30VSecondaryGenerator.hh" #include "G4Track.hh" #include "G4ParticleDefinition.hh" #include "G4ParticleTable.hh" #include "G4DynamicParticle.hh" #include "G4VPhysicalVolume.hh" #include "G4LogicalVolume.hh" #include "G4VSolid.hh" #include "G4Tubs.hh" #include "Randomize.hh" #include "G4LorentzVector.hh" #include "G4ParticleChange.hh" //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo.... Test30HadronProduction::Test30HadronProduction(const G4String& aName) :G4VDiscreteProcess(aName), theGenerator(0) { InitializeMe(); } //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo.... void Test30HadronProduction::InitializeMe() {} //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo.... Test30HadronProduction::~Test30HadronProduction() { if(theGenerator) delete theGenerator; } //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo.... G4double Test30HadronProduction::PostStepGetPhysicalInteractionLength( const G4Track&, G4double, G4ForceCondition* condition) { // condition is set to "Not Forced" *condition = NotForced; G4double z = DBL_MAX; return z; } //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo.... void Test30HadronProduction::SetSecondaryGenerator(Test30VSecondaryGenerator* gen) { if(theGenerator) delete theGenerator; theGenerator = gen; } //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo.... G4VParticleChange* Test30HadronProduction::PostStepDoIt( const G4Track& track, const G4Step&) { G4HadFinalState* result = theGenerator->Secondaries(track); ClearNumberOfInteractionLengthLeft(); theChange.Initialize(track); G4int ns = result->GetNumberOfSecondaries(); G4int nb = ns; if(result->GetStatusChange() == isAlive) nb++; theChange.ProposeTrackStatus(fStopAndKill); theChange.SetNumberOfSecondaries(nb); for(G4int i=0; iGetSecondary(i)->GetParticle(), track.GetGlobalTime(), track.GetPosition()); theChange.AddSecondary(tr); } if(result->GetStatusChange() == isAlive) { G4DynamicParticle* dp = new G4DynamicParticle(*(track.GetDynamicParticle())); G4Track* tr = new G4Track(dp,track.GetGlobalTime(),track.GetPosition()); tr->SetKineticEnergy(result->GetEnergyChange()); tr->SetMomentumDirection(result->GetMomentumChange()); theChange.AddSecondary(tr); } result->Clear(); return &theChange; } //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo....