Geant4 10.7.0
Toolkit for the simulation of the passage of particles through matter
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G4INCLProjectileRemnant.hh
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25//
26// INCL++ intra-nuclear cascade model
27// Alain Boudard, CEA-Saclay, France
28// Joseph Cugnon, University of Liege, Belgium
29// Jean-Christophe David, CEA-Saclay, France
30// Pekka Kaitaniemi, CEA-Saclay, France, and Helsinki Institute of Physics, Finland
31// Sylvie Leray, CEA-Saclay, France
32// Davide Mancusi, CEA-Saclay, France
33//
34#define INCLXX_IN_GEANT4_MODE 1
35
36#include "globals.hh"
37
38/** \file G4INCLProjectileRemnant.hh
39 * \brief Class for constructing a projectile-like remnant.
40 *
41 * \date 20 March 2012
42 * \author Davide Mancusi
43 */
44
45#ifndef G4INCLPROJECTILEREMNANT_HH_
46#define G4INCLPROJECTILEREMNANT_HH_
47
48#include "G4INCLCluster.hh"
49#include "G4INCLRandom.hh"
51#include <vector>
52#include <map>
53#include <numeric>
54#include <functional>
55
56namespace G4INCL {
57
58 class ProjectileRemnant : public Cluster {
59 public:
60
61 // typedefs for the calculation of the projectile excitation energy
62 typedef std::vector<G4double> EnergyLevels;
63 typedef std::map<long, G4double> EnergyLevelMap;
64
65 ProjectileRemnant(ParticleSpecies const &species, const G4double kineticEnergy)
66 : Cluster(species.theZ, species.theA, species.theS) {
67
68 // Use the table mass
70
71 // Set the kinematics
72 const G4double projectileMass = getMass();
73 const G4double energy = kineticEnergy + projectileMass;
74 const G4double momentumZ = std::sqrt(energy*energy - projectileMass*projectileMass);
75
76 // Initialise the particles
80
81 // Store the energy levels of the ProjectileRemnant (used to compute its
82 // excitation energy)
84
85 // Boost the whole thing
86 const ThreeVector aBoostVector = ThreeVector(0.0, 0.0, momentumZ / energy);
87 boost(-aBoostVector);
88
89 // Freeze the internal motion of the particles
91
92 // Set as projectile spectator
94 }
95
98 // The ProjectileRemnant owns its particles
101 }
102
103 /// \brief Reset the projectile remnant to the state at the beginning of the cascade
104 void reset();
105
106 /** \brief Remove a nucleon from the projectile remnant
107 *
108 * \param p particle to be removed
109 * \param theProjectileCorrection correction to be given to the projectile total energy
110 */
111 void removeParticle(Particle * const p, const G4double theProjectileCorrection);
112
113 /** \brief Add back dynamical spectators to the projectile remnant
114 *
115 * Try to add the dynamical spectators back to the projectile remnant.
116 * Refuse to do so if this leads to a negative projectile excitation
117 * energy.
118 *
119 * Return a list of rejected dynamical spectators.
120 */
122
123 /** \brief Add back dynamical spectators to the projectile remnant
124 *
125 * Try as hard as possible to add back all the dynamical spectators. Don't
126 * add spectators that lead to negative excitation energies. Start by
127 * adding all of them, and repeatedly remove the most troublesome one until
128 * the excitation energy becomes non-negative.
129 *
130 * Return a list of rejected dynamical spectators.
131 */
133
134 /** \brief Add back all dynamical spectators to the projectile remnant
135 *
136 * Return a list of rejected dynamical spectators.
137 */
139
140 /// \brief Clear the stored projectile components and delete the particles
142 for(std::map<long,Particle*>::const_iterator p=storedComponents.begin(), e=storedComponents.end(); p!=e; ++p)
143 delete p->second;
145 }
146
147 /// \brief Clear the stored projectile components
149 storedComponents.clear();
150 }
151
152 /// \brief Clear the stored energy levels
154 theInitialEnergyLevels.clear();
155 theGroundStateEnergies.clear();
156 }
157
158 /** \brief Compute the excitation energy when a nucleon is removed
159 *
160 * Compute the excitation energy of the projectile-like remnant as the
161 * difference between the initial and the present configuration. This
162 * follows the algorithm proposed by A. Boudard in INCL4.2-HI, as
163 * implemented in Geant4.
164 *
165 * \return the excitation energy
166 */
167 G4double computeExcitationEnergyExcept(const long exceptID) const;
168
169 /** \brief Compute the excitation energy if some nucleons are put back
170 *
171 * \return the excitation energy
172 */
174
175 /// \brief Store the projectile components
177 for(ParticleIter p=particles.begin(), e=particles.end(); p!=e; ++p) {
178 // Store the particles (needed for forced CN)
179 storedComponents[(*p)->getID()]=new Particle(**p);
180 }
181 }
182
183 /// \brief Get the number of the stored components
185 return storedComponents.size();
186 }
187
188 /// \brief Store the energy levels
190 EnergyLevels energies;
191
192 for(ParticleIter p=particles.begin(), e=particles.end(); p!=e; ++p) {
193 const G4double theCMEnergy = (*p)->getEnergy();
194 // Store the CM energy in the EnergyLevels map
195 theInitialEnergyLevels[(*p)->getID()] = theCMEnergy;
196 energies.push_back(theCMEnergy);
197 }
198
199 std::sort(energies.begin(), energies.end());
200// assert(energies.size()==(unsigned int)theA);
201 theGroundStateEnergies.resize(energies.size());
202 // Compute the partial sums of the CM energies -- they are our reference
203 // ground-state energies for any number of nucleons
204 std::partial_sum(energies.begin(), energies.end(), theGroundStateEnergies.begin());
205 }
206
208 return theGroundStateEnergies;
209 }
210
211 private:
212
213 /** \brief Compute the excitation energy for a given configuration
214 *
215 * The function that does the real job of calculating the excitation energy
216 * for a given configuration of energy levels.
217 *
218 * \param levels a configuration of energy levels
219 * \return the excitation energy
220 */
221 G4double computeExcitationEnergy(const EnergyLevels &levels) const;
222
223 EnergyLevels getPresentEnergyLevelsExcept(const long exceptID) const;
224
225 EnergyLevels getPresentEnergyLevelsWith(const ParticleList &pL) const;
226
227 /// \brief Shuffle the list of stored projectile components
228 ParticleList shuffleStoredComponents() {
229 ParticleList pL = getStoredComponents();
230 std::shuffle(pL.begin(), pL.end(), Random::getAdapter());
231 return pL;
232 }
233
234 ParticleList getStoredComponents() const {
235 ParticleList pL;
236 for(std::map<long,Particle*>::const_iterator p=storedComponents.begin(), e=storedComponents.end(); p!=e; ++p)
237 pL.push_back(p->second);
238 return pL;
239 }
240
241 /// \brief Return the stored momentum of a given projectile component
242 ThreeVector const &getStoredMomentum(Particle const * const p) const {
243 std::map<long,Particle*>::const_iterator i = storedComponents.find(p->getID());
244 if(i==storedComponents.end()) {
245 INCL_ERROR("Couldn't find particle " << p->getID() << " in the list of projectile components" << '\n');
246 return p->getMomentum();
247 } else {
248 return i->second->getMomentum();
249 }
250 }
251
252 /** \brief Add back a nucleon to the projectile remnant
253 *
254 * Try to add a dynamical spectator back to the projectile remnant. Refuse
255 * to do so if this leads to a negative projectile excitation energy.
256 * Return true on success, false on failure.
257 */
258 G4bool addDynamicalSpectator(Particle * const p);
259
260 /// \brief Return the stored energy of a given projectile component
261 /* G4double getStoredEnergy(Particle const * const p) {
262 std::map<long,Particle*>::const_iterator i = initialProjectileComponents.find(p->getID());
263 if(i==initialProjectileComponents.end()) {
264 INCL_ERROR("Couldn't find particle " << p->getID() << " in the list of projectile components" << '\n');
265 return 0.;
266 } else {
267 return i->second->getEnergy();
268 }
269 }*/
270
271 /** \brief Stored projectile components
272 *
273 * These particles are owned by the ProjectileRemnant.
274 */
275 std::map<long, Particle*> storedComponents;
276
277 /// \brief Initial energy levels of the projectile
278 EnergyLevelMap theInitialEnergyLevels;
279
280 /// \brief Ground-state energies for any number of nucleons
281 EnergyLevels theGroundStateEnergies;
282
283 INCL_DECLARE_ALLOCATION_POOL(ProjectileRemnant)
284 };
285}
286
287#endif // G4INCLPROJECTILEREMNANT_HH_
288
Singleton for recycling allocation of instances of a given class.
#define INCL_DECLARE_ALLOCATION_POOL(T)
#define INCL_ERROR(x)
double G4double
Definition: G4Types.hh:83
bool G4bool
Definition: G4Types.hh:86
int G4int
Definition: G4Types.hh:85
void boost(const ThreeVector &aBoostVector)
Boost the cluster with the indicated velocity.
void internalBoostToCM()
Boost to the CM of the component particles.
ParticleList particles
virtual void makeProjectileSpectator()
Make all the components projectile spectators, too.
virtual void initializeParticles()
Initialise the NuclearDensity pointer and sample the particles.
void freezeInternalMotion()
Freeze the internal motion of the particles.
void putParticlesOffShell()
Put the cluster components off shell.
G4double getMass() const
Get the cached particle mass.
void setTableMass()
Set the mass of the Particle to its table mass.
void removeParticle(Particle *const p, const G4double theProjectileCorrection)
Remove a nucleon from the projectile remnant.
std::vector< G4double > EnergyLevels
ProjectileRemnant(ParticleSpecies const &species, const G4double kineticEnergy)
void clearStoredComponents()
Clear the stored projectile components.
G4double computeExcitationEnergyWith(const ParticleList &pL) const
Compute the excitation energy if some nucleons are put back.
G4int getNumberStoredComponents() const
Get the number of the stored components.
ParticleList addMostDynamicalSpectators(ParticleList pL)
Add back dynamical spectators to the projectile remnant.
void storeComponents()
Store the projectile components.
ParticleList addAllDynamicalSpectators(ParticleList const &pL)
Add back all dynamical spectators to the projectile remnant.
void clearEnergyLevels()
Clear the stored energy levels.
ParticleList addDynamicalSpectators(ParticleList pL)
Add back dynamical spectators to the projectile remnant.
std::map< long, G4double > EnergyLevelMap
void deleteStoredComponents()
Clear the stored projectile components and delete the particles.
G4double computeExcitationEnergyExcept(const long exceptID) const
Compute the excitation energy when a nucleon is removed.
EnergyLevels const & getGroundStateEnergies() const
void reset()
Reset the projectile remnant to the state at the beginning of the cascade.
void storeEnergyLevels()
Store the energy levels.
Adapter const & getAdapter()
ParticleList::const_iterator ParticleIter