Geant4 10.7.0
Toolkit for the simulation of the passage of particles through matter
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G4CascadeColliderBase.cc
Go to the documentation of this file.
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26//
27// 20100714 M. Kelsey -- Move functionality from G4VCascadeCollider, and
28// provide conservation-checking here, with wrapper function
29// and control flag.
30// 20100721 M. Kelsey -- Use G4CASCADE_CHECK_ECONS to set default control
31// flag for validations.
32// 20100923 M. Kelsey -- Migrate to integer A and Z
33// 20100925 M. Kelsey -- Add explosion() interfaces for G4Fragment and for
34// (A,Z,E). Move implementation to latter. Add Z==0 condition.
35// 20110225 M. Kelsey -- Add setVerboseLevel(), calls through to members
36// 20130621 Move doConservationChecks to G4CascadeParameters, check there
37// before instantiating CheckBalance; change explosion() to
38// use reference, add validateOutput() w/G4Fragment
39// 20130622 Move fragment-handling functions to G4CascadeDeexciteBase
40// 20140930 Change name from "const char*" to "const G4String"
41
45#include "G4CollisionOutput.hh"
46#include "G4InteractionCase.hh"
48#include "G4InuclNuclei.hh"
50#include <vector>
51
52using namespace G4InuclSpecialFunctions;
53
54
55// Constructor and destructor
56
58 : G4VCascadeCollider(name, verbose), balance(0) {
61}
62
64 delete balance;
65}
66
69 if (balance) balance->setVerboseLevel(verbose);
70}
71
72
73// Both bullet and target must be hadrons or photons for this to work
74
76 G4InuclParticle* target) const {
77 return (dynamic_cast<G4InuclElementaryParticle*>(bullet) &&
78 dynamic_cast<G4InuclElementaryParticle*>(target));
79}
80
81
82// Decide whether bullet-target interaction is candidate for cascade
83
84G4bool
86 G4InuclParticle* target,
87 G4double ekin) const {
88 if (verboseLevel) {
89 G4cout << " >>> " << theName << "::inelasticInteractionPossible" << G4endl;
90 }
91
92 // If hadron-hadron collision, defer to ElementaryParticleCollider
93 if (useEPCollider(bullet, target)) return true;
94
95 // See which one of the two (or both) is a nucleus, get properties
96 // FIXME: Should set a = baryon() for both, but that's not in base
97 G4InuclNuclei* nuclei_bullet = dynamic_cast<G4InuclNuclei*>(bullet);
98 G4double ab = nuclei_bullet ? nuclei_bullet->getA() : 1; // FIXME
99 G4double zb = nuclei_bullet ? nuclei_bullet->getZ() : bullet->getCharge();
100
101 G4InuclNuclei* nuclei_target = dynamic_cast<G4InuclNuclei*>(target);
102 G4double at = nuclei_target ? nuclei_target->getA() : 1; // FIXME
103 G4double zt = nuclei_target ? nuclei_target->getZ() : target->getCharge();
104
105 // VCOL (Coulomb barrier) used for testing if elastic collision necessary
106 const G4double coeff = 0.001 * 1.2;
107
108 G4double VCOL = coeff * zt * zb / (G4cbrt(at) + G4cbrt(ab));
109
110 G4bool possible = true; // Force inelastic; should be (ekin >= VCOL)
111
112 if (verboseLevel > 3) {
113 G4cout << " VCOL: " << VCOL << " ekin: " << ekin << " inelastic possible: "
114 << possible << G4endl;
115 }
116
117 return possible;
118}
119
120
121// Validate output for energy, momentum conservation, etc.
122
124 G4InuclParticle* target,
125 G4CollisionOutput& output) {
126 if (!balance) return true; // Skip checks unless requested
127
128 if (verboseLevel > 1)
129 G4cout << " >>> " << theName << "::validateOutput" << G4endl;
130
131 // Show final state particles
132 if (verboseLevel > 2) output.printCollisionOutput();
133
135 balance->collide(bullet, target, output);
136 return balance->okay(); // Returns false if violations
137}
138
140 G4CollisionOutput& output) {
141 if (!balance) return true; // Skip checks unless requested
142
143 if (verboseLevel > 1)
144 G4cout << " >>> " << theName << "::validateOutput" << G4endl;
145
147 balance->collide(fragment, output);
148 return balance->okay(); // Returns false if violations
149}
150
152 G4InuclParticle* target,
153 const std::vector<G4InuclElementaryParticle>& particles) {
154 if (!balance) return true; // Skip checks unless requested
155
156 if (verboseLevel > 1)
157 G4cout << " >>> " << theName << "::validateOutput" << G4endl;
158
160 balance->collide(bullet, target, particles);
161 return balance->okay(); // Returns false if violations
162}
double G4double
Definition: G4Types.hh:83
bool G4bool
Definition: G4Types.hh:86
int G4int
Definition: G4Types.hh:85
#define G4endl
Definition: G4ios.hh:57
G4GLOB_DLL std::ostream G4cout
void collide(G4InuclParticle *bullet, G4InuclParticle *target, G4CollisionOutput &output)
virtual G4bool useEPCollider(G4InuclParticle *bullet, G4InuclParticle *target) const
virtual void setVerboseLevel(G4int verbose=0)
G4CascadeColliderBase(const G4String &name, G4int verbose=0)
virtual G4bool validateOutput(G4InuclParticle *bullet, G4InuclParticle *target, G4CollisionOutput &output)
G4CascadeCheckBalance * balance
virtual G4bool inelasticInteractionPossible(G4InuclParticle *bullet, G4InuclParticle *target, G4double ekin) const
static G4bool checkConservation()
void printCollisionOutput(std::ostream &os=G4cout) const
G4int getZ() const
G4int getA() const
G4double getCharge() const
virtual void setVerboseLevel(G4int verbose=0)