65{
67 fragZ = fragment->GetZ_asInt();
68 fragA = fragment->GetA_asInt();
69 resZ = fragZ - Z;
70 resA = fragA - A;
71 if(resA < A || resA < resZ || resZ < 0 || (resA == A && resZ < Z)) {
72 return 0.0;
73 }
74
75 const G4double exc = fragment->GetExcitationEnergy();
78 if(exc < delta0) { return 0.0; }
79
81 const G4double fragM = fragment->GetGroundStateMass() + exc;
83
86 if(fragM <= resMass + CB + delta1) { return 0.0; }
87
90
91 return prob;
92}
G4double ComputeTotalProbability(const G4Fragment &, G4double CB)
G4double GetPairingCorrection(G4int A, G4int Z) const
virtual G4double GetCoulombBarrier(G4int ARes, G4int ZRes, G4double U) const =0
void SetDecayKinematics(G4int Z, G4int A, G4double rmass, G4double fmass)