89 G4cout <<
" >>> " <<
theName <<
"::makeFragment " << mom <<
" " << fragA
90 <<
" " << fragZ <<
" " << EX <<
G4endl;
102 aFragment.SetNumberOfExcitedParticle(0,0);
118 const G4int a_cut = 20;
122 return ((fragA <= a_cut || fragZ==0) &&
138 balance->collide(target, output);
143 const std::vector<G4InuclElementaryParticle>& particles) {
150 balance->collide(target, particles);
155 const std::vector<G4InuclNuclei>& fragments) {
162 balance->collide(target, fragments);
CLHEP::HepLorentzVector G4LorentzVector
G4GLOB_DLL std::ostream G4cout
void setVectM(const Hep3Vector &spatial, double mass)
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 ~G4CascadeDeexciteBase()
virtual G4bool explosion(const G4Fragment &target) const
G4CascadeCheckBalance * balance
virtual G4bool validateOutput(const G4Fragment &target, G4CollisionOutput &output)
static G4bool checkConservation()
G4double GetExcitationEnergy() const
const G4LorentzVector & GetMomentum() const
G4double getNucleiMass() const
virtual void setVerboseLevel(G4int verbose=0)
G4VCascadeDeexcitation(const G4String &name)
G4double bindingEnergy(G4int A, G4int Z)