Geant4 9.6.0
Toolkit for the simulation of the passage of particles through matter
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G4EquilibriumEvaporator.hh
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1//
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25//
26// $Id$
27//
28// 20100413 M. Kelsey -- Pass G4CollisionOutput by ref to ::collide()
29// 20100517 M. Kelsey -- Inherit from common base class, make other colliders
30// simple data members. Rename timeToBigBang() to override
31// base explosion().
32// 20100714 M. Kelsey -- Switch to new G4CascadeColliderBase class
33// 20100923 M. Kelsey -- Migrate to integer A and Z
34// 20100925 M. Kelsey -- Remove no longer necessary explosion() interface
35// 20110801 M. Kelsey -- Move "parms" buffer to data member, allocate in
36// constructor.
37// 20110809 M. Kelsey -- Move "foutput" buffer to data member
38
39#ifndef G4EQUILIBRIUM_EVAPORATOR_HH
40#define G4EQUILIBRIUM_EVAPORATOR_HH
41
43#include "G4CollisionOutput.hh"
44#include "G4Fissioner.hh"
45#include "G4BigBanger.hh"
46
47class G4InuclParticle;
48
50public:
53
54 void collide(G4InuclParticle* bullet, G4InuclParticle* target,
55 G4CollisionOutput& output);
56
57private:
58 // Replace base class verision
59 virtual G4bool explosion(G4int a, G4int z, G4double e) const;
60
61 // FIXME: Need to redeclare and call through base-class polymorphisms
62 virtual G4bool explosion(G4InuclNuclei* target) const {
64 }
65
66 virtual G4bool explosion(G4Fragment* target) const {
68 }
69
70 G4bool goodRemnant(G4int a, G4int z) const;
71 G4double getE0(G4int A) const;
72 G4double getPARLEVDEN(G4int A, G4int Z) const;
73 G4double getQF(G4double x, G4double x2, G4int a, G4int z, G4double e) const;
74 G4double getAF(G4double x, G4int a, G4int z, G4double e) const;
75
76 // Buffer for parameter sets
77 std::pair<std::vector<G4double>, std::vector<G4double> > parms;
78 G4CollisionOutput fission_output;
79
80 G4Fissioner theFissioner;
81 G4BigBanger theBigBanger;
82};
83
84#endif /* G4EQUILIBRIUM_EVAPORATOR_HH */
85
86
double G4double
Definition: G4Types.hh:64
int G4int
Definition: G4Types.hh:66
bool G4bool
Definition: G4Types.hh:67
virtual G4bool explosion(G4InuclNuclei *target) const
void collide(G4InuclParticle *bullet, G4InuclParticle *target, G4CollisionOutput &output)