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Geant4/examples/advanced/gammaray_telescope/src/GammaRayTelPrimaryGeneratorAction.cc

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Differences between /examples/advanced/gammaray_telescope/src/GammaRayTelPrimaryGeneratorAction.cc (Version 11.3.0) and /examples/advanced/gammaray_telescope/src/GammaRayTelPrimaryGeneratorAction.cc (Version 10.1)


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                                                   >>  27 // $Id: GammaRayTelPrimaryGeneratorAction.cc 82630 2014-07-01 09:43:00Z gcosmo $
 27 // -------------------------------------------     28 // ------------------------------------------------------------
 28 //      GEANT 4 class implementation file          29 //      GEANT 4 class implementation file
 29 //      CERN Geneva Switzerland                    30 //      CERN Geneva Switzerland
 30 //                                                 31 //
 31 //                                                 32 //
 32 //      ------------ GammaRayTelPrimaryGenerat     33 //      ------------ GammaRayTelPrimaryGeneratorAction  ------
 33 //           by  G.Santin, F.Longo & R.Giannit     34 //           by  G.Santin, F.Longo & R.Giannitrapani (13 nov 2000)
 34 //                                                 35 //
 35 // *******************************************     36 // ************************************************************
 36                                                    37 
                                                   >>  38 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo....
                                                   >>  39 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo....
                                                   >>  40 
 37 #include "G4RunManager.hh"                         41 #include "G4RunManager.hh"
 38 #include "GammaRayTelPrimaryGeneratorAction.hh     42 #include "GammaRayTelPrimaryGeneratorAction.hh"
 39                                                    43 
 40 #include "GammaRayTelDetectorConstruction.hh"      44 #include "GammaRayTelDetectorConstruction.hh"
 41 #include "GammaRayTelPrimaryGeneratorMessenger     45 #include "GammaRayTelPrimaryGeneratorMessenger.hh"
 42                                                    46 
 43 #include "G4PhysicalConstants.hh"                  47 #include "G4PhysicalConstants.hh"
 44 #include "G4SystemOfUnits.hh"                      48 #include "G4SystemOfUnits.hh"
 45 #include "G4Event.hh"                              49 #include "G4Event.hh"
 46 #include "G4ParticleGun.hh"                        50 #include "G4ParticleGun.hh"
 47 #include "G4GeneralParticleSource.hh"              51 #include "G4GeneralParticleSource.hh"
 48 #include "G4ParticleTable.hh"                      52 #include "G4ParticleTable.hh"
 49 #include "G4ParticleDefinition.hh"                 53 #include "G4ParticleDefinition.hh"
 50 #include "Randomize.hh"                            54 #include "Randomize.hh"
 51                                                    55 
 52 //....oooOO0OOooo........oooOO0OOooo........oo     56 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo....
 53                                                    57 
 54 GammaRayTelPrimaryGeneratorAction::GammaRayTel <<  58 GammaRayTelPrimaryGeneratorAction::GammaRayTelPrimaryGeneratorAction()
 55     detector = static_cast<const GammaRayTelDe <<  59   :rndmFlag("off"),nSourceType(0),nSpectrumType(0),sourceGun(false)
 56                                                <<  60 {
 57     // create a messenger for this class       <<  61   GammaRayTelDetector = static_cast<const GammaRayTelDetectorConstruction*>
 58                                                <<  62     (G4RunManager::GetRunManager()->GetUserDetectorConstruction());
 59     gunMessenger = new GammaRayTelPrimaryGener <<  63 
 60                                                <<  64   //create a messenger for this class
 61     constexpr auto NUMBER_OF_PARTICLES{1};     <<  65   
 62     particleGun = new G4ParticleGun(NUMBER_OF_ <<  66   gunMessenger = new GammaRayTelPrimaryGeneratorMessenger(this);
 63                                                <<  67 
 64     // default particle kinematic              <<  68   G4int n_particle = 1;
                                                   >>  69 
                                                   >>  70   particleGun  = new G4ParticleGun(n_particle);     
                                                   >>  71   // default particle kinematic
                                                   >>  72   
                                                   >>  73   G4ParticleTable* particleTable = G4ParticleTable::GetParticleTable();
                                                   >>  74   G4String particleName;
                                                   >>  75   G4ParticleDefinition* particle
                                                   >>  76     = particleTable->FindParticle(particleName="e-");
                                                   >>  77   particleGun->SetParticleDefinition(particle);
                                                   >>  78   particleGun->SetParticleMomentumDirection(G4ThreeVector(0.,0.,-1.));
                                                   >>  79   particleGun->SetParticleEnergy(30.*MeV);
                                                   >>  80   G4double position = 0.5*(GammaRayTelDetector->GetWorldSizeZ());
                                                   >>  81   particleGun->SetParticlePosition(G4ThreeVector(0.*cm,0.*cm,position));
                                                   >>  82   particleSource = new G4GeneralParticleSource();
                                                   >>  83    
                                                   >>  84 }
 65                                                    85 
 66     auto *particleTable = G4ParticleTable::Get <<  86 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo....
 67     auto *particle = particleTable->FindPartic << 
 68     particleGun->SetParticleDefinition(particl << 
 69     particleGun->SetParticleMomentumDirection( << 
 70                                                    87 
 71     constexpr auto PARTICLE_ENERGY{30. * MeV}; <<  88 GammaRayTelPrimaryGeneratorAction::~GammaRayTelPrimaryGeneratorAction()
 72     particleGun->SetParticleEnergy(PARTICLE_EN <<  89 {
                                                   >>  90  
                                                   >>  91   delete particleGun;
                                                   >>  92   delete particleSource;
 73                                                    93 
 74     auto position = 0.5 * (detector->GetWorldS <<  94   delete gunMessenger;
 75     particleGun->SetParticlePosition(G4ThreeVe << 
 76     particleSource = new G4GeneralParticleSour << 
 77 }                                                  95 }
 78                                                    96 
 79 //....oooOO0OOooo........oooOO0OOooo........oo     97 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo....
 80                                                    98 
 81 GammaRayTelPrimaryGeneratorAction::~GammaRayTe <<  99 void GammaRayTelPrimaryGeneratorAction::GeneratePrimaries(G4Event* anEvent)
 82     delete particleGun;                        << 100 {
 83     delete particleSource;                     << 101    if (sourceGun)
 84     delete gunMessenger;                       << 102     {
                                                   >> 103 
                                                   >> 104       //this function is called at the begining of event
                                                   >> 105       // 
                                                   >> 106       G4double z0 = 0.5*(GammaRayTelDetector->GetWorldSizeZ());
                                                   >> 107       G4double x0 = 0.*cm, y0 = 0.*cm;
                                                   >> 108   
                                                   >> 109       G4ThreeVector pos0;
                                                   >> 110       G4ThreeVector dir0;
                                                   >> 111       G4ThreeVector vertex0 = G4ThreeVector(x0,y0,z0);
                                                   >> 112       
                                                   >> 113       dir0 = G4ThreeVector(0.,0.,-1.);
                                                   >> 114       
                                                   >> 115       G4double theta, phi, y, f;
                                                   >> 116       G4double theta0=0.;
                                                   >> 117       G4double phi0=0.;
                                                   >> 118       
                                                   >> 119       switch(nSourceType) {
                                                   >> 120       case 0:
                                                   >> 121   particleGun->SetParticlePosition(vertex0);
                                                   >> 122   particleGun->SetParticleMomentumDirection(dir0);
                                                   >> 123   break;
                                                   >> 124       case 1:
                                                   >> 125   // GS: Generate random position on the 4PIsphere to create a unif. distrib.
                                                   >> 126   // GS: on the sphere
                                                   >> 127   phi = G4UniformRand() * twopi;
                                                   >> 128   do {
                                                   >> 129     y = G4UniformRand()*1.0;
                                                   >> 130     theta = G4UniformRand() * pi;
                                                   >> 131     f = std::sin(theta);
                                                   >> 132   } while (y > f);
                                                   >> 133   vertex0 = G4ThreeVector(1.,0.,0.);
                                                   >> 134   vertex0.setMag(dVertexRadius);
                                                   >> 135   vertex0.setTheta(theta);
                                                   >> 136   vertex0.setPhi(phi);
                                                   >> 137   particleGun->SetParticlePosition(vertex0);
                                                   >> 138   
                                                   >> 139   dir0 = G4ThreeVector(1.,0.,0.);
                                                   >> 140   do {
                                                   >> 141     phi = G4UniformRand() * twopi;
                                                   >> 142     do {
                                                   >> 143       y = G4UniformRand()*1.0;
                                                   >> 144       theta = G4UniformRand() * pi;
                                                   >> 145       f = std::sin(theta);
                                                   >> 146     } while (y > f);
                                                   >> 147     dir0.setPhi(phi);
                                                   >> 148     dir0.setTheta(theta);
                                                   >> 149   } while (vertex0.dot(dir0) >= -0.7 * vertex0.mag());
                                                   >> 150   particleGun->SetParticleMomentumDirection((G4ParticleMomentum)dir0);
                                                   >> 151   
                                                   >> 152   break;
                                                   >> 153       case 2:
                                                   >> 154   // GS: Generate random position on the upper semi-sphere z>0 to create a unif. distrib.
                                                   >> 155   // GS: on a plane
                                                   >> 156   phi = G4UniformRand() * twopi;
                                                   >> 157   do {
                                                   >> 158     y = G4UniformRand()*1.0;
                                                   >> 159     theta = G4UniformRand() * halfpi;
                                                   >> 160     f = std::sin(theta) * std::cos(theta);
                                                   >> 161   } while (y > f);
                                                   >> 162   vertex0 = G4ThreeVector(1.,0.,0.);
                                                   >> 163   
                                                   >> 164   G4double xy = GammaRayTelDetector->GetWorldSizeXY();
                                                   >> 165   G4double z = GammaRayTelDetector->GetWorldSizeZ();
                                                   >> 166   
                                                   >> 167   if (dVertexRadius > xy*0.5)
                                                   >> 168     { 
                                                   >> 169       G4cout << "vertexRadius too big " << G4endl;
                                                   >> 170       G4cout << "vertexRadius setted to " << xy*0.45 << G4endl;
                                                   >> 171       dVertexRadius = xy*0.45;
                                                   >> 172     }
                                                   >> 173   
                                                   >> 174   if (dVertexRadius > z*0.5)
                                                   >> 175     { 
                                                   >> 176       G4cout << "vertexRadius too high " << G4endl;
                                                   >> 177       G4cout << "vertexRadius setted to " << z*0.45 << G4endl;
                                                   >> 178       dVertexRadius = z*0.45;
                                                   >> 179     }
                                                   >> 180   
                                                   >> 181   
                                                   >> 182   vertex0.setMag(dVertexRadius);
                                                   >> 183   vertex0.setTheta(theta);
                                                   >> 184   vertex0.setPhi(phi);
                                                   >> 185   
                                                   >> 186   // GS: Get the user defined direction for the primaries and
                                                   >> 187   // GS: Rotate the random position according to the user defined direction for the particle
                                                   >> 188   
                                                   >> 189   dir0 = particleGun->GetParticleMomentumDirection();
                                                   >> 190   if (dir0.mag() > 0.001) 
                                                   >> 191     {
                                                   >> 192       theta0 = dir0.theta();
                                                   >> 193       phi0   = dir0.phi();   
                                                   >> 194     }
                                                   >> 195   
                                                   >> 196   if (theta0!=0.) 
                                                   >> 197     {
                                                   >> 198       G4ThreeVector rotationAxis(1.,0.,0.);
                                                   >> 199       rotationAxis.setPhi(phi0+halfpi);
                                                   >> 200       vertex0.rotate(theta0+pi,rotationAxis);
                                                   >> 201     }
                                                   >> 202   particleGun->SetParticlePosition(vertex0);
                                                   >> 203   break;
                                                   >> 204       }
                                                   >> 205       
                                                   >> 206       
                                                   >> 207       G4double pEnergy;
                                                   >> 208       
                                                   >> 209       switch(nSpectrumType) {
                                                   >> 210       case 0:
                                                   >> 211   break;
                                                   >> 212       case 1:
                                                   >> 213   break;
                                                   >> 214       case 2:
                                                   >> 215   do {
                                                   >> 216     y = G4UniformRand()*100000.0;
                                                   >> 217     pEnergy = G4UniformRand() * 10. * GeV;
                                                   >> 218     f = std::pow(pEnergy * (1/GeV), -4.);
                                                   >> 219   } while (y > f);
                                                   >> 220   
                                                   >> 221   particleGun->SetParticleEnergy(pEnergy);
                                                   >> 222   
                                                   >> 223   break;
                                                   >> 224       case 3:
                                                   >> 225   break;
                                                   >> 226       }
                                                   >> 227       
                                                   >> 228       particleGun->GeneratePrimaryVertex(anEvent);
                                                   >> 229     }
                                                   >> 230    else
                                                   >> 231      {
                                                   >> 232        particleSource->GeneratePrimaryVertex(anEvent);
                                                   >> 233      }
                                                   >> 234    
 85 }                                                 235 }
 86                                                   236 
 87 //....oooOO0OOooo........oooOO0OOooo........oo    237 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo....
 88                                                   238 
 89 void GammaRayTelPrimaryGeneratorAction::Genera << 239 
 90     if (sourceGun) {                           << 240 
 91         G4cout << "Using G4ParticleGun... " << << 241 
 92                                                << 242 
 93         // this function is called at the begi << 243 
 94         //                                     << 244 
 95         G4double x0 = 0. * cm;                 << 245 
 96         G4double y0 = 0. * cm;                 << 
 97         G4double z0 = 0.5 * (detector->GetWorl << 
 98                                                << 
 99         G4ThreeVector pos0;                    << 
100         auto vertex0 = G4ThreeVector(x0, y0, z << 
101         auto momentumDirection0 = G4ThreeVecto << 
102                                                << 
103         G4double theta;                        << 
104         G4double phi;                          << 
105         G4double y = 0.;                       << 
106         G4double f = 0.;                       << 
107         G4double theta0 = 0.;                  << 
108         G4double phi0 = 0.;                    << 
109                                                << 
110         switch (sourceType) {                  << 
111         case 0:                                << 
112             particleGun->SetParticlePosition(v << 
113             particleGun->SetParticleMomentumDi << 
114             break;                             << 
115         case 1:                                << 
116             // GS: Generate random position on << 
117             // GS: on the sphere               << 
118             phi = G4UniformRand() * twopi;     << 
119             do {                               << 
120                 y = G4UniformRand() * 1.0;     << 
121                 theta = G4UniformRand() * pi;  << 
122                 f = std::sin(theta);           << 
123             } while (y > f);                   << 
124             vertex0 = G4ThreeVector(1., 0., 0. << 
125             vertex0.setMag(vertexRadius);      << 
126             vertex0.setTheta(theta);           << 
127             vertex0.setPhi(phi);               << 
128             particleGun->SetParticlePosition(v << 
129                                                << 
130             momentumDirection0 = G4ThreeVector << 
131                                                << 
132             do {                               << 
133                 phi = G4UniformRand() * twopi; << 
134                 do {                           << 
135                     y = G4UniformRand() * 1.0; << 
136                     theta = G4UniformRand() *  << 
137                     f = std::sin(theta);       << 
138                 } while (y > f);               << 
139                 momentumDirection0.setPhi(phi) << 
140                 momentumDirection0.setTheta(th << 
141             } while (vertex0.dot(momentumDirec << 
142                                                << 
143             particleGun->SetParticleMomentumDi << 
144                                                << 
145             break;                             << 
146         case 2:                                << 
147             // GS: Generate random position on << 
148             // GS: on a plane                  << 
149             phi = G4UniformRand() * twopi;     << 
150                                                << 
151             do {                               << 
152                 y = G4UniformRand() * 1.0;     << 
153                 theta = G4UniformRand() * half << 
154                 f = std::sin(theta) * std::cos << 
155             } while (y > f);                   << 
156                                                << 
157             vertex0 = G4ThreeVector(1., 0., 0. << 
158                                                << 
159             auto xy = detector->GetWorldSizeXY << 
160             auto z = detector->GetWorldSizeZ() << 
161                                                << 
162             if (vertexRadius > xy * 0.5) {     << 
163                 G4cout << "vertexRadius too bi << 
164                 G4cout << "vertexRadius set to << 
165                 vertexRadius = xy * 0.45;      << 
166             }                                  << 
167                                                << 
168             if (vertexRadius > z * 0.5) {      << 
169                 G4cout << "vertexRadius too hi << 
170                 G4cout << "vertexRadius set to << 
171                 vertexRadius = z * 0.45;       << 
172             }                                  << 
173                                                << 
174             vertex0.setMag(vertexRadius);      << 
175             vertex0.setTheta(theta);           << 
176             vertex0.setPhi(phi);               << 
177                                                << 
178             // GS: Get the user defined direct << 
179             // GS: Rotate the random position  << 
180                                                << 
181             momentumDirection0 = particleGun-> << 
182             if (momentumDirection0.mag() > 0.0 << 
183                 theta0 = momentumDirection0.th << 
184                 phi0 = momentumDirection0.phi( << 
185             }                                  << 
186                                                << 
187             if (theta0 != 0.) {                << 
188                 G4ThreeVector rotationAxis(1., << 
189                 rotationAxis.setPhi(phi0 + hal << 
190                 vertex0.rotate(theta0 + pi, ro << 
191             }                                  << 
192             particleGun->SetParticlePosition(v << 
193             break;                             << 
194         }                                      << 
195                                                << 
196         constexpr auto INITIAL_PARTICLE_ENERGY << 
197         G4double particleEnergy = INITIAL_PART << 
198                                                << 
199         switch (spectrumType) {                << 
200         case 0: // Uniform energy (1 GeV - 10  << 
201             y = G4UniformRand();               << 
202             particleEnergy = y * 9.0 * GeV + 1 << 
203             G4cout << "Particle energy: " << p << 
204             break;                             << 
205         case 1: // Logarithmic energy          << 
206             y = G4UniformRand();               << 
207             particleEnergy = std::pow(10, y) * << 
208             G4cout << "Particle energy: " << p << 
209             break;                             << 
210         case 2: // Power law (-4)              << 
211             do {                               << 
212                 y = G4UniformRand() * 100000.0 << 
213                 particleEnergy = G4UniformRand << 
214                 f = std::pow(particleEnergy *  << 
215             } while (y > f);                   << 
216             // particleGun->SetParticleEnergy( << 
217             break;                             << 
218         case 3: // Monochromatic               << 
219             particleEnergy = particleGun->GetP << 
220             // 100 MeV;                        << 
221             G4cout << "Particle energy: " << p << 
222             break;                             << 
223         }                                      << 
224         particleGun->SetParticleEnergy(particl << 
225         G4cout << "Particle: " << particleGun- << 
226         particleGun->GeneratePrimaryVertex(eve << 
227     } else {                                   << 
228         particleSource->GeneratePrimaryVertex( << 
229     }                                          << 
230 }                                              << 
231                                                   246