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Please see the license in the file LICENSE and URL above * 16 // * for the full disclaimer and the limitatio 16 // * for the full disclaimer and the limitation of liability. * 17 // * 17 // * * 18 // * This code implementation is the result 18 // * This code implementation is the result of the scientific and * 19 // * technical work of the GEANT4 collaboratio 19 // * technical work of the GEANT4 collaboration. * 20 // * By using, copying, modifying or distri 20 // * By using, copying, modifying or distributing the software (or * 21 // * any work based on the software) you ag 21 // * any work based on the software) you agree to acknowledge its * 22 // * use in resulting scientific publicati 22 // * use in resulting scientific publications, and indicate your * 23 // * acceptance of all terms of the Geant4 Sof 23 // * acceptance of all terms of the Geant4 Software license. * 24 // ******************************************* 24 // ******************************************************************** 25 // 25 // 26 // 26 // >> 27 // $Id: GammaRayTelPrimaryGeneratorAction.cc,v 1.11 2007/11/09 16:33:34 flongo Exp $ >> 28 // GEANT4 tag $Name: geant4-09-02 $ 27 // ------------------------------------------- 29 // ------------------------------------------------------------ 28 // GEANT 4 class implementation file 30 // GEANT 4 class implementation file 29 // CERN Geneva Switzerland 31 // CERN Geneva Switzerland 30 // 32 // 31 // 33 // 32 // ------------ GammaRayTelPrimaryGenerat 34 // ------------ GammaRayTelPrimaryGeneratorAction ------ 33 // by G.Santin, F.Longo & R.Giannit 35 // by G.Santin, F.Longo & R.Giannitrapani (13 nov 2000) 34 // 36 // 35 // ******************************************* 37 // ************************************************************ 36 38 >> 39 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo.... >> 40 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo.... >> 41 37 #include "G4RunManager.hh" 42 #include "G4RunManager.hh" 38 #include "GammaRayTelPrimaryGeneratorAction.hh 43 #include "GammaRayTelPrimaryGeneratorAction.hh" 39 44 40 #include "GammaRayTelDetectorConstruction.hh" 45 #include "GammaRayTelDetectorConstruction.hh" 41 #include "GammaRayTelPrimaryGeneratorMessenger 46 #include "GammaRayTelPrimaryGeneratorMessenger.hh" 42 47 43 #include "G4PhysicalConstants.hh" << 44 #include "G4SystemOfUnits.hh" << 45 #include "G4Event.hh" 48 #include "G4Event.hh" 46 #include "G4ParticleGun.hh" 49 #include "G4ParticleGun.hh" 47 #include "G4GeneralParticleSource.hh" 50 #include "G4GeneralParticleSource.hh" 48 #include "G4ParticleTable.hh" 51 #include "G4ParticleTable.hh" 49 #include "G4ParticleDefinition.hh" 52 #include "G4ParticleDefinition.hh" 50 #include "Randomize.hh" 53 #include "Randomize.hh" 51 54 52 //....oooOO0OOooo........oooOO0OOooo........oo 55 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo.... 53 56 54 GammaRayTelPrimaryGeneratorAction::GammaRayTel << 57 GammaRayTelPrimaryGeneratorAction::GammaRayTelPrimaryGeneratorAction() 55 detector = static_cast<const GammaRayTelDe << 58 :rndmFlag("off"),nSourceType(0),nSpectrumType(0) 56 << 59 { 57 // create a messenger for this class << 60 G4RunManager* runManager = G4RunManager::GetRunManager(); 58 << 61 GammaRayTelDetector = 59 gunMessenger = new GammaRayTelPrimaryGener << 62 (GammaRayTelDetectorConstruction*)(runManager->GetUserDetectorConstruction()); 60 << 63 61 constexpr auto NUMBER_OF_PARTICLES{1}; << 64 62 particleGun = new G4ParticleGun(NUMBER_OF_ << 65 //create a messenger for this class 63 << 66 64 // default particle kinematic << 67 gunMessenger = new GammaRayTelPrimaryGeneratorMessenger(this); 65 << 68 66 auto *particleTable = G4ParticleTable::Get << 69 G4int n_particle = 1; 67 auto *particle = particleTable->FindPartic << 70 68 particleGun->SetParticleDefinition(particl << 71 particleGun = new G4ParticleGun(n_particle); 69 particleGun->SetParticleMomentumDirection( << 72 // default particle kinematic 70 << 73 71 constexpr auto PARTICLE_ENERGY{30. * MeV}; << 74 G4ParticleTable* particleTable = G4ParticleTable::GetParticleTable(); 72 particleGun->SetParticleEnergy(PARTICLE_EN << 75 G4String particleName; 73 << 76 G4ParticleDefinition* particle 74 auto position = 0.5 * (detector->GetWorldS << 77 = particleTable->FindParticle(particleName="e-"); 75 particleGun->SetParticlePosition(G4ThreeVe << 78 particleGun->SetParticleDefinition(particle); 76 particleSource = new G4GeneralParticleSour << 79 particleGun->SetParticleMomentumDirection(G4ThreeVector(0.,0.,-1.)); >> 80 particleGun->SetParticleEnergy(30.*MeV); >> 81 G4double position = 0.5*(GammaRayTelDetector->GetWorldSizeZ()); >> 82 particleGun->SetParticlePosition(G4ThreeVector(0.*cm,0.*cm,position)); >> 83 particleSource = new G4GeneralParticleSource(); >> 84 77 } 85 } 78 86 79 //....oooOO0OOooo........oooOO0OOooo........oo 87 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo.... 80 88 81 GammaRayTelPrimaryGeneratorAction::~GammaRayTe << 89 GammaRayTelPrimaryGeneratorAction::~GammaRayTelPrimaryGeneratorAction() >> 90 { >> 91 if (sourceGun) 82 delete particleGun; 92 delete particleGun; >> 93 else 83 delete particleSource; 94 delete particleSource; 84 delete gunMessenger; << 95 >> 96 delete gunMessenger; 85 } 97 } 86 98 87 //....oooOO0OOooo........oooOO0OOooo........oo 99 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo.... 88 100 89 void GammaRayTelPrimaryGeneratorAction::Genera << 101 void GammaRayTelPrimaryGeneratorAction::GeneratePrimaries(G4Event* anEvent) 90 if (sourceGun) { << 102 { 91 G4cout << "Using G4ParticleGun... " << << 103 if (sourceGun) 92 << 104 { 93 // this function is called at the begi << 105 94 // << 106 //this function is called at the begining of event 95 G4double x0 = 0. * cm; << 107 // 96 G4double y0 = 0. * cm; << 108 G4double z0 = 0.5*(GammaRayTelDetector->GetWorldSizeZ()); 97 G4double z0 = 0.5 * (detector->GetWorl << 109 G4double x0 = 0.*cm, y0 = 0.*cm; 98 << 110 99 G4ThreeVector pos0; << 111 G4ThreeVector pos0; 100 auto vertex0 = G4ThreeVector(x0, y0, z << 112 G4ThreeVector dir0; 101 auto momentumDirection0 = G4ThreeVecto << 113 G4ThreeVector vertex0 = G4ThreeVector(x0,y0,z0); 102 << 114 103 G4double theta; << 115 dir0 = G4ThreeVector(0.,0.,-1.); 104 G4double phi; << 116 105 G4double y = 0.; << 117 G4double theta, phi, y, f; 106 G4double f = 0.; << 118 G4double theta0=0.; 107 G4double theta0 = 0.; << 119 G4double phi0=0.; 108 G4double phi0 = 0.; << 120 109 << 121 switch(nSourceType) { 110 switch (sourceType) { << 122 case 0: 111 case 0: << 123 particleGun->SetParticlePosition(vertex0); 112 particleGun->SetParticlePosition(v << 124 particleGun->SetParticleMomentumDirection(dir0); 113 particleGun->SetParticleMomentumDi << 125 break; 114 break; << 126 case 1: 115 case 1: << 127 // GS: Generate random position on the 4PIsphere to create a unif. distrib. 116 // GS: Generate random position on << 128 // GS: on the sphere 117 // GS: on the sphere << 129 phi = G4UniformRand() * twopi; 118 phi = G4UniformRand() * twopi; << 130 do { 119 do { << 131 y = G4UniformRand()*1.0; 120 y = G4UniformRand() * 1.0; << 132 theta = G4UniformRand() * pi; 121 theta = G4UniformRand() * pi; << 133 f = std::sin(theta); 122 f = std::sin(theta); << 134 } while (y > f); 123 } while (y > f); << 135 vertex0 = G4ThreeVector(1.,0.,0.); 124 vertex0 = G4ThreeVector(1., 0., 0. << 136 vertex0.setMag(dVertexRadius); 125 vertex0.setMag(vertexRadius); << 137 vertex0.setTheta(theta); 126 vertex0.setTheta(theta); << 138 vertex0.setPhi(phi); 127 vertex0.setPhi(phi); << 139 particleGun->SetParticlePosition(vertex0); 128 particleGun->SetParticlePosition(v << 140 129 << 141 dir0 = G4ThreeVector(1.,0.,0.); 130 momentumDirection0 = G4ThreeVector << 142 do { 131 << 143 phi = G4UniformRand() * twopi; 132 do { << 144 do { 133 phi = G4UniformRand() * twopi; << 145 y = G4UniformRand()*1.0; 134 do { << 146 theta = G4UniformRand() * pi; 135 y = G4UniformRand() * 1.0; << 147 f = std::sin(theta); 136 theta = G4UniformRand() * << 148 } while (y > f); 137 f = std::sin(theta); << 149 dir0.setPhi(phi); 138 } while (y > f); << 150 dir0.setTheta(theta); 139 momentumDirection0.setPhi(phi) << 151 } while (vertex0.dot(dir0) >= -0.7 * vertex0.mag()); 140 momentumDirection0.setTheta(th << 152 particleGun->SetParticleMomentumDirection((G4ParticleMomentum)dir0); 141 } while (vertex0.dot(momentumDirec << 153 142 << 154 break; 143 particleGun->SetParticleMomentumDi << 155 case 2: 144 << 156 // GS: Generate random position on the upper semi-sphere z>0 to create a unif. distrib. 145 break; << 157 // GS: on a plane 146 case 2: << 158 phi = G4UniformRand() * twopi; 147 // GS: Generate random position on << 159 do { 148 // GS: on a plane << 160 y = G4UniformRand()*1.0; 149 phi = G4UniformRand() * twopi; << 161 theta = G4UniformRand() * halfpi; 150 << 162 f = std::sin(theta) * std::cos(theta); 151 do { << 163 } while (y > f); 152 y = G4UniformRand() * 1.0; << 164 vertex0 = G4ThreeVector(1.,0.,0.); 153 theta = G4UniformRand() * half << 165 154 f = std::sin(theta) * std::cos << 166 G4double xy = GammaRayTelDetector->GetWorldSizeXY(); 155 } while (y > f); << 167 G4double z = GammaRayTelDetector->GetWorldSizeZ(); 156 << 168 157 vertex0 = G4ThreeVector(1., 0., 0. << 169 if (dVertexRadius > xy*0.5) 158 << 170 { 159 auto xy = detector->GetWorldSizeXY << 171 G4cout << "vertexRadius too big " << G4endl; 160 auto z = detector->GetWorldSizeZ() << 172 G4cout << "vertexRadius setted to " << xy*0.45 << G4endl; 161 << 173 dVertexRadius = xy*0.45; 162 if (vertexRadius > xy * 0.5) { << 174 } 163 G4cout << "vertexRadius too bi << 175 164 G4cout << "vertexRadius set to << 176 if (dVertexRadius > z*0.5) 165 vertexRadius = xy * 0.45; << 177 { 166 } << 178 G4cout << "vertexRadius too high " << G4endl; 167 << 179 G4cout << "vertexRadius setted to " << z*0.45 << G4endl; 168 if (vertexRadius > z * 0.5) { << 180 dVertexRadius = z*0.45; 169 G4cout << "vertexRadius too hi << 181 } 170 G4cout << "vertexRadius set to << 182 171 vertexRadius = z * 0.45; << 183 172 } << 184 vertex0.setMag(dVertexRadius); 173 << 185 vertex0.setTheta(theta); 174 vertex0.setMag(vertexRadius); << 186 vertex0.setPhi(phi); 175 vertex0.setTheta(theta); << 187 176 vertex0.setPhi(phi); << 188 // GS: Get the user defined direction for the primaries and 177 << 189 // GS: Rotate the random position according to the user defined direction for the particle 178 // GS: Get the user defined direct << 190 179 // GS: Rotate the random position << 191 dir0 = particleGun->GetParticleMomentumDirection(); 180 << 192 if (dir0.mag() > 0.001) 181 momentumDirection0 = particleGun-> << 193 { 182 if (momentumDirection0.mag() > 0.0 << 194 theta0 = dir0.theta(); 183 theta0 = momentumDirection0.th << 195 phi0 = dir0.phi(); 184 phi0 = momentumDirection0.phi( << 196 } 185 } << 197 186 << 198 if (theta0!=0.) 187 if (theta0 != 0.) { << 199 { 188 G4ThreeVector rotationAxis(1., << 200 G4ThreeVector rotationAxis(1.,0.,0.); 189 rotationAxis.setPhi(phi0 + hal << 201 rotationAxis.setPhi(phi0+halfpi); 190 vertex0.rotate(theta0 + pi, ro << 202 vertex0.rotate(theta0+pi,rotationAxis); 191 } << 203 } 192 particleGun->SetParticlePosition(v << 204 particleGun->SetParticlePosition(vertex0); 193 break; << 205 break; 194 } << 206 } 195 << 207 196 constexpr auto INITIAL_PARTICLE_ENERGY << 208 197 G4double particleEnergy = INITIAL_PART << 209 G4double pEnergy; 198 << 210 199 switch (spectrumType) { << 211 switch(nSpectrumType) { 200 case 0: // Uniform energy (1 GeV - 10 << 212 case 0: 201 y = G4UniformRand(); << 213 break; 202 particleEnergy = y * 9.0 * GeV + 1 << 214 case 1: 203 G4cout << "Particle energy: " << p << 215 break; 204 break; << 216 case 2: 205 case 1: // Logarithmic energy << 217 do { 206 y = G4UniformRand(); << 218 y = G4UniformRand()*100000.0; 207 particleEnergy = std::pow(10, y) * << 219 pEnergy = G4UniformRand() * 10. * GeV; 208 G4cout << "Particle energy: " << p << 220 f = std::pow(pEnergy * (1/GeV), -4.); 209 break; << 221 } while (y > f); 210 case 2: // Power law (-4) << 222 211 do { << 223 particleGun->SetParticleEnergy(pEnergy); 212 y = G4UniformRand() * 100000.0 << 224 213 particleEnergy = G4UniformRand << 225 break; 214 f = std::pow(particleEnergy * << 226 case 3: 215 } while (y > f); << 227 break; 216 // particleGun->SetParticleEnergy( << 228 } 217 break; << 229 218 case 3: // Monochromatic << 230 particleGun->GeneratePrimaryVertex(anEvent); 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 } 231 } >> 232 else >> 233 { >> 234 particleSource->GeneratePrimaryVertex(anEvent); >> 235 } >> 236 230 } 237 } >> 238 >> 239 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo.... >> 240 >> 241 >> 242 >> 243 >> 244 >> 245 >> 246 >> 247 231 248