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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 9.6.p2)


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 26 //                                                 26 //
                                                   >>  27 // $Id$
 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)
 56                                                <<  60 {
 57     // create a messenger for this class       <<  61   G4RunManager* runManager = G4RunManager::GetRunManager();
 58                                                <<  62   GammaRayTelDetector =
 59     gunMessenger = new GammaRayTelPrimaryGener <<  63     (GammaRayTelDetectorConstruction*)(runManager->GetUserDetectorConstruction());
 60                                                <<  64 
 61     constexpr auto NUMBER_OF_PARTICLES{1};     <<  65 
 62     particleGun = new G4ParticleGun(NUMBER_OF_ <<  66   //create a messenger for this class
 63                                                <<  67   
 64     // default particle kinematic              <<  68   gunMessenger = new GammaRayTelPrimaryGeneratorMessenger(this);
 65                                                <<  69 
 66     auto *particleTable = G4ParticleTable::Get <<  70   G4int n_particle = 1;
 67     auto *particle = particleTable->FindPartic <<  71 
 68     particleGun->SetParticleDefinition(particl <<  72   particleGun  = new G4ParticleGun(n_particle);     
 69     particleGun->SetParticleMomentumDirection( <<  73       // default particle kinematic
 70                                                <<  74   
 71     constexpr auto PARTICLE_ENERGY{30. * MeV}; <<  75   G4ParticleTable* particleTable = G4ParticleTable::GetParticleTable();
 72     particleGun->SetParticleEnergy(PARTICLE_EN <<  76   G4String particleName;
 73                                                <<  77   G4ParticleDefinition* particle
 74     auto position = 0.5 * (detector->GetWorldS <<  78     = particleTable->FindParticle(particleName="e-");
 75     particleGun->SetParticlePosition(G4ThreeVe <<  79   particleGun->SetParticleDefinition(particle);
 76     particleSource = new G4GeneralParticleSour <<  80   particleGun->SetParticleMomentumDirection(G4ThreeVector(0.,0.,-1.));
                                                   >>  81   particleGun->SetParticleEnergy(30.*MeV);
                                                   >>  82   G4double position = 0.5*(GammaRayTelDetector->GetWorldSizeZ());
                                                   >>  83   particleGun->SetParticlePosition(G4ThreeVector(0.*cm,0.*cm,position));
                                                   >>  84   particleSource = new G4GeneralParticleSource();
                                                   >>  85    
 77 }                                                  86 }
 78                                                    87 
 79 //....oooOO0OOooo........oooOO0OOooo........oo     88 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo....
 80                                                    89 
 81 GammaRayTelPrimaryGeneratorAction::~GammaRayTe <<  90 GammaRayTelPrimaryGeneratorAction::~GammaRayTelPrimaryGeneratorAction()
                                                   >>  91 {
                                                   >>  92   if (sourceGun)
 82     delete particleGun;                            93     delete particleGun;
                                                   >>  94   else
 83     delete particleSource;                         95     delete particleSource;
 84     delete gunMessenger;                       <<  96 
                                                   >>  97   delete gunMessenger;
 85 }                                                  98 }
 86                                                    99 
 87 //....oooOO0OOooo........oooOO0OOooo........oo    100 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo....
 88                                                   101 
 89 void GammaRayTelPrimaryGeneratorAction::Genera << 102 void GammaRayTelPrimaryGeneratorAction::GeneratePrimaries(G4Event* anEvent)
 90     if (sourceGun) {                           << 103 {
 91         G4cout << "Using G4ParticleGun... " << << 104    if (sourceGun)
 92                                                << 105     {
 93         // this function is called at the begi << 106 
 94         //                                     << 107       //this function is called at the begining of event
 95         G4double x0 = 0. * cm;                 << 108       // 
 96         G4double y0 = 0. * cm;                 << 109       G4double z0 = 0.5*(GammaRayTelDetector->GetWorldSizeZ());
 97         G4double z0 = 0.5 * (detector->GetWorl << 110       G4double x0 = 0.*cm, y0 = 0.*cm;
 98                                                << 111   
 99         G4ThreeVector pos0;                    << 112       G4ThreeVector pos0;
100         auto vertex0 = G4ThreeVector(x0, y0, z << 113       G4ThreeVector dir0;
101         auto momentumDirection0 = G4ThreeVecto << 114       G4ThreeVector vertex0 = G4ThreeVector(x0,y0,z0);
102                                                << 115       
103         G4double theta;                        << 116       dir0 = G4ThreeVector(0.,0.,-1.);
104         G4double phi;                          << 117       
105         G4double y = 0.;                       << 118       G4double theta, phi, y, f;
106         G4double f = 0.;                       << 119       G4double theta0=0.;
107         G4double theta0 = 0.;                  << 120       G4double phi0=0.;
108         G4double phi0 = 0.;                    << 121       
109                                                << 122       switch(nSourceType) {
110         switch (sourceType) {                  << 123       case 0:
111         case 0:                                << 124   particleGun->SetParticlePosition(vertex0);
112             particleGun->SetParticlePosition(v << 125   particleGun->SetParticleMomentumDirection(dir0);
113             particleGun->SetParticleMomentumDi << 126   break;
114             break;                             << 127       case 1:
115         case 1:                                << 128   // GS: Generate random position on the 4PIsphere to create a unif. distrib.
116             // GS: Generate random position on << 129   // GS: on the sphere
117             // GS: on the sphere               << 130   phi = G4UniformRand() * twopi;
118             phi = G4UniformRand() * twopi;     << 131   do {
119             do {                               << 132     y = G4UniformRand()*1.0;
120                 y = G4UniformRand() * 1.0;     << 133     theta = G4UniformRand() * pi;
121                 theta = G4UniformRand() * pi;  << 134     f = std::sin(theta);
122                 f = std::sin(theta);           << 135   } while (y > f);
123             } while (y > f);                   << 136   vertex0 = G4ThreeVector(1.,0.,0.);
124             vertex0 = G4ThreeVector(1., 0., 0. << 137   vertex0.setMag(dVertexRadius);
125             vertex0.setMag(vertexRadius);      << 138   vertex0.setTheta(theta);
126             vertex0.setTheta(theta);           << 139   vertex0.setPhi(phi);
127             vertex0.setPhi(phi);               << 140   particleGun->SetParticlePosition(vertex0);
128             particleGun->SetParticlePosition(v << 141   
129                                                << 142   dir0 = G4ThreeVector(1.,0.,0.);
130             momentumDirection0 = G4ThreeVector << 143   do {
131                                                << 144     phi = G4UniformRand() * twopi;
132             do {                               << 145     do {
133                 phi = G4UniformRand() * twopi; << 146       y = G4UniformRand()*1.0;
134                 do {                           << 147       theta = G4UniformRand() * pi;
135                     y = G4UniformRand() * 1.0; << 148       f = std::sin(theta);
136                     theta = G4UniformRand() *  << 149     } while (y > f);
137                     f = std::sin(theta);       << 150     dir0.setPhi(phi);
138                 } while (y > f);               << 151     dir0.setTheta(theta);
139                 momentumDirection0.setPhi(phi) << 152   } while (vertex0.dot(dir0) >= -0.7 * vertex0.mag());
140                 momentumDirection0.setTheta(th << 153   particleGun->SetParticleMomentumDirection((G4ParticleMomentum)dir0);
141             } while (vertex0.dot(momentumDirec << 154   
142                                                << 155   break;
143             particleGun->SetParticleMomentumDi << 156       case 2:
144                                                << 157   // GS: Generate random position on the upper semi-sphere z>0 to create a unif. distrib.
145             break;                             << 158   // GS: on a plane
146         case 2:                                << 159   phi = G4UniformRand() * twopi;
147             // GS: Generate random position on << 160   do {
148             // GS: on a plane                  << 161     y = G4UniformRand()*1.0;
149             phi = G4UniformRand() * twopi;     << 162     theta = G4UniformRand() * halfpi;
150                                                << 163     f = std::sin(theta) * std::cos(theta);
151             do {                               << 164   } while (y > f);
152                 y = G4UniformRand() * 1.0;     << 165   vertex0 = G4ThreeVector(1.,0.,0.);
153                 theta = G4UniformRand() * half << 166   
154                 f = std::sin(theta) * std::cos << 167   G4double xy = GammaRayTelDetector->GetWorldSizeXY();
155             } while (y > f);                   << 168   G4double z = GammaRayTelDetector->GetWorldSizeZ();
156                                                << 169   
157             vertex0 = G4ThreeVector(1., 0., 0. << 170   if (dVertexRadius > xy*0.5)
158                                                << 171     { 
159             auto xy = detector->GetWorldSizeXY << 172       G4cout << "vertexRadius too big " << G4endl;
160             auto z = detector->GetWorldSizeZ() << 173       G4cout << "vertexRadius setted to " << xy*0.45 << G4endl;
161                                                << 174       dVertexRadius = xy*0.45;
162             if (vertexRadius > xy * 0.5) {     << 175     }
163                 G4cout << "vertexRadius too bi << 176   
164                 G4cout << "vertexRadius set to << 177   if (dVertexRadius > z*0.5)
165                 vertexRadius = xy * 0.45;      << 178     { 
166             }                                  << 179       G4cout << "vertexRadius too high " << G4endl;
167                                                << 180       G4cout << "vertexRadius setted to " << z*0.45 << G4endl;
168             if (vertexRadius > z * 0.5) {      << 181       dVertexRadius = z*0.45;
169                 G4cout << "vertexRadius too hi << 182     }
170                 G4cout << "vertexRadius set to << 183   
171                 vertexRadius = z * 0.45;       << 184   
172             }                                  << 185   vertex0.setMag(dVertexRadius);
173                                                << 186   vertex0.setTheta(theta);
174             vertex0.setMag(vertexRadius);      << 187   vertex0.setPhi(phi);
175             vertex0.setTheta(theta);           << 188   
176             vertex0.setPhi(phi);               << 189   // GS: Get the user defined direction for the primaries and
177                                                << 190   // GS: Rotate the random position according to the user defined direction for the particle
178             // GS: Get the user defined direct << 191   
179             // GS: Rotate the random position  << 192   dir0 = particleGun->GetParticleMomentumDirection();
180                                                << 193   if (dir0.mag() > 0.001) 
181             momentumDirection0 = particleGun-> << 194     {
182             if (momentumDirection0.mag() > 0.0 << 195       theta0 = dir0.theta();
183                 theta0 = momentumDirection0.th << 196       phi0   = dir0.phi();   
184                 phi0 = momentumDirection0.phi( << 197     }
185             }                                  << 198   
186                                                << 199   if (theta0!=0.) 
187             if (theta0 != 0.) {                << 200     {
188                 G4ThreeVector rotationAxis(1., << 201       G4ThreeVector rotationAxis(1.,0.,0.);
189                 rotationAxis.setPhi(phi0 + hal << 202       rotationAxis.setPhi(phi0+halfpi);
190                 vertex0.rotate(theta0 + pi, ro << 203       vertex0.rotate(theta0+pi,rotationAxis);
191             }                                  << 204     }
192             particleGun->SetParticlePosition(v << 205   particleGun->SetParticlePosition(vertex0);
193             break;                             << 206   break;
194         }                                      << 207       }
195                                                << 208       
196         constexpr auto INITIAL_PARTICLE_ENERGY << 209       
197         G4double particleEnergy = INITIAL_PART << 210       G4double pEnergy;
198                                                << 211       
199         switch (spectrumType) {                << 212       switch(nSpectrumType) {
200         case 0: // Uniform energy (1 GeV - 10  << 213       case 0:
201             y = G4UniformRand();               << 214   break;
202             particleEnergy = y * 9.0 * GeV + 1 << 215       case 1:
203             G4cout << "Particle energy: " << p << 216   break;
204             break;                             << 217       case 2:
205         case 1: // Logarithmic energy          << 218   do {
206             y = G4UniformRand();               << 219     y = G4UniformRand()*100000.0;
207             particleEnergy = std::pow(10, y) * << 220     pEnergy = G4UniformRand() * 10. * GeV;
208             G4cout << "Particle energy: " << p << 221     f = std::pow(pEnergy * (1/GeV), -4.);
209             break;                             << 222   } while (y > f);
210         case 2: // Power law (-4)              << 223   
211             do {                               << 224   particleGun->SetParticleEnergy(pEnergy);
212                 y = G4UniformRand() * 100000.0 << 225   
213                 particleEnergy = G4UniformRand << 226   break;
214                 f = std::pow(particleEnergy *  << 227       case 3:
215             } while (y > f);                   << 228   break;
216             // particleGun->SetParticleEnergy( << 229       }
217             break;                             << 230       
218         case 3: // Monochromatic               << 231       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     }                                             232     }
                                                   >> 233    else
                                                   >> 234      {
                                                   >> 235        particleSource->GeneratePrimaryVertex(anEvent);
                                                   >> 236      }
                                                   >> 237    
230 }                                                 238 }
                                                   >> 239 
                                                   >> 240 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo....
                                                   >> 241 
                                                   >> 242 
                                                   >> 243 
                                                   >> 244 
                                                   >> 245 
                                                   >> 246 
                                                   >> 247 
                                                   >> 248 
231                                                   249