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Geant4/examples/advanced/human_phantom/src/G4HumanPhantomPrimaryGeneratorAction.cc

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Differences between /examples/advanced/human_phantom/src/G4HumanPhantomPrimaryGeneratorAction.cc (Version 11.3.0) and /examples/advanced/human_phantom/src/G4HumanPhantomPrimaryGeneratorAction.cc (Version 9.4.p3)


  1 //                                                  1 //
  2 // *******************************************      2 // ********************************************************************
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 19 // * technical work of the GEANT4 collaboratio     19 // * technical work of the GEANT4 collaboration.                      *
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 23 // * acceptance of all terms of the Geant4 Sof     23 // * acceptance of all terms of the Geant4 Software license.          *
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 25 //                                                 25 //
 26 // Previous authors: G. Guerrieri, S. Guatelli <<  26 // Authors: S. Guatelli and M. G. Pia, INFN Genova, Italy
 27 // Authors (since 2007): S. Guatelli, Universi <<  27 // 
                                                   >>  28 // Based on code developed by the undergraduate student G. Guerrieri 
                                                   >>  29 // Note: this is a preliminary beta-version of the code; an improved 
                                                   >>  30 // version will be distributed in the next Geant4 public release, compliant
                                                   >>  31 // with the design in a forthcoming publication, and subject to a 
                                                   >>  32 // design and code review.
 28 //                                                 33 //
 29 #include "G4HumanPhantomPrimaryGeneratorAction     34 #include "G4HumanPhantomPrimaryGeneratorAction.hh"
 30 #include "globals.hh"                          <<  35 #include "G4HumanPhantomConstruction.hh"
 31 #include "G4SystemOfUnits.hh"                  <<  36 #include "G4HumanPhantomPrimaryGeneratorMessenger.hh"
                                                   >>  37 
 32 #include "G4Event.hh"                              38 #include "G4Event.hh"
 33 #include "G4GeneralParticleSource.hh"          <<  39 #include "G4ParticleGun.hh"
 34 #include "G4ParticleTable.hh"                      40 #include "G4ParticleTable.hh"
 35 #include "G4ParticleDefinition.hh"                 41 #include "G4ParticleDefinition.hh"
                                                   >>  42 #include "globals.hh"
 36                                                    43 
 37 #include "G4RunManager.hh"                         44 #include "G4RunManager.hh"
                                                   >>  45 //#ifdef G$ANALYSIS_USE
                                                   >>  46 //#include "G4HumanPhantomAnalysisManager.hh"
                                                   >>  47 //#endif
                                                   >>  48 
 38 #include "G4ios.hh"                                49 #include "G4ios.hh"
 39                                                    50 
 40 G4HumanPhantomPrimaryGeneratorAction::G4HumanP     51 G4HumanPhantomPrimaryGeneratorAction::G4HumanPhantomPrimaryGeneratorAction()
                                                   >>  52   :beamKind("beamAlongZ"),worldLength(200.)
 41 {                                                  53 {
 42   particleGun = new G4GeneralParticleSource(); <<  54   G4int n_particle = 1;
                                                   >>  55 
                                                   >>  56   messenger= new G4HumanPhantomPrimaryGeneratorMessenger(this);
                                                   >>  57 
                                                   >>  58   particleGun = new G4ParticleGun(n_particle);
                                                   >>  59 
                                                   >>  60   probability.push_back(0.1667);
                                                   >>  61   probability.push_back(0.1667);
                                                   >>  62   probability.push_back(0.1667);
                                                   >>  63   probability.push_back(0.1667);
                                                   >>  64   probability.push_back(0.1666);
                                                   >>  65   probability.push_back(0.1666);
                                                   >>  66 
                                                   >>  67   // Default Particle
                                                   >>  68   G4ParticleTable* particleTable = G4ParticleTable::GetParticleTable();
                                                   >>  69   
                                                   >>  70 particleGun->SetParticleDefinition(particleTable->FindParticle("geantino"));
                                                   >>  71   particleGun->SetParticleEnergy(100.*MeV);
 43 }                                                  72 }
 44                                                    73 
 45 G4HumanPhantomPrimaryGeneratorAction::~G4Human     74 G4HumanPhantomPrimaryGeneratorAction::~G4HumanPhantomPrimaryGeneratorAction()
 46 {                                                  75 {
 47   delete particleGun;                              76   delete particleGun;
                                                   >>  77   delete messenger;
 48 }                                                  78 }
 49                                                    79 
 50 void G4HumanPhantomPrimaryGeneratorAction::Gen     80 void G4HumanPhantomPrimaryGeneratorAction::GeneratePrimaries(G4Event* anEvent)
 51 {                                                  81 {
 52   particleGun -> GeneratePrimaryVertex(anEvent <<  82   if (beamKind == "beamAlongZ") GenerateBeamAlongZ();
                                                   >>  83   if (beamKind == "beamAlongY") GenerateBeamAlongY();
                                                   >>  84   if (beamKind == "beamAlongX") GenerateBeamAlongX();
                                                   >>  85   if (beamKind == "isotropicFlux") GenerateIsotropicFlux();
                                                   >>  86 
                                                   >>  87   particleGun->SetParticlePosition(G4ThreeVector(x0, y0,z0));
                                                   >>  88   particleGun->GeneratePrimaryVertex(anEvent);
                                                   >>  89 }
                                                   >>  90 
                                                   >>  91 void G4HumanPhantomPrimaryGeneratorAction::GenerateBeamAlongZ()
                                                   >>  92 {
                                                   >>  93   z0 = 0.5*(worldLength)*cm;
                                                   >>  94   y0 = (worldLength)*(G4UniformRand()-0.5)*cm;
                                                   >>  95   x0 = (worldLength)*(G4UniformRand()-0.5)*cm;
                                                   >>  96  
                                                   >>  97   //z0 = 0.5*(worldLength)*cm;
                                                   >>  98   //y0 = 50. * cm + 5.*(G4UniformRand()-0.5)*cm;
                                                   >>  99   //x0 = 10.*(G4UniformRand()-0.5)*cm;
                                                   >> 100 
                                                   >> 101    G4ThreeVector direction(0.,0.,-1.);
                                                   >> 102 
                                                   >> 103 
                                                   >> 104   particleGun->SetParticleMomentumDirection(direction);
                                                   >> 105 }
                                                   >> 106 
                                                   >> 107 void G4HumanPhantomPrimaryGeneratorAction::GenerateBeamAlongX()
                                                   >> 108 {
                                                   >> 109   x0 = -0.5*(worldLength)*cm;
                                                   >> 110   y0 = (worldLength)*(G4UniformRand()-0.5)*cm;
                                                   >> 111   z0 = (worldLength)*(G4UniformRand()-0.5)*cm;
                                                   >> 112  
                                                   >> 113   G4ThreeVector direction(1.,0.,0.);
                                                   >> 114   particleGun->SetParticleMomentumDirection(direction);
                                                   >> 115 }
                                                   >> 116 void G4HumanPhantomPrimaryGeneratorAction::GenerateBeamAlongY()
                                                   >> 117 {
                                                   >> 118   y0 = 0.5*(worldLength)*cm;
                                                   >> 119   x0 = (worldLength)*(G4UniformRand()-0.5)*cm;
                                                   >> 120   z0 = (worldLength)*(G4UniformRand()-0.5)*cm;
                                                   >> 121  
                                                   >> 122   G4ThreeVector direction(0.,-1.,0.);
                                                   >> 123   particleGun->SetParticleMomentumDirection(direction);
                                                   >> 124 }
                                                   >> 125 
                                                   >> 126 void G4HumanPhantomPrimaryGeneratorAction::GenerateIsotropicFlux()
                                                   >> 127 {
                                                   >> 128   G4double random = G4UniformRand();
                                                   >> 129   G4double sum = 0.;
                                                   >> 130   G4int i = 0;
                                                   >> 131 
                                                   >> 132   while(sum<random){sum += probability[i]; i++;}
                                                   >> 133   
                                                   >> 134   if(i==1) 
                                                   >> 135     {
                                                   >> 136       z0 = -0.5*(worldLength-2.)*cm;
                                                   >> 137       y0 = (worldLength)*(G4UniformRand()-0.5)*cm;
                                                   >> 138       x0 = (worldLength)*(G4UniformRand()-0.5)*cm;
                                                   >> 139     }
                                                   >> 140 
                                                   >> 141   if(i==2) 
                                                   >> 142     {
                                                   >> 143       y0 = -0.5*(worldLength-2.)*cm;
                                                   >> 144       z0 = (worldLength)*(G4UniformRand()-0.5)*cm;
                                                   >> 145       x0 = (worldLength)*(G4UniformRand()-0.5)*cm;
                                                   >> 146     }
                                                   >> 147 
                                                   >> 148   if(i==3) 
                                                   >> 149     {
                                                   >> 150       x0 = -0.5*(worldLength-2.)*cm;
                                                   >> 151       z0 = (worldLength)*(G4UniformRand()-0.5)*cm;
                                                   >> 152       y0 = (worldLength)*(G4UniformRand()-0.5)*cm;
                                                   >> 153     }
                                                   >> 154 
                                                   >> 155   if (i==4)
                                                   >> 156     {
                                                   >> 157       z0 = 0.5*(worldLength-2.)*cm;
                                                   >> 158       y0 = (worldLength)*(G4UniformRand()-0.5)*cm;
                                                   >> 159       x0 = (worldLength)*(G4UniformRand()-0.5)*cm;
                                                   >> 160     }
                                                   >> 161 
                                                   >> 162  if(i==5) 
                                                   >> 163     {
                                                   >> 164       y0 = 0.5*(worldLength-2.)*cm;
                                                   >> 165       z0 = (worldLength)*(G4UniformRand()-0.5)*cm;
                                                   >> 166       x0 = (worldLength)*(G4UniformRand()-0.5)*cm;
                                                   >> 167     }
                                                   >> 168 
                                                   >> 169   if(i==6) 
                                                   >> 170     {
                                                   >> 171       x0 = 0.5*(worldLength-2.)*cm;
                                                   >> 172       z0 = (worldLength)*(G4UniformRand()-0.5)*cm;
                                                   >> 173       y0 = (worldLength)*(G4UniformRand()-0.5)*cm;
                                                   >> 174     } 
                                                   >> 175 
                                                   >> 176   G4double a,b,c;
                                                   >> 177   G4double n;
                                                   >> 178   do{
                                                   >> 179     a = (G4UniformRand()-0.5)/0.5;
                                                   >> 180     b = (G4UniformRand()-0.5)/0.5; 
                                                   >> 181     c = (G4UniformRand()-0.5)/0.5;
                                                   >> 182     n = a*a+b*b+c*c;
                                                   >> 183   }while(n > 1 || n == 0.0);
                                                   >> 184   n = std::sqrt(n);
                                                   >> 185   a /= n;
                                                   >> 186   b /= n;
                                                   >> 187   c /= n;
                                                   >> 188 
                                                   >> 189   G4ThreeVector direction(a,b,c);
                                                   >> 190   particleGun->SetParticleMomentumDirection(direction);  
                                                   >> 191 }
                                                   >> 192 
                                                   >> 193 void G4HumanPhantomPrimaryGeneratorAction::SetBeam(G4String beam)
                                                   >> 194 {
                                                   >> 195   if((beam == "beamAlongZ")||(beam == "beamAlongX")||
                                                   >> 196   (beam == "beamAlongY")||(beam == "isotropicFlux")) beamKind = beam;
                                                   >> 197   
                                                   >> 198   else G4cout<<"This option is not valid "<<
                                                   >> 199                "---> beamAlongZ/beamAlongY/beamAlongX/isotropicFlux"
                                                   >> 200              <<G4endl;
 53 }                                                 201 }
 54                                                   202 
 55                                                   203