Geant4 Cross Reference |
1 // 1 // 2 // ******************************************* 2 // ******************************************************************** 3 // * License and Disclaimer 3 // * License and Disclaimer * 4 // * 4 // * * 5 // * The Geant4 software is copyright of th 5 // * The Geant4 software is copyright of the Copyright Holders of * 6 // * the Geant4 Collaboration. It is provided 6 // * the Geant4 Collaboration. It is provided under the terms and * 7 // * conditions of the Geant4 Software License 7 // * conditions of the Geant4 Software License, included in the file * 8 // * LICENSE and available at http://cern.ch/ 8 // * LICENSE and available at http://cern.ch/geant4/license . These * 9 // * include a list of copyright holders. 9 // * include a list of copyright holders. * 10 // * 10 // * * 11 // * Neither the authors of this software syst 11 // * Neither the authors of this software system, nor their employing * 12 // * institutes,nor the agencies providing fin 12 // * institutes,nor the agencies providing financial support for this * 13 // * work make any representation or warran 13 // * work make any representation or warranty, express or implied, * 14 // * regarding this software system or assum 14 // * regarding this software system or assume any liability for its * 15 // * use. Please see the license in the file 15 // * use. 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 /// \file B2/B2a/src/PrimaryGeneratorAction.cc 27 /// \file B2/B2a/src/PrimaryGeneratorAction.cc 28 /// \brief Implementation of the B2::PrimaryGe 28 /// \brief Implementation of the B2::PrimaryGeneratorAction class 29 29 30 #include "PrimaryGeneratorAction.hh" 30 #include "PrimaryGeneratorAction.hh" 31 31 32 #include "G4Box.hh" << 33 #include "G4LogicalVolume.hh" << 34 #include "G4LogicalVolumeStore.hh" 32 #include "G4LogicalVolumeStore.hh" >> 33 #include "G4LogicalVolume.hh" >> 34 #include "G4Box.hh" >> 35 #include "G4Event.hh" 35 #include "G4ParticleGun.hh" 36 #include "G4ParticleGun.hh" 36 #include "G4ParticleTable.hh" 37 #include "G4ParticleTable.hh" >> 38 #include "G4ParticleDefinition.hh" 37 #include "G4SystemOfUnits.hh" 39 #include "G4SystemOfUnits.hh" >> 40 #include "Randomize.hh" 38 41 39 namespace B2 42 namespace B2 40 { 43 { 41 44 42 //....oooOO0OOooo........oooOO0OOooo........oo 45 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo...... 43 46 44 PrimaryGeneratorAction::PrimaryGeneratorAction 47 PrimaryGeneratorAction::PrimaryGeneratorAction() 45 { 48 { 46 G4int nofParticles = 1; 49 G4int nofParticles = 1; 47 fParticleGun = new G4ParticleGun(nofParticle 50 fParticleGun = new G4ParticleGun(nofParticles); 48 51 49 // default particle kinematic 52 // default particle kinematic 50 53 51 G4ParticleDefinition* particleDefinition = << 54 G4ParticleDefinition* particleDefinition 52 G4ParticleTable::GetParticleTable()->FindP << 55 = G4ParticleTable::GetParticleTable()->FindParticle("proton"); 53 56 54 fParticleGun->SetParticleDefinition(particle 57 fParticleGun->SetParticleDefinition(particleDefinition); 55 fParticleGun->SetParticleMomentumDirection(G << 58 fParticleGun->SetParticleMomentumDirection(G4ThreeVector(0.,0.,1.)); 56 fParticleGun->SetParticleEnergy(3.0 * GeV); << 59 fParticleGun->SetParticleEnergy(3.0*GeV); 57 } 60 } 58 61 59 //....oooOO0OOooo........oooOO0OOooo........oo 62 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo...... 60 63 61 PrimaryGeneratorAction::~PrimaryGeneratorActio 64 PrimaryGeneratorAction::~PrimaryGeneratorAction() 62 { 65 { 63 delete fParticleGun; 66 delete fParticleGun; 64 } 67 } 65 68 66 //....oooOO0OOooo........oooOO0OOooo........oo 69 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo...... 67 70 68 void PrimaryGeneratorAction::GeneratePrimaries << 71 void PrimaryGeneratorAction::GeneratePrimaries(G4Event* anEvent) 69 { 72 { 70 // This function is called at the begining o 73 // This function is called at the begining of event 71 74 72 // In order to avoid dependence of PrimaryGe 75 // In order to avoid dependence of PrimaryGeneratorAction 73 // on DetectorConstruction class we get worl 76 // on DetectorConstruction class we get world volume 74 // from G4LogicalVolumeStore. 77 // from G4LogicalVolumeStore. 75 78 76 G4double worldZHalfLength = 0; 79 G4double worldZHalfLength = 0; 77 G4LogicalVolume* worldLV = G4LogicalVolumeSt << 80 G4LogicalVolume* worldLV >> 81 = G4LogicalVolumeStore::GetInstance()->GetVolume("World"); 78 G4Box* worldBox = nullptr; 82 G4Box* worldBox = nullptr; 79 if (worldLV) worldBox = dynamic_cast<G4Box*> << 83 if ( worldLV ) worldBox = dynamic_cast<G4Box*>(worldLV->GetSolid()); 80 if (worldBox) << 84 if ( worldBox ) worldZHalfLength = worldBox->GetZHalfLength(); 81 worldZHalfLength = worldBox->GetZHalfLengt << 85 else { 82 else { << 83 G4cerr << "World volume of box not found." 86 G4cerr << "World volume of box not found." << G4endl; 84 G4cerr << "Perhaps you have changed geomet 87 G4cerr << "Perhaps you have changed geometry." << G4endl; 85 G4cerr << "The gun will be place in the ce 88 G4cerr << "The gun will be place in the center." << G4endl; 86 } 89 } 87 90 88 // Starting a primary particle close to the << 91 // Note that this particular case of starting a primary particle on the world boundary 89 // << 92 // requires shooting in a direction towards inside the world. 90 fParticleGun->SetParticlePosition(G4ThreeVec << 93 fParticleGun->SetParticlePosition(G4ThreeVector(0., 0., -worldZHalfLength)); 91 94 92 fParticleGun->GeneratePrimaryVertex(event); << 95 fParticleGun->GeneratePrimaryVertex(anEvent); 93 } 96 } 94 97 95 //....oooOO0OOooo........oooOO0OOooo........oo 98 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo...... 96 99 97 } // namespace B2 << 100 } >> 101 98 102