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Geant4/examples/extended/biasing/GB03/src/GB03BOptnSplitOrKillOnBoundary.cc

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Differences between /examples/extended/biasing/GB03/src/GB03BOptnSplitOrKillOnBoundary.cc (Version 11.3.0) and /examples/extended/biasing/GB03/src/GB03BOptnSplitOrKillOnBoundary.cc (Version 10.4.p3)


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                                                   >>  26 // $Id$
 26 //                                                 27 //
 27 /// \file GB03BOptnSplitOrKillOnBoundary.cc        28 /// \file GB03BOptnSplitOrKillOnBoundary.cc
 28 /// \brief Implementation of the GB03BOptnSpli     29 /// \brief Implementation of the GB03BOptnSplitOrKillOnBoundary class
 29                                                    30 
 30 #include "GB03BOptnSplitOrKillOnBoundary.hh"   << 
 31                                                << 
 32 #include "Randomize.hh"                            31 #include "Randomize.hh"
                                                   >>  32 #include "GB03BOptnSplitOrKillOnBoundary.hh"
 33                                                    33 
 34 //....oooOO0OOooo........oooOO0OOooo........oo     34 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
 35                                                    35 
 36 GB03BOptnSplitOrKillOnBoundary::GB03BOptnSplit     36 GB03BOptnSplitOrKillOnBoundary::GB03BOptnSplitOrKillOnBoundary(G4String name)
 37   : G4VBiasingOperation(name), fParticleChange <<  37 : G4VBiasingOperation(name),
                                                   >>  38   fParticleChange(),
                                                   >>  39   fParticleChangeForNothing()
 38 {}                                                 40 {}
 39                                                    41 
 40 //....oooOO0OOooo........oooOO0OOooo........oo     42 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
 41                                                    43 
 42 GB03BOptnSplitOrKillOnBoundary::~GB03BOptnSpli <<  44 GB03BOptnSplitOrKillOnBoundary::~GB03BOptnSplitOrKillOnBoundary()
                                                   >>  45 {}
 43                                                    46 
 44 //....oooOO0OOooo........oooOO0OOooo........oo     47 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
 45                                                    48 
 46 G4double GB03BOptnSplitOrKillOnBoundary::Dista <<  49 G4double GB03BOptnSplitOrKillOnBoundary::
 47                                                <<  50 DistanceToApplyOperation( const G4Track*,
                                                   >>  51                           G4double,
                                                   >>  52                           G4ForceCondition* condition)
 48 {                                                  53 {
 49   // -- return "infinite" distance for interac     54   // -- return "infinite" distance for interaction, but asks for GenerateBiasingFinalState
 50   // -- being called anyway at the end of the      55   // -- being called anyway at the end of the step, by returning the "Forced" condition
 51   // -- flag.                                      56   // -- flag.
 52   *condition = Forced;                             57   *condition = Forced;
 53   return DBL_MAX;                                  58   return DBL_MAX;
 54 }                                                  59 }
 55                                                    60 
 56 //....oooOO0OOooo........oooOO0OOooo........oo     61 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
 57                                                    62 
 58 G4VParticleChange* GB03BOptnSplitOrKillOnBound <<  63 G4VParticleChange* 
 59                                                <<  64 GB03BOptnSplitOrKillOnBoundary::GenerateBiasingFinalState( const G4Track* track,
                                                   >>  65                                                            const G4Step*  step )
 60 {                                                  66 {
                                                   >>  67   
 61   // Check if step is limited by the geometry:     68   // Check if step is limited by the geometry: as we attached the biasing operator
 62   // to the absorber layer, this volume bounda     69   // to the absorber layer, this volume boundary is the one of the absorber.
 63   // (check of current step # of track is inel     70   // (check of current step # of track is inelegant, but is to fix a "feature"
 64   // that a cloned track can wrongly be seen i     71   // that a cloned track can wrongly be seen in the wrong volume, because of numerical
 65   // precision issue. In this case it makes a      72   // precision issue. In this case it makes a tiny step, which should be disregarded).
 66   if ((step->GetPostStepPoint()->GetStepStatus <<  73   if ( ( step->GetPostStepPoint()->GetStepStatus() == fGeomBoundary ) &&
 67       && (track->GetCurrentStepNumber() != 1)) <<  74        ( track->GetCurrentStepNumber() != 1 ) )
 68   {                                            <<  75     {
 69     // -- Before deciding for killing or split <<  76       
 70     // -- the technique or not:                <<  77       // -- Before deciding for killing or splitting, we make decision on applying
 71     G4double trial = G4UniformRand();  // -- N <<  78       // -- the technique or not:
 72                                        // -- e <<  79       G4double trial = G4UniformRand(); // -- Note: G4UniformRand() is thread-safe
 73     if (trial <= fApplyProbability) {          <<  80                                         // -- engine for random numbers
 74       // -- Get z component of track, to see i <<  81       if ( trial <= fApplyProbability )
 75       G4double pz = track->GetMomentum().z();  <<  82         {
 76                                                <<  83           // -- Get z component of track, to see if it moves forward or backward:
 77       if (pz > 0.0) {                          <<  84           G4double pz = track->GetMomentum().z();
 78         // ----------------------------------- <<  85           
 79         // Here, we are moving "forward". We d <<  86           if ( pz > 0.0 )
 80         // ----------------------------------- <<  87             {
 81                                                <<  88               // -------------------------------------------------
 82         // Get track weight:                   <<  89               // Here, we are moving "forward". We do "splitting":
 83         G4double initialWeight = track->GetWei <<  90               // -------------------------------------------------
 84         // Define the tracks weight:           <<  91               
 85         G4double weightOfTrack = initialWeight <<  92               // Get track weight:
 86                                                <<  93               G4double initialWeight = track->GetWeight();
 87         // The "particle change" is the object <<  94               // Define the tracks weight:
 88         // the tracking the update of the prim <<  95               G4double weightOfTrack = initialWeight/fSplittingFactor;
 89         // secondary tracks.                   <<  96               
 90         fParticleChange.Initialize(*track);    <<  97               // The "particle change" is the object to be used to communicate to
 91                                                <<  98               // the tracking the update of the primary state and/or creation
 92         // ask currect track weight to be chan <<  99               // secondary tracks.
 93         fParticleChange.ProposeParentWeight(we << 100               fParticleChange.Initialize(*track);
 94                                                << 101               
 95         // Now make clones of this track (this << 102               // ask currect track weight to be changed to new value:
 96         // we will then have the primary and N << 103               fParticleChange.ProposeParentWeight( weightOfTrack );
 97         // splitting by a factor N:            << 104               
 98         fParticleChange.SetNumberOfSecondaries << 105               // Now make clones of this track (this is the actual splitting):
 99         for (G4int iSplit = 1; iSplit < fSplit << 106               // we will then have the primary and N-1 clones of it, hence the
100           G4Track* clone = new G4Track(*track) << 107               // splitting by a factor N:
101           clone->SetWeight(weightOfTrack);     << 108               fParticleChange.SetNumberOfSecondaries( fSplittingFactor-1 );
102           fParticleChange.AddSecondary(clone); << 109               for ( G4int iSplit = 1 ; iSplit <  fSplittingFactor ; iSplit++ )
103         }                                      << 110                 {
104         fParticleChange.SetSecondaryWeightByPr << 111                   G4Track* clone = new G4Track( *track );
105         // -- take it as is ;) [though not nec << 112                   clone->SetWeight( weightOfTrack );
106                                                << 113                   fParticleChange.AddSecondary( clone );
107         // this new final state is returned to << 114                 }
108         return &fParticleChange;               << 115               fParticleChange.SetSecondaryWeightByProcess(true); // -- tricky
109       }                                        << 116               // -- take it as is ;) [though not necessary here, put for safety]
110                                                << 117 
111       else {                                   << 118               // this new final state is returned to the tracking;
112         // ----------------------------------- << 119               return &fParticleChange;
113         // Here, we are moving backward. We do << 120               
114         // roulette, killing 1/fSplittingFacto << 121             }
115         // ----------------------------------- << 122           
116                                                << 123           else
117         // Get track weight:                   << 124             
118         G4double initialWeight = track->GetWei << 125             {
119                                                << 126               // --------------------------------------------------------------
120         // The "particle change" is the object << 127               // Here, we are moving backward. We do killing, playing a russian
121         // the tracking the update of the prim << 128               // roulette, killing 1/fSplittingFactor of the tracks in average:
122         // secondary tracks.                   << 129               // --------------------------------------------------------------
123         fParticleChange.Initialize(*track);    << 130               
124                                                << 131               // Get track weight:
125         // Shoot a random number (in ]0,1[ seg << 132               G4double initialWeight = track->GetWeight();
126         G4double random = G4UniformRand();     << 133               
127                                                << 134               // The "particle change" is the object to be used to communicate to
128         // Decide to kill, keeping 1/fSplittin << 135               // the tracking the update of the primary state and/or creation
129         G4double survivingProbability = 1.0 /  << 136               // secondary tracks.
130         if (random > survivingProbability) {   << 137               fParticleChange.Initialize(*track);
131           // We ask for the the track to be ki << 138               
132           fParticleChange.ProposeTrackStatus(f << 139               // Shoot a random number (in ]0,1[ segment):
133         }                                      << 140               G4double random = G4UniformRand();
134         else {                                 << 141               
135           // In this case, the track survives. << 142               // Decide to kill with  1/fSplittingFactor probability:
136           // to conserve weight among killed a << 143               G4double killingProbability = 1.0/fSplittingFactor;
137           fParticleChange.ProposeParentWeight( << 144               if ( random < killingProbability )
138         }                                      << 145                 {
139                                                << 146                   // We ask for the the track to be killed:
140         // this new final state is returned to << 147                   fParticleChange.ProposeTrackStatus(fStopAndKill);
141         return &fParticleChange;               << 148                 }
142       }                                        << 149               else
143     }  // -- end of : if ( trial > probaForApp << 150                 {
144   }  // -- end of : if ( ( step->GetPostStepPo << 151                   // In this case, the track survives. We change its weight
145      //                                        << 152                   // to conserve weight among killed and survival tracks:
                                                   >> 153                   fParticleChange.ProposeParentWeight( initialWeight*fSplittingFactor );
                                                   >> 154                 }
                                                   >> 155               
                                                   >> 156               // this new final state is returned to the tracking;
                                                   >> 157               return &fParticleChange;
                                                   >> 158             }
                                                   >> 159         }  // -- end of : if ( trial > probaForApplying )
                                                   >> 160     }      // -- end of : if ( ( step->GetPostStepPoint()->GetStepStatus() ==
                                                   >> 161            //                                                       fGeomBoundary ) ...
                                                   >> 162  
146                                                   163 
147   // Here, the step was not limited by the geo    164   // Here, the step was not limited by the geometry (but certainly by a physics
148   // process). We do nothing: ie we make no ch    165   // process). We do nothing: ie we make no change to the current track.
149   fParticleChangeForNothing.Initialize(*track)    166   fParticleChangeForNothing.Initialize(*track);
150   return &fParticleChangeForNothing;              167   return &fParticleChangeForNothing;
                                                   >> 168   
151 }                                                 169 }
152                                                   170 
153 //....oooOO0OOooo........oooOO0OOooo........oo    171 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
154                                                   172