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Geant4/examples/extended/biasing/GB05/src/GB05BOptnSplitAndKillByCrossSection.cc

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Differences between /examples/extended/biasing/GB05/src/GB05BOptnSplitAndKillByCrossSection.cc (Version 11.3.0) and /examples/extended/biasing/GB05/src/GB05BOptnSplitAndKillByCrossSection.cc (Version 11.2)


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 27 /// \file GB05BOptnSplitAndKillByCrossSection.     27 /// \file GB05BOptnSplitAndKillByCrossSection.cc
 28 /// \brief Implementation of the GB05BOptnSpli     28 /// \brief Implementation of the GB05BOptnSplitAndKillByCrossSection class
 29                                                    29 
 30 #include "GB05BOptnSplitAndKillByCrossSection. << 
 31                                                << 
 32 #include "Randomize.hh"                            30 #include "Randomize.hh"
                                                   >>  31 #include "GB05BOptnSplitAndKillByCrossSection.hh"
 33                                                    32 
 34 //....oooOO0OOooo........oooOO0OOooo........oo     33 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
 35                                                    34 
 36 GB05BOptnSplitAndKillByCrossSection::GB05BOptn     35 GB05BOptnSplitAndKillByCrossSection::GB05BOptnSplitAndKillByCrossSection(G4String name)
 37   : G4VBiasingOperation(name), fParticleChange <<  36 : G4VBiasingOperation(name),
                                                   >>  37   fParticleChange(),
                                                   >>  38   fInteractionLength(-1.0)
 38 {}                                                 39 {}
 39                                                    40 
 40 //....oooOO0OOooo........oooOO0OOooo........oo     41 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
 41                                                    42 
 42 GB05BOptnSplitAndKillByCrossSection::~GB05BOpt <<  43 GB05BOptnSplitAndKillByCrossSection::~GB05BOptnSplitAndKillByCrossSection()
                                                   >>  44 {}
 43                                                    45 
 44 //....oooOO0OOooo........oooOO0OOooo........oo     46 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
 45                                                    47 
 46 G4double GB05BOptnSplitAndKillByCrossSection:: <<  48 G4double GB05BOptnSplitAndKillByCrossSection::
 47                                                <<  49 DistanceToApplyOperation( const G4Track*,
                                                   >>  50                           G4double,
                                                   >>  51                           G4ForceCondition* condition)
 48 {                                                  52 {
 49   *condition = NotForced;                          53   *condition = NotForced;
 50                                                    54 
 51   // -- Sample the exponential law using the t     55   // -- Sample the exponential law using the total interaction length of processes
 52   // -- to couterbalance for:                      56   // -- to couterbalance for:
 53   G4double proposedStepLength = -std::log(G4Un <<  57   G4double proposedStepLength =  -std::log( G4UniformRand() ) * fInteractionLength;
 54                                                <<  58   
 55   return proposedStepLength;                       59   return proposedStepLength;
 56 }                                                  60 }
 57                                                    61 
 58 //....oooOO0OOooo........oooOO0OOooo........oo     62 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
 59                                                    63 
 60 G4VParticleChange*                             <<  64 G4VParticleChange* 
 61 GB05BOptnSplitAndKillByCrossSection::GenerateB <<  65 GB05BOptnSplitAndKillByCrossSection::GenerateBiasingFinalState( const G4Track* track,
                                                   >>  66                                                                 const G4Step*       )
 62 {                                                  67 {
                                                   >>  68   
 63   // -- This method is called if we have limit     69   // -- This method is called if we have limited the step.
 64   // -- We hence make the splitting or killing     70   // -- We hence make the splitting or killing.
 65                                                    71 
 66   // Get track weight:                             72   // Get track weight:
 67   G4double initialWeight = track->GetWeight();     73   G4double initialWeight = track->GetWeight();
 68                                                <<  74   
 69   // The "particle change" is the object to be     75   // The "particle change" is the object to be used to communicate to
 70   // the tracking the update of the primary st     76   // the tracking the update of the primary state and/or creation
 71   // secondary tracks.                             77   // secondary tracks.
 72   fParticleChange.Initialize(*track);              78   fParticleChange.Initialize(*track);
 73                                                    79 
 74   // -- Splitting and killing factors.             80   // -- Splitting and killing factors.
 75   // -- They are taken the same, but the killi     81   // -- They are taken the same, but the killing factor can be make bigger.
 76   G4double splittingFactor = 2.0;              <<  82   G4double splittingFactor =  2.0;
 77   G4double killingFactor = 2.0;                <<  83   G4double   killingFactor =  2.0;
 78                                                    84 
 79   if (track->GetMomentumDirection().z() > 0) { << 
 80     // -- We split if the track is moving forw << 
 81                                                    85 
 82     // Define the tracks weight:               <<  86   if ( track->GetMomentumDirection().z() > 0 )
 83     G4double weightOfTrack = initialWeight / s <<  87     {
 84                                                <<  88       // -- We split if the track is moving forward:
 85     // Ask currect track weight to be changed  <<  89       
 86     fParticleChange.ProposeParentWeight(weight <<  90       // Define the tracks weight:
 87     // Now make clones of this track (this is  <<  91       G4double weightOfTrack = initialWeight/splittingFactor;
 88     // we will then have the primary and clone <<  92       
 89     // splitting by a factor 2:                <<  93       // Ask currect track weight to be changed to new value:
 90     G4Track* clone = new G4Track(*track);      <<  94       fParticleChange.ProposeParentWeight( weightOfTrack );
 91     clone->SetWeight(weightOfTrack);           <<  95       // Now make clones of this track (this is the actual splitting):
 92     fParticleChange.AddSecondary(clone);       <<  96       // we will then have the primary and clone of it, hence the
 93     // -- Below's call added for safety & illu <<  97       // splitting by a factor 2:
 94     // -- modify the clone (ie : daughter) wei <<  98       G4Track* clone = new G4Track( *track );
 95     // -- primary. Here call not mandatory and <<  99       clone->SetWeight( weightOfTrack );
 96     fParticleChange.SetSecondaryWeightByProces << 100       fParticleChange.AddSecondary( clone );
 97   }                                            << 101       // -- Below's call added for safety & illustration : inform particle change to not
 98   else {                                       << 102       // -- modify the clone (ie : daughter) weight to male it that of the
 99     // -- We apply Russian roulette if the tra << 103       // -- primary. Here call not mandatory and both tracks have same weights.
100                                                << 104       fParticleChange.SetSecondaryWeightByProcess(true);
101     // Shoot a random number (in ]0,1[ segment << 
102     G4double random = G4UniformRand();         << 
103     G4double killingProbability = 1.0 - 1.0 /  << 
104     if (random < killingProbability) {         << 
105       // We ask for the the track to be killed << 
106       fParticleChange.ProposeTrackStatus(fStop << 
107     }                                             105     }
108     else {                                     << 106   else
109       // In this case, the track survives. We  << 107     {
110       // to conserve weight among killed and s << 108       // -- We apply Russian roulette if the track is moving backward:
111       fParticleChange.ProposeParentWeight(init << 109       
                                                   >> 110       // Shoot a random number (in ]0,1[ segment):
                                                   >> 111       G4double random = G4UniformRand();
                                                   >> 112       G4double killingProbability = 1.0 - 1.0/killingFactor;
                                                   >> 113       if ( random < killingProbability )
                                                   >> 114         {
                                                   >> 115           // We ask for the the track to be killed:
                                                   >> 116           fParticleChange.ProposeTrackStatus(fStopAndKill);
                                                   >> 117         }
                                                   >> 118       else
                                                   >> 119         {
                                                   >> 120           // In this case, the track survives. We change its weight
                                                   >> 121           // to conserve weight among killed and survival tracks:
                                                   >> 122           fParticleChange.ProposeParentWeight( initialWeight*killingFactor );
                                                   >> 123         }
112     }                                             124     }
113   }                                            << 125   
114                                                << 
115   return &fParticleChange;                        126   return &fParticleChange;
                                                   >> 127   
116 }                                                 128 }
117                                                   129 
118 //....oooOO0OOooo........oooOO0OOooo........oo    130 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
119                                                   131