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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 /// \file electromagnetic/TestEm3/src/PrimaryG 26 /// \file electromagnetic/TestEm3/src/PrimaryGeneratorAction.cc 27 /// \brief Implementation of the PrimaryGenera 27 /// \brief Implementation of the PrimaryGeneratorAction class 28 // 28 // >> 29 // $Id: PrimaryGeneratorAction.cc 67268 2013-02-13 11:38:40Z ihrivnac $ 29 // 30 // 30 //....oooOO0OOooo........oooOO0OOooo........oo 31 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo...... 31 //....oooOO0OOooo........oooOO0OOooo........oo 32 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo...... 32 33 33 #include "PrimaryGeneratorAction.hh" 34 #include "PrimaryGeneratorAction.hh" 34 35 >> 36 #include "PrimaryGeneratorMessenger.hh" 35 #include "DetectorConstruction.hh" 37 #include "DetectorConstruction.hh" 36 #include "HistoManager.hh" 38 #include "HistoManager.hh" 37 #include "PrimaryGeneratorMessenger.hh" << 38 39 39 #include "G4Event.hh" 40 #include "G4Event.hh" 40 #include "G4ParticleDefinition.hh" << 41 #include "G4ParticleGun.hh" 41 #include "G4ParticleGun.hh" 42 #include "G4ParticleTable.hh" 42 #include "G4ParticleTable.hh" >> 43 #include "G4ParticleDefinition.hh" 43 #include "G4SystemOfUnits.hh" 44 #include "G4SystemOfUnits.hh" 44 #include "Randomize.hh" 45 #include "Randomize.hh" 45 46 46 //....oooOO0OOooo........oooOO0OOooo........oo 47 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo...... 47 48 48 PrimaryGeneratorAction::PrimaryGeneratorAction << 49 PrimaryGeneratorAction::PrimaryGeneratorAction(DetectorConstruction* det) >> 50 :G4VUserPrimaryGeneratorAction(), >> 51 fParticleGun(0), >> 52 fDetector(det), >> 53 fRndmBeam(0.), >> 54 fGunMessenger(0) 49 { 55 { 50 G4int n_particle = 1; 56 G4int n_particle = 1; 51 fParticleGun = new G4ParticleGun(n_particle) << 57 fParticleGun = new G4ParticleGun(n_particle); 52 SetDefaultKinematic(); 58 SetDefaultKinematic(); 53 << 59 54 // create a messenger for this class << 60 //create a messenger for this class 55 fGunMessenger = new PrimaryGeneratorMessenge 61 fGunMessenger = new PrimaryGeneratorMessenger(this); 56 } 62 } 57 63 58 //....oooOO0OOooo........oooOO0OOooo........oo 64 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo...... 59 65 60 PrimaryGeneratorAction::~PrimaryGeneratorActio 66 PrimaryGeneratorAction::~PrimaryGeneratorAction() 61 { 67 { 62 delete fParticleGun; 68 delete fParticleGun; 63 delete fGunMessenger; 69 delete fGunMessenger; 64 } 70 } 65 71 66 //....oooOO0OOooo........oooOO0OOooo........oo 72 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo...... 67 73 68 void PrimaryGeneratorAction::SetDefaultKinemat 74 void PrimaryGeneratorAction::SetDefaultKinematic() 69 { 75 { 70 G4ParticleTable* particleTable = G4ParticleT 76 G4ParticleTable* particleTable = G4ParticleTable::GetParticleTable(); 71 G4String particleName; 77 G4String particleName; 72 G4ParticleDefinition* particle = particleTab << 78 G4ParticleDefinition* particle >> 79 = particleTable->FindParticle(particleName="e-"); 73 fParticleGun->SetParticleDefinition(particle 80 fParticleGun->SetParticleDefinition(particle); 74 fParticleGun->SetParticleMomentumDirection(G << 81 fParticleGun->SetParticleMomentumDirection(G4ThreeVector(1.,0.,0.)); 75 fParticleGun->SetParticleEnergy(1. * GeV); << 82 fParticleGun->SetParticleEnergy(1.*GeV); 76 G4double position = -0.5 * (fDetector->GetWo << 83 G4double position = -0.5*(fDetector->GetWorldSizeX()); 77 fParticleGun->SetParticlePosition(G4ThreeVec << 84 fParticleGun->SetParticlePosition(G4ThreeVector(position,0.*cm,0.*cm)); 78 } 85 } 79 86 80 //....oooOO0OOooo........oooOO0OOooo........oo 87 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo...... 81 88 82 void PrimaryGeneratorAction::GeneratePrimaries 89 void PrimaryGeneratorAction::GeneratePrimaries(G4Event* anEvent) 83 { 90 { 84 // this function is called at the begining o << 91 //this function is called at the begining of event 85 // 92 // 86 // randomize the beam, if requested. << 93 //randomize the beam, if requested. 87 if (fRndmBeam > 0.) { << 94 if (fRndmBeam > 0.) 88 G4ThreeVector oldPosition = fParticleGun-> << 95 { 89 G4double rbeam = 0.5 * (fDetector->GetCalo << 96 G4ThreeVector oldPosition = fParticleGun->GetParticlePosition(); 90 G4double x0 = oldPosition.x(); << 97 G4double rbeam = 0.5*(fDetector->GetCalorSizeYZ())*fRndmBeam; 91 G4double y0 = oldPosition.y() + (2 * G4Uni << 98 G4double x0 = oldPosition.x(); 92 G4double z0 = oldPosition.z() + (2 * G4Uni << 99 G4double y0 = oldPosition.y() + (2*G4UniformRand()-1.)*rbeam; 93 fParticleGun->SetParticlePosition(G4ThreeV << 100 G4double z0 = oldPosition.z() + (2*G4UniformRand()-1.)*rbeam; 94 fParticleGun->GeneratePrimaryVertex(anEven << 101 fParticleGun->SetParticlePosition(G4ThreeVector(x0,y0,z0)); 95 fParticleGun->SetParticlePosition(oldPosit << 102 fParticleGun->GeneratePrimaryVertex(anEvent); 96 } << 103 fParticleGun->SetParticlePosition(oldPosition); 97 else << 104 } 98 fParticleGun->GeneratePrimaryVertex(anEven << 105 else fParticleGun->GeneratePrimaryVertex(anEvent); 99 } 106 } 100 107 101 //....oooOO0OOooo........oooOO0OOooo........oo 108 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo...... >> 109 102 110