Geant4 Cross Reference |
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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 // 26 // 27 /// \file field/field04/src/F04PrimaryGenerato 27 /// \file field/field04/src/F04PrimaryGeneratorAction.cc 28 /// \brief Implementation of the F04PrimaryGen 28 /// \brief Implementation of the F04PrimaryGeneratorAction class 29 // 29 // 30 30 31 #include "F04PrimaryGeneratorAction.hh" << 31 #include "G4ios.hh" 32 << 33 #include "F04DetectorConstruction.hh" << 34 #include "F04PrimaryGeneratorMessenger.hh" << 35 << 36 #include "G4Event.hh" 32 #include "G4Event.hh" 37 #include "G4GeometryManager.hh" << 38 #include "G4ParticleDefinition.hh" << 39 #include "G4ParticleGun.hh" 33 #include "G4ParticleGun.hh" 40 #include "G4ParticleTable.hh" 34 #include "G4ParticleTable.hh" >> 35 #include "G4ParticleDefinition.hh" >> 36 >> 37 #include "G4GeometryManager.hh" >> 38 >> 39 #include "Randomize.hh" 41 #include "G4PhysicalConstants.hh" 40 #include "G4PhysicalConstants.hh" 42 #include "G4SystemOfUnits.hh" 41 #include "G4SystemOfUnits.hh" 43 #include "G4TouchableHandle.hh" << 42 44 #include "G4ios.hh" << 43 #include "F04PrimaryGeneratorAction.hh" 45 #include "Randomize.hh" << 44 >> 45 #include "F04DetectorConstruction.hh" >> 46 #include "F04PrimaryGeneratorMessenger.hh" 46 47 47 //....oooOO0OOooo........oooOO0OOooo........oo 48 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo...... 48 49 49 F04PrimaryGeneratorAction::F04PrimaryGenerator << 50 F04PrimaryGeneratorAction:: 50 : fDetector(detectorConstruction) << 51 F04PrimaryGeneratorAction(F04DetectorConstruction* detectorConstruction) >> 52 : fDetector(detectorConstruction), fRndmFlag("off"), fFirst(false), >> 53 fXvertex(0.), fYvertex(0.), fZvertex(0.), >> 54 fVertexdefined(false) 51 { 55 { 52 G4int n_particle = 1; 56 G4int n_particle = 1; 53 fParticleGun = new G4ParticleGun(n_particle) << 57 fParticleGun = new G4ParticleGun(n_particle); 54 58 55 fGunMessenger = new F04PrimaryGeneratorMesse 59 fGunMessenger = new F04PrimaryGeneratorMessenger(this); 56 60 57 G4String particleName; 61 G4String particleName; 58 G4ParticleTable* particleTable = G4ParticleT 62 G4ParticleTable* particleTable = G4ParticleTable::GetParticleTable(); 59 63 60 fParticleGun->SetParticleDefinition(particle << 64 fParticleGun->SetParticleDefinition(particleTable-> 61 fParticleGun->SetParticleEnergy(500. * MeV); << 65 FindParticle(particleName="proton")); 62 fParticleGun->SetParticleMomentumDirection(G << 66 fParticleGun->SetParticleEnergy(500.*MeV); >> 67 fParticleGun->SetParticleMomentumDirection(G4ThreeVector(0.,0.,1.)); >> 68 >> 69 fZvertex = -0.5*(fDetector->GetTargetThickness()); >> 70 fParticleGun->SetParticlePosition(G4ThreeVector(fXvertex,fYvertex,fZvertex)); 63 71 64 fZvertex = -0.5 * (fDetector->GetTargetThick << 65 fParticleGun->SetParticlePosition(G4ThreeVec << 66 } 72 } 67 73 68 //....oooOO0OOooo........oooOO0OOooo........oo 74 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo...... 69 75 70 F04PrimaryGeneratorAction::~F04PrimaryGenerato 76 F04PrimaryGeneratorAction::~F04PrimaryGeneratorAction() 71 { 77 { 72 delete fParticleGun; 78 delete fParticleGun; 73 delete fGunMessenger; 79 delete fGunMessenger; 74 } 80 } 75 81 76 //....oooOO0OOooo........oooOO0OOooo........oo 82 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo...... 77 83 78 void F04PrimaryGeneratorAction::GeneratePrimar 84 void F04PrimaryGeneratorAction::GeneratePrimaries(G4Event* anEvent) 79 { 85 { 80 if (!fFirst) { << 81 fFirst = true; << 82 G4ThreeVector direction(0.0, 0.0, 1.0); << 83 86 84 G4Navigator* theNavigator = << 87 if (!fFirst) { 85 G4TransportationManager::GetTransportati << 86 if (theNavigator->GetWorldVolume()) { << 87 auto aNavigator = new G4Navigator(); << 88 aNavigator->SetWorldVolume(theNavigator- << 89 << 90 G4ThreeVector center(0., 0., 0.); << 91 aNavigator->LocateGlobalPointAndSetup(ce << 92 << 93 G4TouchableHandle touchable = aNavigator << 94 88 95 // set Global2local transform << 89 fFirst = true; 96 fGlobal2local = touchable->GetHistory()- << 90 G4ThreeVector direction(0.0,0.0,1.0); 97 91 98 direction = fGlobal2local.Inverse().Tran << 92 G4Navigator* theNavigator = 99 delete aNavigator; << 93 G4TransportationManager::GetTransportationManager()-> 100 } << 94 GetNavigatorForTracking(); >> 95 if ( theNavigator->GetWorldVolume() ) >> 96 { >> 97 G4Navigator* aNavigator = new G4Navigator(); >> 98 aNavigator->SetWorldVolume(theNavigator->GetWorldVolume()); >> 99 >> 100 G4ThreeVector center(0.,0.,0.); >> 101 aNavigator->LocateGlobalPointAndSetup(center,0,false); >> 102 >> 103 G4TouchableHistoryHandle touchable = aNavigator-> >> 104 CreateTouchableHistoryHandle(); >> 105 >> 106 // set Global2local transform >> 107 fGlobal2local = touchable->GetHistory()->GetTopTransform(); >> 108 >> 109 direction = fGlobal2local.Inverse().TransformAxis(direction); >> 110 delete aNavigator; >> 111 } 101 112 102 fParticleGun->SetParticleMomentumDirection << 113 fParticleGun->SetParticleMomentumDirection(direction); 103 } 114 } 104 115 105 G4double x0, y0, z0; << 116 G4double x0,y0,z0 ; 106 117 107 if (fVertexDefined) { << 118 if(fVertexdefined) 108 x0 = fXvertex; << 119 { 109 y0 = fYvertex; << 120 x0 = fXvertex ; 110 z0 = fZvertex; << 121 y0 = fYvertex ; >> 122 z0 = fZvertex ; 111 } 123 } 112 else { << 124 else 113 x0 = 0.; << 125 { 114 y0 = 0.; << 126 x0 = 0. ; 115 z0 = -0.5 * (fDetector->GetTargetThickness << 127 y0 = 0. ; >> 128 z0 = -0.5*(fDetector->GetTargetThickness()); 116 } 129 } 117 130 118 G4double r0, phi0; 131 G4double r0, phi0; 119 132 120 if (fRndmFlag == "on") { << 133 if (fRndmFlag == "on") 121 r0 = (fDetector->GetTargetRadius()) * std: << 134 { 122 phi0 = twopi * G4UniformRand(); << 135 r0 = (fDetector->GetTargetRadius())*std::sqrt(G4UniformRand()); 123 x0 = r0 * std::cos(phi0); << 136 phi0 = twopi*G4UniformRand(); 124 y0 = r0 * std::sin(phi0); << 137 x0 = r0*std::cos(phi0); >> 138 y0 = r0*std::sin(phi0); 125 } 139 } 126 140 127 G4ThreeVector localPosition(x0, y0, z0); << 141 G4ThreeVector localPosition(x0,y0,z0); 128 G4ThreeVector globalPosition = fGlobal2local << 142 G4ThreeVector globalPosition = >> 143 fGlobal2local.Inverse().TransformPoint(localPosition); 129 144 130 fParticleGun->SetParticlePosition(globalPosi 145 fParticleGun->SetParticlePosition(globalPosition); 131 fParticleGun->GeneratePrimaryVertex(anEvent) 146 fParticleGun->GeneratePrimaryVertex(anEvent); 132 } 147 } 133 148 134 //....oooOO0OOooo........oooOO0OOooo........oo 149 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo...... 135 150 136 void F04PrimaryGeneratorAction::SetXvertex(G4d 151 void F04PrimaryGeneratorAction::SetXvertex(G4double x) 137 { 152 { 138 fVertexDefined = true; << 153 fVertexdefined = true; 139 fXvertex = x; 154 fXvertex = x; 140 G4cout << " X coordinate of the primary vert << 155 G4cout << " X coordinate of the primary vertex = " << fXvertex/mm << >> 156 " mm." << G4endl; 141 } 157 } 142 158 143 //....oooOO0OOooo........oooOO0OOooo........oo 159 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo...... 144 160 145 void F04PrimaryGeneratorAction::SetYvertex(G4d 161 void F04PrimaryGeneratorAction::SetYvertex(G4double y) 146 { 162 { 147 fVertexDefined = true; << 163 fVertexdefined = true; 148 fYvertex = y; 164 fYvertex = y; 149 G4cout << " Y coordinate of the primary vert << 165 G4cout << " Y coordinate of the primary vertex = " << fYvertex/mm << >> 166 " mm." << G4endl; 150 } 167 } 151 168 152 //....oooOO0OOooo........oooOO0OOooo........oo 169 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo...... 153 170 154 void F04PrimaryGeneratorAction::SetZvertex(G4d 171 void F04PrimaryGeneratorAction::SetZvertex(G4double z) 155 { 172 { 156 fVertexDefined = true; << 173 fVertexdefined = true; 157 fZvertex = z; 174 fZvertex = z; 158 G4cout << " Z coordinate of the primary vert << 175 G4cout << " Z coordinate of the primary vertex = " << fZvertex/mm << >> 176 " mm." << G4endl; 159 } 177 } 160 178