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 << 28 /// \brief Implementation of the F04PrimaryGen << 29 // 27 // 30 28 31 #include "F04PrimaryGeneratorAction.hh" << 29 #include "G4ios.hh" 32 << 33 #include "F04DetectorConstruction.hh" << 34 #include "F04PrimaryGeneratorMessenger.hh" << 35 << 36 #include "G4Event.hh" 30 #include "G4Event.hh" 37 #include "G4GeometryManager.hh" << 38 #include "G4ParticleDefinition.hh" << 39 #include "G4ParticleGun.hh" 31 #include "G4ParticleGun.hh" 40 #include "G4ParticleTable.hh" 32 #include "G4ParticleTable.hh" 41 #include "G4PhysicalConstants.hh" << 33 #include "G4ParticleDefinition.hh" 42 #include "G4SystemOfUnits.hh" << 34 43 #include "G4TouchableHandle.hh" << 35 #include "G4GeometryManager.hh" 44 #include "G4ios.hh" << 36 45 #include "Randomize.hh" 37 #include "Randomize.hh" 46 38 47 //....oooOO0OOooo........oooOO0OOooo........oo << 39 #include "F04PrimaryGeneratorAction.hh" 48 40 49 F04PrimaryGeneratorAction::F04PrimaryGenerator << 41 #include "F04DetectorConstruction.hh" 50 : fDetector(detectorConstruction) << 42 #include "F04PrimaryGeneratorMessenger.hh" >> 43 >> 44 G4bool F04PrimaryGeneratorAction::first = false; >> 45 >> 46 F04PrimaryGeneratorAction::F04PrimaryGeneratorAction(F04DetectorConstruction* DC) >> 47 : Detector(DC), rndmFlag("off"), >> 48 xvertex(0.), yvertex(0.), zvertex(0.), >> 49 vertexdefined(false) 51 { 50 { 52 G4int n_particle = 1; 51 G4int n_particle = 1; 53 fParticleGun = new G4ParticleGun(n_particle) << 52 particleGun = new G4ParticleGun(n_particle); 54 << 53 55 fGunMessenger = new F04PrimaryGeneratorMesse << 54 gunMessenger = new F04PrimaryGeneratorMessenger(this); 56 55 57 G4String particleName; 56 G4String particleName; 58 G4ParticleTable* particleTable = G4ParticleT 57 G4ParticleTable* particleTable = G4ParticleTable::GetParticleTable(); 59 58 60 fParticleGun->SetParticleDefinition(particle << 59 particleGun->SetParticleDefinition(particleTable-> 61 fParticleGun->SetParticleEnergy(500. * MeV); << 60 FindParticle(particleName="proton")); 62 fParticleGun->SetParticleMomentumDirection(G << 61 particleGun->SetParticleEnergy(500.*MeV); >> 62 particleGun->SetParticleMomentumDirection(G4ThreeVector(0.,0.,1.)); 63 63 64 fZvertex = -0.5 * (fDetector->GetTargetThick << 64 zvertex = -0.5*(Detector->GetTargetThickness()); 65 fParticleGun->SetParticlePosition(G4ThreeVec << 65 particleGun->SetParticlePosition(G4ThreeVector(xvertex,yvertex,zvertex)); 66 } << 67 66 68 //....oooOO0OOooo........oooOO0OOooo........oo << 67 } 69 68 70 F04PrimaryGeneratorAction::~F04PrimaryGenerato 69 F04PrimaryGeneratorAction::~F04PrimaryGeneratorAction() 71 { 70 { 72 delete fParticleGun; << 71 delete particleGun; 73 delete fGunMessenger; << 72 delete gunMessenger; 74 } 73 } 75 74 76 //....oooOO0OOooo........oooOO0OOooo........oo << 77 << 78 void F04PrimaryGeneratorAction::GeneratePrimar 75 void F04PrimaryGeneratorAction::GeneratePrimaries(G4Event* anEvent) 79 { 76 { 80 if (!fFirst) { << 81 fFirst = true; << 82 G4ThreeVector direction(0.0, 0.0, 1.0); << 83 77 84 G4Navigator* theNavigator = << 78 if (!first) { 85 G4TransportationManager::GetTransportati << 86 if (theNavigator->GetWorldVolume()) { << 87 auto aNavigator = new G4Navigator(); << 88 aNavigator->SetWorldVolume(theNavigator- << 89 79 90 G4ThreeVector center(0., 0., 0.); << 80 first = true; 91 aNavigator->LocateGlobalPointAndSetup(ce << 92 81 93 G4TouchableHandle touchable = aNavigator << 82 G4Navigator* theNavigator = >> 83 G4TransportationManager::GetTransportationManager()-> >> 84 GetNavigatorForTracking(); >> 85 G4Navigator* aNavigator = new G4Navigator(); >> 86 if ( theNavigator->GetWorldVolume() ) >> 87 aNavigator->SetWorldVolume(theNavigator->GetWorldVolume()); 94 88 95 // set Global2local transform << 89 G4GeometryManager* geomManager = G4GeometryManager::GetInstance(); 96 fGlobal2local = touchable->GetHistory()- << 97 90 98 direction = fGlobal2local.Inverse().Tran << 91 if (!geomManager->IsGeometryClosed()) { 99 delete aNavigator; << 92 geomManager->OpenGeometry(); 100 } << 93 geomManager->CloseGeometry(true); >> 94 } 101 95 102 fParticleGun->SetParticleMomentumDirection << 96 G4ThreeVector center(0.,0.,0.); 103 } << 97 aNavigator->LocateGlobalPointAndSetup(center,0,false); 104 98 105 G4double x0, y0, z0; << 99 G4TouchableHistoryHandle fTouchable = aNavigator-> >> 100 CreateTouchableHistoryHandle(); 106 101 107 if (fVertexDefined) { << 102 // set global2local transform 108 x0 = fXvertex; << 103 global2local = fTouchable->GetHistory()->GetTopTransform(); 109 y0 = fYvertex; << 104 110 z0 = fZvertex; << 105 G4ThreeVector direction(0.0,0.0,1.0); 111 } << 106 direction = global2local.Inverse().TransformAxis(direction); 112 else { << 107 113 x0 = 0.; << 108 particleGun->SetParticleMomentumDirection(direction); 114 y0 = 0.; << 115 z0 = -0.5 * (fDetector->GetTargetThickness << 116 } 109 } 117 110 118 G4double r0, phi0; << 111 G4double x0,y0,z0 ; 119 112 120 if (fRndmFlag == "on") { << 113 if(vertexdefined) 121 r0 = (fDetector->GetTargetRadius()) * std: << 114 { 122 phi0 = twopi * G4UniformRand(); << 115 x0 = xvertex ; 123 x0 = r0 * std::cos(phi0); << 116 y0 = yvertex ; 124 y0 = r0 * std::sin(phi0); << 117 z0 = zvertex ; >> 118 } >> 119 else >> 120 { >> 121 x0 = 0. ; >> 122 y0 = 0. ; >> 123 z0 = -0.5*(Detector->GetTargetThickness()); 125 } 124 } 126 125 127 G4ThreeVector localPosition(x0, y0, z0); << 126 G4double r0,phi0 ; 128 G4ThreeVector globalPosition = fGlobal2local << 129 127 130 fParticleGun->SetParticlePosition(globalPosi << 128 if (rndmFlag == "on") 131 fParticleGun->GeneratePrimaryVertex(anEvent) << 129 { 132 } << 130 r0 = (Detector->GetTargetRadius())*std::sqrt(G4UniformRand()); >> 131 phi0 = twopi*G4UniformRand(); >> 132 x0 = r0*std::cos(phi0); >> 133 y0 = r0*std::sin(phi0); >> 134 } >> 135 >> 136 G4ThreeVector localPosition(x0,y0,z0); >> 137 G4ThreeVector globalPosition = >> 138 global2local.Inverse().TransformPoint(localPosition); 133 139 134 //....oooOO0OOooo........oooOO0OOooo........oo << 140 particleGun->SetParticlePosition(globalPosition); >> 141 particleGun->GeneratePrimaryVertex(anEvent); >> 142 } 135 143 136 void F04PrimaryGeneratorAction::SetXvertex(G4d << 144 void F04PrimaryGeneratorAction::Setxvertex(G4double x) 137 { 145 { 138 fVertexDefined = true; << 146 vertexdefined = true ; 139 fXvertex = x; << 147 xvertex = x ; 140 G4cout << " X coordinate of the primary vert << 148 G4cout << " X coordinate of the primary vertex = " << xvertex/mm << >> 149 " mm." << G4endl; 141 } 150 } 142 151 143 //....oooOO0OOooo........oooOO0OOooo........oo << 152 void F04PrimaryGeneratorAction::Setyvertex(G4double y) 144 << 145 void F04PrimaryGeneratorAction::SetYvertex(G4d << 146 { 153 { 147 fVertexDefined = true; << 154 vertexdefined = true ; 148 fYvertex = y; << 155 yvertex = y ; 149 G4cout << " Y coordinate of the primary vert << 156 G4cout << " Y coordinate of the primary vertex = " << yvertex/mm << >> 157 " mm." << G4endl; 150 } 158 } 151 159 152 //....oooOO0OOooo........oooOO0OOooo........oo << 160 void F04PrimaryGeneratorAction::Setzvertex(G4double z) 153 << 154 void F04PrimaryGeneratorAction::SetZvertex(G4d << 155 { 161 { 156 fVertexDefined = true; << 162 vertexdefined = true ; 157 fZvertex = z; << 163 zvertex = z ; 158 G4cout << " Z coordinate of the primary vert << 164 G4cout << " Z coordinate of the primary vertex = " << zvertex/mm << >> 165 " mm." << G4endl; 159 } 166 } 160 167