Geant4 Cross Reference

Cross-Referencing   Geant4
Geant4/processes/hadronic/models/inclxx/incl_physics/src/G4INCLCascadeAction.cc

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  1 //
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  3 // * License and Disclaimer                                           *
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 24 // ********************************************************************
 25 //
 26 // INCL++ intra-nuclear cascade model
 27 // Alain Boudard, CEA-Saclay, France
 28 // Joseph Cugnon, University of Liege, Belgium
 29 // Jean-Christophe David, CEA-Saclay, France
 30 // Pekka Kaitaniemi, CEA-Saclay, France, and Helsinki Institute of Physics, Finland
 31 // Sylvie Leray, CEA-Saclay, France
 32 // Davide Mancusi, CEA-Saclay, France
 33 //
 34 #define INCLXX_IN_GEANT4_MODE 1
 35 
 36 #include "globals.hh"
 37 
 38 #include "G4INCLCascadeAction.hh"
 39 #include "G4INCLLogger.hh"
 40 #include "G4INCLRandom.hh"
 41 
 42 namespace G4INCL {
 43 
 44   CascadeAction::CascadeAction() :
 45     stepCounter(0)
 46   {}
 47 
 48   CascadeAction::~CascadeAction()
 49   {}
 50 
 51   void CascadeAction::beforeRunAction(Config const *config) {
 52     beforeRunDefaultAction(config);
 53     beforeRunUserAction(config);
 54   }
 55 
 56   void CascadeAction::beforeCascadeAction(IPropagationModel *pm) {
 57     beforeCascadeDefaultAction(pm);
 58     beforeCascadeUserAction(pm);
 59   }
 60 
 61   void CascadeAction::beforePropagationAction(IPropagationModel *pm) {
 62     beforePropagationDefaultAction(pm);
 63     beforePropagationUserAction(pm);
 64   }
 65 
 66   void CascadeAction::beforeAvatarAction(IAvatar *a, Nucleus *n) {
 67     beforeAvatarDefaultAction(a, n);
 68     beforeAvatarUserAction(a, n);
 69   }
 70 
 71   void CascadeAction::afterAvatarAction(IAvatar *a, Nucleus *n, FinalState *fs) {
 72     afterAvatarDefaultAction(a, n, fs);
 73     afterAvatarUserAction(a, n, fs);
 74   }
 75 
 76   void CascadeAction::afterPropagationAction(IPropagationModel *pm, IAvatar *avatar) {
 77     afterPropagationDefaultAction(pm, avatar);
 78     afterPropagationUserAction(pm, avatar);
 79   }
 80 
 81   void CascadeAction::afterCascadeAction(Nucleus *n) {
 82     afterCascadeDefaultAction(n);
 83     afterCascadeUserAction(n);
 84   }
 85 
 86   void CascadeAction::afterRunAction() {
 87     afterRunDefaultAction();
 88     afterRunUserAction();
 89   }
 90 
 91 
 92 
 93   void CascadeAction::beforeRunDefaultAction(Config const * /*pm*/) {}
 94 
 95   void CascadeAction::beforeCascadeDefaultAction(IPropagationModel * /*pm*/) {}
 96 
 97   void CascadeAction::beforePropagationDefaultAction(IPropagationModel * /*pm*/) {
 98     // assert(pm->getNucleus()->getStore()->getBook().getCascading() == pm->getNucleus()->getStore()->countCascading());
 99   }
100 
101   void CascadeAction::beforeAvatarDefaultAction(IAvatar *a, Nucleus *n) {
102     n->getStore()->getBook().incrementAvatars(a->getType());
103     INCL_DEBUG("Random seeds before avatar " << a->getID() << ": "
104           << G4INCL::Random::getSeeds() << '\n');
105     INCL_DEBUG("Next avatar:" << '\n' << a->dump() << '\n');
106   }
107 
108   void CascadeAction::afterAvatarDefaultAction(IAvatar *a, Nucleus * /*n*/, FinalState *fs) {
109 
110     if(!fs) // do nothing if there is no final state
111       return;
112 
113     INCL_DEBUG("Random seeds after avatar " << a->getID() << ": "
114           << G4INCL::Random::getSeeds() << '\n');
115 
116     ParticleList const &modified = fs->getModifiedParticles();
117     for(ParticleIter p=modified.begin(), e=modified.end(); p!=e; ++p )
118       if(a->isACollision())
119         (*p)->incrementNumberOfCollisions();
120       else if(a->isADecay())
121         (*p)->incrementNumberOfDecays();
122 
123     ParticleList const &created = fs->getCreatedParticles();
124     for(ParticleIter p=created.begin(), e=created.end(); p!=e; ++p )
125       if(a->isACollision())
126         (*p)->incrementNumberOfCollisions();
127       else if(a->isADecay())
128         (*p)->incrementNumberOfDecays();
129 
130   }
131 
132   void CascadeAction::afterPropagationDefaultAction(IPropagationModel * /* pm */,
133                                                 IAvatar * /*avatar */) {
134     ++stepCounter; // Increment the step counter
135 
136 #ifdef INCL_DEBUG_LOG
137     //   INCL_DATABLOCK(pm->getNucleus()->getStore()->printParticleConfiguration());
138 #endif
139   }
140 
141   void CascadeAction::afterCascadeDefaultAction(Nucleus * /*pm*/) {}
142 
143   void CascadeAction::afterRunDefaultAction() {}
144 
145 }
146