Geant4 11.2.2
Toolkit for the simulation of the passage of particles through matter
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G4ParticleGun.hh
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1//
2// ********************************************************************
3// * License and Disclaimer *
4// * *
5// * The Geant4 software is copyright of the Copyright Holders of *
6// * the Geant4 Collaboration. It is provided under the terms and *
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14// * regarding this software system or assume any liability for its *
15// * use. Please see the license in the file LICENSE and URL above *
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17// * *
18// * This code implementation is the result of the scientific and *
19// * technical work of the GEANT4 collaboration. *
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21// * any work based on the software) you agree to acknowledge its *
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24// ********************************************************************
25//
26// G4ParticleGum
27//
28// Class description:
29//
30// This is a concrete class of G4VPrimaryGenerator. It shoots a particle of
31// given type into a given direction with either a given kinetic energy or
32// momentum.
33// The position and time of the primary particle must be set by the
34// corresponding set methods of the G4VPrimaryGenerator base class, otherwise
35// zero will be set.
36//
37// The FAQ to this class is for randomizing position/direction/kinetic energy
38// of the primary particle. But, G4ParticleGun does NOT have any way of
39// randomization. Instead, the user's concrete implementation of
40// G4VUserPrimaryGeneratorAction which transfer the G4Event object
41// to this particle gun can randomize these quantities and set to this
42// particle gun before invoking GeneratePrimaryVertex() method.
43// Note that, even if the particle gun shoots more than one particles at one
44// invokation of the GeneratePrimaryVertex() method, all particles have the
45// same physical quantities. If the user wants to shoot two particles with
46// different momentum, position, etc., should invoke GeneratePrimaryVertex()
47// method twice and set quantities on demand to the particle gun.
48
49// Author: Makoto Asai, 1997
50// --------------------------------------------------------------------
51#ifndef G4ParticleGun_hh
52#define G4ParticleGun_hh 1
53
54#include "globals.hh"
56#include "G4ThreeVector.hh"
58#include "G4PrimaryVertex.hh"
59#include "G4ParticleMomentum.hh"
60
61class G4Event;
63
65{
66 public:
67
69 explicit G4ParticleGun(G4int numberofparticles);
70 explicit G4ParticleGun(G4ParticleDefinition* particleDef,
71 G4int numberofparticles = 1);
72 // Costructors. "numberofparticles" is the number of particles to be
73 // shot at one invokation of GeneratePrimaryVertex() method.
74 // All particles are shot with the same physical quantities.
75
76 ~G4ParticleGun() override;
77
78 G4ParticleGun(const G4ParticleGun&) = delete;
79 const G4ParticleGun& operator=(const G4ParticleGun&) = delete;
80 G4bool operator==(const G4ParticleGun&) const = delete;
81 G4bool operator!=(const G4ParticleGun&) const = delete;
82
83 void GeneratePrimaryVertex(G4Event* evt) override;
84 // Creates a primary vertex at the given point
85 // and put primary particles to it.
86
87 // Followings are the Set methods for the particle properties.
88 // SetParticleDefinition() should be called first.
89 // By using SetParticleMomentum(), both particle_momentum_direction and
90 // particle_energy(Kinetic Energy) are set.
91 //
92 void SetParticleDefinition(G4ParticleDefinition* aParticleDefinition);
93 void SetParticleEnergy(G4double aKineticEnergy);
94 void SetParticleMomentum(G4double aMomentum);
97 { particle_momentum_direction = aMomDirection.unit(); }
98 inline void SetParticleCharge(G4double aCharge)
99 { particle_charge = aCharge; }
105 { particle_weight = w; }
106
112 { return particle_energy; }
114 { return particle_momentum; }
116 { return particle_charge; }
122 { return particle_weight; }
123
124 protected:
125
126 virtual void SetInitialValues();
127
136
137 private:
138
139 G4ParticleGunMessenger* theMessenger = nullptr;
140};
141
142#endif
143
144
double G4double
Definition G4Types.hh:83
bool G4bool
Definition G4Types.hh:86
int G4int
Definition G4Types.hh:85
Hep3Vector unit() const
G4double particle_momentum
virtual void SetInitialValues()
const G4ParticleGun & operator=(const G4ParticleGun &)=delete
G4ThreeVector GetParticlePolarization() const
G4ParticleMomentum GetParticleMomentumDirection() const
G4double particle_energy
G4bool operator!=(const G4ParticleGun &) const =delete
G4double GetParticleMomentum() const
G4ParticleGun(const G4ParticleGun &)=delete
G4bool operator==(const G4ParticleGun &) const =delete
void SetNumberOfParticles(G4int i)
void SetParticlePolarization(G4ThreeVector aVal)
void SetParticleWeight(G4double w)
G4double GetParticleWeight() const
G4ParticleDefinition * GetParticleDefinition() const
void GeneratePrimaryVertex(G4Event *evt) override
void SetParticleDefinition(G4ParticleDefinition *aParticleDefinition)
G4ThreeVector particle_polarization
G4ParticleMomentum particle_momentum_direction
G4int NumberOfParticlesToBeGenerated
G4double particle_charge
~G4ParticleGun() override
G4int GetNumberOfParticles() const
void SetParticleEnergy(G4double aKineticEnergy)
void SetParticleMomentumDirection(G4ParticleMomentum aMomDirection)
G4double GetParticleCharge() const
G4ParticleDefinition * particle_definition
void SetParticleMomentum(G4double aMomentum)
G4double GetParticleEnergy() const
G4double particle_weight
void SetParticleCharge(G4double aCharge)