Geant4 11.2.2
Toolkit for the simulation of the passage of particles through matter
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G4CascadeDeexciteBase Class Reference

#include <G4CascadeDeexciteBase.hh>

+ Inheritance diagram for G4CascadeDeexciteBase:

Public Member Functions

 G4CascadeDeexciteBase (const char *name)
 
virtual ~G4CascadeDeexciteBase ()
 
virtual void setVerboseLevel (G4int verbose=0)
 
- Public Member Functions inherited from G4VCascadeDeexcitation
 G4VCascadeDeexcitation (const G4String &name)
 
virtual ~G4VCascadeDeexcitation ()
 
virtual void collide (G4InuclParticle *bullet, G4InuclParticle *target, G4CollisionOutput &globalOutput)
 
virtual void deExcite (const G4Fragment &fragment, G4CollisionOutput &output)=0
 
- Public Member Functions inherited from G4VCascadeCollider
 G4VCascadeCollider (const G4String &name, G4int verbose=0)
 
virtual ~G4VCascadeCollider ()
 

Protected Member Functions

virtual G4bool explosion (const G4Fragment &target) const
 
virtual G4bool explosion (G4int A, G4int Z, G4double excitation) const
 
virtual G4bool validateOutput (const G4Fragment &target, G4CollisionOutput &output)
 
virtual G4bool validateOutput (const G4Fragment &target, const std::vector< G4InuclElementaryParticle > &particles)
 
virtual G4bool validateOutput (const G4Fragment &target, const std::vector< G4InuclNuclei > &fragments)
 
void getTargetData (const G4Fragment &target)
 
const G4FragmentmakeFragment (G4LorentzVector mom, G4int A, G4int Z, G4double EX=0.)
 
const G4FragmentmakeFragment (G4int A, G4int Z, G4double EX=0.)
 
- Protected Member Functions inherited from G4VCascadeCollider
virtual void setName (const G4String &name)
 

Protected Attributes

G4CascadeCheckBalancebalance
 
G4int A
 
G4int Z
 
G4LorentzVector PEX
 
G4double EEXS
 
G4Fragment aFragment
 
- Protected Attributes inherited from G4VCascadeCollider
G4String theName
 
G4int verboseLevel
 

Detailed Description

Definition at line 44 of file G4CascadeDeexciteBase.hh.

Constructor & Destructor Documentation

◆ G4CascadeDeexciteBase()

G4CascadeDeexciteBase::G4CascadeDeexciteBase ( const char * name)

◆ ~G4CascadeDeexciteBase()

G4CascadeDeexciteBase::~G4CascadeDeexciteBase ( )
virtual

Definition at line 54 of file G4CascadeDeexciteBase.cc.

54 {
55 delete balance;
56}

Member Function Documentation

◆ explosion() [1/2]

G4bool G4CascadeDeexciteBase::explosion ( const G4Fragment & target) const
protectedvirtual

Definition at line 109 of file G4CascadeDeexciteBase.cc.

109 {
110 return explosion(fragment.GetA_asInt(), fragment.GetZ_asInt(),
111 fragment.GetExcitationEnergy()); // in MeV
112}
virtual G4bool explosion(const G4Fragment &target) const

Referenced by G4CascadeDeexcitation::deExcite(), G4PreCompoundDeexcitation::deExcite(), and explosion().

◆ explosion() [2/2]

G4bool G4CascadeDeexciteBase::explosion ( G4int A,
G4int Z,
G4double excitation ) const
protectedvirtual

Definition at line 114 of file G4CascadeDeexciteBase.cc.

115 {
116 if (verboseLevel) G4cout << " >>> " << theName << "::explosion ?" << G4endl;
117
118 const G4int a_cut = 20;
119 const G4double be_cut = 3.0;
120
121 // Neutron balls, or small fragments with high excitations can explode
122 return ((fragA <= a_cut || fragZ==0) &&
123 (excitation >= be_cut * bindingEnergy(fragA,fragZ))
124 );
125}
double G4double
Definition G4Types.hh:83
int G4int
Definition G4Types.hh:85
#define G4endl
Definition G4ios.hh:67
G4GLOB_DLL std::ostream G4cout
G4double bindingEnergy(G4int A, G4int Z)

◆ getTargetData()

void G4CascadeDeexciteBase::getTargetData ( const G4Fragment & target)
protected

Definition at line 66 of file G4CascadeDeexciteBase.cc.

66 {
67 A = target.GetA_asInt();
68 Z = target.GetZ_asInt();
69 PEX = target.GetMomentum()/GeV; // Convert from G4 to Bertini units
70 EEXS = target.GetExcitationEnergy();
71}
G4double GetExcitationEnergy() const
const G4LorentzVector & GetMomentum() const
G4int GetZ_asInt() const
G4int GetA_asInt() const

Referenced by G4BigBanger::deExcite(), G4EquilibriumEvaporator::deExcite(), G4Fissioner::deExcite(), and G4NonEquilibriumEvaporator::deExcite().

◆ makeFragment() [1/2]

const G4Fragment & G4CascadeDeexciteBase::makeFragment ( G4int A,
G4int Z,
G4double EX = 0. )
protected

Definition at line 81 of file G4CascadeDeexciteBase.cc.

81 {
82 return makeFragment(zero, fragA, fragZ, EX);
83}
const G4Fragment & makeFragment(G4LorentzVector mom, G4int A, G4int Z, G4double EX=0.)

◆ makeFragment() [2/2]

const G4Fragment & G4CascadeDeexciteBase::makeFragment ( G4LorentzVector mom,
G4int A,
G4int Z,
G4double EX = 0. )
protected

Definition at line 86 of file G4CascadeDeexciteBase.cc.

87 {
88 if (verboseLevel>2) {
89 G4cout << " >>> " << theName << "::makeFragment " << mom << " " << fragA
90 << " " << fragZ << " " << EX << G4endl;
91 }
92
93 // Adjust four-momentum so that mass is nucleus + excitation
94 G4double mass =
95 G4InuclNuclei::getNucleiMass(fragA,fragZ) + EX/GeV;
96 mom.setVectM(mom.vect(), mass);
97
98 // Overwrite previous fragment contents, zeroing out excitons
99 aFragment.SetZandA_asInt(fragZ, fragA);
100 aFragment.SetMomentum(mom*GeV); // Bertini uses GeV!
103
104 return aFragment;
105}
void setVectM(const Hep3Vector &spatial, double mass)
Hep3Vector vect() const
void SetZandA_asInt(G4int Znew, G4int Anew, G4int Lnew=0)
void SetNumberOfHoles(G4int valueTot, G4int valueP=0)
void SetMomentum(const G4LorentzVector &value)
void SetNumberOfExcitedParticle(G4int valueTot, G4int valueP)
G4double getNucleiMass() const

Referenced by G4EquilibriumEvaporator::deExcite(), G4Fissioner::deExcite(), G4NonEquilibriumEvaporator::deExcite(), and makeFragment().

◆ setVerboseLevel()

◆ validateOutput() [1/3]

G4bool G4CascadeDeexciteBase::validateOutput ( const G4Fragment & target,
const std::vector< G4InuclElementaryParticle > & particles )
protectedvirtual

Definition at line 142 of file G4CascadeDeexciteBase.cc.

143 {
144 if (!balance) return true; // Skip checks unless requested
145
146 if (verboseLevel > 1)
147 G4cout << " >>> " << theName << "::validateOutput" << G4endl;
148
150 balance->collide(target, particles);
151 return balance->okay(); // Returns false if violations
152}
void collide(G4InuclParticle *bullet, G4InuclParticle *target, G4CollisionOutput &output)

◆ validateOutput() [2/3]

G4bool G4CascadeDeexciteBase::validateOutput ( const G4Fragment & target,
const std::vector< G4InuclNuclei > & fragments )
protectedvirtual

Definition at line 154 of file G4CascadeDeexciteBase.cc.

155 {
156 if (!balance) return true; // Skip checks unless requested
157
158 if (verboseLevel > 1)
159 G4cout << " >>> " << theName << "::validateOutput" << G4endl;
160
162 balance->collide(target, fragments);
163 return balance->okay(); // Returns false if violations
164}

◆ validateOutput() [3/3]

G4bool G4CascadeDeexciteBase::validateOutput ( const G4Fragment & target,
G4CollisionOutput & output )
protectedvirtual

Definition at line 130 of file G4CascadeDeexciteBase.cc.

131 {
132 if (!balance) return true; // Skip checks unless requested
133
134 if (verboseLevel > 1)
135 G4cout << " >>> " << theName << "::validateOutput" << G4endl;
136
138 balance->collide(target, output);
139 return balance->okay(); // Returns false if violations
140}

Referenced by G4BigBanger::deExcite(), G4EquilibriumEvaporator::deExcite(), and G4NonEquilibriumEvaporator::deExcite().

Member Data Documentation

◆ A

◆ aFragment

G4Fragment G4CascadeDeexciteBase::aFragment
protected

Definition at line 82 of file G4CascadeDeexciteBase.hh.

Referenced by makeFragment().

◆ balance

◆ EEXS

◆ PEX

◆ Z


The documentation for this class was generated from the following files: