// // ******************************************************************** // * License and Disclaimer * // * * // * The Geant4 software is copyright of the Copyright Holders of * // * the Geant4 Collaboration. It is provided under the terms and * // * conditions of the Geant4 Software License, included in the file * // * LICENSE and available at http://cern.ch/geant4/license . These * // * include a list of copyright holders. * // * * // * Neither the authors of this software system, nor their employing * // * institutes,nor the agencies providing financial support for this * // * work make any representation or warranty, express or implied, * // * regarding this software system or assume any liability for its * // * use. Please see the license in the file LICENSE and URL above * // * for the full disclaimer and the limitation of liability. * // * * // * This code implementation is the result of the scientific and * // * technical work of the GEANT4 collaboration. * // * By using, copying, modifying or distributing the software (or * // * any work based on the software) you agree to acknowledge its * // * use in resulting scientific publications, and indicate your * // * acceptance of all terms of the Geant4 Software license. * // ******************************************************************** // // $Id$ // // G4MuMinusCaptureCascade physics process -------- // Vladimir Ivanchenko, April 2000 // // Modified: // 14.11.06 Add inline functions (V.Ivanchenko) // //----------------------------------------------------------------------------- #ifndef G4MuMinusCaptureCascade_h #define G4MuMinusCaptureCascade_h 1 #include #include "globals.hh" #include "Randomize.hh" #include "G4ParticleDefinition.hh" #include "G4ThreeVector.hh" class G4GHEKinematicsVector; class G4MuMinusCaptureCascade { public: G4MuMinusCaptureCascade(); ~G4MuMinusCaptureCascade(); G4int DoCascade(const G4double Z, const G4double A, G4GHEKinematicsVector* Cascade); void DoBoundMuonMinusDecay(G4double Z, G4int* nCascade, G4GHEKinematicsVector* Cascade); G4double GetKShellEnergy(G4double Z); G4ThreeVector& GetRandomVec(); private: G4double GetLinApprox(G4int N, const G4double* X, const G4double* Y, G4double Xuser); void AddNewParticle(G4ParticleDefinition* aParticle, G4ThreeVector& Momentum, G4double mass, G4int* nParticle, G4GHEKinematicsVector* Cascade); // hide assignment operator as private G4MuMinusCaptureCascade& operator=(const G4MuMinusCaptureCascade &right); G4MuMinusCaptureCascade(const G4MuMinusCaptureCascade& ); G4double Emass, MuMass; G4ParticleDefinition* theElectron; G4ParticleDefinition* theGamma; G4ThreeVector randomVect; }; //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo.... inline G4double G4MuMinusCaptureCascade::GetLinApprox(G4int N, const G4double* X, const G4double* Y, G4double Xuser) { G4double Yuser; if(Xuser <= X[0]) Yuser = Y[0]; else if(Xuser >= X[N-1]) Yuser = Y[N-1]; else { G4int i; for (i=1; i