// // ******************************************************************** // * 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. * // ******************************************************************** // // // $Id$ // #ifndef G4ParticleGun_h #define G4ParticleGun_h 1 #include "globals.hh" #include "G4VPrimaryGenerator.hh" #include "G4ThreeVector.hh" #include "G4ParticleDefinition.hh" #include "G4PrimaryVertex.hh" #include "G4ParticleMomentum.hh" class G4Event; class G4ParticleGunMessenger; // class description: // // This is a concrete class of G4VPrimaryGenerator. It shoots a particle of given type // into a given direction with either a given kinetic energy or momentum. // The position and time of the primary particle must be set by the corresponding // set methods of G4VPrimaryGenerator base class, otherwise zero will be set. // // The FAQ to this class is for randomizing position/direction/kinetic energy of primary // particle. But, G4ParticleGun does NOT have any way of randomization. Instead, the user's // concrete implementation of G4VUserPrimaryGeneratorAction which transmits G4Event object // to this particle gun can randomize these quantities and set to this particle gun before // invoking GeneratePrimaryVertex() method. // Note that, even if the particle gun shoots more than one particles at one invokation of // GeneratePrimaryVertex() method, all particles have the same physical quantities. If the // user wants to shoot two particles with different momentum, position, etc., invoke // GeneratePrimaryVertex() method twice and set quantities on demand to the particle gun. // class G4ParticleGun:public G4VPrimaryGenerator { public: // with description G4ParticleGun(); G4ParticleGun(G4int numberofparticles); G4ParticleGun(G4ParticleDefinition * particleDef, G4int numberofparticles = 1); // costructors. "numberofparticles" is number of particles to be shoot at one invokation // of GeneratePrimaryVertex() method. All paricles are shot with the same physical // quantities. public: virtual ~G4ParticleGun(); private: G4ParticleGun(const G4ParticleGun&); const G4ParticleGun & operator=(const G4ParticleGun&); G4int operator==(const G4ParticleGun&) const; G4int operator!=(const G4ParticleGun&) const; public: // with description virtual void GeneratePrimaryVertex(G4Event* evt); // Creates a primary vertex at the given point and put primary particles to it. // Followings are set methods for the particle properties. // SetParticleDefinition should be called first. // By using SetParticleMomentum(), both particle_momentum_direction and // particle_energy(Kinetic Energy) are set. // void SetParticleDefinition (G4ParticleDefinition * aParticleDefinition); void SetParticleEnergy(G4double aKineticEnergy); void SetParticleMomentum(G4double aMomentum); void SetParticleMomentum(G4ParticleMomentum aMomentum); void SetParticleMomentumDirection (G4ParticleMomentum aMomentumDirection) { particle_momentum_direction = aMomentumDirection.unit(); } void SetParticleCharge(G4double aCharge) { particle_charge = aCharge; } void SetParticlePolarization(G4ThreeVector aVal) { particle_polarization = aVal; } void SetNumberOfParticles(G4int i) { NumberOfParticlesToBeGenerated = i; } public: G4ParticleDefinition* GetParticleDefinition() const { return particle_definition; } G4ParticleMomentum GetParticleMomentumDirection() const { return particle_momentum_direction; } G4double GetParticleEnergy() const { return particle_energy; } G4double GetParticleMomentum() const { return particle_momentum; } G4double GetParticleCharge() const { return particle_charge; } G4ThreeVector GetParticlePolarization() const { return particle_polarization; } G4int GetNumberOfParticles() const { return NumberOfParticlesToBeGenerated; } protected: virtual void SetInitialValues(); G4int NumberOfParticlesToBeGenerated; G4ParticleDefinition* particle_definition; G4ParticleMomentum particle_momentum_direction; G4double particle_energy; G4double particle_momentum; G4double particle_charge; G4ThreeVector particle_polarization; private: G4ParticleGunMessenger* theMessenger; }; #endif