G4ParaFissionModel.hh

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00026 #ifndef G4ParaFissionModel_h
00027 #define G4ParaFissionModel_h 1
00028 
00029 #include "G4CompetitiveFission.hh"
00030 #include "G4ExcitationHandler.hh"
00031 #include "G4HadronicInteraction.hh"
00032 #include "G4NucleiProperties.hh"
00033 //#include "G4ParticleTable.hh"
00034 
00035 // Class Description
00036 // Final state production model for (based on evaluated data
00037 // libraries) description of neutron induced fission below 60 MeV; 
00038 // In case you need the fission fragments, use this model.
00039 // To be used in your physics list in case you need this physics.
00040 // In this case you want to register an object of this class with 
00041 // the corresponding process.
00042 
00043 
00044 class G4ParaFissionModel : public G4HadronicInteraction
00045 {
00046 public:
00047 
00048   G4ParaFissionModel() 
00049   {
00050     SetMinEnergy( 0.0 );
00051     SetMaxEnergy( 60.*MeV );
00052   }
00053 
00054   virtual ~G4ParaFissionModel() {};
00055   
00056   virtual G4HadFinalState* ApplyYourself(const G4HadProjectile& aTrack, 
00057                                          G4Nucleus& theNucleus)
00058   {
00059     theParticleChange.Clear();
00060     theParticleChange.SetStatusChange( stopAndKill );
00061     theParticleChange.SetEnergyChange( 0.0 );
00062     
00063     // prepare the fragment
00064 
00065     G4int A = theNucleus.GetA_asInt();
00066     G4int Z = theNucleus.GetZ_asInt();
00067     G4double nucMass = G4NucleiProperties::GetNuclearMass(A, Z);
00068      
00069     G4int numberOfEx = aTrack.GetDefinition()->GetBaryonNumber();
00070     G4int numberOfCh = G4int(aTrack.GetDefinition()->GetPDGCharge() + 0.5);
00071     G4int numberOfHoles = 0;
00072 
00073     A += numberOfEx;
00074     Z += numberOfCh;
00075      
00076     G4LorentzVector v = aTrack.Get4Momentum() + G4LorentzVector(0.0,0.0,0.0,nucMass);
00077     G4Fragment anInitialState(A,Z,v);
00078     anInitialState.SetNumberOfExcitedParticle(numberOfEx,numberOfCh); 
00079     anInitialState.SetNumberOfHoles(0,0);
00080 
00081     // do the fission
00082     G4FragmentVector * theFissionResult = theFission.BreakUp(anInitialState);
00083     
00084     // deexcite the fission fragments and fill result
00085 
00086     G4int ll = theFissionResult->size();
00087     for(G4int i=0; i<ll; i++)
00088     {
00089       G4ReactionProductVector* theExcitationResult = 0; 
00090       G4Fragment* aFragment = (*theFissionResult)[i];
00091       if(aFragment->GetExcitationEnergy() > keV)
00092       {
00093         theExcitationResult = theHandler.BreakItUp(*aFragment);
00094 
00095         // add secondaries
00096         for(G4int j = 0; j < G4int(theExcitationResult->size()); j++)
00097         {
00098           G4ReactionProduct* rp0 = (*theExcitationResult)[j];
00099           G4DynamicParticle* p0 = 
00100             new G4DynamicParticle(rp0->GetDefinition(),rp0->GetMomentum());
00101           theParticleChange.AddSecondary(p0);
00102           delete rp0;
00103         }
00104         delete theExcitationResult;
00105       }
00106       else
00107       {
00108         // add secondary
00109         G4DynamicParticle* p0 = 
00110           new G4DynamicParticle(aFragment->GetParticleDefinition(),
00111                                 aFragment->GetMomentum());
00112         theParticleChange.AddSecondary(p0);
00113       }
00114       delete aFragment;
00115     }
00116 
00117     delete theFissionResult;
00118     
00119     return &theParticleChange;
00120   }
00121 private:
00122 
00123   G4CompetitiveFission theFission;
00124   G4ExcitationHandler theHandler;
00125   
00126   G4HadFinalState theParticleChange;
00127 };
00128 #endif

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