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G4InteractionCase.cc
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26 // $Id: G4InteractionCase.cc 66241 2012-12-13 18:34:42Z gunter $
27 //
28 // 20100518 M. Kelsey -- Move code from Colliders' "bulletTargetSetter()"
29 // to setBulletTarget().
30 
31 #include "G4InteractionCase.hh"
32 #include "G4InuclParticle.hh"
34 #include "G4InuclNuclei.hh"
35 
36 
37 // Evaluate concrete types of input particles and assign bullet, target
38 
40  G4InuclParticle* part2) {
41  clear(); // Reset everything in case of failure
42 
43  // See which one of the two (or both) is a nucleus
44  G4InuclNuclei* nucl1 = dynamic_cast<G4InuclNuclei*>(part1);
45  G4InuclNuclei* nucl2 = dynamic_cast<G4InuclNuclei*>(part2);
46 
47  G4InuclElementaryParticle* had1 = dynamic_cast<G4InuclElementaryParticle*>(part1);
48  G4InuclElementaryParticle* had2 = dynamic_cast<G4InuclElementaryParticle*>(part2);
49 
50  if (nucl1 && nucl2) { // Nuclear collision, lighter is projectile
51  inter_case = -2;
52  if (nucl2->getA() >= nucl1->getA()) {
53  bullet = part1;
54  target = part2;
55  } else {
56  bullet = part2;
57  target = part1;
58  }
59  } else if (nucl1 || nucl2) { // Hadron on nucleus, hadron projectile
60  inter_case = -1;
61  if (nucl1 && had2) {
62  bullet = part2;
63  target = part1;
64  } else {
65  bullet = part1;
66  target = part2;
67  }
68  } else if (had1 && had2) { // Hadron-hadron interaction, order irrelevant
69  inter_case = had1->type() * had2->type();
70  bullet = part1;
71  target = part2;
72  }
73 }
const XML_Char * target
G4int getA() const
void set(G4InuclParticle *part1, G4InuclParticle *part2)