| 1 | <!-- ******************************************************** -->
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| 2 | <!-- -->
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| 3 | <!-- [History] -->
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| 4 | <!-- Changed by: Katsuya Amako, 4-Aug-1998 -->
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| 5 | <!-- Changed by: Dennis Wright, 29-Nov-2001 -->
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| 6 | <!-- Proof read by: Joe Chuma, 15-Jun-1999 -->
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| 7 | <!-- Converted to DocBook: Katsuya Amako, Aug-2006 -->
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| 8 | <!-- -->
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| 9 | <!-- ******************************************************** -->
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| 10 |
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| 11 |
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| 12 | <!-- ******************* Section (Level#1) ****************** -->
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| 13 | <sect1 id="sect.HowToGenEvent">
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| 14 | <title>
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| 15 | How to Generate a Primary Event
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| 16 | </title>
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| 17 |
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| 18 | <!-- ******************* Section (Level#2) ****************** -->
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| 19 | <sect2 id="sect.HowToGenEvent.GenPrimary">
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| 20 | <title>
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| 21 | Generating Primary Events
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| 22 | </title>
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| 23 |
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| 24 | <para>
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| 25 | <emphasis>G4VuserPrimaryGeneratorAction</emphasis> is one of the mandatory
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| 26 | classes available for deriving your own concrete class. In your
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| 27 | concrete class, you have to specify how a primary event should be
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| 28 | generated. Actual generation of primary particles will be done by
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| 29 | concrete classes of <emphasis>G4VPrimaryGenerator</emphasis>, explained in the
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| 30 | following sub-section. Your <emphasis>G4VUserPrimaryGeneratorAction</emphasis>
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| 31 | concrete class just arranges the way primary particles are generated.
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| 32 |
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| 33 | <example id="programlist_HowToGenEvent_1">
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| 34 | <title>
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| 35 | An example of a <emphasis>G4VUserPrimaryGeneratorAction</emphasis>
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| 36 | concrete class using <emphasis>G4ParticleGun</emphasis>.
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| 37 | For the usage of <emphasis>G4ParticleGun</emphasis> refer to the
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| 38 | next subsection.
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| 39 | </title>
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| 40 |
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| 41 | <programlisting>
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| 42 | #ifndef ExN01PrimaryGeneratorAction_h
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| 43 | #define ExN01PrimaryGeneratorAction_h 1
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| 44 |
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| 45 | #include "G4VUserPrimaryGeneratorAction.hh"
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| 46 |
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| 47 | class G4ParticleGun;
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| 48 | class G4Event;
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| 49 |
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| 50 | class ExN01PrimaryGeneratorAction : public G4VUserPrimaryGeneratorAction
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| 51 | {
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| 52 | public:
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| 53 | ExN01PrimaryGeneratorAction();
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| 54 | ~ExN01PrimaryGeneratorAction();
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| 55 |
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| 56 | public:
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| 57 | void generatePrimaries(G4Event* anEvent);
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| 58 |
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| 59 | private:
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| 60 | G4ParticleGun* particleGun;
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| 61 | };
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| 62 |
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| 63 | #endif
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| 64 |
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| 65 | #include "ExN01PrimaryGeneratorAction.hh"
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| 66 | #include "G4Event.hh"
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| 67 | #include "G4ParticleGun.hh"
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| 68 | #include "G4ThreeVector.hh"
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| 69 | #include "G4Geantino.hh"
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| 70 | #include "globals.hh"
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| 71 |
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| 72 | ExN01PrimaryGeneratorAction::ExN01PrimaryGeneratorAction()
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| 73 | {
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| 74 | G4int n_particle = 1;
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| 75 | particleGun = new G4ParticleGun(n_particle);
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| 76 |
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| 77 | particleGun->SetParticleDefinition(G4Geantino::GeantinoDefinition());
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| 78 | particleGun->SetParticleEnergy(1.0*GeV);
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| 79 | particleGun->SetParticlePosition(G4ThreeVector(-2.0*m,0.0*m,0.0*m));
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| 80 | }
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| 81 |
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| 82 | ExN01PrimaryGeneratorAction::~ExN01PrimaryGeneratorAction()
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| 83 | {
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| 84 | delete particleGun;
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| 85 | }
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| 86 |
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| 87 | void ExN01PrimaryGeneratorAction::generatePrimaries(G4Event* anEvent)
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| 88 | {
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| 89 | G4int i = anEvent->get_eventID() % 3;
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| 90 | switch(i)
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| 91 | {
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| 92 | case 0:
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| 93 | particleGun->SetParticleMomentumDirection(G4ThreeVector(1.0,0.0,0.0));
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| 94 | break;
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| 95 | case 1:
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| 96 | particleGun->SetParticleMomentumDirection(G4ThreeVector(1.0,0.1,0.0));
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| 97 | break;
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| 98 | case 2:
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| 99 | particleGun->SetParticleMomentumDirection(G4ThreeVector(1.0,0.0,0.1));
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| 100 | break;
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| 101 | }
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| 102 |
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| 103 | particleGun->generatePrimaryVertex(anEvent);
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| 104 | }
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| 105 | </programlisting>
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| 106 | </example>
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| 107 |
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| 108 | </para>
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| 109 |
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| 110 |
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| 111 | <!-- ******************* Section (Level#3) ****************** -->
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| 112 | <sect3 id="sect.HowToGenEvent.GenPrimary.SelectGenerator">
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| 113 | <title>
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| 114 | Selection of the generator
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| 115 | </title>
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| 116 |
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| 117 | <para>
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| 118 | In the constructor of your <emphasis>G4VUserPrimaryGeneratorAction</emphasis>,
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| 119 | you should instantiate the primary generator(s). If necessary, you
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| 120 | need to set some initial conditions for the generator(s).
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| 121 | </para>
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| 122 |
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| 123 | <para>
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| 124 | In <xref linkend="programlist_HowToGenEvent_1" />,
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| 125 | <emphasis>G4ParticleGun</emphasis> is constructed to
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| 126 | use as the actual primary particle generator. Methods of
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| 127 | <emphasis>G4ParticleGun</emphasis> are described in the following section. Please
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| 128 | note that the primary generator object(s) you construct in your
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| 129 | <emphasis>G4VUserPrimaryGeneratorAction</emphasis> concrete class must be deleted
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| 130 | in your destructor.
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| 131 | </para>
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| 132 |
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| 133 | </sect3>
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| 134 |
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| 135 | <!-- ******************* Section (Level#3) ****************** -->
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| 136 | <sect3 id="sect.HowToGenEvent.GenPrimary.GenEvent">
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| 137 | <title>
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| 138 | Generation of an event
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| 139 | </title>
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| 140 |
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| 141 | <para>
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| 142 | <emphasis>G4VUserPrimaryGeneratorAction</emphasis> has a pure virtual method
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| 143 | named <literal>generatePrimaries()</literal>. This method is invoked at the
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| 144 | beginning of each event. In this method, you have to invoke the
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| 145 | <emphasis>G4VPrimaryGenerator</emphasis> concrete class you instantiated via the
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| 146 | <literal>generatePrimaryVertex()</literal> method.
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| 147 | </para>
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| 148 |
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| 149 | <para>
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| 150 | You can invoke more than one generator and/or invoke one
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| 151 | generator more than once. Mixing up several generators can produce
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| 152 | a more complicated primary event.
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| 153 | </para>
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| 154 |
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| 155 | </sect3>
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| 156 | </sect2>
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| 157 |
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| 158 |
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| 159 | <!-- ******************* Section (Level#2) ****************** -->
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| 160 | <sect2 id="sect.HowToGenEvent.G4VPrimGen">
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| 161 | <title>
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| 162 | G4VPrimaryGenerator
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| 163 | </title>
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| 164 |
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| 165 | <para>
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| 166 | Geant4 provides two <emphasis>G4VPrimaryGenerator</emphasis> concrete classes.
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| 167 | One is <emphasis>G4ParticleGun</emphasis>, which will be discussed here, and the
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| 168 | other is <emphasis>G4HEPEvtInterface</emphasis>, which will be discussed in
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| 169 | <xref linkend="sect.EventGen" />.
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| 170 | </para>
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| 171 |
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| 172 |
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| 173 | <!-- ******************* Section (Level#3) ****************** -->
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| 174 | <sect3 id="sect.HowToGenEvent.G4VPrimGen.G4PartGun">
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| 175 | <title>
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| 176 | G4ParticleGun
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| 177 | </title>
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| 178 |
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| 179 | <para>
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| 180 | <emphasis>G4ParticleGun</emphasis> is a generator provided by Geant4. This class
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| 181 | generates primary particle(s) with a given momentum and position.
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| 182 | It does not provide any sort of randomizing. The constructor of
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| 183 | <emphasis>G4ParticleGun</emphasis> takes an integer which causes the generation
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| 184 | of one or more primaries of exactly same kinematics. It is a rather
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| 185 | frequent user requirement to generate a primary with randomized
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| 186 | energy, momentum, and/or position. Such randomization can be
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| 187 | achieved by invoking various set methods provided by
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| 188 | <emphasis>G4ParticleGun</emphasis>. The invocation of these methods should be
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| 189 | implemented in the <literal>generatePrimaries()</literal> method of your
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| 190 | concrete <emphasis>G4VUserPrimaryGeneratorAction</emphasis> class before invoking
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| 191 | <literal>generatePrimaryVertex()</literal> of
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| 192 | <emphasis>G4ParticleGun</emphasis>.
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| 193 | Geant4 provides various random number generation methods with various
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| 194 | distributions (see <xref linkend="sect.GlobClass" />).
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| 195 | </para>
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| 196 |
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| 197 | </sect3>
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| 198 |
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| 199 | <!-- ******************* Section (Level#3) ****************** -->
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| 200 | <sect3 id="sect.HowToGenEvent.G4VPrimGen.PublicMethG4PartGun">
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| 201 | <title>
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| 202 | Public methods of <emphasis>G4ParticleGun</emphasis>
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| 203 | </title>
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| 204 |
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| 205 | <para>
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| 206 | The following methods are provided by <emphasis>G4ParticleGun</emphasis>, and all
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| 207 | of them can be invoked from the <literal>generatePrimaries()</literal> method
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| 208 | in your concrete <emphasis>G4VUserPrimaryGeneratorAction</emphasis> class.
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| 209 |
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| 210 | <itemizedlist spacing="compact">
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| 211 | <listitem><para>
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| 212 | <literal>void SetParticleDefinition(G4ParticleDefinition*)</literal>
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| 213 | </para></listitem>
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| 214 | <listitem><para>
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| 215 | <literal>void SetParticleMomentum(G4ParticleMomentum)</literal>
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| 216 | </para></listitem>
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| 217 | <listitem><para>
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| 218 | <literal>void SetParticleMomentumDirection(G4ThreeVector)</literal>
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| 219 | </para></listitem>
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| 220 | <listitem><para>
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| 221 | <literal>void SetParticleEnergy(G4double)</literal>
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| 222 | </para></listitem>
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| 223 | <listitem><para>
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| 224 | <literal>void SetParticleTime(G4double)</literal>
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| 225 | </para></listitem>
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| 226 | <listitem><para>
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| 227 | <literal>void SetParticlePosition(G4ThreeVector)</literal>
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| 228 | </para></listitem>
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| 229 | <listitem><para>
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| 230 | <literal>void SetParticlePolarization(G4ThreeVector)</literal>
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| 231 | </para></listitem>
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| 232 | <listitem><para>
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| 233 | <literal>void SetNumberOfParticles(G4int)</literal>
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| 234 | </para></listitem>
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| 235 | </itemizedlist>
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| 236 | </para>
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| 237 |
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| 238 |
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| 239 | </sect3>
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| 240 | </sect2>
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| 241 | </sect1>
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