| [1208] | 1 | <HTML>
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| 2 | <TITLE>
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| 3 | </TITLE>
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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 |
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| 8 | <BODY>
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| 9 | <TABLE WIDTH="100%"><TR>
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| 10 | <TD>
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| 11 |
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| 12 |
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| 13 | <A HREF="index.html">
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| 14 | <IMG SRC="../../../../resources/html/IconsGIF/Contents.gif" ALT="Contents"></A>
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| 15 | <A HREF="physicsDef.html">
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| 16 | <IMG SRC="../../../../resources/html/IconsGIF/Previous.gif" ALT="Previous"></A>
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| 17 | <A HREF="makeFile.html">
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| 18 | <IMG SRC="../../../../resources/html/IconsGIF/Next.gif" ALT="Next"></A>
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| 19 | </TD>
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| 20 | <TD ALIGN="Right">
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| 21 | <FONT SIZE="-1" COLOR="#238E23">
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| 22 | <B>Geant4 User's Guide</B>
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| 23 | <BR>
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| 24 | <B>For Application Developers</B>
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| 25 | <BR>
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| 26 | <B>Getting Started with Geant4</B>
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| 27 | </FONT>
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| 28 | </TD>
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| 29 | </TR></TABLE>
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| 30 | <BR><BR>
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| 31 |
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| 32 | <P ALIGN="Center">
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| 33 | <FONT SIZE="+3" COLOR="#238E23">
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| 34 | <B>2.6 How to Generate a Primary Event</B>
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| 35 | </FONT>
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| 36 | <BR><BR>
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| 37 |
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| 38 | <HR ALIGN="Center" SIZE="7%">
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| 39 | <P>
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| 40 |
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| 41 | <a name="2.6.1">
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| 42 | <H2>2.6.1 Generating Primary Events</H2></a>
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| 43 |
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| 44 | <I>G4VuserPrimaryGeneratorAction</I> is one of the mandatory classes
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| 45 | available for deriving your own concrete class. In your concrete class, you
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| 46 | have to specify how a primary event should be generated. Actual
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| 47 | generation of primary particles will be done by concrete classes of
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| 48 | <I>G4VPrimaryGenerator</I>, explained in the following sub-section.
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| 49 | Your <I>G4VUserPrimaryGeneratorAction</I> concrete class just arranges
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| 50 | the way primary particles are generated.
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| 51 | <P>
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| 52 | <center>
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| 53 | <table border=2 cellpadding=10>
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| 54 | <tr>
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| 55 | <td>
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| 56 | <PRE>
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| 57 | <FONT FACE="Courier New">
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| 58 | #ifndef ExN01PrimaryGeneratorAction_h
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| 59 | #define ExN01PrimaryGeneratorAction_h 1
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| 60 |
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| 61 | #include "G4VUserPrimaryGeneratorAction.hh"
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| 62 |
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| 63 | class G4ParticleGun;
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| 64 | class G4Event;
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| 65 |
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| 66 | class ExN01PrimaryGeneratorAction : public G4VUserPrimaryGeneratorAction
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| 67 | {
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| 68 | public:
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| 69 | ExN01PrimaryGeneratorAction();
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| 70 | ~ExN01PrimaryGeneratorAction();
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| 71 |
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| 72 | public:
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| 73 | void generatePrimaries(G4Event* anEvent);
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| 74 |
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| 75 | private:
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| 76 | G4ParticleGun* particleGun;
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| 77 | };
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| 78 |
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| 79 | #endif
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| 80 |
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| 81 | #include "ExN01PrimaryGeneratorAction.hh"
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| 82 | #include "G4Event.hh"
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| 83 | #include "G4ParticleGun.hh"
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| 84 | #include "G4ThreeVector.hh"
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| 85 | #include "G4Geantino.hh"
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| 86 | #include "globals.hh"
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| 87 |
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| 88 | ExN01PrimaryGeneratorAction::ExN01PrimaryGeneratorAction()
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| 89 | {
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| 90 | G4int n_particle = 1;
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| 91 | particleGun = new G4ParticleGun(n_particle);
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| 92 |
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| 93 | particleGun->SetParticleDefinition(G4Geantino::GeantinoDefinition());
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| 94 | particleGun->SetParticleEnergy(1.0*GeV);
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| 95 | particleGun->SetParticlePosition(G4ThreeVector(-2.0*m,0.0*m,0.0*m));
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| 96 | }
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| 97 |
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| 98 | ExN01PrimaryGeneratorAction::~ExN01PrimaryGeneratorAction()
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| 99 | {
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| 100 | delete particleGun;
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| 101 | }
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| 102 |
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| 103 | void ExN01PrimaryGeneratorAction::generatePrimaries(G4Event* anEvent)
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| 104 | {
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| 105 | G4int i = anEvent->get_eventID() % 3;
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| 106 | switch(i)
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| 107 | {
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| 108 | case 0:
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| 109 | particleGun->SetParticleMomentumDirection(G4ThreeVector(1.0,0.0,0.0));
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| 110 | break;
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| 111 | case 1:
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| 112 | particleGun->SetParticleMomentumDirection(G4ThreeVector(1.0,0.1,0.0));
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| 113 | break;
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| 114 | case 2:
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| 115 | particleGun->SetParticleMomentumDirection(G4ThreeVector(1.0,0.0,0.1));
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| 116 | break;
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| 117 | }
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| 118 |
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| 119 | particleGun->generatePrimaryVertex(anEvent);
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| 120 | }
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| 121 | </PRE>
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| 122 | </FONT>
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| 123 | </td>
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| 124 | </tr>
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| 125 | <tr>
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| 126 | <td align=center>
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| 127 | Source listing 2.6.1<BR>
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| 128 | An example of a <I>G4VUserPrimaryGeneratorAction</I>
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| 129 | concrete class using <I>G4ParticleGun</I>. For the usage of <I>G4ParticleGun</I>
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| 130 | refer to 2.6.2.
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| 131 | </td>
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| 132 | </tr>
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| 133 | </table></center>
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| 134 | <P>
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| 135 |
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| 136 | <h4>2.6.1.1 Selection of the generator</h4>
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| 137 |
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| 138 | In the constructor of your <I>G4VUserPrimaryGeneratorAction</I>,
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| 139 | you should instantiate the primary generator(s). If necessary, you need to
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| 140 | set some initial conditions for the generator(s).
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| 141 | <P>
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| 142 | In Source listing 2.6.1, <I>G4ParticleGun</I> is constructed to use
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| 143 | as the actual primary particle generator. Methods of <I>G4ParticleGun</I>
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| 144 | are described in the following section. Please note that the primary
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| 145 | generator object(s) you construct in your <I>G4VUserPrimaryGeneratorAction</I>
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| 146 | concrete class must be deleted in your destructor.
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| 147 | <P>
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| 148 |
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| 149 | <h4>2.6.1.2 Generation of an event</h4>
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| 150 |
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| 151 | <I>G4VUserPrimaryGeneratorAction</I> has a pure virtual method
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| 152 | named <tt>generatePrimaries()</tt>. This method is invoked at the
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| 153 | beginning of each event. In this method, you have to invoke the
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| 154 | <I>G4VPrimaryGenerator</I> concrete class you instantiated via
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| 155 | the <tt>generatePrimaryVertex()</tt> method.
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| 156 | <P>
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| 157 | You can invoke more than one generator and/or invoke one generator
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| 158 | more than once. Mixing up several generators can produce a more
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| 159 | complicated primary event.
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| 160 | <P>
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| 161 |
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| 162 | <HR>
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| 163 | <a name="2.6.2">
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| 164 | <H2>2.6.2 <i>G4VPrimaryGenerator</i></H2></a>
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| 165 |
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| 166 | Geant4 provides two <I>G4VPrimaryGenerator</I> concrete classes. One is
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| 167 | <I>G4ParticleGun</I>, which will be discussed here, and the other is
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| 168 | <I>G4HEPEvtInterface</I>, which will be discussed in
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| 169 | <a href="../Fundamentals/eventGenerator.html">Section 3.6</a>.
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| 170 | <P>
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| 171 | <h4>2.6.2.1 <i>G4ParticleGun</i></h4>
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| 172 |
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| 173 | <I>G4ParticleGun</I> is a generator provided by Geant4. This class generates
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| 174 | primary particle(s) with a given momentum and position. It does not provide
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| 175 | any sort of randomizing. The constructor of <I>G4ParticleGun</I> takes an
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| 176 | integer which causes the generation of one or more primaries of exactly same
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| 177 | kinematics. It is a rather frequent user requirement to generate a primary
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| 178 | with randomized energy, momentum, and/or position. Such randomization can
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| 179 | be achieved by invoking various set methods provided by <I>G4ParticleGun</I>.
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| 180 | The invocation of these methods should be implemented in the
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| 181 | <tt>generatePrimaries()</tt> method of your concrete
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| 182 | <I>G4VUserPrimaryGeneratorAction</I> class before invoking
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| 183 | <tt>generatePrimaryVertex()</tt> of <I>G4ParticleGun</I>. Geant4 provides
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| 184 | various random number generation methods with various distributions (see
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| 185 | <a href="../Fundamentals/global.html">Section 3.2</a>).
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| 186 | <P>
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| 187 |
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| 188 | <h4>2.6.2.2 Public methods of <I>G4ParticleGun</I></h4>
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| 189 |
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| 190 | The following methods are provided by <I>G4ParticleGun</I>, and all of
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| 191 | them can be invoked from the <tt>generatePrimaries()</tt> method in your
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| 192 | concrete <I>G4VUserPrimaryGeneratorAction</I> class.
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| 193 | <UL>
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| 194 | <li><tt>void SetParticleDefinition(G4ParticleDefinition*)</tt>
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| 195 | <li><tt>void SetParticleMomentum(G4ParticleMomentum)</tt>
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| 196 | <li><tt>void SetParticleMomentumDirection(G4ThreeVector)</tt>
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| 197 | <li><tt>void SetParticleEnergy(G4double)</tt>
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| 198 | <li><tt>void SetParticleTime(G4double)</tt>
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| 199 | <li><tt>void SetParticlePosition(G4ThreeVector)</tt>
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| 200 | <li><tt>void SetParticlePolarization(G4ThreeVector)</tt>
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| 201 | <li><tt>void SetNumberOfParticles(G4int)</tt>
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| 202 | </UL>
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| 203 | <p>
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| 204 |
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| 205 | <HR>
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| 206 | <A HREF="../../../../Authors/html/subjectsToAuthors.html">
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| 207 | <I>About the authors</I></A>
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| 208 |
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| 209 | </BODY>
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| 210 | </HTML>
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| 211 |
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| 212 |
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| 213 |
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| 214 |
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| 215 |
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| 216 |
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| 217 |
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