// // ******************************************************************** // * 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: G4Scintillation.cc,v 1.30 2008/10/22 01:19:11 gum Exp $ // GEANT4 tag $Name: geant4-09-03 $ // //////////////////////////////////////////////////////////////////////// // Scintillation Light Class Implementation //////////////////////////////////////////////////////////////////////// // // File: G4Scintillation.cc // Description: RestDiscrete Process - Generation of Scintillation Photons // Version: 1.0 // Created: 1998-11-07 // Author: Peter Gumplinger // Updated: 2005-08-17 by Peter Gumplinger // > change variable name MeanNumPhotons -> MeanNumberOfPhotons // 2005-07-28 by Peter Gumplinger // > add G4ProcessType to constructor // 2004-08-05 by Peter Gumplinger // > changed StronglyForced back to Forced in GetMeanLifeTime // 2002-11-21 by Peter Gumplinger // > change to use G4Poisson for small MeanNumberOfPhotons // 2002-11-07 by Peter Gumplinger // > now allow for fast and slow scintillation component // 2002-11-05 by Peter Gumplinger // > now use scintillation constants from G4Material // 2002-05-09 by Peter Gumplinger // > use only the PostStepPoint location for the origin of // scintillation photons when energy is lost to the medium // by a neutral particle // 2000-09-18 by Peter Gumplinger // > change: aSecondaryPosition=x0+rand*aStep.GetDeltaPosition(); // aSecondaryTrack->SetTouchable(0); // 2001-09-17, migration of Materials to pure STL (mma) // 2003-06-03, V.Ivanchenko fix compilation warnings // // mail: gum@triumf.ca // //////////////////////////////////////////////////////////////////////// #include "G4ios.hh" #include "G4EmProcessSubType.hh" #include "G4Scintillation.hh" using namespace std; ///////////////////////// // Class Implementation ///////////////////////// ////////////// // Operators ////////////// // G4Scintillation::operator=(const G4Scintillation &right) // { // } ///////////////// // Constructors ///////////////// G4Scintillation::G4Scintillation(const G4String& processName, G4ProcessType type) : G4VRestDiscreteProcess(processName, type) { SetProcessSubType(fScintillation); fTrackSecondariesFirst = false; YieldFactor = 1.0; ExcitationRatio = 1.0; theFastIntegralTable = NULL; theSlowIntegralTable = NULL; if (verboseLevel>0) { G4cout << GetProcessName() << " is created " << G4endl; } BuildThePhysicsTable(); emSaturation = NULL; } //////////////// // Destructors //////////////// G4Scintillation::~G4Scintillation() { if (theFastIntegralTable != NULL) { theFastIntegralTable->clearAndDestroy(); delete theFastIntegralTable; } if (theSlowIntegralTable != NULL) { theSlowIntegralTable->clearAndDestroy(); delete theSlowIntegralTable; } } //////////// // Methods //////////// // AtRestDoIt // ---------- // G4VParticleChange* G4Scintillation::AtRestDoIt(const G4Track& aTrack, const G4Step& aStep) // This routine simply calls the equivalent PostStepDoIt since all the // necessary information resides in aStep.GetTotalEnergyDeposit() { return G4Scintillation::PostStepDoIt(aTrack, aStep); } // PostStepDoIt // ------------- // G4VParticleChange* G4Scintillation::PostStepDoIt(const G4Track& aTrack, const G4Step& aStep) // This routine is called for each tracking step of a charged particle // in a scintillator. A Poisson/Gauss-distributed number of photons is // generated according to the scintillation yield formula, distributed // evenly along the track segment and uniformly into 4pi. { aParticleChange.Initialize(aTrack); const G4DynamicParticle* aParticle = aTrack.GetDynamicParticle(); const G4Material* aMaterial = aTrack.GetMaterial(); G4StepPoint* pPreStepPoint = aStep.GetPreStepPoint(); G4StepPoint* pPostStepPoint = aStep.GetPostStepPoint(); G4ThreeVector x0 = pPreStepPoint->GetPosition(); G4ThreeVector p0 = aStep.GetDeltaPosition().unit(); G4double t0 = pPreStepPoint->GetGlobalTime(); G4double TotalEnergyDeposit = aStep.GetTotalEnergyDeposit(); G4MaterialPropertiesTable* aMaterialPropertiesTable = aMaterial->GetMaterialPropertiesTable(); if (!aMaterialPropertiesTable) return G4VRestDiscreteProcess::PostStepDoIt(aTrack, aStep); const G4MaterialPropertyVector* Fast_Intensity = aMaterialPropertiesTable->GetProperty("FASTCOMPONENT"); const G4MaterialPropertyVector* Slow_Intensity = aMaterialPropertiesTable->GetProperty("SLOWCOMPONENT"); if (!Fast_Intensity && !Slow_Intensity ) return G4VRestDiscreteProcess::PostStepDoIt(aTrack, aStep); G4int nscnt = 1; if (Fast_Intensity && Slow_Intensity) nscnt = 2; G4double ScintillationYield = aMaterialPropertiesTable-> GetConstProperty("SCINTILLATIONYIELD"); ScintillationYield *= YieldFactor; G4double ResolutionScale = aMaterialPropertiesTable-> GetConstProperty("RESOLUTIONSCALE"); // Birks law saturation: G4double constBirks = 0.0; constBirks = aMaterial->GetIonisation()->GetBirksConstant(); G4double MeanNumberOfPhotons; if (emSaturation) { MeanNumberOfPhotons = ScintillationYield* (emSaturation->VisibleEnergyDeposition(&aStep)); } else { MeanNumberOfPhotons = ScintillationYield*TotalEnergyDeposit; } G4int NumPhotons; if (MeanNumberOfPhotons > 10.) { G4double sigma = ResolutionScale * sqrt(MeanNumberOfPhotons); NumPhotons = G4int(G4RandGauss::shoot(MeanNumberOfPhotons,sigma)+0.5); } else { NumPhotons = G4int(G4Poisson(MeanNumberOfPhotons)); } if (NumPhotons <= 0) { // return unchanged particle and no secondaries aParticleChange.SetNumberOfSecondaries(0); return G4VRestDiscreteProcess::PostStepDoIt(aTrack, aStep); } //////////////////////////////////////////////////////////////// aParticleChange.SetNumberOfSecondaries(NumPhotons); if (fTrackSecondariesFirst) { if (aTrack.GetTrackStatus() == fAlive ) aParticleChange.ProposeTrackStatus(fSuspend); } //////////////////////////////////////////////////////////////// G4int materialIndex = aMaterial->GetIndex(); // Retrieve the Scintillation Integral for this material // new G4PhysicsOrderedFreeVector allocated to hold CII's G4int Num = NumPhotons; for (G4int scnt = 1; scnt <= nscnt; scnt++) { G4double ScintillationTime = 0.*ns; G4PhysicsOrderedFreeVector* ScintillationIntegral = NULL; if (scnt == 1) { if (nscnt == 1) { if(Fast_Intensity){ ScintillationTime = aMaterialPropertiesTable-> GetConstProperty("FASTTIMECONSTANT"); ScintillationIntegral = (G4PhysicsOrderedFreeVector*)((*theFastIntegralTable)(materialIndex)); } if(Slow_Intensity){ ScintillationTime = aMaterialPropertiesTable-> GetConstProperty("SLOWTIMECONSTANT"); ScintillationIntegral = (G4PhysicsOrderedFreeVector*)((*theSlowIntegralTable)(materialIndex)); } } else { G4double YieldRatio = aMaterialPropertiesTable-> GetConstProperty("YIELDRATIO"); if ( ExcitationRatio == 1.0 ) { Num = G4int (min(YieldRatio,1.0) * NumPhotons); } else { Num = G4int (min(ExcitationRatio,1.0) * NumPhotons); } ScintillationTime = aMaterialPropertiesTable-> GetConstProperty("FASTTIMECONSTANT"); ScintillationIntegral = (G4PhysicsOrderedFreeVector*)((*theFastIntegralTable)(materialIndex)); } } else { Num = NumPhotons - Num; ScintillationTime = aMaterialPropertiesTable-> GetConstProperty("SLOWTIMECONSTANT"); ScintillationIntegral = (G4PhysicsOrderedFreeVector*)((*theSlowIntegralTable)(materialIndex)); } if (!ScintillationIntegral) continue; // Max Scintillation Integral G4double CIImax = ScintillationIntegral->GetMaxValue(); for (G4int i = 0; i < Num; i++) { // Determine photon energy G4double CIIvalue = G4UniformRand()*CIImax; G4double sampledEnergy = ScintillationIntegral->GetEnergy(CIIvalue); if (verboseLevel>1) { G4cout << "sampledEnergy = " << sampledEnergy << G4endl; G4cout << "CIIvalue = " << CIIvalue << G4endl; } // Generate random photon direction G4double cost = 1. - 2.*G4UniformRand(); G4double sint = sqrt((1.-cost)*(1.+cost)); G4double phi = twopi*G4UniformRand(); G4double sinp = sin(phi); G4double cosp = cos(phi); G4double px = sint*cosp; G4double py = sint*sinp; G4double pz = cost; // Create photon momentum direction vector G4ParticleMomentum photonMomentum(px, py, pz); // Determine polarization of new photon G4double sx = cost*cosp; G4double sy = cost*sinp; G4double sz = -sint; G4ThreeVector photonPolarization(sx, sy, sz); G4ThreeVector perp = photonMomentum.cross(photonPolarization); phi = twopi*G4UniformRand(); sinp = sin(phi); cosp = cos(phi); photonPolarization = cosp * photonPolarization + sinp * perp; photonPolarization = photonPolarization.unit(); // Generate a new photon: G4DynamicParticle* aScintillationPhoton = new G4DynamicParticle(G4OpticalPhoton::OpticalPhoton(), photonMomentum); aScintillationPhoton->SetPolarization (photonPolarization.x(), photonPolarization.y(), photonPolarization.z()); aScintillationPhoton->SetKineticEnergy(sampledEnergy); // Generate new G4Track object: G4double rand; if (aParticle->GetDefinition()->GetPDGCharge() != 0) { rand = G4UniformRand(); } else { rand = 1.0; } G4double delta = rand * aStep.GetStepLength(); G4double deltaTime = delta / ((pPreStepPoint->GetVelocity()+ pPostStepPoint->GetVelocity())/2.); deltaTime = deltaTime - ScintillationTime * log( G4UniformRand() ); G4double aSecondaryTime = t0 + deltaTime; G4ThreeVector aSecondaryPosition = x0 + rand * aStep.GetDeltaPosition(); G4Track* aSecondaryTrack = new G4Track(aScintillationPhoton,aSecondaryTime,aSecondaryPosition); aSecondaryTrack->SetTouchableHandle( aStep.GetPreStepPoint()->GetTouchableHandle()); // aSecondaryTrack->SetTouchableHandle((G4VTouchable*)0); aSecondaryTrack->SetParentID(aTrack.GetTrackID()); aParticleChange.AddSecondary(aSecondaryTrack); } } if (verboseLevel>0) { G4cout << "\n Exiting from G4Scintillation::DoIt -- NumberOfSecondaries = " << aParticleChange.GetNumberOfSecondaries() << G4endl; } return G4VRestDiscreteProcess::PostStepDoIt(aTrack, aStep); } // BuildThePhysicsTable for the scintillation process // -------------------------------------------------- // void G4Scintillation::BuildThePhysicsTable() { if (theFastIntegralTable && theSlowIntegralTable) return; const G4MaterialTable* theMaterialTable = G4Material::GetMaterialTable(); G4int numOfMaterials = G4Material::GetNumberOfMaterials(); // create new physics table if(!theFastIntegralTable)theFastIntegralTable = new G4PhysicsTable(numOfMaterials); if(!theSlowIntegralTable)theSlowIntegralTable = new G4PhysicsTable(numOfMaterials); // loop for materials for (G4int i=0 ; i < numOfMaterials; i++) { G4PhysicsOrderedFreeVector* aPhysicsOrderedFreeVector = new G4PhysicsOrderedFreeVector(); G4PhysicsOrderedFreeVector* bPhysicsOrderedFreeVector = new G4PhysicsOrderedFreeVector(); // Retrieve vector of scintillation wavelength intensity for // the material from the material's optical properties table. G4Material* aMaterial = (*theMaterialTable)[i]; G4MaterialPropertiesTable* aMaterialPropertiesTable = aMaterial->GetMaterialPropertiesTable(); if (aMaterialPropertiesTable) { G4MaterialPropertyVector* theFastLightVector = aMaterialPropertiesTable->GetProperty("FASTCOMPONENT"); if (theFastLightVector) { // Retrieve the first intensity point in vector // of (photon energy, intensity) pairs theFastLightVector->ResetIterator(); ++(*theFastLightVector); // advance to 1st entry G4double currentIN = theFastLightVector-> GetProperty(); if (currentIN >= 0.0) { // Create first (photon energy, Scintillation // Integral pair G4double currentPM = theFastLightVector-> GetPhotonEnergy(); G4double currentCII = 0.0; aPhysicsOrderedFreeVector-> InsertValues(currentPM , currentCII); // Set previous values to current ones prior to loop G4double prevPM = currentPM; G4double prevCII = currentCII; G4double prevIN = currentIN; // loop over all (photon energy, intensity) // pairs stored for this material while(++(*theFastLightVector)) { currentPM = theFastLightVector-> GetPhotonEnergy(); currentIN=theFastLightVector-> GetProperty(); currentCII = 0.5 * (prevIN + currentIN); currentCII = prevCII + (currentPM - prevPM) * currentCII; aPhysicsOrderedFreeVector-> InsertValues(currentPM, currentCII); prevPM = currentPM; prevCII = currentCII; prevIN = currentIN; } } } G4MaterialPropertyVector* theSlowLightVector = aMaterialPropertiesTable->GetProperty("SLOWCOMPONENT"); if (theSlowLightVector) { // Retrieve the first intensity point in vector // of (photon energy, intensity) pairs theSlowLightVector->ResetIterator(); ++(*theSlowLightVector); // advance to 1st entry G4double currentIN = theSlowLightVector-> GetProperty(); if (currentIN >= 0.0) { // Create first (photon energy, Scintillation // Integral pair G4double currentPM = theSlowLightVector-> GetPhotonEnergy(); G4double currentCII = 0.0; bPhysicsOrderedFreeVector-> InsertValues(currentPM , currentCII); // Set previous values to current ones prior to loop G4double prevPM = currentPM; G4double prevCII = currentCII; G4double prevIN = currentIN; // loop over all (photon energy, intensity) // pairs stored for this material while(++(*theSlowLightVector)) { currentPM = theSlowLightVector-> GetPhotonEnergy(); currentIN=theSlowLightVector-> GetProperty(); currentCII = 0.5 * (prevIN + currentIN); currentCII = prevCII + (currentPM - prevPM) * currentCII; bPhysicsOrderedFreeVector-> InsertValues(currentPM, currentCII); prevPM = currentPM; prevCII = currentCII; prevIN = currentIN; } } } } // The scintillation integral(s) for a given material // will be inserted in the table(s) according to the // position of the material in the material table. theFastIntegralTable->insertAt(i,aPhysicsOrderedFreeVector); theSlowIntegralTable->insertAt(i,bPhysicsOrderedFreeVector); } } // GetMeanFreePath // --------------- // G4double G4Scintillation::GetMeanFreePath(const G4Track&, G4double , G4ForceCondition* condition) { *condition = StronglyForced; return DBL_MAX; } // GetMeanLifeTime // --------------- // G4double G4Scintillation::GetMeanLifeTime(const G4Track&, G4ForceCondition* condition) { *condition = Forced; return DBL_MAX; }