source: trunk/source/processes/hadronic/models/de_excitation/fission/include/G4ParaFissionModel.hh @ 1347

Last change on this file since 1347 was 1347, checked in by garnier, 13 years ago

geant4 tag 9.4

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26#ifndef G4ParaFissionModel_h
27#define G4ParaFissionModel_h 1
28
29#include "G4CompetitiveFission.hh"
30#include "G4ExcitationHandler.hh"
31#include "G4HadronicInteraction.hh"
32#include "G4ParticleTable.hh"
33
34// Class Description
35// Final state production model for (based on evaluated data
36// libraries) description of neutron induced fission below 60 MeV;
37// In case you need the fission fragments, use this model.
38// To be used in your physics list in case you need this physics.
39// In this case you want to register an object of this class with
40// the corresponding process.
41
42
43class G4ParaFissionModel : public G4HadronicInteraction
44{
45public:
46  G4ParaFissionModel()
47  {
48    SetMinEnergy( 0.0 );
49    SetMaxEnergy( 60.*MeV );
50  }
51
52  ~G4ParaFissionModel() {};
53 
54  virtual G4HadFinalState* ApplyYourself(const G4HadProjectile& aTrack, 
55                                         G4Nucleus& theNucleus)
56  {
57    theParticleChange.Clear();
58    theParticleChange.SetStatusChange( stopAndKill );
59    theParticleChange.SetEnergyChange( 0.0 );
60   
61    // prepare the fragment
62
63    G4int A = theNucleus.GetA_asInt();
64    G4int Z = theNucleus.GetZ_asInt();
65    G4double nucMass = 
66      G4ParticleTable::GetParticleTable()->GetIonTable()->GetIonMass(Z,A);
67     
68    G4int numberOfEx = aTrack.GetDefinition()->GetBaryonNumber();
69    G4int numberOfCh = G4int(aTrack.GetDefinition()->GetPDGCharge() + 0.5);
70    G4int numberOfHoles = 0;
71
72    A += numberOfEx;
73    Z += numberOfCh;
74     
75    G4LorentzVector v = aTrack.Get4Momentum() + G4LorentzVector(0.0,0.0,0.0,nucMass);
76    G4Fragment anInitialState(Z,A,v);
77    anInitialState.SetNumberOfExcitedParticle(numberOfEx,numberOfCh); 
78    anInitialState.SetNumberOfHoles(0,0);
79
80    // do the fission
81    G4FragmentVector * theFissionResult = theFission.BreakUp(anInitialState);
82   
83    // deexcite the fission fragments and fill result
84
85    G4int ll = theFissionResult->size();
86    for(G4int i=0; i<ll; i++)
87    {
88      G4ReactionProductVector* theExcitationResult = 0; 
89      G4Fragment* aFragment = (*theFissionResult)[i];
90      if(aFragment->GetExcitationEnergy()>1.*eV)
91      {
92        theExcitationResult = theHandler.BreakItUp(*aFragment);
93
94        // add secondaries
95        for(G4int j = 0; j < G4int(theExcitationResult->size()); j++)
96        {
97          G4ReactionProduct* rp0 = (*theExcitationResult)[j];
98          G4DynamicParticle* p0 = 
99            new G4DynamicParticle(rp0->GetDefinition(),rp0->GetMomentum());
100          theParticleChange.AddSecondary(p0);
101          delete rp0;
102        }
103        delete theExcitationResult;
104      }
105      else
106      {
107        // add secondary
108        G4DynamicParticle* p0 = 
109          new G4DynamicParticle(aFragment->GetParticleDefinition(),
110                                aFragment->GetMomentum());
111        theParticleChange.AddSecondary(p0);
112      }
113      delete aFragment;
114    }
115
116    delete theFissionResult;
117   
118    return &theParticleChange;
119  }
120private:
121
122  G4CompetitiveFission theFission;
123  G4ExcitationHandler theHandler;
124 
125  G4HadFinalState theParticleChange;
126};
127#endif
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