source: trunk/source/processes/hadronic/models/parton_string/management/include/G4VSplitableHadron.hh @ 847

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27// $Id: G4VSplitableHadron.hh,v 1.3 2006/06/29 20:55:29 gunter Exp $
28// GEANT4 tag $Name:  $
29//
30
31#ifndef G4VSplitableHadron_h
32#define G4VSplitableHadron_h 1
33
34// ------------------------------------------------------------
35//      GEANT 4 class header file
36//
37//      ---------------- G4VSplitableHadron----------------
38//             by Gunter Folger, June 1998.
39//       class storing an interacting particle. Used by Parton String Models.
40// ------------------------------------------------------------
41
42#include "globals.hh"
43#include "G4ParticleDefinition.hh"
44#include "G4ReactionProduct.hh"
45class G4Nucleon;
46#include "G4ThreeVector.hh"
47#include "G4LorentzVector.hh"
48class G4Parton;
49class G4VKineticNucleon;
50
51#include <vector>
52
53class G4VSplitableHadron 
54{
55
56  public:
57      G4VSplitableHadron();
58      G4VSplitableHadron(const G4ReactionProduct & aPrimary);
59      G4VSplitableHadron(const G4Nucleon & aNucleon);
60      G4VSplitableHadron(const G4VKineticNucleon * aNucleon);
61
62      virtual ~G4VSplitableHadron();
63
64
65      int operator==(const G4VSplitableHadron &right) const;
66      int operator!=(const G4VSplitableHadron &right) const;
67
68      void Set4Momentum(const G4LorentzVector &a4Momentum);
69      const G4LorentzVector & Get4Momentum() const;
70
71      void SetDefinition(G4ParticleDefinition *aDefinition);
72      G4ParticleDefinition * GetDefinition() const;
73     
74      void IncrementCollisionCount(G4int aCount);
75      void SetCollisionCount(G4int aCount);
76
77      void SetPosition(const G4ThreeVector &aPosition);
78      const G4ThreeVector & GetPosition() const;
79
80      virtual void SplitUp() = 0;
81      virtual G4Parton * GetNextParton() = 0 ;
82      virtual G4Parton * GetNextAntiParton() = 0 ;
83      G4bool IsSplit() { return isSplit;}
84
85
86  protected:
87      G4int GetSoftCollisionCount();
88      void Splitting() {isSplit = true;}
89     
90  private:
91
92      G4VSplitableHadron(const G4VSplitableHadron &right);
93      const G4VSplitableHadron & operator=(const G4VSplitableHadron &right);
94
95  private:
96
97      G4ParticleDefinition *theDefinition;
98
99      G4LorentzVector the4Momentum;
100
101      G4ThreeVector thePosition;
102      G4int theCollisionCount;
103
104      G4bool isSplit;
105
106};
107
108inline G4int G4VSplitableHadron::GetSoftCollisionCount()
109{
110return theCollisionCount;
111}
112
113inline void G4VSplitableHadron::SetCollisionCount(G4int aCount)
114{
115 theCollisionCount = aCount;
116}
117
118inline void G4VSplitableHadron::Set4Momentum(const G4LorentzVector &a4Momentum)
119{
120        the4Momentum=a4Momentum;
121}
122
123inline const G4LorentzVector & G4VSplitableHadron::Get4Momentum() const
124{
125        return the4Momentum;
126}
127
128inline void G4VSplitableHadron::SetDefinition(G4ParticleDefinition *aDefinition)
129{
130        theDefinition=aDefinition;
131}
132
133inline G4ParticleDefinition * G4VSplitableHadron::GetDefinition() const
134{
135        return theDefinition;
136}
137
138inline void G4VSplitableHadron::IncrementCollisionCount(G4int aCount)
139{
140        theCollisionCount += aCount;
141}
142
143
144inline void G4VSplitableHadron::SetPosition(const G4ThreeVector &aPosition)
145{
146        thePosition=aPosition;
147}
148
149inline const G4ThreeVector & G4VSplitableHadron::GetPosition() const
150{
151        return thePosition;
152}
153
154
155
156#endif
157
158
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