// // ******************************************************************** // * 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: G4RPGKShortInelastic.hh,v 1.1 2007/07/18 20:51:37 dennis Exp $ // GEANT4 tag $Name: geant4-09-03-cand-01 $ // // Author: D. H. Wright // Date: 18 June 2007 // // Class Description: // Final state production model for K0L inelastic scattering // using the re-parameterized Gheisha model. #ifndef G4RPGKShortInelastic_h #define G4RPGKShortInelastic_h 1 #include "G4RPGInelastic.hh" #include "G4RPGKZeroInelastic.hh" #include "G4RPGAntiKZeroInelastic.hh" #include "Randomize.hh" class G4RPGKShortInelastic : public G4RPGInelastic { public: G4RPGKShortInelastic() : G4RPGInelastic("G4RPGKShortInelastic") { SetMinEnergy( 0.0 ); SetMaxEnergy( 25.*GeV ); } virtual ~G4RPGKShortInelastic(){ } G4HadFinalState * ApplyYourself(const G4HadProjectile &aTrack, G4Nucleus &targetNucleus ) { if(G4UniformRand() < 0.50) { return theKZeroInelastic.ApplyYourself(aTrack, targetNucleus); } else { return theAntiKZeroInelastic.ApplyYourself(aTrack, targetNucleus); } } private: G4RPGKZeroInelastic theKZeroInelastic; G4RPGAntiKZeroInelastic theAntiKZeroInelastic; }; #endif