26 #ifndef G4BinaryLightIonReaction_h 
   27 #define G4BinaryLightIonReaction_h 1 
G4BinaryLightIonReaction(G4VPreCompoundModel *ptr=0)
 
virtual void ModelDescription(std::ostream &) const 
 
G4Fancy3DNucleus * projectile3dNucleus
 
CLHEP::HepLorentzRotation G4LorentzRotation
 
virtual ~G4BinaryLightIonReaction()
 
G4HadFinalState * ApplyYourself(const G4HadProjectile &aTrack, G4Nucleus &theNucleus)
 
G4ReactionProductVector * FuseNucleiAndPrompound(const G4LorentzVector &mom)
 
G4HadFinalState theResult
 
void SetExcitationHandler(G4ExcitationHandler *ptr)
 
std::vector< G4ReactionProduct * > G4ReactionProductVector
 
G4BinaryCascade * theModel
 
G4ExcitationHandler * GetExcitationHandler() const 
 
G4VPreCompoundModel * theProjectileFragmentation
 
G4bool SetLighterAsProjectile(G4LorentzVector &mom, const G4LorentzRotation &toBreit)
 
G4double GetProjectileExcitation()
 
G4ReactionProductVector * Interact(G4LorentzVector &mom, const G4LorentzRotation &)
 
void SetDeExcitation(G4ExcitationHandler *ptr)
 
void DeExciteSpectatorNucleus(G4ReactionProductVector *spectators, G4ReactionProductVector *cascaders, G4double theStatisticalExEnergy, G4LorentzVector &momentum)
 
G4LorentzVector pInitialState
 
void SetPrecompound(G4VPreCompoundModel *ptr)
 
G4LorentzVector SortResult(G4ReactionProductVector *result, G4ReactionProductVector *spectators, G4ReactionProductVector *cascaders)
 
G4LorentzVector pFinalState
 
G4bool debug_G4BinaryLightIonReactionResults
 
G4bool EnergyAndMomentumCorrector(G4ReactionProductVector *products, G4LorentzVector &TotalCollisionMom)
 
G4Fancy3DNucleus * target3dNucleus
 
CLHEP::HepLorentzVector G4LorentzVector
 
G4ExcitationHandler * theHandler