40 #include "G4InuclSpecialFunctions.hh" 90 G4cout <<
" >>> " <<
theName <<
"::makeFragment " << mom <<
" " << fragA
91 <<
" " << fragZ <<
" " << EX <<
G4endl;
119 const G4int a_cut = 20;
123 return ((fragA <= a_cut || fragZ==0) &&
124 (excitation >= be_cut * bindingEnergy(fragA,fragZ))
144 const std::vector<G4InuclElementaryParticle>& particles) {
156 const std::vector<G4InuclNuclei>& fragments) {
virtual void setVerboseLevel(G4int verbose=0)
G4double GetExcitationEnergy() const
void collide(G4InuclParticle *bullet, G4InuclParticle *target, G4CollisionOutput &output)
virtual G4bool explosion(const G4Fragment &target) const
void SetNumberOfHoles(G4int valueTot, G4int valueP=0)
static G4bool checkConservation()
virtual void setVerboseLevel(G4int verbose=0)
void setVectM(const Hep3Vector &spatial, double mass)
void getTargetData(const G4Fragment &target)
void SetNumberOfExcitedParticle(G4int valueTot, G4int valueP)
G4GLOB_DLL std::ostream G4cout
double A(double temperature)
void SetMomentum(const G4LorentzVector &value)
virtual ~G4CascadeDeexciteBase()
G4double getNucleiMass() const
const G4LorentzVector & GetMomentum() const
G4CascadeCheckBalance * balance
const G4Fragment & makeFragment(G4LorentzVector mom, G4int A, G4int Z, G4double EX=0.)
void SetZandA_asInt(G4int Znew, G4int Anew)
cout<< "-> Edep in the target
virtual G4bool validateOutput(const G4Fragment &target, G4CollisionOutput &output)
G4CascadeDeexciteBase(const char *name)