34 #define INCLXX_IN_GEANT4_MODE 1 
   45 #ifndef G4INCLPROJECTILEREMNANT_HH_ 
   46 #define G4INCLPROJECTILEREMNANT_HH_ 
   74       const G4double momentumZ = std::sqrt(energy*energy - projectileMass*projectileMass);
 
  142       for(std::map<long,Particle*>::const_iterator 
p=storedComponents.begin(), e=storedComponents.end(); 
p!=e; ++
p)
 
  149       storedComponents.clear();
 
  154       theInitialEnergyLevels.clear();
 
  155       theGroundStateEnergies.clear();
 
  179         storedComponents[(*p)->getID()]=
new Particle(**
p);
 
  185       return storedComponents.size();
 
  193         const G4double theCMEnergy = (*p)->getEnergy();
 
  195         theInitialEnergyLevels[(*p)->getID()] = theCMEnergy;
 
  196         energies.push_back(theCMEnergy);
 
  199       std::sort(energies.begin(), energies.end());
 
  201       theGroundStateEnergies.resize(energies.size());
 
  204       std::partial_sum(energies.begin(), energies.end(), theGroundStateEnergies.begin());
 
  208       return theGroundStateEnergies;
 
  223     EnergyLevels getPresentEnergyLevelsExcept(
const long exceptID) 
const;
 
  234     ParticleList getStoredComponents()
 const {
 
  236       for(std::map<long,Particle*>::const_iterator 
p=storedComponents.begin(), e=storedComponents.end(); 
p!=e; ++
p)
 
  237         pL.push_back(
p->second);
 
  242     ThreeVector 
const &getStoredMomentum(
Particle const * 
const p)
 const {
 
  243       std::map<long,Particle*>::const_iterator i = storedComponents.find(p->getID());
 
  244       if(i==storedComponents.end()) {
 
  245         INCL_ERROR(
"Couldn't find particle " << p->getID() << 
" in the list of projectile components" << 
'\n');
 
  246         return p->getMomentum();
 
  248         return i->second->getMomentum();
 
  275     std::map<long, Particle*> storedComponents;
 
  287 #endif // G4INCLPROJECTILEREMNANT_HH_ 
#define INCL_DECLARE_ALLOCATION_POOL(T)
 
G4double getMass() const 
Get the cached particle mass. 
 
void storeEnergyLevels()
Store the energy levels. 
 
void putParticlesOffShell()
Put the cluster components off shell. 
 
void deleteStoredComponents()
Clear the stored projectile components and delete the particles. 
 
std::map< long, G4double > EnergyLevelMap
 
void storeComponents()
Store the projectile components. 
 
void clearStoredComponents()
Clear the stored projectile components. 
 
Singleton for recycling allocation of instances of a given class. 
 
void boost(const ThreeVector &aBoostVector)
Boost the cluster with the indicated velocity. 
 
void reset()
Reset the projectile remnant to the state at the beginning of the cascade. 
 
G4double computeExcitationEnergyWith(const ParticleList &pL) const 
Compute the excitation energy if some nucleons are put back. 
 
virtual void initializeParticles()
Initialise the NuclearDensity pointer and sample the particles. 
 
ProjectileRemnant(ParticleSpecies const &species, const G4double kineticEnergy)
 
void freezeInternalMotion()
Freeze the internal motion of the particles. 
 
G4double computeExcitationEnergyExcept(const long exceptID) const 
Compute the excitation energy when a nucleon is removed. 
 
G4int getNumberStoredComponents() const 
Get the number of the stored components. 
 
EnergyLevels const & getGroundStateEnergies() const 
 
ParticleList addDynamicalSpectators(ParticleList pL)
Add back dynamical spectators to the projectile remnant. 
 
Adapter const & getAdapter()
 
ParticleList addAllDynamicalSpectators(ParticleList const &pL)
Add back all dynamical spectators to the projectile remnant. 
 
G4double energy(const ThreeVector &p, const G4double m)
 
void setTableMass()
Set the mass of the Particle to its table mass. 
 
ParticleList addMostDynamicalSpectators(ParticleList pL)
Add back dynamical spectators to the projectile remnant. 
 
void internalBoostToCM()
Boost to the CM of the component particles. 
 
void clearEnergyLevels()
Clear the stored energy levels. 
 
std::vector< G4double > EnergyLevels
 
void removeParticle(Particle *const p, const G4double theProjectileCorrection)
Remove a nucleon from the projectile remnant. 
 
virtual void makeProjectileSpectator()
Make all the components projectile spectators, too. 
 
ParticleList::const_iterator ParticleIter