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include
G4RPGPiPlusInelastic.hh
Go to the documentation of this file.
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//
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// ********************************************************************
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// * License and Disclaimer *
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// * *
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// * The Geant4 software is copyright of the Copyright Holders of *
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// * the Geant4 Collaboration. It is provided under the terms and *
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// * conditions of the Geant4 Software License, included in the file *
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// * LICENSE and available at http://cern.ch/geant4/license . These *
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// * include a list of copyright holders. *
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// * *
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// * Neither the authors of this software system, nor their employing *
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// * institutes,nor the agencies providing financial support for this *
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// * work make any representation or warranty, express or implied, *
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// * regarding this software system or assume any liability for its *
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// * use. Please see the license in the file LICENSE and URL above *
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// * for the full disclaimer and the limitation of liability. *
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// * *
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// * This code implementation is the result of the scientific and *
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// * technical work of the GEANT4 collaboration. *
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// * By using, copying, modifying or distributing the software (or *
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// * any work based on the software) you agree to acknowledge its *
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// * acceptance of all terms of the Geant4 Software license. *
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// ********************************************************************
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//
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// $Id$
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//
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// Author: D. H. Wright
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// Date: 26 May 2007
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//
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#ifndef G4RPGPiPlusInelastic_h
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#define G4RPGPiPlusInelastic_h 1
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// Class Description:
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// Final state production model for pi+ inelastic scattering
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// using the re-parameterized Gheisha model
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#include "
G4RPGPionInelastic.hh
"
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class
G4RPGPiPlusInelastic
:
public
G4RPGPionInelastic
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{
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public
:
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G4RPGPiPlusInelastic
() :
G4RPGPionInelastic
(
"RPGPiPlusInelastic"
)
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{}
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~G4RPGPiPlusInelastic
()
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{}
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G4HadFinalState
*
ApplyYourself
(
const
G4HadProjectile
& aTrack,
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G4Nucleus
& targetNucleus);
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private
:
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void
InitialCollision(
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G4FastVector<G4ReactionProduct,256>
& vec,
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G4int
& vecLen,
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G4ReactionProduct
& currentParticle,
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G4ReactionProduct
& targetParticle,
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G4bool
& incidentHasChanged,
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G4bool
& targetHasChanged);
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};
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#endif
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G4HadFinalState
Definition:
G4HadFinalState.hh:45
G4Nucleus
Definition:
G4Nucleus.hh:50
G4RPGPionInelastic
Definition:
G4RPGPionInelastic.hh:42
G4RPGPionInelastic.hh
G4HadProjectile
Definition:
G4HadProjectile.hh:39
G4int
int G4int
Definition:
G4Types.hh:78
G4ReactionProduct
Definition:
G4ReactionProduct.hh:51
G4bool
bool G4bool
Definition:
G4Types.hh:79
G4RPGPiPlusInelastic::G4RPGPiPlusInelastic
G4RPGPiPlusInelastic()
Definition:
G4RPGPiPlusInelastic.hh:45
G4FastVector
Definition:
G4FastVector.hh:43
G4RPGPiPlusInelastic::ApplyYourself
G4HadFinalState * ApplyYourself(const G4HadProjectile &aTrack, G4Nucleus &targetNucleus)
Definition:
G4RPGPiPlusInelastic.cc:34
G4RPGPiPlusInelastic::~G4RPGPiPlusInelastic
~G4RPGPiPlusInelastic()
Definition:
G4RPGPiPlusInelastic.hh:48
G4RPGPiPlusInelastic
Definition:
G4RPGPiPlusInelastic.hh:41
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