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Par02PrimaryGeneratorAction.cc
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29 
31 #include "G4Event.hh"
32 #include "G4ParticleGun.hh"
33 #include "G4ParticleTable.hh"
34 #include "G4ParticleDefinition.hh"
36 #include "globals.hh"
37 #include "G4SystemOfUnits.hh"
38 
39 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
40 
42  G4int n_particle = 1;
43  fParticleGun = new G4ParticleGun( n_particle );
44 
46  G4String particleName;
48  particleTable->FindParticle( particleName = "geantino" );
50 
53  fParticleGun->SetParticlePosition( G4ThreeVector( 0.0, 0.0, 0.0 ) );
54 }
55 
56 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
57 
59  delete fParticleGun;
60 }
61 
62 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
63 
66 
67  // Loop over the vertices, and then over primary particles,
68  // and for each primary particle create an info object, in
69  // which to store "Monte Carlo true" information.
70  // This approach could appear unnecessarily heavy in the present case
71  // of a trivial particle gun generator, but it is useful in the more
72  // realistic case of a Monte Carlo event generator like Pythia8.
73  G4int count_particles = 0;
74  for ( G4int ivtx = 0; ivtx < anEvent->GetNumberOfPrimaryVertex(); ivtx++ ) {
75  for ( G4int ipp = 0; ipp < anEvent->GetPrimaryVertex( ivtx )->GetNumberOfParticle();
76  ipp++ ) {
77  G4PrimaryParticle* primary_particle =
78  anEvent->GetPrimaryVertex( ivtx )->GetPrimary( ipp );
79  if ( primary_particle ) {
81  count_particles, primary_particle->GetPDGcode(),
82  primary_particle->GetMomentum() ) );
83  count_particles++;
84  }
85  }
86  }
87 }
88 
89 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
90 
92  return fParticleGun;
93 }
94 
95 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
96