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G4VAnnihilationCollision.cc
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26 
27 #include "globals.hh"
29 #include "G4KineticTrack.hh"
30 #include "G4VCrossSectionSource.hh"
31 #include "G4Proton.hh"
32 #include "G4Neutron.hh"
33 #include "G4XNNElastic.hh"
34 #include "G4AngularDistribution.hh"
35 #include "G4ThreeVector.hh"
36 #include "G4LorentzVector.hh"
37 #include "G4LorentzRotation.hh"
38 #include "G4KineticTrackVector.hh"
39 #include "Randomize.hh"
40 #include "G4PionPlus.hh"
41 
42 
44 {
46 }
47 
48 
50 {
54  }
55 }
56 
57 
59  const G4KineticTrack& trk2) const
60 {
61  G4LorentzVector p = trk1.Get4Momentum() + trk2.Get4Momentum();
62  G4double sqrtS = p.m();
63 // G4double s = sqrtS * sqrtS;
64 
65 // G4double m1 = trk1.GetActualMass();
66 // G4double m2 = trk2.GetActualMass();
67 
68 
69  // Unit vector of three-momentum
70 
71  G4ThreeVector pFinal(0.0, 0.0, 0.0);
72  G4double eFinal = sqrtS;
73 
74  G4LorentzVector p4Final(pFinal, eFinal);
75 
76  // Lorentz transformation
77  G4LorentzRotation toLabFrame(p.boostVector());
78  p4Final *= toLabFrame;
79 
80  const G4ParticleDefinition* OutputDefinition = GetOutgoingParticle(trk1,trk2);
81  G4KineticTrack* final = new G4KineticTrack(OutputDefinition, 0.0, trk1.GetPosition(), p4Final);
82 
83  G4KineticTrackVector* finalTracks = new G4KineticTrackVector;
84 
85  finalTracks->push_back(final);
86 
87  return finalTracks;
88 }
89 
const G4LorentzVector & Get4Momentum() const
G4VAngularDistribution * theAngularDistribution
const char * p
Definition: xmltok.h:285
virtual const G4ParticleDefinition * GetOutgoingParticle(const G4KineticTrack &trk1, const G4KineticTrack &trk2) const =0
double G4double
Definition: G4Types.hh:76
virtual G4KineticTrackVector * FinalState(const G4KineticTrack &trk1, const G4KineticTrack &trk2) const
Hep3Vector boostVector() const
const G4ThreeVector & GetPosition() const