// // ******************************************************************** // * License and Disclaimer * // * * // * The Geant4 software is copyright of the Copyright Holders of * // * the Geant4 Collaboration. It is provided under the terms and * // * conditions of the Geant4 Software License, included in the file * // * LICENSE and available at http://cern.ch/geant4/license . These * // * include a list of copyright holders. * // * * // * Neither the authors of this software system, nor their employing * // * institutes,nor the agencies providing financial support for this * // * work make any representation or warranty, express or implied, * // * regarding this software system or assume any liability for its * // * use. Please see the license in the file LICENSE and URL above * // * for the full disclaimer and the limitation of liability. * // * * // * This code implementation is the result of the scientific and * // * technical work of the GEANT4 collaboration. * // * By using, copying, modifying or distributing the software (or * // * any work based on the software) you agree to acknowledge its * // * use in resulting scientific publications, and indicate your * // * acceptance of all terms of the Geant4 Software license. * // ******************************************************************** // // /// \file B3/B3a/include/PrimaryGeneratorAction.hh /// \brief Definition of the B3::PrimaryGeneratorAction class #ifndef B3PrimaryGeneratorAction_h #define B3PrimaryGeneratorAction_h 1 #include "G4VUserPrimaryGeneratorAction.hh" #include "G4ParticleGun.hh" #include "globals.hh" class G4ParticleGun; class G4Event; namespace B3 { /// The primary generator action class with particle gum. /// /// It defines an ion (F18), at rest, randomly distribued within a zone /// in a patient defined in GeneratePrimaries(). Ion F18 can be changed /// with the G4ParticleGun commands (see run2.mac). class PrimaryGeneratorAction : public G4VUserPrimaryGeneratorAction { public: PrimaryGeneratorAction(); ~PrimaryGeneratorAction() override; void GeneratePrimaries(G4Event* event) override; // const G4ParticleGun* GetParticleGun() const { return fParticleGun; } // set methods void SetRandomFlag(G4bool value); private: G4ParticleGun* fParticleGun = nullptr; // pointer a to G4 gun class public: //const G4ParticleGun* GetParticleGun() const; const G4ParticleGun* GetParticleGun() const { return fParticleGun; } }; } //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo...... #endif