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78 lines
3.2 KiB
C++
78 lines
3.2 KiB
C++
/*
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Reaction.h
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Reaction is a class which implements either a decay or scattering reaction. As such it requires either
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3 (decay) or 4 (scattering) nuclei to perform any calcualtions. I also links together the target, which provides
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energy loss calculations, with the kinematics. Note that Reaction does not own the LayeredTarget.
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--GWM Jan. 2021
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*/
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#ifndef REACTION_H
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#define REACTION_H
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#include "Nucleus.h"
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#include "LayeredTarget.h"
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namespace Mask {
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class Reaction {
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public:
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Reaction();
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Reaction(int zt, int at, int zp, int ap, int ze, int ae);
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~Reaction();
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bool Calculate();
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void SetNuclei(int zt, int at, int zp, int ap, int ze, int ae);
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void SetNuclei(const Nucleus* nucs);
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void SetBeamKE(double bke);
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void SetEjectileThetaType(int type);
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inline void SetLayeredTarget(LayeredTarget* targ) { target = targ; };
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inline void SetPolarRxnAngle(double theta) { m_theta = theta; };
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inline void SetAzimRxnAngle(double phi) { m_phi = phi; };
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inline void SetExcitation(double ex) { m_ex = ex; };
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inline void SetTarget(const Nucleus& nuc) { reactants[0] = nuc; };
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inline void SetTarget(int z, int a) { reactants[0] = Nucleus(z, a); };
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inline void SetProjectile(const Nucleus& nuc) { reactants[1] = nuc; };
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inline void SetProjectile(int z, int a) { reactants[1] = Nucleus(z, a); };
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inline void SetEjectile(const Nucleus& nuc) { reactants[2] = nuc; };
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inline void SetEjectile(int z, int a) { reactants[2] = Nucleus(z, a); };
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inline void SetResidual(const Nucleus& nuc) { reactants[3] = nuc; };
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inline void SetResidual(int z, int a) { reactants[3] = Nucleus(z, a); };
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inline void SetRxnLayer(int layer) { rxnLayer = layer; };
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inline void TurnOffResidualEloss() { resid_elossFlag = false; };
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inline void TurnOnResidualEloss() { resid_elossFlag = true; };
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inline bool IsDecay() { return decayFlag; };
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inline const Nucleus* GetNuclei() const { return &(reactants[0]); };
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inline const Nucleus& GetProjectile() const { return reactants[1]; };
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inline const Nucleus& GetTarget() const { return reactants[0]; };
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inline const Nucleus& GetEjectile() const { return reactants[2]; };
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inline const Nucleus& GetResidual() const { return reactants[3]; };
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inline int GetRxnLayer() { return rxnLayer; };
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inline void ResetTarget() { reactants[0].SetVectorCartesian(0,0,0, reactants[0].GetGroundStateMass()); }
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inline void ResetProjectile() { reactants[1].SetVectorCartesian(0,0,0, reactants[1].GetGroundStateMass()); }
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inline void ResetEjectile() { reactants[2].SetVectorCartesian(0,0,0, reactants[2].GetGroundStateMass()); }
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inline void ResetResidual() { reactants[3].SetVectorCartesian(0,0,0, reactants[3].GetGroundStateMass()); }
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private:
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void CalculateDecay(); //target -> light_decay (eject) + heavy_decay(resid)
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void CalculateReaction(); //target + project -> eject + resid
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void CalculateReactionThetaLab();
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void CalculateReactionThetaCM();
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Nucleus reactants[4]; //0=target, 1=projectile, 2=ejectile, 3=residual
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LayeredTarget* target; //not owned by Reaction
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double m_bke, m_theta, m_phi, m_ex;
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int rxnLayer;
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int m_eject_theta_type;
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bool decayFlag, nuc_initFlag, resid_elossFlag;
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static constexpr int lab = 0;
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static constexpr int center_of_mass = 1;
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};
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}
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#endif |