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Mask/include/ThreeStepSystem.h

48 lines
1.8 KiB
C++

#ifndef THREESTEPSYSTEM_H
#define THREESTEPSYSTEM_H
#include "ReactionSystem.h"
#include "AngularDistribution.h"
namespace Mask {
class ThreeStepSystem : public ReactionSystem {
public:
ThreeStepSystem();
ThreeStepSystem(std::vector<int>& z, std::vector<int>& a);
~ThreeStepSystem();
bool SetNuclei(std::vector<int>& z, std::vector<int>& a) override;
void RunSystem() override;
void SetRandomGenerator(TRandom3* gen) override;
inline void SetDecay1Distribution(const std::string& filename) { decay1dist.ReadDistributionFile(filename); };
inline void SetDecay2Distribution(const std::string& filename) { decay2dist.ReadDistributionFile(filename); };
inline void SetReactionThetaType(int type) { step1.SetEjectileThetaType(type); };
inline const Nucleus& GetTarget() const { return step1.GetTarget(); };
inline const Nucleus& GetProjectile() const { return step1.GetProjectile(); };
inline const Nucleus& GetEjectile() const { return step1.GetEjectile(); };
inline const Nucleus& GetResidual() const { return step1.GetResidual(); };
inline const Nucleus& GetBreakup1() const { return step2.GetEjectile(); };
inline const Nucleus& GetBreakup2() const { return step2.GetResidual(); };
inline const Nucleus& GetBreakup3() const { return step3.GetEjectile(); };
inline const Nucleus& GetBreakup4() const { return step3.GetResidual(); };
inline int GetDecay1AngularMomentum() { return decay1dist.GetL(); };
inline int GetDecay2AngularMomentum(){ return decay2dist.GetL(); };
inline double GetDecay1BranchingRatio() { return decay1dist.GetBranchingRatio(); };
inline double GetDecay2BranchingRatio(){ return decay2dist.GetBranchingRatio(); };
protected:
void LinkTarget() override;
void SetSystemEquation() override;
Reaction step1, step2, step3;
AngularDistribution decay1dist, decay2dist;
};
};
#endif