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// $Id: B3PrimaryGeneratorAction.cc 73744 2013-09-09 20:25:07Z asaim $
//
/// \file B3PrimaryGeneratorAction.cc
/// \brief Implementation of the B3PrimaryGeneratorAction class

#include "B3PrimaryGeneratorAction.hh"

#include "G4RunManager.hh"
#include "G4Event.hh"
#include "G4ParticleGun.hh"
#include "G4ParticleTable.hh"
#include "G4IonTable.hh"
#include "G4ParticleDefinition.hh"
#include "G4ChargedGeantino.hh"
#include "G4SystemOfUnits.hh"
#include "Randomize.hh"

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B3PrimaryGeneratorAction::B3PrimaryGeneratorAction()
 : G4VUserPrimaryGeneratorAction(),
   fParticleGun(0)
{
  G4int n_particle = 1;
  fParticleGun  = new G4ParticleGun(n_particle);

  // default particle kinematic

  G4ParticleTable* particleTable = G4ParticleTable::GetParticleTable();
  G4ParticleDefinition* particle
                    = particleTable->FindParticle("chargedgeantino");
  fParticleGun->SetParticleDefinition(particle);
  fParticleGun->SetParticlePosition(G4ThreeVector(0.,0.,0.));
  fParticleGun->SetParticleEnergy(1*eV);    
  fParticleGun->SetParticleMomentumDirection(G4ThreeVector(1.,0.,0.));
}

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B3PrimaryGeneratorAction::~B3PrimaryGeneratorAction()
{
  delete fParticleGun;
}

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void B3PrimaryGeneratorAction::GeneratePrimaries(G4Event* anEvent)
{
  G4ParticleDefinition* particle = fParticleGun->GetParticleDefinition();
  if (particle == G4ChargedGeantino::ChargedGeantino()) {
    //fluorine 
    G4int Z = 9, A = 18;
    G4double ionCharge   = 0.*eplus;
    G4double excitEnergy = 0.*keV;
    
    G4ParticleDefinition* ion
       = G4IonTable::GetIonTable()->GetIon(Z,A,excitEnergy);
    fParticleGun->SetParticleDefinition(ion);
    fParticleGun->SetParticleCharge(ionCharge);
  }

  // randomized position
  //
  ///G4double x0  = 0*cm, y0  = 0*cm, z0  = 0*cm;
  ///G4double dx0 = 0*cm, dy0 = 0*cm, dz0 = 0*cm;   
  G4double x0  = 4*cm, y0  = 4*cm, z0  = 4*cm;
  G4double dx0 = 1*cm, dy0 = 1*cm, dz0 = 1*cm; 
  x0 += dx0*(G4UniformRand()-0.5);
  y0 += dy0*(G4UniformRand()-0.5);
  z0 += dz0*(G4UniformRand()-0.5);
  fParticleGun->SetParticlePosition(G4ThreeVector(x0,y0,z0));
            
  //create vertex
  //
  fParticleGun->GeneratePrimaryVertex(anEvent);
}

//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......

