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//
/// \file PrimaryGeneratorAction.cc
/// \brief Implementation of the PrimaryGeneratorAction class
//
//
//
// 

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#include "PrimaryGeneratorAction.hh"

#include "G4Event.hh"
#include "G4ParticleTable.hh"
#include "G4IonTable.hh"
#include "G4ParticleDefinition.hh"
#include "G4Geantino.hh"
#include "G4SystemOfUnits.hh"
#include "Randomize.hh"

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PrimaryGeneratorAction::PrimaryGeneratorAction()
: G4VUserPrimaryGeneratorAction(),fParticleGun(0)
{
  G4int n_particle = 1;
  fParticleGun  = new G4ParticleGun(n_particle);
  
  fParticleGun->SetParticleEnergy(0*eV);
  fParticleGun->SetParticlePosition(G4ThreeVector(0.*cm,0.*cm,0.*cm));
  fParticleGun->SetParticleMomentumDirection(G4ThreeVector(0.,0.,1.));
}

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

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void PrimaryGeneratorAction::GeneratePrimaries(G4Event* anEvent)
{
  if (fParticleGun->GetParticleDefinition() == G4Geantino::Geantino()) {  
    G4int Z = 10, A = 24;
    G4double ionCharge   = 0.*eplus;
    G4double excitEnergy = 0.*keV;
    
    G4ParticleDefinition* ion
       = G4IonTable::GetIonTable()->GetIon(Z,A,excitEnergy);
    fParticleGun->SetParticleDefinition(ion);
    fParticleGun->SetParticleCharge(ionCharge);
  }    
  //create vertex
  //   
  fParticleGun->GeneratePrimaryVertex(anEvent);
}

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