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Geant4/digits_hits/utils/include/G4VScoringMesh.hh

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Differences between /digits_hits/utils/include/G4VScoringMesh.hh (Version 11.3.0) and /digits_hits/utils/include/G4VScoringMesh.hh (Version 10.4.p3)


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 25 //                                                 25 //
 26 // G4VScoringMesh                              << 
 27 //                                                 26 //
 28 // Class description:                          <<  27 // $Id$
 29 //                                                 28 //
 30 // This class represents a multi-functional de <<  29 
 31 // command-based scorer for parallel world sco << 
 32 // parallel world mesh geometry                << 
 33 //                                             << 
 34 // Author: Makoto Asai                         << 
 35 // ------------------------------------------- << 
 36 #ifndef G4VScoringMesh_h                           30 #ifndef G4VScoringMesh_h
 37 #define G4VScoringMesh_h 1                         31 #define G4VScoringMesh_h 1
 38                                                    32 
 39 #include "globals.hh"                              33 #include "globals.hh"
 40 #include "G4THitsMap.hh"                           34 #include "G4THitsMap.hh"
 41 #include "G4RotationMatrix.hh"                     35 #include "G4RotationMatrix.hh"
 42 #include "G4StatDouble.hh"                         36 #include "G4StatDouble.hh"
 43                                                    37 
 44 #include <map>                                 << 
 45                                                << 
 46 class G4VPhysicalVolume;                           38 class G4VPhysicalVolume;
 47 class G4LogicalVolume;                             39 class G4LogicalVolume;
 48 class G4MultiFunctionalDetector;                   40 class G4MultiFunctionalDetector;
 49 class G4VPrimitiveScorer;                          41 class G4VPrimitiveScorer;
 50 class G4VSDFilter;                                 42 class G4VSDFilter;
 51 class G4VScoreColorMap;                            43 class G4VScoreColorMap;
 52 class G4ParallelWorldProcess;                      44 class G4ParallelWorldProcess;
 53                                                    45 
                                                   >>  46 #include <map>
                                                   >>  47 
                                                   >>  48 enum MeshShape { boxMesh, cylinderMesh, sphereMesh , undefinedMesh = -1};
                                                   >>  49 typedef G4THitsMap< G4double > EventScore;
                                                   >>  50 typedef G4THitsMap< G4StatDouble > RunScore;
                                                   >>  51 typedef std::map< G4String, RunScore* > MeshScoreMap;
                                                   >>  52 // class description:
                                                   >>  53 //
                                                   >>  54 //  This class represents a parallel world for interactive scoring purposes.
                                                   >>  55 //
                                                   >>  56 
 54 class G4VScoringMesh                               57 class G4VScoringMesh
 55 {                                                  58 {
 56  public:                                       <<  59   public:
 57   enum class MeshShape                         <<  60   G4VScoringMesh(const G4String& wName);
 58   {                                            <<  61   virtual ~G4VScoringMesh();
 59     box,                                       << 
 60     cylinder,                                  << 
 61     sphere,                                    << 
 62     realWorldLogVol,                           << 
 63     probe,                                     << 
 64     undefined = -1                             << 
 65   };                                           << 
 66   using EventScore   = G4THitsMap<G4double>;   << 
 67   using RunScore     = G4THitsMap<G4StatDouble << 
 68   using MeshScoreMap = std::map<G4String, RunS << 
 69                                                    62 
 70  public:                                       <<  63   public: // with description
                                                   >>  64   // a pure virtual function to construct this mesh geometry
                                                   >>  65   void Construct(G4VPhysicalVolume* fWorldPhys);
 71                                                    66 
 72   G4VScoringMesh(const G4String& wName);       <<  67   void WorkerConstruct(G4VPhysicalVolume* fWorldPhys);
 73   virtual ~G4VScoringMesh() = default;         << 
 74                                                    68 
 75   virtual void Construct(G4VPhysicalVolume* fW <<  69   protected:
 76   virtual void WorkerConstruct(G4VPhysicalVolu <<  70   virtual void SetupGeometry(G4VPhysicalVolume * fWorldPhys) = 0;
 77                                                    71 
 78   // list infomration of this mesh             <<  72   public: // with description
                                                   >>  73   // list infomration of this mesh 
 79   virtual void List() const;                       74   virtual void List() const;
 80                                                <<  75   
                                                   >>  76   public: // with description
 81   // get the world name                            77   // get the world name
 82   // If this ScoringMesh is for parallel world <<  78   inline const G4String& GetWorldName() const
 83   // parallel world If this ScoringMesh is for <<  79   { return fWorldName; }
 84   // returns name of logical volume            << 
 85   inline const G4String& GetWorldName() const  << 
 86   // get whether this mesh is active or not        80   // get whether this mesh is active or not
 87   inline G4bool IsActive() const { return fAct <<  81   inline G4bool IsActive() const
                                                   >>  82   { return fActive; }
 88   // set an activity of this mesh                  83   // set an activity of this mesh
 89   inline void Activate(G4bool vl = true) { fAc <<  84   inline void Activate(G4bool vl = true)
                                                   >>  85   { fActive = vl; }
 90   // get the shape of this mesh                    86   // get the shape of this mesh
 91   inline MeshShape GetShape() const { return f <<  87   inline MeshShape GetShape() const
                                                   >>  88   { return fShape; }
 92   // accumulate hits in a registered primitive     89   // accumulate hits in a registered primitive scorer
 93   void Accumulate(G4THitsMap<G4double>* map);  <<  90   void Accumulate(G4THitsMap<G4double> * map);
 94   void Accumulate(G4THitsMap<G4StatDouble>* ma <<  91   void Accumulate(G4THitsMap<G4StatDouble> * map);
 95   // merge same kind of meshes                     92   // merge same kind of meshes
 96   void Merge(const G4VScoringMesh* scMesh);    <<  93   void Merge(const G4VScoringMesh * scMesh);
 97   // dump information of primitive socrers reg     94   // dump information of primitive socrers registered in this mesh
 98   void Dump();                                     95   void Dump();
 99   // draw a projected quantity on a current vi     96   // draw a projected quantity on a current viewer
100   void DrawMesh(const G4String& psName, G4VSco <<  97   void DrawMesh(const G4String& psName,G4VScoreColorMap* colorMap,G4int axflg=111);
101                 G4int axflg = 111);            << 
102   // draw a column of a quantity on a current      98   // draw a column of a quantity on a current viewer
103   void DrawMesh(const G4String& psName, G4int  <<  99   void DrawMesh(const G4String& psName,G4int idxPlane,G4int iColumn,G4VScoreColorMap* colorMap);
104                 G4VScoreColorMap* colorMap);   << 
105   // draw a projected quantity on a current vi    100   // draw a projected quantity on a current viewer
106   virtual void Draw(RunScore* map, G4VScoreCol << 101   virtual void Draw(RunScore * map, G4VScoreColorMap* colorMap, G4int axflg=111) = 0;
107                     G4int axflg = 111) = 0;    << 
108   // draw a column of a quantity on a current     102   // draw a column of a quantity on a current viewer
109   virtual void DrawColumn(RunScore* map, G4VSc << 103   virtual void DrawColumn(RunScore * map, G4VScoreColorMap* colorMap,
110                           G4int idxProj, G4int << 104         G4int idxProj, G4int idxColumn) = 0;
111   // reset registered primitive scorers           105   // reset registered primitive scorers
112   void ResetScore();                              106   void ResetScore();
113                                                   107 
114   // Following set/get methods make sense only << 
115   // set size of this mesh                        108   // set size of this mesh
116   void SetSize(G4double size[3]);                 109   void SetSize(G4double size[3]);
117   // get size of this mesh                        110   // get size of this mesh
118   G4ThreeVector GetSize() const;                  111   G4ThreeVector GetSize() const;
119   // set starting and span angles (used only f << 
120   void SetAngles(G4double, G4double);          << 
121   // get angles (used only for tube segment)   << 
122   inline G4double GetStartAngle() const { retu << 
123   inline G4double GetAngleSpan() const { retur << 
124   // set position of center of this mesh          112   // set position of center of this mesh
125   void SetCenterPosition(G4double centerPositi    113   void SetCenterPosition(G4double centerPosition[3]);
126   // get position of center of this mesh          114   // get position of center of this mesh
127   G4ThreeVector GetTranslation() const { retur << 115   G4ThreeVector GetTranslation() const {return fCenterPosition;}
128   // set a rotation angle around the x axis       116   // set a rotation angle around the x axis
129   void RotateX(G4double delta);                   117   void RotateX(G4double delta);
130   // set a rotation angle around the y axis       118   // set a rotation angle around the y axis
131   void RotateY(G4double delta);                   119   void RotateY(G4double delta);
132   // set a rotation angle around the z axis       120   // set a rotation angle around the z axis
133   void RotateZ(G4double delta);                   121   void RotateZ(G4double delta);
134   // get a rotation matrix                        122   // get a rotation matrix
135   inline G4RotationMatrix GetRotationMatrix()  << 123   G4RotationMatrix GetRotationMatrix() const {
136   {                                            << 124     if(fRotationMatrix) return *fRotationMatrix;
137     if(fRotationMatrix != nullptr)             << 125     else return G4RotationMatrix::IDENTITY;
138       return *fRotationMatrix;                 << 
139     return G4RotationMatrix::IDENTITY;         << 
140   }                                               126   }
141                                                << 
142   // set number of segments of this mesh          127   // set number of segments of this mesh
143   void SetNumberOfSegments(G4int nSegment[3]);    128   void SetNumberOfSegments(G4int nSegment[3]);
144   // get number of segments of this mesh          129   // get number of segments of this mesh
145   void GetNumberOfSegments(G4int nSegment[3]);    130   void GetNumberOfSegments(G4int nSegment[3]);
146                                                   131 
147   // register a primitive scorer to the MFD &  << 132   // register a primitive scorer to the MFD & set it to the current primitive scorer
148   // scorer                                    << 133   void SetPrimitiveScorer(G4VPrimitiveScorer * ps);
149   void SetPrimitiveScorer(G4VPrimitiveScorer*  << 
150   // register a filter to a current primtive s    134   // register a filter to a current primtive scorer
151   void SetFilter(G4VSDFilter* filter);         << 135   void SetFilter(G4VSDFilter * filter);
152   // set a primitive scorer to the current one    136   // set a primitive scorer to the current one by the name
153   void SetCurrentPrimitiveScorer(const G4Strin << 137   void SetCurrentPrimitiveScorer(const G4String & name);
154   // find registered primitive scorer by the n    138   // find registered primitive scorer by the name
155   G4bool FindPrimitiveScorer(const G4String& p << 139   G4bool FindPrimitiveScorer(const G4String & psname);
156   // get whether current primitive scorer is s    140   // get whether current primitive scorer is set or not
157   inline G4bool IsCurrentPrimitiveScorerNull() << 141   G4bool IsCurrentPrimitiveScorerNull() {
158   {                                            << 142     if(fCurrentPS == nullptr) return true;
159     return fCurrentPS == nullptr;              << 143     else return false;
160   }                                               144   }
161   // get unit of primitive scorer by the name     145   // get unit of primitive scorer by the name
162   G4String GetPSUnit(const G4String& psname);  << 146   G4String GetPSUnit(const G4String & psname);
163   // get unit of current primitive scorer         147   // get unit of current primitive scorer
164   G4String GetCurrentPSUnit();                    148   G4String GetCurrentPSUnit();
165   // set unit of current primitive scorer         149   // set unit of current primitive scorer
166   void SetCurrentPSUnit(const G4String& unit);    150   void SetCurrentPSUnit(const G4String& unit);
167   // get unit value of primitive scorer by the    151   // get unit value of primitive scorer by the name
168   G4double GetPSUnitValue(const G4String& psna << 152   G4double GetPSUnitValue(const G4String & psname);
169   // set PS name to be drawn                      153   // set PS name to be drawn
170   inline void SetDrawPSName(const G4String& ps << 154   void SetDrawPSName(const G4String & psname) {fDrawPSName = psname;}
171                                                   155 
172   // get axis names of the hierarchical divisi    156   // get axis names of the hierarchical division in the divided order
173   void GetDivisionAxisNames(G4String divisionA    157   void GetDivisionAxisNames(G4String divisionAxisNames[3]);
174                                                   158 
175   // set current  primitive scorer to NULL        159   // set current  primitive scorer to NULL
176   void SetNullToCurrentPrimitiveScorer() { fCu << 160   void SetNullToCurrentPrimitiveScorer() {fCurrentPS = nullptr;}
177   // set verbose level                            161   // set verbose level
178   inline void SetVerboseLevel(G4int vl) { verb << 162   inline void SetVerboseLevel(G4int vl) 
                                                   >> 163   { verboseLevel = vl; }
179   // get the primitive scorer map                 164   // get the primitive scorer map
180   inline MeshScoreMap GetScoreMap() const { re << 165   inline MeshScoreMap GetScoreMap() const 
                                                   >> 166   { return fMap; }
181   // get whether this mesh setup has been read    167   // get whether this mesh setup has been ready
182   inline G4bool ReadyForQuantity() const { ret << 168   inline G4bool ReadyForQuantity() const
                                                   >> 169   { return (sizeIsSet && nMeshIsSet); }
183                                                   170 
184   // protected:                                << 171 protected:
185   // get registered primitive socrer by the na    172   // get registered primitive socrer by the name
186   G4VPrimitiveScorer* GetPrimitiveScorer(const << 173   G4VPrimitiveScorer * GetPrimitiveScorer(const G4String & name);
187                                                << 
188   inline void SetMeshElementLogical(G4LogicalV << 
189   {                                            << 
190     fMeshElementLogical = val;                 << 
191   }                                            << 
192   inline G4LogicalVolume* GetMeshElementLogica << 
193   {                                            << 
194     return fMeshElementLogical;                << 
195   }                                            << 
196                                                << 
197   inline void SetParallelWorldProcess(G4Parall << 
198   {                                            << 
199     fParallelWorldProcess = proc;              << 
200   }                                            << 
201   inline G4ParallelWorldProcess* GetParallelWo << 
202   {                                            << 
203     return fParallelWorldProcess;              << 
204   }                                            << 
205   inline void GeometryHasBeenDestroyed()       << 
206   {                                            << 
207     fGeometryHasBeenDestroyed = true;          << 
208     fMeshElementLogical       = nullptr;       << 
209   }                                            << 
210                                                << 
211   // Geometry hirarchy level (bottom = 0) to b << 
212   // This is used only for real-world scorer   << 
213   inline void SetCopyNumberLevel(G4int val) {  << 
214   inline G4int GetCopyNumberLevel() const { re << 
215                                                << 
216   inline G4bool LayeredMassFlg() { return laye << 
217                                                << 
218  protected:                                    << 
219                                                << 
220   // a pure virtual function to construct this << 
221   virtual void SetupGeometry(G4VPhysicalVolume << 
222                                                << 
223  protected:                                    << 
224                                                   174 
225   G4String fWorldName;                         << 175 protected:
226   G4VPrimitiveScorer* fCurrentPS;              << 176   G4String  fWorldName;
227   G4bool fConstructed;                         << 177   G4VPrimitiveScorer * fCurrentPS;
228   G4bool fActive;                              << 178   G4bool    fConstructed;
                                                   >> 179   G4bool    fActive;
229   MeshShape fShape;                               180   MeshShape fShape;
230                                                   181 
231   G4double fSize[3];                              182   G4double fSize[3];
232   G4double fAngle[2];                          << 
233   G4ThreeVector fCenterPosition;                  183   G4ThreeVector fCenterPosition;
234   G4RotationMatrix* fRotationMatrix;           << 184   G4RotationMatrix * fRotationMatrix;
235   G4int fNSegment[3];                             185   G4int fNSegment[3];
236                                                   186 
237   MeshScoreMap fMap;                              187   MeshScoreMap fMap;
238   G4MultiFunctionalDetector* fMFD;             << 188   G4MultiFunctionalDetector * fMFD;
239                                                   189 
240   G4int verboseLevel;                             190   G4int verboseLevel;
241                                                   191 
242   G4bool sizeIsSet;                               192   G4bool sizeIsSet;
243   G4bool nMeshIsSet;                              193   G4bool nMeshIsSet;
244                                                   194 
245   G4String fDrawUnit;                             195   G4String fDrawUnit;
246   G4double fDrawUnitValue;                        196   G4double fDrawUnitValue;
247   G4String fDrawPSName;                           197   G4String fDrawPSName;
248                                                   198 
249   G4String fDivisionAxisNames[3];                 199   G4String fDivisionAxisNames[3];
250                                                   200 
251   G4LogicalVolume* fMeshElementLogical;        << 201   G4LogicalVolume * fMeshElementLogical;
252                                                   202 
                                                   >> 203 public:
                                                   >> 204   inline void SetMeshElementLogical(G4LogicalVolume* val)
                                                   >> 205   { fMeshElementLogical = val; }
                                                   >> 206   inline G4LogicalVolume* GetMeshElementLogical() const
                                                   >> 207   { return fMeshElementLogical; }
                                                   >> 208 
                                                   >> 209 protected:
253   G4ParallelWorldProcess* fParallelWorldProces    210   G4ParallelWorldProcess* fParallelWorldProcess;
254   G4bool fGeometryHasBeenDestroyed;               211   G4bool fGeometryHasBeenDestroyed;
255                                                << 212 public:
256   G4int copyNumberLevel;                       << 213   inline void SetParallelWorldProcess(G4ParallelWorldProcess* proc)
257                                                << 214   { fParallelWorldProcess = proc; }
258   // This flag may be set to true for Probe sc << 215   inline G4ParallelWorldProcess* GetParallelWorldProcess() const
259   // There is no public set method for this bo << 216   { return fParallelWorldProcess; }
260   // to true through SetMaterial() method of P << 217   inline void GeometryHasBeenDestroyed()
261   G4bool layeredMassFlg;                       << 218   {
                                                   >> 219     fGeometryHasBeenDestroyed = true;
                                                   >> 220     fMeshElementLogical = nullptr;
                                                   >> 221   }
262 };                                                222 };
263                                                   223 
264 #endif                                            224 #endif
                                                   >> 225 
265                                                   226