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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 11.0.p2)


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 25 //                                                 25 //
 26 // G4VScoringMesh                              << 
 27 //                                                 26 //
 28 // Class description:                          << 
 29 //                                                 27 //
 30 // This class represents a multi-functional de <<  28 
 31 // command-based scorer for parallel world sco << 
 32 // parallel world mesh geometry                << 
 33 //                                             << 
 34 // Author: Makoto Asai                         << 
 35 // ------------------------------------------- << 
 36 #ifndef G4VScoringMesh_h                           29 #ifndef G4VScoringMesh_h
 37 #define G4VScoringMesh_h 1                         30 #define G4VScoringMesh_h 1
 38                                                    31 
 39 #include "globals.hh"                              32 #include "globals.hh"
 40 #include "G4THitsMap.hh"                           33 #include "G4THitsMap.hh"
 41 #include "G4RotationMatrix.hh"                     34 #include "G4RotationMatrix.hh"
 42 #include "G4StatDouble.hh"                         35 #include "G4StatDouble.hh"
 43                                                    36 
 44 #include <map>                                 << 
 45                                                << 
 46 class G4VPhysicalVolume;                           37 class G4VPhysicalVolume;
 47 class G4LogicalVolume;                             38 class G4LogicalVolume;
 48 class G4MultiFunctionalDetector;                   39 class G4MultiFunctionalDetector;
 49 class G4VPrimitiveScorer;                          40 class G4VPrimitiveScorer;
 50 class G4VSDFilter;                                 41 class G4VSDFilter;
 51 class G4VScoreColorMap;                            42 class G4VScoreColorMap;
 52 class G4ParallelWorldProcess;                      43 class G4ParallelWorldProcess;
 53                                                    44 
                                                   >>  45 #include <map>
                                                   >>  46 
                                                   >>  47 // class description:
                                                   >>  48 //
                                                   >>  49 //  This class represents a multi-functional detector to be used by
                                                   >>  50 //  command-based scorer For parallel world scorer, this class creates a
                                                   >>  51 //  parallel world mesh geometry
                                                   >>  52 //
                                                   >>  53 
 54 class G4VScoringMesh                               54 class G4VScoringMesh
 55 {                                                  55 {
 56  public:                                           56  public:
 57   enum class MeshShape                             57   enum class MeshShape
 58   {                                                58   {
 59     box,                                           59     box,
 60     cylinder,                                      60     cylinder,
 61     sphere,                                        61     sphere,
 62     realWorldLogVol,                               62     realWorldLogVol,
 63     probe,                                         63     probe,
 64     undefined = -1                                 64     undefined = -1
 65   };                                               65   };
 66   using EventScore   = G4THitsMap<G4double>;       66   using EventScore   = G4THitsMap<G4double>;
 67   using RunScore     = G4THitsMap<G4StatDouble     67   using RunScore     = G4THitsMap<G4StatDouble>;
 68   using MeshScoreMap = std::map<G4String, RunS     68   using MeshScoreMap = std::map<G4String, RunScore*>;
 69                                                    69 
 70  public:                                           70  public:
 71                                                << 
 72   G4VScoringMesh(const G4String& wName);           71   G4VScoringMesh(const G4String& wName);
 73   virtual ~G4VScoringMesh() = default;         <<  72   virtual ~G4VScoringMesh();
 74                                                    73 
                                                   >>  74  public:  // with description
 75   virtual void Construct(G4VPhysicalVolume* fW     75   virtual void Construct(G4VPhysicalVolume* fWorldPhys);
 76   virtual void WorkerConstruct(G4VPhysicalVolu     76   virtual void WorkerConstruct(G4VPhysicalVolume* fWorldPhys);
 77                                                    77 
                                                   >>  78  protected:
                                                   >>  79   // a pure virtual function to construct this mesh geometry
                                                   >>  80   virtual void SetupGeometry(G4VPhysicalVolume* fWorldPhys) = 0;
                                                   >>  81 
                                                   >>  82  public:  // with description
 78   // list infomration of this mesh                 83   // list infomration of this mesh
 79   virtual void List() const;                       84   virtual void List() const;
 80                                                    85 
                                                   >>  86  public:  // with description
 81   // get the world name                            87   // get the world name
 82   // If this ScoringMesh is for parallel world     88   // If this ScoringMesh is for parallel world, it returns the name of the
 83   // parallel world If this ScoringMesh is for     89   // parallel world If this ScoringMesh is for real world logical volume, it
 84   // returns name of logical volume                90   // returns name of logical volume
 85   inline const G4String& GetWorldName() const      91   inline const G4String& GetWorldName() const { return fWorldName; }
 86   // get whether this mesh is active or not        92   // get whether this mesh is active or not
 87   inline G4bool IsActive() const { return fAct     93   inline G4bool IsActive() const { return fActive; }
 88   // set an activity of this mesh                  94   // set an activity of this mesh
 89   inline void Activate(G4bool vl = true) { fAc     95   inline void Activate(G4bool vl = true) { fActive = vl; }
 90   // get the shape of this mesh                    96   // get the shape of this mesh
 91   inline MeshShape GetShape() const { return f     97   inline MeshShape GetShape() const { return fShape; }
 92   // accumulate hits in a registered primitive     98   // accumulate hits in a registered primitive scorer
 93   void Accumulate(G4THitsMap<G4double>* map);      99   void Accumulate(G4THitsMap<G4double>* map);
 94   void Accumulate(G4THitsMap<G4StatDouble>* ma    100   void Accumulate(G4THitsMap<G4StatDouble>* map);
 95   // merge same kind of meshes                    101   // merge same kind of meshes
 96   void Merge(const G4VScoringMesh* scMesh);       102   void Merge(const G4VScoringMesh* scMesh);
 97   // dump information of primitive socrers reg    103   // dump information of primitive socrers registered in this mesh
 98   void Dump();                                    104   void Dump();
 99   // draw a projected quantity on a current vi    105   // draw a projected quantity on a current viewer
100   void DrawMesh(const G4String& psName, G4VSco    106   void DrawMesh(const G4String& psName, G4VScoreColorMap* colorMap,
101                 G4int axflg = 111);               107                 G4int axflg = 111);
102   // draw a column of a quantity on a current     108   // draw a column of a quantity on a current viewer
103   void DrawMesh(const G4String& psName, G4int     109   void DrawMesh(const G4String& psName, G4int idxPlane, G4int iColumn,
104                 G4VScoreColorMap* colorMap);      110                 G4VScoreColorMap* colorMap);
105   // draw a projected quantity on a current vi    111   // draw a projected quantity on a current viewer
106   virtual void Draw(RunScore* map, G4VScoreCol    112   virtual void Draw(RunScore* map, G4VScoreColorMap* colorMap,
107                     G4int axflg = 111) = 0;       113                     G4int axflg = 111) = 0;
108   // draw a column of a quantity on a current     114   // draw a column of a quantity on a current viewer
109   virtual void DrawColumn(RunScore* map, G4VSc    115   virtual void DrawColumn(RunScore* map, G4VScoreColorMap* colorMap,
110                           G4int idxProj, G4int    116                           G4int idxProj, G4int idxColumn) = 0;
111   // reset registered primitive scorers           117   // reset registered primitive scorers
112   void ResetScore();                              118   void ResetScore();
113                                                   119 
114   // Following set/get methods make sense only    120   // Following set/get methods make sense only for parallel world scoring mesh
115   // set size of this mesh                        121   // set size of this mesh
116   void SetSize(G4double size[3]);                 122   void SetSize(G4double size[3]);
117   // get size of this mesh                        123   // get size of this mesh
118   G4ThreeVector GetSize() const;                  124   G4ThreeVector GetSize() const;
119   // set starting and span angles (used only f    125   // set starting and span angles (used only for tube segment)
120   void SetAngles(G4double, G4double);             126   void SetAngles(G4double, G4double);
121   // get angles (used only for tube segment)      127   // get angles (used only for tube segment)
122   inline G4double GetStartAngle() const { retu    128   inline G4double GetStartAngle() const { return fAngle[0]; }
123   inline G4double GetAngleSpan() const { retur    129   inline G4double GetAngleSpan() const { return fAngle[1]; }
124   // set position of center of this mesh          130   // set position of center of this mesh
125   void SetCenterPosition(G4double centerPositi    131   void SetCenterPosition(G4double centerPosition[3]);
126   // get position of center of this mesh          132   // get position of center of this mesh
127   G4ThreeVector GetTranslation() const { retur    133   G4ThreeVector GetTranslation() const { return fCenterPosition; }
128   // set a rotation angle around the x axis       134   // set a rotation angle around the x axis
129   void RotateX(G4double delta);                   135   void RotateX(G4double delta);
130   // set a rotation angle around the y axis       136   // set a rotation angle around the y axis
131   void RotateY(G4double delta);                   137   void RotateY(G4double delta);
132   // set a rotation angle around the z axis       138   // set a rotation angle around the z axis
133   void RotateZ(G4double delta);                   139   void RotateZ(G4double delta);
134   // get a rotation matrix                        140   // get a rotation matrix
135   inline G4RotationMatrix GetRotationMatrix()  << 141   G4RotationMatrix GetRotationMatrix() const
136   {                                               142   {
137     if(fRotationMatrix != nullptr)             << 143     if(fRotationMatrix)
138       return *fRotationMatrix;                    144       return *fRotationMatrix;
139     return G4RotationMatrix::IDENTITY;         << 145     else
                                                   >> 146       return G4RotationMatrix::IDENTITY;
140   }                                               147   }
141                                                   148 
142   // set number of segments of this mesh          149   // set number of segments of this mesh
143   void SetNumberOfSegments(G4int nSegment[3]);    150   void SetNumberOfSegments(G4int nSegment[3]);
144   // get number of segments of this mesh          151   // get number of segments of this mesh
145   void GetNumberOfSegments(G4int nSegment[3]);    152   void GetNumberOfSegments(G4int nSegment[3]);
146                                                   153 
147   // register a primitive scorer to the MFD &     154   // register a primitive scorer to the MFD & set it to the current primitive
148   // scorer                                       155   // scorer
149   void SetPrimitiveScorer(G4VPrimitiveScorer*     156   void SetPrimitiveScorer(G4VPrimitiveScorer* ps);
150   // register a filter to a current primtive s    157   // register a filter to a current primtive scorer
151   void SetFilter(G4VSDFilter* filter);            158   void SetFilter(G4VSDFilter* filter);
152   // set a primitive scorer to the current one    159   // set a primitive scorer to the current one by the name
153   void SetCurrentPrimitiveScorer(const G4Strin    160   void SetCurrentPrimitiveScorer(const G4String& name);
154   // find registered primitive scorer by the n    161   // find registered primitive scorer by the name
155   G4bool FindPrimitiveScorer(const G4String& p    162   G4bool FindPrimitiveScorer(const G4String& psname);
156   // get whether current primitive scorer is s    163   // get whether current primitive scorer is set or not
157   inline G4bool IsCurrentPrimitiveScorerNull() << 164   G4bool IsCurrentPrimitiveScorerNull()
158   {                                               165   {
159     return fCurrentPS == nullptr;              << 166     if(fCurrentPS == nullptr)
                                                   >> 167       return true;
                                                   >> 168     else
                                                   >> 169       return false;
160   }                                               170   }
161   // get unit of primitive scorer by the name     171   // get unit of primitive scorer by the name
162   G4String GetPSUnit(const G4String& psname);     172   G4String GetPSUnit(const G4String& psname);
163   // get unit of current primitive scorer         173   // get unit of current primitive scorer
164   G4String GetCurrentPSUnit();                    174   G4String GetCurrentPSUnit();
165   // set unit of current primitive scorer         175   // set unit of current primitive scorer
166   void SetCurrentPSUnit(const G4String& unit);    176   void SetCurrentPSUnit(const G4String& unit);
167   // get unit value of primitive scorer by the    177   // get unit value of primitive scorer by the name
168   G4double GetPSUnitValue(const G4String& psna    178   G4double GetPSUnitValue(const G4String& psname);
169   // set PS name to be drawn                      179   // set PS name to be drawn
170   inline void SetDrawPSName(const G4String& ps << 180   void SetDrawPSName(const G4String& psname) { fDrawPSName = psname; }
171                                                   181 
172   // get axis names of the hierarchical divisi    182   // get axis names of the hierarchical division in the divided order
173   void GetDivisionAxisNames(G4String divisionA    183   void GetDivisionAxisNames(G4String divisionAxisNames[3]);
174                                                   184 
175   // set current  primitive scorer to NULL        185   // set current  primitive scorer to NULL
176   void SetNullToCurrentPrimitiveScorer() { fCu    186   void SetNullToCurrentPrimitiveScorer() { fCurrentPS = nullptr; }
177   // set verbose level                            187   // set verbose level
178   inline void SetVerboseLevel(G4int vl) { verb    188   inline void SetVerboseLevel(G4int vl) { verboseLevel = vl; }
179   // get the primitive scorer map                 189   // get the primitive scorer map
180   inline MeshScoreMap GetScoreMap() const { re    190   inline MeshScoreMap GetScoreMap() const { return fMap; }
181   // get whether this mesh setup has been read    191   // get whether this mesh setup has been ready
182   inline G4bool ReadyForQuantity() const { ret    192   inline G4bool ReadyForQuantity() const { return (sizeIsSet && nMeshIsSet); }
183                                                   193 
184   // protected:                                   194   // protected:
185   // get registered primitive socrer by the na    195   // get registered primitive socrer by the name
186   G4VPrimitiveScorer* GetPrimitiveScorer(const    196   G4VPrimitiveScorer* GetPrimitiveScorer(const G4String& name);
187                                                   197 
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:                                       198  protected:
219                                                << 
220   // a pure virtual function to construct this << 
221   virtual void SetupGeometry(G4VPhysicalVolume << 
222                                                << 
223  protected:                                    << 
224                                                << 
225   G4String fWorldName;                            199   G4String fWorldName;
226   G4VPrimitiveScorer* fCurrentPS;                 200   G4VPrimitiveScorer* fCurrentPS;
227   G4bool fConstructed;                            201   G4bool fConstructed;
228   G4bool fActive;                                 202   G4bool fActive;
229   MeshShape fShape;                               203   MeshShape fShape;
230                                                   204 
231   G4double fSize[3];                              205   G4double fSize[3];
232   G4double fAngle[2];                             206   G4double fAngle[2];
233   G4ThreeVector fCenterPosition;                  207   G4ThreeVector fCenterPosition;
234   G4RotationMatrix* fRotationMatrix;              208   G4RotationMatrix* fRotationMatrix;
235   G4int fNSegment[3];                             209   G4int fNSegment[3];
236                                                   210 
237   MeshScoreMap fMap;                              211   MeshScoreMap fMap;
238   G4MultiFunctionalDetector* fMFD;                212   G4MultiFunctionalDetector* fMFD;
239                                                   213 
240   G4int verboseLevel;                             214   G4int verboseLevel;
241                                                   215 
242   G4bool sizeIsSet;                               216   G4bool sizeIsSet;
243   G4bool nMeshIsSet;                              217   G4bool nMeshIsSet;
244                                                   218 
245   G4String fDrawUnit;                             219   G4String fDrawUnit;
246   G4double fDrawUnitValue;                        220   G4double fDrawUnitValue;
247   G4String fDrawPSName;                           221   G4String fDrawPSName;
248                                                   222 
249   G4String fDivisionAxisNames[3];                 223   G4String fDivisionAxisNames[3];
250                                                   224 
251   G4LogicalVolume* fMeshElementLogical;           225   G4LogicalVolume* fMeshElementLogical;
252                                                   226 
                                                   >> 227  public:
                                                   >> 228   inline void SetMeshElementLogical(G4LogicalVolume* val)
                                                   >> 229   {
                                                   >> 230     fMeshElementLogical = val;
                                                   >> 231   }
                                                   >> 232   inline G4LogicalVolume* GetMeshElementLogical() const
                                                   >> 233   {
                                                   >> 234     return fMeshElementLogical;
                                                   >> 235   }
                                                   >> 236 
                                                   >> 237  protected:
253   G4ParallelWorldProcess* fParallelWorldProces    238   G4ParallelWorldProcess* fParallelWorldProcess;
254   G4bool fGeometryHasBeenDestroyed;               239   G4bool fGeometryHasBeenDestroyed;
255                                                << 240 
                                                   >> 241  public:
                                                   >> 242   inline void SetParallelWorldProcess(G4ParallelWorldProcess* proc)
                                                   >> 243   {
                                                   >> 244     fParallelWorldProcess = proc;
                                                   >> 245   }
                                                   >> 246   inline G4ParallelWorldProcess* GetParallelWorldProcess() const
                                                   >> 247   {
                                                   >> 248     return fParallelWorldProcess;
                                                   >> 249   }
                                                   >> 250   inline void GeometryHasBeenDestroyed()
                                                   >> 251   {
                                                   >> 252     fGeometryHasBeenDestroyed = true;
                                                   >> 253     fMeshElementLogical       = nullptr;
                                                   >> 254   }
                                                   >> 255 
                                                   >> 256  protected:
256   G4int copyNumberLevel;                          257   G4int copyNumberLevel;
257                                                   258 
                                                   >> 259  public:
                                                   >> 260   // Geometry hirarchy level (bottom = 0) to be used as the copy number
                                                   >> 261   // This is used only for real-world scorer
                                                   >> 262   inline void SetCopyNumberLevel(G4int val) { copyNumberLevel = val; }
                                                   >> 263   inline G4int GetCopyNumberLevel() const { return copyNumberLevel; }
                                                   >> 264 
                                                   >> 265  protected:
258   // This flag may be set to true for Probe sc    266   // This flag may be set to true for Probe scoring mesh.
259   // There is no public set method for this bo    267   // There is no public set method for this boolean flag, but it should be set
260   // to true through SetMaterial() method of P    268   // to true through SetMaterial() method of Probe scoring mesh.
261   G4bool layeredMassFlg;                          269   G4bool layeredMassFlg;
                                                   >> 270 
                                                   >> 271  public:
                                                   >> 272   G4bool LayeredMassFlg() { return layeredMassFlg; }
262 };                                                273 };
263                                                   274 
264 #endif                                            275 #endif
265                                                   276