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Please see the license in the file LICENSE and URL above * 16 // * for the full disclaimer and the limitatio 16 // * for the full disclaimer and the limitation of liability. * 17 // * 17 // * * 18 // * This code implementation is the result 18 // * This code implementation is the result of the scientific and * 19 // * technical work of the GEANT4 collaboratio 19 // * technical work of the GEANT4 collaboration. * 20 // * By using, copying, modifying or distri 20 // * By using, copying, modifying or distributing the software (or * 21 // * any work based on the software) you ag 21 // * any work based on the software) you agree to acknowledge its * 22 // * use in resulting scientific publicati 22 // * use in resulting scientific publications, and indicate your * 23 // * acceptance of all terms of the Geant4 Sof 23 // * acceptance of all terms of the Geant4 Software license. * 24 // ******************************************* 24 // ******************************************************************** 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