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