Geant4 Cross Reference

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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 11.2.1)


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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() = 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