Geant4 Cross Reference

Cross-Referencing   Geant4
Geant4/examples/extended/biasing/GB06/src/GB06ParallelWorldForSlices.cc

Version: [ ReleaseNotes ] [ 1.0 ] [ 1.1 ] [ 2.0 ] [ 3.0 ] [ 3.1 ] [ 3.2 ] [ 4.0 ] [ 4.0.p1 ] [ 4.0.p2 ] [ 4.1 ] [ 4.1.p1 ] [ 5.0 ] [ 5.0.p1 ] [ 5.1 ] [ 5.1.p1 ] [ 5.2 ] [ 5.2.p1 ] [ 5.2.p2 ] [ 6.0 ] [ 6.0.p1 ] [ 6.1 ] [ 6.2 ] [ 6.2.p1 ] [ 6.2.p2 ] [ 7.0 ] [ 7.0.p1 ] [ 7.1 ] [ 7.1.p1 ] [ 8.0 ] [ 8.0.p1 ] [ 8.1 ] [ 8.1.p1 ] [ 8.1.p2 ] [ 8.2 ] [ 8.2.p1 ] [ 8.3 ] [ 8.3.p1 ] [ 8.3.p2 ] [ 9.0 ] [ 9.0.p1 ] [ 9.0.p2 ] [ 9.1 ] [ 9.1.p1 ] [ 9.1.p2 ] [ 9.1.p3 ] [ 9.2 ] [ 9.2.p1 ] [ 9.2.p2 ] [ 9.2.p3 ] [ 9.2.p4 ] [ 9.3 ] [ 9.3.p1 ] [ 9.3.p2 ] [ 9.4 ] [ 9.4.p1 ] [ 9.4.p2 ] [ 9.4.p3 ] [ 9.4.p4 ] [ 9.5 ] [ 9.5.p1 ] [ 9.5.p2 ] [ 9.6 ] [ 9.6.p1 ] [ 9.6.p2 ] [ 9.6.p3 ] [ 9.6.p4 ] [ 10.0 ] [ 10.0.p1 ] [ 10.0.p2 ] [ 10.0.p3 ] [ 10.0.p4 ] [ 10.1 ] [ 10.1.p1 ] [ 10.1.p2 ] [ 10.1.p3 ] [ 10.2 ] [ 10.2.p1 ] [ 10.2.p2 ] [ 10.2.p3 ] [ 10.3 ] [ 10.3.p1 ] [ 10.3.p2 ] [ 10.3.p3 ] [ 10.4 ] [ 10.4.p1 ] [ 10.4.p2 ] [ 10.4.p3 ] [ 10.5 ] [ 10.5.p1 ] [ 10.6 ] [ 10.6.p1 ] [ 10.6.p2 ] [ 10.6.p3 ] [ 10.7 ] [ 10.7.p1 ] [ 10.7.p2 ] [ 10.7.p3 ] [ 10.7.p4 ] [ 11.0 ] [ 11.0.p1 ] [ 11.0.p2 ] [ 11.0.p3, ] [ 11.0.p4 ] [ 11.1 ] [ 11.1.1 ] [ 11.1.2 ] [ 11.1.3 ] [ 11.2 ] [ 11.2.1 ] [ 11.2.2 ] [ 11.3.0 ]

Diff markup

Differences between /examples/extended/biasing/GB06/src/GB06ParallelWorldForSlices.cc (Version 11.3.0) and /examples/extended/biasing/GB06/src/GB06ParallelWorldForSlices.cc (Version 10.4.p1)


  1 //                                                  1 //
  2 // *******************************************      2 // ********************************************************************
  3 // * License and Disclaimer                         3 // * License and Disclaimer                                           *
  4 // *                                                4 // *                                                                  *
  5 // * The  Geant4 software  is  copyright of th      5 // * The  Geant4 software  is  copyright of the Copyright Holders  of *
  6 // * the Geant4 Collaboration.  It is provided      6 // * the Geant4 Collaboration.  It is provided  under  the terms  and *
  7 // * conditions of the Geant4 Software License      7 // * conditions of the Geant4 Software License,  included in the file *
  8 // * LICENSE and available at  http://cern.ch/      8 // * LICENSE and available at  http://cern.ch/geant4/license .  These *
  9 // * include a list of copyright holders.           9 // * include a list of copyright holders.                             *
 10 // *                                               10 // *                                                                  *
 11 // * Neither the authors of this software syst     11 // * Neither the authors of this software system, nor their employing *
 12 // * institutes,nor the agencies providing fin     12 // * institutes,nor the agencies providing financial support for this *
 13 // * work  make  any representation or  warran     13 // * work  make  any representation or  warranty, express or implied, *
 14 // * regarding  this  software system or assum     14 // * regarding  this  software system or assume any liability for its *
 15 // * use.  Please see the license in the file      15 // * use.  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 /// \file GB06/src/GB06ParallelWorldForSlices.     26 /// \file GB06/src/GB06ParallelWorldForSlices.cc
 27 /// \brief Implementation of the GB06ParallelW     27 /// \brief Implementation of the GB06ParallelWorldForSlices class
 28 //                                                 28 //
                                                   >>  29 // $Id: $
 29 //                                                 30 //
 30 #include "GB06ParallelWorldForSlices.hh"           31 #include "GB06ParallelWorldForSlices.hh"
 31                                                    32 
 32 #include "GB06BOptrSplitAndKillByImportance.hh << 
 33                                                << 
 34 #include "G4Box.hh"                                33 #include "G4Box.hh"
 35 #include "G4LogicalVolume.hh"                      34 #include "G4LogicalVolume.hh"
 36 #include "G4LogicalVolumeStore.hh"                 35 #include "G4LogicalVolumeStore.hh"
 37 #include "G4PVPlacement.hh"                        36 #include "G4PVPlacement.hh"
 38 #include "G4PVReplica.hh"                          37 #include "G4PVReplica.hh"
 39 #include "G4PhysicalVolumeStore.hh"                38 #include "G4PhysicalVolumeStore.hh"
 40 #include "G4SystemOfUnits.hh"                  << 
 41 #include "G4ThreeVector.hh"                        39 #include "G4ThreeVector.hh"
                                                   >>  40 #include "G4SystemOfUnits.hh"
                                                   >>  41 
                                                   >>  42 #include "GB06BOptrSplitAndKillByImportance.hh"
 42                                                    43 
 43 //....oooOO0OOooo........oooOO0OOooo........oo     44 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
 44                                                    45 
 45 GB06ParallelWorldForSlices::GB06ParallelWorldF     46 GB06ParallelWorldForSlices::GB06ParallelWorldForSlices(G4String worldName)
 46   : G4VUserParallelWorld(worldName)                47   : G4VUserParallelWorld(worldName)
 47 {                                              <<  48 {;}
 48   ;                                            << 
 49 }                                              << 
 50                                                    49 
 51 //....oooOO0OOooo........oooOO0OOooo........oo     50 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
 52                                                    51 
 53 GB06ParallelWorldForSlices::~GB06ParallelWorld     52 GB06ParallelWorldForSlices::~GB06ParallelWorldForSlices()
 54 {                                              <<  53 {;}
 55   ;                                            << 
 56 }                                              << 
 57                                                    54 
 58 //....oooOO0OOooo........oooOO0OOooo........oo     55 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
 59                                                    56 
 60 void GB06ParallelWorldForSlices::Construct()       57 void GB06ParallelWorldForSlices::Construct()
 61 {                                                  58 {
 62   // -- Inform about construction:                 59   // -- Inform about construction:
 63   // -- (fWorldName is a protected data member     60   // -- (fWorldName is a protected data member of the base parallel world class)
 64   G4cout << "Parallel World `" << fWorldName <     61   G4cout << "Parallel World `" << fWorldName << "' constructed." << G4endl;
 65                                                    62 
 66   // -------------------------                     63   // -------------------------
 67   //  Build parallel geometry:                     64   //  Build parallel geometry:
 68   // -------------------------                     65   // -------------------------
 69                                                <<  66   
 70   // -- Obtain clone of mass geometry world fr     67   // -- Obtain clone of mass geometry world from GetWorld() base class utility:
 71   G4VPhysicalVolume* physicalParallelWorld = G     68   G4VPhysicalVolume* physicalParallelWorld = GetWorld();
 72   G4LogicalVolume* logicalParallelWorld = phys <<  69   G4LogicalVolume*    logicalParallelWorld = physicalParallelWorld->GetLogicalVolume();
                                                   >>  70 
 73                                                    71 
 74   // -- We overlay a sliced geometry on top of     72   // -- We overlay a sliced geometry on top of the block of concrete in the mass geometry
 75   // -- (ie, in the detector construction clas     73   // -- (ie, in the detector construction class), using the same dimensions.
 76   // -- [Note that this is a choice : we can u     74   // -- [Note that this is a choice : we can use different dimensions and shapes, creating
 77   // -- a new solid for that.]                     75   // -- a new solid for that.]
 78   // -- For this we:                               76   // -- For this we:
 79   // --     - 1) get back the solid used to cr     77   // --     - 1) get back the solid used to create the concrete shield;
 80   // --     - 2) create a new logical volume o     78   // --     - 2) create a new logical volume of same shape than the shield and we place
 81   // --          inside the slices                 79   // --          inside the slices
 82   // --     - 3) place the sliced structure, u     80   // --     - 3) place the sliced structure, using the placement of the physical volume of
 83   // --          the concrete shield               81   // --          the concrete shield
 84   // -- In all this construction, no materials     82   // -- In all this construction, no materials are used, as only the volumes boundaries
 85   // -- are of interest. Note that the absence     83   // -- are of interest. Note that the absence of materials is only possible in parallel
 86   // -- geometries.                                84   // -- geometries.
 87                                                    85 
                                                   >>  86   
 88   // -- 1) get back the solid used to create t     87   // -- 1) get back the solid used to create the concrete shield:
 89   //       -----------------------------------     88   //       ------------------------------------------------------
 90                                                <<  89   
 91   // -- get back the logical volume of the shi     90   // -- get back the logical volume of the shield, using its name:
 92   G4LogicalVolume* shieldLogical = G4LogicalVo <<  91   G4LogicalVolume* shieldLogical =
 93                                                <<  92     G4LogicalVolumeStore::GetInstance()->GetVolume("shield.logical");
                                                   >>  93   
 94   // -- get back the solid, a G4box in this ca     94   // -- get back the solid, a G4box in this case. We cast the pointer to access later on
 95   // -- the G4Box class specific methods:          95   // -- the G4Box class specific methods:
 96   auto shieldSolid = (G4Box*)shieldLogical->Ge <<  96   G4Box* shieldSolid = (G4Box*) shieldLogical->GetSolid();
 97                                                <<  97   
 98   // -- we now re-create a logical volume for      98   // -- we now re-create a logical volume for the mother volume of the slices:
 99   G4LogicalVolume* motherForSlicesLogical =        99   G4LogicalVolume* motherForSlicesLogical =
100     new G4LogicalVolume(shieldSolid,  // its s << 100     new G4LogicalVolume(shieldSolid,                 // its solid
101                         nullptr,  // no materi << 101                         nullptr,                     // no material
102                         "motherForSlices.logic    102                         "motherForSlices.logical");  // its name
103                                                   103 
                                                   >> 104 
                                                   >> 105   
104   // -- 2) new logical volume of same shape th    106   // -- 2) new logical volume of same shape than the shield and place inside the slices:
105   //       -----------------------------------    107   //       -----------------------------------------------------------------------------
106                                                << 108   
107   // -- We create now the slices; we choose 20    109   // -- We create now the slices; we choose 20 slices:
108   const G4int nSlices(20);                        110   const G4int nSlices(20);
109   // -- the solid for slices:                     111   // -- the solid for slices:
110   G4double halfSliceZ = shieldSolid->GetZHalfL    112   G4double halfSliceZ = shieldSolid->GetZHalfLength() / nSlices;
111   G4Box* sliceSolid = new G4Box("slice.solid", << 113   G4Box*             sliceSolid = new G4Box("slice.solid",
112                                 shieldSolid->G << 114                                             shieldSolid->GetXHalfLength(),
113                                                << 115                                             shieldSolid->GetYHalfLength(),
                                                   >> 116                                             halfSliceZ                    );
                                                   >> 117   
114   // -- the logical volume for slices:            118   // -- the logical volume for slices:
115   sliceLogical = new G4LogicalVolume(sliceSoli << 119   G4LogicalVolume* sliceLogical = new G4LogicalVolume(sliceSolid,        // its solid
116                                      nullptr,  << 120                                                       nullptr,           // no material
117                                      "slice.lo << 121                                                       "slice.logical");  // its name
118                                                << 122   
119   // -- we use a replica, to place the 20 slic    123   // -- we use a replica, to place the 20 slices in one go, along the Z axis:
120   slicePhysical = new G4PVReplica("slice.physi << 124   new G4PVReplica( "slice.physical",        // its name
121                                   sliceLogical << 125                    sliceLogical,            // its logical volume
122                                   motherForSli << 126                    motherForSlicesLogical,  // its mother volume
123                                   kZAxis,  //  << 127                    kZAxis,                  // axis of replication
124                                   nSlices,  // << 128                    nSlices,                 // number of replica
125                                   2 * halfSlic << 129                    2*halfSliceZ);           // width of replica
126                                                << 130   
                                                   >> 131   
127   // -- 3) place the sliced structure, using t    132   // -- 3) place the sliced structure, using the concrete shield placement:
128   //       -----------------------------------    133   //       ----------------------------------------------------------------
129                                                << 134   
130   // -- get back the physical volume of the sh    135   // -- get back the physical volume of the shield, using its name:
131   // -- (note that we know we have only one ph    136   // -- (note that we know we have only one physical volume with this name. If we had
132   // -- several, we should loop by ourselves o    137   // -- several, we should loop by ourselves on the store which is of
133   // -- std::vector<G4VPhysicalVolume*> type.)    138   // -- std::vector<G4VPhysicalVolume*> type.)
134   G4VPhysicalVolume* shieldPhysical =          << 139   G4VPhysicalVolume*
135     G4PhysicalVolumeStore::GetInstance()->GetV << 140     shieldPhysical = G4PhysicalVolumeStore::GetInstance()->GetVolume("shield.physical");
136                                                << 141   
137   // -- get back the translation                  142   // -- get back the translation
138   // -- (we don't try to get back the rotation    143   // -- (we don't try to get back the rotation, we know we used nullptr):
139   G4ThreeVector translation = shieldPhysical->    144   G4ThreeVector translation = shieldPhysical->GetObjectTranslation();
140                                                << 145   
141   // -- finally, we place the sliced structure    146   // -- finally, we place the sliced structure:
142   new G4PVPlacement(nullptr,  // no rotation   << 147   new G4PVPlacement( nullptr,                           // no rotation
143                     translation,  // translate << 148                      translation,                       // translate as for the shield
144                     motherForSlicesLogical,  / << 149                      motherForSlicesLogical,            // its logical volume
145                     "motherForSlices.physical" << 150                      "motherForSlices.physical",        // its name
146                     logicalParallelWorld,  //  << 151                      logicalParallelWorld,              // its mother  volume
147                     false,  // no boolean oper << 152                      false,                             // no boolean operation
148                     0);  // copy number        << 153                      0);                                // copy number
                                                   >> 154 
149 }                                                 155 }
150                                                   156 
151 //....oooOO0OOooo........oooOO0OOooo........oo    157 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
152                                                   158 
153 void GB06ParallelWorldForSlices::ConstructSD()    159 void GB06ParallelWorldForSlices::ConstructSD()
154 {                                                 160 {
155   // -- Create the biasing operator:              161   // -- Create the biasing operator:
156   auto biasingOperator = new GB06BOptrSplitAnd << 162   auto biasingOperator = new GB06BOptrSplitAndKillByImportance("neutron","parallelOptr");
157   // -- Tell it it is active for this parallel    163   // -- Tell it it is active for this parallel geometry, passing the world
158   // -- volume of this geometry :                 164   // -- volume of this geometry :
159   biasingOperator->SetParallelWorld(GetWorld() << 165   biasingOperator->SetParallelWorld( GetWorld() );
160                                                   166 
161   // -- Attach to the logical volume where the    167   // -- Attach to the logical volume where the biasing has to be applied:
162   biasingOperator->AttachTo(sliceLogical);     << 168   auto slice = G4LogicalVolumeStore::GetInstance()->GetVolume("slice.logical");
                                                   >> 169   biasingOperator->AttachTo(slice);
163                                                   170 
164   // -- Create a simple "volume importance" ma    171   // -- Create a simple "volume importance" map, linking replica numbers to importances:
165   //    --------------------------------------    172   //    --------------------------------------------------------------------------------
166   // -- we define the map as going from an imp    173   // -- we define the map as going from an importance to 2*importance when going from
167   // -- a slice to the next one, in the Z dire    174   // -- a slice to the next one, in the Z direction.
168   // -- Get back the replica of slices:           175   // -- Get back the replica of slices:
                                                   >> 176   G4PVReplica* slicePhysical =
                                                   >> 177     (G4PVReplica*)(G4PhysicalVolumeStore::GetInstance()->GetVolume("slice.physical"));
169   G4int nReplica = slicePhysical->GetMultiplic    178   G4int nReplica = slicePhysical->GetMultiplicity();
170   // -- We use and fill the map we defined in     179   // -- We use and fill the map we defined in the biasing operator:
171   G4int importance = 1;                           180   G4int importance = 1;
172   for (G4int iReplica = 0; iReplica < nReplica << 181   for ( G4int iReplica = 0 ; iReplica < nReplica ; iReplica++ )
173     (biasingOperator->GetImportanceMap())[iRep << 182     {
174     importance *= 2;                           << 183       (biasingOperator->GetImportanceMap())[ iReplica ] = importance;
175   }                                            << 184       importance *= 2;
                                                   >> 185     }
                                                   >> 186   
176 }                                                 187 }
177                                                   188