Import Geant4 11.3.0 source tree
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@@ -23,42 +23,46 @@
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// * acceptance of all terms of the Geant4 Software license. *
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// ********************************************************************
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//
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// G4ScoringBox
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//
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//
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// Author: Makoto Asai
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// --------------------------------------------------------------------
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#ifndef G4ScoringBox_h
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#define G4ScoringBox_h 1
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#include "globals.hh"
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#include "G4VScoringMesh.hh"
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#include "G4RotationMatrix.hh"
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#include <vector>
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class G4VPhysicalVolume;
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class G4LogicalVolume;
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class G4VPrimitiveScorer;
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class G4VScoreColorMap;
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#include <vector>
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class G4ScoringBox : public G4VScoringMesh
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{
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public:
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G4ScoringBox(G4String wName);
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G4ScoringBox(const G4String& wName);
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~G4ScoringBox() override = default;
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public:
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void List() const override;
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void Draw(RunScore* map, G4VScoreColorMap* colorMap, G4int axflg = 111) override;
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void DrawColumn(RunScore* map, G4VScoreColorMap* colorMap, G4int idxProj,
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G4int idxColumn) override;
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// set a direction to segment this mesh
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void SetSegmentDirection(G4int dir) { fSegmentDirection = dir; }
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inline void SetSegmentDirection(G4int dir) { fSegmentDirection = dir; }
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protected:
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// construct this mesh
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void SetupGeometry(G4VPhysicalVolume* fWorldPhys) override;
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private:
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// get replicated position from 3D index (x,y,z)
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G4ThreeVector GetReplicaPosition(G4int x, G4int y, G4int z);
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// get 3D index (x,y,z) from sequential index
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@@ -67,6 +71,7 @@ class G4ScoringBox : public G4VScoringMesh
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G4int GetIndex(G4int x, G4int y, G4int z) const;
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private:
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G4int fSegmentDirection; // =1: x, =2: y, =3: z
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};
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