Import Geant4 11.0.0.beta source tree

This commit is contained in:
Gabriele Cosmo
2021-06-25 16:12:29 +02:00
parent c968e26a39
commit 6399a014b6
4200 changed files with 207479 additions and 237366 deletions
@@ -46,66 +46,75 @@ class G4ParallelWorldProcess;
// class description:
//
// This class represents a multi-functional detector to be used by command-based scorer
// For parallel world scorer, this class creates a parallel world mesh geometry
// This class represents a multi-functional detector to be used by
// command-based scorer For parallel world scorer, this class creates a
// parallel world mesh geometry
//
class G4VScoringMesh
{
public:
enum class MeshShape { box, cylinder, sphere, realWorldLogVol, probe, undefined = -1};
using EventScore = G4THitsMap< G4double >;
using RunScore = G4THitsMap< G4StatDouble >;
using MeshScoreMap = std::map< G4String, RunScore* >;
public:
enum class MeshShape
{
box,
cylinder,
sphere,
realWorldLogVol,
probe,
undefined = -1
};
using EventScore = G4THitsMap<G4double>;
using RunScore = G4THitsMap<G4StatDouble>;
using MeshScoreMap = std::map<G4String, RunScore*>;
public:
public:
G4VScoringMesh(const G4String& wName);
virtual ~G4VScoringMesh();
public: // with description
public: // with description
// a pure virtual function to construct this mesh geometry
void Construct(G4VPhysicalVolume* fWorldPhys);
void WorkerConstruct(G4VPhysicalVolume* fWorldPhys);
protected:
virtual void SetupGeometry(G4VPhysicalVolume * fWorldPhys) = 0;
protected:
virtual void SetupGeometry(G4VPhysicalVolume* fWorldPhys) = 0;
public: // with description
// list infomration of this mesh
public: // with description
// list infomration of this mesh
virtual void List() const;
public: // with description
public: // with description
// get the world name
// If this ScoringMesh is for parallel world, it returns the name of the parallel world
// If this ScoringMesh is for real world logical volume, it returns name of logical volume
inline const G4String& GetWorldName() const
{ return fWorldName; }
// If this ScoringMesh is for parallel world, it returns the name of the
// parallel world If this ScoringMesh is for real world logical volume, it
// returns name of logical volume
inline const G4String& GetWorldName() const { return fWorldName; }
// get whether this mesh is active or not
inline G4bool IsActive() const
{ return fActive; }
inline G4bool IsActive() const { return fActive; }
// set an activity of this mesh
inline void Activate(G4bool vl = true)
{ fActive = vl; }
inline void Activate(G4bool vl = true) { fActive = vl; }
// get the shape of this mesh
inline MeshShape GetShape() const
{ return fShape; }
inline MeshShape GetShape() const { return fShape; }
// accumulate hits in a registered primitive scorer
void Accumulate(G4THitsMap<G4double> * map);
void Accumulate(G4THitsMap<G4StatDouble> * map);
void Accumulate(G4THitsMap<G4double>* map);
void Accumulate(G4THitsMap<G4StatDouble>* map);
// merge same kind of meshes
void Merge(const G4VScoringMesh * scMesh);
void Merge(const G4VScoringMesh* scMesh);
// dump information of primitive socrers registered in this mesh
void Dump();
// draw a projected quantity on a current viewer
void DrawMesh(const G4String& psName,G4VScoreColorMap* colorMap,G4int axflg=111);
void DrawMesh(const G4String& psName, G4VScoreColorMap* colorMap,
G4int axflg = 111);
// draw a column of a quantity on a current viewer
void DrawMesh(const G4String& psName,G4int idxPlane,G4int iColumn,G4VScoreColorMap* colorMap);
void DrawMesh(const G4String& psName, G4int idxPlane, G4int iColumn,
G4VScoreColorMap* colorMap);
// draw a projected quantity on a current viewer
virtual void Draw(RunScore * map, G4VScoreColorMap* colorMap, G4int axflg=111) = 0;
virtual void Draw(RunScore* map, G4VScoreColorMap* colorMap,
G4int axflg = 111) = 0;
// draw a column of a quantity on a current viewer
virtual void DrawColumn(RunScore * map, G4VScoreColorMap* colorMap,
G4int idxProj, G4int idxColumn) = 0;
virtual void DrawColumn(RunScore* map, G4VScoreColorMap* colorMap,
G4int idxProj, G4int idxColumn) = 0;
// reset registered primitive scorers
void ResetScore();
@@ -114,10 +123,12 @@ public: // with description
void SetSize(G4double size[3]);
// get size of this mesh
G4ThreeVector GetSize() const;
// set starting and span angles (used only for tube segment)
void SetAngles(G4double, G4double);
// set position of center of this mesh
void SetCenterPosition(G4double centerPosition[3]);
// get position of center of this mesh
G4ThreeVector GetTranslation() const {return fCenterPosition;}
G4ThreeVector GetTranslation() const { return fCenterPosition; }
// set a rotation angle around the x axis
void RotateX(G4double delta);
// set a rotation angle around the y axis
@@ -125,9 +136,12 @@ public: // with description
// set a rotation angle around the z axis
void RotateZ(G4double delta);
// get a rotation matrix
G4RotationMatrix GetRotationMatrix() const {
if(fRotationMatrix) return *fRotationMatrix;
else return G4RotationMatrix::IDENTITY;
G4RotationMatrix GetRotationMatrix() const
{
if(fRotationMatrix)
return *fRotationMatrix;
else
return G4RotationMatrix::IDENTITY;
}
// set number of segments of this mesh
@@ -135,63 +149,65 @@ public: // with description
// get number of segments of this mesh
void GetNumberOfSegments(G4int nSegment[3]);
// register a primitive scorer to the MFD & set it to the current primitive scorer
void SetPrimitiveScorer(G4VPrimitiveScorer * ps);
// register a primitive scorer to the MFD & set it to the current primitive
// scorer
void SetPrimitiveScorer(G4VPrimitiveScorer* ps);
// register a filter to a current primtive scorer
void SetFilter(G4VSDFilter * filter);
void SetFilter(G4VSDFilter* filter);
// set a primitive scorer to the current one by the name
void SetCurrentPrimitiveScorer(const G4String & name);
void SetCurrentPrimitiveScorer(const G4String& name);
// find registered primitive scorer by the name
G4bool FindPrimitiveScorer(const G4String & psname);
G4bool FindPrimitiveScorer(const G4String& psname);
// get whether current primitive scorer is set or not
G4bool IsCurrentPrimitiveScorerNull() {
if(fCurrentPS == nullptr) return true;
else return false;
G4bool IsCurrentPrimitiveScorerNull()
{
if(fCurrentPS == nullptr)
return true;
else
return false;
}
// get unit of primitive scorer by the name
G4String GetPSUnit(const G4String & psname);
G4String GetPSUnit(const G4String& psname);
// get unit of current primitive scorer
G4String GetCurrentPSUnit();
// set unit of current primitive scorer
void SetCurrentPSUnit(const G4String& unit);
// get unit value of primitive scorer by the name
G4double GetPSUnitValue(const G4String & psname);
G4double GetPSUnitValue(const G4String& psname);
// set PS name to be drawn
void SetDrawPSName(const G4String & psname) {fDrawPSName = psname;}
void SetDrawPSName(const G4String& psname) { fDrawPSName = psname; }
// get axis names of the hierarchical division in the divided order
void GetDivisionAxisNames(G4String divisionAxisNames[3]);
// set current primitive scorer to NULL
void SetNullToCurrentPrimitiveScorer() {fCurrentPS = nullptr;}
void SetNullToCurrentPrimitiveScorer() { fCurrentPS = nullptr; }
// set verbose level
inline void SetVerboseLevel(G4int vl)
{ verboseLevel = vl; }
inline void SetVerboseLevel(G4int vl) { verboseLevel = vl; }
// get the primitive scorer map
inline MeshScoreMap GetScoreMap() const
{ return fMap; }
inline MeshScoreMap GetScoreMap() const { return fMap; }
// get whether this mesh setup has been ready
inline G4bool ReadyForQuantity() const
{ return (sizeIsSet && nMeshIsSet); }
inline G4bool ReadyForQuantity() const { return (sizeIsSet && nMeshIsSet); }
//protected:
// protected:
// get registered primitive socrer by the name
G4VPrimitiveScorer * GetPrimitiveScorer(const G4String & name);
G4VPrimitiveScorer* GetPrimitiveScorer(const G4String& name);
protected:
G4String fWorldName;
G4VPrimitiveScorer * fCurrentPS;
G4bool fConstructed;
G4bool fActive;
protected:
G4String fWorldName;
G4VPrimitiveScorer* fCurrentPS;
G4bool fConstructed;
G4bool fActive;
MeshShape fShape;
G4double fSize[3];
G4double fAngle[2];
G4ThreeVector fCenterPosition;
G4RotationMatrix * fRotationMatrix;
G4RotationMatrix* fRotationMatrix;
G4int fNSegment[3];
MeshScoreMap fMap;
G4MultiFunctionalDetector * fMFD;
G4MultiFunctionalDetector* fMFD;
G4int verboseLevel;
@@ -204,47 +220,54 @@ protected:
G4String fDivisionAxisNames[3];
G4LogicalVolume * fMeshElementLogical;
G4LogicalVolume* fMeshElementLogical;
public:
public:
inline void SetMeshElementLogical(G4LogicalVolume* val)
{ fMeshElementLogical = val; }
{
fMeshElementLogical = val;
}
inline G4LogicalVolume* GetMeshElementLogical() const
{ return fMeshElementLogical; }
{
return fMeshElementLogical;
}
protected:
protected:
G4ParallelWorldProcess* fParallelWorldProcess;
G4bool fGeometryHasBeenDestroyed;
public:
public:
inline void SetParallelWorldProcess(G4ParallelWorldProcess* proc)
{ fParallelWorldProcess = proc; }
{
fParallelWorldProcess = proc;
}
inline G4ParallelWorldProcess* GetParallelWorldProcess() const
{ return fParallelWorldProcess; }
{
return fParallelWorldProcess;
}
inline void GeometryHasBeenDestroyed()
{
fGeometryHasBeenDestroyed = true;
fMeshElementLogical = nullptr;
fMeshElementLogical = nullptr;
}
protected:
protected:
G4int copyNumberLevel;
public:
public:
// Geometry hirarchy level (bottom = 0) to be used as the copy number
// This is used only for real-world scorer
inline void SetCopyNumberLevel(G4int val)
{ copyNumberLevel = val; }
inline G4int GetCopyNumberLevel() const
{ return copyNumberLevel; }
inline void SetCopyNumberLevel(G4int val) { copyNumberLevel = val; }
inline G4int GetCopyNumberLevel() const { return copyNumberLevel; }
protected:
protected:
// This flag may be set to true for Probe scoring mesh.
// There is no public set method for this boolean flag, but it should be set to true
// through SetMaterial() method of Probe scoring mesh.
// There is no public set method for this boolean flag, but it should be set
// to true through SetMaterial() method of Probe scoring mesh.
G4bool layeredMassFlg;
public:
G4bool LayeredMassFlg()
{ return layeredMassFlg; }
public:
G4bool LayeredMassFlg() { return layeredMassFlg; }
};
#endif