Import Geant4 11.0.0 source tree

This commit is contained in:
Gabriele Cosmo
2021-12-10 14:46:44 +01:00
committed by Ben Morgan
parent 6399a014b6
commit 80e2389dd8
3932 changed files with 202519 additions and 246221 deletions
@@ -24,32 +24,34 @@
// ********************************************************************
//
//
/// \file B3aActionInitialization.hh
/// \brief Definition of the B3aActionInitialization class
/// \file ActionInitialization.hh
/// \brief Definition of the B3a::ActionInitialization class
#ifndef B3aActionInitialization_h
#define B3aActionInitialization_h 1
#include "G4VUserActionInitialization.hh"
/// Action initialization class.
///
//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
class B3aActionInitialization : public G4VUserActionInitialization
namespace B3a
{
/// Action initialization class.
class ActionInitialization : public G4VUserActionInitialization
{
public:
B3aActionInitialization();
virtual ~B3aActionInitialization();
ActionInitialization();
~ActionInitialization() override;
virtual void BuildForMaster() const;
virtual void Build() const;
void BuildForMaster() const override;
void Build() const override;
};
}
//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
#endif
@@ -1,37 +0,0 @@
//
// ********************************************************************
// * License and Disclaimer *
// * *
// * The Geant4 software is copyright of the Copyright Holders of *
// * the Geant4 Collaboration. It is provided under the terms and *
// * conditions of the Geant4 Software License, included in the file *
// * LICENSE and available at http://cern.ch/geant4/license . These *
// * include a list of copyright holders. *
// * *
// * Neither the authors of this software system, nor their employing *
// * institutes,nor the agencies providing financial support for this *
// * work make any representation or warranty, express or implied, *
// * regarding this software system or assume any liability for its *
// * use. Please see the license in the file LICENSE and URL above *
// * for the full disclaimer and the limitation of liability. *
// * *
// * This code implementation is the result of the scientific and *
// * technical work of the GEANT4 collaboration. *
// * By using, copying, modifying or distributing the software (or *
// * any work based on the software) you agree to acknowledge its *
// * use in resulting scientific publications, and indicate your *
// * acceptance of all terms of the Geant4 Software license. *
// ********************************************************************
//
//
/// \file B3Analysis.hh
/// \brief Selection of the analysis technology
#ifndef B3Analysis_h
#define B3Analysis_h 1
#include "g4root.hh"
//#include "g4csv.hh"
//#include "g4xml.hh"
#endif
@@ -24,8 +24,8 @@
// ********************************************************************
//
//
/// \file B3DetectorConstruction.hh
/// \brief Definition of the B3DetectorConstruction class
/// \file DetectorConstruction.hh
/// \brief Definition of the B3::DetectorConstruction class
#ifndef B3DetectorConstruction_h
#define B3DetectorConstruction_h 1
@@ -36,27 +36,32 @@
class G4VPhysicalVolume;
class G4LogicalVolume;
namespace B3
{
/// Detector construction class to define materials and geometry.
///
/// Crystals are positioned in Ring, with an appropriate rotation matrix.
/// Several copies of Ring are placed in the full detector.
class B3DetectorConstruction : public G4VUserDetectorConstruction
class DetectorConstruction : public G4VUserDetectorConstruction
{
public:
B3DetectorConstruction();
virtual ~B3DetectorConstruction();
DetectorConstruction();
~DetectorConstruction() override;
public:
virtual G4VPhysicalVolume* Construct();
virtual void ConstructSDandField();
G4VPhysicalVolume* Construct() override;
void ConstructSDandField() override;
private:
void DefineMaterials();
G4bool fCheckOverlaps;
G4bool fCheckOverlaps = true;
};
}
//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
#endif
@@ -24,8 +24,8 @@
// ********************************************************************
//
//
/// \file B3aEventAction.hh
/// \brief Definition of the B3aEventAction class
/// \file EventAction.hh
/// \brief Definition of the B3a::EventAction class
#ifndef B3aEventAction_h
#define B3aEventAction_h 1
@@ -33,29 +33,34 @@
#include "G4UserEventAction.hh"
#include "globals.hh"
class B3aRunAction;
namespace B3a
{
class RunAction;
/// Event action class
///
/// In EndOfEventAction() there is collected information event per event
/// from Hits Collections, and accumulated statistic for
/// B3RunAction::EndOfRunAction().
/// RunAction::EndOfRunAction().
class B3aEventAction : public G4UserEventAction
class EventAction : public G4UserEventAction
{
public:
B3aEventAction(B3aRunAction* runAction);
virtual ~B3aEventAction();
EventAction(RunAction* runAction);
~EventAction() override;
virtual void BeginOfEventAction(const G4Event*);
virtual void EndOfEventAction(const G4Event*);
void BeginOfEventAction(const G4Event*) override;
void EndOfEventAction(const G4Event*) override;
private:
B3aRunAction* fRunAction;
G4int fCollID_cryst;
G4int fCollID_patient;
RunAction* fRunAction = nullptr;
G4int fCollID_cryst = -1;
G4int fCollID_patient = -1;
};
}
//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
#endif
@@ -24,14 +24,17 @@
// ********************************************************************
//
//
/// \file B3PhysicsList.hh
/// \brief Definition of the B3PhysicsList class
/// \file PhysicsList.hh
/// \brief Definition of the B3::PhysicsList class
#ifndef B3PhysicsList_h
#define B3PhysicsList_h 1
#include "G4VModularPhysicsList.hh"
namespace B3
{
/// Modular physics list
///
/// It includes the folowing physics builders
@@ -39,15 +42,17 @@
/// - G4RadioactiveDecayPhysics
/// - G4EmStandardPhysics
class B3PhysicsList: public G4VModularPhysicsList
class PhysicsList: public G4VModularPhysicsList
{
public:
B3PhysicsList();
virtual ~B3PhysicsList();
PhysicsList();
~PhysicsList() override;
virtual void SetCuts();
void SetCuts() override;
};
}
//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
#endif
@@ -24,8 +24,8 @@
// ********************************************************************
//
//
/// \file B3PrimaryGeneratorAction.hh
/// \brief Definition of the B3PrimaryGeneratorAction class
/// \file PrimaryGeneratorAction.hh
/// \brief Definition of the B3::PrimaryGeneratorAction class
#ifndef B3PrimaryGeneratorAction_h
#define B3PrimaryGeneratorAction_h 1
@@ -37,26 +37,31 @@
class G4ParticleGun;
class G4Event;
namespace B3
{
/// The primary generator action class with particle gum.
///
/// It defines an ion (F18), at rest, randomly distribued within a zone
/// in a patient defined in GeneratePrimaries(). Ion F18 can be changed
/// with the G4ParticleGun commands (see run2.mac).
class B3PrimaryGeneratorAction : public G4VUserPrimaryGeneratorAction
class PrimaryGeneratorAction : public G4VUserPrimaryGeneratorAction
{
public:
B3PrimaryGeneratorAction();
virtual ~B3PrimaryGeneratorAction();
PrimaryGeneratorAction();
~PrimaryGeneratorAction() override;
virtual void GeneratePrimaries(G4Event*);
void GeneratePrimaries(G4Event*) override;
const G4ParticleGun* GetParticleGun() const { return fParticleGun; }
private:
G4ParticleGun* fParticleGun;
G4ParticleGun* fParticleGun = nullptr;
};
}
//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
#endif
@@ -24,8 +24,8 @@
// ********************************************************************
//
//
/// \file B3aRunAction.hh
/// \brief Definition of the B3aRunAction class
/// \file RunAction.hh
/// \brief Definition of the B3a::RunAction class
#ifndef B3aRunAction_h
#define B3aRunAction_h 1
@@ -34,25 +34,30 @@
#include "G4Accumulable.hh"
#include "globals.hh"
namespace B3a
{
/// Run action class
class B3aRunAction : public G4UserRunAction
class RunAction : public G4UserRunAction
{
public:
B3aRunAction();
virtual ~B3aRunAction();
RunAction();
~RunAction() override;
virtual void BeginOfRunAction(const G4Run*);
virtual void EndOfRunAction(const G4Run*);
void BeginOfRunAction(const G4Run*) override;
void EndOfRunAction(const G4Run*) override;
void CountEvent() { fGoodEvents += 1; };
void SumDose(G4double dose) { fSumDose += dose; };
private:
G4Accumulable<G4int> fGoodEvents;
G4Accumulable<G4double> fSumDose;
G4Accumulable<G4int> fGoodEvents = 0;
G4Accumulable<G4double> fSumDose = 0.;
};
}
//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
#endif
@@ -24,8 +24,8 @@
// ********************************************************************
//
//
/// \file B3StackingAction.hh
/// \brief Definition of the B3StackingAction class
/// \file StackingAction.hh
/// \brief Definition of the B3::StackingAction class
#ifndef B3StackingAction_h
#define B3StackingAction_h 1
@@ -33,20 +33,25 @@
#include "G4UserStackingAction.hh"
#include "globals.hh"
namespace B3
{
/// Stacking action class : manage the newly generated particles
///
/// One wishes do not track secondary neutrino.Therefore one kills it
/// immediately, before created particles will put in a stack.
class B3StackingAction : public G4UserStackingAction
class StackingAction : public G4UserStackingAction
{
public:
B3StackingAction();
virtual ~B3StackingAction();
StackingAction();
~StackingAction() override;
virtual G4ClassificationOfNewTrack ClassifyNewTrack(const G4Track*);
G4ClassificationOfNewTrack ClassifyNewTrack(const G4Track*) override;
};
}
//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
#endif