Import Geant4 11.2.0 source tree
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//
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// ********************************************************************
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// * License and Disclaimer *
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// * *
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// * The Geant4 software is copyright of the Copyright Holders of *
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// * the Geant4 Collaboration. It is provided under the terms and *
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// * conditions of the Geant4 Software License, included in the file *
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// * LICENSE and available at http://cern.ch/geant4/license . These *
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// * include a list of copyright holders. *
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// * *
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// * Neither the authors of this software system, nor their employing *
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// * institutes,nor the agencies providing financial support for this *
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// * work make any representation or warranty, express or implied, *
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// * regarding this software system or assume any liability for its *
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// * use. Please see the license in the file LICENSE and URL above *
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// * for the full disclaimer and the limitation of liability. *
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// * *
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// * This code implementation is the result of the scientific and *
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// * technical work of the GEANT4 collaboration. *
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// * By using, copying, modifying or distributing the software (or *
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// * any work based on the software) you agree to acknowledge its *
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// * use in resulting scientific publications, and indicate your *
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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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// G4NavigationHistoryPool
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//
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// Class description:
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//
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// Thread-local pool for navigation history levels collections being
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// allocated by G4NavigationHistory. Allows for reuse of the vectors
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// allocated according to lifetime of G4NavigationHistory objects.
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// 07.05.14 G.Cosmo Initial version
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// --------------------------------------------------------------------
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#ifndef G4NAVIGATIONHISTORYPOOL_HH
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#define G4NAVIGATIONHISTORYPOOL_HH
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#include <vector>
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#include "G4NavigationLevel.hh"
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class G4NavigationHistoryPool
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{
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public:
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static G4NavigationHistoryPool* GetInstance();
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// Return unique instance of G4NavigationHistoryPool.
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inline std::vector<G4NavigationLevel> * GetNewLevels();
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// Return the pointer to a new collection of levels being allocated.
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inline std::vector<G4NavigationLevel> * GetLevels();
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// Return the pointer of the first available collection of levels
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// If none are available (i.e. empty Free vector) allocate collection.
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inline void DeRegister(std::vector<G4NavigationLevel> * pLevels);
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// Deactivate levels collection in pool.
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void Clean();
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// Delete all levels stored in the pool.
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void Print() const;
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// Print number of entries.
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~G4NavigationHistoryPool();
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// Destructor: takes care to delete allocated levels.
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private:
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G4NavigationHistoryPool();
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// Default constructor.
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inline void Register(std::vector<G4NavigationLevel> * pLevels);
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// Register levels collection to pool and activate it.
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void Reset();
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// Set internal vectors content to zero.
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private:
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static G4ThreadLocal G4NavigationHistoryPool* fgInstance;
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std::vector<std::vector<G4NavigationLevel> *> fPool;
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std::vector<std::vector<G4NavigationLevel> *> fFree;
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};
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// ***************************************************************************
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// Register levels collection to pool (add and/or activate)
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// ***************************************************************************
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//
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inline void G4NavigationHistoryPool::
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Register(std::vector<G4NavigationLevel> * pLevels)
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{
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fPool.push_back(pLevels);
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}
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// ***************************************************************************
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// Deactivate levels collection in pool
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// ***************************************************************************
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//
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inline void G4NavigationHistoryPool::
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DeRegister(std::vector<G4NavigationLevel> * pLevels)
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{
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fFree.push_back(pLevels);
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}
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// ***************************************************************************
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// Return the pointer of a new collection of levels allocated
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// ***************************************************************************
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//
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inline std::vector<G4NavigationLevel> * G4NavigationHistoryPool::GetNewLevels()
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{
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auto aLevelVec = new std::vector<G4NavigationLevel>(kHistoryMax);
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Register(aLevelVec);
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return aLevelVec;
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}
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// ***************************************************************************
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// Return the pointer of the first available collection of levels
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// If none are available (i.e. non active) allocate collection
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// ***************************************************************************
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//
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inline std::vector<G4NavigationLevel> * G4NavigationHistoryPool::GetLevels()
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{
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std::vector<G4NavigationLevel> * levels = nullptr;
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if (!fFree.empty())
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{
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levels = fFree.back();
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fFree.pop_back();
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}
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else
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{
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levels = GetNewLevels();
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}
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return levels;
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}
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#endif
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