Import Geant4 11.2.0 source tree

This commit is contained in:
Gabriele Cosmo
2023-12-08 10:43:34 +01:00
parent dd1f179cda
commit 860a2b92bf
3962 changed files with 139318 additions and 164259 deletions
@@ -25,7 +25,7 @@
//
//
//
//
//
//---------------------------------------------------------------
//
// G4FastSimulationManager.hh
@@ -38,27 +38,24 @@
//
//---------------------------------------------------------------
#ifndef G4FastSimulationManager_h
#define G4FastSimulationManager_h 1
#include "globals.hh"
#include "G4LogicalVolume.hh"
#include "G4Region.hh"
#include "G4VPhysicalVolume.hh"
#include "G4ParticleTable.hh"
#include "G4ParticleDefinition.hh"
#include "G4VParticleChange.hh"
#include "G4FastTrack.hh"
#include "G4FastSimulationVector.hh"
#include "G4FastStep.hh"
#include "G4VFastSimulationModel.hh"
#include "G4FastTrack.hh"
#include "G4LogicalVolume.hh"
#include "G4ParticleDefinition.hh"
#include "G4ParticleTable.hh"
#include "G4Region.hh"
#include "G4RotationMatrix.hh"
#include "G4ThreeVector.hh"
#include "G4Transform3D.hh"
#include "G4FastSimulationVector.hh"
#include "G4VFastSimulationModel.hh"
#include "G4VParticleChange.hh"
#include "G4VPhysicalVolume.hh"
#include "G4ios.hh"
#include "globals.hh"
//-------------------------------------------
//
@@ -73,132 +70,117 @@
// at tracking time.
//
class G4FastSimulationManager
{
public: // with description
//------------------------
// Constructor/Destructor
//------------------------
// Only one Constructor. By default the envelope can
// be placed n-Times.
// If the user is sure that it is placed just one time,
// the IsUnique flag should be set TRUE to avoid the
// G4AffineTransform re-calculations each time we reach
// the envelope.
public: // with description
//------------------------
// Constructor/Destructor
//------------------------
// Only one Constructor. By default the envelope can
// be placed n-Times.
// If the user is sure that it is placed just one time,
// the IsUnique flag should be set TRUE to avoid the
// G4AffineTransform re-calculations each time we reach
// the envelope.
G4FastSimulationManager(G4Envelope *anEnvelope,
G4bool IsUnique = FALSE);
// This is the only constructor. In this constructor you specify
// the envelope by giving the G4Region (typedef-ed as G4Envelope)
// pointer. The G4FastSimulationManager object will bind itself to
// this envelope and will notify this G4Region to become an envelope.
// If you know that this region is used for only one logical volume,
// you can turn the IsUnique boolean to "true" to allow some optimization.
//
// Note that if you choose to use the G4VFastSimulationModel(const G4String&,
// G4Region*, G4bool) constructor for you model, the G4FastSimulationManager
// will be constructed using the given G4Region* and G4bool values of the
// model constructor.
//
G4FastSimulationManager(G4Envelope* anEnvelope, G4bool IsUnique = FALSE);
// This is the only constructor. In this constructor you specify
// the envelope by giving the G4Region (typedef-ed as G4Envelope)
// pointer. The G4FastSimulationManager object will bind itself to
// this envelope and will notify this G4Region to become an envelope.
// If you know that this region is used for only one logical volume,
// you can turn the IsUnique boolean to "true" to allow some optimization.
//
// Note that if you choose to use the G4VFastSimulationModel(const G4String&,
// G4Region*, G4bool) constructor for you model, the G4FastSimulationManager
// will be constructed using the given G4Region* and G4bool values of the
// model constructor.
//
public: // without description
~G4FastSimulationManager();
// Destructor
~G4FastSimulationManager();
// Add a model to the Model List.
void AddFastSimulationModel(G4VFastSimulationModel*);
public: // with description
// Methods to add/remove models to/from the Model
// List.
//
void AddFastSimulationModel(G4VFastSimulationModel*);
// Add a model to the Model List.
// Remove a model from the Model List.
void RemoveFastSimulationModel(G4VFastSimulationModel*);
void RemoveFastSimulationModel(G4VFastSimulationModel*);
// Remove a model from the Model List.
// Activate a model in the Model List.
G4bool ActivateFastSimulationModel(const G4String&);
// Methods to activate/inactivate models from the Model
// List.
// Inactivate a model in the Model List.
G4bool InActivateFastSimulationModel(const G4String&);
G4bool ActivateFastSimulationModel(const G4String&);
// Activate a model in the Model List.
// Methods for print/control commands
void ListTitle() const;
void ListModels() const;
void ListModels(const G4ParticleDefinition*) const;
void ListModels(const G4String& aName) const;
const G4Envelope* GetEnvelope() const;
G4bool InActivateFastSimulationModel(const G4String&);
// Inactivate a model in the Model List.
G4VFastSimulationModel* GetFastSimulationModel(const G4String& modelName,
const G4VFastSimulationModel* previousFound,
G4bool& foundPrevious) const;
public: // without description
// Methods for print/control commands
void ListTitle() const;
void ListModels() const;
void ListModels(const G4ParticleDefinition*) const;
void ListModels(const G4String& aName) const;
const G4Envelope* GetEnvelope() const;
const std::vector<G4VFastSimulationModel*>& GetFastSimulationModelList() const
{
return ModelList;
}
G4VFastSimulationModel* GetFastSimulationModel(const G4String& modelName,
const G4VFastSimulationModel* previousFound,
bool &foundPrevious) const;
void FlushModels();
const std::vector<G4VFastSimulationModel*>& GetFastSimulationModelList() const
{return ModelList;}
//----------------------------------------------
// Interface methods for the
// G4FastSimulationManagerProcess process.
//----------------------------------------------
// Trigger
G4bool PostStepGetFastSimulationManagerTrigger(const G4Track&, const G4Navigator* a = nullptr);
// DoIt
G4VParticleChange* InvokePostStepDoIt();
void FlushModels();
// AtRest methods:
G4bool AtRestGetFastSimulationManagerTrigger(const G4Track&, const G4Navigator* a = nullptr);
G4VParticleChange* InvokeAtRestDoIt();
//----------------------------------------------
// Interface methods for the
// G4FastSimulationManagerProcess process.
//----------------------------------------------
// Trigger
G4bool PostStepGetFastSimulationManagerTrigger(const G4Track &,
const G4Navigator* a = 0);
// DoIt
G4VParticleChange* InvokePostStepDoIt();
// For management
G4bool operator==(const G4FastSimulationManager&) const;
// AtRest methods:
G4bool AtRestGetFastSimulationManagerTrigger(const G4Track &,
const G4Navigator* a = 0);
G4VParticleChange* InvokeAtRestDoIt();
private:
// Private members :
G4FastTrack fFastTrack;
G4FastStep fFastStep;
G4VFastSimulationModel* fTriggedFastSimulationModel{nullptr};
G4FastSimulationVector<G4VFastSimulationModel> ModelList;
G4FastSimulationVector<G4VFastSimulationModel> fInactivatedModels;
// For management
G4bool operator == ( const G4FastSimulationManager&) const;
G4ParticleDefinition* fLastCrossedParticle{nullptr};
G4FastSimulationVector<G4VFastSimulationModel> fApplicableModelList;
private:
// Private members :
G4FastTrack fFastTrack;
G4FastStep fFastStep;
G4VFastSimulationModel* fTriggedFastSimulationModel;
G4FastSimulationVector <G4VFastSimulationModel> ModelList;
G4FastSimulationVector <G4VFastSimulationModel> fInactivatedModels;
G4ParticleDefinition* fLastCrossedParticle;
G4FastSimulationVector <G4VFastSimulationModel> fApplicableModelList;
// -- *** depracating, to be dropped @ next major release:
G4FastSimulationVector <G4Transform3D> GhostPlacements;
// -- *** depracating, to be dropped @ next major release:
G4FastSimulationVector<G4Transform3D> GhostPlacements;
};
inline void
G4FastSimulationManager::AddFastSimulationModel(G4VFastSimulationModel* fsm)
inline void G4FastSimulationManager::AddFastSimulationModel(G4VFastSimulationModel* fsm)
{
ModelList.push_back(fsm);
// forces the fApplicableModelList to be rebuild
fLastCrossedParticle = 0;
fLastCrossedParticle = nullptr;
}
inline void
G4FastSimulationManager::RemoveFastSimulationModel(G4VFastSimulationModel* fsm)
inline void G4FastSimulationManager::RemoveFastSimulationModel(G4VFastSimulationModel* fsm)
{
if(!ModelList.remove(fsm)) fInactivatedModels.remove(fsm);
if (ModelList.remove(fsm) == nullptr) fInactivatedModels.remove(fsm);
// forces the fApplicableModelList to be rebuild
fLastCrossedParticle = 0;
fLastCrossedParticle = nullptr;
}
inline G4bool
G4FastSimulationManager::operator == (const G4FastSimulationManager& fsm) const
inline G4bool G4FastSimulationManager::operator==(const G4FastSimulationManager& fsm) const
{
return (this==&fsm) ? true : false;
return this == &fsm;
}
inline const G4Envelope*
G4FastSimulationManager::GetEnvelope() const
inline const G4Envelope* G4FastSimulationManager::GetEnvelope() const
{
return fFastTrack.GetEnvelope();
}