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geant4/source/processes/parameterisation/include/G4GlobalFastSimulationManager.hh
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//
// ********************************************************************
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// * *
// * The Geant4 software is copyright of the Copyright Holders of *
// * the Geant4 Collaboration. It is provided under the terms and *
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// * technical work of the GEANT4 collaboration. *
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//
//
// $Id: G4GlobalFastSimulationManager.hh 68056 2013-03-13 14:44:48Z gcosmo $
//
//
//---------------------------------------------------------------
//
// G4GlobalFastSimulationManager.hh
//
// Description:
// A singleton class which manages the Fast Simulation managers
// attached to envelopes.
//
// History:
// June 98: Verderi && MoraDeFreitas - "G4ParallelWorld" becomes
// "G4FlavoredParallelWorld"; some method name changes;
// GetFlavoredWorldForThis now returns a
// G4FlavoredParallelWorld pointer.
// Feb 98: Verderi && MoraDeFreitas - First Implementation.
//
//---------------------------------------------------------------
#ifndef G4GlobalFastSimulationManager_hh
#define G4GlobalFastSimulationManager_hh
#include "globals.hh"
#include "G4FastSimulationVector.hh"
#include "G4VGlobalFastSimulationManager.hh"
#include "G4FastSimulationManager.hh"
#include "G4FastSimulationManagerProcess.hh"
class G4FastSimulationMessenger;
enum listType {
NAMES_ONLY,
MODELS,
ISAPPLICABLE
};
// Class Description:
// This a singleton class which provides the management of the G4FastSimulationManager
// objects and some ghost facilities.
//
// You can get access to it by:
//
// #include "G4GlobalFastSimulationManager.hh"
// ...
// ...
// G4GlobalFastSimulationManager* globalFSM;
// globalFSM = G4GlobalFastSimulationManager::getGlobalFastSimulationManager();
// ...
// ...
//
// Presently, you will mainly need to use the GlobalFastSimulationManager if you use ghost
// geometries.
//
class G4GlobalFastSimulationManager
{
public: // With description
static G4GlobalFastSimulationManager* GetGlobalFastSimulationManager();
// Provides a global access to the GlobalFastSimulationManager
static G4GlobalFastSimulationManager* GetInstance();
// Same as GetGlobalFastSimulationManager()
G4VFastSimulationModel* GetFastSimulationModel(const G4String& modelName,
const G4VFastSimulationModel* previousFound = 0) const;
// Iterative fetch of G4VFastSimulationModel objects by name:
// o returns the G4VFastSimulationModel* of model with name modelName;
// o returns 0 if no model found;
// o usage:
// myModel = gblManager->GetFastSimulationModel("MyModel");
// o note for the case of several models having the same name:
// - to get the first "MyModel" model:
// myModel1 = gblManager->GetFastSimulationModel("MyModel", 0);
// - to get the next one:
// myModel2 = gblManager->GetFastSimulationModel("MyModel", myModel1);
// - and so on.
// - When gblManager->GetFastSimulationModel("MyModel", myModel_n)
// returns a null pointer, no extra model with name "MyModel" exist.
public: // Without description
// Destructor
~G4GlobalFastSimulationManager();
//
// G4FastSimulationManager(Process)'s management, no intended for general use.
//
// Methods for a G4FastSimulationManager to register itself
//
void AddFastSimulationManager(G4FastSimulationManager*);
void RemoveFastSimulationManager(G4FastSimulationManager*);
//
// G4FastSimulationManagerProcess bookeeping:
//
void AddFSMP(G4FastSimulationManagerProcess*);
void RemoveFSMP(G4FastSimulationManagerProcess*);
// Flag that the Parameterisation must be closed.
void FastSimulationNeedsToBeClosed();
public: // With description
void ShowSetup();
// Show the fast simulation setup : world(s), region(s), model(s) and links between them.
// Requires the geometry to be closed.
public: // Without description
void ListEnvelopes(const G4String& aName = "all",
listType aListType = NAMES_ONLY);
void ListEnvelopes(const G4ParticleDefinition* );
void ActivateFastSimulationModel(const G4String&);
void InActivateFastSimulationModel(const G4String&);
private:
// Private construtor insures singleton class
G4GlobalFastSimulationManager();
// recursive display of regions, models, etc...
void DisplayRegion(G4Region* motherRegion, G4int depth, std::vector<G4ParticleDefinition*>& particles) const;
// The single instance.
static G4ThreadLocal G4GlobalFastSimulationManager* fGlobalFastSimulationManager;
G4FastSimulationMessenger* fTheFastSimulationMessenger;
G4FastSimulationVector <G4FastSimulationManager> ManagedManagers;
G4FastSimulationVector <G4FastSimulationManagerProcess> fFSMPVector;
};
#endif
// end of #ifndef G4GlobalFastSimulationManager_hh