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geant4/source/digits_hits/utils/include/G4VScoringMesh.hh
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//
// ********************************************************************
// * 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 *
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// * Neither the authors of this software system, nor their employing *
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// * 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 *
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// * *
// * 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 *
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// ********************************************************************
//
//
// $Id: G4VScoringMesh.hh,v 1.27 2007/11/06 17:17:14 asaim Exp $
// GEANT4 tag $Name: geant4-09-01 $
//
#ifndef G4VScoringMesh_h
#define G4VScoringMesh_h 1
#include "globals.hh"
#include "G4THitsMap.hh"
#include "G4RotationMatrix.hh"
class G4VPhysicalVolume;
class G4MultiFunctionalDetector;
class G4VPrimitiveScorer;
class G4VSDFilter;
class G4VScoreColorMap;
#include <map>
enum MeshShape { boxMesh, cylinderMesh, sphereMesh };
typedef std::map<G4String,G4THitsMap<G4double>* > MeshScoreMap;
// class description:
//
// This class represents a parallel world for interactive scoring purposes.
//
class G4VScoringMesh
{
public:
G4VScoringMesh(G4String wName);
~G4VScoringMesh();
public: // with description
// a pure virtual function to construct this mesh geometry
virtual void Construct(G4VPhysicalVolume* fWorldPhys)=0;
// list infomration of this mesh
virtual void List() const;
public: // with description
// get the world name
inline const G4String& GetWorldName() const
{ return fWorldName; }
// get whether this mesh is active or not
inline G4bool IsActive() const
{ return fActive; }
// set an activity of this mesh
inline void Activate(G4bool vl = true)
{ fActive = vl; }
// get the shape of this mesh
inline MeshShape GetShape() const
{ return fShape; }
// accumulate hits in a registered primitive scorer
inline void Accumulate(G4THitsMap<G4double> * map);
// dump information of primitive socrers registered in this mesh
void Dump();
// draw a projected quantity on a current viewer
inline void DrawMesh(G4String psName,G4VScoreColorMap* colorMap,G4int axflg=111);
// draw a column of a quantity on a current viewer
inline void DrawMesh(G4String psName,G4int idxPlane,G4int iColumn,G4VScoreColorMap* colorMap);
// draw a projected quantity on a current viewer
virtual void Draw(std::map<G4int, G4double*> * map, G4VScoreColorMap* colorMap, G4int axflg=111) = 0;
// draw a column of a quantity on a current viewer
virtual void DrawColumn(std::map<G4int, G4double*> * map, G4VScoreColorMap* colorMap,
G4int idxProj, G4int idxColumn) = 0;
// reset registered primitive scorers
void ResetScore();
// set size of this mesh
void SetSize(G4double size[3]);
// set position of center of this mesh
void SetCenterPosition(G4double centerPosition[3]);
// set a rotation angle around the x axis
void RotateX(G4double delta);
// set a rotation angle around the y axis
void RotateY(G4double delta);
// set a rotation angle around the z axis
void RotateZ(G4double delta);
// set number of segments of this mesh
void SetNumberOfSegments(G4int nSegment[3]);
// get number of segments of this mesh
void GetNumberOfSegments(G4int nSegment[3]);
// set positions to segment this mesh
inline void SetSegmentPositions(std::vector<G4double> & sp) {fSegmentPositions = sp;}
// 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);
// set a primitive scorer to the current one by the name
void SetCurrentPrimitiveScorer(G4String & name);
// find registered primitive scorer by the name
G4bool FindPrimitiveScorer(G4String & psname);
// get whether current primitive scorer is set or not
G4bool IsCurrentPrimitiveScorerNull() {
if(fCurrentPS == NULL) return true;
else return false;
}
// set current primitive scorer to NULL
void SetNullToCurrentPrimitiveScorer() {fCurrentPS = NULL;}
// set verbose level
inline void SetVerboseLevel(G4int vl)
{ verboseLevel = vl; }
// get the primitive scorer map
MeshScoreMap GetScoreMap() {return fMap;}
// get whether this mesh setup has been ready
inline G4bool ReadyForQuantity() const
{ return (sizeIsSet && nMeshIsSet); }
protected:
// get registered primitive socrer by the name
G4VPrimitiveScorer * GetPrimitiveScorer(G4String & name);
protected:
G4String fWorldName;
G4VPrimitiveScorer * fCurrentPS;
G4bool fConstructed;
G4bool fActive;
MeshShape fShape;
G4double fSize[3];
G4ThreeVector fCenterPosition;
G4RotationMatrix * fRotationMatrix;
G4int fNSegment[3];
std::vector<G4double> fSegmentPositions;
std::map<G4String, G4THitsMap<G4double>* > fMap;
G4MultiFunctionalDetector * fMFD;
G4int verboseLevel;
G4bool sizeIsSet;
G4bool nMeshIsSet;
};
void G4VScoringMesh::Accumulate(G4THitsMap<G4double> * map)
{
G4String psName = map->GetName();
std::map<G4String, G4THitsMap<G4double>* >::const_iterator fMapItr = fMap.find(psName);
*(fMapItr->second) += *map;
if(verboseLevel > 9) {
G4cout << G4endl;
G4cout << "G4VScoringMesh::Accumulate()" << G4endl;
G4cout << " PS name : " << psName << G4endl;
if(fMapItr == fMap.end()) {
G4cout << " "
<< psName << " was not found." << G4endl;
} else {
G4cout << " map size : " << map->GetSize() << G4endl;
map->PrintAllHits();
}
G4cout << G4endl;
}
}
void G4VScoringMesh::DrawMesh(G4String psName,G4VScoreColorMap* colorMap,G4int axflg)
{
std::map<G4String, G4THitsMap<G4double>* >::const_iterator fMapItr = fMap.find(psName);
if(fMapItr!=fMap.end())
{ Draw(fMapItr->second->GetMap(),colorMap,axflg); }
else
{ G4cerr << "Scorer <" << psName << "> is not defined. Method ignored." << G4endl; }
}
void G4VScoringMesh::DrawMesh(G4String psName,G4int idxPlane,G4int iColumn,G4VScoreColorMap* colorMap)
{
std::map<G4String, G4THitsMap<G4double>* >::const_iterator fMapItr = fMap.find(psName);
if(fMapItr!=fMap.end())
{ DrawColumn(fMapItr->second->GetMap(),colorMap,idxPlane,iColumn); }
else
{ G4cerr << "Scorer <" << psName << "> is not defined. Method ignored." << G4endl; }
}
#endif