203 lines
6.2 KiB
C++
203 lines
6.2 KiB
C++
// This code implementation is the intellectual property of
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// the GEANT4 collaboration.
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//
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// By copying, distributing or modifying the Program (or any work
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// based on the Program) you indicate your acceptance of this statement,
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// and all its terms.
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//
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// $Id: G4FastSimulationManager.hh,v 1.3.2.1.2.1 1999/12/07 20:52:52 gunter Exp $
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// GEANT4 tag $Name: geant4-01-00 $
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//
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//
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//---------------------------------------------------------------
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//
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// G4FastSimulationManager.hh
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//
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// Description:
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// Manages the Fast Simulation models attached to a envelope.
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//
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// History:
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// Oct 97: Verderi && MoraDeFreitas - First Implementation.
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//
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//---------------------------------------------------------------
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#ifndef G4FastSimulationManager_h
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#define G4FastSimulationManager_h 1
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#include "g4rw/tpordvec.h"
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#include "globals.hh"
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#include "G4LogicalVolume.hh"
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#include "G4VPhysicalVolume.hh"
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#include "G4ParticleTable.hh"
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#include "G4ParticleDefinition.hh"
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#include "G4VParticleChange.hh"
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#include "G4FastTrack.hh"
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#include "G4FastStep.hh"
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#include "G4VFastSimulationModel.hh"
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#include "G4RotationMatrix.hh"
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#include "G4ThreeVector.hh"
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#include "G4Transform3D.hh"
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#include "G4ios.hh"
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//---------------------------
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// For possible future needs:
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//---------------------------
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typedef G4LogicalVolume G4Envelope;
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//-------------------------------------------
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//
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// G4FastSimulationManager class
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//
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//-------------------------------------------
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// Class Description:
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// The G4VFastSimulationModel objects are attached to the envelope through a G4FastSimulationManager.
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// This object will manage the list of models and will message them at tracking time.
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//
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class G4FastSimulationManager
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{
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public: // with description
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//------------------------
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// Constructor/Destructor
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//------------------------
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// Only one Constructor. By default the envelope can
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// be placed n-Times.
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// If the user is sure that it'll be placed just one time,
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// the IsUnique flag should be set TRUE to avoid the
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// G4AffineTransform re-calculations each time we reach
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// the envelope.
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G4FastSimulationManager(G4Envelope *anEnvelope,
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G4bool IsUnique=FALSE);
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// This is the only constructor. In this constructor you specify the envelope by giving the
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// G4LogicalVolume pointer. The G4FastSimulationManager object will bind itself to this envelope
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// and will notify this G4LogicalVolume to become an envelope. If you know that this volume is
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// placed only once, you can turn the IsUnique boolean to "true" to allow some optimization.
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//
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// Note that if you choose to use the G4VFastSimulationModel(const G4String&, G4LogicalVolume*,
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// G4bool) constructor for you model, the G4FastSimulationManager will be constructed using the
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// given G4LogicalVolume* and G4bool values of the model constructor.
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//
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public: // without description
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~G4FastSimulationManager();
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public: // with description
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// Methods to add/remove models to/from the Model
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// List.
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//
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void AddFastSimulationModel(G4VFastSimulationModel*);
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// Add a model to the Model List.
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void RemoveFastSimulationModel(G4VFastSimulationModel*);
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// Remove a model from the Model List.
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// Methods to activate/inactivate models from the Model
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// List.
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G4bool ActivateFastSimulationModel(const G4String&);
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// Activate a model in the Model List.
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G4bool InActivateFastSimulationModel(const G4String&);
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// Inactivate a model in the Model List.
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// Methods to add/remove GhostPlacements to/from the
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// GhostPlacements List.
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//
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G4Transform3D* AddGhostPlacement(G4RotationMatrix*,
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const G4ThreeVector&);
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// Flag that the envelope is a ghost volume giving its global placement, where the rotation matrix
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// and the translatation vector of 3D transformation describe the placement relative to the world
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// coordinates.
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G4Transform3D* AddGhostPlacement(G4Transform3D*);
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// The same but using a G4Transform3D.
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G4bool RemoveGhostPlacement(const G4Transform3D*);
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// Removes a Ghost placement.
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public: // without description
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// Methods for print/control commands
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void ListTitle() const;
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void ListModels() const;
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void ListModels(const G4ParticleDefinition*) const;
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void ListModels(const G4String& aName) const;
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const G4Envelope* GetEnvelope() const;
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//
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//----------------------------------------------
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// Interface methods for the G4GlobalFastSimulationManager
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//----------------------------------------------
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// Parallel geometry placements
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G4bool InsertGhostHereIfNecessary(G4VPhysicalVolume* ,
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const G4ParticleDefinition&);
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//
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//----------------------------------------------
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// Interface methods for the
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// G4FastSimulationManagerProcess process.
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//----------------------------------------------
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// Trigger
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G4bool PostStepGetFastSimulationManagerTrigger(const G4Track &,
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const G4Navigator* a = 0);
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// DoIt
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G4VParticleChange* InvokePostStepDoIt();
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// AtRest methods:
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G4bool AtRestGetFastSimulationManagerTrigger(const G4Track &,
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const G4Navigator* a = 0);
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G4VParticleChange* InvokeAtRestDoIt();
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// For RW management
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G4bool operator == ( const G4FastSimulationManager&) const;
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private:
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// Private members :
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G4FastTrack fFastTrack;
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G4FastStep fFastStep;
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G4VFastSimulationModel* fTriggedFastSimulationModel;
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G4RWTPtrOrderedVector<G4VFastSimulationModel> ModelList;
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G4RWTPtrOrderedVector<G4VFastSimulationModel> fInactivatedModels;
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G4RWTPtrOrderedVector<G4Transform3D> GhostPlacements;
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G4ParticleDefinition* fLastCrossedParticle;
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G4RWTPtrOrderedVector<G4VFastSimulationModel> fApplicableModelList;
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};
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inline void
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G4FastSimulationManager::AddFastSimulationModel(G4VFastSimulationModel* fsm)
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{
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ModelList.insert(fsm);
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// forces the fApplicableModelList to be rebuild
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fLastCrossedParticle = 0;
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}
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inline void
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G4FastSimulationManager::RemoveFastSimulationModel(G4VFastSimulationModel* fsm)
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{
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if(!ModelList.remove(fsm)) fInactivatedModels.remove(fsm);
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// forces the fApplicableModelList to be rebuild
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fLastCrossedParticle = 0;
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}
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inline G4bool
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G4FastSimulationManager::operator == (const G4FastSimulationManager& fsm) const
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{
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return (this==&fsm) ? true : false;
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}
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inline const G4Envelope*
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G4FastSimulationManager::GetEnvelope() const
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{
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return fFastTrack.GetEnvelope();
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}
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#endif
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