167 lines
6.2 KiB
C++
167 lines
6.2 KiB
C++
//
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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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//
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//
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#ifndef G4ScoringManager_h
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#define G4ScoringManager_h 1
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#include "globals.hh"
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#include "G4VScoringMesh.hh"
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#include <vector>
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#include <map>
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class G4ScoringMessenger;
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class G4ScoreQuantityMessenger;
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class G4VHitsCollection;
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class G4VScoreColorMap;
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#include "G4VScoreWriter.hh"
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// class description:
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//
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// This is a singleton class which manages the interactive scoring.
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// The user cannot access to the constructor. The pointer of the
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// only existing object can be got via G4ScoringManager::GetScoringManager()
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// static method. The first invokation of this static method makes
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// the singleton object.
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//
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typedef std::vector<G4VScoringMesh*> MeshVec;
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typedef std::vector<G4VScoringMesh*>::iterator MeshVecItr;
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typedef std::vector<G4VScoringMesh*>::const_iterator MeshVecConstItr;
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typedef std::map<G4String,G4VScoreColorMap*> ColorMapDict;
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typedef std::map<G4String,G4VScoreColorMap*>::iterator ColorMapDictItr;
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typedef std::map<G4String,G4VScoreColorMap*>::const_iterator ColorMapDictConstItr;
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typedef std::map<G4int,G4VScoringMesh*> MeshMap;
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typedef std::map<G4int,G4VScoringMesh*>::iterator MeshMapItr;
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typedef std::map<G4int,G4VScoringMesh*>::const_iterator MeshMapConstItr;
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class G4ScoringManager
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{
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public: // with description
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static G4ScoringManager* GetScoringManager();
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// Returns the pointer to the singleton object.
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public:
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static G4ScoringManager* GetScoringManagerIfExist();
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public:
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static void SetReplicaLevel(G4int);
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static G4int GetReplicaLevel();
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protected:
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G4ScoringManager();
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public:
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~G4ScoringManager();
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public: // with description
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void RegisterScoreColorMap(G4VScoreColorMap* colorMap);
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// Register a color map. Once registered, it is available by /score/draw and /score/drawColumn
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// commands.
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public:
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void Accumulate(G4VHitsCollection* map);
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void Merge(const G4ScoringManager* scMan);
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G4VScoringMesh* FindMesh(G4VHitsCollection* map);
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G4VScoringMesh* FindMesh(const G4String&);
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void List() const;
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void Dump() const;
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void DrawMesh(const G4String& meshName, const G4String& psName,
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const G4String& colorMapName, G4int axflg=111);
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void DrawMesh(const G4String& meshName, const G4String& psName,
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G4int idxPlane, G4int iColumn, const G4String& colorMapName);
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void DumpQuantityToFile(const G4String& meshName, const G4String& psName,
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const G4String& fileName, const G4String& option = "");
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void DumpAllQuantitiesToFile(const G4String& meshName,
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const G4String& fileName,
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const G4String& option = "");
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G4VScoreColorMap* GetScoreColorMap(const G4String& mapName);
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void ListScoreColorMaps();
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private:
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static G4ThreadLocal G4ScoringManager * fSManager;
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static G4ThreadLocal G4int replicaLevel;
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G4int verboseLevel;
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G4ScoringMessenger* fMessenger;
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G4ScoreQuantityMessenger* fQuantityMessenger;
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MeshVec fMeshVec;
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G4VScoringMesh* fCurrentMesh;
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G4VScoreWriter * writer;
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G4VScoreColorMap * fDefaultLinearColorMap;
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ColorMapDict * fColorMapDict;
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MeshMap fMeshMap;
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public:
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inline void SetCurrentMesh(G4VScoringMesh* scm)
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{ fCurrentMesh = scm; }
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inline G4VScoringMesh* GetCurrentMesh() const
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{ return fCurrentMesh; }
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inline void CloseCurrentMesh()
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{ fCurrentMesh = 0; }
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inline void SetVerboseLevel(G4int vl)
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{
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verboseLevel = vl;
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for(MeshVecItr itr = fMeshVec.begin(); itr != fMeshVec.end(); itr++) {
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(*itr)->SetVerboseLevel(vl);
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}
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if(writer) writer->SetVerboseLevel(vl);
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}
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inline G4int GetVerboseLevel() const
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{ return verboseLevel; }
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inline size_t GetNumberOfMesh() const
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{ return fMeshVec.size(); }
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inline void RegisterScoringMesh(G4VScoringMesh * scm)
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{
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scm->SetVerboseLevel(verboseLevel);
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fMeshVec.push_back(scm);
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SetCurrentMesh(scm);
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}
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inline G4VScoringMesh* GetMesh(G4int i) const
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{ return fMeshVec[i]; }
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inline G4String GetWorldName(G4int i) const
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{ return fMeshVec[i]->GetWorldName(); }
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public: // with description
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inline void SetScoreWriter(G4VScoreWriter * sw)
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{
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if(writer) { delete writer; }
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writer = sw;
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if(writer) writer->SetVerboseLevel(verboseLevel);
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}
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// Replace score writers.
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private:
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//Disable copy constructor and assignement operator
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G4ScoringManager(const G4ScoringManager&);
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G4ScoringManager& operator=(const G4ScoringManager&);
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};
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#endif
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