G4ScoringBox.hh

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00001 //
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00025 //
00026 //
00027 // $Id$
00028 //
00029 
00030 #ifndef G4ScoringBox_h
00031 #define G4ScoringBox_h 1
00032 
00033 #include "globals.hh"
00034 #include "G4VScoringMesh.hh"
00035 #include "G4RotationMatrix.hh"
00036 class G4VPhysicalVolume;
00037 class G4LogicalVolume;
00038 class G4VPrimitiveScorer;
00039 class G4VScoreColorMap;
00040 
00041 #include <vector>
00042 
00043 class G4ScoringBox : public G4VScoringMesh
00044 {
00045 public:
00046   G4ScoringBox(G4String wName);
00047   ~G4ScoringBox();
00048 
00049 public:
00050   void Construct(G4VPhysicalVolume* fWorldPhys);
00051   void List() const;
00052   void Draw(std::map<G4int, G4double*> * map, G4VScoreColorMap* colorMap, G4int axflg=111);
00053   void DrawColumn(std::map<G4int, G4double*> * map, G4VScoreColorMap* colorMap, 
00054                   G4int idxProj, G4int idxColumn); 
00055 
00056   // set a direction to segment this mesh
00057   void SetSegmentDirection(G4int dir) {fSegmentDirection = dir;}
00058 
00059 private:
00060   // construct this mesh
00061   void SetupGeometry(G4VPhysicalVolume * fWorldPhys);
00062   // get replicated position from 3D index (x,y,z)
00063   G4ThreeVector GetReplicaPosition(G4int x, G4int y, G4int z);
00064   // get 3D index (x,y,z) from sequential index
00065   void GetXYZ(G4int index, G4int q[3]) const;
00066   // get sequential index from 3D index (x,y,z)
00067   G4int GetIndex(G4int x, G4int y, G4int z) const;
00068 
00069 private:
00070   G4int fSegmentDirection; // =1: x, =2: y, =3: z
00071   G4LogicalVolume * fMeshElementLogical;
00072   
00073 };
00074 
00075 
00076 
00077 
00078 #endif
00079 

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