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TSDetectorConstruction.hh
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1//
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25//
26/// \file parallel/ThreadsafeScorers/include/TSDetectorConstruction.hh
27/// \brief Definition of the TSDetectorConstruction class
28//
29//
30//
31//
32/// Construction of a target material (default = boron) surrounded by a
33/// casing material (default = water) and a vacuum world (default =
34/// target and casing fill world). The target + casing is brick
35/// geometry with fTargetSections defining the number of divisions
36/// in each dimension. The end sections in each dimension
37/// is set to the casing. So a fTargetSections = G4ThreeVector(3, 3, 3)
38/// would be one section of boron and 8 sections of water.
39/// The idea behind this geometry is just to create a simple geometry that
40/// scatters and produces a lot neutrons with a minimal number of sections
41/// (i.e. coarse meshing) such that the contention in operating on
42/// the atomic hits maps is higher and round-off errors in the
43/// thread-local hits maps are detectable (printed out in TSRunAction)
44/// from the sheer number of floating point sum operations.
45/// Two scorers are implemented: EnergyDeposit and Number of steps
46/// The energy deposit is to (possibly) show the round-off error seen
47/// with thread-local hits maps. The # of steps scorer is to verify
48/// the thread-safe and thread-local hits maps provide the same results.
49//
50//
51//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
52//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
53
54#ifndef tsdetectorconstruction_hh
55#define tsdetectorconstruction_hh 1
56
57#include "globals.hh"
58#include "G4VUserDetectorConstruction.hh"
59#include "G4ThreeVector.hh"
60
61#include <map>
62#include <set>
63
64class G4Box;
65class G4Tubs;
66class G4Sphere;
67class G4LogicalVolume;
69class G4Material;
70
72{
73 public:
74 typedef std::map<G4String, G4Material*> MaterialCollection_t;
75 typedef std::set<G4LogicalVolume*> ScoringVolumes_t;
76
77 public:
80
82
83 public:
85 inline const G4ThreeVector& GetWorldDimensions() const { return fWorldDim; }
86 inline const ScoringVolumes_t& GetScoringVolumes() const
87 {
88 return fScoringVolumes;
89 }
90 inline const G4String& GetMFDName() const { return fMfdName; }
91 inline G4int GetTotalTargets() const
92 {
93 return fTargetSections.x() * fTargetSections.y() * fTargetSections.z();
94 }
95
96 protected:
99 virtual void ConstructSDandField();
100
101 private:
108 G4ThreeVector fWorldDim;
109 G4ThreeVector fTargetDim;
110 G4ThreeVector fTargetSections;
112};
113
114#endif
std::map< G4String, G4Material * > MaterialCollection_t
const G4ThreeVector & GetWorldDimensions() const
static TSDetectorConstruction * Instance()
const G4String & GetMFDName() const
static TSDetectorConstruction * fgInstance
virtual G4VPhysicalVolume * ConstructWorld(const MaterialCollection_t &)
G4VPhysicalVolume * Construct()
const ScoringVolumes_t & GetScoringVolumes() const
std::set< G4LogicalVolume * > ScoringVolumes_t
virtual MaterialCollection_t ConstructMaterials()

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