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/// \file biasing/B03/src/B03ImportanceDetectorConstruction.cc
/// \brief Implementation of the B03ImportanceDetectorConstruction class
//
//
// $Id: B03ImportanceDetectorConstruction.cc 70093 2013-05-23 09:03:57Z gcosmo $
//

#include "globals.hh"
#include <sstream>

#include "B03ImportanceDetectorConstruction.hh"

#include "G4Material.hh"
#include "G4Tubs.hh"
#include "G4LogicalVolume.hh"
#include "G4ThreeVector.hh"
#include "G4PVPlacement.hh"
#include "G4PhysicalConstants.hh"
#include "G4SystemOfUnits.hh"

// For Primitive Scorers
#include "G4SDManager.hh"
#include "G4MultiFunctionalDetector.hh"
#include "G4SDParticleFilter.hh"
#include "G4PSNofCollision.hh"
#include "G4PSPopulation.hh"
#include "G4PSTrackCounter.hh"
#include "G4PSTrackLength.hh"

//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......

B03ImportanceDetectorConstruction::
B03ImportanceDetectorConstruction(G4String worldName) 
:G4VUserParallelWorld(worldName),fLogicalVolumeVector()
{
  //  Construct();
}

//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......

B03ImportanceDetectorConstruction::~B03ImportanceDetectorConstruction()
{
  fLogicalVolumeVector.clear();
}

//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......

void B03ImportanceDetectorConstruction::Construct()
{  
  G4cout << " constructing parallel world " << G4endl;

  G4Material* dummyMat  = 0;

  //GetWorld methods create a clone of the mass world to the parallel world (!)
  // via the transportation manager
  fGhostWorld = GetWorld();
  G4cout << " B03ImportanceDetectorConstruction:: ghostWorldName = " 
         << fGhostWorld->GetName() << G4endl;
  G4LogicalVolume* worldLogical = fGhostWorld->GetLogicalVolume();
  fLogicalVolumeVector.push_back(worldLogical);

  G4String name("none");
  //  fPVolumeStore.AddPVolume(G4GeometryCell(*pWorldVolume, 0));
  fPVolumeStore.AddPVolume(G4GeometryCell(*fGhostWorld, 0));

  // creating 18 slobs of 10 cm thicknes

  G4double innerRadiusShield = 0*cm;
  G4double outerRadiusShield = 100*cm;
  G4double heightShield       = 5*cm;
  G4double startAngleShield  = 0*deg;
  G4double spanningAngleShield    = 360*deg;

  G4Tubs *aShield = new G4Tubs("aShield",
                               innerRadiusShield,
                               outerRadiusShield,
                               heightShield,
                               startAngleShield,
                               spanningAngleShield);
  
  // logical parallel cells

  G4LogicalVolume *aShield_log_imp = 
    new G4LogicalVolume(aShield, dummyMat, "aShield_log_imp");
  fLogicalVolumeVector.push_back(aShield_log_imp);

  // physical parallel cells

  G4int i = 1;
  G4double startz = -85*cm; 
  //  for (i=1; i<=18; ++i) {
  for (i=1; i<=18; i++) {
   
    name = GetCellName(i);
    
    G4double pos_x = 0*cm;
    G4double pos_y = 0*cm;
    G4double pos_z = startz + (i-1) * (2*heightShield);
    G4VPhysicalVolume *pvol = 
      new G4PVPlacement(0, 
                        G4ThreeVector(pos_x, pos_y, pos_z),
                        aShield_log_imp, 
                        name, 
                        worldLogical, 
                        false, 
                        i);
    //                        0);
    G4GeometryCell cell(*pvol, i);
    //    G4GeometryCell cell(*pvol, 0);
    fPVolumeStore.AddPVolume(cell);
  }

  // filling the rest of the world volumr behind the concrete with
  // another slob which should get the same importance value as the 
  // last slob
  innerRadiusShield = 0*cm;
  //  outerRadiusShield = 110*cm; exceeds world volume!!!!
  outerRadiusShield = 100*cm;
  //  heightShield       = 10*cm;
  heightShield       = 5*cm;
  startAngleShield  = 0*deg;
  spanningAngleShield    = 360*deg;

  G4Tubs *aRest = new G4Tubs("Rest",
                             innerRadiusShield,
                             outerRadiusShield,
                             heightShield,
                             startAngleShield,
                             spanningAngleShield);
  
  G4LogicalVolume *aRest_log = 
    new G4LogicalVolume(aRest, dummyMat, "aRest_log");

  fLogicalVolumeVector.push_back(aRest_log);

  name = GetCellName(19);
    
  G4double pos_x = 0*cm;
  G4double pos_y = 0*cm;
  //  G4double pos_z = 100*cm;
  G4double pos_z = 95*cm;
  G4VPhysicalVolume *pvol = 
    new G4PVPlacement(0, 
                      G4ThreeVector(pos_x, pos_y, pos_z),
                      aRest_log, 
                      name, 
                      worldLogical, 
                      false, 
                      19);
  //                      0);
  G4GeometryCell cell(*pvol, 19);
  //  G4GeometryCell cell(*pvol, 0);
  fPVolumeStore.AddPVolume(cell);

  SetSensitive();

}

//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......

const G4VPhysicalVolume &B03ImportanceDetectorConstruction::
GetPhysicalVolumeByName(const G4String& name) const {
  return *fPVolumeStore.GetPVolume(name);
}

//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......

G4String B03ImportanceDetectorConstruction::ListPhysNamesAsG4String(){
  G4String names(fPVolumeStore.GetPNames());
  return names;
}

//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......

G4String B03ImportanceDetectorConstruction::GetCellName(G4int i) {
  std::ostringstream os;
  os << "cell_";
  if (i<10) {
    os << "0";
  }
  os << i;
  G4String name = os.str();
  return name;
}

//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......

G4GeometryCell B03ImportanceDetectorConstruction::GetGeometryCell(G4int i){
  G4String name(GetCellName(i));
  const G4VPhysicalVolume *p=0;
  p = fPVolumeStore.GetPVolume(name);
  if (p) {
    return G4GeometryCell(*p,0);
  }
  else {
    G4cout << "B03ImportanceDetectorConstruction::GetGeometryCell: " << G4endl
           << " couldn't get G4GeometryCell" << G4endl;
    return G4GeometryCell(*fGhostWorld,-2);
  }
}

//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......

G4VPhysicalVolume &B03ImportanceDetectorConstruction::
GetWorldVolumeAddress() const{
   return *fGhostWorld;
}

//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......

G4VPhysicalVolume *B03ImportanceDetectorConstruction::GetWorldVolume() {
  return fGhostWorld;
}

//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......

void B03ImportanceDetectorConstruction::SetSensitive(){

  //  -------------------------------------------------
  //   The collection names of defined Primitives are
  //   0       ConcreteSD/Collisions
  //   1       ConcreteSD/CollWeight
  //   2       ConcreteSD/Population
  //   3       ConcreteSD/TrackEnter
  //   4       ConcreteSD/SL
  //   5       ConcreteSD/SLW
  //   6       ConcreteSD/SLWE
  //   7       ConcreteSD/SLW_V
  //   8       ConcreteSD/SLWE_V
  //  -------------------------------------------------

  //now moved to ConstructSD()

}

//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
void B03ImportanceDetectorConstruction::ConstructSD()
{

  G4SDManager* SDman = G4SDManager::GetSDMpointer();
  //
  // Sensitive Detector Name
  G4String concreteSDname = "ConcreteSD";

  //------------------------
  // MultiFunctionalDetector
  //------------------------
  //
  // Define MultiFunctionalDetector with name.
  G4MultiFunctionalDetector* MFDet = 
                         new G4MultiFunctionalDetector(concreteSDname);
  SDman->AddNewDetector( MFDet );                 // Register SD to SDManager

  G4String fltName,particleName;
  G4SDParticleFilter* neutronFilter = 
      new G4SDParticleFilter(fltName="neutronFilter", particleName="neutron");

  MFDet->SetFilter(neutronFilter);

  for (std::vector<G4LogicalVolume *>::iterator it =  
                                                fLogicalVolumeVector.begin();
       it != fLogicalVolumeVector.end(); it++){
    //      (*it)->SetSensitiveDetector(MFDet);
    SetSensitiveDetector((*it)->GetName(), MFDet);
  }

  G4String psName;
  G4PSNofCollision*   scorer0 = new G4PSNofCollision(psName="Collisions");  
  MFDet->RegisterPrimitive(scorer0);

  G4PSNofCollision*   scorer1 = new G4PSNofCollision(psName="CollWeight");  
  scorer1->Weighted(true);
  MFDet->RegisterPrimitive(scorer1);

  G4PSPopulation*   scorer2 = new G4PSPopulation(psName="Population");  
  MFDet->RegisterPrimitive(scorer2);

  G4PSTrackCounter* scorer3 = 
                new G4PSTrackCounter(psName="TrackEnter",fCurrent_In);  
  MFDet->RegisterPrimitive(scorer3);

  G4PSTrackLength* scorer4 = new G4PSTrackLength(psName="SL");  
  MFDet->RegisterPrimitive(scorer4);

  G4PSTrackLength* scorer5 = new G4PSTrackLength(psName="SLW");  
  scorer5->Weighted(true);
  MFDet->RegisterPrimitive(scorer5);

  G4PSTrackLength* scorer6 = new G4PSTrackLength(psName="SLWE");  
  scorer6->Weighted(true);
  scorer6->MultiplyKineticEnergy(true);
  MFDet->RegisterPrimitive(scorer6);

  G4PSTrackLength* scorer7 = new G4PSTrackLength(psName="SLW_V");  
  scorer7->Weighted(true);
  scorer7->DivideByVelocity(true);
  MFDet->RegisterPrimitive(scorer7);

  G4PSTrackLength* scorer8 = new G4PSTrackLength(psName="SLWE_V");  
  scorer8->Weighted(true);
  scorer8->MultiplyKineticEnergy(true);
  scorer8->DivideByVelocity(true);
  MFDet->RegisterPrimitive(scorer8);
}

//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
