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/// \file B03ImportanceDetectorConstruction.cc
/// \brief Implementation of the B03ImportanceDetectorConstruction class

#include "B03ImportanceDetectorConstruction.hh"

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

#include <sstream>

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

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

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

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

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

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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......
