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

#include "SensitiveDetectorHit.hh"

#include "G4AttDef.hh"
#include "G4AttDefStore.hh"
#include "G4AttValue.hh"
#include "G4Circle.hh"
#include "G4Colour.hh"
#include "G4LogicalVolume.hh"
#include "G4SystemOfUnits.hh"
#include "G4UIcommand.hh"
#include "G4UnitsTable.hh"
#include "G4VVisManager.hh"
#include "G4VisAttributes.hh"
#include "G4ios.hh"

#ifdef G4MULTITHREADED
G4ThreadLocal G4Allocator<SensitiveDetectorHit>* SensitiveDetectorHitAllocator = 0;
#else
G4Allocator<SensitiveDetectorHit> SensitiveDetectorHitAllocator;
#endif

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

SensitiveDetectorHit::SensitiveDetectorHit()
{
  fLayerID = -1;
}

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

SensitiveDetectorHit::SensitiveDetectorHit(G4int z)
{
  fLayerID = z;
}

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

SensitiveDetectorHit::~SensitiveDetectorHit() {}

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

SensitiveDetectorHit::SensitiveDetectorHit(const SensitiveDetectorHit& right) : G4VHit()
{
  fLayerID = right.fLayerID;
  fWorldPos = right.fWorldPos;
}

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

const SensitiveDetectorHit& SensitiveDetectorHit::operator=(const SensitiveDetectorHit& right)
{
  fLayerID = right.fLayerID;
  fWorldPos = right.fWorldPos;
  return *this;
}

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

G4bool SensitiveDetectorHit::operator==(const SensitiveDetectorHit& /*right*/) const
{
  return false;
}

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

void SensitiveDetectorHit::Draw()
{
  G4VVisManager* pVVisManager = G4VVisManager::GetConcreteInstance();
  if (pVVisManager) {
    G4Circle circle(fWorldPos);
    circle.SetScreenSize(2);
    circle.SetFillStyle(G4Circle::filled);
    G4Colour colour(1., 1., 0.);
    G4VisAttributes attribs(colour);
    circle.SetVisAttributes(attribs);
    pVVisManager->Draw(circle);
  }
}

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

const std::map<G4String, G4AttDef>* SensitiveDetectorHit::GetAttDefs() const
{
  G4bool isNew;
  std::map<G4String, G4AttDef>* store = G4AttDefStore::GetInstance("SensitiveDetectorHit", isNew);
  if (isNew) {
    G4String ID("ID");
    (*store)[ID] = G4AttDef(ID, "ID", "Physics", "", "G4int");

    G4String Pos("Pos");
    (*store)[Pos] = G4AttDef(Pos, "Position", "Physics", "G4BestUnit", "G4ThreeVector");
  }
  return store;
}

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

std::vector<G4AttValue>* SensitiveDetectorHit::CreateAttValues() const
{
  std::vector<G4AttValue>* values = new std::vector<G4AttValue>;

  values->push_back(G4AttValue("ID", G4UIcommand::ConvertToString(fLayerID), ""));

  values->push_back(G4AttValue("Pos", G4BestUnit(fWorldPos, "Length"), ""));

  return values;
}

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

void SensitiveDetectorHit::Print()
{
  G4cout << fLayerID << "," << fWorldPos.x() << "," << fWorldPos.z() << "," << fWorldPos.y()
         << G4endl;
}

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