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/// \file RE02NestedPhantomParameterisation.cc
/// \brief Implementation of the RE02NestedPhantomParameterisation class

#include "RE02NestedPhantomParameterisation.hh"

#include "G4Box.hh"
#include "G4LogicalVolume.hh"
#include "G4Material.hh"
#include "G4ThreeVector.hh"
#include "G4VPhysicalVolume.hh"
#include "G4VTouchable.hh"

//=======================================================================
// (RE02NestedPhantomParameterisation)
//
//  (Description)
//     Class for nested parameterisation.
//     This parameterisation handles material and transfomation of voxles.
//
//  T.Aso Created. Nov.2007.
//
////////////////////////////////////////////////////////////////////

//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
RE02NestedPhantomParameterisation ::RE02NestedPhantomParameterisation(
  const G4ThreeVector& voxelSize, G4int nz, std::vector<G4Material*>& mat)
  : G4VNestedParameterisation(),
    fdX(voxelSize.x()),
    fdY(voxelSize.y()),
    fdZ(voxelSize.z()),
    fNz(nz),
    fMat(mat)
{
  // Position of voxels.
  // x and y positions are already defined in DetectorConstruction
  // by using replicated volume. Here only we need to define is z positions
  // of voxles.
  fpZ.clear();
  G4double zp;
  for (G4int iz = 0; iz < fNz; iz++) {
    zp = (-fNz + 1 + 2 * iz) * fdZ;
    fpZ.push_back(zp);
  }
}

//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
RE02NestedPhantomParameterisation::~RE02NestedPhantomParameterisation()
{
  fpZ.clear();
}

//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
//
// Material assignment to geometry.
//
G4Material* RE02NestedPhantomParameterisation ::ComputeMaterial(G4VPhysicalVolume* /*currentVol*/,
                                                                const G4int copyNo,
                                                                const G4VTouchable* parentTouch)
{
  if (parentTouch == 0)
    return fMat[0];  // protection for initialization and
                     // vis at idle state
  // Copy number of voxels.
  // Copy number of X and Y are obtained from replication number.
  // Copy nymber of Z is the copy number of current voxel.
  G4int ix = parentTouch->GetReplicaNumber(0);
  G4int iy = parentTouch->GetReplicaNumber(1);
  G4int iz = copyNo;
  // For demonstration purpose,a couple of materials are chosen alternately.
  G4Material* mat = 0;
  if (ix % 2 == 0 && iy % 2 == 0 && iz % 2 == 0)
    mat = fMat[0];
  else
    mat = fMat[1];

  return mat;
}

//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
//
//  Number of Materials
//  Material scanner is required for preparing physics tables and so on before
//  stating simulation, so that G4 has to know number of materials.
G4int RE02NestedPhantomParameterisation::GetNumberOfMaterials() const
{
  return fMat.size();
}

//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
//
// GetMaterial
//  This is needed for material scanner and realizing geometry.
//
G4Material* RE02NestedPhantomParameterisation::GetMaterial(G4int i) const
{
  return fMat[i];
}

//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
//
// Transformation of voxels.
//
void RE02NestedPhantomParameterisation ::ComputeTransformation(const G4int copyNo,
                                                               G4VPhysicalVolume* physVol) const
{
  G4ThreeVector position(0., 0., fpZ[copyNo]);
  physVol->SetTranslation(position);
}

//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
//
// Dimensions are always same in this RE02 example.
//
void RE02NestedPhantomParameterisation ::ComputeDimensions(G4Box& box, const G4int,
                                                           const G4VPhysicalVolume*) const
{
  box.SetXHalfLength(fdX);
  box.SetYHalfLength(fdY);
  box.SetZHalfLength(fdZ);
}
