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#ifndef G4VScoringMesh_h
#define G4VScoringMesh_h 1

#include "globals.hh"
#include "G4THitsMap.hh"
#include "G4RotationMatrix.hh"
#include "G4StatDouble.hh"

class G4VPhysicalVolume;
class G4LogicalVolume;
class G4MultiFunctionalDetector;
class G4VPrimitiveScorer;
class G4VSDFilter;
class G4VScoreColorMap;
class G4ParallelWorldProcess;

#include <map>

// class description:
//
//  This class represents a multi-functional detector to be used by command-based scorer
//  For parallel world scorer, this class creates a parallel world mesh geometry
//

class G4VScoringMesh
{
public:
  enum class MeshShape { box, cylinder, sphere, realWorldLogVol, undefined = -1};
  using EventScore = G4THitsMap< G4double >;
  using RunScore = G4THitsMap< G4StatDouble >;
  using MeshScoreMap = std::map< G4String, RunScore* >;

public:
  G4VScoringMesh(const G4String& wName);
  virtual ~G4VScoringMesh();

public: // with description
  // a pure virtual function to construct this mesh geometry
  void Construct(G4VPhysicalVolume* fWorldPhys);

  void WorkerConstruct(G4VPhysicalVolume* fWorldPhys);

protected:
  virtual void SetupGeometry(G4VPhysicalVolume * fWorldPhys) = 0;

public: // with description
  // list infomration of this mesh 
  virtual void List() const;
  
public: // with description
  // get the world name
  // If this ScoringMesh is for parallel world, it returns the name of the parallel world
  // If this ScoringMesh is for real world logical volume, it returns name of logical volume
  inline const G4String& GetWorldName() const
  { return fWorldName; }
  // get whether this mesh is active or not
  inline G4bool IsActive() const
  { return fActive; }
  // set an activity of this mesh
  inline void Activate(G4bool vl = true)
  { fActive = vl; }
  // get the shape of this mesh
  inline MeshShape GetShape() const
  { return fShape; }
  // accumulate hits in a registered primitive scorer
  void Accumulate(G4THitsMap<G4double> * map);
  void Accumulate(G4THitsMap<G4StatDouble> * map);
  // merge same kind of meshes
  void Merge(const G4VScoringMesh * scMesh);
  // dump information of primitive socrers registered in this mesh
  void Dump();
  // draw a projected quantity on a current viewer
  void DrawMesh(const G4String& psName,G4VScoreColorMap* colorMap,G4int axflg=111);
  // draw a column of a quantity on a current viewer
  void DrawMesh(const G4String& psName,G4int idxPlane,G4int iColumn,G4VScoreColorMap* colorMap);
  // draw a projected quantity on a current viewer
  virtual void Draw(RunScore * map, G4VScoreColorMap* colorMap, G4int axflg=111) = 0;
  // draw a column of a quantity on a current viewer
  virtual void DrawColumn(RunScore * map, G4VScoreColorMap* colorMap,
			  G4int idxProj, G4int idxColumn) = 0;
  // reset registered primitive scorers
  void ResetScore();

  // Following set/get methods make sense only for parallel world scoring mesh
  // set size of this mesh
  void SetSize(G4double size[3]);
  // get size of this mesh
  G4ThreeVector GetSize() const;
  // set position of center of this mesh
  void SetCenterPosition(G4double centerPosition[3]);
  // get position of center of this mesh
  G4ThreeVector GetTranslation() const {return fCenterPosition;}
  // set a rotation angle around the x axis
  void RotateX(G4double delta);
  // set a rotation angle around the y axis
  void RotateY(G4double delta);
  // set a rotation angle around the z axis
  void RotateZ(G4double delta);
  // get a rotation matrix
  G4RotationMatrix GetRotationMatrix() const {
    if(fRotationMatrix) return *fRotationMatrix;
    else return G4RotationMatrix::IDENTITY;
  }

  // set number of segments of this mesh
  void SetNumberOfSegments(G4int nSegment[3]);
  // get number of segments of this mesh
  void GetNumberOfSegments(G4int nSegment[3]);

  // register a primitive scorer to the MFD & set it to the current primitive scorer
  void SetPrimitiveScorer(G4VPrimitiveScorer * ps);
  // register a filter to a current primtive scorer
  void SetFilter(G4VSDFilter * filter);
  // set a primitive scorer to the current one by the name
  void SetCurrentPrimitiveScorer(const G4String & name);
  // find registered primitive scorer by the name
  G4bool FindPrimitiveScorer(const G4String & psname);
  // get whether current primitive scorer is set or not
  G4bool IsCurrentPrimitiveScorerNull() {
    if(fCurrentPS == nullptr) return true;
    else return false;
  }
  // get unit of primitive scorer by the name
  G4String GetPSUnit(const G4String & psname);
  // get unit of current primitive scorer
  G4String GetCurrentPSUnit();
  // set unit of current primitive scorer
  void SetCurrentPSUnit(const G4String& unit);
  // get unit value of primitive scorer by the name
  G4double GetPSUnitValue(const G4String & psname);
  // set PS name to be drawn
  void SetDrawPSName(const G4String & psname) {fDrawPSName = psname;}

  // get axis names of the hierarchical division in the divided order
  void GetDivisionAxisNames(G4String divisionAxisNames[3]);

  // set current  primitive scorer to NULL
  void SetNullToCurrentPrimitiveScorer() {fCurrentPS = nullptr;}
  // set verbose level
  inline void SetVerboseLevel(G4int vl) 
  { verboseLevel = vl; }
  // get the primitive scorer map
  inline MeshScoreMap GetScoreMap() const 
  { return fMap; }
  // get whether this mesh setup has been ready
  inline G4bool ReadyForQuantity() const
  { return (sizeIsSet && nMeshIsSet); }

protected:
  // get registered primitive socrer by the name
  G4VPrimitiveScorer * GetPrimitiveScorer(const G4String & name);

protected:
  G4String  fWorldName;
  G4VPrimitiveScorer * fCurrentPS;
  G4bool    fConstructed;
  G4bool    fActive;
  MeshShape fShape;

  G4double fSize[3];
  G4ThreeVector fCenterPosition;
  G4RotationMatrix * fRotationMatrix;
  G4int fNSegment[3];

  MeshScoreMap fMap;
  G4MultiFunctionalDetector * fMFD;

  G4int verboseLevel;

  G4bool sizeIsSet;
  G4bool nMeshIsSet;

  G4String fDrawUnit;
  G4double fDrawUnitValue;
  G4String fDrawPSName;

  G4String fDivisionAxisNames[3];

  G4LogicalVolume * fMeshElementLogical;

public:
  inline void SetMeshElementLogical(G4LogicalVolume* val)
  { fMeshElementLogical = val; }
  inline G4LogicalVolume* GetMeshElementLogical() const
  { return fMeshElementLogical; }

protected:
  G4ParallelWorldProcess* fParallelWorldProcess;
  G4bool fGeometryHasBeenDestroyed;
public:
  inline void SetParallelWorldProcess(G4ParallelWorldProcess* proc)
  { fParallelWorldProcess = proc; }
  inline G4ParallelWorldProcess* GetParallelWorldProcess() const
  { return fParallelWorldProcess; }
  inline void GeometryHasBeenDestroyed()
  {
    fGeometryHasBeenDestroyed = true;
    fMeshElementLogical = nullptr;
  }

protected:
  G4int copyNumberLevel;
public:
  // Geometry hirarchy level (bottom = 0) to be used as the copy number
  // This is used only for real-world scorer
  inline void SetCopyNumberLevel(G4int val)
  { copyNumberLevel = val; }
  inline G4int GetCopyNumberLevel() const
  { return copyNumberLevel; }
};

#endif

