Accumulate(G4THitsMap< G4double > *map) | G4VScoringMesh | inline |
Activate(G4bool vl=true) | G4VScoringMesh | inline |
Construct(G4VPhysicalVolume *fWorldPhys) | G4ScoringBox | virtual |
Draw(std::map< G4int, G4double * > *map, G4VScoreColorMap *colorMap, G4int axflg=111) | G4ScoringBox | virtual |
DrawColumn(std::map< G4int, G4double * > *map, G4VScoreColorMap *colorMap, G4int idxProj, G4int idxColumn) | G4ScoringBox | virtual |
DrawMesh(const G4String &psName, G4VScoreColorMap *colorMap, G4int axflg=111) | G4VScoringMesh | |
DrawMesh(const G4String &psName, G4int idxPlane, G4int iColumn, G4VScoreColorMap *colorMap) | G4VScoringMesh | |
Dump() | G4VScoringMesh | |
fActive | G4VScoringMesh | protected |
fCenterPosition | G4VScoringMesh | protected |
fConstructed | G4VScoringMesh | protected |
fCurrentPS | G4VScoringMesh | protected |
fDivisionAxisNames | G4VScoringMesh | protected |
fDrawPSName | G4VScoringMesh | protected |
fDrawUnit | G4VScoringMesh | protected |
fDrawUnitValue | G4VScoringMesh | protected |
FindPrimitiveScorer(const G4String &psname) | G4VScoringMesh | |
fMap | G4VScoringMesh | protected |
fMFD | G4VScoringMesh | protected |
fNSegment | G4VScoringMesh | protected |
fRotationMatrix | G4VScoringMesh | protected |
fShape | G4VScoringMesh | protected |
fSize | G4VScoringMesh | protected |
fWorldName | G4VScoringMesh | protected |
G4ScoringBox(G4String wName) | G4ScoringBox | |
G4VScoringMesh(const G4String &wName) | G4VScoringMesh | |
GetCurrentPSUnit() | G4VScoringMesh | |
GetDivisionAxisNames(G4String divisionAxisNames[3]) | G4VScoringMesh | |
GetNumberOfSegments(G4int nSegment[3]) | G4VScoringMesh | |
GetPrimitiveScorer(const G4String &name) | G4VScoringMesh | protected |
GetPSUnit(const G4String &psname) | G4VScoringMesh | |
GetPSUnitValue(const G4String &psname) | G4VScoringMesh | |
GetRotationMatrix() const | G4VScoringMesh | inline |
GetScoreMap() | G4VScoringMesh | inline |
GetShape() const | G4VScoringMesh | inline |
GetSize() const | G4VScoringMesh | |
GetTranslation() const | G4VScoringMesh | inline |
GetWorldName() const | G4VScoringMesh | inline |
IsActive() const | G4VScoringMesh | inline |
IsCurrentPrimitiveScorerNull() | G4VScoringMesh | inline |
List() const | G4ScoringBox | virtual |
nMeshIsSet | G4VScoringMesh | protected |
ReadyForQuantity() const | G4VScoringMesh | inline |
ResetScore() | G4VScoringMesh | |
RotateX(G4double delta) | G4VScoringMesh | |
RotateY(G4double delta) | G4VScoringMesh | |
RotateZ(G4double delta) | G4VScoringMesh | |
SetCenterPosition(G4double centerPosition[3]) | G4VScoringMesh | |
SetCurrentPrimitiveScorer(const G4String &name) | G4VScoringMesh | |
SetCurrentPSUnit(const G4String &unit) | G4VScoringMesh | |
SetDrawPSName(const G4String &psname) | G4VScoringMesh | inline |
SetFilter(G4VSDFilter *filter) | G4VScoringMesh | |
SetNullToCurrentPrimitiveScorer() | G4VScoringMesh | inline |
SetNumberOfSegments(G4int nSegment[3]) | G4VScoringMesh | |
SetPrimitiveScorer(G4VPrimitiveScorer *ps) | G4VScoringMesh | |
SetSegmentDirection(G4int dir) | G4ScoringBox | inline |
SetSize(G4double size[3]) | G4VScoringMesh | |
SetVerboseLevel(G4int vl) | G4VScoringMesh | inline |
sizeIsSet | G4VScoringMesh | protected |
verboseLevel | G4VScoringMesh | protected |
~G4ScoringBox() | G4ScoringBox | |
~G4VScoringMesh() | G4VScoringMesh | virtual |