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Geant4/examples/advanced/ICRP110_HumanPhantoms/src/ICRP110PhantomVisAction.cc

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Diff markup

Differences between /examples/advanced/ICRP110_HumanPhantoms/src/ICRP110PhantomVisAction.cc (Version 11.3.0) and /examples/advanced/ICRP110_HumanPhantoms/src/ICRP110PhantomVisAction.cc (Version 11.0.p1)


  1 //                                                  1 //
  2 // *******************************************      2 // ********************************************************************
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 11 // * Neither the authors of this software syst     11 // * Neither the authors of this software system, nor their employing *
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 19 // * technical work of the GEANT4 collaboratio     19 // * technical work of the GEANT4 collaboration.                      *
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 24 // *******************************************     24 // ********************************************************************
 25 //                                                 25 //
 26 // Code developed by:                              26 // Code developed by:
 27 // S.Guatelli, M. Large and A. Malaroda, Unive     27 // S.Guatelli, M. Large and A. Malaroda, University of Wollongong
 28 // This class developed by John Allison, March     28 // This class developed by John Allison, March 2021
 29 //                                                 29 //
 30                                                    30 
 31 #include "ICRP110PhantomVisAction.hh"              31 #include "ICRP110PhantomVisAction.hh"
 32                                                    32 
 33 #include "G4VisManager.hh"                         33 #include "G4VisManager.hh"
 34 #include "ICRP110PhantomConstruction.hh"           34 #include "ICRP110PhantomConstruction.hh"
 35 #include "ICRP110PhantomPseudoScene.hh"            35 #include "ICRP110PhantomPseudoScene.hh"
 36 #include "G4PhysicalVolumeModel.hh"                36 #include "G4PhysicalVolumeModel.hh"
 37 #include "G4Polymarker.hh"                         37 #include "G4Polymarker.hh"
 38 #include "G4SystemOfUnits.hh"                      38 #include "G4SystemOfUnits.hh"
 39 #include "Randomize.hh"                            39 #include "Randomize.hh"
 40                                                    40 
 41 void ICRP110PhantomVisAction::Draw ()              41 void ICRP110PhantomVisAction::Draw ()
 42 {                                                  42 {
 43   // Get actual vis manager                        43   // Get actual vis manager
 44   G4VVisManager* pVisManager = G4VVisManager::     44   G4VVisManager* pVisManager = G4VVisManager::GetConcreteInstance();
 45   if (!pVisManager) return;                        45   if (!pVisManager) return;
 46                                                    46 
 47   auto container = fpDetectorConstruction->Get     47   auto container = fpDetectorConstruction->GetPhantumContainer();
 48                                                    48 
 49   static G4bool first = true;                      49   static G4bool first = true;
 50   if (first && container) {                        50   if (first && container) {
 51     first = false;                                 51     first = false;
 52     // Use ICRP110PhantomPseudoScene to build      52     // Use ICRP110PhantomPseudoScene to build dataset in fPositionByColour
 53     G4ModelingParameters tmpMP;                    53     G4ModelingParameters tmpMP;
 54     tmpMP.SetCulling(true);  // This avoids dr     54     tmpMP.SetCulling(true);  // This avoids drawing transparent...
 55     tmpMP.SetCullingInvisible(true);  // ... o     55     tmpMP.SetCullingInvisible(true);  // ... or invisble volumes.
 56     const G4bool useFullExtent = true;  // To      56     const G4bool useFullExtent = true;  // To avoid clculating the extent
 57     G4PhysicalVolumeModel tmpPVModel               57     G4PhysicalVolumeModel tmpPVModel
 58     (container,                                    58     (container,
 59      G4PhysicalVolumeModel::UNLIMITED,             59      G4PhysicalVolumeModel::UNLIMITED,
 60      G4Transform3D(),                              60      G4Transform3D(),
 61      &tmpMP,                                       61      &tmpMP,
 62      useFullExtent);                               62      useFullExtent);
 63     ICRP110PhantomPseudoScene tmpScene             63     ICRP110PhantomPseudoScene tmpScene
 64     (&tmpPVModel                                   64     (&tmpPVModel
 65      ,fPositionByMaterial                          65      ,fPositionByMaterial
 66      ,fColourByMaterial);                          66      ,fColourByMaterial);
 67     tmpPVModel.DescribeYourselfTo(tmpScene);       67     tmpPVModel.DescribeYourselfTo(tmpScene);
 68     // Make list of found materials                68     // Make list of found materials
 69     for (const auto& entry: fColourByMaterial)     69     for (const auto& entry: fColourByMaterial) {
 70       fSetOfMaterials.insert(entry.first);         70       fSetOfMaterials.insert(entry.first);
 71     }                                              71     }
 72     for (const auto& material: fSetOfMaterials     72     for (const auto& material: fSetOfMaterials) {
 73       G4cout << "fSetOfMaterials: " << materia     73       G4cout << "fSetOfMaterials: " << material->GetName() << G4endl;
 74     }                                              74     }
 75   }                                                75   }
 76                                                    76 
 77   // Seems the quantities in ICRP110PhantomCon     77   // Seems the quantities in ICRP110PhantomConstruction don't have units
 78   const G4double voxelHalfDimX = fpDetectorCon     78   const G4double voxelHalfDimX = fpDetectorConstruction->GetVoxelHalfDimX()*mm;
 79   const G4double voxelHalfDimY = fpDetectorCon     79   const G4double voxelHalfDimY = fpDetectorConstruction->GetVoxelHalfDimY()*mm;
 80   const G4double voxelHalfDimZ = fpDetectorCon     80   const G4double voxelHalfDimZ = fpDetectorConstruction->GetVoxelHalfDimZ()*mm;
 81                                                    81 
 82   static G4bool firstPrint = true;                 82   static G4bool firstPrint = true;
 83   G4int nDotsTotal = 0;                            83   G4int nDotsTotal = 0;
 84   const G4int nDotsPerPositionMin = 1;             84   const G4int nDotsPerPositionMin = 1;
 85   const G4int nDotsPerPositionMax = 10;            85   const G4int nDotsPerPositionMax = 10;
 86   const G4double densityMin = 1.*g/cm3;            86   const G4double densityMin = 1.*g/cm3;
 87   const G4double densityMax = 3.*g/cm3;;           87   const G4double densityMax = 3.*g/cm3;;
 88   for (const auto& material: fSetOfMaterials)      88   for (const auto& material: fSetOfMaterials) {
 89     auto& colour = fColourByMaterial[material]     89     auto& colour = fColourByMaterial[material];
 90     G4int nDots = 0;                               90     G4int nDots = 0;
 91     G4Polymarker dots;                             91     G4Polymarker dots;
 92     dots.SetVisAttributes(G4Colour(colour));       92     dots.SetVisAttributes(G4Colour(colour));
 93     dots.SetMarkerType(G4Polymarker::dots);        93     dots.SetMarkerType(G4Polymarker::dots);
 94     dots.SetSize(G4VMarker::screen,1.);            94     dots.SetSize(G4VMarker::screen,1.);
 95     dots.SetInfo(material->GetName());             95     dots.SetInfo(material->GetName());
 96     const G4double currentDensity = material->     96     const G4double currentDensity = material->GetDensity();
 97     const auto range = fPositionByMaterial.equ     97     const auto range = fPositionByMaterial.equal_range(material);
 98     for (auto posByMat = range.first; posByMat     98     for (auto posByMat = range.first; posByMat != range.second; ++posByMat) {
 99       G4int nDotsPerPosition                       99       G4int nDotsPerPosition
100       = nDotsPerPositionMin                       100       = nDotsPerPositionMin
101       + (nDotsPerPositionMax-nDotsPerPositionM    101       + (nDotsPerPositionMax-nDotsPerPositionMin)
102       *(currentDensity-densityMin)/(densityMax    102       *(currentDensity-densityMin)/(densityMax-densityMin);
103       nDotsPerPosition = std::max(nDotsPerPosi    103       nDotsPerPosition = std::max(nDotsPerPositionMin,nDotsPerPosition);
104       nDotsPerPosition = std::min(nDotsPerPosi    104       nDotsPerPosition = std::min(nDotsPerPositionMax,nDotsPerPosition);
105       for (G4int i = 0; i < nDotsPerPosition;     105       for (G4int i = 0; i < nDotsPerPosition; ++i) {
106   const G4double x = posByMat->second.getX() +    106   const G4double x = posByMat->second.getX() + (2.*G4UniformRand()-1.)*voxelHalfDimX;
107   const G4double y = posByMat->second.getY() +    107   const G4double y = posByMat->second.getY() + (2.*G4UniformRand()-1.)*voxelHalfDimY;
108   const G4double z = posByMat->second.getZ() +    108   const G4double z = posByMat->second.getZ() + (2.*G4UniformRand()-1.)*voxelHalfDimZ;
109   dots.push_back(G4ThreeVector(x,y,z));           109   dots.push_back(G4ThreeVector(x,y,z));
110   ++nDots;                                        110   ++nDots;
111       }                                           111       }
112     }                                             112     }
113     pVisManager->Draw(dots);                      113     pVisManager->Draw(dots);
114     if (firstPrint) {                             114     if (firstPrint) {
115       G4cout                                      115       G4cout
116       << "Number of dots for material " << mat    116       << "Number of dots for material " << material->GetName()
117       << ", colour " << colour                    117       << ", colour " << colour
118       << ": " << nDots << G4endl;                 118       << ": " << nDots << G4endl;
119     }                                             119     }
120     nDotsTotal += nDots;                          120     nDotsTotal += nDots;
121   }                                               121   }
122   if (firstPrint) {                               122   if (firstPrint) {
123     G4cout << "Total number of dots: " << nDot    123     G4cout << "Total number of dots: " << nDotsTotal << G4endl;
124     firstPrint = false;                           124     firstPrint = false;
125   }                                               125   }
126 }                                                 126 }
127                                                   127