Geant4 Cross Reference |
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Please see the license in the file LICENSE and URL above * 16 // * for the full disclaimer and the limitatio 16 // * for the full disclaimer and the limitation of liability. * 17 // * 17 // * * 18 // * This code implementation is the result 18 // * This code implementation is the result of the scientific and * 19 // * technical work of the GEANT4 collaboratio 19 // * technical work of the GEANT4 collaboration. * 20 // * By using, copying, modifying or distri 20 // * By using, copying, modifying or distributing the software (or * 21 // * any work based on the software) you ag 21 // * any work based on the software) you agree to acknowledge its * 22 // * use in resulting scientific publicati 22 // * use in resulting scientific publications, and indicate your * 23 // * acceptance of all terms of the Geant4 Sof 23 // * acceptance of all terms of the Geant4 Software license. * 24 // ******************************************* 24 // ******************************************************************** 25 // 25 // 26 // 26 // 27 // Previous authors: G. Guerrieri, S. Guatelli 27 // Previous authors: G. Guerrieri, S. Guatelli and M. G. Pia, INFN Genova, Italy 28 // Authors (since 2007): S. Guatelli, Universi 28 // Authors (since 2007): S. Guatelli, University of Wollongong, Australia 29 // 29 // 30 // 30 // 31 // 31 // 32 #include "G4MIRDSkull.hh" 32 #include "G4MIRDSkull.hh" 33 33 34 #include "globals.hh" 34 #include "globals.hh" 35 #include "G4SystemOfUnits.hh" 35 #include "G4SystemOfUnits.hh" 36 #include "G4SDManager.hh" 36 #include "G4SDManager.hh" 37 #include "G4VisAttributes.hh" 37 #include "G4VisAttributes.hh" 38 #include "G4HumanPhantomMaterial.hh" 38 #include "G4HumanPhantomMaterial.hh" 39 #include "G4EllipticalTube.hh" 39 #include "G4EllipticalTube.hh" 40 #include "G4RotationMatrix.hh" 40 #include "G4RotationMatrix.hh" 41 #include "G4ThreeVector.hh" 41 #include "G4ThreeVector.hh" 42 #include "G4VPhysicalVolume.hh" 42 #include "G4VPhysicalVolume.hh" 43 #include "G4PVPlacement.hh" 43 #include "G4PVPlacement.hh" 44 #include "G4Ellipsoid.hh" 44 #include "G4Ellipsoid.hh" 45 #include "G4SubtractionSolid.hh" 45 #include "G4SubtractionSolid.hh" 46 #include "G4Box.hh" 46 #include "G4Box.hh" 47 #include "G4UnionSolid.hh" 47 #include "G4UnionSolid.hh" 48 #include "G4VSolid.hh" 48 #include "G4VSolid.hh" 49 #include "G4HumanPhantomColour.hh" 49 #include "G4HumanPhantomColour.hh" 50 50 >> 51 G4MIRDSkull::G4MIRDSkull() >> 52 { >> 53 } >> 54 >> 55 G4MIRDSkull::~G4MIRDSkull() >> 56 { >> 57 } >> 58 >> 59 51 G4VPhysicalVolume* G4MIRDSkull::Construct(cons 60 G4VPhysicalVolume* G4MIRDSkull::Construct(const G4String& volumeName,G4VPhysicalVolume* mother, 52 const G4String& colourName, 61 const G4String& colourName, 53 G4bool wireFrame,G4bool) 62 G4bool wireFrame,G4bool) 54 { 63 { 55 64 56 auto* material = new G4HumanPhantomMaterial( << 65 G4HumanPhantomMaterial* material = new G4HumanPhantomMaterial(); 57 66 58 G4cout<<"Construct "<<volumeName<<" with mot 67 G4cout<<"Construct "<<volumeName<<" with mother volume "<<mother->GetName()<<G4endl; 59 68 60 69 61 auto* skeleton = material -> GetMaterial("sk << 70 G4Material* skeleton = material -> GetMaterial("skeleton"); 62 71 63 delete material; 72 delete material; 64 73 65 // Outer cranium 74 // Outer cranium 66 G4double ax = 6.8 * cm;//a out skull 75 G4double ax = 6.8 * cm;//a out skull 67 G4double by = 9.8 * cm; // bout 76 G4double by = 9.8 * cm; // bout 68 G4double cz = 8.3 * cm; //cout 77 G4double cz = 8.3 * cm; //cout 69 78 70 auto* craniumOut = new G4Ellipsoid("Cranium << 79 G4Ellipsoid* craniumOut = new G4Ellipsoid("CraniumOut", ax, by, cz); 71 80 72 ax = 6. * cm; //a in 81 ax = 6. * cm; //a in 73 by = 9. * cm; //b in 82 by = 9. * cm; //b in 74 cz= 6.5 * cm; // cin 83 cz= 6.5 * cm; // cin 75 84 76 auto* craniumIn = new G4Ellipsoid("CraniumI << 85 G4Ellipsoid* craniumIn = new G4Ellipsoid("CraniumIn", ax, by, cz); 77 86 78 87 79 auto* cranium = new G4SubtractionSolid("Cra << 88 G4SubtractionSolid* cranium = new G4SubtractionSolid("Cranium", 80 craniumOut, 89 craniumOut, 81 craniumIn, nullptr, << 90 craniumIn,0, 82 G4ThreeVector(0.0, 0.0,1. * cm)) 91 G4ThreeVector(0.0, 0.0,1. * cm)); 83 92 84 auto* logicSkull = new G4LogicalVolume(craniu << 93 G4LogicalVolume* logicSkull = new G4LogicalVolume(cranium, skeleton, 85 "logical" + volumeName, 94 "logical" + volumeName, 86 nullptr, nullptr, nullptr); << 95 0, 0, 0); 87 96 88 // Define rotation and position here! 97 // Define rotation and position here! 89 G4VPhysicalVolume* physSkull = new G4PVPlace << 98 G4VPhysicalVolume* physSkull = new G4PVPlacement(0, 90 G4ThreeVector(0., 0.,7.75 * cm) 99 G4ThreeVector(0., 0.,7.75 * cm), 91 "physicalSkull", 100 "physicalSkull", 92 logicSkull, 101 logicSkull, 93 mother, 102 mother, 94 false, 103 false, 95 0, true); 104 0, true); 96 105 97 // Visualization Attributes 106 // Visualization Attributes 98 //G4VisAttributes* SkullVisAtt = new G4VisAt 107 //G4VisAttributes* SkullVisAtt = new G4VisAttributes(G4Colour(0.46,0.53,0.6)); 99 auto* colourPointer = new G4HumanPhantomColo << 108 G4HumanPhantomColour* colourPointer = new G4HumanPhantomColour(); 100 G4Colour colour = colourPointer -> GetColour 109 G4Colour colour = colourPointer -> GetColour(colourName); 101 auto* SkullVisAtt = new G4VisAttributes(colo << 110 G4VisAttributes* SkullVisAtt = new G4VisAttributes(colour); 102 SkullVisAtt->SetForceSolid(wireFrame); 111 SkullVisAtt->SetForceSolid(wireFrame); 103 SkullVisAtt->SetLineWidth(4.* mm); 112 SkullVisAtt->SetLineWidth(4.* mm); 104 logicSkull->SetVisAttributes(SkullVisAtt); 113 logicSkull->SetVisAttributes(SkullVisAtt); 105 114 106 G4cout << "Skull created !!!!!!" << G4endl; 115 G4cout << "Skull created !!!!!!" << G4endl; 107 116 108 117 109 // Testing Skull Volume 118 // Testing Skull Volume 110 G4double SkullVol = logicSkull->GetSolid()-> 119 G4double SkullVol = logicSkull->GetSolid()->GetCubicVolume(); 111 G4cout << "Volume of Skull = " << SkullVol/c 120 G4cout << "Volume of Skull = " << SkullVol/cm3 << " cm^3" << G4endl; 112 121 113 // Testing Skull Material 122 // Testing Skull Material 114 G4String SkullMat = logicSkull->GetMaterial( 123 G4String SkullMat = logicSkull->GetMaterial()->GetName(); 115 G4cout << "Material of Skull = " << SkullMat 124 G4cout << "Material of Skull = " << SkullMat << G4endl; 116 125 117 // Testing Density 126 // Testing Density 118 G4double SkullDensity = logicSkull->GetMater 127 G4double SkullDensity = logicSkull->GetMaterial()->GetDensity(); 119 G4cout << "Density of Material = " << SkullD 128 G4cout << "Density of Material = " << SkullDensity*cm3/g << " g/cm^3" << G4endl; 120 129 121 // Testing Mass 130 // Testing Mass 122 G4double SkullMass = (SkullVol)*SkullDensity 131 G4double SkullMass = (SkullVol)*SkullDensity; 123 G4cout << "Mass of Skull = " << SkullMass/gr 132 G4cout << "Mass of Skull = " << SkullMass/gram << " g" << G4endl; 124 133 125 134 126 return physSkull; 135 return physSkull; 127 } 136 } 128 137