Geant4 Cross Reference |
1 // 1 // 2 // ******************************************* 2 // ******************************************************************** 3 // * License and Disclaimer 3 // * License and Disclaimer * 4 // * 4 // * * 5 // * The Geant4 software is copyright of th 5 // * The Geant4 software is copyright of the Copyright Holders of * 6 // * the Geant4 Collaboration. It is provided 6 // * the Geant4 Collaboration. It is provided under the terms and * 7 // * conditions of the Geant4 Software License 7 // * conditions of the Geant4 Software License, included in the file * 8 // * LICENSE and available at http://cern.ch/ 8 // * LICENSE and available at http://cern.ch/geant4/license . These * 9 // * include a list of copyright holders. 9 // * include a list of copyright holders. * 10 // * 10 // * * 11 // * Neither the authors of this software syst 11 // * Neither the authors of this software system, nor their employing * 12 // * institutes,nor the agencies providing fin 12 // * institutes,nor the agencies providing financial support for this * 13 // * work make any representation or warran 13 // * work make any representation or warranty, express or implied, * 14 // * regarding this software system or assum 14 // * regarding this software system or assume any liability for its * 15 // * use. Please see the license in the file 15 // * use. 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 // Authors: S. Guatelli and M. G. Pia, INFN Genova, Italy 27 // Previous authors: G. Guerrieri, S. Guatelli << 28 // Authors (since 2007): S. Guatelli, Universi << 29 // 27 // 30 // << 28 // Based on code developed by the undergraduate student G. Guerrieri >> 29 // Note: this is a preliminary beta-version of the code; an improved >> 30 // version will be distributed in the next Geant4 public release, compliant >> 31 // with the design in a forthcoming publication, and subject to a >> 32 // design and code review. 31 // 33 // 32 #include "G4MIRDSkull.hh" 34 #include "G4MIRDSkull.hh" 33 << 34 #include "globals.hh" 35 #include "globals.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 sensitivity) 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 <<G4endl; 59 << 60 68 61 auto* skeleton = material -> GetMaterial("sk << 69 G4Material* skeleton = material -> GetMaterial("skeleton"); 62 70 63 delete material; 71 delete material; 64 72 65 // Outer cranium 73 // Outer cranium 66 G4double ax = 6.8 * cm;//a out skull 74 G4double ax = 6.8 * cm;//a out skull 67 G4double by = 9.8 * cm; // bout 75 G4double by = 9.8 * cm; // bout 68 G4double cz = 8.3 * cm; //cout 76 G4double cz = 8.3 * cm; //cout 69 77 70 auto* craniumOut = new G4Ellipsoid("Cranium << 78 G4Ellipsoid* craniumOut = new G4Ellipsoid("CraniumOut", ax, by, cz); 71 79 72 ax = 6. * cm; //a in 80 ax = 6. * cm; //a in 73 by = 9. * cm; //b in 81 by = 9. * cm; //b in 74 cz= 6.5 * cm; // cin 82 cz= 6.5 * cm; // cin 75 83 76 auto* craniumIn = new G4Ellipsoid("CraniumI << 84 G4Ellipsoid* craniumIn = new G4Ellipsoid("CraniumIn", ax, by, cz); 77 85 78 86 79 auto* cranium = new G4SubtractionSolid("Cra << 87 G4SubtractionSolid* cranium = new G4SubtractionSolid("Cranium", 80 craniumOut, << 88 craniumOut, 81 craniumIn, nullptr, << 89 craniumIn,0, 82 G4ThreeVector(0.0, 0.0,1. * cm)) << 90 G4ThreeVector(0.0, 0.0,1. * cm)); 83 91 84 auto* logicSkull = new G4LogicalVolume(craniu << 92 G4LogicalVolume* logicSkull = new G4LogicalVolume(cranium, skeleton, 85 "logical" + volumeName, 93 "logical" + volumeName, 86 nullptr, nullptr, nullptr); << 94 0, 0, 0); 87 95 88 // Define rotation and position here! 96 // Define rotation and position here! 89 G4VPhysicalVolume* physSkull = new G4PVPlace << 97 G4VPhysicalVolume* physSkull = new G4PVPlacement(0, 90 G4ThreeVector(0., 0.,7.75 * cm) 98 G4ThreeVector(0., 0.,7.75 * cm), 91 "physicalSkull", 99 "physicalSkull", 92 logicSkull, 100 logicSkull, 93 mother, 101 mother, 94 false, 102 false, 95 0, true); 103 0, true); 96 104 >> 105 // Sensitive Body Part >> 106 if (sensitivity==true) >> 107 { >> 108 G4SDManager* SDman = G4SDManager::GetSDMpointer(); >> 109 logicSkull->SetSensitiveDetector( SDman->FindSensitiveDetector("BodyPartSD") ); >> 110 } >> 111 97 // Visualization Attributes 112 // Visualization Attributes 98 //G4VisAttributes* SkullVisAtt = new G4VisAt 113 //G4VisAttributes* SkullVisAtt = new G4VisAttributes(G4Colour(0.46,0.53,0.6)); 99 auto* colourPointer = new G4HumanPhantomColo << 114 G4HumanPhantomColour* colourPointer = new G4HumanPhantomColour(); 100 G4Colour colour = colourPointer -> GetColour 115 G4Colour colour = colourPointer -> GetColour(colourName); 101 auto* SkullVisAtt = new G4VisAttributes(colo << 116 G4VisAttributes* SkullVisAtt = new G4VisAttributes(colour); 102 SkullVisAtt->SetForceSolid(wireFrame); 117 SkullVisAtt->SetForceSolid(wireFrame); 103 SkullVisAtt->SetLineWidth(4.* mm); 118 SkullVisAtt->SetLineWidth(4.* mm); 104 logicSkull->SetVisAttributes(SkullVisAtt); 119 logicSkull->SetVisAttributes(SkullVisAtt); 105 120 106 G4cout << "Skull created !!!!!!" << G4endl; 121 G4cout << "Skull created !!!!!!" << G4endl; 107 122 108 123 109 // Testing Skull Volume 124 // Testing Skull Volume 110 G4double SkullVol = logicSkull->GetSolid()-> 125 G4double SkullVol = logicSkull->GetSolid()->GetCubicVolume(); 111 G4cout << "Volume of Skull = " << SkullVol/c 126 G4cout << "Volume of Skull = " << SkullVol/cm3 << " cm^3" << G4endl; 112 127 113 // Testing Skull Material 128 // Testing Skull Material 114 G4String SkullMat = logicSkull->GetMaterial( 129 G4String SkullMat = logicSkull->GetMaterial()->GetName(); 115 G4cout << "Material of Skull = " << SkullMat 130 G4cout << "Material of Skull = " << SkullMat << G4endl; 116 131 117 // Testing Density 132 // Testing Density 118 G4double SkullDensity = logicSkull->GetMater 133 G4double SkullDensity = logicSkull->GetMaterial()->GetDensity(); 119 G4cout << "Density of Material = " << SkullD 134 G4cout << "Density of Material = " << SkullDensity*cm3/g << " g/cm^3" << G4endl; 120 135 121 // Testing Mass 136 // Testing Mass 122 G4double SkullMass = (SkullVol)*SkullDensity 137 G4double SkullMass = (SkullVol)*SkullDensity; 123 G4cout << "Mass of Skull = " << SkullMass/gr 138 G4cout << "Mass of Skull = " << SkullMass/gram << " g" << G4endl; 124 139 125 140 126 return physSkull; 141 return physSkull; 127 } 142 } 128 143