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Geant4/examples/advanced/human_phantom/src/G4MIRDSkull.cc

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Differences between /examples/advanced/human_phantom/src/G4MIRDSkull.cc (Version 11.3.0) and /examples/advanced/human_phantom/src/G4MIRDSkull.cc (Version 9.6)


  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                                                    35 
 34 #include "globals.hh"                              36 #include "globals.hh"
 35 #include "G4SystemOfUnits.hh"                      37 #include "G4SystemOfUnits.hh"
 36 #include "G4SDManager.hh"                          38 #include "G4SDManager.hh"
 37 #include "G4VisAttributes.hh"                      39 #include "G4VisAttributes.hh"
 38 #include "G4HumanPhantomMaterial.hh"               40 #include "G4HumanPhantomMaterial.hh"
 39 #include "G4EllipticalTube.hh"                     41 #include "G4EllipticalTube.hh"
 40 #include "G4RotationMatrix.hh"                     42 #include "G4RotationMatrix.hh"
 41 #include "G4ThreeVector.hh"                        43 #include "G4ThreeVector.hh"
 42 #include "G4VPhysicalVolume.hh"                    44 #include "G4VPhysicalVolume.hh"
 43 #include "G4PVPlacement.hh"                        45 #include "G4PVPlacement.hh"
 44 #include "G4Ellipsoid.hh"                          46 #include "G4Ellipsoid.hh"
 45 #include "G4SubtractionSolid.hh"                   47 #include "G4SubtractionSolid.hh"
 46 #include "G4Box.hh"                                48 #include "G4Box.hh"
 47 #include "G4UnionSolid.hh"                         49 #include "G4UnionSolid.hh"
 48 #include "G4VSolid.hh"                             50 #include "G4VSolid.hh"
 49 #include "G4HumanPhantomColour.hh"                 51 #include "G4HumanPhantomColour.hh"
 50                                                    52 
                                                   >>  53 G4MIRDSkull::G4MIRDSkull()
                                                   >>  54 {
                                                   >>  55 }
                                                   >>  56 
                                                   >>  57 G4MIRDSkull::~G4MIRDSkull()
                                                   >>  58 {
                                                   >>  59 }
                                                   >>  60 
 51 G4VPhysicalVolume* G4MIRDSkull::Construct(cons     61 G4VPhysicalVolume* G4MIRDSkull::Construct(const G4String& volumeName,G4VPhysicalVolume* mother,
 52             const G4String& colourName,        <<  62                  const G4String& colourName,
 53             G4bool wireFrame,G4bool)           <<  63                  G4bool wireFrame,G4bool sensitivity)
 54 {                                                  64 {
 55                                                    65   
 56   auto* material = new G4HumanPhantomMaterial( <<  66   G4HumanPhantomMaterial* material = new G4HumanPhantomMaterial();
 57                                                    67    
 58   G4cout<<"Construct "<<volumeName<<" with mot <<  68   G4cout << "Construct "<<volumeName <<G4endl;
 59                                                << 
 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 
                                                   >> 106   // Sensitive Body Part
                                                   >> 107   if (sensitivity==true)
                                                   >> 108   { 
                                                   >> 109     G4SDManager* SDman = G4SDManager::GetSDMpointer();
                                                   >> 110     logicSkull->SetSensitiveDetector( SDman->FindSensitiveDetector("BodyPartSD") );
                                                   >> 111   }
                                                   >> 112 
 97   // Visualization Attributes                     113   // Visualization Attributes
 98   //G4VisAttributes* SkullVisAtt = new G4VisAt    114   //G4VisAttributes* SkullVisAtt = new G4VisAttributes(G4Colour(0.46,0.53,0.6));
 99   auto* colourPointer = new G4HumanPhantomColo << 115  G4HumanPhantomColour* colourPointer = new G4HumanPhantomColour();
100   G4Colour colour = colourPointer -> GetColour    116   G4Colour colour = colourPointer -> GetColour(colourName);
101   auto* SkullVisAtt = new G4VisAttributes(colo << 117   G4VisAttributes* SkullVisAtt = new G4VisAttributes(colour);
102   SkullVisAtt->SetForceSolid(wireFrame);          118   SkullVisAtt->SetForceSolid(wireFrame); 
103   SkullVisAtt->SetLineWidth(4.* mm);              119   SkullVisAtt->SetLineWidth(4.* mm);
104   logicSkull->SetVisAttributes(SkullVisAtt);      120   logicSkull->SetVisAttributes(SkullVisAtt);
105                                                   121 
106   G4cout << "Skull created !!!!!!" << G4endl;     122   G4cout << "Skull created !!!!!!" << G4endl;
107                                                   123 
108                                                   124 
109   // Testing Skull Volume                         125   // Testing Skull Volume
110   G4double SkullVol = logicSkull->GetSolid()->    126   G4double SkullVol = logicSkull->GetSolid()->GetCubicVolume();
111   G4cout << "Volume of Skull = " << SkullVol/c    127   G4cout << "Volume of Skull = " << SkullVol/cm3 << " cm^3" << G4endl;
112                                                   128   
113   // Testing Skull Material                       129   // Testing Skull Material
114   G4String SkullMat = logicSkull->GetMaterial(    130   G4String SkullMat = logicSkull->GetMaterial()->GetName();
115   G4cout << "Material of Skull = " << SkullMat    131   G4cout << "Material of Skull = " << SkullMat << G4endl;
116                                                   132   
117   // Testing Density                              133   // Testing Density
118   G4double SkullDensity = logicSkull->GetMater    134   G4double SkullDensity = logicSkull->GetMaterial()->GetDensity();
119   G4cout << "Density of Material = " << SkullD    135   G4cout << "Density of Material = " << SkullDensity*cm3/g << " g/cm^3" << G4endl;
120                                                   136 
121   // Testing Mass                                 137   // Testing Mass
122   G4double SkullMass = (SkullVol)*SkullDensity    138   G4double SkullMass = (SkullVol)*SkullDensity;
123   G4cout << "Mass of Skull = " << SkullMass/gr    139   G4cout << "Mass of Skull = " << SkullMass/gram << " g" << G4endl;
124                                                   140 
125                                                   141   
126   return physSkull;                               142   return physSkull;
127 }                                                 143 }
128                                                   144