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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 /// \file runAndEvent/RE02/src/RE02NestedPhant 26 /// \file runAndEvent/RE02/src/RE02NestedPhantomParameterisation.cc 27 /// \brief Implementation of the RE02NestedPha 27 /// \brief Implementation of the RE02NestedPhantomParameterisation class 28 // 28 // 29 // 29 // 30 ////////////////////////////////////////////// 30 /////////////////////////////////////////////////////////////////////////////// 31 #include "RE02NestedPhantomParameterisation.hh 31 #include "RE02NestedPhantomParameterisation.hh" 32 32 >> 33 #include "G4VPhysicalVolume.hh" >> 34 #include "G4VTouchable.hh" >> 35 #include "G4ThreeVector.hh" 33 #include "G4Box.hh" 36 #include "G4Box.hh" 34 #include "G4LogicalVolume.hh" 37 #include "G4LogicalVolume.hh" 35 #include "G4Material.hh" 38 #include "G4Material.hh" 36 #include "G4ThreeVector.hh" << 37 #include "G4VPhysicalVolume.hh" << 38 #include "G4VTouchable.hh" << 39 39 40 //============================================ 40 //======================================================================= 41 // (RE02NestedPhantomParameterisation) 41 // (RE02NestedPhantomParameterisation) 42 // 42 // 43 // (Description) 43 // (Description) 44 // Class for nested parameterisation. 44 // Class for nested parameterisation. 45 // This parameterisation handles material 45 // This parameterisation handles material and transfomation of voxles. 46 // 46 // 47 // T.Aso Created. Nov.2007. 47 // T.Aso Created. Nov.2007. 48 // 48 // 49 ////////////////////////////////////////////// 49 //////////////////////////////////////////////////////////////////// 50 50 51 //....oooOO0OOooo........oooOO0OOooo........oo 51 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo...... 52 RE02NestedPhantomParameterisation ::RE02Nested << 52 RE02NestedPhantomParameterisation 53 const G4ThreeVector& voxelSize, G4int nz, st << 53 ::RE02NestedPhantomParameterisation(const G4ThreeVector& voxelSize, 54 : G4VNestedParameterisation(), << 54 G4int nz, 55 fdX(voxelSize.x()), << 55 std::vector<G4Material*>& mat): 56 fdY(voxelSize.y()), << 56 G4VNestedParameterisation(), 57 fdZ(voxelSize.z()), << 57 fdX(voxelSize.x()),fdY(voxelSize.y()),fdZ(voxelSize.z()), 58 fNz(nz), << 58 fNz(nz),fMat(mat) 59 fMat(mat) << 60 { 59 { 61 // Position of voxels. << 60 // Position of voxels. 62 // x and y positions are already defined in << 61 // x and y positions are already defined in DetectorConstruction 63 // by using replicated volume. Here only we 62 // by using replicated volume. Here only we need to define is z positions 64 // of voxles. 63 // of voxles. 65 fpZ.clear(); 64 fpZ.clear(); 66 G4double zp; 65 G4double zp; 67 for (G4int iz = 0; iz < fNz; iz++) { << 66 for ( G4int iz = 0; iz < fNz; iz++){ 68 zp = (-fNz + 1 + 2 * iz) * fdZ; << 67 zp = (-fNz+1+2*iz)*fdZ; 69 fpZ.push_back(zp); 68 fpZ.push_back(zp); 70 } 69 } >> 70 71 } 71 } 72 72 73 //....oooOO0OOooo........oooOO0OOooo........oo 73 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo...... 74 RE02NestedPhantomParameterisation::~RE02Nested << 74 RE02NestedPhantomParameterisation::~RE02NestedPhantomParameterisation(){ 75 { << 76 fpZ.clear(); 75 fpZ.clear(); 77 } 76 } 78 77 79 //....oooOO0OOooo........oooOO0OOooo........oo 78 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo...... 80 // 79 // 81 // Material assignment to geometry. 80 // Material assignment to geometry. 82 // 81 // 83 G4Material* RE02NestedPhantomParameterisation << 82 G4Material* RE02NestedPhantomParameterisation 84 << 83 ::ComputeMaterial(G4VPhysicalVolume* /*currentVol*/, const G4int copyNo, 85 << 84 const G4VTouchable* parentTouch) 86 { << 85 { 87 if (parentTouch == 0) << 86 if(parentTouch==0) return fMat[0]; // protection for initialization and 88 return fMat[0]; // protection for initial << 87 // vis at idle state 89 // vis at idle state << 88 // Copy number of voxels. 90 // Copy number of voxels. << 91 // Copy number of X and Y are obtained from 89 // Copy number of X and Y are obtained from replication number. 92 // Copy nymber of Z is the copy number of cu 90 // Copy nymber of Z is the copy number of current voxel. 93 G4int ix = parentTouch->GetReplicaNumber(0); 91 G4int ix = parentTouch->GetReplicaNumber(0); 94 G4int iy = parentTouch->GetReplicaNumber(1); 92 G4int iy = parentTouch->GetReplicaNumber(1); 95 G4int iz = copyNo; 93 G4int iz = copyNo; 96 // For demonstration purpose,a couple of mat 94 // For demonstration purpose,a couple of materials are chosen alternately. 97 G4Material* mat = 0; << 95 G4Material* mat=0; 98 if (ix % 2 == 0 && iy % 2 == 0 && iz % 2 == << 96 if ( ix%2 == 0 && iy%2 == 0 && iz%2 == 0 ) mat = fMat[0]; 99 mat = fMat[0]; << 97 else mat = fMat[1]; 100 else << 101 mat = fMat[1]; << 102 98 103 return mat; 99 return mat; 104 } 100 } 105 101 106 //....oooOO0OOooo........oooOO0OOooo........oo 102 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo...... 107 // 103 // 108 // Number of Materials 104 // Number of Materials 109 // Material scanner is required for preparing << 105 // Material scanner is required for preparing physics tables and so on before 110 // stating simulation, so that G4 has to know 106 // stating simulation, so that G4 has to know number of materials. 111 G4int RE02NestedPhantomParameterisation::GetNu << 107 G4int RE02NestedPhantomParameterisation::GetNumberOfMaterials() const{ 112 { << 113 return fMat.size(); 108 return fMat.size(); 114 } 109 } 115 110 116 //....oooOO0OOooo........oooOO0OOooo........oo 111 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo...... 117 // 112 // 118 // GetMaterial 113 // GetMaterial 119 // This is needed for material scanner and re 114 // This is needed for material scanner and realizing geometry. 120 // 115 // 121 G4Material* RE02NestedPhantomParameterisation: << 116 G4Material* RE02NestedPhantomParameterisation::GetMaterial(G4int i) const{ 122 { << 123 return fMat[i]; 117 return fMat[i]; 124 } 118 } 125 119 126 //....oooOO0OOooo........oooOO0OOooo........oo 120 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo...... 127 // 121 // 128 // Transformation of voxels. 122 // Transformation of voxels. 129 // 123 // 130 void RE02NestedPhantomParameterisation ::Compu << 124 void RE02NestedPhantomParameterisation 131 << 125 ::ComputeTransformation(const G4int copyNo, G4VPhysicalVolume* physVol) const{ 132 { << 126 G4ThreeVector position(0.,0.,fpZ[copyNo]); 133 G4ThreeVector position(0., 0., fpZ[copyNo]); << 134 physVol->SetTranslation(position); 127 physVol->SetTranslation(position); 135 } 128 } 136 129 137 //....oooOO0OOooo........oooOO0OOooo........oo 130 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo...... 138 // 131 // 139 // Dimensions are always same in this RE02 exa 132 // Dimensions are always same in this RE02 example. 140 // 133 // 141 void RE02NestedPhantomParameterisation ::Compu << 134 void RE02NestedPhantomParameterisation 142 << 135 ::ComputeDimensions(G4Box& box, const G4int, const G4VPhysicalVolume* ) const{ 143 { << 144 box.SetXHalfLength(fdX); 136 box.SetXHalfLength(fdX); 145 box.SetYHalfLength(fdY); 137 box.SetYHalfLength(fdY); 146 box.SetZHalfLength(fdZ); 138 box.SetZHalfLength(fdZ); 147 } 139 } 148 140