Geant4 Cross Reference

Cross-Referencing   Geant4
Geant4/examples/advanced/human_phantom/src/G4MIRDSkull.cc

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  1 //
  2 // ********************************************************************
  3 // * License and Disclaimer                                           *
  4 // *                                                                  *
  5 // * The  Geant4 software  is  copyright of the Copyright Holders  of *
  6 // * the Geant4 Collaboration.  It is provided  under  the terms  and *
  7 // * conditions of the Geant4 Software License,  included in the file *
  8 // * LICENSE and available at  http://cern.ch/geant4/license .  These *
  9 // * include a list of copyright holders.                             *
 10 // *                                                                  *
 11 // * Neither the authors of this software system, nor their employing *
 12 // * institutes,nor the agencies providing financial support for this *
 13 // * work  make  any representation or  warranty, express or implied, *
 14 // * regarding  this  software system or assume any liability for its *
 15 // * use.  Please see the license in the file  LICENSE  and URL above *
 16 // * for the full disclaimer and the limitation of liability.         *
 17 // *                                                                  *
 18 // * This  code  implementation is the result of  the  scientific and *
 19 // * technical work of the GEANT4 collaboration.                      *
 20 // * By using,  copying,  modifying or  distributing the software (or *
 21 // * any work based  on the software)  you  agree  to acknowledge its *
 22 // * use  in  resulting  scientific  publications,  and indicate your *
 23 // * acceptance of all terms of the Geant4 Software license.          *
 24 // ********************************************************************
 25 //
 26 //
 27 // Previous authors: G. Guerrieri, S. Guatelli and M. G. Pia, INFN Genova, Italy
 28 // Authors (since 2007): S. Guatelli, University of Wollongong, Australia
 29 // 
 30 //
 31 //
 32 #include "G4MIRDSkull.hh"
 33 
 34 #include "globals.hh"
 35 #include "G4SystemOfUnits.hh"
 36 #include "G4SDManager.hh"
 37 #include "G4VisAttributes.hh"
 38 #include "G4HumanPhantomMaterial.hh"
 39 #include "G4EllipticalTube.hh"
 40 #include "G4RotationMatrix.hh"
 41 #include "G4ThreeVector.hh"
 42 #include "G4VPhysicalVolume.hh"
 43 #include "G4PVPlacement.hh"
 44 #include "G4Ellipsoid.hh"
 45 #include "G4SubtractionSolid.hh"
 46 #include "G4Box.hh"
 47 #include "G4UnionSolid.hh"
 48 #include "G4VSolid.hh"
 49 #include "G4HumanPhantomColour.hh"
 50 
 51 G4VPhysicalVolume* G4MIRDSkull::Construct(const G4String& volumeName,G4VPhysicalVolume* mother,
 52             const G4String& colourName,
 53             G4bool wireFrame,G4bool)
 54 {
 55   
 56   auto* material = new G4HumanPhantomMaterial();
 57    
 58   G4cout<<"Construct "<<volumeName<<" with mother volume "<<mother->GetName()<<G4endl;
 59 
 60    
 61   auto* skeleton = material -> GetMaterial("skeleton");
 62  
 63   delete material;
 64 
 65   // Outer cranium
 66   G4double ax = 6.8 * cm;//a out skull
 67   G4double by = 9.8 * cm; // bout
 68   G4double cz = 8.3 * cm; //cout
 69  
 70   auto* craniumOut =  new G4Ellipsoid("CraniumOut", ax, by, cz);
 71 
 72   ax = 6. * cm; //a in
 73   by = 9. * cm; //b in 
 74   cz= 6.5 * cm; // cin
 75  
 76   auto* craniumIn =  new G4Ellipsoid("CraniumIn", ax, by, cz);
 77  
 78 
 79   auto* cranium =  new G4SubtractionSolid("Cranium",
 80               craniumOut,
 81               craniumIn, nullptr,
 82               G4ThreeVector(0.0, 0.0,1. * cm));
 83 
 84  auto* logicSkull = new G4LogicalVolume(cranium, skeleton, 
 85                 "logical" + volumeName,
 86                 nullptr, nullptr, nullptr);
 87   
 88   // Define rotation and position here!
 89   G4VPhysicalVolume* physSkull = new G4PVPlacement(nullptr,
 90                G4ThreeVector(0., 0.,7.75 * cm),
 91                "physicalSkull",
 92                logicSkull,
 93                mother,
 94                false,
 95                0, true);
 96 
 97   // Visualization Attributes
 98   //G4VisAttributes* SkullVisAtt = new G4VisAttributes(G4Colour(0.46,0.53,0.6));
 99   auto* colourPointer = new G4HumanPhantomColour();
100   G4Colour colour = colourPointer -> GetColour(colourName);
101   auto* SkullVisAtt = new G4VisAttributes(colour);
102   SkullVisAtt->SetForceSolid(wireFrame); 
103   SkullVisAtt->SetLineWidth(4.* mm);
104   logicSkull->SetVisAttributes(SkullVisAtt);
105 
106   G4cout << "Skull created !!!!!!" << G4endl;
107 
108 
109   // Testing Skull Volume
110   G4double SkullVol = logicSkull->GetSolid()->GetCubicVolume();
111   G4cout << "Volume of Skull = " << SkullVol/cm3 << " cm^3" << G4endl;
112   
113   // Testing Skull Material
114   G4String SkullMat = logicSkull->GetMaterial()->GetName();
115   G4cout << "Material of Skull = " << SkullMat << G4endl;
116   
117   // Testing Density
118   G4double SkullDensity = logicSkull->GetMaterial()->GetDensity();
119   G4cout << "Density of Material = " << SkullDensity*cm3/g << " g/cm^3" << G4endl;
120 
121   // Testing Mass
122   G4double SkullMass = (SkullVol)*SkullDensity;
123   G4cout << "Mass of Skull = " << SkullMass/gram << " g" << G4endl;
124 
125   
126   return physSkull;
127 }
128