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9.6.p02
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geant4_9_6_p02
examples
advanced
human_phantom
src
G4MIRDSkull.cc
Go to the documentation of this file.
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//
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// ********************************************************************
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// * License and Disclaimer *
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// * *
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// * The Geant4 software is copyright of the Copyright Holders of *
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// * the Geant4 Collaboration. It is provided under the terms and *
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// * conditions of the Geant4 Software License, included in the file *
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// * LICENSE and available at http://cern.ch/geant4/license . These *
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// * include a list of copyright holders. *
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// * *
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// * Neither the authors of this software system, nor their employing *
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// * institutes,nor the agencies providing financial support for this *
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// * work make any representation or warranty, express or implied, *
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// * regarding this software system or assume any liability for its *
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// * use. Please see the license in the file LICENSE and URL above *
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// * for the full disclaimer and the limitation of liability. *
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// * *
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// * This code implementation is the result of the scientific and *
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// * technical work of the GEANT4 collaboration. *
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// * By using, copying, modifying or distributing the software (or *
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// * any work based on the software) you agree to acknowledge its *
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// * use in resulting scientific publications, and indicate your *
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// * acceptance of all terms of the Geant4 Software license. *
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// ********************************************************************
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//
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// Authors: S. Guatelli and M. G. Pia, INFN Genova, Italy
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//
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// Based on code developed by the undergraduate student G. Guerrieri
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// Note: this is a preliminary beta-version of the code; an improved
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// version will be distributed in the next Geant4 public release, compliant
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// with the design in a forthcoming publication, and subject to a
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// design and code review.
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//
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#include "
G4MIRDSkull.hh
"
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#include "
globals.hh
"
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#include "
G4SystemOfUnits.hh
"
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#include "
G4SDManager.hh
"
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#include "
G4VisAttributes.hh
"
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#include "
G4HumanPhantomMaterial.hh
"
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#include "
G4EllipticalTube.hh
"
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#include "
G4RotationMatrix.hh
"
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#include "
G4ThreeVector.hh
"
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#include "
G4VPhysicalVolume.hh
"
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#include "
G4PVPlacement.hh
"
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#include "
G4Ellipsoid.hh
"
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#include "
G4SubtractionSolid.hh
"
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#include "
G4Box.hh
"
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#include "
G4UnionSolid.hh
"
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#include "
G4VSolid.hh
"
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#include "
G4HumanPhantomColour.hh
"
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G4MIRDSkull::G4MIRDSkull
()
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{
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}
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G4MIRDSkull::~G4MIRDSkull
()
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{
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}
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G4VPhysicalVolume
*
G4MIRDSkull::Construct
(
const
G4String
& volumeName,
G4VPhysicalVolume
* mother,
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const
G4String
& colourName,
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G4bool
wireFrame,
G4bool
sensitivity)
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{
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G4HumanPhantomMaterial
*
material
=
new
G4HumanPhantomMaterial
();
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G4cout
<<
"Construct "
<<volumeName <<
G4endl
;
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G4Material
* skeleton = material -> GetMaterial(
"skeleton"
);
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delete
material
;
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// Outer cranium
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G4double
ax = 6.8 *
cm
;
//a out skull
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G4double
by = 9.8 *
cm
;
// bout
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G4double
cz = 8.3 *
cm
;
//cout
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G4Ellipsoid
* craniumOut =
new
G4Ellipsoid
(
"CraniumOut"
, ax, by, cz);
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ax = 6. *
cm
;
//a in
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by = 9. *
cm
;
//b in
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cz= 6.5 *
cm
;
// cin
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G4Ellipsoid
* craniumIn =
new
G4Ellipsoid
(
"CraniumIn"
, ax, by, cz);
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G4SubtractionSolid
* cranium =
new
G4SubtractionSolid
(
"Cranium"
,
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craniumOut,
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craniumIn,0,
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G4ThreeVector
(0.0, 0.0,1. *
cm
));
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G4LogicalVolume
* logicSkull =
new
G4LogicalVolume
(cranium, skeleton,
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"logical"
+ volumeName,
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0, 0, 0);
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// Define rotation and position here!
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G4VPhysicalVolume
* physSkull =
new
G4PVPlacement
(0,
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G4ThreeVector
(0., 0.,7.75 *
cm
),
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"physicalSkull"
,
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logicSkull,
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mother,
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false
,
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0,
true
);
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// Sensitive Body Part
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if
(sensitivity==
true
)
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{
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G4SDManager
* SDman =
G4SDManager::GetSDMpointer
();
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logicSkull->
SetSensitiveDetector
( SDman->
FindSensitiveDetector
(
"BodyPartSD"
) );
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}
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// Visualization Attributes
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//G4VisAttributes* SkullVisAtt = new G4VisAttributes(G4Colour(0.46,0.53,0.6));
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G4HumanPhantomColour
* colourPointer =
new
G4HumanPhantomColour
();
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G4Colour
colour = colourPointer -> GetColour(colourName);
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G4VisAttributes
* SkullVisAtt =
new
G4VisAttributes
(colour);
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SkullVisAtt->
SetForceSolid
(wireFrame);
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SkullVisAtt->
SetLineWidth
(4.*
mm
);
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logicSkull->
SetVisAttributes
(SkullVisAtt);
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G4cout
<<
"Skull created !!!!!!"
<<
G4endl
;
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// Testing Skull Volume
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G4double
SkullVol = logicSkull->
GetSolid
()->
GetCubicVolume
();
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G4cout
<<
"Volume of Skull = "
<< SkullVol/
cm3
<<
" cm^3"
<<
G4endl
;
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// Testing Skull Material
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G4String
SkullMat = logicSkull->
GetMaterial
()->
GetName
();
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G4cout
<<
"Material of Skull = "
<< SkullMat <<
G4endl
;
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// Testing Density
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G4double
SkullDensity = logicSkull->
GetMaterial
()->
GetDensity
();
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G4cout
<<
"Density of Material = "
<< SkullDensity*
cm3
/
g
<<
" g/cm^3"
<<
G4endl
;
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// Testing Mass
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G4double
SkullMass = (SkullVol)*SkullDensity;
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G4cout
<<
"Mass of Skull = "
<< SkullMass/
gram
<<
" g"
<<
G4endl
;
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return
physSkull;
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}
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