source: trunk/examples/advanced/human_phantom/src/G4MIRDSkull.cc@ 1313

Last change on this file since 1313 was 807, checked in by garnier, 17 years ago

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[807]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// Authors: S. Guatelli and M. G. Pia, INFN Genova, Italy
27//
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.
33//
34#include "G4MIRDSkull.hh"
35#include "globals.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
51G4MIRDSkull::G4MIRDSkull()
52{
53}
54
55G4MIRDSkull::~G4MIRDSkull()
56{
57
58}
59
60G4VPhysicalVolume* G4MIRDSkull::Construct(const G4String& volumeName,G4VPhysicalVolume* mother,
61 const G4String& colourName,
62 G4bool wireFrame,G4bool sensitivity)
63{
64
65 G4HumanPhantomMaterial* material = new G4HumanPhantomMaterial();
66
67 G4cout << "Construct "<<volumeName <<G4endl;
68
69 G4Material* skeleton = material -> GetMaterial("skeleton");
70
71 delete material;
72
73 // Outer cranium
74 G4double ax = 6.8 * cm;//a out skull
75 G4double by = 9.8 * cm; // bout
76 G4double cz = 8.3 * cm; //cout
77
78 G4Ellipsoid* craniumOut = new G4Ellipsoid("CraniumOut", ax, by, cz);
79
80 ax = 6. * cm; //a in
81 by = 9. * cm; //b in
82 cz= 6.5 * cm; // cin
83
84 G4Ellipsoid* craniumIn = new G4Ellipsoid("CraniumIn", ax, by, cz);
85
86
87 G4SubtractionSolid* cranium = new G4SubtractionSolid("Cranium",
88 craniumOut,
89 craniumIn,0,
90 G4ThreeVector(0.0, 0.0,1. * cm));
91
92 G4LogicalVolume* logicSkull = new G4LogicalVolume(cranium, skeleton,
93 "logical" + volumeName,
94 0, 0, 0);
95
96 // Define rotation and position here!
97 G4VPhysicalVolume* physSkull = new G4PVPlacement(0,
98 G4ThreeVector(0., 0.,7.75 * cm),
99 "physicalSkull",
100 logicSkull,
101 mother,
102 false,
103 0, true);
104
105 // Sensitive Body Part
106 if (sensitivity==true)
107 {
108 G4SDManager* SDman = G4SDManager::GetSDMpointer();
109 logicSkull->SetSensitiveDetector( SDman->FindSensitiveDetector("BodyPartSD") );
110 }
111
112 // Visualization Attributes
113 //G4VisAttributes* SkullVisAtt = new G4VisAttributes(G4Colour(0.46,0.53,0.6));
114 G4HumanPhantomColour* colourPointer = new G4HumanPhantomColour();
115 G4Colour colour = colourPointer -> GetColour(colourName);
116 G4VisAttributes* SkullVisAtt = new G4VisAttributes(colour);
117 SkullVisAtt->SetForceSolid(wireFrame);
118 SkullVisAtt->SetLineWidth(4.* mm);
119 logicSkull->SetVisAttributes(SkullVisAtt);
120
121 G4cout << "Skull created !!!!!!" << G4endl;
122
123
124 // Testing Skull Volume
125 G4double SkullVol = logicSkull->GetSolid()->GetCubicVolume();
126 G4cout << "Volume of Skull = " << SkullVol/cm3 << " cm^3" << G4endl;
127
128 // Testing Skull Material
129 G4String SkullMat = logicSkull->GetMaterial()->GetName();
130 G4cout << "Material of Skull = " << SkullMat << G4endl;
131
132 // Testing Density
133 G4double SkullDensity = logicSkull->GetMaterial()->GetDensity();
134 G4cout << "Density of Material = " << SkullDensity*cm3/g << " g/cm^3" << G4endl;
135
136 // Testing Mass
137 G4double SkullMass = (SkullVol)*SkullDensity;
138 G4cout << "Mass of Skull = " << SkullMass/gram << " g" << G4endl;
139
140
141 return physSkull;
142}
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