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