source: trunk/examples/advanced/human_phantom/src/G4MIRDSkull.cc @ 1333

Last change on this file since 1333 was 807, checked in by garnier, 16 years ago

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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 *
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8// * LICENSE and available at  http://cern.ch/geant4/license .  These *
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10// *                                                                  *
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12// * institutes,nor the agencies providing financial support for this *
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14// * regarding  this  software system or assume any liability for its *
15// * use.  Please see the license in the file  LICENSE  and URL above *
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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 *
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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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