1 | // |
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2 | // ******************************************************************** |
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3 | // * License and Disclaimer * |
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4 | // * * |
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6 | // * the Geant4 Collaboration. It is provided under the terms and * |
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7 | // * conditions of the Geant4 Software License, included in the file * |
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8 | // * LICENSE and available at http://cern.ch/geant4/license . These * |
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9 | // * include a list of copyright holders. * |
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10 | // * * |
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11 | // * Neither the authors of this software system, nor their employing * |
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12 | // * institutes,nor the agencies providing financial support for this * |
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13 | // * work make any representation or warranty, express or implied, * |
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14 | // * regarding this software system or assume any liability for its * |
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15 | // * use. Please see the license in the file LICENSE and URL above * |
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16 | // * for the full disclaimer and the limitation of liability. * |
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17 | // * * |
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18 | // * This code implementation is the result of the scientific and * |
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19 | // * technical work of the GEANT4 collaboration. * |
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20 | // * By using, copying, modifying or distributing the software (or * |
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21 | // * any work based on the software) you agree to acknowledge its * |
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22 | // * use in resulting scientific publications, and indicate your * |
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23 | // * acceptance of all terms of the Geant4 Software license. * |
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24 | // ******************************************************************** |
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25 | // |
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26 | // |
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27 | // $Id: BuildHouse.cc,v 1.3 2006/06/29 21:34:16 gunter Exp $ |
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28 | // GEANT4 tag $Name: geant4-09-04-ref-00 $ |
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29 | // |
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30 | // |
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31 | |
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32 | #include "BuildHouse.hh" |
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33 | |
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34 | #include "G4Material.hh" |
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35 | #include "G4Box.hh" |
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36 | #include "G4SubtractionSolid.hh" |
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37 | #include "G4UnionSolid.hh" |
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38 | #include "G4PVPlacement.hh" |
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39 | #include "G4LogicalVolume.hh" |
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40 | #include "G4VisAttributes.hh" |
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41 | |
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42 | G4VPhysicalVolume* BuildHouse() |
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43 | { |
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44 | // Let's have x = east, y = up and z = south. |
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45 | const double worldx = 5 * m; // World half-length east-west. |
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46 | const double worldy = 5 * m; // World half-length vertical. |
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47 | const double worldz = 5 * m; // World half-length north-south. |
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48 | const double roomx = 2 * m; // Inner room half-length east-west. |
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49 | const double roomy = 1 * m; // Inner room half-length vertical. |
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50 | const double roomz = 2 * m; // Inner room half-length north-south. |
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51 | const double wall = 10 * cm; // Wall thickness. |
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52 | |
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53 | // For other things, lengths, widths and/or depths are horizontal, |
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54 | // heights are vertical. |
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55 | const double wx = 1 * m; // Window half-length. |
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56 | const double wy = 50 * cm; // Window half-height. |
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57 | const double wz = wall + 1 * mm; // Window half-depth, larger than |
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58 | // wall for safe subtraction. |
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59 | const double ledgeProtrusion = 5 * cm; |
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60 | const double lx = 1.1 * m; // Window ledge half-length. |
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61 | const double ly = 2.5 * cm; // Window ledge half-height. |
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62 | const double lz = wall + ledgeProtrusion; // Window ledge |
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63 | // half-depth (protrudes |
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64 | // into room and out into |
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65 | // world). |
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66 | //const double ttx; // Table top half-length. |
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67 | //const double tty; // Table top half-height. |
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68 | //const double ttz; // Table top half-width. |
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69 | //const double tlx; // Table leg half-width. |
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70 | //const double tly; // Table leg half-height (normally "length" of leg). |
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71 | //const double tlz; // Table leg half-width. |
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72 | |
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73 | const G4ThreeVector nullVector; |
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74 | |
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75 | G4Material* air = |
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76 | new G4Material |
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77 | ("Air", 7., 14.4 * g/mole, 0.001 * g/cm3); |
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78 | G4Material* wallMaterial = |
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79 | new G4Material |
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80 | ("Brick", 20., 40. * g/mole, 3 * g/cm3); |
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81 | G4Material* tableMaterial = |
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82 | new G4Material |
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83 | ("Wood", 7., 14. * g/mole, 0.9 * g/cm3); |
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84 | |
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85 | // World... |
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86 | G4Box * world = |
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87 | new G4Box |
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88 | ("World", worldx, worldy, worldz); |
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89 | G4LogicalVolume * world_log = |
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90 | new G4LogicalVolume |
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91 | (world, air, "World", 0, 0, 0); |
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92 | world_log -> SetVisAttributes (G4VisAttributes::Invisible); |
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93 | G4VPhysicalVolume * world_phys = |
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94 | new G4PVPlacement |
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95 | (0, G4ThreeVector(), "worldP", world_log, 0, false, 0); |
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96 | |
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97 | // Window hole... |
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98 | G4VSolid* windowHole = |
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99 | new G4Box |
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100 | ("Window hole", wx, wy, wz); |
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101 | |
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102 | // Make a house out of walls... |
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103 | |
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104 | // North/south wall... |
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105 | G4VSolid* wallNS = |
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106 | new G4Box |
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107 | ("North/south wall", roomx + wall, roomy, wall / 2.); |
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108 | G4VSolid* wallNSWithWindowHole = |
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109 | new G4SubtractionSolid |
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110 | ("North/south wall with window hole", wallNS, windowHole, |
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111 | 0, G4ThreeVector()); |
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112 | |
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113 | // East/west wall... |
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114 | G4VSolid* wallEW = |
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115 | new G4Box |
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116 | ("North/south wall", roomx, roomy, wall / 2.); |
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117 | G4VSolid* wallEWWithWindowHole = |
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118 | new G4SubtractionSolid |
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119 | ("North/south wall with window hole", wallEW, windowHole, |
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120 | 0, G4ThreeVector()); |
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121 | |
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122 | // North wall... |
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123 | G4LogicalVolume * northWall_log = |
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124 | new G4LogicalVolume |
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125 | (wallNSWithWindowHole, |
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126 | //(wallNS, // if window not required. |
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127 | wallMaterial, "North wall", 0, 0, 0); |
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128 | // G4VPhysicalVolume* northWall_phys = |
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129 | new G4PVPlacement |
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130 | (0, G4ThreeVector(0., 0., -(roomz + wall / 2.)), |
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131 | northWall_log, "North wall", |
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132 | world_log, false, 0); |
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133 | |
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134 | // South wall... |
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135 | G4LogicalVolume * southWall_log = |
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136 | new G4LogicalVolume |
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137 | (wallNSWithWindowHole, |
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138 | //(wallNS, // if window not required. |
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139 | wallMaterial, "South wall", 0, 0, 0); |
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140 | G4RotationMatrix* rmS = new G4RotationMatrix; |
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141 | rmS->rotateY(180*deg); |
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142 | // G4VPhysicalVolume* southWall_phys = |
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143 | new G4PVPlacement |
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144 | (rmS, G4ThreeVector(0., 0., roomz + wall / 2.), |
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145 | southWall_log, "South wall", |
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146 | world_log, false, 0); |
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147 | |
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148 | // East wall... |
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149 | G4LogicalVolume * eastWall_log = |
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150 | new G4LogicalVolume |
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151 | (wallEWWithWindowHole, |
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152 | //(wallEW, // if window not required. |
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153 | wallMaterial, "East wall", 0, 0, 0); |
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154 | G4RotationMatrix* rmE = new G4RotationMatrix; |
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155 | rmE->rotateY(-90*deg); |
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156 | // G4VPhysicalVolume* eastWall_phys = |
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157 | new G4PVPlacement |
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158 | (rmE, G4ThreeVector(roomz + wall / 2., 0., 0.), |
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159 | eastWall_log, "East wall", |
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160 | world_log, false, 0); |
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161 | |
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162 | // West wall... |
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163 | G4LogicalVolume * westWall_log = |
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164 | new G4LogicalVolume |
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165 | (wallEWWithWindowHole, |
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166 | //(wallEW, // if window not required. |
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167 | wallMaterial, "West wall", 0, 0, 0); |
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168 | G4RotationMatrix* rmW = new G4RotationMatrix; |
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169 | rmW->rotateY(90*deg); |
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170 | // G4VPhysicalVolume* westWall_phys = |
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171 | new G4PVPlacement |
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172 | (rmW, G4ThreeVector(-(roomz + wall / 2.), 0., 0.), |
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173 | westWall_log, "West wall", |
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174 | world_log, false, 0); |
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175 | |
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176 | /* |
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177 | // House with holes for windows |
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178 | G4VSolid* houseOuter = |
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179 | new G4Box |
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180 | ("House outer", roomx + wall, roomy + wall, roomz + wall); |
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181 | G4VSolid* windowHole = |
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182 | new G4Box |
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183 | ("Window hole", wx, wy, wz); |
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184 | // East window... |
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185 | G4RotationMatrix* rm1 = new G4RotationMatrix; |
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186 | rm1->rotateY(-90*deg); |
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187 | G4VSolid* houseOuterWithWindowHoleE = |
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188 | new G4SubtractionSolid |
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189 | ("House with window E", houseOuter, windowHole, |
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190 | rm1, G4ThreeVector(roomx + wall / 2., 0., 0.)); |
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191 | // North window... |
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192 | G4VSolid* houseOuterWithWindowHoleEN = |
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193 | new G4SubtractionSolid |
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194 | ("House with windows E and N", houseOuterWithWindowHoleE, windowHole, |
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195 | 0, G4ThreeVector(0., 0., -(roomz + wall / 2.))); |
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196 | // Other windows... |
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197 | // Solid house... |
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198 | G4LogicalVolume * houseOuterWithWindowHoles_log = |
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199 | new G4LogicalVolume |
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200 | (houseOuterWithWindowHoleEN, |
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201 | wallMaterial, "House with window holes", 0, 0, 0); |
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202 | // G4VPhysicalVolume* houseOuterWithWindowHoles_phys = |
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203 | new G4PVPlacement |
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204 | (0, G4ThreeVector(), houseOuterWithWindowHoles_log, "House", |
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205 | world_log, false, 0); |
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206 | // Inner... |
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207 | G4VSolid* houseInner = |
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208 | new G4Box |
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209 | ("House inner", roomx, roomy, roomz); |
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210 | // Room... |
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211 | G4LogicalVolume * room_log = |
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212 | new G4LogicalVolume |
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213 | (houseInner, air, "Room", 0, 0, 0); |
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214 | room_log -> SetVisAttributes (G4VisAttributes::Invisible); |
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215 | // G4VPhysicalVolume* room_phys = |
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216 | new G4PVPlacement |
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217 | (0, G4ThreeVector(), room_log, "Room", |
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218 | houseOuterWithWindowHoles_log, false, 0); |
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219 | */ |
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220 | |
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221 | /* |
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222 | G4VSolid* houseInner = |
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223 | new G4Box |
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224 | ("House inner", roomx, roomy, roomz); |
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225 | |
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226 | G4VSolid* walls |
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227 | new G4SubtractionSolid |
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228 | ("Walls", houseOuter, houseInner, 0, nullVector); |
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229 | |
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230 | G4VSolid* windowHole = |
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231 | new G4Box |
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232 | ("Window hole", wx, wy, wz); |
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233 | |
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234 | G4RotationMatrix* rm1 = new G4RotationMatrix; |
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235 | rm1->rotateZ(90*deg); |
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236 | G4VSolid* wallsWithWindowHole1 = |
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237 | new G4SubtractionSolid |
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238 | ("Walls with windows", walls, windowHole, rm1, roomx + wall / 2.); |
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239 | |
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240 | G4LogicalVolume * wallsWithWindowHole1_log = |
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241 | new G4LogicalVolume |
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242 | //(wallsWithWindowHole1, wallMaterial, "Walls with windows", 0, 0, 0); |
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243 | (walls, wallMaterial, "Walls", 0, 0, 0); |
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244 | |
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245 | G4VPhysicalVolume* house = |
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246 | new G4PVPlacement |
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247 | (0, G4ThreeVector(), "House", wallsWithWindowHole1_log, world, false, 0); |
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248 | */ |
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249 | |
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250 | return world_phys; |
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251 | } |
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