| 1 | //
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| 2 | // ********************************************************************
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| 3 | // * License and Disclaimer *
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| 4 | // * *
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| 5 | // * The Geant4 software is copyright of the Copyright Holders of *
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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: $
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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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