Import Geant4 9.0.0 source tree

This commit is contained in:
Gabriele Cosmo
2016-06-09 15:16:48 +02:00
parent 75c7fd177d
commit a8e9364cea
6592 changed files with 84274 additions and 69292 deletions
@@ -0,0 +1,132 @@
//
// ********************************************************************
// * 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 "G4MIRDLeftLegBone.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 "G4Cons.hh"
#include "G4UnionSolid.hh"
#include "G4HumanPhantomColour.hh"
G4MIRDLeftLegBone::G4MIRDLeftLegBone()
{
}
G4MIRDLeftLegBone::~G4MIRDLeftLegBone()
{
}
G4VPhysicalVolume* G4MIRDLeftLegBone::Construct(const G4String& volumeName,G4VPhysicalVolume* mother,
const G4String& colourName, G4bool wireFrame,G4bool sensitivity)
{
G4HumanPhantomMaterial* material = new G4HumanPhantomMaterial();
G4cout << "Construct "<< volumeName<< G4endl;
G4Material* skeleton = material -> GetMaterial("skeleton");
delete material;
G4double dz = 79.8 * cm;
G4double rmin1 = 0.0 * cm;
G4double rmin2 = 0.0 * cm;
G4double rmax1 = 1. * cm;
G4double rmax2 = 3.5 * cm;
G4double startphi = 0. * degree;
G4double deltaphi = 360. * degree;
G4Cons* leg_bone = new G4Cons("OneLeftLegBone",
rmin1, rmax1,
rmin2, rmax2, dz/2.,
startphi, deltaphi);
G4LogicalVolume* logicLeftLegBone = new G4LogicalVolume(leg_bone, skeleton,"logical" + volumeName,
0, 0, 0);
// Define rotation and position here!
G4VPhysicalVolume* physLeftLegBone = new G4PVPlacement(0,
G4ThreeVector(0.0 * cm, 0.0, 0.1*cm),
"physicalLeftLegBone",
logicLeftLegBone,
mother,
false,
0, true);
// Sensitive Body Part
if (sensitivity==true)
{
G4SDManager* SDman = G4SDManager::GetSDMpointer();
logicLeftLegBone->SetSensitiveDetector( SDman->FindSensitiveDetector("BodyPartSD") );
}
// Visualization Attributes
//G4VisAttributes* LeftLegBoneVisAtt = new G4VisAttributes(G4Colour(0.46,0.53,0.6));
G4HumanPhantomColour* colourPointer = new G4HumanPhantomColour();
G4Colour colour = colourPointer -> GetColour(colourName);
G4VisAttributes* LeftLegBoneVisAtt = new G4VisAttributes(colour);
LeftLegBoneVisAtt->SetForceSolid(wireFrame);
logicLeftLegBone->SetVisAttributes(LeftLegBoneVisAtt);
G4cout << "LeftLegBone created !!!!!!" << G4endl;
// Testing LeftLegBone Volume
G4double LeftLegBoneVol = logicLeftLegBone->GetSolid()->GetCubicVolume();
G4cout << "Volume of LeftLegBone = " << LeftLegBoneVol/cm3 << " cm^3" << G4endl;
// Testing LeftLegBone Material
G4String LeftLegBoneMat = logicLeftLegBone->GetMaterial()->GetName();
G4cout << "Material of LeftLegBone = " << LeftLegBoneMat << G4endl;
// Testing Density
G4double LeftLegBoneDensity = logicLeftLegBone->GetMaterial()->GetDensity();
G4cout << "Density of Material = " << LeftLegBoneDensity*cm3/g << " g/cm^3" << G4endl;
// Testing Mass
G4double LeftLegBoneMass = (LeftLegBoneVol)*LeftLegBoneDensity;
G4cout << "Mass of LeftLegBone = " << LeftLegBoneMass/gram << " g" << G4endl;
return physLeftLegBone;
}