Import Geant4 8.2.0 source tree

This commit is contained in:
Gabriele Cosmo
2016-06-09 14:55:03 +02:00
parent 216a75eeb1
commit fe73f43734
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//
// ********************************************************************
// * 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"
G4MIRDSkull::G4MIRDSkull()
{
}
G4MIRDSkull::~G4MIRDSkull()
{
}
G4VPhysicalVolume* G4MIRDSkull::ConstructSkull(G4VPhysicalVolume* mother, G4String sex, G4bool sensitivity)
{
G4HumanPhantomMaterial* material = new G4HumanPhantomMaterial();
G4cout << "ConstructSkull for "<< sex <<G4endl;
G4Material* skeleton = material -> GetMaterial("skeleton");
delete material;
G4double ax = 7.68 * cm;
G4double by = 9.67 * cm;
G4double cz = 6.83 * cm;
G4double zcut1 = -6.83 * cm;
G4double zcut2 = 6.83 * cm;
G4Ellipsoid* craniumOut = new G4Ellipsoid("CraniumOut", ax, by, cz, zcut1, zcut2);
ax = 7.18 * cm;
by = 9.17 * cm;
cz= 6.33 * cm;
zcut1 =-6.33 * cm;
zcut2 = 6.33 * cm;
G4Ellipsoid* craniumIn = new G4Ellipsoid("CraniumIn", ax, by, cz, zcut1, zcut2);
G4double dx = 6.92 * cm;
G4double dy = 8.91 * cm;
G4double dz = 5.13 * cm;
G4EllipticalTube* facialSkeletonOut = new G4EllipticalTube("FacialSkeletonOut",dx, dy, dz);
dx= 5.82 * cm;
dy= 7.81 * cm;
dz= 6.13 * cm;
G4EllipticalTube* facialSkeletonIn = new G4EllipticalTube("FacialSkeletonIn",dx, dy, dz);
G4double xx = 14.84 * cm;
G4double yy = 18.82 * cm;
G4double zz = 11.26 * cm;
G4VSolid* subtr = new G4Box("SubtrFacialSkeleton", xx/2., yy/2., zz/2.);
G4VSolid* firstFacialSkeleton = new G4SubtractionSolid("SubtrFacialSkeleton",
facialSkeletonOut,
facialSkeletonIn);
G4SubtractionSolid* facialSkeleton = new G4SubtractionSolid("FacialSkeleton",
firstFacialSkeleton,
subtr,0,
G4ThreeVector(0.0, 8.91 * cm, 0.0));
G4SubtractionSolid* cranium = new G4SubtractionSolid("Cranium",
craniumOut,
craniumIn,0,
G4ThreeVector(0.0, 0.0,-0.6 * cm));
G4UnionSolid* skull = new G4UnionSolid("Skull", facialSkeleton, cranium,0,
G4ThreeVector(0.0,0.0,5.13 * cm));
G4LogicalVolume* logicSkull = new G4LogicalVolume(skull, skeleton,
"SkullVolume",
0, 0, 0);
// Define rotation and position here!
G4VPhysicalVolume* physSkull = new G4PVPlacement(0,
G4ThreeVector(0., 0.,2.875 * cm),
"physicalSkull",
logicSkull,
mother,
false,
0);
// 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));
SkullVisAtt->SetForceSolid(false);
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;
}