Import Geant4 8.2.0 source tree
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//
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// ********************************************************************
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// * License and Disclaimer *
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// * *
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// * The Geant4 software is copyright of the Copyright Holders of *
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// * the Geant4 Collaboration. It is provided under the terms and *
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// * conditions of the Geant4 Software License, included in the file *
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// * LICENSE and available at http://cern.ch/geant4/license . These *
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// * include a list of copyright holders. *
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// * *
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// * Neither the authors of this software system, nor their employing *
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// * institutes,nor the agencies providing financial support for this *
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// * work make any representation or warranty, express or implied, *
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// * regarding this software system or assume any liability for its *
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// * use. Please see the license in the file LICENSE and URL above *
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// * for the full disclaimer and the limitation of liability. *
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// * *
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// * This code implementation is the result of the scientific and *
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// * technical work of the GEANT4 collaboration. *
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// * By using, copying, modifying or distributing the software (or *
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// * any work based on the software) you agree to acknowledge its *
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// * use in resulting scientific publications, and indicate your *
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// * acceptance of all terms of the Geant4 Software license. *
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// ********************************************************************
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//
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// Authors: S. Guatelli and M. G. Pia, INFN Genova, Italy
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//
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// Based on code developed by the undergraduate student G. Guerrieri
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// Note: this is a preliminary beta-version of the code; an improved
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// version will be distributed in the next Geant4 public release, compliant
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// with the design in a forthcoming publication, and subject to a
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// design and code review.
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//
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#include "G4MIRDSkull.hh"
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#include "globals.hh"
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#include "G4SDManager.hh"
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#include "G4VisAttributes.hh"
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#include "G4HumanPhantomMaterial.hh"
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#include "G4EllipticalTube.hh"
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#include "G4RotationMatrix.hh"
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#include "G4ThreeVector.hh"
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#include "G4VPhysicalVolume.hh"
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#include "G4PVPlacement.hh"
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#include "G4Ellipsoid.hh"
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#include "G4SubtractionSolid.hh"
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#include "G4Box.hh"
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#include "G4UnionSolid.hh"
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#include "G4VSolid.hh"
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G4MIRDSkull::G4MIRDSkull()
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{
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}
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G4MIRDSkull::~G4MIRDSkull()
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{
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}
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G4VPhysicalVolume* G4MIRDSkull::ConstructSkull(G4VPhysicalVolume* mother, G4String sex, G4bool sensitivity)
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{
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G4HumanPhantomMaterial* material = new G4HumanPhantomMaterial();
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G4cout << "ConstructSkull for "<< sex <<G4endl;
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G4Material* skeleton = material -> GetMaterial("skeleton");
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delete material;
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G4double ax = 7.68 * cm;
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G4double by = 9.67 * cm;
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G4double cz = 6.83 * cm;
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G4double zcut1 = -6.83 * cm;
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G4double zcut2 = 6.83 * cm;
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G4Ellipsoid* craniumOut = new G4Ellipsoid("CraniumOut", ax, by, cz, zcut1, zcut2);
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ax = 7.18 * cm;
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by = 9.17 * cm;
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cz= 6.33 * cm;
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zcut1 =-6.33 * cm;
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zcut2 = 6.33 * cm;
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G4Ellipsoid* craniumIn = new G4Ellipsoid("CraniumIn", ax, by, cz, zcut1, zcut2);
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G4double dx = 6.92 * cm;
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G4double dy = 8.91 * cm;
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G4double dz = 5.13 * cm;
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G4EllipticalTube* facialSkeletonOut = new G4EllipticalTube("FacialSkeletonOut",dx, dy, dz);
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dx= 5.82 * cm;
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dy= 7.81 * cm;
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dz= 6.13 * cm;
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G4EllipticalTube* facialSkeletonIn = new G4EllipticalTube("FacialSkeletonIn",dx, dy, dz);
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G4double xx = 14.84 * cm;
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G4double yy = 18.82 * cm;
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G4double zz = 11.26 * cm;
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G4VSolid* subtr = new G4Box("SubtrFacialSkeleton", xx/2., yy/2., zz/2.);
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G4VSolid* firstFacialSkeleton = new G4SubtractionSolid("SubtrFacialSkeleton",
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facialSkeletonOut,
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facialSkeletonIn);
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G4SubtractionSolid* facialSkeleton = new G4SubtractionSolid("FacialSkeleton",
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firstFacialSkeleton,
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subtr,0,
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G4ThreeVector(0.0, 8.91 * cm, 0.0));
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G4SubtractionSolid* cranium = new G4SubtractionSolid("Cranium",
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craniumOut,
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craniumIn,0,
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G4ThreeVector(0.0, 0.0,-0.6 * cm));
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G4UnionSolid* skull = new G4UnionSolid("Skull", facialSkeleton, cranium,0,
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G4ThreeVector(0.0,0.0,5.13 * cm));
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G4LogicalVolume* logicSkull = new G4LogicalVolume(skull, skeleton,
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"SkullVolume",
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0, 0, 0);
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// Define rotation and position here!
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G4VPhysicalVolume* physSkull = new G4PVPlacement(0,
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G4ThreeVector(0., 0.,2.875 * cm),
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"physicalSkull",
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logicSkull,
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mother,
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false,
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0);
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// Sensitive Body Part
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if (sensitivity==true)
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{
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G4SDManager* SDman = G4SDManager::GetSDMpointer();
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logicSkull->SetSensitiveDetector( SDman->FindSensitiveDetector("BodyPartSD") );
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}
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// Visualization Attributes
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G4VisAttributes* SkullVisAtt = new G4VisAttributes(G4Colour(0.46,0.53,0.6));
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SkullVisAtt->SetForceSolid(false);
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logicSkull->SetVisAttributes(SkullVisAtt);
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G4cout << "Skull created !!!!!!" << G4endl;
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// Testing Skull Volume
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G4double SkullVol = logicSkull->GetSolid()->GetCubicVolume();
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G4cout << "Volume of Skull = " << SkullVol/cm3 << " cm^3" << G4endl;
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// Testing Skull Material
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G4String SkullMat = logicSkull->GetMaterial()->GetName();
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G4cout << "Material of Skull = " << SkullMat << G4endl;
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// Testing Density
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G4double SkullDensity = logicSkull->GetMaterial()->GetDensity();
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G4cout << "Density of Material = " << SkullDensity*cm3/g << " g/cm^3" << G4endl;
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// Testing Mass
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G4double SkullMass = (SkullVol)*SkullDensity;
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G4cout << "Mass of Skull = " << SkullMass/gram << " g" << G4endl;
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return physSkull;
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}
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