128 lines
4.5 KiB
C++
128 lines
4.5 KiB
C++
//
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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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//
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// Previous authors: G. Guerrieri, S. Guatelli and M. G. Pia, INFN Genova, Italy
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// Authors (since 2007): S. Guatelli, University of Wollongong, Australia
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//
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//
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//
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#include "G4MIRDSkull.hh"
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#include "globals.hh"
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#include "G4SystemOfUnits.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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#include "G4HumanPhantomColour.hh"
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G4VPhysicalVolume* G4MIRDSkull::Construct(const G4String& volumeName,G4VPhysicalVolume* mother,
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const G4String& colourName,
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G4bool wireFrame,G4bool)
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{
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auto* material = new G4HumanPhantomMaterial();
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G4cout<<"Construct "<<volumeName<<" with mother volume "<<mother->GetName()<<G4endl;
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auto* skeleton = material -> GetMaterial("skeleton");
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delete material;
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// Outer cranium
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G4double ax = 6.8 * cm;//a out skull
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G4double by = 9.8 * cm; // bout
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G4double cz = 8.3 * cm; //cout
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auto* craniumOut = new G4Ellipsoid("CraniumOut", ax, by, cz);
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ax = 6. * cm; //a in
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by = 9. * cm; //b in
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cz= 6.5 * cm; // cin
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auto* craniumIn = new G4Ellipsoid("CraniumIn", ax, by, cz);
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auto* cranium = new G4SubtractionSolid("Cranium",
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craniumOut,
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craniumIn, nullptr,
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G4ThreeVector(0.0, 0.0,1. * cm));
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auto* logicSkull = new G4LogicalVolume(cranium, skeleton,
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"logical" + volumeName,
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nullptr, nullptr, nullptr);
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// Define rotation and position here!
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G4VPhysicalVolume* physSkull = new G4PVPlacement(nullptr,
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G4ThreeVector(0., 0.,7.75 * 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, true);
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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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auto* colourPointer = new G4HumanPhantomColour();
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G4Colour colour = colourPointer -> GetColour(colourName);
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auto* SkullVisAtt = new G4VisAttributes(colour);
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SkullVisAtt->SetForceSolid(wireFrame);
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SkullVisAtt->SetLineWidth(4.* mm);
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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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