#include "G4HumanPhantomColour.h"
#include "G4HumanPhantomMaterial.h"
#include "G4MIRDRightScapula.h"

#include "G4Box.hh"
#include "G4Cons.hh"
#include "G4EllipticalTube.hh"
#include "G4LogicalVolume.hh"
#include "G4PVPlacement.hh"
#include "G4RotationMatrix.hh"
#include "G4SDManager.hh"
#include "G4SubtractionSolid.hh"
#include "G4SystemOfUnits.hh"
#include "G4ThreeVector.hh"
#include "G4VPhysicalVolume.hh"
#include "G4VisAttributes.hh"
#include "globals.hh"

G4MIRDRightScapula::G4MIRDRightScapula() {}

G4MIRDRightScapula::~G4MIRDRightScapula() {}

G4VPhysicalVolume* G4MIRDRightScapula::Construct(const G4String& volumeName, G4VPhysicalVolume* mother,
                                                 const G4String& colourName, G4bool wireFrame, G4bool) {
    G4cout << "Construct " << volumeName << " with mother volume " << mother->GetName() << G4endl;

    G4HumanPhantomMaterial* material = new G4HumanPhantomMaterial();
    G4Material* skeleton = material->GetMaterial("skeleton");

    G4double ax_in = 17. * cm;
    G4double by_in = 9.8 * cm;
    G4double ax_out = 19. * cm;
    G4double by_out = 9.8 * cm;
    G4double dz = 16.4 * cm;

    G4EllipticalTube* inner_scapula = new G4EllipticalTube("ScapulaIn", ax_in, by_in, (dz + 1. * cm) / 2);
    G4EllipticalTube* outer_scapula = new G4EllipticalTube("ScapulaOut", ax_out, by_out, dz / 2);

    G4Box* subtraction = new G4Box("subtraction", ax_out, ax_out, ax_out);

    G4double xx = -ax_out * 0.242;  //(sin 14deg)
    G4double yy = -ax_out * 0.97;   // (cos 14 deg)

    G4RotationMatrix* rm = new G4RotationMatrix();
    rm->rotateZ(14. * degree);

    G4SubtractionSolid* scapula_first =
        new G4SubtractionSolid("Scapula_first", outer_scapula, subtraction, rm, G4ThreeVector(xx, yy, 0. * cm));

    G4double xx2 = ax_out * 0.62470;  //(cos 51.34deg)
    G4double yy2 = ax_out * 0.78087;  // (sin 51.34 deg)

    G4RotationMatrix* rm2 = new G4RotationMatrix();
    rm2->rotateZ(38.6598 * degree);

    G4SubtractionSolid* scapula_bone =
        new G4SubtractionSolid("Scapula", scapula_first, subtraction, rm2, G4ThreeVector(xx2, yy2, 0. * cm));

    G4SubtractionSolid* scapula = new G4SubtractionSolid("Scapula", scapula_bone, inner_scapula);

    G4LogicalVolume* logicRightScapula = new G4LogicalVolume(scapula, skeleton, "logical" + volumeName, 0, 0, 0);

    G4VPhysicalVolume* physRightScapula =
        new G4PVPlacement(0, G4ThreeVector(0. * cm, 0. * cm, 24.1 * cm), "physicalRightScapula", logicRightScapula,
                          mother, false, 0, true);

    // Visualization Attributes
    // G4VisAttributes* RightScapulaVisAtt = new G4VisAttributes(G4Colour(0.94,0.5,0.5));
    G4HumanPhantomColour* colourPointer = new G4HumanPhantomColour();
    G4Colour colour = colourPointer->GetColour(colourName);
    G4VisAttributes* RightScapulaVisAtt = new G4VisAttributes(colour);
    RightScapulaVisAtt->SetForceSolid(wireFrame);
    logicRightScapula->SetVisAttributes(RightScapulaVisAtt);
    G4cout << "RightScapula created !!!!!!" << G4endl;

    // Testing RightScapula Volume
    G4double RightScapulaVol = logicRightScapula->GetSolid()->GetCubicVolume();
    G4cout << "Volume of RightScapula = " << RightScapulaVol / cm3 << " cm^3" << G4endl;

    // Testing RightScapula Material
    G4String RightScapulaMat = logicRightScapula->GetMaterial()->GetName();
    G4cout << "Material of RightScapula = " << RightScapulaMat << G4endl;

    // Testing Density
    G4double RightScapulaDensity = logicRightScapula->GetMaterial()->GetDensity();
    G4cout << "Density of Material = " << RightScapulaDensity * cm3 / g << " g/cm^3" << G4endl;

    // Testing Mass
    G4double RightScapulaMass = (RightScapulaVol)*RightScapulaDensity;
    G4cout << "Mass of RightScapula = " << RightScapulaMass / gram << " g" << G4endl;

    return physRightScapula;
}
