#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; }