#include "G4HumanPhantomColour.h" #include "G4HumanPhantomMaterial.h" #include "G4MIRDSkull.h" #include "G4Box.hh" #include "G4Ellipsoid.hh" #include "G4EllipticalTube.hh" #include "G4PVPlacement.hh" #include "G4RotationMatrix.hh" #include "G4SDManager.hh" #include "G4SubtractionSolid.hh" #include "G4SystemOfUnits.hh" #include "G4ThreeVector.hh" #include "G4UnionSolid.hh" #include "G4VPhysicalVolume.hh" #include "G4VSolid.hh" #include "G4VisAttributes.hh" #include "globals.hh" G4MIRDSkull::G4MIRDSkull() {} G4MIRDSkull::~G4MIRDSkull() {} G4VPhysicalVolume* G4MIRDSkull::Construct(const G4String& volumeName, G4VPhysicalVolume* mother, const G4String& colourName, G4bool wireFrame, G4bool) { G4HumanPhantomMaterial* material = new G4HumanPhantomMaterial(); G4cout << "Construct " << volumeName << " with mother volume " << mother->GetName() << G4endl; G4Material* skeleton = material->GetMaterial("skeleton"); delete material; // Outer cranium G4double ax = 6.8 * cm; // a out skull G4double by = 9.8 * cm; // bout G4double cz = 8.3 * cm; // cout G4Ellipsoid* craniumOut = new G4Ellipsoid("CraniumOut", ax, by, cz); ax = 6. * cm; // a in by = 9. * cm; // b in cz = 6.5 * cm; // cin G4Ellipsoid* craniumIn = new G4Ellipsoid("CraniumIn", ax, by, cz); G4SubtractionSolid* cranium = new G4SubtractionSolid("Cranium", craniumOut, craniumIn, 0, G4ThreeVector(0.0, 0.0, 1. * cm)); G4LogicalVolume* logicSkull = new G4LogicalVolume(cranium, skeleton, "logical" + volumeName, 0, 0, 0); // Define rotation and position here! G4VPhysicalVolume* physSkull = new G4PVPlacement(0, G4ThreeVector(0., 0., 7.75 * cm), "physicalSkull", logicSkull, mother, false, 0, true); // Visualization Attributes // G4VisAttributes* SkullVisAtt = new G4VisAttributes(G4Colour(0.46,0.53,0.6)); G4HumanPhantomColour* colourPointer = new G4HumanPhantomColour(); G4Colour colour = colourPointer->GetColour(colourName); G4VisAttributes* SkullVisAtt = new G4VisAttributes(colour); SkullVisAtt->SetForceSolid(wireFrame); SkullVisAtt->SetLineWidth(4. * mm); 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; }