85 lines
2.9 KiB
C++
85 lines
2.9 KiB
C++
#include "G4HumanPhantomColour.h"
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#include "G4HumanPhantomMaterial.h"
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#include "G4MIRDSkull.h"
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#include "G4Box.hh"
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#include "G4Ellipsoid.hh"
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#include "G4EllipticalTube.hh"
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#include "G4PVPlacement.hh"
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#include "G4RotationMatrix.hh"
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#include "G4SDManager.hh"
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#include "G4SubtractionSolid.hh"
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#include "G4SystemOfUnits.hh"
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#include "G4ThreeVector.hh"
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#include "G4UnionSolid.hh"
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#include "G4VPhysicalVolume.hh"
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#include "G4VSolid.hh"
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#include "G4VisAttributes.hh"
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#include "globals.hh"
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G4MIRDSkull::G4MIRDSkull() {}
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G4MIRDSkull::~G4MIRDSkull() {}
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G4VPhysicalVolume* G4MIRDSkull::Construct(const G4String& volumeName, G4VPhysicalVolume* mother,
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const G4String& colourName, G4bool wireFrame, G4bool) {
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G4HumanPhantomMaterial* material = new G4HumanPhantomMaterial();
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G4cout << "Construct " << volumeName << " with mother volume " << mother->GetName() << G4endl;
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G4Material* 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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G4Ellipsoid* 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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G4Ellipsoid* craniumIn = new G4Ellipsoid("CraniumIn", ax, by, cz);
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G4SubtractionSolid* cranium =
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new G4SubtractionSolid("Cranium", craniumOut, craniumIn, 0, G4ThreeVector(0.0, 0.0, 1. * cm));
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G4LogicalVolume* logicSkull = new G4LogicalVolume(cranium, skeleton, "logical" + volumeName, 0, 0, 0);
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// Define rotation and position here!
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G4VPhysicalVolume* physSkull =
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new G4PVPlacement(0, G4ThreeVector(0., 0., 7.75 * cm), "physicalSkull", logicSkull, mother, false, 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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G4HumanPhantomColour* colourPointer = new G4HumanPhantomColour();
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G4Colour colour = colourPointer->GetColour(colourName);
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G4VisAttributes* 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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