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G4MIRDSkull.cc
Go to the documentation of this file. Or view the newest version in sPHENIX GitHub for file G4MIRDSkull.cc
1 //
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25 //
26 //
27 // Previous authors: G. Guerrieri, S. Guatelli and M. G. Pia, INFN Genova, Italy
28 // Authors (since 2007): S. Guatelli, University of Wollongong, Australia
29 //
30 //
31 //
32 #include "G4MIRDSkull.hh"
33 
34 #include "globals.hh"
35 #include "G4SystemOfUnits.hh"
36 #include "G4SDManager.hh"
37 #include "G4VisAttributes.hh"
39 #include "G4EllipticalTube.hh"
40 #include "G4RotationMatrix.hh"
41 #include "G4ThreeVector.hh"
42 #include "G4VPhysicalVolume.hh"
43 #include "G4PVPlacement.hh"
44 #include "G4Ellipsoid.hh"
45 #include "G4SubtractionSolid.hh"
46 #include "G4Box.hh"
47 #include "G4UnionSolid.hh"
48 #include "G4VSolid.hh"
49 #include "G4HumanPhantomColour.hh"
50 
52 {
53 }
54 
56 {
57 }
58 
59 
61  const G4String& colourName,
62  G4bool wireFrame,G4bool)
63 {
64 
66 
67  G4cout<<"Construct "<<volumeName<<" with mother volume "<<mother->GetName()<<G4endl;
68 
69 
70  G4Material* skeleton = material -> GetMaterial("skeleton");
71 
72  delete material;
73 
74  // Outer cranium
75  G4double ax = 6.8 * cm;//a out skull
76  G4double by = 9.8 * cm; // bout
77  G4double cz = 8.3 * cm; //cout
78 
79  G4Ellipsoid* craniumOut = new G4Ellipsoid("CraniumOut", ax, by, cz);
80 
81  ax = 6. * cm; //a in
82  by = 9. * cm; //b in
83  cz= 6.5 * cm; // cin
84 
85  G4Ellipsoid* craniumIn = new G4Ellipsoid("CraniumIn", ax, by, cz);
86 
87 
88  G4SubtractionSolid* cranium = new G4SubtractionSolid("Cranium",
89  craniumOut,
90  craniumIn,0,
91  G4ThreeVector(0.0, 0.0,1. * cm));
92 
93  G4LogicalVolume* logicSkull = new G4LogicalVolume(cranium, skeleton,
94  "logical" + volumeName,
95  0, 0, 0);
96 
97  // Define rotation and position here!
98  G4VPhysicalVolume* physSkull = new G4PVPlacement(0,
99  G4ThreeVector(0., 0.,7.75 * cm),
100  "physicalSkull",
101  logicSkull,
102  mother,
103  false,
104  0, true);
105 
106  // Visualization Attributes
107  //G4VisAttributes* SkullVisAtt = new G4VisAttributes(G4Colour(0.46,0.53,0.6));
108  G4HumanPhantomColour* colourPointer = new G4HumanPhantomColour();
109  G4Colour colour = colourPointer -> GetColour(colourName);
110  G4VisAttributes* SkullVisAtt = new G4VisAttributes(colour);
111  SkullVisAtt->SetForceSolid(wireFrame);
112  SkullVisAtt->SetLineWidth(4.* mm);
113  logicSkull->SetVisAttributes(SkullVisAtt);
114 
115  G4cout << "Skull created !!!!!!" << G4endl;
116 
117 
118  // Testing Skull Volume
119  G4double SkullVol = logicSkull->GetSolid()->GetCubicVolume();
120  G4cout << "Volume of Skull = " << SkullVol/cm3 << " cm^3" << G4endl;
121 
122  // Testing Skull Material
123  G4String SkullMat = logicSkull->GetMaterial()->GetName();
124  G4cout << "Material of Skull = " << SkullMat << G4endl;
125 
126  // Testing Density
127  G4double SkullDensity = logicSkull->GetMaterial()->GetDensity();
128  G4cout << "Density of Material = " << SkullDensity*cm3/g << " g/cm^3" << G4endl;
129 
130  // Testing Mass
131  G4double SkullMass = (SkullVol)*SkullDensity;
132  G4cout << "Mass of Skull = " << SkullMass/gram << " g" << G4endl;
133 
134 
135  return physSkull;
136 }