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Creating the Simulation Environment
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===Different Types of Volumes=== Inside the <span style="color:blue">'''envelope'''</span> you may place many different types of <span style="color:green">'''volumes'''</span> to interact with. These <span style="color:green">'''volumes'''</span> act as detectors or materials inside of our Lab in Luter 345. Similar to the <span style="color:red">'''world'''</span> and the <span style="color:blue">'''envelope'''</span>, each <span style="color:green">'''volume'''</span> is created by describing its shape and its physical characteristics, but the <span style="color:green">'''volumes'''</span> also inherit the property of ''scoring''. Scoring allows various physical quantities to be tracked while a particle is interacting with the <span style="color:green">'''volume'''</span>. *Below is an example on how to generate a <span style="color:green">'''volume'''</span> in the ''Detector Construction Class'': //MATERIAL & POSITION G4Material* shape1_mat = nist->FindOrBuildMaterial(<"MATERIAL">); G4ThreeVector pos1 = G4ThreeVector(<xPOS>,<yPOS>,<zPOS>); // SHAPE 1 CREATION G4Box* solidShape1 = new G4Box("Bottom Scintillator", //its name <Variables->getScintX()*0.5*cm>, //its x length <Variables->getScintY()*0.5*cm>, //its y length <Variables->getScintZ()*0.5*cm>); //its z length //LOGICAL VOLUME G4LogicalVolume* logicShape1 = new G4LogicalVolume(solidShape1, //its solid shape1_mat, //its material "Bottom Scintillator"); //its name new G4PVPlacement(0, //no rotation pos1, //at position logicShape1, //its logical volume "Bottom Scintillator", //its name logicEnv, //its mother volume false, //no boolean operation 0, //copy number checkOverlaps); //overlaps checking // SHAPE 1 SCORING VOLUME fScoringVolume = logicShape1;
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