move detector parameters to header
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@@ -22,6 +22,32 @@ class DetectorConstruction : public G4VUserDetectorConstruction
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protected:
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// void DefineMaterials();
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G4bool fCheckOverlaps;
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G4double scSizeX;
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G4double scSizeY;
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G4double scSizeZ;
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G4double scGapX;
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G4double scGapZ;
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G4int nScBar;
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G4int nLayerTop;
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G4int nLayerBottom;
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G4double layerGapZ;
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G4double topBotGap;
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G4double layerSizeX;
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G4double layerSizeY;
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G4double layerSizeZ;
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G4double concreteX;
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G4double concreteY;
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G4double concreteZ;
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G4double targetX;
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G4double targetY;
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G4double targetZ;
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G4double worldSizeX;
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G4double worldSizeY;
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G4double worldSizeZ;
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};
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//....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
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@@ -35,32 +35,32 @@ G4VPhysicalVolume *DetectorConstruction::Construct() {
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nist->FindOrBuildMaterial("G4_PLASTIC_SC_VINYLTOLUENE");
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// World and crystals
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G4double scSizeX = 5.0 * cm;
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G4double scSizeY = 50.0 * cm;
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G4double scSizeZ = 1. * cm;
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G4double scGapX = 0.2 * cm;
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G4double scGapZ = 0.2 * cm;
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G4int nScBar = 10;
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G4int nLayerTop = 2;
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G4int nLayerBottom = 2;
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scSizeX = 5.0 * cm;
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scSizeY = 50.0 * cm;
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scSizeZ = 1. * cm;
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scGapX = 0.2 * cm;
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scGapZ = 0.2 * cm;
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nScBar = 10;
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nLayerTop = 2;
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nLayerBottom = 2;
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G4double layerGapZ = 1 * cm;
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G4double topBotGap = 50 * cm;
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layerGapZ = 1 * cm;
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topBotGap = 50 * cm;
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G4double layerSizeX = nScBar * scSizeX + nScBar * scGapX;
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G4double layerSizeY = nScBar * scSizeX + nScBar * scGapX;
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G4double layerSizeZ = scSizeZ + scGapZ;
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layerSizeX = nScBar * scSizeX + nScBar * scGapX;
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layerSizeY = nScBar * scSizeX + nScBar * scGapX;
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layerSizeZ = scSizeZ + scGapZ;
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G4double concreteX = 30 * cm;
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G4double concreteY = 30 * cm;
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G4double concreteZ = 30 * cm;
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G4double targetX = 10 * cm;
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G4double targetY = 10 * cm;
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G4double targetZ = 5 * cm;
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concreteX = 30 * cm;
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concreteY = 30 * cm;
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concreteZ = 30 * cm;
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targetX = 10 * cm;
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targetY = 10 * cm;
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targetZ = 5 * cm;
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G4double worldSizeX = 1.2 * layerSizeX;
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G4double worldSizeY = 1.2 * layerSizeY;
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G4double worldSizeZ =
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worldSizeX = 1.2 * layerSizeX;
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worldSizeY = 1.2 * layerSizeY;
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worldSizeZ =
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1.2 * ((nLayerBottom + nLayerTop) * (layerSizeZ + layerGapZ) + topBotGap);
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// world volume
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