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/// \file electromagnetic/TestEm4/src/DetectorConstruction.cc
/// \brief Implementation of the DetectorConstruction class
//
//
// $Id$
//

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#include "DetectorConstruction.hh"

#include "G4Material.hh"
#include "G4Tubs.hh"
#include "G4LogicalVolume.hh"
#include "G4PVPlacement.hh"
#include "G4SystemOfUnits.hh"

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DetectorConstruction::DetectorConstruction()
:G4VUserDetectorConstruction()
{}

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DetectorConstruction::~DetectorConstruction()
{}

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G4VPhysicalVolume* DetectorConstruction::Construct()
{
  //
  // define a material from its elements.   case 1: chemical molecule
  // 
  G4double a, z;
  G4double density;  
  G4int ncomponents, natoms;
 
  G4Element* C = new G4Element("Carbon"  ,"C" , z= 6., a= 12.01*g/mole);
  G4Element* F = new G4Element("Fluorine","N" , z= 9., a= 18.99*g/mole);
 
  G4Material* C6F6 = 
  new G4Material("FluorCarbonate", density= 1.61*g/cm3, ncomponents=2);
  C6F6->AddElement(C, natoms=6);
  C6F6->AddElement(F, natoms=6);
  
  G4cout << C6F6 << G4endl;
  
  //     
  // Container
  //  
  G4double Rmin=0., Rmax=5*cm, deltaZ= 5*cm, Phimin=0., deltaPhi=360*degree;

  G4Tubs*  
  solidWorld = new G4Tubs("C6F6",                        //its name
                   Rmin,Rmax,deltaZ,Phimin,deltaPhi);        //its size

  G4LogicalVolume*                         
  logicWorld = new G4LogicalVolume(solidWorld,                //its solid
                                   C6F6,                //its material
                                   "C6F6");                //its name
  G4VPhysicalVolume*                                   
  physiWorld = new G4PVPlacement(0,                        //no rotation
                                   G4ThreeVector(),        //at (0,0,0)
                                 logicWorld,                //its logical volume
                                 "C6F6",                //its name
                                 0,                        //its mother  volume
                                 false,                        //no boolean operation
                                 0);                        //copy number

  //
  //always return the physical World
  //  
  return physiWorld;
}

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