refactor: introduce PhysicalVolume class and update Geant scene hierarchy to use logical and physical volumes

This commit is contained in:
AndreaRigoni
2026-04-16 14:16:09 +00:00
parent 987d783fdb
commit 0b553c0db7
14 changed files with 432 additions and 275 deletions

View File

@@ -25,11 +25,17 @@ int main() {
scene.ConstructWorldBox(Vector3f(30_m, 30_m, 30_m), "G4_AIR");
// 2. Create iron cube (1m x 1m x 1m) at center
ContainerBox iron_box(Vector3f(1000, 1000, 1000)); // mm
Geant::BoxSolid *iron_cube = new Geant::BoxSolid("IronCube", &iron_box);
iron_cube->SetNistMaterial("G4_Fe");
iron_cube->Update(); // apply dimensions
scene.AddSolid(iron_cube);
ContainerBox *iron_box = new ContainerBox(Vector3f(1000, 1000, 1000)); // mm
Geant::BoxSolid *iron_cube = new Geant::BoxSolid("IronCube", iron_box);
Geant::Material *iron_mat = new Geant::Material("G4_Fe");
Geant::LogicalVolume *iron_lv = new Geant::LogicalVolume("IronCube_lv");
iron_lv->SetSolid(iron_cube);
iron_lv->SetMaterial(iron_mat);
iron_lv->Update();
Geant::PhysicalVolume *iron_pv = new Geant::PhysicalVolume("IronCube", iron_lv);
scene.AddVolume(iron_pv);
// 3. Set up emitter (default: mu- at 1 GeV, from z=+10m downward)
Geant::EmitterPrimary *emitter = new Geant::EmitterPrimary();