add geant4 scene and gcompose app
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@@ -23,20 +23,21 @@
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//////////////////////////////////////////////////////////////////////////////*/
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// G4 Solid //
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#include <Geant4/G4LogicalVolume.hh>
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#include <Geant4/G4Material.hh>
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#include <Geant4/G4NistManager.hh>
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#include <Geant4/G4LogicalVolume.hh>
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// Tessellated solid //
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#include <Geant4/G4TessellatedSolid.hh>
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#include <Geant4/G4TriangularFacet.hh>
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#include <Geant4/G4ThreeVector.hh>
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#include <Geant4/G4TriangularFacet.hh>
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#include <Geant4/G4Box.hh>
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#include <Geant4/G4PVPlacement.hh>
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#include "Math/Dense.h"
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#include "Math/Transform.h"
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#include "Solid.h"
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@@ -44,71 +45,130 @@ namespace uLib {
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class DetectorsSolidPimpl {
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public:
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static G4ThreeVector getG4Vector3f(const Vector3f &vector) {
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return G4ThreeVector( vector(0), vector(1), vector(2) );
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}
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static G4ThreeVector getG4Vector3f(const Vector3f &vector) {
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return G4ThreeVector(vector(0), vector(1), vector(2));
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}
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};
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Solid::Solid()
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: m_Logical(new G4LogicalVolume(NULL, NULL, "unnamed_solid")),
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m_Material(NULL) {}
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Solid::Solid(const char *name)
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: m_Logical(new G4LogicalVolume(NULL, NULL, name)), m_Material(NULL) {}
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Solid::Solid() :
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m_Logical (new G4LogicalVolume(NULL,NULL,"unnamed_solid")),
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m_Material(NULL)
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{}
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Solid::Solid(const char *name) :
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m_Logical(new G4LogicalVolume(NULL,NULL,name)),
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m_Material(NULL)
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{}
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void Solid::SetNistMaterial(const char *name)
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{
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G4NistManager *nist = G4NistManager::Instance();
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if (m_Material) delete m_Material;
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m_Material = nist->FindOrBuildMaterial(name);
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m_Logical->SetMaterial(m_Material);
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void Solid::SetNistMaterial(const char *name) {
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G4NistManager *nist = G4NistManager::Instance();
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m_Material = nist->FindOrBuildMaterial(name);
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m_Logical->SetMaterial(m_Material);
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}
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void Solid::SetMaterial(G4Material *material)
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{
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if(material)
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{
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m_Material = material;
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m_Logical->SetMaterial(material);
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void Solid::SetMaterial(G4Material *material) {
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if (material) {
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m_Material = material;
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m_Logical->SetMaterial(material);
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}
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}
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void Solid::SetTransform(Matrix4f transform) {
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uLib::AffineTransform t;
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t.SetMatrix(transform);
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// 2. Extracto position and rotation for Geant4
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Vector3f pos = t.GetPosition();
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G4ThreeVector g4pos(pos(0), pos(1), pos(2));
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// Create a G4 rotation matrix from the 4x4 matrix
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Matrix3f m = t.GetRotation();
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G4RotationMatrix* rot = new G4RotationMatrix();
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rot->set(G4ThreeVector(m(0,0), m(1,0), m(2,0)),
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G4ThreeVector(m(0,1), m(1,1), m(2,1)),
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G4ThreeVector(m(0,2), m(1,2), m(2,2)));
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// 3. Se l'oggetto è già stato piazzato, aggiorniamo la sua trasformazione
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if (m_Physical) {
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m_Physical->SetTranslation(g4pos);
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m_Physical->SetRotation(rot);
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}
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}
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void Solid::SetParent(Solid *parent) {
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if (!m_Logical) {
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std::cerr << "logical volume not created for solid " << GetName() << std::endl;
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return;
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}
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if(m_Physical) {
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std::cerr << "physical volume already created for solid " << GetName() << std::endl;
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return;
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}
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TessellatedSolid::TessellatedSolid(const char *name) :
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BaseClass(name),
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m_Solid(new G4TessellatedSolid(name))
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{}
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void TessellatedSolid::SetMesh(TriangleMesh &mesh)
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{
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G4TessellatedSolid *ts = this->m_Solid;
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for (int i=0; i<mesh.Triangles().size(); ++i) {
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const Vector3i &trg = mesh.Triangles().at(i);
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G4TriangularFacet *facet = new G4TriangularFacet(
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DetectorsSolidPimpl::getG4Vector3f(mesh.Points().at(trg(0))),
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DetectorsSolidPimpl::getG4Vector3f(mesh.Points().at(trg(1))),
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DetectorsSolidPimpl::getG4Vector3f(mesh.Points().at(trg(2))),
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ABSOLUTE);
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ts->AddFacet((G4VFacet *)facet);
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G4LogicalVolume* parentLogical = nullptr;
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if (parent) {
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parentLogical = parent->GetLogical();
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if (!parentLogical) {
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std::cerr << "parent logical volume not created for solid " << parent->GetName() << std::endl;
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return;
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}
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this->m_Logical->SetSolid(ts);
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}
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// G4PVPlacement
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m_Physical = new G4PVPlacement(
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nullptr, // Rotation
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G4ThreeVector(0,0,0), // Position (translation) inside the parent
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m_Logical, // The logical volume of this solid (the child)
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GetName(), // Name of the physical volume
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parentLogical, // The logical volume of the parent (nullptr if it's the World volume)
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false, // Boolean operations (usually false)
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0, // Copy number
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true // Check overlaps (useful to enable in debug phase)
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);
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}
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TessellatedSolid::TessellatedSolid(const char *name)
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: BaseClass(name), m_Solid(new G4TessellatedSolid(name)) {}
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void TessellatedSolid::SetMesh(TriangleMesh &mesh) {
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G4TessellatedSolid *ts = this->m_Solid;
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for (int i = 0; i < mesh.Triangles().size(); ++i) {
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const Vector3i &trg = mesh.Triangles().at(i);
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G4TriangularFacet *facet = new G4TriangularFacet(
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DetectorsSolidPimpl::getG4Vector3f(mesh.Points().at(trg(0))),
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DetectorsSolidPimpl::getG4Vector3f(mesh.Points().at(trg(1))),
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DetectorsSolidPimpl::getG4Vector3f(mesh.Points().at(trg(2))), ABSOLUTE);
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ts->AddFacet((G4VFacet *)facet);
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}
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this->m_Logical->SetSolid(ts);
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}
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BoxSolid::BoxSolid(const char *name, ContainerBox *box) : BaseClass(name) {
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m_Solid = new G4Box(name, 0.5, 0.5, 0.5);
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m_Object = box;
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Object::connect(box, &ContainerBox::Updated, this, &BoxSolid::Update);
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this->m_Logical->SetSolid(m_Solid);
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}
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void BoxSolid::Update() {
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if (m_Object) {
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Vector3f size = m_Object->GetSize();
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m_Solid->SetXHalfLength(size(0) * 0.5);
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m_Solid->SetYHalfLength(size(1) * 0.5);
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m_Solid->SetZHalfLength(size(2) * 0.5);
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this->SetTransform(m_Object->GetMatrix());
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// this->m_Logical->SetSolid(m_Solid);
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}
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}
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} // namespace uLib
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