feat: implement Geant Material class, add object registration, and update PropertyWidget signal handling and read-only state
This commit is contained in:
@@ -146,6 +146,9 @@ void Solid::SetParent(Solid *parent) {
|
||||
|
||||
|
||||
|
||||
TessellatedSolid::TessellatedSolid()
|
||||
: BaseClass("unnamed_tessellated"), m_Solid(new G4TessellatedSolid("unnamed_tessellated")) {}
|
||||
|
||||
TessellatedSolid::TessellatedSolid(const char *name)
|
||||
: BaseClass(name), m_Solid(new G4TessellatedSolid(name)) {
|
||||
}
|
||||
@@ -173,9 +176,15 @@ void TessellatedSolid::Update() {
|
||||
|
||||
|
||||
|
||||
BoxSolid::BoxSolid(const char *name) :
|
||||
BaseClass(name),
|
||||
m_ContainerBox(new ContainerBox()),
|
||||
m_Solid(new G4Box(name, 1, 1, 1))
|
||||
{}
|
||||
|
||||
BoxSolid::BoxSolid(const char *name, ContainerBox *box) : BaseClass(name) {
|
||||
m_Solid = new G4Box(name, 1,1,1);
|
||||
m_Object = box;
|
||||
m_Solid = new G4Box(name, 1, 1, 1);
|
||||
m_ContainerBox = box;
|
||||
Object::connect(box, &ContainerBox::Updated, this, &BoxSolid::Update);
|
||||
if (m_Logical) {
|
||||
m_Logical->SetSolid(m_Solid);
|
||||
@@ -184,27 +193,30 @@ BoxSolid::BoxSolid(const char *name, ContainerBox *box) : BaseClass(name) {
|
||||
}
|
||||
|
||||
void BoxSolid::Update() {
|
||||
if (m_Object) {
|
||||
Vector3f size = m_Object->GetSize();
|
||||
if (m_ContainerBox) {
|
||||
Vector3f size = m_ContainerBox->GetSize();
|
||||
m_Solid->SetXHalfLength(size(0) * 0.5);
|
||||
m_Solid->SetYHalfLength(size(1) * 0.5);
|
||||
m_Solid->SetZHalfLength(size(2) * 0.5);
|
||||
|
||||
// Geant4 placement is relative to center. uLib Box is anchored at corner.
|
||||
// 1. Get position and rotation (clean, without scale)
|
||||
Vector3f pos = m_Object->GetPosition();
|
||||
Matrix3f rot = m_Object->GetRotation();
|
||||
Vector3f pos = m_ContainerBox->GetPosition();
|
||||
Matrix3f rot = m_ContainerBox->GetRotation();
|
||||
|
||||
// 2. Center = Corner + Rotation * (Half-Size)
|
||||
// We must rotate the offset vector because uLib box can be rotated.
|
||||
Vector3f center = pos + rot * (size * 0.5);
|
||||
|
||||
uLib::AffineTransform t;
|
||||
uLib::AffineTransform t;
|
||||
t.SetPosition(center);
|
||||
t.SetRotation(rot);
|
||||
|
||||
this->SetTransform(t.GetMatrix());
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user