vtkGeantEvent
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@@ -55,10 +55,17 @@ public:
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};
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Solid::Solid()
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: m_Name("unnamed_solid"), m_Material(NULL), m_Logical(NULL), m_Physical(NULL) {}
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: m_Name("unnamed_solid"), m_Material(NULL), m_Logical(NULL), m_Physical(NULL),
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m_Position(new G4ThreeVector(0,0,0)), m_Rotation(NULL) {}
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Solid::Solid(const char *name)
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: m_Name(name), m_Material(NULL), m_Logical(NULL), m_Physical(NULL) {}
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: m_Name(name), m_Material(NULL), m_Logical(NULL), m_Physical(NULL),
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m_Position(new G4ThreeVector(0,0,0)), m_Rotation(NULL) {}
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Solid::~Solid() {
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if (m_Position) delete m_Position;
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if (m_Rotation) delete m_Rotation;
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}
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void Solid::SetNistMaterial(const char *name) {
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G4NistManager *nist = G4NistManager::Instance();
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@@ -81,21 +88,22 @@ 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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// 2. Extract 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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if (!m_Position) m_Position = new G4ThreeVector();
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*m_Position = G4ThreeVector(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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if (!m_Rotation) m_Rotation = new G4RotationMatrix();
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m_Rotation->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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// 3. If object is already placed, update its transformation
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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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m_Physical->SetTranslation(*m_Position);
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m_Physical->SetRotation(m_Rotation);
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}
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}
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@@ -121,8 +129,8 @@ void Solid::SetParent(Solid *parent) {
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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_Rotation, // Rotation
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*m_Position, // 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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@@ -139,7 +147,8 @@ void Solid::SetParent(Solid *parent) {
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TessellatedSolid::TessellatedSolid(const char *name)
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: BaseClass(name), m_Solid(new G4TessellatedSolid(name)) {}
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: BaseClass(name), m_Solid(new G4TessellatedSolid(name)) {
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}
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void TessellatedSolid::SetMesh(TriangleMesh &mesh) {
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G4TessellatedSolid *ts = this->m_Solid;
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@@ -161,12 +170,13 @@ void TessellatedSolid::SetMesh(TriangleMesh &mesh) {
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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_Solid = new G4Box(name, 1,1,1);
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m_Object = box;
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Object::connect(box, &ContainerBox::Updated, this, &BoxSolid::Update);
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if (m_Logical) {
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m_Logical->SetSolid(m_Solid);
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}
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Update();
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}
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void BoxSolid::Update() {
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@@ -176,8 +186,20 @@ void BoxSolid::Update() {
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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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// Geant4 placement is relative to center. uLib Box is anchored at corner.
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// 1. Get position and rotation (clean, without scale)
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Vector3f pos = m_Object->GetPosition();
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Matrix3f rot = m_Object->GetRotation();
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// 2. Center = Corner + Rotation * (Half-Size)
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// We must rotate the offset vector because uLib box can be rotated.
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Vector3f center = pos + rot * (size * 0.5);
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uLib::AffineTransform t;
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t.SetPosition(center);
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t.SetRotation(rot);
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this->SetTransform(t.GetMatrix());
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}
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}
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