add Normals to meshes

This commit is contained in:
AndreaRigoni
2026-03-14 13:23:28 +00:00
parent 35e4fb949d
commit e5dfb75262
12 changed files with 464 additions and 5 deletions

View File

@@ -47,4 +47,103 @@ void EmitterPrimary::GeneratePrimaries(G4Event *anEvent) {
// dell'energia.
fParticleGun->GeneratePrimaryVertex(anEvent);
}
// -------------------------------------------------------------------------- //
QuadMeshEmitterPrimary::QuadMeshEmitterPrimary()
: EmitterPrimary(), m_Mesh(nullptr), m_TotalArea(0.0) {
}
QuadMeshEmitterPrimary::~QuadMeshEmitterPrimary() {
}
void QuadMeshEmitterPrimary::SetMesh(uLib::QuadMesh *mesh) {
m_Mesh = mesh;
CalculateAreas();
}
void QuadMeshEmitterPrimary::CalculateAreas() {
if (!m_Mesh) return;
m_CumulativeAreas.clear();
m_TotalArea = 0.0;
const auto &points = m_Mesh->Points();
const auto &quads = m_Mesh->Quads();
for (const auto &q : quads) {
uLib::Vector3f v0 = points[q(0)];
uLib::Vector3f v1 = points[q(1)];
uLib::Vector3f v2 = points[q(2)];
uLib::Vector3f v3 = points[q(3)];
double a1 = 0.5 * (v1 - v0).cross(v2 - v0).norm();
double a2 = 0.5 * (v2 - v0).cross(v3 - v0).norm();
m_TotalArea += (a1 + a2);
m_CumulativeAreas.push_back(m_TotalArea);
}
}
void QuadMeshEmitterPrimary::GeneratePrimaries(G4Event *anEvent) {
if (!m_Mesh || m_TotalArea <= 0.0) return;
// 1. Choose a quad
double r = G4UniformRand() * m_TotalArea;
auto it = std::lower_bound(m_CumulativeAreas.begin(), m_CumulativeAreas.end(), r);
int quadIdx = std::distance(m_CumulativeAreas.begin(), it);
const auto &q = m_Mesh->Quads()[quadIdx];
const auto &points = m_Mesh->Points();
uLib::Vector3f v0 = points[q(0)];
uLib::Vector3f v1 = points[q(1)];
uLib::Vector3f v2 = points[q(2)];
uLib::Vector3f v3 = points[q(3)];
// 2. Choose a point on the quad
double a1 = 0.5 * (v1 - v0).cross(v2 - v0).norm();
double a2 = 0.5 * (v2 - v0).cross(v3 - v0).norm();
G4ThreeVector pos;
uLib::Vector3f normal = m_Mesh->GetNormal(quadIdx);
if (G4UniformRand() < a1 / (a1 + a2)) {
double u = G4UniformRand();
double v = G4UniformRand();
if (u + v > 1.0) { u = 1.0 - u; v = 1.0 - v; }
uLib::Vector3f p = v0 + u * (v1 - v0) + v * (v2 - v0);
pos.set(p(0), p(1), p(2));
} else {
double u = G4UniformRand();
double v = G4UniformRand();
if (u + v > 1.0) { u = 1.0 - u; v = 1.0 - v; }
uLib::Vector3f p = v0 + u * (v2 - v0) + v * (v3 - v0);
pos.set(p(0), p(1), p(2));
}
// 3. Choose a direction (Cosmic Muon: cos^2(theta))
G4ThreeVector dir;
bool accepted = false;
int tries = 0;
while (!accepted && tries < 1000) {
tries++;
double cosTheta = std::pow(G4UniformRand(), 1.0/3.0);
double sinTheta = std::sqrt(1.0 - cosTheta * cosTheta);
double phi = 2.0 * M_PI * G4UniformRand();
// Incoming from above (+Z towards -Z)
dir.set(sinTheta * std::cos(phi), sinTheta * std::sin(phi), -cosTheta);
// Filtering: pointing on the same side of the face normal
if (dir.x() * normal(0) + dir.y() * normal(1) + dir.z() * normal(2) > 0) {
accepted = true;
}
}
if (accepted) {
fParticleGun->SetParticlePosition(pos);
fParticleGun->SetParticleMomentumDirection(dir);
// Keep energy from base class or set here if needed
fParticleGun->GeneratePrimaryVertex(anEvent);
}
}