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Advanced FLUKA Geometry Guide

- Selects the region - Highlights the region in the viewport - Displays the common properties  Editing a region: - Select the region - Edit the properties: - Name - Material - Shape - Attributes like NAZ, Alpha...  Graphical editing: - Select the region - Click on its surface to move it - Handles appear for resizing  Context menu similar to bodies  Selecting a region selects all its bodies  Selecting a body belonging to a region selects the region too 13 Region Editing Graphically 1. Click on the region surface

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0% found this document useful (0 votes)
129 views31 pages

Advanced FLUKA Geometry Guide

- Selects the region - Highlights the region in the viewport - Displays the common properties  Editing a region: - Select the region - Edit the properties: - Name - Material - Shape - Attributes like NAZ, Alpha...  Graphical editing: - Select the region - Click on its surface to move it - Handles appear for resizing  Context menu similar to bodies  Selecting a region selects all its bodies  Selecting a body belonging to a region selects the region too 13 Region Editing Graphically 1. Click on the region surface

Uploaded by

fuada
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Flair – Geometry Editor – Part II

Advanced FLUKA Course


Listbox - Objects
 Lists the type/name of bodies, regions, objects
 Text coloring:
 RED Error in the card description
 Magenta Visible body/object
 Orange Selection locked
 Filtering text box can narrow the list with items
containing the typed-in text

Buttons – on/off the display of


Bodies
Regions
Transformations
Materials
Objects
Selected or Visible items

2
Listbox – Properties / Attributes
Properties:
 Displays the common WHATs of the selected cards
 REGION:
 If one REGION and Bodies are selected the REGION will stay
visible
 Additionally one can select the MATERIAL and automatically
an ASSIGNMAt will be created/modified
WARNING: Only if this region is not part of a range or inside
an #if..#endif
 Tips:
 [Enter] moves to the next field
 Typing multiple values splits them into many fields:
e.g. x: 1 2 3 [Enter]
will split it to x: 1, y: 2, z: 3
Attributes:
 Displays other information related to the card
 Bodies: Visibility, Selection Locking, Wireframe
 Regions: NAZ, Alpha(Transparency), ROT-DEFI…
3
Selection
 Objects/Bodies/Regions/Zones can be selected using:
 Object and/or Properties list boxes
 graphically with the action [s] using the left mouse button on the viewport;
 [Ctrl] + left mouse button: allows to toggle the selection (select/unselect);
 Area selection: Click on the background and drag the mouse to draw a
rectangle area. Everything inside the area will be selected.
o The selected bodies are:
o outlined in magenta
o yellow dots appear on their vertices;
o highlighted also into the object list in
the left bar;
o Their common properties & attributes
will be displayed on the list boxes.
o The selected regions are shaded;
o The select zones are shaded with a
hash pattern; To select a zone first
you have to select the REGION

[ESCape] cancels the selection


4
Objects
There are a few auxiliary objects in flair for helping the drawing
 Point [p]
 to be used as snapping points
 provide help text to the user
 automatically generated after image calibration
 Arrow or line
 to be used as snapping points
 provide basic drawing/pointing means to the user
 Ruler simple or angle
 to measure distances and angles
 to project snapping points to a different location
 to be used as snapping points
 Light for the 3D
The objects are stored in the input file with the special flair tags:
!point, !arrow, !ruler, !light
All tags starting with ! are treated as comments and ignore by FLUKA 5
New Body
 Add a body: Right-Click, or [b] or [Space] or [Ins]
Menus is organized in sub-categories
 [B] (capital) to repeat last add body
 left-click on the wished location of the new body
 keeping the left-button pressed drag to the location of
the first extend of the body
 release and continue with the next one…
 Renaming a body will automatically rename any
reference to it without asking the user
 All new bodies will use the same name prefix from
the last body renaming
 [n]ame allows to fast edit the name of the object

6
New Body Mouse Steps
The default dimension/radius of all new bodies is one grid unit

XYP, ZXP, YZP: Viewport should not be parallel to body


Location
PLA:  viewport
Location  Second point belonging on the plane
RPP: symmetric around the w-axis
Location  Outer corner on the viewing plane
BOX: XY plane // viewport, Z vector = -w
Location  X-vector end  Move outer plane
WED: as in BOX
Location  X-vector  Y-vector (forced  X)

7
New Body Mouse Steps
RCC: Height will be lying on viewport
Location  Height  Radius
REC: Height will be lying on viewport
Location  Height  Radius-X [ Radius-Y if viewport permits it]
XCC, YCC, ZCC
Location  Radius
XEC, YEC, ZEC: be careful on the chosen viewport
Location  Radius-X [ Radius-Y if viewport permits it
TRC: Height will be lying on viewport
Location  Height  Apex radius  Base Radius
ARB: not possible for the moment
QUA: will generate a sphere at desired location
Location

8
Body Visibility
 Default: Body SEGMENTS ARE ONLY VISIBLE when they
represent borders of REGIONs
 In order to make them visible (to be able to visually select them):
 Select the body (from the list box, or from its visible segment) and
Either
 Go to the Attributes and click on Visible [X] check box

 Right-click  Visibility  Set

 Shortcut [v]

 Icon on Toolbar

 Wireframe (experimental) display an approximate 3D wireframe


of the bodies. Useful to select or visualize bodies that do not
intersect the viewport
 Go to the Attributes and click on Wireframe [X] check box
 Right-click  Wireframe  Set
 Shortcut [#]
 Icon on Toolbar
9
Body Editing
Text:
 Bodies can be edited by typing the correct
coordinates in the Properties or in flair
Move locked on Y

Graphically:
 Select the body and the action handler(s) will be
displayed
 Click with the mouse for a second time:
 on the small circle to freely move [g]rab
Move locked on X  on the large circle to rotate [r]otate around w axis
 on the red/green/blue line to move but locked on X,
Y or Z axis
Move handle
 Hitting [x], [y], [z] while moving a body toggles the
locking on the axis
 Typing the coordinates moves or resizes the objects
e.g. 100 50 10
Rotate handle
 Shift-Click the mouse to clone the body/object
 Using /nnn or *nnn multiple clones can be generated
divided or multiple of the distance specified
e.g. /5 creates 5 clones in 1/5th of the distance 10
Body Editing
 When a body is selected and the action handlers
are shown you can either click ‘n drag the handlers
for moving, rotating, resizing the object:
4 TRC example, click `n drag:
1. On the base plane, to move it perpendicular  to
3 height vector
2 2. On the small square handler on the apex plane,
to freely move the height, axis or normal of body
This handler appears only if it lies on the viewing
plane
1
3. On the apex plane, to move it perpendicular to
the height vector
5 4. On the conic surface close to the apex to resize
the appex radius
5. On the conic surface close to the base to resize
the base radius

11
Body Context Menu
 When selecting a body the following context menu appears
Opens the transformation dialog (below)
Expand a macro body into infinite bodies
Display the ROT-DEFI associated with the body if any
 Applies a user transformation to the
selected bodies on the input editor.
 Convert transformations to/from
ROT-DEFini cards
 Zero: limit below which to be
considered as zero
Transformation Types:
 Accuracy: Numeric digits
T translate along a vector
 Infinite: infinite bodies when
TX TY TZ translate along axis
converted to which size to use
RX RY RZ axis rotation (degrees)
S scaling  Use QUA: convert infinite cylinders
to infinite QUAdrics
Remember:
When transforming bodies for use
with LATTICE card, use the
12
maximum precision
Region Editing
 Add a REGION: Right-Click or [R] or [Space] or [Ins]
 Immediately the properties listbox will be activated to edit the name
 Renaming a region will automatically rename any reference to it without
asking the user
 When changing the material or transformation of a region flair will
automatically add the appropriate ASSIGNMAT and/or LATTICE cards
 However deleting a region will not delete the associated ASSIGNMAT
and/or LATTICE cards
Shortcuts:
[n] Change the name of a region
[M] Change the material of a region
Context Menu:
Go to material definition Expand parenthesis*
Calculate volume**
Go to LATTICE ROT-DEFI

* Use with caution (can explode the memory)


13
** Activated only when the development features are requested
Zone editing
With the keyboard:
 Add: Enter an expression in the “+zone” field
 Modify: Select the zone to modify and alter with the keyboard the
zone expression
 Delete: Select the zone and then Right-ClickDelete or hit the
[Del] key INSIDE the Property Listbox!

Zone: is a subregion expressed in terms of + and – only


e.g. REGION +a +b | +c –d
contains three zones
zone01: +a +b
zone02: +c –d

14
Zone editing
Graphically:
 First select the desired REGION to add/modify the zone
 Add a new zone:
 Verify that there is no zone selected in the property listbox.
If there is any hit Escape to unselect them
 Add on the selection ONLY the bodies representing the borders of the zone
 Click on Right-click or [Space]->Zone or with [D]efine (capital)
 Move the mouse and click in one of the viewports a point that should belong
to the wished zone
 Automatically the zone expression will be created
 Modify/Edit an existing zone:
 Select the zone either on the property listbox or graphically in any viewport
clicking a point that belongs to it
 Automatically all bodies involved in the zone expression will be selected
 With the zone selected, select or unselect additional bodies if needed
 Then like in the “Add a new zone” click on “Zone” or with [d]efine (small) and
click on point that belongs to it
 Do not select bodies that you don’t need
15
Zone Editing: Example [1/7]

 In this example we will create a sphere with a cylindrical hole cut


with a tilted plane (@ 30o)
 First we have to create all necessary bodies
 sphere
 infinite cylinder
 tilted plane
16
Zone Editing: Example [2/7]
 Then we add a new REGION
[Spacebar]  Region
 The region expression is empty
 Type-in the name and select the
appropriate material
1
 Press [ESCape]
 The region should remain + inside sphere
selected -
2
 Each body e.g. sphere divides the outside
space into 2 zones
 Add to the selection the sphere
(holding [Ctrl] pressed) and the
sphere outline will be highlighted
 The sphere divides the space into
two zones:
1 +sphere inside the sphere
2 -sphere outside the sphere Reference image

17
Zone Editing: Example [3/7]
 Add to the selection the infinite 3
cylinder with [Ctrl] + Left
mouse click - +
 The 2 selected bodies divides 1
the space into 4 zones 4 4
2 2

cylinder
1 +sphere +cylinder
+
2 +sphere - cylinder - sphere
3 - sphere +cylinder
4 - sphere - cylinder 3

Reference image

18
Zone Editing: Example [4/7]
 Add to the selection [Ctrl]+left 6
8
click the tilted plane.
-
 Now the space is divided into 8 + 4- +
2 8
zones
4
1 +sphere +cylinder +plane 3

cylinder
7
2 +sphere +cylinder - plane 1
+ 3
3 +sphere - cylinder +plane - sphere
4 +sphere - cylinder - plane 7
5
5 - sphere +cylinder +plane
6 - sphere +cylinder - plane
7 - sphere - cylinder +plane
8 - sphere - cylinder - plane

Number of valid zones ≤ 2bodies


Reference image

19
Zone Editing: Example [5/7]
 Press [Spacebar] and select the
action Zone
or with the shortcut [d]efine 4
 Moving the mouse, shows the
4
various subdivisions of space
and their corresponding
expression.
 Point and click with the mouse
somewhere inside zone 4
 Automatically the zone
expression
+sphere -cylinder -plane
will be added to the REGION

Reference image

20
Zone Editing: Example [6/7]
 Finally we have to add as
second zone the lower half of 4
the sphere. -
+
 Press once [ESCape] to 2
unselect the bodies, but to
leave the region selected 1
 Select the sphere and plane +
- sphere
(or by deselecting the
3
cylinder)
 Again the space is divided
into 4 regions
1 +sphere +plane
2 +sphere - plane
3 - sphere +plane
4 - sphere - plane Reference image

21
Zone Editing: Example [7/7]
 Press [Spacebar] and select the
action Zone
or with the shortcut [d]
 Point and click with the mouse
somewhere inside zone 1
 Automatically the zone 1
expression
+sphere +plane
will be appended to the REGION

Reference image

22
Summary: Region and Zone Editing
Remember the sequence:
1. Create or Select the region to edit
2. Select the REGION if not selected
3. Select a zone to modify or none to add a new one
4. Add on the selection the bodies that involve in the zone
expression
5. Click on the [Spacebar] “Zone ” action [d] or [D]
6. Move the mouse and click to a point that belongs to the wished
zone
7. Repeat steps 2-6 as many times as required
You have to create a selection containing:
 the REGION to edit;
 the bodies representing the boundaries of the new zone;
 optionally an existing zone if you want to modify it
 Verify the selected items and do NOT select bodies that you don’t
23
need
Geometry Layers [1/7]
Custom Layers can be specified in the “Configure Layer menu” ( )

24
Geometry Layers [2/7]

Toolbar:
 Add/delete/rename/clone layers.

Options:
 Enable/Disable: Title, Coordinate system,
Viewport lines, Vertexes and Grid;
 Adjust:
 Grid level (set gridline intensity);
 Lattice level (set lattice hash line intensity);
 Crosshair (dimension of the crosshair in the
center of the project)

 All layers can be combined together e.g:


 USRBIN and 3D
 Custom color values (EMFCUT) with 3D
 Image and USRBIN
 …

25
Geometry Layers [3/7]

Show: (2D drawing, and color filling options)


 Bodies: display the boundaries of bodies;
 Vertices: display the intersection of bodies;
 Enable/Disable: Lattice and Voxel;
 Associate Region Colors to:
 Regions
 Materials
 Density
 Importance Biasing
 Splitting
 Corrfactor
 Deltaray
 Thresholds
 …

26
Geometry Layers [4/7]

Image: set a background image to the


geometry (i.e. a CAD-drawing);
 Image: load an image file (.png, .gif or .jpg);
 Calibrate: calibrate the image. Define a set
of points (min. 3) on the image and specify
their coordinate;
 Alpha: blending of the image
 Color Adjust: readjust the black and white
colors of the loaded image.
 Prompt draw: immediate drawing of image
(slower) or when display is idle. For editing is
good to activate it.

27
Geometry Layers [5/7]

USRBIN:
 Up to 10 USRBINs can be superimposed per
layer
 USRBIN from input: To select a USRBIN card
from input and displayed with a checker
pattern
 Load USRBIN file (see SCORING lecture);
 Select a detector (or URSBIN) among the
ones present in the file;
 Normalization constant;
 Associate a ROT-DEFI transformation;
 Alpha blending between USRBIN colors and
materials colors

 USRBIN should be combined with the


Colorband to define the color limits

28
Geometry Layers [6/7]

3D: enable 3D rendering


 Enable/Disable Perspective;
 Set camera aperture angle;
 Intensity of ambient light;
 Antialias for supersampling (slow rendering);
 Xray – automatic transparencies;
 Clipped by: setting a clipping body;
 Negative Clip: Use the –clipping body

Colorband: enable/set color band properties


 Change the default color Palette;
 Enable/Disable Log scale;
 Set: Maximum, Minimum and color steps.

29
Geometry Layers [7/7]

Palette: enable/set color band properties


 Up to 3 palettes can be used per layer
 Change the default color Palette;
 Enable/Disable Log scale;
 Enable transparency outside the limits
useful when combining multiple USRBIN’s
 Set: Maximum, Minimum and color steps.

30
ESCape
[ESCape] will stop/unselect in the following order on item at a time:
1. Stop the current action e.g. during rotation or panning
2. If a zone is selected unselected the zone
3. Unselect any selected bodies
4. Unselect any selected region

31

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