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Shapes inside of shapes geometry12/16/2023 You will notice that this is a bit more complex that just creating the “world” since several other volumes are created and put together in a hierarchy. To get an idea on the geometry structure created in this example, just look at the link. For this, we will use one of the examples illustrating the geometry package. Root top->SetLineColor(kMagenta) root gGeoManager->SetTopVisible() // the TOP is invisible root top->Draw() 20.1.2 Example 2: A Geometrical Hierarchy Look and Feelīefore going further, let us get a look and feel of interacting with the modeller. This is not needed if one does make map in root folder. We first need to load the geometry library. Here is an example on how to build it: 20.1.1 Example 1: Creating the World Consider the simplest geometry that is made of a single box. Let us focus on the biggest pack - it is mandatory to define one. In fact, the modeller can act like this, considering a given volume as temporary MARS, but we will describe this feature later on. On the other hand, any volume is a small world by itself - what we need to do is to take it out and to ignore all the rest since it is a self-contained object. Going on and opening our packs, we will obviously find out some empty ones, otherwise, something is very wrong… We will call these leaves (by analogy with a tree structure). We will often call this master reference system (MARS). The biggest one containing all others defines the “ world” of the model. From outside, the whole thing looks like a big pack that you can open finding out other smaller packs nicely arranged waiting to be opened at their turn. In other words, volumes are put one inside another making an in-depth hierarchy. The difference is just that the relationship between the pieces is not defined by neighbors, but by containment. These represent the un-positioned pieces of the geometry puzzle. The basic bricks for building-up the model are called volumes. There are several components gluing together the geometrical model, but for the time being let us get used with the most basic concepts. This chapter will provide a detailed description on how to build valid geometries as well as the ways to optimize them. However, the navigation features provided by the package are designed to optimize particle transport through complex geometries, working in correlation with simulation packages such as GEANT3, GEANT4 and FLUKA. The code works standalone with respect to any tracking Monte-Carlo engine therefore, it does not contain any constraints related to physics. The new ROOT geometry package is a tool for building, browsing, navigating and visualizing detector geometries. If you think some information should be imported in the ROOT Reference Guide or in the ROOT Manual, please post your request to the ROOT Forum or via a Github Issue. Instead please refer to the ROOT Reference Guide and the ROOT Manual. Some part might be obsolete or wrong, some part might be missing but still some valuable information can be found there. WARNING: This documentation is not maintained anymore. 20.11 Geometry Graphical User Interface.20.8 Representing Misalignments of the Ideal Geometry.
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