Message: Parametrisation: Transformation and Dimension ok, Material does not get computes  Not Logged In (login) 
Hi,
I am trying to create a cone containing slices of different materials. The positioning inside the mother volume and the variation of the outer radii of the cone slices works fine but the material it contains never gets changed. From what I've read so far I understand that the parameterised geometry gets computed only when a track enters it, so I made sure that I shoot something through the center of my cone. But ComputeMaterial() never gets called. Nonetheless, the only material that exists inside is always the material I assigned to the logical volume that gets passed to the G4PVParameterised constructor. Do I need to implement additional methods or explicitly call something somewhere else? Following is an excerpt of the parametrisation. Thanks, Andreas
void Cons_Parametrisation::ComputeTransformation(const G4int copyNo, G4VPhysicalVolume* physVol) const { G4double z = total_length + (2*copyNo + 1) * total_length/float(n_divisions);
physVol>SetTranslation(G4ThreeVector(0, 0, z)); }
void Cons_Parametrisation::ComputeDimensions(G4Cons& Cons_Parametrisation, const G4int copyNo, const G4VPhysicalVolume* physVol) const { G4double Rmax1 = outer_radius_minus; Rmax1 += copyNo * (outer_radius_plus  outer_radius_minus)/float(n_divisions);
G4double Rmax2 = outer_radius_minus; Rmax2 += (copyNo +1) * (outer_radius_plus  outer_radius_minus)/float(n_divisions);
Cons_Parametrisation.SetInnerRadiusMinusZ(0); Cons_Parametrisation.SetOuterRadiusMinusZ(Rmax1); Cons_Parametrisation.SetInnerRadiusPlusZ(0); Cons_Parametrisation.SetOuterRadiusPlusZ(Rmax2); Cons_Parametrisation.SetZHalfLength(total_length/float(n_divisions)); Cons_Parametrisation.SetStartPhiAngle(0); Cons_Parametrisation.SetDeltaPhiAngle(2*pi); }
G4Material* Cons_Parametrisation::ComputeMaterial(G4VPhysicalVolume* physVol, const G4int copyNo, const G4VTouchable *parentTouch=0) { physVol>GetLogicalVolume()>SetSensitiveDetector(sdet); return matvec.at(copyNo); }

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