Dispersion and pebble universes#218
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I have added a universe which contains spherical inclusions, e.g., for TRISO-containing systems. It reads a list of sphere radii, origins, and fills, and populates the volume with them. Cell searches are accelerated by a grid (much like Serpent does, I think) which precomputes which cells are in a given grid cell. I also added in a spherical universe - equivalent to a pinUniverse in spherical co-ordinates.
As part of that work, I also refactored Cartesian grids in general. This universe was the third place in the code they were used, so I made a CartesianLattice class which those places (dispersionUni, latUni, and cartesianField) all now use. It sits in SharedModules, but perhaps it is more appropriate in geometry somewhere?
Below is an image generated using the ray tracing visualisation. With respect to performance, intriguingly this particular problem (a pebble with typical packing fraction, in a reflected boundary box) was faster with pure delta tracking than with our hybrid tracking default. This perhaps suggests I could optimize the distance calculation a bit more. Distance caching helps performance dramatically. Having it on shaved off a quarter of the runtime compared to without.

This universe was made with a script to generate particle positions. I should perhaps add this (or something like it) into cream, as well as an example input file.