# Physical objects 3D¶

Physical objects are the leafs of the geometry tree. They represent actual objects that have some shape and defined material.

<block3D/> (or <block/>)

Corresponding Python class: plask.geometry.Block3D.

Rectangular block. Its origin is located in the lower back left corner.

Attributes: name – Object name for further reference. In the script section, the object is available by GEO table, which is indexed by names of geometry objects. axes – Specification of the axes. Most popular values are xy, yz, rz (letters are names of the horizontal and vertical axis, respectively). role – Object role. Important for some solvers. material – Definition of the block material (for solid blocks). material-bottom – Definition of the material of the bottom of the block (for blocks with material changing from bottom to top). You should also set material-top and both materials can differs only in composition or amount of dopant. material-top – Definition of the material of top of the block (see also material-bottom). material-shape – Exponent for graded materials. Setting this value to anything different than one allows non-linear change the block material. d{X} (required) – where {X} is the longitudinal axis name: Longitudinal dimension of the cuboid. (float [µm]) d{Y} (required) – where {Y} is the transverse axis name: Transversal dimension of the cuboid. (float [µm]) d{Z} (required) – where {Z} is the vertical axis name: Vertical dimension of the cuboid. (float [µm]) depth – Alias for d{X}. width – Alias for d{Y}. height – Alias for d{Z}. steps-num – Maximum number of the mesh steps in each direction the object is divided into if it is non-uniform. steps-dist – Minimum step size if the object is non-uniform.

Either material or both material-top and material-bottom are required.

<cuboid/>

Alias for <block3d/>.

<cylinder/>

Corresponding Python class: plask.geometry.Cylinder.

Cylinder with its base lying in the horizontal plane. Its origin is located at the center of the lower circular base.

Attributes: name – Object name for further reference. In the script section, the object is available by GEO table, which is indexed by names of geometry objects. axes – Specification of the axes. Most popular values are xy, yz, rz (letters are names of the horizontal and vertical axis, respectively). role – Object role. Important for some solvers. material – Definition of the cylinder material (for solid cylinders). material-bottom – Definition of the material of the bottom of the cylinder (for cylinders with material changing from bottom to top). You should also set material-top and both materials can differs only in composition or amount of dopant. material-top – Definition of the material of top of the cylinder (see also material-bottom). material-shape – Exponent for graded materials. Setting this value to anything different than one allows non-linear change the cylinder material. radius (required) – Radius of the cylinder base. height (required) – Height of the cylinder. steps-num – Maximum number of the mesh steps in each direction the object is divided into if it is non-uniform. steps-dist – Minimum step size if the object is non-uniform.
<prism/>

Corresponding Python class: plask.geometry.Prism.

Prism with triangular base having one vertex at point (0, 0, 0) and specified height.

Attributes: name – Object name for further reference. In the script section, the object is available by GEO table, which is indexed by names of geometry objects. axes – Specification of the axes. Most popular values are xy, yz, rz (letters are names of the horizontal and vertical axis, respectively). role – Object role. Important for some solvers. material – Definition of the triangle material (for solid triangles). material-bottom – Definition of the material of the bottom of the triangle (for triangles with material changing from bottom to top). You should also set material-top and both materials can differs only in composition or amount of dopant. material-top – Definition of the material of top of the triangle (see also material-bottom). material-shape – Exponent for graded materials. Setting this value to anything different than one allows non-linear change the triangle material. a{X} (required) – where {X} is the longitudinal axis name: Coordinate of the first base triangle vertex. (float [µm]) a{Y} (required) – where {Y} is the transverse axis name: Coordinate of the first base triangle vertex. (float [µm]) b{X} (required) – where {X} is the longitudinal axis name: Coordinate of the second base triangle vertex. (float [µm]) b{Y} (required) – where {Y} is the transverse axis name: Coordinate of the second base triangle vertex. (float [µm]) height (required) – Prism height in the vertical direction. (float [µm]) steps-num – Maximum number of the mesh steps in each direction the object is divided into if it is non-uniform. steps-dist – Minimum step size if the object is non-uniform.
<sphere/> (or <circle3d/>)

Corresponding Python class: plask.geometry.Sphere.

Sphere with centre at point (0, 0, 0).

Attributes: name – Object name for further reference. In the script section, the object is available by GEO table, which is indexed by names of geometry objects. axes – Specification of the axes. Most popular values are xy, yz, rz (letters are names of the horizontal and vertical axis, respectively). role – Object role. Important for some solvers. material – Definition of the sphere material (for solid triangles). material-bottom – Definition of the material of the bottom of the sphere (for spheres with material changing from bottom to top). You should also set material-top and both materials can differs only in composition or amount of dopant. material-top – Definition of the material of top of the sphere (see also material-bottom). material-shape – Exponent for graded materials. Setting this value to anything different than one allows non-linear change the sphere material. radius (required) – Radius of the sphere. (float [µm]) steps-num – Maximum number of the mesh steps in each direction the object is divided into if it is non-uniform. steps-dist – Minimum step size if the object is non-uniform.