When slicing a scenario from 3D to 2D (as in SteadyStateResult3Dget_steady_state_result_2d and as in SteadyStateResult3Drender_steady_state_amplitudes), sources and targets are projected into the slice plane (the coordinate of the source/target in the slice axis is dropped). Instead, a new 2D source/target should be created with just the portion of the source/target in the slice plane.
Describe your proposed implementation
Find the places where 2D slices of 3D sources/targets are being taken (the two I know of are mentioned above). If the slice plane goes through a source, get the point sources that appear in the sliced plane and create a new source object of these point sources. If the slice plane goes through a target, calculate the center and radius of the portion of the target that appears in the sliced plane and create a new target from this. The values can just be used in cases where new source/target objects are not needed (believe this would be the case for SteadyStateResult3Drender_steady_state_amplitudes).
Describe the new feature or enhancement
When slicing a scenario from 3D to 2D (as in
SteadyStateResult3D
get_steady_state_result_2d
and as inSteadyStateResult3D
render_steady_state_amplitudes
), sources and targets are projected into the slice plane (the coordinate of the source/target in the slice axis is dropped). Instead, a new 2D source/target should be created with just the portion of the source/target in the slice plane.Describe your proposed implementation
Find the places where 2D slices of 3D sources/targets are being taken (the two I know of are mentioned above). If the slice plane goes through a source, get the point sources that appear in the sliced plane and create a new source object of these point sources. If the slice plane goes through a target, calculate the center and radius of the portion of the target that appears in the sliced plane and create a new target from this. The values can just be used in cases where new source/target objects are not needed (believe this would be the case for
SteadyStateResult3D
render_steady_state_amplitudes
).