Geant4 Cross Reference |
1 // 1 // 2 // ******************************************* 2 // ******************************************************************** 3 // * License and Disclaimer << 3 // * DISCLAIMER * 4 // * 4 // * * 5 // * The Geant4 software is copyright of th << 5 // * The following disclaimer summarizes all the specific disclaimers * 6 // * the Geant4 Collaboration. It is provided << 6 // * of contributors to this software. The specific disclaimers,which * 7 // * conditions of the Geant4 Software License << 7 // * govern, are listed with their locations in: * 8 // * LICENSE and available at http://cern.ch/ << 8 // * http://cern.ch/geant4/license * 9 // * include a list of copyright holders. << 10 // * 9 // * * 11 // * Neither the authors of this software syst 10 // * Neither the authors of this software system, nor their employing * 12 // * institutes,nor the agencies providing fin 11 // * institutes,nor the agencies providing financial support for this * 13 // * work make any representation or warran 12 // * work make any representation or warranty, express or implied, * 14 // * regarding this software system or assum 13 // * regarding this software system or assume any liability for its * 15 // * use. Please see the license in the file << 14 // * use. * 16 // * for the full disclaimer and the limitatio << 17 // * 15 // * * 18 // * This code implementation is the result << 16 // * This code implementation is the intellectual property of the * 19 // * technical work of the GEANT4 collaboratio << 17 // * GEANT4 collaboration. * 20 // * By using, copying, modifying or distri << 18 // * By copying, distributing or modifying the Program (or any work * 21 // * any work based on the software) you ag << 19 // * based on the Program) you indicate your acceptance of this * 22 // * use in resulting scientific publicati << 20 // * statement, and all its terms. * 23 // * acceptance of all terms of the Geant4 Sof << 24 // ******************************************* 21 // ******************************************************************** 25 // 22 // 26 // 23 // >> 24 // $Id: G4VRML2FileViewer.cc,v 1.8 2001/09/18 07:53:16 stanaka Exp $ >> 25 // GEANT4 tag $Name: geant4-05-01-patch-01 $ 27 // 26 // 28 // G4VRML2FileViewer.cc 27 // G4VRML2FileViewer.cc 29 // Satoshi Tanaka & Yasuhide Sawada 28 // Satoshi Tanaka & Yasuhide Sawada 30 29 >> 30 31 //#define DEBUG_FR_VIEW 31 //#define DEBUG_FR_VIEW 32 32 33 #include <cmath> << 33 #include <math.h> 34 34 35 #include "G4VisManager.hh" << 36 #include "G4Scene.hh" 35 #include "G4Scene.hh" 37 #include "G4VRML2FileViewer.hh" 36 #include "G4VRML2FileViewer.hh" 38 #include "G4VRML2FileSceneHandler.hh" 37 #include "G4VRML2FileSceneHandler.hh" 39 #include "G4VRML2File.hh" 38 #include "G4VRML2File.hh" 40 #include "G4SystemOfUnits.hh" << 41 #include "G4ios.hh" 39 #include "G4ios.hh" 42 40 43 G4VRML2FileViewer::G4VRML2FileViewer(G4VRML2Fi << 41 G4VRML2FileViewer::G4VRML2FileViewer(G4VRML2FileSceneHandler& scene, 44 const G4S << 42 const G4String& name) : 45 : G4VViewer(sceneHandler, sceneHandler.Incre << 43 G4VViewer(scene, scene.IncrementViewCount(), name), 46 , fSceneHandler(sceneHandler) << 44 fSceneHandler(scene), 47 , fDest(sceneHandler.fDest) << 45 fDest(scene.fDest) 48 { 46 { 49 fViewHalfAngle = 30. * deg; << 47 fViewHalfAngle = 0.5 * 0.785398 ; // 0.5 * 45*deg 50 fsin_VHA = std::sin(fViewHalfAngle); << 48 fsin_VHA = sin ( fViewHalfAngle ) ; 51 } 49 } 52 50 53 G4VRML2FileViewer::~G4VRML2FileViewer() {} << 51 G4VRML2FileViewer::~G4VRML2FileViewer() >> 52 {} 54 53 55 void G4VRML2FileViewer::SetView() 54 void G4VRML2FileViewer::SetView() 56 { 55 { 57 #if defined DEBUG_FR_VIEW 56 #if defined DEBUG_FR_VIEW 58 if(G4VisManager::GetVerbosity() >= G4VisMana << 57 G4cerr << "***** G4VRML2FileViewer::SetView(): No effects" << G4endl; 59 G4cout << "***** G4VRML2FileViewer::SetVie << 60 #endif 58 #endif 61 59 62 // Do nothing, since VRML a browser is runni << 60 // Do nothing, since VRML a browser is running as a different process. 63 // SendViewParameters () will do this job in << 61 // SendViewParameters () will do this job instead. >> 62 64 } 63 } 65 64 66 void G4VRML2FileViewer::DrawView() 65 void G4VRML2FileViewer::DrawView() 67 { 66 { 68 #if defined DEBUG_FR_VIEW 67 #if defined DEBUG_FR_VIEW 69 if(G4VisManager::GetVerbosity() >= G4VisMana << 68 G4cerr << "***** G4VRML2FileViewer::DrawView()" << G4endl; 70 G4cout << "***** G4VRML2FileViewer::DrawVi << 71 #endif 69 #endif 72 70 73 fSceneHandler.VRMLBeginModeling(); << 71 fSceneHandler.VRMLBeginModeling() ; 74 72 75 // Viewpoint node << 73 // Viewpoint node 76 SendViewParameters(); << 74 SendViewParameters(); 77 75 78 // Here is a minimal DrawView() function. << 76 // Here is a minimal DrawView() function. 79 NeedKernelVisit(); << 77 NeedKernelVisit(); 80 ProcessView(); << 78 ProcessView(); 81 FinishView(); << 79 FinishView(); 82 } 80 } 83 81 84 void G4VRML2FileViewer::ClearView(void) 82 void G4VRML2FileViewer::ClearView(void) 85 { 83 { 86 #if defined DEBUG_FR_VIEW 84 #if defined DEBUG_FR_VIEW 87 if(G4VisManager::GetVerbosity() >= G4VisMana << 85 G4cerr << "***** G4VRML2File1View::ClearView(): No effects" << G4endl; 88 G4cout << "***** G4VRML2File1View::ClearVi << 89 #endif 86 #endif 90 if(fSceneHandler.fFlagDestOpen) << 91 { << 92 fSceneHandler.fDest.close(); << 93 // Re-open with same filename... << 94 fSceneHandler.fDest.open(fSceneHandler.fVR << 95 fSceneHandler.fDest << "#VRML V2.0 utf8" << 96 << "\n"; << 97 fSceneHandler.fDest << "# Generated by VRM << 98 << "\n"; << 99 } << 100 } 87 } 101 88 102 void G4VRML2FileViewer::ShowView(void) 89 void G4VRML2FileViewer::ShowView(void) 103 { 90 { 104 #if defined DEBUG_FR_VIEW 91 #if defined DEBUG_FR_VIEW 105 if(G4VisManager::GetVerbosity() >= G4VisMana << 92 G4cerr << "***** G4VRML2FileViewer::ShowView()" << G4endl; 106 G4cout << "***** G4VRML2FileViewer::ShowVi << 107 #endif 93 #endif 108 fSceneHandler.VRMLEndModeling(); << 94 fSceneHandler.VRMLEndModeling(); 109 } 95 } 110 96 111 void G4VRML2FileViewer::FinishView(void) 97 void G4VRML2FileViewer::FinishView(void) 112 { 98 { 113 #if defined DEBUG_FR_VIEW 99 #if defined DEBUG_FR_VIEW 114 if(G4VisManager::GetVerbosity() >= G4VisMana << 100 G4cerr << "***** G4VRML2FileViewer::FinishView(): No effects" << G4endl; 115 G4cout << "***** G4VRML2FileViewer::Finish << 116 #endif 101 #endif 117 } 102 } 118 103 119 void G4VRML2FileViewer::SendViewParameters() << 104 void G4VRML2FileViewer::SendViewParameters () 120 { 105 { 121 // Calculates view representation based on e 106 // Calculates view representation based on extent of object being 122 // viewed and (initial) direction of camera. 107 // viewed and (initial) direction of camera. (Note: it can change 123 // later due to user interaction via visuali 108 // later due to user interaction via visualization system's GUI.) 124 109 125 #if defined DEBUG_FR_VIEW 110 #if defined DEBUG_FR_VIEW 126 if(G4VisManager::GetVerbosity() >= G4VisMana << 111 G4cerr << "***** G4VRML2FileViewer::SendViewParameters()\n"; 127 G4cout << "***** G4VRML2FileViewer::SendVi << 112 #endif 128 #endif << 113 >> 114 // error recovery >> 115 if ( fsin_VHA < 1.0e-6 ) { return ; } >> 116 >> 117 // camera distance >> 118 G4double extent_radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius(); >> 119 G4double camera_distance = extent_radius / fsin_VHA ; >> 120 >> 121 // camera position on Z axis >> 122 const G4Point3D& target_point >> 123 = fSceneHandler.GetScene()->GetStandardTargetPoint() >> 124 + fVP.GetCurrentTargetPoint(); >> 125 G4double E_z = target_point.z() + camera_distance; >> 126 G4Point3D E(0.0, 0.0, E_z ); >> 127 >> 128 // VRML codes are generated below >> 129 fDest << G4endl; >> 130 fDest << "#---------- CAMERA" << G4endl; >> 131 fDest << "Viewpoint {" << G4endl; >> 132 fDest << "\t" << "position " ; >> 133 fDest << E.x() << " " ; >> 134 fDest << E.y() << " " ; >> 135 fDest << E.z() << G4endl ; >> 136 fDest << "}" << G4endl; >> 137 fDest << G4endl; 129 138 130 // error recovery << 131 if(fsin_VHA < 1.0e-6) << 132 { << 133 return; << 134 } << 135 << 136 // camera distance << 137 G4double extent_radius = << 138 fSceneHandler.GetScene()->GetExtent().GetE << 139 G4double camera_distance = extent_radius / f << 140 << 141 // camera position on Z axis << 142 const G4Point3D& target_point = << 143 fSceneHandler.GetScene()->GetStandardTarge << 144 fVP.GetCurrentTargetPoint(); << 145 G4double E_z = target_point.z() + camera_dis << 146 G4Point3D E(0.0, 0.0, E_z); << 147 << 148 // VRML codes are generated below << 149 fDest << G4endl; << 150 fDest << "#---------- CAMERA" << G4endl; << 151 fDest << "Viewpoint {" << G4endl; << 152 fDest << "\t" << 153 << "position "; << 154 fDest << E.x() << " "; << 155 fDest << E.y() << " "; << 156 fDest << E.z() << G4endl; << 157 fDest << "}" << G4endl; << 158 fDest << G4endl; << 159 } 139 } 160 140