Geant4 Cross Reference |
1 // 1 // 2 // ******************************************* 2 // ******************************************************************** 3 // * License and Disclaimer 3 // * License and Disclaimer * 4 // * 4 // * * 5 // * The Geant4 software is copyright of th 5 // * The Geant4 software is copyright of the Copyright Holders of * 6 // * the Geant4 Collaboration. It is provided 6 // * the Geant4 Collaboration. It is provided under the terms and * 7 // * conditions of the Geant4 Software License 7 // * conditions of the Geant4 Software License, included in the file * 8 // * LICENSE and available at http://cern.ch/ 8 // * LICENSE and available at http://cern.ch/geant4/license . These * 9 // * include a list of copyright holders. 9 // * include a list of copyright holders. * 10 // * 10 // * * 11 // * Neither the authors of this software syst 11 // * Neither the authors of this software system, nor their employing * 12 // * institutes,nor the agencies providing fin 12 // * institutes,nor the agencies providing financial support for this * 13 // * work make any representation or warran 13 // * work make any representation or warranty, express or implied, * 14 // * regarding this software system or assum 14 // * regarding this software system or assume any liability for its * 15 // * use. Please see the license in the file 15 // * use. Please see the license in the file LICENSE and URL above * 16 // * for the full disclaimer and the limitatio 16 // * for the full disclaimer and the limitation of liability. * 17 // * 17 // * * 18 // * This code implementation is the result 18 // * This code implementation is the result of the scientific and * 19 // * technical work of the GEANT4 collaboratio 19 // * technical work of the GEANT4 collaboration. * 20 // * By using, copying, modifying or distri 20 // * By using, copying, modifying or distributing the software (or * 21 // * any work based on the software) you ag 21 // * any work based on the software) you agree to acknowledge its * 22 // * use in resulting scientific publicati 22 // * use in resulting scientific publications, and indicate your * 23 // * acceptance of all terms of the Geant4 Sof 23 // * acceptance of all terms of the Geant4 Software license. * 24 // ******************************************* 24 // ******************************************************************** 25 // 25 // 26 // 26 // >> 27 // $Id: G4VRML2FileViewer.cc,v 1.13 2006/06/29 21:26:13 gunter Exp $ >> 28 // GEANT4 tag $Name: geant4-09-02 $ 27 // 29 // 28 // G4VRML2FileViewer.cc 30 // G4VRML2FileViewer.cc 29 // Satoshi Tanaka & Yasuhide Sawada 31 // Satoshi Tanaka & Yasuhide Sawada 30 32 >> 33 31 //#define DEBUG_FR_VIEW 34 //#define DEBUG_FR_VIEW 32 35 33 #include <cmath> 36 #include <cmath> 34 37 35 #include "G4VisManager.hh" << 36 #include "G4Scene.hh" 38 #include "G4Scene.hh" 37 #include "G4VRML2FileViewer.hh" 39 #include "G4VRML2FileViewer.hh" 38 #include "G4VRML2FileSceneHandler.hh" 40 #include "G4VRML2FileSceneHandler.hh" 39 #include "G4VRML2File.hh" 41 #include "G4VRML2File.hh" 40 #include "G4SystemOfUnits.hh" << 41 #include "G4ios.hh" 42 #include "G4ios.hh" 42 43 43 G4VRML2FileViewer::G4VRML2FileViewer(G4VRML2Fi 44 G4VRML2FileViewer::G4VRML2FileViewer(G4VRML2FileSceneHandler& sceneHandler, 44 const G4S << 45 const G4String& name) : 45 : G4VViewer(sceneHandler, sceneHandler.Incre << 46 G4VViewer(sceneHandler, 46 , fSceneHandler(sceneHandler) << 47 sceneHandler.IncrementViewCount(), 47 , fDest(sceneHandler.fDest) << 48 name), >> 49 fSceneHandler(sceneHandler), >> 50 fDest(sceneHandler.fDest) 48 { 51 { 49 fViewHalfAngle = 30. * deg; << 52 fViewHalfAngle = 0.5 * 0.785398 ; // 0.5 * 45*deg 50 fsin_VHA = std::sin(fViewHalfAngle); << 53 fsin_VHA = std::sin ( fViewHalfAngle ) ; 51 } 54 } 52 55 53 G4VRML2FileViewer::~G4VRML2FileViewer() {} << 56 G4VRML2FileViewer::~G4VRML2FileViewer() >> 57 {} 54 58 55 void G4VRML2FileViewer::SetView() 59 void G4VRML2FileViewer::SetView() 56 { 60 { 57 #if defined DEBUG_FR_VIEW 61 #if defined DEBUG_FR_VIEW 58 if(G4VisManager::GetVerbosity() >= G4VisMana << 62 G4cerr << "***** G4VRML2FileViewer::SetView(): No effects" << G4endl; 59 G4cout << "***** G4VRML2FileViewer::SetVie << 60 #endif 63 #endif 61 64 62 // Do nothing, since VRML a browser is runni << 65 // Do nothing, since VRML a browser is running as a different process. 63 // SendViewParameters () will do this job in << 66 // SendViewParameters () will do this job instead. >> 67 64 } 68 } 65 69 66 void G4VRML2FileViewer::DrawView() 70 void G4VRML2FileViewer::DrawView() 67 { 71 { 68 #if defined DEBUG_FR_VIEW 72 #if defined DEBUG_FR_VIEW 69 if(G4VisManager::GetVerbosity() >= G4VisMana << 73 G4cerr << "***** G4VRML2FileViewer::DrawView()" << G4endl; 70 G4cout << "***** G4VRML2FileViewer::DrawVi << 71 #endif 74 #endif 72 75 73 fSceneHandler.VRMLBeginModeling(); << 76 fSceneHandler.VRMLBeginModeling() ; 74 77 75 // Viewpoint node << 78 // Viewpoint node 76 SendViewParameters(); << 79 SendViewParameters(); 77 80 78 // Here is a minimal DrawView() function. << 81 // Here is a minimal DrawView() function. 79 NeedKernelVisit(); << 82 NeedKernelVisit(); 80 ProcessView(); << 83 ProcessView(); 81 FinishView(); << 84 FinishView(); 82 } 85 } 83 86 84 void G4VRML2FileViewer::ClearView(void) 87 void G4VRML2FileViewer::ClearView(void) 85 { 88 { 86 #if defined DEBUG_FR_VIEW 89 #if defined DEBUG_FR_VIEW 87 if(G4VisManager::GetVerbosity() >= G4VisMana << 90 G4cerr << "***** G4VRML2File1View::ClearView()" << G4endl; 88 G4cout << "***** G4VRML2File1View::ClearVi << 89 #endif 91 #endif 90 if(fSceneHandler.fFlagDestOpen) << 92 if(fSceneHandler.fFlagDestOpen) { 91 { << 92 fSceneHandler.fDest.close(); 93 fSceneHandler.fDest.close(); 93 // Re-open with same filename... 94 // Re-open with same filename... 94 fSceneHandler.fDest.open(fSceneHandler.fVR 95 fSceneHandler.fDest.open(fSceneHandler.fVRMLFileName); 95 fSceneHandler.fDest << "#VRML V2.0 utf8" << 96 fSceneHandler.fDest << "#VRML V2.0 utf8" << "\n"; 96 << "\n"; << 97 fSceneHandler.fDest << "# Generated by VRML 2.0 driver of GEANT4\n" << "\n"; 97 fSceneHandler.fDest << "# Generated by VRM << 98 << "\n"; << 99 } 98 } 100 } 99 } 101 100 102 void G4VRML2FileViewer::ShowView(void) 101 void G4VRML2FileViewer::ShowView(void) 103 { 102 { 104 #if defined DEBUG_FR_VIEW 103 #if defined DEBUG_FR_VIEW 105 if(G4VisManager::GetVerbosity() >= G4VisMana << 104 G4cerr << "***** G4VRML2FileViewer::ShowView()" << G4endl; 106 G4cout << "***** G4VRML2FileViewer::ShowVi << 107 #endif 105 #endif 108 fSceneHandler.VRMLEndModeling(); << 106 fSceneHandler.VRMLEndModeling(); 109 } 107 } 110 108 111 void G4VRML2FileViewer::FinishView(void) 109 void G4VRML2FileViewer::FinishView(void) 112 { 110 { 113 #if defined DEBUG_FR_VIEW 111 #if defined DEBUG_FR_VIEW 114 if(G4VisManager::GetVerbosity() >= G4VisMana << 112 G4cerr << "***** G4VRML2FileViewer::FinishView(): No effects" << G4endl; 115 G4cout << "***** G4VRML2FileViewer::Finish << 116 #endif 113 #endif 117 } 114 } 118 115 119 void G4VRML2FileViewer::SendViewParameters() << 116 void G4VRML2FileViewer::SendViewParameters () 120 { 117 { 121 // Calculates view representation based on e 118 // Calculates view representation based on extent of object being 122 // viewed and (initial) direction of camera. 119 // viewed and (initial) direction of camera. (Note: it can change 123 // later due to user interaction via visuali 120 // later due to user interaction via visualization system's GUI.) 124 121 125 #if defined DEBUG_FR_VIEW 122 #if defined DEBUG_FR_VIEW 126 if(G4VisManager::GetVerbosity() >= G4VisMana << 123 G4cerr << "***** G4VRML2FileViewer::SendViewParameters()\n"; 127 G4cout << "***** G4VRML2FileViewer::SendVi << 124 #endif 128 #endif << 129 125 130 // error recovery << 126 // error recovery 131 if(fsin_VHA < 1.0e-6) << 127 if ( fsin_VHA < 1.0e-6 ) { return ; } 132 { << 128 133 return; << 129 // camera distance 134 } << 130 G4double extent_radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius(); >> 131 G4double camera_distance = extent_radius / fsin_VHA ; >> 132 >> 133 // camera position on Z axis >> 134 const G4Point3D& target_point >> 135 = fSceneHandler.GetScene()->GetStandardTargetPoint() >> 136 + fVP.GetCurrentTargetPoint(); >> 137 G4double E_z = target_point.z() + camera_distance; >> 138 G4Point3D E(0.0, 0.0, E_z ); >> 139 >> 140 // VRML codes are generated below >> 141 fDest << G4endl; >> 142 fDest << "#---------- CAMERA" << G4endl; >> 143 fDest << "Viewpoint {" << G4endl; >> 144 fDest << "\t" << "position " ; >> 145 fDest << E.x() << " " ; >> 146 fDest << E.y() << " " ; >> 147 fDest << E.z() << G4endl ; >> 148 fDest << "}" << G4endl; >> 149 fDest << G4endl; 135 150 136 // 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 } 151 } 160 152