Geant4 Cross Reference |
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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: G4VViewer.hh,v 1.12 2001/08/14 18:35:19 johna Exp $ >> 25 // GEANT4 tag $Name: geant4-05-01 $ 27 // 26 // 28 // 27 // 29 // John Allison 27th March 1996 28 // John Allison 27th March 1996 30 // 29 // 31 // Class description 30 // Class description 32 // 31 // 33 // Abstract interface class for graphics viewe 32 // Abstract interface class for graphics viewers. 34 33 35 #ifndef G4VVIEWER_HH 34 #ifndef G4VVIEWER_HH 36 #define G4VVIEWER_HH 35 #define G4VVIEWER_HH 37 36 38 #include "globals.hh" 37 #include "globals.hh" 39 38 40 #include "G4SceneTreeItem.hh" << 41 << 42 #include "G4ViewParameters.hh" 39 #include "G4ViewParameters.hh" 43 #include "G4PhysicalVolumeModel.hh" << 44 #include "G4PseudoScene.hh" << 45 << 46 #include <vector> << 47 #include <list> << 48 40 49 class G4VSceneHandler; 41 class G4VSceneHandler; 50 42 51 // clang-format off << 52 class G4VViewer { 43 class G4VViewer { 53 44 54 public: // With description 45 public: // With description 55 46 56 friend std::ostream& operator << (std::ostre << 47 friend G4std::ostream& operator << (G4std::ostream& os, const G4VViewer& v); 57 48 58 G4VViewer (G4VSceneHandler&, G4int id, const << 49 G4VViewer (G4VSceneHandler& scene, G4int id, const G4String& name = ""); 59 virtual ~G4VViewer (); 50 virtual ~G4VViewer (); 60 51 61 virtual void Initialise (); 52 virtual void Initialise (); 62 // Called immediately after construction for 53 // Called immediately after construction for those operations that 63 // must await complete contruction of viewer 54 // must await complete contruction of viewer and all its bases. For 64 // example, if this class (G4VViewer) is inh 55 // example, if this class (G4VViewer) is inherited virtually, as in 65 // the OpenGL sub-category, it will not be f 56 // the OpenGL sub-category, it will not be fully constructed until 66 // *after* the the derived viewer (this is t 57 // *after* the the derived viewer (this is the rule about order of 67 // construction for virtual inheritance), so 58 // construction for virtual inheritance), so the derived viewer may 68 // not use information in G4VViewer in its c 59 // not use information in G4VViewer in its contructor. Hence such 69 // code must be in Initialise(). 60 // code must be in Initialise(). 70 61 71 //////////////////////////////////////////// 62 ////////////////////////////////////////////////////////////// 72 // View manipulation functions. 63 // View manipulation functions. 73 64 74 virtual void ResetView (); << 75 // Reset view parameters to default, includi << 76 // The sub-class should always invoke the ba << 77 // virtual void SubClass::ResetView () { << 78 // G4VViewer::ResetView(); << 79 // // Then reset sub-class parameters << 80 // ... << 81 << 82 virtual void SetView () = 0; 65 virtual void SetView () = 0; 83 // Take view parameters and work out model/v 66 // Take view parameters and work out model/view transformation, 84 // projection transformation, lighting, etc. 67 // projection transformation, lighting, etc. 85 68 86 virtual void ClearView () = 0; 69 virtual void ClearView () = 0; 87 // Clear screen/viewing buffers. 70 // Clear screen/viewing buffers. 88 71 89 virtual void DrawView () = 0; 72 virtual void DrawView () = 0; 90 // Draw view of the scene currently attached 73 // Draw view of the scene currently attached to the scene handler - 91 // see example of a minimal function at end 74 // see example of a minimal function at end of this file. 92 << 93 void RefreshView (); << 94 // Simply invokes SetView, ClearView, DrawVi << 95 75 96 virtual void ShowView (); 76 virtual void ShowView (); 97 // Show view (for graphics systems which req 77 // Show view (for graphics systems which require to process 98 // all drawn objects before finalising the v 78 // all drawn objects before finalising the view). 99 79 100 virtual void FinishView (); 80 virtual void FinishView (); 101 // Called at the end of drawing scene. Used 81 // Called at the end of drawing scene. Used to flush streams, or 102 // swap buffers. (Perhaps it is inappropria 82 // swap buffers. (Perhaps it is inappropriately named, perhaps its 103 // function could be incorporated into EndMo 83 // function could be incorporated into EndModeling (). It marks the 104 // end of scene drawing; be aware hits and d 84 // end of scene drawing; be aware hits and digi drawing may Follow. 105 // It is not yet the end of all drawing; tha 85 // It is not yet the end of all drawing; that is signalled by 106 // ShowView ().) 86 // ShowView ().) 107 87 108 virtual G4bool ReadyToDraw() {return true;} << 109 << 110 std::vector<G4ThreeVector> ComputeFlyThrough << 111 << 112 // Note: the order of calling of MovingToVis << 113 // is undefined, so you may need to implemen << 114 // order - see, e.g., G4OpenGLQtViewer. To s << 115 // as follows - see G4VisManager.cc. << 116 // DoneWithMasterThread << 117 // MovingToVisSubThread ) or ( SwitchToVisSu << 118 // SwitchToVisSubThread ) ( MovingToVisSu << 119 // DoneWithVisSubThread << 120 // MovingToMasterThread << 121 // SwitchToMasterThread << 122 << 123 // Called on the master thread before starti << 124 virtual void DoneWithMasterThread () {} << 125 << 126 // Called on the master thread after startin << 127 virtual void MovingToVisSubThread () {} << 128 << 129 // Called on the vis sub-thread at start of << 130 virtual void SwitchToVisSubThread () {} << 131 << 132 // Called on the vis sub-thread when all eve << 133 virtual void DoneWithVisSubThread () {} << 134 << 135 // Called on the vis sub-thread when all eve << 136 virtual void MovingToMasterThread () {} << 137 << 138 // Called on the master thread after the vis << 139 virtual void SwitchToMasterThread () {} << 140 << 141 //////////////////////////////////////////// << 142 // Stuff for scene tree. << 143 /** << 144 - The scene tree is a tree of G4SceneTreeIt << 145 - Its root is a data member fSceneTree of a << 146 G4VViewer inheritance, << 147 - G4SceneTreeItem is an aggregate of data m << 148 properties of objects in the scene (G4Scene << 149 low-level types - G4String, G4VisAttributes << 150 that it can be used across categories, avoi << 151 - The root item has children that represent << 152 sub-classes) in the scene. << 153 - For a G4PhysicalVolumeModel (detector com << 154 children's children, etc., imitate the geom << 155 model. These descendants are called "toucha << 156 - There may be more than one G4PhysicalVolu << 157 the user creates his/her scene. << 158 - The scene tree is reviewed, and updated i << 159 of G4VSceneHandler::ProcessScene. This is << 160 - A kernel visit is triggered by some vis c << 161 /vis/viewer/rebuild) and by a viewer if it << 162 example, a kernel visit may not be required << 163 but required for a change from surface to w << 164 - The idea is that the scene tree can be pa << 165 create a tree widget, and interactions with << 166 /vis/scene/activateModel, /vis/set/touchabl << 167 The viewer decides if this requires a kerne << 168 must update fSceneTree itself (utilities ar << 169 G4VViewer::TouchableSetVisibility/Colour). << 170 */ << 171 class SceneTreeScene: public G4PseudoScene { << 172 // G4PhysicalVolumeModel sends touchables << 173 public: << 174 SceneTreeScene(G4VViewer*, G4PhysicalVolum << 175 ~SceneTreeScene() = default; << 176 private: << 177 void ProcessVolume(const G4VSolid& solid) << 178 std::list<G4SceneTreeItem>::iterator FindO << 179 (const G4String& modelID, G4SceneTreeItem& << 180 G4int depth, const G4String& partialPathS << 181 G4VViewer* fpViewer = nullptr; << 182 G4PhysicalVolumeModel* fpPVModel = nullptr << 183 std::list<G4SceneTreeItem>::iterator fMod << 184 G4int fMaximumExpandedDepth = 0; // To << 185 const G4int fMaximumExpanded = 30; // So << 186 }; << 187 void InsertModelInSceneTree(G4VModel*); << 188 const G4SceneTreeItem& GetSceneTree() {retur << 189 G4SceneTreeItem& AccessSceneTree() {return f << 190 void UpdateGUISceneTree(); // A utility << 191 const G4int fMaxNTouchables = 10000; // Lim << 192 G4bool fCurtailDescent = false; // Flag to << 193 << 194 //////////////////////////////////////////// 88 ////////////////////////////////////////////////////////////// 195 // Access functions. 89 // Access functions. 196 const G4String& GetName () 90 const G4String& GetName () const; 197 const G4String& GetShortName () 91 const G4String& GetShortName () const; 198 void SetName (c 92 void SetName (const G4String&); 199 G4int GetViewId () 93 G4int GetViewId () const; 200 G4VSceneHandler* GetSceneHandler () 94 G4VSceneHandler* GetSceneHandler () const; 201 const G4ViewParameters& GetViewParameters 95 const G4ViewParameters& GetViewParameters () const; 202 const G4ViewParameters& GetDefaultViewParame 96 const G4ViewParameters& GetDefaultViewParameters () const; 203 G4double GetKernelVisitElapse << 204 << 205 virtual const std::vector<G4ModelingParamete << 206 GetPrivateVisAttributesModifiers() const; << 207 // So that privately accumulated vis attribu << 208 // concatenated with the standard vis attrib << 209 // such as /vis/viewer/set/all and /vis/view << 210 << 211 void SetViewParameters (const G4View 97 void SetViewParameters (const G4ViewParameters& vp); 212 void SetDefaultViewParameters (const G4View 98 void SetDefaultViewParameters (const G4ViewParameters& vp); 213 99 214 //////////////////////////////////////////// 100 ////////////////////////////////////////////////////////////// 215 // Public utility functions. 101 // Public utility functions. 216 102 217 const G4VisAttributes* GetApplicableVisAttr 103 const G4VisAttributes* GetApplicableVisAttributes 218 (c 104 (const G4VisAttributes*) const; 219 105 220 void SetNeedKernelVisit (G4bool need); << 106 void SetNeedKernelVisit (); 221 // Sets individual need-visit flag. << 107 // Sets individual need-visit flags. 222 108 223 void NeedKernelVisit (); 109 void NeedKernelVisit (); 224 // Flags all views the need to re-visit the 110 // Flags all views the need to re-visit the GEANT4 kernel to refresh 225 // the scene. 111 // the scene. 226 112 227 void ProcessView (); << 228 // Used by DrawView (). Invokes SetView (). << 229 << 230 protected: 113 protected: 231 114 232 //////////////////////////////////////////// << 115 void ProcessView (); 233 // Protected utility functions. << 116 // Used by DrawView (). Invokes SetView (). The basic logic is here. 234 << 235 void SetTouchable << 236 (const std::vector<G4PhysicalVolumeModel::G4 << 237 // Set the touchable for /vis/touchable/set/ << 238 << 239 void TouchableSetVisibility << 240 (const std::vector<G4PhysicalVolumeModel::G4 << 241 G4bool visibility); << 242 // Set the touchable visibility attribute. << 243 // Changes the Vis Attribute Modifiers WITHO << 244 << 245 void TouchableSetColour << 246 (const std::vector<G4PhysicalVolumeModel::G4 << 247 const G4Colour&); << 248 // Set the touchable colour attribute. << 249 // Changes the Vis Attribute Modifiers WITHO << 250 117 251 //////////////////////////////////////////// 118 ////////////////////////////////////////////////////////////// 252 // Data members 119 // Data members 253 G4VSceneHandler& fSceneHandler; / 120 G4VSceneHandler& fSceneHandler; // Abstract scene for this view. 254 G4int fViewId; // Id of this i 121 G4int fViewId; // Id of this instance. 255 G4String fName; 122 G4String fName; 256 G4String fShortName; // Up to first 123 G4String fShortName; // Up to first ' ' character, if any. 257 G4ViewParameters fVP; // View paramet 124 G4ViewParameters fVP; // View parameters. 258 G4ViewParameters fDefaultVP; // Default view 125 G4ViewParameters fDefaultVP; // Default view parameters. 259 G4double fKernelVisitElapsedTimeSeco << 260 // Note: fKernelVisitElapsedTimeSeconds is m << 261 G4SceneTreeItem fSceneTree; << 262 126 263 //////////////////////////////////////////// 127 ////////////////////////////////////////////////////////////// 264 // Other parameters. 128 // Other parameters. >> 129 G4bool fModified; // If View Parameters have been modified. 265 G4bool fNeedKernelVisit; // See D 130 G4bool fNeedKernelVisit; // See DrawView() for comments. 266 }; 131 }; 267 132 268 #include "G4VViewer.icc" 133 #include "G4VViewer.icc" 269 134 270 /********************************************* 135 /********************************************* 271 136 272 Here is a minimal DrawView () as it might be i 137 Here is a minimal DrawView () as it might be implemented in the 273 concrete viewer. << 138 concrete view. 274 139 275 void G4VViewer::DrawView () { // Default - co 140 void G4VViewer::DrawView () { // Default - concrete view usually overrides. 276 141 277 // First, a view should decide when to re-vi 142 // First, a view should decide when to re-visit the G4 kernel. 278 // Sometimes it might not be necessary, e.g. 143 // Sometimes it might not be necessary, e.g., if the scene is stored 279 // in a graphical database (e.g., OpenGL's d 144 // in a graphical database (e.g., OpenGL's display lists) and only 280 // the viewing angle has changed. But graph 145 // the viewing angle has changed. But graphics systems without a 281 // graphical database will always need to vi 146 // graphical database will always need to visit the G4 kernel. 282 147 283 NeedKernelVisit (); // Default is - always 148 NeedKernelVisit (); // Default is - always visit G4 kernel. 284 // Note: this routine sets the fNeedKernelVi 149 // Note: this routine sets the fNeedKernelVisit flag of *all* the views of 285 // the scene. 150 // the scene. 286 151 287 ProcessView (); // The basic log 152 ProcessView (); // The basic logic is here. 288 153 289 // Then a view may have more to do, e.g., di 154 // Then a view may have more to do, e.g., display the graphical 290 // database. That code should come here bef 155 // database. That code should come here before finally... 291 156 292 FinishView (); // Flush streams 157 FinishView (); // Flush streams and/or swap buffers. 293 } 158 } 294 159 295 *********************************************/ 160 *********************************************/ 296 161 297 #endif 162 #endif 298 163