Geant4 Cross Reference

Cross-Referencing   Geant4
Geant4/visualization/management/src/G4VSceneHandler.cc

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Diff markup

Differences between /visualization/management/src/G4VSceneHandler.cc (Version 11.3.0) and /visualization/management/src/G4VSceneHandler.cc (Version 10.0.p1)


  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: G4VSceneHandler.cc 73126 2013-08-19 08:01:37Z gcosmo $
 27 //                                                 28 //
 28 //                                                 29 // 
 29 // John Allison  19th July 1996                    30 // John Allison  19th July 1996
 30 // Abstract interface class for graphics scene     31 // Abstract interface class for graphics scenes.
 31                                                    32 
 32 #include "G4VSceneHandler.hh"                      33 #include "G4VSceneHandler.hh"
 33                                                    34 
 34 #include "G4ios.hh"                                35 #include "G4ios.hh"
 35 #include <sstream>                                 36 #include <sstream>
 36                                                    37 
 37 #include "G4VisManager.hh"                         38 #include "G4VisManager.hh"
 38 #include "G4VGraphicsSystem.hh"                    39 #include "G4VGraphicsSystem.hh"
 39 #include "G4VViewer.hh"                            40 #include "G4VViewer.hh"
 40 #include "G4VSolid.hh"                             41 #include "G4VSolid.hh"
 41 #include "G4RotationMatrix.hh"                     42 #include "G4RotationMatrix.hh"
 42 #include "G4ThreeVector.hh"                        43 #include "G4ThreeVector.hh"
 43 #include "G4VPhysicalVolume.hh"                    44 #include "G4VPhysicalVolume.hh"
 44 #include "G4Material.hh"                           45 #include "G4Material.hh"
 45 #include "G4Polyline.hh"                           46 #include "G4Polyline.hh"
                                                   >>  47 #include "G4Scale.hh"
 46 #include "G4Text.hh"                               48 #include "G4Text.hh"
 47 #include "G4Circle.hh"                             49 #include "G4Circle.hh"
 48 #include "G4Square.hh"                             50 #include "G4Square.hh"
 49 #include "G4Polymarker.hh"                         51 #include "G4Polymarker.hh"
 50 #include "G4Polyhedron.hh"                         52 #include "G4Polyhedron.hh"
 51 #include "G4Visible.hh"                            53 #include "G4Visible.hh"
 52 #include "G4VisAttributes.hh"                      54 #include "G4VisAttributes.hh"
 53 #include "G4VModel.hh"                             55 #include "G4VModel.hh"
 54 #include "G4TrajectoriesModel.hh"                  56 #include "G4TrajectoriesModel.hh"
 55 #include "G4Box.hh"                                57 #include "G4Box.hh"
 56 #include "G4Cons.hh"                               58 #include "G4Cons.hh"
 57 #include "G4Orb.hh"                            <<  59 #include "G4Tubs.hh"
 58 #include "G4Para.hh"                           <<  60 #include "G4Trd.hh"
                                                   >>  61 #include "G4Trap.hh"
 59 #include "G4Sphere.hh"                             62 #include "G4Sphere.hh"
                                                   >>  63 #include "G4Para.hh"
 60 #include "G4Torus.hh"                              64 #include "G4Torus.hh"
 61 #include "G4Trap.hh"                           << 
 62 #include "G4Trd.hh"                            << 
 63 #include "G4Tubs.hh"                           << 
 64 #include "G4Ellipsoid.hh"                      << 
 65 #include "G4Polycone.hh"                           65 #include "G4Polycone.hh"
 66 #include "G4Polyhedra.hh"                          66 #include "G4Polyhedra.hh"
 67 #include "G4Tet.hh"                            << 
 68 #include "G4DisplacedSolid.hh"                     67 #include "G4DisplacedSolid.hh"
 69 #include "G4UnionSolid.hh"                     << 
 70 #include "G4IntersectionSolid.hh"              << 
 71 #include "G4SubtractionSolid.hh"               << 
 72 #include "G4LogicalVolume.hh"                      68 #include "G4LogicalVolume.hh"
 73 #include "G4PhysicalVolumeModel.hh"                69 #include "G4PhysicalVolumeModel.hh"
 74 #include "G4ModelingParameters.hh"                 70 #include "G4ModelingParameters.hh"
 75 #include "G4VTrajectory.hh"                        71 #include "G4VTrajectory.hh"
 76 #include "G4VTrajectoryPoint.hh"                   72 #include "G4VTrajectoryPoint.hh"
 77 #include "G4HitsModel.hh"                          73 #include "G4HitsModel.hh"
 78 #include "G4VHit.hh"                               74 #include "G4VHit.hh"
 79 #include "G4VDigi.hh"                              75 #include "G4VDigi.hh"
 80 #include "G4ScoringManager.hh"                     76 #include "G4ScoringManager.hh"
 81 #include "G4VScoringMesh.hh"                   << 
 82 #include "G4Mesh.hh"                           << 
 83 #include "G4DefaultLinearColorMap.hh"              77 #include "G4DefaultLinearColorMap.hh"
 84 #include "G4QuickRand.hh"                      <<  78 #include "Randomize.hh"
 85 #include "G4StateManager.hh"                       79 #include "G4StateManager.hh"
 86 #include "G4RunManager.hh"                         80 #include "G4RunManager.hh"
 87 #include "G4RunManagerFactory.hh"              << 
 88 #include "G4Run.hh"                                81 #include "G4Run.hh"
 89 #include "G4Transform3D.hh"                        82 #include "G4Transform3D.hh"
 90 #include "G4AttHolder.hh"                          83 #include "G4AttHolder.hh"
 91 #include "G4AttDef.hh"                             84 #include "G4AttDef.hh"
 92 #include "G4SceneTreeItem.hh"                  << 
 93 #include "G4VVisCommand.hh"                    << 
 94 #include "G4PhysicalConstants.hh"                  85 #include "G4PhysicalConstants.hh"
 95 #include "G4SystemOfUnits.hh"                  << 
 96                                                << 
 97 #define G4warn G4cout                          << 
 98                                                    86 
 99 G4VSceneHandler::G4VSceneHandler (G4VGraphicsS     87 G4VSceneHandler::G4VSceneHandler (G4VGraphicsSystem& system, G4int id, const G4String& name):
100   fSystem                (system),                 88   fSystem                (system),
101   fSceneHandlerId        (id),                     89   fSceneHandlerId        (id),
102   fViewCount             (0),                      90   fViewCount             (0),
103   fpViewer               (0),                      91   fpViewer               (0),
104   fpScene                (0),                      92   fpScene                (0),
105   fMarkForClearingTransientStore (true),  // R     93   fMarkForClearingTransientStore (true),  // Ready for first
106             // ClearTransientStoreIfMarked(),      94             // ClearTransientStoreIfMarked(),
107             // e.g., at end of run (see            95             // e.g., at end of run (see
108             // G4VisManager.cc).                   96             // G4VisManager.cc).
109   fReadyForTransients    (true),  // Only fals     97   fReadyForTransients    (true),  // Only false while processing scene.
110   fProcessingSolid       (false),                  98   fProcessingSolid       (false),
111   fProcessing2D          (false),                  99   fProcessing2D          (false),
112   fpModel                (0),                     100   fpModel                (0),
113   fNestingDepth          (0),                     101   fNestingDepth          (0),
114   fpVisAttribs           (0)                      102   fpVisAttribs           (0)
115 {                                                 103 {
116   G4VisManager* pVMan = G4VisManager::GetInsta    104   G4VisManager* pVMan = G4VisManager::GetInstance ();
117   fpScene = pVMan -> GetCurrentScene ();          105   fpScene = pVMan -> GetCurrentScene ();
118   if (name == "") {                               106   if (name == "") {
119     std::ostringstream ost;                       107     std::ostringstream ost;
120     ost << fSystem.GetName () << '-' << fScene    108     ost << fSystem.GetName () << '-' << fSceneHandlerId;
121     fName = ost.str();                            109     fName = ost.str();
122   }                                               110   }
123   else {                                          111   else {
124     fName = name;                                 112     fName = name;
125   }                                               113   }
126   fTransientsDrawnThisEvent = pVMan->GetTransi    114   fTransientsDrawnThisEvent = pVMan->GetTransientsDrawnThisEvent();
127   fTransientsDrawnThisRun = pVMan->GetTransien    115   fTransientsDrawnThisRun = pVMan->GetTransientsDrawnThisRun();
128 }                                                 116 }
129                                                   117 
130 G4VSceneHandler::~G4VSceneHandler () {            118 G4VSceneHandler::~G4VSceneHandler () {
131   G4VViewer* last;                                119   G4VViewer* last;
132   while( ! fViewerList.empty() ) {                120   while( ! fViewerList.empty() ) {
133     last = fViewerList.back();                    121     last = fViewerList.back();
134     fViewerList.pop_back();                       122     fViewerList.pop_back();
135     delete last;                                  123     delete last;
136   }                                               124   }
137 }                                                 125 }
138                                                   126 
139 const G4VisExtent& G4VSceneHandler::GetExtent(    127 const G4VisExtent& G4VSceneHandler::GetExtent() const
140 {                                                 128 {
141   if (fpScene) {                                  129   if (fpScene) {
142     return fpScene->GetExtent();                  130     return fpScene->GetExtent();
143   } else {                                        131   } else {
144     static const G4VisExtent defaultExtent = G << 132     return G4VisExtent::NullExtent;
145     return defaultExtent;                      << 
146   }                                               133   }
147 }                                                 134 }
148                                                   135 
149 void G4VSceneHandler::PreAddSolid (const G4Tra    136 void G4VSceneHandler::PreAddSolid (const G4Transform3D& objectTransformation,
150            const G4VisAttributes& visAttribs)     137            const G4VisAttributes& visAttribs) {
151   fObjectTransformation = objectTransformation    138   fObjectTransformation = objectTransformation;
152   fpVisAttribs = &visAttribs;                     139   fpVisAttribs = &visAttribs;
153   fProcessingSolid = true;                        140   fProcessingSolid = true;
154 }                                                 141 }
155                                                   142 
156 void G4VSceneHandler::PostAddSolid () {           143 void G4VSceneHandler::PostAddSolid () {
157   fpVisAttribs = 0;                               144   fpVisAttribs = 0;
158   fProcessingSolid = false;                       145   fProcessingSolid = false;
159   if (fReadyForTransients) {                      146   if (fReadyForTransients) {
160     fTransientsDrawnThisEvent = true;             147     fTransientsDrawnThisEvent = true;
161     fTransientsDrawnThisRun = true;               148     fTransientsDrawnThisRun = true;
162   }                                               149   }
163 }                                                 150 }
164                                                   151 
165 void G4VSceneHandler::BeginPrimitives             152 void G4VSceneHandler::BeginPrimitives
166 (const G4Transform3D& objectTransformation) {     153 (const G4Transform3D& objectTransformation) {
167   //static G4int count = 0;                       154   //static G4int count = 0;
168   //G4cout << "G4VSceneHandler::BeginPrimitive    155   //G4cout << "G4VSceneHandler::BeginPrimitives: " << count++ << G4endl;
169   fNestingDepth++;                                156   fNestingDepth++;
170   if (fNestingDepth > 1)                          157   if (fNestingDepth > 1)
171     G4Exception                                   158     G4Exception
172       ("G4VSceneHandler::BeginPrimitives",        159       ("G4VSceneHandler::BeginPrimitives",
173        "visman0101", FatalException,              160        "visman0101", FatalException,
174        "Nesting detected. It is illegal to nes    161        "Nesting detected. It is illegal to nest Begin/EndPrimitives.");
175   fObjectTransformation = objectTransformation    162   fObjectTransformation = objectTransformation;
176 }                                                 163 }
177                                                   164 
178 void G4VSceneHandler::EndPrimitives () {          165 void G4VSceneHandler::EndPrimitives () {
179   if (fNestingDepth <= 0)                         166   if (fNestingDepth <= 0)
180     G4Exception("G4VSceneHandler::EndPrimitive    167     G4Exception("G4VSceneHandler::EndPrimitives",
181     "visman0102", FatalException, "Nesting err    168     "visman0102", FatalException, "Nesting error.");
182   fNestingDepth--;                                169   fNestingDepth--;
183   if (fReadyForTransients) {                      170   if (fReadyForTransients) {
184     fTransientsDrawnThisEvent = true;             171     fTransientsDrawnThisEvent = true;
185     fTransientsDrawnThisRun = true;               172     fTransientsDrawnThisRun = true;
186   }                                               173   }
187 }                                                 174 }
188                                                   175 
189 void G4VSceneHandler::BeginPrimitives2D           176 void G4VSceneHandler::BeginPrimitives2D
190 (const G4Transform3D& objectTransformation) {     177 (const G4Transform3D& objectTransformation) {
191   fNestingDepth++;                                178   fNestingDepth++;
192   if (fNestingDepth > 1)                          179   if (fNestingDepth > 1)
193     G4Exception                                   180     G4Exception
194       ("G4VSceneHandler::BeginPrimitives2D",      181       ("G4VSceneHandler::BeginPrimitives2D",
195        "visman0103", FatalException,              182        "visman0103", FatalException,
196        "Nesting detected. It is illegal to nes    183        "Nesting detected. It is illegal to nest Begin/EndPrimitives.");
197   fObjectTransformation = objectTransformation    184   fObjectTransformation = objectTransformation;
198   fProcessing2D = true;                           185   fProcessing2D = true;
199 }                                                 186 }
200                                                   187 
201 void G4VSceneHandler::EndPrimitives2D () {        188 void G4VSceneHandler::EndPrimitives2D () {
202   if (fNestingDepth <= 0)                         189   if (fNestingDepth <= 0)
203     G4Exception("G4VSceneHandler::EndPrimitive    190     G4Exception("G4VSceneHandler::EndPrimitives2D",
204     "visman0104", FatalException, "Nesting err    191     "visman0104", FatalException, "Nesting error.");
205   fNestingDepth--;                                192   fNestingDepth--;
206   if (fReadyForTransients) {                      193   if (fReadyForTransients) {
207     fTransientsDrawnThisEvent = true;             194     fTransientsDrawnThisEvent = true;
208     fTransientsDrawnThisRun = true;               195     fTransientsDrawnThisRun = true;
209   }                                               196   }
210   fProcessing2D = false;                          197   fProcessing2D = false;
211 }                                                 198 }
212                                                   199 
213 void G4VSceneHandler::BeginModeling () {          200 void G4VSceneHandler::BeginModeling () {
214 }                                                 201 }
215                                                   202 
216 void G4VSceneHandler::EndModeling ()              203 void G4VSceneHandler::EndModeling ()
217 {                                                 204 {
218   fpModel = 0;                                    205   fpModel = 0;
219 }                                                 206 }
220                                                   207 
221 void G4VSceneHandler::ClearStore () {}            208 void G4VSceneHandler::ClearStore () {}
222                                                   209 
223 void G4VSceneHandler::ClearTransientStore () {    210 void G4VSceneHandler::ClearTransientStore () {}
224                                                   211 
225 template <class T> void G4VSceneHandler::AddSo << 
226 (const T& solid)                               << 
227 {                                              << 
228   // Get and check applicable vis attributes.  << 
229   fpVisAttribs = fpViewer->GetApplicableVisAtt << 
230   RequestPrimitives (solid);                   << 
231 }                                              << 
232                                                << 
233 template <class T> void G4VSceneHandler::AddSo << 
234 (const T& solid)                               << 
235 {                                              << 
236   // Get and check applicable vis attributes.  << 
237   fpVisAttribs = fpViewer->GetApplicableVisAtt << 
238   // Draw with auxiliary edges unless otherwis << 
239   if (!fpVisAttribs->IsForceAuxEdgeVisible())  << 
240     // Create a vis atts object for the modifi << 
241     // It is static so that we may return a re << 
242     static G4VisAttributes visAttsWithAuxEdges << 
243     // Initialise it with the current vis atts << 
244     visAttsWithAuxEdges = *fpVisAttribs;       << 
245     // Force auxiliary edges visible.          << 
246     visAttsWithAuxEdges.SetForceAuxEdgeVisible << 
247     fpVisAttribs = &visAttsWithAuxEdges;       << 
248   }                                            << 
249   RequestPrimitives (solid);                   << 
250 }                                              << 
251                                                << 
252 void G4VSceneHandler::AddSolid (const G4Box& b    212 void G4VSceneHandler::AddSolid (const G4Box& box) {
253   AddSolidT (box);                             << 213   RequestPrimitives (box);
254   // If your graphics system is sophisticated  << 214 // If your graphics system is sophisticated enough to handle a
255   //  particular solid shape as a primitive, i << 215 //  particular solid shape as a primitive, in your derived class write a
256   //  function to override this.               << 216 //  function to override this.  (Note: some compilers warn that your
257   // Your function might look like this...     << 217 //  function "hides" this one.  That's OK.)
258   // void G4MySceneHandler::AddSolid (const G4 << 218 // Your function might look like this...
259   // Get and check applicable vis attributes.  << 219 // void G4MyScene::AddSolid (const G4Box& box) {
260   //   fpVisAttribs = fpViewer->GetApplicableV << 220 // Get parameters of appropriate object, e.g.:
261   // Do not draw if not visible.               << 221 //   G4double dx = box.GetXHalfLength ();
262   //   if (fpVisAttribs->IsVisible()) {        << 222 //   G4double dy = box.GetYHalfLength ();
263   //   Get parameters of appropriate object, e << 223 //   G4double dz = box.GetZHalfLength ();
264   //     G4double dx = box.GetXHalfLength ();  << 224 // and Draw or Store in your display List.
265   //     G4double dy = box.GetYHalfLength ();  << 
266   //     G4double dz = box.GetZHalfLength ();  << 
267   //     ...                                   << 
268   //     and Draw or Store in your display Lis << 
269 }                                                 225 }
270                                                   226 
271 void G4VSceneHandler::AddSolid (const G4Cons&  << 227 void G4VSceneHandler::AddSolid (const G4Tubs& tubs) {
272   AddSolidT (cons);                            << 228   RequestPrimitives (tubs);
273 }                                              << 
274                                                << 
275 void G4VSceneHandler::AddSolid (const G4Orb& o << 
276   AddSolidWithAuxiliaryEdges (orb);            << 
277 }                                              << 
278                                                << 
279 void G4VSceneHandler::AddSolid (const G4Para&  << 
280   AddSolidT (para);                            << 
281 }                                                 229 }
282                                                   230 
283 void G4VSceneHandler::AddSolid (const G4Sphere << 231 void G4VSceneHandler::AddSolid (const G4Cons& cons) {
284   AddSolidWithAuxiliaryEdges (sphere);         << 232   RequestPrimitives (cons);
285 }                                                 233 }
286                                                   234 
287 void G4VSceneHandler::AddSolid (const G4Torus& << 235 void G4VSceneHandler::AddSolid (const G4Trd& trd) {
288   AddSolidWithAuxiliaryEdges (torus);          << 236   RequestPrimitives (trd);
289 }                                                 237 }
290                                                   238 
291 void G4VSceneHandler::AddSolid (const G4Trap&     239 void G4VSceneHandler::AddSolid (const G4Trap& trap) {
292   AddSolidT (trap);                            << 240   RequestPrimitives (trap);
293 }                                                 241 }
294                                                   242 
295 void G4VSceneHandler::AddSolid (const G4Trd& t << 243 void G4VSceneHandler::AddSolid (const G4Sphere& sphere) {
296   AddSolidT (trd);                             << 244   RequestPrimitives (sphere );
297 }                                                 245 }
298                                                   246 
299 void G4VSceneHandler::AddSolid (const G4Tubs&  << 247 void G4VSceneHandler::AddSolid (const G4Para& para) {
300   AddSolidT (tubs);                            << 248   RequestPrimitives (para);
301 }                                                 249 }
302                                                   250 
303 void G4VSceneHandler::AddSolid (const G4Ellips << 251 void G4VSceneHandler::AddSolid (const G4Torus& torus) {
304   AddSolidWithAuxiliaryEdges (ellipsoid);      << 252   RequestPrimitives (torus);
305 }                                                 253 }
306                                                   254 
307 void G4VSceneHandler::AddSolid (const G4Polyco    255 void G4VSceneHandler::AddSolid (const G4Polycone& polycone) {
308   AddSolidT (polycone);                        << 256   RequestPrimitives (polycone);
309 }                                                 257 }
310                                                   258 
311 void G4VSceneHandler::AddSolid (const G4Polyhe    259 void G4VSceneHandler::AddSolid (const G4Polyhedra& polyhedra) {
312   AddSolidT (polyhedra);                       << 260   RequestPrimitives (polyhedra);
313 }                                              << 
314                                                << 
315 void G4VSceneHandler::AddSolid (const G4Tessel << 
316   AddSolidT (tess);                            << 
317 }                                                 261 }
318                                                   262 
319 void G4VSceneHandler::AddSolid (const G4VSolid    263 void G4VSceneHandler::AddSolid (const G4VSolid& solid) {
320   AddSolidT (solid);                           << 264   RequestPrimitives (solid);
321 }                                                 265 }
322                                                   266 
323 void G4VSceneHandler::AddCompound (const G4VTr    267 void G4VSceneHandler::AddCompound (const G4VTrajectory& traj) {
324   G4TrajectoriesModel* trajectoriesModel =        268   G4TrajectoriesModel* trajectoriesModel =
325     dynamic_cast<G4TrajectoriesModel*>(fpModel    269     dynamic_cast<G4TrajectoriesModel*>(fpModel);
326   if (trajectoriesModel)                          270   if (trajectoriesModel)
327     traj.DrawTrajectory();                        271     traj.DrawTrajectory();
328   else {                                          272   else {
329     G4Exception                                   273     G4Exception
330     ("G4VSceneHandler::AddCompound(const G4VTr    274     ("G4VSceneHandler::AddCompound(const G4VTrajectory&)",
331      "visman0105", FatalException, "Not a G4Tr    275      "visman0105", FatalException, "Not a G4TrajectoriesModel.");
332   }                                               276   }
333 }                                                 277 }
334                                                   278 
335 void G4VSceneHandler::AddCompound (const G4VHi    279 void G4VSceneHandler::AddCompound (const G4VHit& hit) {
336   // Cast away const because Draw is non-const    280   // Cast away const because Draw is non-const!!!!
337   const_cast<G4VHit&>(hit).Draw();                281   const_cast<G4VHit&>(hit).Draw();
338 }                                                 282 }
339                                                   283 
340 void G4VSceneHandler::AddCompound (const G4VDi    284 void G4VSceneHandler::AddCompound (const G4VDigi& digi) {
341   // Cast away const because Draw is non-const    285   // Cast away const because Draw is non-const!!!!
342   const_cast<G4VDigi&>(digi).Draw();              286   const_cast<G4VDigi&>(digi).Draw();
343 }                                                 287 }
344                                                   288 
345 void G4VSceneHandler::AddCompound (const G4THi    289 void G4VSceneHandler::AddCompound (const G4THitsMap<G4double>& hits) {
346   using MeshScoreMap = G4VScoringMesh::MeshSco << 
347   //G4cout << "AddCompound: hits: " << &hits <    290   //G4cout << "AddCompound: hits: " << &hits << G4endl;
348   G4bool scoreMapHits = false;                    291   G4bool scoreMapHits = false;
349   G4ScoringManager* scoringManager = G4Scoring    292   G4ScoringManager* scoringManager = G4ScoringManager::GetScoringManagerIfExist();
350   if (scoringManager) {                           293   if (scoringManager) {
351     std::size_t nMeshes = scoringManager->GetN << 294     size_t nMeshes = scoringManager->GetNumberOfMesh();
352     for (std::size_t iMesh = 0; iMesh < nMeshe << 295     for (size_t iMesh = 0; iMesh < nMeshes; ++iMesh) {
353       G4VScoringMesh* mesh = scoringManager->G << 296       G4VScoringMesh* mesh = scoringManager->GetMesh(iMesh);
354       if (mesh && mesh->IsActive()) {             297       if (mesh && mesh->IsActive()) {
355   MeshScoreMap scoreMap = mesh->GetScoreMap();    298   MeshScoreMap scoreMap = mesh->GetScoreMap();
356         const G4String& mapNam = const_cast<G4 << 299   for(MeshScoreMap::const_iterator i = scoreMap.begin();
357   for(MeshScoreMap::const_iterator i = scoreMa << 300       i != scoreMap.end(); ++i) {
358       i != scoreMap.cend(); ++i) {             << 
359     const G4String& scoreMapName = i->first;      301     const G4String& scoreMapName = i->first;
360     if (scoreMapName == mapNam) {              << 302     const G4THitsMap<G4double>* foundHits = i->second;
                                                   >> 303     if (foundHits == &hits) {
361       G4DefaultLinearColorMap colorMap("G4VSce    304       G4DefaultLinearColorMap colorMap("G4VSceneHandlerColorMap");
362       scoreMapHits = true;                        305       scoreMapHits = true;
363       mesh->DrawMesh(scoreMapName, &colorMap);    306       mesh->DrawMesh(scoreMapName, &colorMap);
364     }                                             307     }
365   }                                               308   }
366       }                                           309       }
367     }                                             310     }
368   }                                               311   }
369   if (scoreMapHits) {                             312   if (scoreMapHits) {
370     static G4bool first = true;                   313     static G4bool first = true;
371     if (first) {                                  314     if (first) {
372       first = false;                              315       first = false;
373       G4cout <<                                   316       G4cout <<
374   "Scoring map drawn with default parameters."    317   "Scoring map drawn with default parameters."
375   "\n  To get gMocren file for gMocren browser    318   "\n  To get gMocren file for gMocren browser:"
376   "\n    /vis/open gMocrenFile"                   319   "\n    /vis/open gMocrenFile"
377   "\n    /vis/viewer/flush"                       320   "\n    /vis/viewer/flush"
378   "\n  Many other options available with /scor    321   "\n  Many other options available with /score/draw... commands."
379   "\n  You might want to \"/vis/viewer/set/aut    322   "\n  You might want to \"/vis/viewer/set/autoRefresh false\"."
380        << G4endl;                                 323        << G4endl;
381     }                                             324     }
382   } else {  // Not score map hits.  Just call     325   } else {  // Not score map hits.  Just call DrawAllHits.
383     // Cast away const because DrawAllHits is     326     // Cast away const because DrawAllHits is non-const!!!!
384     const_cast<G4THitsMap<G4double>&>(hits).Dr    327     const_cast<G4THitsMap<G4double>&>(hits).DrawAllHits();
385   }                                               328   }
386 }                                                 329 }
387                                                   330 
388 void G4VSceneHandler::AddCompound (const G4THi << 331 void G4VSceneHandler::AddViewerToList (G4VViewer* pViewer) {
389   using MeshScoreMap = G4VScoringMesh::MeshSco << 332   fViewerList.push_back (pViewer);
390   //G4cout << "AddCompound: hits: " << &hits < << 
391   G4bool scoreMapHits = false;                 << 
392   G4ScoringManager* scoringManager = G4Scoring << 
393   if (scoringManager) {                        << 
394     std::size_t nMeshes = scoringManager->GetN << 
395     for (std::size_t iMesh = 0; iMesh < nMeshe << 
396       G4VScoringMesh* mesh = scoringManager->G << 
397       if (mesh && mesh->IsActive()) {          << 
398   MeshScoreMap scoreMap = mesh->GetScoreMap(); << 
399   for(MeshScoreMap::const_iterator i = scoreMa << 
400       i != scoreMap.cend(); ++i) {             << 
401     const G4String& scoreMapName = i->first;   << 
402     const G4THitsMap<G4StatDouble>* foundHits  << 
403     if (foundHits == &hits) {                  << 
404       G4DefaultLinearColorMap colorMap("G4VSce << 
405       scoreMapHits = true;                     << 
406       mesh->DrawMesh(scoreMapName, &colorMap); << 
407     }                                          << 
408   }                                            << 
409       }                                        << 
410     }                                          << 
411   }                                            << 
412   if (scoreMapHits) {                          << 
413     static G4bool first = true;                << 
414     if (first) {                               << 
415       first = false;                           << 
416       G4cout <<                                << 
417   "Scoring map drawn with default parameters." << 
418   "\n  To get gMocren file for gMocren browser << 
419   "\n    /vis/open gMocrenFile"                << 
420   "\n    /vis/viewer/flush"                    << 
421   "\n  Many other options available with /scor << 
422   "\n  You might want to \"/vis/viewer/set/aut << 
423        << G4endl;                              << 
424     }                                          << 
425   } else {  // Not score map hits.  Just call  << 
426     // Cast away const because DrawAllHits is  << 
427     const_cast<G4THitsMap<G4StatDouble>&>(hits << 
428   }                                            << 
429 }                                                 333 }
430                                                   334 
431 void G4VSceneHandler::AddCompound(const G4Mesh << 335 void G4VSceneHandler::AddPrimitive (const G4Scale& scale) {
432 {                                              << 
433   G4warn <<                                    << 
434   "There has been an attempt to draw a mesh wi << 
435   << fpViewer->GetViewParameters().GetSpecialM << 
436   << "\":\n" << mesh                           << 
437   << "but it is not of a recognised type or is << 
438   "\nby the current graphics driver. Instead w << 
439   "\ncontainer \"" << mesh.GetContainerVolume( << 
440   << G4endl;                                   << 
441   const auto& pv = mesh.GetContainerVolume();  << 
442   const auto& lv = pv->GetLogicalVolume();     << 
443   const auto& solid = lv->GetSolid();          << 
444   const auto& transform = mesh.GetTransform(); << 
445   // Make sure container is visible            << 
446   G4VisAttributes tmpVisAtts;  // Visible, whi << 
447   const auto& saveVisAtts = lv->GetVisAttribut << 
448   if (saveVisAtts) {                           << 
449     tmpVisAtts = *saveVisAtts;                 << 
450     tmpVisAtts.SetVisibility(true);            << 
451     auto colour = saveVisAtts->GetColour();    << 
452     colour.SetAlpha(1.);                       << 
453     tmpVisAtts.SetColour(colour);              << 
454   }                                            << 
455   // Draw container                            << 
456   PreAddSolid(transform,tmpVisAtts);           << 
457   solid->DescribeYourselfTo(*this);            << 
458   PostAddSolid();                              << 
459   // Restore vis attributes                    << 
460   lv->SetVisAttributes(saveVisAtts);           << 
461 }                                              << 
462                                                   336 
463 void G4VSceneHandler::AddViewerToList (G4VView << 337   const G4double margin(0.01);
464   fViewerList.push_back (pViewer);             << 338   // Fractional margin - ensures scale is comfortably inside viewing
                                                   >> 339   // volume.
                                                   >> 340   const G4double oneMinusMargin (1. - margin);
                                                   >> 341 
                                                   >> 342   const G4VisExtent& sceneExtent = fpScene->GetExtent();
                                                   >> 343 
                                                   >> 344   // Useful constants...
                                                   >> 345   const G4double length(scale.GetLength());
                                                   >> 346   const G4double halfLength(length / 2.);
                                                   >> 347   const G4double tickLength(length / 20.);
                                                   >> 348   const G4double piBy2(halfpi);
                                                   >> 349 
                                                   >> 350   // Get size of scene...
                                                   >> 351   const G4double xmin = sceneExtent.GetXmin();
                                                   >> 352   const G4double xmax = sceneExtent.GetXmax();
                                                   >> 353   const G4double ymin = sceneExtent.GetYmin();
                                                   >> 354   const G4double ymax = sceneExtent.GetYmax();
                                                   >> 355   const G4double zmin = sceneExtent.GetZmin();
                                                   >> 356   const G4double zmax = sceneExtent.GetZmax();
                                                   >> 357 
                                                   >> 358   // Create (empty) polylines having the same vis attributes...
                                                   >> 359   G4Polyline scaleLine, tick11, tick12, tick21, tick22;
                                                   >> 360   G4VisAttributes visAtts(*scale.GetVisAttributes());  // Long enough life.
                                                   >> 361   scaleLine.SetVisAttributes(&visAtts);
                                                   >> 362   tick11.SetVisAttributes(&visAtts);
                                                   >> 363   tick12.SetVisAttributes(&visAtts);
                                                   >> 364   tick21.SetVisAttributes(&visAtts);
                                                   >> 365   tick22.SetVisAttributes(&visAtts);
                                                   >> 366 
                                                   >> 367   // Add points to the polylines to represent an scale parallel to the
                                                   >> 368   // x-axis centred on the origin...
                                                   >> 369   G4Point3D r1(G4Point3D(-halfLength, 0., 0.));
                                                   >> 370   G4Point3D r2(G4Point3D( halfLength, 0., 0.));
                                                   >> 371   scaleLine.push_back(r1);
                                                   >> 372   scaleLine.push_back(r2);
                                                   >> 373   G4Point3D ticky(0., tickLength, 0.);
                                                   >> 374   G4Point3D tickz(0., 0., tickLength);
                                                   >> 375   tick11.push_back(r1 + ticky);
                                                   >> 376   tick11.push_back(r1 - ticky);
                                                   >> 377   tick12.push_back(r1 + tickz);
                                                   >> 378   tick12.push_back(r1 - tickz);
                                                   >> 379   tick21.push_back(r2 + ticky);
                                                   >> 380   tick21.push_back(r2 - ticky);
                                                   >> 381   tick22.push_back(r2 + tickz);
                                                   >> 382   tick22.push_back(r2 - tickz);
                                                   >> 383   G4Point3D textPosition(0., tickLength, 0.);
                                                   >> 384 
                                                   >> 385   // Transform appropriately...
                                                   >> 386 
                                                   >> 387   G4Transform3D transformation;
                                                   >> 388   if (scale.GetAutoPlacing()) {
                                                   >> 389     G4Transform3D rotation;
                                                   >> 390     switch (scale.GetDirection()) {
                                                   >> 391     case G4Scale::x:
                                                   >> 392       break;
                                                   >> 393     case G4Scale::y:
                                                   >> 394       rotation = G4RotateZ3D(piBy2);
                                                   >> 395       break;
                                                   >> 396     case G4Scale::z:
                                                   >> 397       rotation = G4RotateY3D(piBy2);
                                                   >> 398       break;
                                                   >> 399     }
                                                   >> 400     G4double sxmid(scale.GetXmid());
                                                   >> 401     G4double symid(scale.GetYmid());
                                                   >> 402     G4double szmid(scale.GetZmid());
                                                   >> 403     sxmid = xmin + oneMinusMargin * (xmax - xmin);
                                                   >> 404     symid = ymin + margin * (ymax - ymin);
                                                   >> 405     szmid = zmin + oneMinusMargin * (zmax - zmin);
                                                   >> 406     switch (scale.GetDirection()) {
                                                   >> 407     case G4Scale::x:
                                                   >> 408       sxmid -= halfLength;
                                                   >> 409       break;
                                                   >> 410     case G4Scale::y:
                                                   >> 411       symid += halfLength;
                                                   >> 412       break;
                                                   >> 413     case G4Scale::z:
                                                   >> 414       szmid -= halfLength;
                                                   >> 415       break;
                                                   >> 416     }
                                                   >> 417     G4Translate3D translation(sxmid, symid, szmid);
                                                   >> 418     transformation = translation * rotation;
                                                   >> 419   } else {
                                                   >> 420     if (fpModel) transformation = fpModel->GetTransformation();
                                                   >> 421   }
                                                   >> 422 
                                                   >> 423   // Draw...
                                                   >> 424   // We would like to call BeginPrimitives(transformation) here but
                                                   >> 425   // calling BeginPrimitives from within an AddPrimitive is not
                                                   >> 426   // allowed!  So we have to do our own transformation...
                                                   >> 427   AddPrimitive(scaleLine.transform(transformation));
                                                   >> 428   AddPrimitive(tick11.transform(transformation));
                                                   >> 429   AddPrimitive(tick12.transform(transformation));
                                                   >> 430   AddPrimitive(tick21.transform(transformation));
                                                   >> 431   AddPrimitive(tick22.transform(transformation));
                                                   >> 432   G4Text text(scale.GetAnnotation(),textPosition.transform(transformation));
                                                   >> 433   text.SetScreenSize(12.);
                                                   >> 434   AddPrimitive(text);
465 }                                                 435 }
466                                                   436 
467 void G4VSceneHandler::AddPrimitive (const G4Po    437 void G4VSceneHandler::AddPrimitive (const G4Polymarker& polymarker) {
468   switch (polymarker.GetMarkerType()) {           438   switch (polymarker.GetMarkerType()) {
469     default:                                   << 439   default:
470     case G4Polymarker::dots:                   << 440   case G4Polymarker::dots:
471     {                                             441     {
472       G4Circle dot (polymarker);               << 442       for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
473       dot.SetWorldSize  (0.);                  << 443   G4Circle dot (polymarker);
474       dot.SetScreenSize (0.1);  // Very small  << 
475       for (std::size_t iPoint = 0; iPoint < po << 
476         dot.SetPosition (polymarker[iPoint]);     444         dot.SetPosition (polymarker[iPoint]);
477         AddPrimitive (dot);                    << 445   dot.SetWorldSize  (0.);
                                                   >> 446   dot.SetScreenSize (0.1);  // Very small circle.
                                                   >> 447   AddPrimitive (dot);
478       }                                           448       }
479     }                                             449     }
480       break;                                   << 450     break;
481     case G4Polymarker::circles:                << 451   case G4Polymarker::circles:
482     {                                             452     {
483       G4Circle circle (polymarker);  // Defaul << 453       for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
484       for (std::size_t iPoint = 0; iPoint < po << 454   G4Circle circle (polymarker);
485         circle.SetPosition (polymarker[iPoint] << 455   circle.SetPosition (polymarker[iPoint]);
486         AddPrimitive (circle);                 << 456   AddPrimitive (circle);
487       }                                           457       }
488     }                                             458     }
489       break;                                   << 459     break;
490     case G4Polymarker::squares:                << 460   case G4Polymarker::squares:
491     {                                             461     {
492       G4Square square (polymarker);  // Defaul << 462       for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
493       for (std::size_t iPoint = 0; iPoint < po << 463   G4Square square (polymarker);
494         square.SetPosition (polymarker[iPoint] << 464   square.SetPosition (polymarker[iPoint]);
495         AddPrimitive (square);                 << 465   AddPrimitive (square);
496       }                                           466       }
497     }                                             467     }
498       break;                                   << 468     break;
499   }                                               469   }
500 }                                                 470 }
501                                                   471 
502 void G4VSceneHandler::RemoveViewerFromList (G4    472 void G4VSceneHandler::RemoveViewerFromList (G4VViewer* pViewer) {
503   fViewerList.remove(pViewer);  // Does nothin << 473   fViewerList.remove(pViewer);
504   // And reset current viewer                  << 
505   auto visManager = G4VisManager::GetInstance( << 
506   visManager->SetCurrentViewer(nullptr);       << 
507 }                                              << 
508                                                << 
509                                                << 
510 void G4VSceneHandler::AddPrimitive (const G4Pl << 
511   G4warn << "WARNING: Plotter not implemented  << 
512   G4warn << "  Open a plotter-aware graphics s << 
513   G4warn << "  /vis/scene/removeModel Plotter" << 
514 }                                                 474 }
515                                                   475 
516 void G4VSceneHandler::SetScene (G4Scene* pScen    476 void G4VSceneHandler::SetScene (G4Scene* pScene) {
517   fpScene = pScene;                               477   fpScene = pScene;
518   // Notify all viewers that a kernel visit is    478   // Notify all viewers that a kernel visit is required.
519   G4ViewerListIterator i;                         479   G4ViewerListIterator i;
520   for (i = fViewerList.begin(); i != fViewerLi    480   for (i = fViewerList.begin(); i != fViewerList.end(); i++) {
521     (*i) -> SetNeedKernelVisit (true);            481     (*i) -> SetNeedKernelVisit (true);
522   }                                               482   }
523 }                                                 483 }
524                                                   484 
525 void G4VSceneHandler::RequestPrimitives (const << 485 void G4VSceneHandler::RequestPrimitives (const G4VSolid& solid) {
526 {                                              << 486   BeginPrimitives (fObjectTransformation);
527   // Sometimes solids that have no substance g << 487   G4Polyhedron::SetNumberOfRotationSteps (GetNoOfSides (fpVisAttribs));
528   // be part of the geometry tree but have bee << 488   G4Polyhedron* pPolyhedron = solid.GetPolyhedron ();
529   // example by a Boolean subtraction in which << 489   G4Polyhedron::ResetNumberOfRotationSteps ();
530   // is entirely inside the subtractor or an i << 490   if (pPolyhedron) {
531   // the original volume is entirely outside t << 491     pPolyhedron -> SetVisAttributes (fpVisAttribs);
532   // The problem is that the Boolean Processor << 492     AddPrimitive (*pPolyhedron);
533   // polyhedron in these cases (IMHO it should << 
534   // workaround is to return before the damage << 
535   // Algorithm by Evgueni Tcherniaev           << 
536   auto pSolid = &solid;                        << 
537   auto pBooleanSolid = dynamic_cast<const G4Bo << 
538   if (pBooleanSolid) {                         << 
539     G4ThreeVector bmin, bmax;                  << 
540     pBooleanSolid->BoundingLimits(bmin, bmax); << 
541     G4bool isGood = false;                     << 
542     if (dynamic_cast<const G4SubtractionSolid* << 
543       auto ptrB = pBooleanSolid->GetConstituen << 
544       for (G4int i=0; i<10; ++i) {             << 
545         G4double x = bmin.x() + (bmax.x() - bm << 
546         G4double y = bmin.y() + (bmax.y() - bm << 
547         G4double z = bmin.z() + (bmax.z() - bm << 
548         if (ptrB->Inside(G4ThreeVector(x,y,bmi << 
549         if (ptrB->Inside(G4ThreeVector(x,y,bma << 
550         if (ptrB->Inside(G4ThreeVector(x,bmin. << 
551         if (ptrB->Inside(G4ThreeVector(x,bmax. << 
552         if (ptrB->Inside(G4ThreeVector(bmin.x( << 
553         if (ptrB->Inside(G4ThreeVector(bmax.x( << 
554       }                                        << 
555     } else if (dynamic_cast<const G4Intersecti << 
556       auto ptrB = pBooleanSolid->GetConstituen << 
557       for (G4int i=0; i<10; ++i) {             << 
558         G4double x = bmin.x() + (bmax.x() - bm << 
559         G4double y = bmin.y() + (bmax.y() - bm << 
560         G4double z = bmin.z() + (bmax.z() - bm << 
561         if (ptrB->Inside(G4ThreeVector(x,y,bmi << 
562         if (ptrB->Inside(G4ThreeVector(x,y,bma << 
563         if (ptrB->Inside(G4ThreeVector(x,bmin. << 
564         if (ptrB->Inside(G4ThreeVector(x,bmax. << 
565         if (ptrB->Inside(G4ThreeVector(bmin.x( << 
566         if (ptrB->Inside(G4ThreeVector(bmax.x( << 
567       }                                        << 
568     }                                          << 
569     if (!isGood)                               << 
570     {                                          << 
571       for (G4int i=0; i<10000; ++i) {          << 
572         G4double x = bmin.x() + (bmax.x() - bm << 
573         G4double y = bmin.y() + (bmax.y() - bm << 
574         G4double z = bmin.z() + (bmax.z() - bm << 
575         if (pBooleanSolid->Inside(G4ThreeVecto << 
576       }                                        << 
577     }                                          << 
578     if (!isGood) return;                       << 
579   }                                               493   }
580                                                << 494   else {
581   const G4ViewParameters::DrawingStyle style = << 495     G4VisManager::Verbosity verbosity = G4VisManager::GetVerbosity();
582   const G4ViewParameters& vp = fpViewer->GetVi << 496     if (verbosity >= G4VisManager::errors) {
583                                                << 497       G4cout <<
584   switch (style) {                             << 498       "ERROR: G4VSceneHandler::RequestPrimitives"
585     default:                                   << 499       "\n  Polyhedron not available for " << solid.GetName () <<
586     case G4ViewParameters::wireframe:          << 500       ".\n  This means it cannot be visualized on most systems."
587     case G4ViewParameters::hlr:                << 501       "\n  Contact the Visualization Coordinator." << G4endl;
588     case G4ViewParameters::hsr:                << 
589     case G4ViewParameters::hlhsr:              << 
590     {                                          << 
591       // Use polyhedral representation         << 
592       G4Polyhedron::SetNumberOfRotationSteps ( << 
593       G4Polyhedron* pPolyhedron = solid.GetPol << 
594       G4Polyhedron::ResetNumberOfRotationSteps << 
595       if (pPolyhedron) {                       << 
596         pPolyhedron -> SetVisAttributes (fpVis << 
597         BeginPrimitives (fObjectTransformation << 
598         AddPrimitive (*pPolyhedron);           << 
599         EndPrimitives ();                      << 
600         break;                                 << 
601       } else {  // Print warnings and drop thr << 
602         G4VisManager::Verbosity verbosity = G4 << 
603         auto pPVModel = dynamic_cast<G4Physica << 
604         if (pPVModel) {                        << 
605           auto problematicVolume = pPVModel->G << 
606           if (fProblematicVolumes.find(problem << 
607             fProblematicVolumes[problematicVol << 
608             if (verbosity >= G4VisManager::err << 
609               G4warn <<                        << 
610               "ERROR: G4VSceneHandler::Request << 
611               "\n  Polyhedron not available fo << 
612               G4warn << "\n  Touchable path: " << 
613               static G4bool explanation = fals << 
614               if (!explanation) {              << 
615                 explanation = true;            << 
616                 G4warn <<                      << 
617                 "\n  This means it cannot be v << 
618                 "\n  1) The solid may not have << 
619                 "\n  2) For Boolean solids, th << 
620                 "\n     the resultant polyhedr << 
621                 "\n  Try RayTracer. It uses Ge << 
622               }                                << 
623             }                                  << 
624             G4warn << "\n  Drawing solid with  << 
625             G4warn << G4endl;                  << 
626           }                                    << 
627         }                                      << 
628       }                                        << 
629     }                                          << 
630       [[fallthrough]];                         << 
631                                                << 
632     case G4ViewParameters::cloud:              << 
633     {                                          << 
634       // Form solid out of cloud of dots on su << 
635       G4Polymarker dots;                       << 
636       // Note: OpenGL has a fast implementatio << 
637       // to build a polymarker rather than add << 
638       // And anyway, in Qt, in the latter case << 
639       // entry, something we would want to avo << 
640       dots.SetVisAttributes(fpVisAttribs);     << 
641       dots.SetMarkerType(G4Polymarker::dots);  << 
642       dots.SetSize(G4VMarker::screen,1.);      << 
643       G4int numberOfCloudPoints = GetNumberOfC << 
644       if (numberOfCloudPoints <= 0) numberOfCl << 
645       for (G4int i = 0; i < numberOfCloudPoint << 
646   G4ThreeVector p = solid.GetPointOnSurface(); << 
647   dots.push_back(p);                           << 
648       }                                        << 
649       BeginPrimitives (fObjectTransformation); << 
650       AddPrimitive(dots);                      << 
651       EndPrimitives ();                        << 
652       break;                                   << 
653     }                                             502     }
654   }                                               503   }
                                                   >> 504   EndPrimitives ();
655 }                                                 505 }
656                                                   506 
657 //namespace {                                  << 507 void G4VSceneHandler::ProcessScene () {
658 //  void DrawExtent(const G4VModel* pModel)    << 
659 //  {                                          << 
660 //    // Show extent boxes - debug only, OGLSX << 
661 //    if (pModel->GetExtent() != G4VisExtent:: << 
662 //      const auto& extent = pModel->GetExtent << 
663 //      const auto& centre = extent.GetExtentC << 
664 //      const auto& position = G4Translate3D(c << 
665 //      const auto& dx = (extent.GetXmax()-ext << 
666 //      const auto& dy = (extent.GetYmax()-ext << 
667 //      const auto& dz = (extent.GetZmax()-ext << 
668 //      auto visAtts = G4VisAttributes();      << 
669 //      visAtts.SetForceWireframe();           << 
670 //      G4Box extentBox("Extent",dx,dy,dz);    << 
671 //      G4VisManager::GetInstance()->Draw(exte << 
672 //    }                                        << 
673 //  }                                          << 
674 //}                                            << 
675                                                   508 
676 void G4VSceneHandler::ProcessScene()           << 
677 {                                              << 
678   // Assumes graphics database store has alrea    509   // Assumes graphics database store has already been cleared if
679   // relevant for the particular scene handler    510   // relevant for the particular scene handler.
680                                                   511 
681   if(!fpScene)                                 << 512   if (!fpScene) return;
682     return;                                    << 
683                                                << 
684   if(fpScene->GetExtent() == G4VisExtent::GetN << 
685   {                                            << 
686     G4Exception("G4VSceneHandler::ProcessScene << 
687                 "The scene has no extent.");   << 
688   }                                            << 
689                                                   513 
690   G4VisManager* visManager = G4VisManager::Get    514   G4VisManager* visManager = G4VisManager::GetInstance();
691                                                   515 
692   if(!visManager->GetConcreteInstance())       << 516   if (!visManager->GetConcreteInstance()) return;
693     return;                                    << 
694                                                   517 
695   G4VisManager::Verbosity verbosity = visManag    518   G4VisManager::Verbosity verbosity = visManager->GetVerbosity();
696                                                   519 
697   fReadyForTransients = false;                    520   fReadyForTransients = false;
698                                                   521 
699   // Reset fMarkForClearingTransientStore. (Le    522   // Reset fMarkForClearingTransientStore. (Leaving
700   // fMarkForClearingTransientStore true cause    523   // fMarkForClearingTransientStore true causes problems with
701   // recomputing transients below.)  Restore i    524   // recomputing transients below.)  Restore it again at end...
702   G4bool tmpMarkForClearingTransientStore = fM    525   G4bool tmpMarkForClearingTransientStore = fMarkForClearingTransientStore;
703   fMarkForClearingTransientStore          = fa << 526   fMarkForClearingTransientStore = false;
704                                                   527 
705   // Traverse geometry tree and send drawing p    528   // Traverse geometry tree and send drawing primitives to window(s).
706                                                   529 
707   const std::vector<G4Scene::Model>& runDurati    530   const std::vector<G4Scene::Model>& runDurationModelList =
708     fpScene->GetRunDurationModelList();        << 531     fpScene -> GetRunDurationModelList ();
709                                                   532 
710   if(runDurationModelList.size()) {            << 533   if (runDurationModelList.size ()) {
711     if(verbosity >= G4VisManager::confirmation << 534     if (verbosity >= G4VisManager::confirmations) {
712       G4cout << "Traversing scene data..." <<     535       G4cout << "Traversing scene data..." << G4endl;
713       static G4int first = true;               << 
714       if (first) {                             << 
715         first = false;                         << 
716         G4cout <<                              << 
717         "(This could happen more than once - i << 
718         "\nper rebuild, for opaque, transparen << 
719         << G4endl;                             << 
720       }                                        << 
721     }                                             536     }
722                                                   537 
723     // Reset visibility of all objects to fals << 538     BeginModeling ();
724     fpViewer->AccessSceneTree().ResetVisibilit << 
725                                                << 
726     BeginModeling();                           << 
727                                                   539 
728     // Create modeling parameters from view pa    540     // Create modeling parameters from view parameters...
729     G4ModelingParameters* pMP = CreateModeling << 541     G4ModelingParameters* pMP = CreateModelingParameters ();
730                                                << 
731     for(std::size_t i = 0; i < runDurationMode << 
732       if(runDurationModelList[i].fActive) {    << 
733         fpModel = runDurationModelList[i].fpMo << 
734         fpModel->SetModelingParameters(pMP);   << 
735                                                << 
736         // Describe to the current scene handl << 
737         fpModel->DescribeYourselfTo(*this);    << 
738                                                << 
739         // To see the extents of each model re << 
740         // uncomment the next line and DrawExt << 
741         // DrawExtent(fpModel);                << 
742                                                << 
743         // Enter models in the scene tree. The << 
744         // the model to the scene tree, i.e.,  << 
745         fpViewer->InsertModelInSceneTree(fpMod << 
746         auto pPVModel = dynamic_cast<G4Physica << 
747         if (pPVModel) {                        << 
748           G4VViewer::SceneTreeScene sceneTreeS << 
749           fpModel->DescribeYourselfTo(sceneTre << 
750         }                                      << 
751                                                   542 
752         // Reset modeling parameters pointer   << 543     for (size_t i = 0; i < runDurationModelList.size (); i++) {
753         fpModel->SetModelingParameters(0);     << 544       if (runDurationModelList[i].fActive) {
                                                   >> 545   G4VModel* pModel = runDurationModelList[i].fpModel;
                                                   >> 546   // Note: this is not the place to take action on
                                                   >> 547   // pModel->GetTransformation().  The model must take care of
                                                   >> 548   // this in pModel->DescribeYourselfTo(*this).  See, for example,
                                                   >> 549   // G4PhysicalVolumeModel and /vis/scene/add/logo.
                                                   >> 550   pModel -> SetModelingParameters (pMP);
                                                   >> 551   SetModel (pModel);  // Store for use by derived class.
                                                   >> 552   pModel -> DescribeYourselfTo (*this);
                                                   >> 553   pModel -> SetModelingParameters (0);
754       }                                           554       }
755     }                                             555     }
756                                                   556 
757     fpModel = 0;                               << 
758     delete pMP;                                   557     delete pMP;
759                                                << 558     EndModeling ();
760     EndModeling();                             << 
761   }                                            << 
762                                                << 
763   // Some printing                             << 
764   if(verbosity >= G4VisManager::confirmations) << 
765     for (const auto& model: runDurationModelLi << 
766       if (model.fActive) {                     << 
767         auto pvModel = dynamic_cast<G4Physical << 
768         if (pvModel) {                         << 
769           G4int nTouchables = 0;               << 
770           G4cout << "Numbers of touchables by  << 
771           << pvModel->GetGlobalDescription() < << 
772           for (const auto& dn : pvModel->GetNu << 
773             G4cout << "\n  Depth " << dn.first << 
774             nTouchables += dn.second;          << 
775           }                                    << 
776           G4cout << "\n  Total number of touch << 
777         }                                      << 
778       }                                        << 
779     }                                          << 
780                                                << 
781     if (fProblematicVolumes.size() > 0) {      << 
782       G4cout << "Problematic volumes:";        << 
783       for (const auto& prob: fProblematicVolum << 
784         G4cout << "\n  " << prob.first->GetNam << 
785       }                                        << 
786       G4cout << G4endl;                        << 
787     }                                          << 
788   }                                               559   }
789                                                   560 
790   fReadyForTransients = true;                     561   fReadyForTransients = true;
791                                                   562 
792   // Refresh event from end-of-event model lis    563   // Refresh event from end-of-event model list.
793   // Allow only in Idle or GeomClosed state...    564   // Allow only in Idle or GeomClosed state...
794   G4StateManager* stateManager = G4StateManage    565   G4StateManager* stateManager = G4StateManager::GetStateManager();
795   G4ApplicationState state     = stateManager- << 566   G4ApplicationState state = stateManager->GetCurrentState();
796   if(state == G4State_Idle || state == G4State << 567   if (state == G4State_Idle || state == G4State_GeomClosed) {
797   {                                            << 568 
798     visManager->SetEventRefreshing(true);         569     visManager->SetEventRefreshing(true);
799                                                   570 
800     if(visManager->GetRequestedEvent())        << 571     if (visManager->GetRequestedEvent()) {
801     {                                          << 
802       DrawEvent(visManager->GetRequestedEvent(    572       DrawEvent(visManager->GetRequestedEvent());
803     }                                          << 573 
804     else                                       << 574     } else {
805     {                                          << 575 
806       G4RunManager* runManager = G4RunManagerF << 576       G4RunManager* runManager = G4RunManager::GetRunManager();
807       if(runManager)                           << 577       if (runManager) {
808       {                                        << 578   const G4Run* run = runManager->GetCurrentRun();
809         const G4Run* run = runManager->GetCurr << 579   const std::vector<const G4Event*>* events =
810         // Draw a null event in order to pick  << 580     run? run->GetEventVector(): 0;
811         if (run == nullptr) DrawEvent(0);      << 581   size_t nKeptEvents = 0;
812         const std::vector<const G4Event*>* eve << 582   if (events) nKeptEvents = events->size();
813           run ? run->GetEventVector() : 0;     << 583   if (nKeptEvents) {
814         std::size_t nKeptEvents = 0;           << 584 
815         if(events)                             << 585     if (fpScene->GetRefreshAtEndOfEvent()) {
816           nKeptEvents = events->size();        << 586 
817         if(nKeptEvents)                        << 587       if (verbosity >= G4VisManager::confirmations) {
818         {                                      << 588         G4cout << "Refreshing event..." << G4endl;
819           if(fpScene->GetRefreshAtEndOfEvent() << 589       }
820           {                                    << 590       const G4Event* event = 0;
821             if(verbosity >= G4VisManager::conf << 591       if (events && events->size()) event = events->back();
822             {                                  << 592       if (event) DrawEvent(event);
823               G4cout << "Refreshing event..."  << 593 
824             }                                  << 594     } else {  // Accumulating events.
825             const G4Event* event = 0;          << 595 
826             if(events && events->size())       << 596       if (verbosity >= G4VisManager::confirmations) {
827               event = events->back();          << 597         G4cout << "Refreshing events in run..." << G4endl;
828             if(event)                          << 598       }
829               DrawEvent(event);                << 599       for (size_t i = 0; i < nKeptEvents; ++i) {
830           }                                    << 600         const G4Event* event = (*events)[i];
831           else                                 << 601         if (event) DrawEvent(event);
832           {  // Accumulating events.           << 602       }
833                                                << 603 
834             if(verbosity >= G4VisManager::conf << 604       if (!fpScene->GetRefreshAtEndOfRun()) {
835             {                                  << 605         if (verbosity >= G4VisManager::warnings) {
836               G4cout << "Refreshing events in  << 606     G4cout <<
837             }                                  << 607       "WARNING: Cannot refresh events accumulated over more"
838             for(const auto& event : *events)   << 608       "\n  than one runs.  Refreshed just the last run."
839             {                                  << 609            << G4endl;
840               if(event)                        << 610         }
841                 DrawEvent(event);              << 611       }
842             }                                  << 612     }
843                                                << 613   }
844             if(!fpScene->GetRefreshAtEndOfRun( << 
845             {                                  << 
846               if(verbosity >= G4VisManager::wa << 
847               {                                << 
848                 G4warn << "WARNING: Cannot ref << 
849                           "\n  than one runs.  << 
850                        << G4endl;              << 
851               }                                << 
852             }                                  << 
853           }                                    << 
854         }                                      << 
855       }                                           614       }
856     }                                             615     }
857     visManager->SetEventRefreshing(false);        616     visManager->SetEventRefreshing(false);
858   }                                               617   }
859                                                   618 
860   // Refresh end-of-run model list.               619   // Refresh end-of-run model list.
861   // Allow only in Idle or GeomClosed state...    620   // Allow only in Idle or GeomClosed state...
862   if(state == G4State_Idle || state == G4State << 621   if (state == G4State_Idle || state == G4State_GeomClosed) {
863   {                                            << 
864     DrawEndOfRunModels();                         622     DrawEndOfRunModels();
865   }                                               623   }
866                                                   624 
867   fMarkForClearingTransientStore = tmpMarkForC    625   fMarkForClearingTransientStore = tmpMarkForClearingTransientStore;
868 }                                                 626 }
869                                                   627 
870 void G4VSceneHandler::DrawEvent(const G4Event*    628 void G4VSceneHandler::DrawEvent(const G4Event* event)
871 {                                                 629 {
872   if(!fpViewer->ReadyToDraw()) return;         << 
873   const std::vector<G4Scene::Model>& EOEModelL    630   const std::vector<G4Scene::Model>& EOEModelList =
874     fpScene -> GetEndOfEventModelList ();         631     fpScene -> GetEndOfEventModelList ();
875   std::size_t nModels = EOEModelList.size();   << 632   size_t nModels = EOEModelList.size();
876   if (nModels) {                                  633   if (nModels) {
877     G4ModelingParameters* pMP = CreateModeling    634     G4ModelingParameters* pMP = CreateModelingParameters();
878     pMP->SetEvent(event);                         635     pMP->SetEvent(event);
879     for (std::size_t i = 0; i < nModels; ++i)  << 636     for (size_t i = 0; i < nModels; i++) {
880       if (EOEModelList[i].fActive) {              637       if (EOEModelList[i].fActive) {
881         fpModel = EOEModelList[i].fpModel;     << 638   G4VModel* pModel = EOEModelList[i].fpModel;
882         fpModel -> SetModelingParameters(pMP); << 639   pModel -> SetModelingParameters(pMP);
883                                                << 640   SetModel (pModel);
884         // Describe to the current scene handl << 641   pModel -> DescribeYourselfTo (*this);
885         fpModel -> DescribeYourselfTo (*this); << 642   pModel -> SetModelingParameters(0);
886                                                << 
887         // Enter models in the scene tree      << 
888         fpViewer->InsertModelInSceneTree(fpMod << 
889                                                << 
890         // Reset modeling parameters pointer   << 
891         fpModel -> SetModelingParameters(0);   << 
892       }                                           643       }
893     }                                             644     }
894     fpModel = 0;                               << 
895     delete pMP;                                   645     delete pMP;
                                                   >> 646     SetModel (0);
896   }                                               647   }
897 }                                                 648 }
898                                                   649 
899 void G4VSceneHandler::DrawEndOfRunModels()        650 void G4VSceneHandler::DrawEndOfRunModels()
900 {                                                 651 {
901   if(!fpViewer->ReadyToDraw()) return;         << 
902   const std::vector<G4Scene::Model>& EORModelL    652   const std::vector<G4Scene::Model>& EORModelList =
903     fpScene -> GetEndOfRunModelList ();           653     fpScene -> GetEndOfRunModelList ();
904   std::size_t nModels = EORModelList.size();   << 654   size_t nModels = EORModelList.size();
905   if (nModels) {                                  655   if (nModels) {
906     G4ModelingParameters* pMP = CreateModeling    656     G4ModelingParameters* pMP = CreateModelingParameters();
907     pMP->SetEvent(0);                             657     pMP->SetEvent(0);
908     for (std::size_t i = 0; i < nModels; ++i)  << 658     for (size_t i = 0; i < nModels; i++) {
909       if (EORModelList[i].fActive) {              659       if (EORModelList[i].fActive) {
910         fpModel = EORModelList[i].fpModel;     << 660   G4VModel* pModel = EORModelList[i].fpModel;
911         fpModel -> SetModelingParameters(pMP); << 661   pModel -> SetModelingParameters(pMP);
912                                                << 662   SetModel (pModel);
913         // Describe to the current scene handl << 663   pModel -> DescribeYourselfTo (*this);
914         fpModel -> DescribeYourselfTo (*this); << 664   pModel -> SetModelingParameters(0);
915                                                << 
916         // Enter models in the scene tree      << 
917         fpViewer->InsertModelInSceneTree(fpMod << 
918                                                << 
919         // Reset modeling parameters pointer   << 
920         fpModel -> SetModelingParameters(0);   << 
921       }                                           665       }
922     }                                             666     }
923     fpModel = 0;                               << 
924     delete pMP;                                   667     delete pMP;
                                                   >> 668     SetModel (0);
925   }                                               669   }
926 }                                                 670 }
927                                                   671 
928 G4ModelingParameters* G4VSceneHandler::CreateM    672 G4ModelingParameters* G4VSceneHandler::CreateModelingParameters ()
929 {                                                 673 {
930   // Create modeling parameters from View Para    674   // Create modeling parameters from View Parameters...
931   if (!fpViewer) return NULL;                  << 
932                                                << 
933   const G4ViewParameters& vp = fpViewer -> Get    675   const G4ViewParameters& vp = fpViewer -> GetViewParameters ();
934                                                   676 
935   // Convert drawing styles...                    677   // Convert drawing styles...
936   G4ModelingParameters::DrawingStyle modelDraw    678   G4ModelingParameters::DrawingStyle modelDrawingStyle =
937   G4ModelingParameters::wf;                    << 679     G4ModelingParameters::wf;
938   switch (vp.GetDrawingStyle ()) {                680   switch (vp.GetDrawingStyle ()) {
939     default:                                   << 681   default:
940     case G4ViewParameters::wireframe:          << 682   case G4ViewParameters::wireframe:
941       modelDrawingStyle = G4ModelingParameters << 683     modelDrawingStyle = G4ModelingParameters::wf;
942       break;                                   << 684     break;
943     case G4ViewParameters::hlr:                << 685   case G4ViewParameters::hlr:
944       modelDrawingStyle = G4ModelingParameters << 686     modelDrawingStyle = G4ModelingParameters::hlr;
945       break;                                   << 687     break;
946     case G4ViewParameters::hsr:                << 688   case G4ViewParameters::hsr:
947       modelDrawingStyle = G4ModelingParameters << 689     modelDrawingStyle = G4ModelingParameters::hsr;
948       break;                                   << 690     break;
949     case G4ViewParameters::hlhsr:              << 691   case G4ViewParameters::hlhsr:
950       modelDrawingStyle = G4ModelingParameters << 692     modelDrawingStyle = G4ModelingParameters::hlhsr;
951       break;                                   << 693     break;
952     case G4ViewParameters::cloud:              << 
953       modelDrawingStyle = G4ModelingParameters << 
954       break;                                   << 
955   }                                               694   }
956                                                   695 
957   // Decide if covered daughters are really to    696   // Decide if covered daughters are really to be culled...
958   G4bool reallyCullCovered =                      697   G4bool reallyCullCovered =
959     vp.IsCullingCovered()   // Culling daughte    698     vp.IsCullingCovered()   // Culling daughters depends also on...
960     && !vp.IsSection ()     // Sections (DCUT)    699     && !vp.IsSection ()     // Sections (DCUT) not requested.
961     && !vp.IsCutaway ()     // Cutaways not re    700     && !vp.IsCutaway ()     // Cutaways not requested.
962     ;                                             701     ;
963                                                   702 
964   G4ModelingParameters* pModelingParams = new     703   G4ModelingParameters* pModelingParams = new G4ModelingParameters
965     (vp.GetDefaultVisAttributes (),               704     (vp.GetDefaultVisAttributes (),
966      modelDrawingStyle,                           705      modelDrawingStyle,
967      vp.IsCulling (),                             706      vp.IsCulling (),
968      vp.IsCullingInvisible (),                    707      vp.IsCullingInvisible (),
969      vp.IsDensityCulling (),                      708      vp.IsDensityCulling (),
970      vp.GetVisibleDensity (),                     709      vp.GetVisibleDensity (),
971      reallyCullCovered,                           710      reallyCullCovered,
972      vp.GetNoOfSides ()                           711      vp.GetNoOfSides ()
973      );                                           712      );
974                                                   713 
975   pModelingParams->SetNumberOfCloudPoints(vp.G << 
976   pModelingParams->SetWarning                     714   pModelingParams->SetWarning
977     (G4VisManager::GetVerbosity() >= G4VisMana    715     (G4VisManager::GetVerbosity() >= G4VisManager::warnings);
978                                                   716 
979   pModelingParams->SetCBDAlgorithmNumber(vp.Ge << 
980   pModelingParams->SetCBDParameters(vp.GetCBDP << 
981                                                << 
982   pModelingParams->SetExplodeFactor(vp.GetExpl    717   pModelingParams->SetExplodeFactor(vp.GetExplodeFactor());
983   pModelingParams->SetExplodeCentre(vp.GetExpl    718   pModelingParams->SetExplodeCentre(vp.GetExplodeCentre());
984                                                   719 
985   pModelingParams->SetSectionSolid(CreateSecti    720   pModelingParams->SetSectionSolid(CreateSectionSolid());
986                                                << 
987   if (vp.GetCutawayMode() == G4ViewParameters: << 
988     pModelingParams->SetCutawayMode(G4Modeling << 
989   } else if (vp.GetCutawayMode() == G4ViewPara << 
990     pModelingParams->SetCutawayMode(G4Modeling << 
991   }                                            << 
992                                                << 
993   pModelingParams->SetCutawaySolid(CreateCutaw    721   pModelingParams->SetCutawaySolid(CreateCutawaySolid());
994   // The polyhedron objects are deleted in the    722   // The polyhedron objects are deleted in the modeling parameters destructor.
995                                                   723   
996   pModelingParams->SetVisAttributesModifiers(v    724   pModelingParams->SetVisAttributesModifiers(vp.GetVisAttributesModifiers());
997                                                   725 
998   pModelingParams->SetSpecialMeshRendering(vp. << 
999   pModelingParams->SetSpecialMeshVolumes(vp.Ge << 
1000                                               << 
1001   return pModelingParams;                        726   return pModelingParams;
1002 }                                                727 }
1003                                                  728 
1004 G4DisplacedSolid* G4VSceneHandler::CreateSect << 729 G4VSolid* G4VSceneHandler::CreateSectionSolid()
1005 {                                                730 {
1006   G4DisplacedSolid* sectioner = 0;            << 731   G4VSolid* sectioner = 0;
1007                                               << 
1008   const G4ViewParameters& vp = fpViewer->GetV    732   const G4ViewParameters& vp = fpViewer->GetViewParameters();
1009   if (vp.IsSection () ) {                        733   if (vp.IsSection () ) {
1010                                               << 
1011     G4double radius = fpScene->GetExtent().Ge    734     G4double radius = fpScene->GetExtent().GetExtentRadius();
1012     G4double safe = radius + fpScene->GetExte    735     G4double safe = radius + fpScene->GetExtent().GetExtentCentre().mag();
1013     G4VSolid* sectionBox =                       736     G4VSolid* sectionBox =
1014       new G4Box("_sectioner", safe, safe, 1.e << 737       new G4Box("_sectioner", safe, safe, 1.e-5 * radius);  // Thin in z-plane.
1015                                               << 
1016     const G4Plane3D& sp = vp.GetSectionPlane     738     const G4Plane3D& sp = vp.GetSectionPlane ();
1017     G4ThreeVector normal = sp.normal();       << 739     G4double a = sp.a();
1018     G4Transform3D requiredTransform = G4Trans << 740     G4double b = sp.b();
1019     G4Rotate3D(G4ThreeVector(0,0,1), G4ThreeV << 741     G4double c = sp.c();
1020                                               << 742     G4double d = sp.d();
                                                   >> 743     G4Transform3D transform = G4TranslateZ3D(-d);
                                                   >> 744     const G4Normal3D normal(a,b,c);
                                                   >> 745     if (normal != G4Normal3D(0,0,1)) {
                                                   >> 746       const G4double angle = std::acos(normal.dot(G4Normal3D(0,0,1)));
                                                   >> 747       const G4Vector3D axis = G4Normal3D(0,0,1).cross(normal);
                                                   >> 748       transform = G4Rotate3D(angle, axis) * transform;
                                                   >> 749     }
1021     sectioner = new G4DisplacedSolid             750     sectioner = new G4DisplacedSolid
1022     ("_displaced_sectioning_box", sectionBox, << 751       ("_displaced_sectioning_box", sectionBox, transform);
1023   }                                              752   }
1024                                               << 
1025   return sectioner;                              753   return sectioner;
1026 }                                                754 }
1027                                                  755 
1028 G4DisplacedSolid* G4VSceneHandler::CreateCuta << 756 G4VSolid* G4VSceneHandler::CreateCutawaySolid()
1029 {                                                757 {
1030   const auto& vp = fpViewer->GetViewParameter << 758   return 0;
1031   const auto& nPlanes = vp.GetCutawayPlanes() << 
1032                                               << 
1033   if (nPlanes == 0) return nullptr;           << 
1034                                               << 
1035   std::vector<G4DisplacedSolid*> cutaway_soli << 
1036                                               << 
1037   G4double radius = fpScene->GetExtent().GetE << 
1038   G4double safe = radius + fpScene->GetExtent << 
1039   auto cutawayBox = new G4Box("_cutaway_box", << 
1040                                               << 
1041   // if (vp.GetCutawayMode() == G4ViewParamet << 
1042   // the intersection of displaced cutaway bo << 
1043   // positive values a*x+b*y+c*z+d>0, so we h << 
1044   // "back to front". The parameter "cutawayU << 
1045   // that remain *after* cutaway", because we << 
1046   // a "union" of what remains by superimposi << 
1047   // and G4OpenGLImmediate/StoredViewer::Proc << 
1048   // that is the intersection of inverted cut << 
1049                                               << 
1050   // Conversely, if (vp.GetCutawayMode() == G << 
1051   // create an intersector that is the inters << 
1052                                               << 
1053   for (size_t plane_no = 0; plane_no < nPlane << 
1054   {                                           << 
1055     const G4Plane3D& sp = vp.GetCutawayPlanes << 
1056     G4Transform3D requiredTransform;          << 
1057     G4ThreeVector normal;                     << 
1058     switch (vp.GetCutawayMode()) {            << 
1059       case G4ViewParameters::cutawayUnion:    << 
1060         normal = -sp.normal();  // Invert nor << 
1061         requiredTransform = G4Translate3D(nor << 
1062         G4Rotate3D(G4ThreeVector(0,0,1), G4Th << 
1063         break;                                << 
1064       case G4ViewParameters::cutawayIntersect << 
1065         normal = sp.normal();                 << 
1066         requiredTransform = G4Translate3D(nor << 
1067         G4Rotate3D(G4ThreeVector(0,0,1), G4Th << 
1068         break;                                << 
1069     }                                         << 
1070     cutaway_solids.push_back                  << 
1071     (new G4DisplacedSolid("_displaced_cutaway << 
1072   }                                           << 
1073                                               << 
1074   if (nPlanes == 1) return (G4DisplacedSolid* << 
1075                                               << 
1076   G4IntersectionSolid *union2 = nullptr, *uni << 
1077   G4IntersectionSolid *intersection2 = nullpt << 
1078   switch (vp.GetCutawayMode()) {              << 
1079                                               << 
1080     case G4ViewParameters::cutawayUnion:      << 
1081       // Here we make a subtractor of interse << 
1082       union2 = new G4IntersectionSolid("_unio << 
1083       if (nPlanes == 2) return (G4DisplacedSo << 
1084       else if (nPlanes == 3) {                << 
1085         union3 = new G4IntersectionSolid("_un << 
1086         return (G4DisplacedSolid*)union3;     << 
1087       }                                       << 
1088       break;                                  << 
1089                                               << 
1090     case G4ViewParameters::cutawayIntersectio << 
1091       // And here we make an intersector of i << 
1092       intersection2                           << 
1093       = new G4IntersectionSolid("_intersectio << 
1094       if (nPlanes == 2) return (G4DisplacedSo << 
1095       else if (nPlanes == 3) {                << 
1096         intersection3                         << 
1097         = new G4IntersectionSolid("_intersect << 
1098         return (G4DisplacedSolid*)intersectio << 
1099       }                                       << 
1100       break;                                  << 
1101   }                                           << 
1102                                               << 
1103   G4Exception("G4VSceneHandler::CreateCutaway << 
1104               "Not programmed for more than 3 << 
1105   return nullptr;                             << 
1106 }                                                759 }
1107                                                  760 
1108 void G4VSceneHandler::LoadAtts(const G4Visibl    761 void G4VSceneHandler::LoadAtts(const G4Visible& visible, G4AttHolder* holder)
1109 {                                                762 {
1110   // Load G4Atts from G4VisAttributes, if any    763   // Load G4Atts from G4VisAttributes, if any...
1111   const G4VisAttributes* va = visible.GetVisA    764   const G4VisAttributes* va = visible.GetVisAttributes();
1112   if (va) {                                      765   if (va) {
1113     const std::map<G4String,G4AttDef>* vaDefs    766     const std::map<G4String,G4AttDef>* vaDefs =
1114       va->GetAttDefs();                          767       va->GetAttDefs();
1115     if (vaDefs) {                                768     if (vaDefs) {
1116       holder->AddAtts(visible.GetVisAttribute    769       holder->AddAtts(visible.GetVisAttributes()->CreateAttValues(), vaDefs);
1117     }                                            770     }
1118   }                                              771   }
1119                                                  772 
1120   G4PhysicalVolumeModel* pPVModel =              773   G4PhysicalVolumeModel* pPVModel =
1121     dynamic_cast<G4PhysicalVolumeModel*>(fpMo    774     dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
1122   if (pPVModel) {                                775   if (pPVModel) {
1123     // Load G4Atts from G4PhysicalVolumeModel    776     // Load G4Atts from G4PhysicalVolumeModel...
1124     const std::map<G4String,G4AttDef>* pvDefs    777     const std::map<G4String,G4AttDef>* pvDefs = pPVModel->GetAttDefs();
1125     if (pvDefs) {                                778     if (pvDefs) {
1126       holder->AddAtts(pPVModel->CreateCurrent    779       holder->AddAtts(pPVModel->CreateCurrentAttValues(), pvDefs);
1127     }                                            780     }
1128   }                                              781   }
1129                                                  782 
1130   G4TrajectoriesModel* trajModel = dynamic_ca    783   G4TrajectoriesModel* trajModel = dynamic_cast<G4TrajectoriesModel*>(fpModel);
1131   if (trajModel) {                               784   if (trajModel) {
1132     // Load G4Atts from trajectory model...      785     // Load G4Atts from trajectory model...
1133     const std::map<G4String,G4AttDef>* trajMo    786     const std::map<G4String,G4AttDef>* trajModelDefs = trajModel->GetAttDefs();
1134     if (trajModelDefs) {                         787     if (trajModelDefs) {
1135       holder->AddAtts(trajModel->CreateCurren    788       holder->AddAtts(trajModel->CreateCurrentAttValues(), trajModelDefs);
1136     }                                            789     }
1137     // Load G4Atts from trajectory...            790     // Load G4Atts from trajectory...
1138     const G4VTrajectory* traj = trajModel->Ge    791     const G4VTrajectory* traj = trajModel->GetCurrentTrajectory();
1139     if (traj) {                               << 792     const std::map<G4String,G4AttDef>* trajDefs = traj->GetAttDefs();
1140       const std::map<G4String,G4AttDef>* traj << 793     if (trajDefs) {
1141       if (trajDefs) {                         << 794       holder->AddAtts(traj->CreateAttValues(), trajDefs);
1142         holder->AddAtts(traj->CreateAttValues << 795     }
1143       }                                       << 796     G4int nPoints = traj->GetPointEntries();
1144       G4int nPoints = traj->GetPointEntries() << 797     for (G4int i = 0; i < nPoints; ++i) {
1145       for (G4int i = 0; i < nPoints; ++i) {   << 798       G4VTrajectoryPoint* trajPoint = traj->GetPoint(i);
1146         G4VTrajectoryPoint* trajPoint = traj- << 799       const std::map<G4String,G4AttDef>* pointDefs = trajPoint->GetAttDefs();
1147         if (trajPoint) {                      << 800       if (pointDefs) {
1148           const std::map<G4String,G4AttDef>*  << 801   holder->AddAtts(trajPoint->CreateAttValues(), pointDefs);
1149           if (pointDefs) {                    << 
1150             holder->AddAtts(trajPoint->Create << 
1151           }                                   << 
1152         }                                     << 
1153       }                                          802       }
1154     }                                            803     }
1155   }                                              804   }
1156                                                  805 
1157   G4HitsModel* hitsModel = dynamic_cast<G4Hit    806   G4HitsModel* hitsModel = dynamic_cast<G4HitsModel*>(fpModel);
1158   if (hitsModel) {                               807   if (hitsModel) {
1159     // Load G4Atts from hit...                   808     // Load G4Atts from hit...
1160     const G4VHit* hit = hitsModel->GetCurrent    809     const G4VHit* hit = hitsModel->GetCurrentHit();
1161     const std::map<G4String,G4AttDef>* hitsDe    810     const std::map<G4String,G4AttDef>* hitsDefs = hit->GetAttDefs();
1162     if (hitsDefs) {                              811     if (hitsDefs) {
1163       holder->AddAtts(hit->CreateAttValues(),    812       holder->AddAtts(hit->CreateAttValues(), hitsDefs);
1164     }                                            813     }
1165   }                                              814   }
1166 }                                                815 }
1167                                                  816 
1168 const G4Colour& G4VSceneHandler::GetColour () << 
1169   fpVisAttribs = fpViewer->GetApplicableVisAt << 
1170   const G4Colour& colour = fpVisAttribs -> Ge << 
1171   return colour;                              << 
1172 }                                             << 
1173                                               << 
1174 const G4Colour& G4VSceneHandler::GetColour (c    817 const G4Colour& G4VSceneHandler::GetColour (const G4Visible& visible) {
1175   auto pVA = visible.GetVisAttributes();      << 818   // Colour is determined by the applicable vis attributes.
1176   if (!pVA) pVA = fpViewer->GetViewParameters << 819   const G4Colour& colour = fpViewer ->
1177   return pVA->GetColour();                    << 820     GetApplicableVisAttributes (visible.GetVisAttributes ()) -> GetColour ();
                                                   >> 821   return colour;
1178 }                                                822 }
1179                                                  823 
1180 const G4Colour& G4VSceneHandler::GetTextColou    824 const G4Colour& G4VSceneHandler::GetTextColour (const G4Text& text) {
1181   auto pVA = text.GetVisAttributes();         << 825   const G4VisAttributes* pVA = text.GetVisAttributes ();
1182   if (!pVA) pVA = fpViewer->GetViewParameters << 826   if (!pVA) {
1183   return pVA->GetColour();                    << 827     pVA = fpViewer -> GetViewParameters (). GetDefaultTextVisAttributes ();
                                                   >> 828   }
                                                   >> 829   const G4Colour& colour = pVA -> GetColour ();
                                                   >> 830   return colour;
1184 }                                                831 }
1185                                                  832 
1186 G4double G4VSceneHandler::GetLineWidth(const     833 G4double G4VSceneHandler::GetLineWidth(const G4VisAttributes* pVisAttribs)
1187 {                                                834 {
1188   G4double lineWidth = pVisAttribs->GetLineWi    835   G4double lineWidth = pVisAttribs->GetLineWidth();
1189   if (lineWidth < 1.) lineWidth = 1.;            836   if (lineWidth < 1.) lineWidth = 1.;
1190   lineWidth *= fpViewer -> GetViewParameters(    837   lineWidth *= fpViewer -> GetViewParameters().GetGlobalLineWidthScale();
1191   if (lineWidth < 1.) lineWidth = 1.;            838   if (lineWidth < 1.) lineWidth = 1.;
1192   return lineWidth;                              839   return lineWidth;
1193 }                                                840 }
1194                                                  841 
1195 G4ViewParameters::DrawingStyle G4VSceneHandle    842 G4ViewParameters::DrawingStyle G4VSceneHandler::GetDrawingStyle
1196 (const G4VisAttributes* pVisAttribs) {           843 (const G4VisAttributes* pVisAttribs) {
1197   // Drawing style is normally determined by     844   // Drawing style is normally determined by the view parameters, but
1198   // it can be overriddden by the ForceDrawin    845   // it can be overriddden by the ForceDrawingStyle flag in the vis
1199   // attributes.                                 846   // attributes.
1200   const G4ViewParameters& vp = fpViewer->GetV << 847   G4ViewParameters::DrawingStyle style = 
1201   const G4ViewParameters::DrawingStyle viewer << 848     fpViewer->GetViewParameters().GetDrawingStyle();
1202   G4ViewParameters::DrawingStyle resultantSty << 
1203   if (pVisAttribs -> IsForceDrawingStyle ())     849   if (pVisAttribs -> IsForceDrawingStyle ()) {
1204     G4VisAttributes::ForcedDrawingStyle force    850     G4VisAttributes::ForcedDrawingStyle forcedStyle =
1205     pVisAttribs -> GetForcedDrawingStyle ();  << 851       pVisAttribs -> GetForcedDrawingStyle ();
1206     // This is complicated because if hidden     852     // This is complicated because if hidden line and surface removal
1207     // has been requested we wish to preserve    853     // has been requested we wish to preserve this sometimes.
1208     switch (forcedStyle) {                       854     switch (forcedStyle) {
1209       case (G4VisAttributes::solid):          << 855     case (G4VisAttributes::solid):
1210         switch (viewerStyle) {                << 856       switch (style) {
1211           case (G4ViewParameters::hlr):       << 857       case (G4ViewParameters::hlr):
1212             resultantStyle = G4ViewParameters << 858   style = G4ViewParameters::hlhsr;
1213             break;                            << 859   break;
1214           case (G4ViewParameters::wireframe): << 860       case (G4ViewParameters::wireframe):
1215             resultantStyle = G4ViewParameters << 861   style = G4ViewParameters::hsr;
1216             break;                            << 862   break;
1217           case (G4ViewParameters::cloud):     << 863       case (G4ViewParameters::hlhsr):
1218             resultantStyle = G4ViewParameters << 864       case (G4ViewParameters::hsr):
1219             break;                            << 
1220           case (G4ViewParameters::hlhsr):     << 
1221           case (G4ViewParameters::hsr):       << 
1222             break;                            << 
1223         }                                     << 
1224         break;                                << 
1225       case (G4VisAttributes::cloud):          << 
1226         resultantStyle = G4ViewParameters::cl << 
1227         break;                                << 
1228       case (G4VisAttributes::wireframe):      << 
1229       default:                                   865       default:
1230         // But if forced style is wireframe,  << 866   break;
1231         // main uses is in displaying the con << 867       } 
1232         // solid and their surfaces overlap w << 868       break;
1233         // solid, making a mess if hlr is spe << 869     case (G4VisAttributes::wireframe):
1234         resultantStyle = G4ViewParameters::wi << 870     default:
1235         break;                                << 871       // But if forced style is wireframe, do it, because one of its
1236     }                                         << 872       // main uses is in displaying the consituent solids of a Boolean
1237   }                                           << 873       // solid and their surfaces overlap with the resulting Booean
1238   return resultantStyle;                      << 874       // solid, making a mess if hlr is specified.
1239 }                                             << 875       style = G4ViewParameters::wireframe;
1240                                               << 876       break;
1241 G4int G4VSceneHandler::GetNumberOfCloudPoints << 877     }
1242 (const G4VisAttributes* pVisAttribs) const {  << 
1243   // Returns no of cloud points from current  << 
1244   // has forced through the vis attributes, t << 
1245   // current view parameter.                  << 
1246   G4int numberOfCloudPoints = fpViewer->GetVi << 
1247   if (pVisAttribs -> IsForceDrawingStyle() && << 
1248       pVisAttribs -> GetForcedDrawingStyle()  << 
1249       pVisAttribs -> GetForcedNumberOfCloudPo << 
1250     numberOfCloudPoints = pVisAttribs -> GetF << 
1251   }                                              878   }
1252   return numberOfCloudPoints;                 << 879   return style;
1253 }                                                880 }
1254                                                  881 
1255 G4bool G4VSceneHandler::GetAuxEdgeVisible (co    882 G4bool G4VSceneHandler::GetAuxEdgeVisible (const G4VisAttributes* pVisAttribs) {
1256   G4bool isAuxEdgeVisible = fpViewer->GetView    883   G4bool isAuxEdgeVisible = fpViewer->GetViewParameters().IsAuxEdgeVisible ();
1257   if (pVisAttribs -> IsForceAuxEdgeVisible()) << 884   if (pVisAttribs -> IsForceAuxEdgeVisible()) isAuxEdgeVisible = true;
1258     isAuxEdgeVisible = pVisAttribs->IsForcedA << 
1259   }                                           << 
1260   return isAuxEdgeVisible;                       885   return isAuxEdgeVisible;
1261 }                                                886 }
1262                                                  887 
1263 G4double G4VSceneHandler::GetMarkerSize          888 G4double G4VSceneHandler::GetMarkerSize
1264 (const G4VMarker& marker,                        889 (const G4VMarker& marker, 
1265  G4VSceneHandler::MarkerSizeType& markerSizeT    890  G4VSceneHandler::MarkerSizeType& markerSizeType)
1266 {                                                891 {
1267   G4bool userSpecified = marker.GetWorldSize(    892   G4bool userSpecified = marker.GetWorldSize() || marker.GetScreenSize();
1268   const G4VMarker& defaultMarker =               893   const G4VMarker& defaultMarker =
1269     fpViewer -> GetViewParameters().GetDefaul    894     fpViewer -> GetViewParameters().GetDefaultMarker();
1270   G4double size = userSpecified ?                895   G4double size = userSpecified ?
1271     marker.GetWorldSize() : defaultMarker.Get    896     marker.GetWorldSize() : defaultMarker.GetWorldSize();
1272   if (size) {                                    897   if (size) {
1273     // Draw in world coordinates.                898     // Draw in world coordinates.
1274     markerSizeType = world;                      899     markerSizeType = world;
1275   }                                              900   }
1276   else {                                         901   else {
1277     size = userSpecified ?                       902     size = userSpecified ?
1278       marker.GetScreenSize() : defaultMarker.    903       marker.GetScreenSize() : defaultMarker.GetScreenSize();
1279     // Draw in screen coordinates.               904     // Draw in screen coordinates.
1280     markerSizeType = screen;                     905     markerSizeType = screen;
1281   }                                              906   }
1282   size *= fpViewer -> GetViewParameters().Get    907   size *= fpViewer -> GetViewParameters().GetGlobalMarkerScale();
1283   if (markerSizeType == screen && size < 1.)     908   if (markerSizeType == screen && size < 1.) size = 1.;
1284   return size;                                   909   return size;
1285 }                                                910 }
1286                                                  911 
1287 G4int G4VSceneHandler::GetNoOfSides(const G4V    912 G4int G4VSceneHandler::GetNoOfSides(const G4VisAttributes* pVisAttribs)
1288 {                                                913 {
1289   // No. of sides (lines segments per circle)    914   // No. of sides (lines segments per circle) is normally determined
1290   // by the view parameters, but it can be ov    915   // by the view parameters, but it can be overriddden by the
1291   // ForceLineSegmentsPerCircle in the vis at    916   // ForceLineSegmentsPerCircle in the vis attributes.
1292   G4int lineSegmentsPerCircle = fpViewer->Get    917   G4int lineSegmentsPerCircle = fpViewer->GetViewParameters().GetNoOfSides();
1293   if (pVisAttribs) {                             918   if (pVisAttribs) {
1294     if (pVisAttribs->IsForceLineSegmentsPerCi    919     if (pVisAttribs->IsForceLineSegmentsPerCircle())
1295       lineSegmentsPerCircle = pVisAttribs->Ge    920       lineSegmentsPerCircle = pVisAttribs->GetForcedLineSegmentsPerCircle();
1296     if (lineSegmentsPerCircle < pVisAttribs-> << 921     const G4int nSegmentsMin = 12;
1297       lineSegmentsPerCircle = pVisAttribs->Ge << 922     if (lineSegmentsPerCircle < nSegmentsMin) {
1298       G4warn <<                               << 923       lineSegmentsPerCircle = nSegmentsMin;
                                                   >> 924       G4cout <<
1299   "G4VSceneHandler::GetNoOfSides: attempt to     925   "G4VSceneHandler::GetNoOfSides: attempt to set the"
1300   "\nnumber of line segments per circle < " < << 926   "\nnumber of line segements per circle < " << nSegmentsMin
1301        << "; forced to " << pVisAttribs->GetM << 927        << "; forced to " << lineSegmentsPerCircle << G4endl;
1302     }                                            928     }
1303   }                                              929   }
1304   return lineSegmentsPerCircle;                  930   return lineSegmentsPerCircle;
1305 }                                                931 }
1306                                                  932 
1307 std::ostream& operator << (std::ostream& os,     933 std::ostream& operator << (std::ostream& os, const G4VSceneHandler& sh) {
1308                                                  934 
1309   os << "Scene handler " << sh.fName << " has    935   os << "Scene handler " << sh.fName << " has "
1310      << sh.fViewerList.size () << " viewer(s)    936      << sh.fViewerList.size () << " viewer(s):";
1311   for (std::size_t i = 0; i < sh.fViewerList. << 937   for (size_t i = 0; i < sh.fViewerList.size (); i++) {
1312     os << "\n  " << *(sh.fViewerList [i]);       938     os << "\n  " << *(sh.fViewerList [i]);
1313   }                                              939   }
1314                                                  940 
1315   if (sh.fpScene) {                              941   if (sh.fpScene) {
1316     os << "\n  " << *sh.fpScene;                 942     os << "\n  " << *sh.fpScene;
1317   }                                              943   }
1318   else {                                         944   else {
1319     os << "\n  This scene handler currently h    945     os << "\n  This scene handler currently has no scene.";
1320   }                                              946   }
1321                                                  947 
1322   return os;                                     948   return os;
1323 }                                             << 
1324                                               << 
1325 void G4VSceneHandler::PseudoSceneFor3DRectMes << 
1326   if (fpPVModel->GetCurrentDepth() == fpMesh- << 
1327     const auto& material = fpPVModel->GetCurr << 
1328     const auto& name = material? material->Ge << 
1329     const auto& pVisAtts = fpPVModel->GetCurr << 
1330     // Get position in world coordinates      << 
1331     // As a parameterisation the box is trans << 
1332     // and its centre, originally by definiti << 
1333     const G4ThreeVector& position = fpCurrent << 
1334     fPositionByMaterial.insert(std::make_pair << 
1335     if (fNameAndVisAttsByMaterial.find(materi << 
1336       // Store name and vis attributes of fir << 
1337       fNameAndVisAttsByMaterial[material] = N << 
1338   }                                           << 
1339 }                                             << 
1340                                               << 
1341 void G4VSceneHandler::PseudoSceneForTetVertic << 
1342   if (fpPVModel->GetCurrentDepth() == fpMesh- << 
1343     // Need to know it's a tet !!!! or implem << 
1344     try {                                     << 
1345       const auto& tet = dynamic_cast<const G4 << 
1346       const auto& material = fpPVModel->GetCu << 
1347       const auto& name = material? material-> << 
1348       const auto& pVisAtts = fpPVModel->GetCu << 
1349       // Transform into world coordinates if  << 
1350       if (fpCurrentObjectTransformation->xx() << 
1351           fpCurrentObjectTransformation->yy() << 
1352           fpCurrentObjectTransformation->zz() << 
1353         const auto& vertices = tet.GetVertice << 
1354         fVerticesByMaterial.insert(std::make_ << 
1355       } else {                                << 
1356         auto vertices = tet.GetVertices();    << 
1357         for (auto&& vertex: vertices) {       << 
1358           vertex = G4Point3D(vertex).transfor << 
1359         }                                     << 
1360         fVerticesByMaterial.insert(std::make_ << 
1361       }                                       << 
1362       if (fNameAndVisAttsByMaterial.find(mate << 
1363         // Store name and vis attributes of f << 
1364         fNameAndVisAttsByMaterial[material] = << 
1365     }                                         << 
1366     catch (const std::bad_cast&) {            << 
1367       G4ExceptionDescription ed;              << 
1368       ed << "Called for a mesh that is not a  << 
1369       G4Exception("PseudoSceneForTetVertices" << 
1370     }                                         << 
1371   }                                           << 
1372 }                                             << 
1373                                               << 
1374 void G4VSceneHandler::StandardSpecialMeshRend << 
1375 // Standard way of special mesh rendering.    << 
1376 // MySceneHandler::AddCompound(const G4Mesh&  << 
1377 // appropriate or implement its own special m << 
1378 {                                             << 
1379   G4bool implemented = false;                 << 
1380   switch (mesh.GetMeshType()) {               << 
1381     case G4Mesh::rectangle: [[fallthrough]];  << 
1382     case G4Mesh::nested3DRectangular:         << 
1383       switch (fpViewer->GetViewParameters().G << 
1384         case G4ViewParameters::meshAsDefault: << 
1385           [[fallthrough]];                    << 
1386         case G4ViewParameters::meshAsDots:    << 
1387           Draw3DRectMeshAsDots(mesh);  // Rec << 
1388           implemented = true;                 << 
1389           break;                              << 
1390         case G4ViewParameters::meshAsSurfaces << 
1391           Draw3DRectMeshAsSurfaces(mesh);  // << 
1392           implemented = true;                 << 
1393           break;                              << 
1394       }                                       << 
1395       break;                                  << 
1396     case G4Mesh::tetrahedron:                 << 
1397       switch (fpViewer->GetViewParameters().G << 
1398         case G4ViewParameters::meshAsDefault: << 
1399           [[fallthrough]];                    << 
1400         case G4ViewParameters::meshAsDots:    << 
1401           DrawTetMeshAsDots(mesh);  // Tetrah << 
1402           implemented = true;                 << 
1403           break;                              << 
1404         case G4ViewParameters::meshAsSurfaces << 
1405           DrawTetMeshAsSurfaces(mesh);  // Te << 
1406           implemented = true;                 << 
1407           break;                              << 
1408       }                                       << 
1409       break;                                  << 
1410     case G4Mesh::cylinder: [[fallthrough]];   << 
1411     case G4Mesh::sphere: [[fallthrough]];     << 
1412     case G4Mesh::invalid: break;              << 
1413   }                                           << 
1414   if (implemented) {                          << 
1415     // Draw container if not marked invisible << 
1416     auto container = mesh.GetContainerVolume( << 
1417     auto containerLogical = container->GetLog << 
1418     auto containerVisAtts = containerLogical- << 
1419     if (containerVisAtts == nullptr || contai << 
1420       auto solid = containerLogical->GetSolid << 
1421       auto polyhedron = solid->GetPolyhedron( << 
1422       // Always draw as wireframe             << 
1423       G4VisAttributes tmpVisAtts;             << 
1424       if (containerVisAtts != nullptr) tmpVis << 
1425       tmpVisAtts.SetForceWireframe();         << 
1426       polyhedron->SetVisAttributes(tmpVisAtts << 
1427       BeginPrimitives(mesh.GetTransform());   << 
1428       AddPrimitive(*polyhedron);              << 
1429       EndPrimitives();                        << 
1430     }                                         << 
1431   } else {                                    << 
1432     // Invoke base class function             << 
1433     G4VSceneHandler::AddCompound(mesh);       << 
1434   }                                           << 
1435   return;                                     << 
1436 }                                             << 
1437                                               << 
1438 void G4VSceneHandler::Draw3DRectMeshAsDots(co << 
1439 // For a rectangular 3-D mesh, draw as colour << 
1440 // one dot randomly placed in each visible me << 
1441 {                                             << 
1442   // Check                                    << 
1443   if (mesh.GetMeshType() != G4Mesh::rectangle << 
1444       mesh.GetMeshType() != G4Mesh::nested3DR << 
1445     G4ExceptionDescription ed;                << 
1446     ed << "Called with a mesh that is not rec << 
1447     G4Exception("G4VSceneHandler::Draw3DRectM << 
1448     return;                                   << 
1449   }                                           << 
1450                                               << 
1451   static G4bool firstPrint = true;            << 
1452   const auto& verbosity = G4VisManager::GetVe << 
1453   G4bool print = firstPrint && verbosity >= G << 
1454   if (print) {                                << 
1455     G4cout                                    << 
1456     << "Special case drawing of 3D rectangula << 
1457     << '\n' << mesh                           << 
1458     << G4endl;                                << 
1459   }                                           << 
1460                                               << 
1461   const auto& container = mesh.GetContainerVo << 
1462                                               << 
1463   // This map is static so that once filled i << 
1464   static std::map<G4String,std::map<const G4M << 
1465   auto& dotsByMaterial = dotsByMaterialAndMes << 
1466                                               << 
1467   // Fill map if not already filled           << 
1468   if (dotsByMaterial.empty()) {               << 
1469                                               << 
1470     // Get positions and material one cell at << 
1471     // The pseudo scene allows a "private" de << 
1472     // Instantiate a temporary G4PhysicalVolu << 
1473     G4ModelingParameters tmpMP;               << 
1474     tmpMP.SetCulling(true);  // This avoids d << 
1475     tmpMP.SetCullingInvisible(true);  // ...  << 
1476     const G4bool useFullExtent = true;  // To << 
1477     G4PhysicalVolumeModel tmpPVModel          << 
1478     (container,                               << 
1479      G4PhysicalVolumeModel::UNLIMITED,        << 
1480      G4Transform3D(),  // so that positions a << 
1481      &tmpMP,                                  << 
1482      useFullExtent);                          << 
1483     // Accumulate information in temporary ma << 
1484     std::multimap<const G4Material*,const G4T << 
1485     std::map<const G4Material*,G4VSceneHandle << 
1486     // Instantiate the pseudo scene           << 
1487     PseudoSceneFor3DRectMeshPositions pseudoS << 
1488     (&tmpPVModel,&mesh,positionByMaterial,nam << 
1489     // Make private descent into the paramete << 
1490     tmpPVModel.DescribeYourselfTo(pseudoScene << 
1491     // Now we have a map of positions by mate << 
1492     // Also a map of name and colour by mater << 
1493                                               << 
1494     const auto& prms = mesh.GetThreeDRectPara << 
1495     const auto& halfX = prms.fHalfX;          << 
1496     const auto& halfY = prms.fHalfY;          << 
1497     const auto& halfZ = prms.fHalfZ;          << 
1498                                               << 
1499     // Fill the permanent (static) map of dot << 
1500     G4int nDotsTotal = 0;                     << 
1501     for (const auto& entry: nameAndVisAttsByM << 
1502       G4int nDots = 0;                        << 
1503       const auto& material = entry.first;     << 
1504       const auto& nameAndVisAtts = nameAndVis << 
1505       const auto& name = nameAndVisAtts.fName << 
1506       const auto& visAtts = nameAndVisAtts.fV << 
1507       G4Polymarker dots;                      << 
1508       dots.SetInfo(name);                     << 
1509       dots.SetVisAttributes(visAtts);         << 
1510       dots.SetMarkerType(G4Polymarker::dots); << 
1511       dots.SetSize(G4VMarker::screen,1.);     << 
1512       // Enter empty polymarker into the map  << 
1513       dotsByMaterial[material] = dots;        << 
1514       // Now fill it in situ                  << 
1515       auto& dotsInMap = dotsByMaterial[materi << 
1516       const auto& range = positionByMaterial. << 
1517       for (auto posByMat = range.first; posBy << 
1518         dotsInMap.push_back(GetPointInBox(pos << 
1519         ++nDots;                              << 
1520       }                                       << 
1521                                               << 
1522       if (print) {                            << 
1523         G4cout                                << 
1524         << std::setw(30) << std::left << name << 
1525         << ": " << std::setw(7) << nDots << " << 
1526         << ": colour " << std::fixed << std:: << 
1527         << visAtts.GetColour() << std::defaul << 
1528         << G4endl;                            << 
1529       }                                       << 
1530                                               << 
1531       nDotsTotal += nDots;                    << 
1532     }                                         << 
1533                                               << 
1534     if (print) {                              << 
1535       G4cout << "Total number of dots: " << n << 
1536     }                                         << 
1537   }                                           << 
1538                                               << 
1539   // Some subsequent expressions apply only t << 
1540   auto pPVModel = dynamic_cast<G4PhysicalVolu << 
1541                                               << 
1542   G4String parameterisationName;              << 
1543   if (pPVModel) {                             << 
1544     parameterisationName = pPVModel->GetFullP << 
1545   }                                           << 
1546                                               << 
1547   // Draw the dots by material                << 
1548   // Ensure they are "hidden", i.e., use the  << 
1549   auto keepVP = fpViewer->GetViewParameters() << 
1550   auto vp = fpViewer->GetViewParameters();    << 
1551   vp.SetMarkerHidden();                       << 
1552   fpViewer->SetViewParameters(vp);            << 
1553   // Now we transform to world coordinates    << 
1554   BeginPrimitives (mesh.GetTransform());      << 
1555   for (const auto& entry: dotsByMaterial) {   << 
1556     const auto& dots = entry.second;          << 
1557     // The current "leaf" node in the PVPath  << 
1558     // been converted into polymarkers by mat << 
1559     // its name to that of the material (whos << 
1560     // so that its appearance in the scene tr << 
1561     // an appropriate name and its visibility << 
1562     if (pPVModel) {                           << 
1563       const auto& fullPVPath = pPVModel->GetF << 
1564       auto leafPV = fullPVPath.back().GetPhys << 
1565       leafPV->SetName(dots.GetInfo());        << 
1566     }                                         << 
1567     // Add dots to the scene                  << 
1568     AddPrimitive(dots);                       << 
1569   }                                           << 
1570   EndPrimitives ();                           << 
1571   // Restore view parameters                  << 
1572   fpViewer->SetViewParameters(keepVP);        << 
1573   // Restore parameterisation name            << 
1574   if (pPVModel) {                             << 
1575     pPVModel->GetFullPVPath().back().GetPhysi << 
1576   }                                           << 
1577                                               << 
1578   firstPrint = false;                         << 
1579   return;                                     << 
1580 }                                             << 
1581                                               << 
1582 void G4VSceneHandler::Draw3DRectMeshAsSurface << 
1583 // For a rectangular 3-D mesh, draw as surfac << 
1584 // with inner shared faces removed.           << 
1585 {                                             << 
1586   // Check                                    << 
1587   if (mesh.GetMeshType() != G4Mesh::rectangle << 
1588       mesh.GetMeshType() != G4Mesh::nested3DR << 
1589     G4ExceptionDescription ed;                << 
1590     ed << "Called with a mesh that is not rec << 
1591     G4Exception("G4VSceneHandler::Draw3DRectM << 
1592     return;                                   << 
1593   }                                           << 
1594                                               << 
1595   static G4bool firstPrint = true;            << 
1596   const auto& verbosity = G4VisManager::GetVe << 
1597   G4bool print = firstPrint && verbosity >= G << 
1598   if (print) {                                << 
1599     G4cout                                    << 
1600     << "Special case drawing of 3D rectangula << 
1601     << '\n' << mesh                           << 
1602     << G4endl;                                << 
1603   }                                           << 
1604                                               << 
1605   const auto& container = mesh.GetContainerVo << 
1606                                               << 
1607   // This map is static so that once filled i << 
1608   static std::map<G4String,std::map<const G4M << 
1609   auto& boxesByMaterial = boxesByMaterialAndM << 
1610                                               << 
1611   // Fill map if not already filled           << 
1612   if (boxesByMaterial.empty()) {              << 
1613                                               << 
1614     // Get positions and material one cell at << 
1615     // The pseudo scene allows a "private" de << 
1616     // Instantiate a temporary G4PhysicalVolu << 
1617     G4ModelingParameters tmpMP;               << 
1618     tmpMP.SetCulling(true);  // This avoids d << 
1619     tmpMP.SetCullingInvisible(true);  // ...  << 
1620     const G4bool useFullExtent = true;  // To << 
1621     G4PhysicalVolumeModel tmpPVModel          << 
1622     (container,                               << 
1623      G4PhysicalVolumeModel::UNLIMITED,        << 
1624      G4Transform3D(),  // so that positions a << 
1625      &tmpMP,                                  << 
1626      useFullExtent);                          << 
1627     // Accumulate information in temporary ma << 
1628     std::multimap<const G4Material*,const G4T << 
1629     std::map<const G4Material*,G4VSceneHandle << 
1630     // Instantiate the pseudo scene           << 
1631     PseudoSceneFor3DRectMeshPositions pseudoS << 
1632     (&tmpPVModel,&mesh,positionByMaterial,nam << 
1633     // Make private descent into the paramete << 
1634     tmpPVModel.DescribeYourselfTo(pseudoScene << 
1635     // Now we have a map of positions by mate << 
1636     // Also a map of name and colour by mater << 
1637                                               << 
1638     const auto& prms = mesh.GetThreeDRectPara << 
1639     const auto& sizeX = 2.*prms.fHalfX;       << 
1640     const auto& sizeY = 2.*prms.fHalfY;       << 
1641     const auto& sizeZ = 2.*prms.fHalfZ;       << 
1642                                               << 
1643     // Fill the permanent (static) map of box << 
1644     G4int nBoxesTotal = 0, nFacetsTotal = 0;  << 
1645     for (const auto& entry: nameAndVisAttsByM << 
1646       G4int nBoxes = 0;                       << 
1647       const auto& material = entry.first;     << 
1648       const auto& nameAndVisAtts = nameAndVis << 
1649       const auto& name = nameAndVisAtts.fName << 
1650       const auto& visAtts = nameAndVisAtts.fV << 
1651       // Transfer positions into a vector rea << 
1652       std::vector<G4ThreeVector> positionsFor << 
1653       const auto& range = positionByMaterial. << 
1654       for (auto posByMat = range.first; posBy << 
1655         const auto& position = posByMat->seco << 
1656         positionsForPolyhedron.push_back(posi << 
1657         ++nBoxes;                             << 
1658       }                                       << 
1659       // The polyhedron will be in local coor << 
1660       // Add an empty place-holder to the map << 
1661       auto& polyhedron = boxesByMaterial[mate << 
1662       // Replace with the desired polyhedron  << 
1663       polyhedron = G4PolyhedronBoxMesh(sizeX, << 
1664       polyhedron.SetVisAttributes(visAtts);   << 
1665       polyhedron.SetInfo(name);               << 
1666                                               << 
1667       if (print) {                            << 
1668         G4cout                                << 
1669         << std::setw(30) << std::left << name << 
1670         << ": " << std::setw(7) << nBoxes <<  << 
1671         << " (" << std::setw(7) << 6*nBoxes < << 
1672         << ": reduced to " << std::setw(7) << << 
1673         << std::setw(2) << std::fixed << std: << 
1674         << "%): colour " << std::fixed << std << 
1675         << visAtts.GetColour() << std::defaul << 
1676         << G4endl;                            << 
1677       }                                       << 
1678                                               << 
1679       nBoxesTotal += nBoxes;                  << 
1680       nFacetsTotal += polyhedron.GetNoFacets( << 
1681     }                                         << 
1682                                               << 
1683     if (print) {                              << 
1684       G4cout << "Total number of boxes: " <<  << 
1685       << ": reduced to " << nFacetsTotal << " << 
1686       << std::setw(2) << std::fixed << std::s << 
1687       << G4endl;                              << 
1688     }                                         << 
1689   }                                           << 
1690                                               << 
1691   // Some subsequent expressions apply only t << 
1692   auto pPVModel = dynamic_cast<G4PhysicalVolu << 
1693                                               << 
1694   G4String parameterisationName;              << 
1695   if (pPVModel) {                             << 
1696     parameterisationName = pPVModel->GetFullP << 
1697   }                                           << 
1698                                               << 
1699   // Draw the boxes by material               << 
1700   // Now we transform to world coordinates    << 
1701   BeginPrimitives (mesh.GetTransform());      << 
1702   for (const auto& entry: boxesByMaterial) {  << 
1703     const auto& poly = entry.second;          << 
1704     // The current "leaf" node in the PVPath  << 
1705     // been converted into polyhedra by mater << 
1706     // its name to that of the material (whos << 
1707     // so that its appearance in the scene tr << 
1708     // an appropriate name and its visibility << 
1709     if (pPVModel) {                           << 
1710       const auto& fullPVPath = pPVModel->GetF << 
1711       auto leafPV = fullPVPath.back().GetPhys << 
1712       leafPV->SetName(poly.GetInfo());        << 
1713     }                                         << 
1714     AddPrimitive(poly);                       << 
1715   }                                           << 
1716   EndPrimitives ();                           << 
1717   // Restore parameterisation name            << 
1718   if (pPVModel) {                             << 
1719     pPVModel->GetFullPVPath().back().GetPhysi << 
1720   }                                           << 
1721                                               << 
1722   firstPrint = false;                         << 
1723   return;                                     << 
1724 }                                             << 
1725                                               << 
1726 void G4VSceneHandler::DrawTetMeshAsDots(const << 
1727 // For a tetrahedron mesh, draw as coloured d << 
1728 // one dot randomly placed in each visible me << 
1729 {                                             << 
1730   // Check                                    << 
1731   if (mesh.GetMeshType() != G4Mesh::tetrahedr << 
1732     G4ExceptionDescription ed;                << 
1733     ed << "Called with mesh that is not a tet << 
1734     G4Exception("G4VSceneHandler::DrawTetMesh << 
1735     return;                                   << 
1736   }                                           << 
1737                                               << 
1738   static G4bool firstPrint = true;            << 
1739   const auto& verbosity = G4VisManager::GetVe << 
1740   G4bool print = firstPrint && verbosity >= G << 
1741                                               << 
1742   if (print) {                                << 
1743     G4cout                                    << 
1744     << "Special case drawing of tetrahedron m << 
1745     << '\n' << mesh                           << 
1746     << G4endl;                                << 
1747   }                                           << 
1748                                               << 
1749   const auto& container = mesh.GetContainerVo << 
1750                                               << 
1751   // This map is static so that once filled i << 
1752   static std::map<G4String,std::map<const G4M << 
1753   auto& dotsByMaterial = dotsByMaterialAndMes << 
1754                                               << 
1755   // Fill map if not already filled           << 
1756   if (dotsByMaterial.empty()) {               << 
1757                                               << 
1758     // Get vertices and colour one cell at a  << 
1759     // The pseudo scene allows a "private" de << 
1760     // Instantiate a temporary G4PhysicalVolu << 
1761     G4ModelingParameters tmpMP;               << 
1762     tmpMP.SetCulling(true);  // This avoids d << 
1763     tmpMP.SetCullingInvisible(true);  // ...  << 
1764     const G4bool useFullExtent = true;  // To << 
1765     G4PhysicalVolumeModel tmpPVModel          << 
1766     (container,                               << 
1767      G4PhysicalVolumeModel::UNLIMITED,        << 
1768      G4Transform3D(),  // so that positions a << 
1769      &tmpMP,                                  << 
1770      useFullExtent);                          << 
1771     // Accumulate information in temporary ma << 
1772     std::multimap<const G4Material*,std::vect << 
1773     std::map<const G4Material*,G4VSceneHandle << 
1774     // Instantiate a pseudo scene             << 
1775     PseudoSceneForTetVertices pseudoScene     << 
1776     (&tmpPVModel,&mesh,verticesByMaterial,nam << 
1777     // Make private descent into the paramete << 
1778     tmpPVModel.DescribeYourselfTo(pseudoScene << 
1779     // Now we have a map of vertices by mater << 
1780     // Also a map of name and colour by mater << 
1781                                               << 
1782     // Fill the permanent (static) map of dot << 
1783     G4int nDotsTotal = 0;                     << 
1784     for (const auto& entry: nameAndVisAttsByM << 
1785       G4int nDots = 0;                        << 
1786       const auto& material = entry.first;     << 
1787       const auto& nameAndVisAtts = nameAndVis << 
1788       const auto& name = nameAndVisAtts.fName << 
1789       const auto& visAtts = nameAndVisAtts.fV << 
1790       G4Polymarker dots;                      << 
1791       dots.SetVisAttributes(visAtts);         << 
1792       dots.SetMarkerType(G4Polymarker::dots); << 
1793       dots.SetSize(G4VMarker::screen,1.);     << 
1794       dots.SetInfo(name);                     << 
1795       // Enter empty polymarker into the map  << 
1796       dotsByMaterial[material] = dots;        << 
1797       // Now fill it in situ                  << 
1798       auto& dotsInMap = dotsByMaterial[materi << 
1799       const auto& range = verticesByMaterial. << 
1800       for (auto vByMat = range.first; vByMat  << 
1801         dotsInMap.push_back(GetPointInTet(vBy << 
1802         ++nDots;                              << 
1803       }                                       << 
1804                                               << 
1805       if (print) {                            << 
1806         G4cout                                << 
1807         << std::setw(30) << std::left << name << 
1808         << ": " << std::setw(7) << nDots << " << 
1809         << ": colour " << std::fixed << std:: << 
1810         << visAtts.GetColour() << std::defaul << 
1811         << G4endl;                            << 
1812       }                                       << 
1813                                               << 
1814       nDotsTotal += nDots;                    << 
1815     }                                         << 
1816                                               << 
1817     if (print) {                              << 
1818       G4cout << "Total number of dots: " << n << 
1819     }                                         << 
1820   }                                           << 
1821                                               << 
1822   // Some subsequent expressions apply only t << 
1823   auto pPVModel = dynamic_cast<G4PhysicalVolu << 
1824                                               << 
1825   G4String parameterisationName;              << 
1826   if (pPVModel) {                             << 
1827     parameterisationName = pPVModel->GetFullP << 
1828   }                                           << 
1829                                               << 
1830   // Draw the dots by material                << 
1831   // Ensure they are "hidden", i.e., use the  << 
1832   auto keepVP = fpViewer->GetViewParameters() << 
1833   auto vp = fpViewer->GetViewParameters();    << 
1834   vp.SetMarkerHidden();                       << 
1835   fpViewer->SetViewParameters(vp);            << 
1836                                               << 
1837   // Now we transform to world coordinates    << 
1838   BeginPrimitives (mesh.GetTransform());      << 
1839   for (const auto& entry: dotsByMaterial) {   << 
1840     const auto& dots = entry.second;          << 
1841     // The current "leaf" node in the PVPath  << 
1842     // been converted into polymarkers by mat << 
1843     // its name to that of the material (whos << 
1844     // so that its appearance in the scene tr << 
1845     // an appropriate name and its visibility << 
1846     if (pPVModel) {                           << 
1847       const auto& fullPVPath = pPVModel->GetF << 
1848       auto leafPV = fullPVPath.back().GetPhys << 
1849       leafPV->SetName(dots.GetInfo());        << 
1850     }                                         << 
1851     AddPrimitive(dots);                       << 
1852   }                                           << 
1853   EndPrimitives ();                           << 
1854                                               << 
1855   // Restore view parameters                  << 
1856   fpViewer->SetViewParameters(keepVP);        << 
1857   // Restore parameterisation name            << 
1858   if (pPVModel) {                             << 
1859     pPVModel->GetFullPVPath().back().GetPhysi << 
1860   }                                           << 
1861                                               << 
1862   firstPrint = false;                         << 
1863   return;                                     << 
1864 }                                             << 
1865                                               << 
1866 void G4VSceneHandler::DrawTetMeshAsSurfaces(c << 
1867 // For a tetrahedron mesh, draw as surfaces b << 
1868 // with inner shared faces removed.           << 
1869 {                                             << 
1870   // Check                                    << 
1871   if (mesh.GetMeshType() != G4Mesh::tetrahedr << 
1872     G4ExceptionDescription ed;                << 
1873     ed << "Called with mesh that is not a tet << 
1874     G4Exception("G4VSceneHandler::DrawTetMesh << 
1875     return;                                   << 
1876   }                                           << 
1877                                               << 
1878   static G4bool firstPrint = true;            << 
1879   const auto& verbosity = G4VisManager::GetVe << 
1880   G4bool print = firstPrint && verbosity >= G << 
1881                                               << 
1882   if (print) {                                << 
1883     G4cout                                    << 
1884     << "Special case drawing of tetrahedron m << 
1885     << '\n' << mesh                           << 
1886     << G4endl;                                << 
1887   }                                           << 
1888                                               << 
1889   // This map is static so that once filled i << 
1890   static std::map<G4String,std::map<const G4M << 
1891   auto& surfacesByMaterial = surfacesByMateri << 
1892                                               << 
1893   // Fill map if not already filled           << 
1894   if (surfacesByMaterial.empty()) {           << 
1895                                               << 
1896     // Get vertices and colour one cell at a  << 
1897     // The pseudo scene allows a "private" de << 
1898     // Instantiate a temporary G4PhysicalVolu << 
1899     G4ModelingParameters tmpMP;               << 
1900     tmpMP.SetCulling(true);  // This avoids d << 
1901     tmpMP.SetCullingInvisible(true);  // ...  << 
1902     const G4bool useFullExtent = true;  // To << 
1903     G4PhysicalVolumeModel tmpPVModel          << 
1904     (mesh.GetContainerVolume(),               << 
1905      G4PhysicalVolumeModel::UNLIMITED,        << 
1906      G4Transform3D(),  // so that positions a << 
1907      &tmpMP,                                  << 
1908      useFullExtent);                          << 
1909     // Accumulate information in temporary ma << 
1910     std::multimap<const G4Material*,std::vect << 
1911     std::map<const G4Material*,G4VSceneHandle << 
1912     // Instantiate a pseudo scene             << 
1913     PseudoSceneForTetVertices pseudoScene     << 
1914     (&tmpPVModel,&mesh,verticesByMaterial,nam << 
1915     // Make private descent into the paramete << 
1916     tmpPVModel.DescribeYourselfTo(pseudoScene << 
1917     // Now we have a map of vertices by mater << 
1918     // Also a map of name and colour by mater << 
1919                                               << 
1920     // Fill the permanent (static) map of sur << 
1921     G4int nTetsTotal = 0, nFacetsTotal = 0;   << 
1922     for (const auto& entry: nameAndVisAttsByM << 
1923       G4int nTets = 0;                        << 
1924       const auto& material = entry.first;     << 
1925       const auto& nameAndVisAtts = nameAndVis << 
1926       const auto& name = nameAndVisAtts.fName << 
1927       const auto& visAtts = nameAndVisAtts.fV << 
1928       // Transfer vertices into a vector read << 
1929       std::vector<G4ThreeVector> verticesForP << 
1930       const auto& range = verticesByMaterial. << 
1931       for (auto vByMat = range.first; vByMat  << 
1932         const std::vector<G4ThreeVector>& ver << 
1933         for (const auto& vertex: vertices)    << 
1934           verticesForPolyhedron.push_back(ver << 
1935         ++nTets;                              << 
1936       }                                       << 
1937       // The polyhedron will be in local coor << 
1938       // Add an empty place-holder to the map << 
1939       auto& polyhedron = surfacesByMaterial[m << 
1940       // Replace with the desired polyhedron  << 
1941       polyhedron = G4PolyhedronTetMesh(vertic << 
1942       polyhedron.SetVisAttributes(visAtts);   << 
1943       polyhedron.SetInfo(name);               << 
1944                                               << 
1945       if (print) {                            << 
1946         G4cout                                << 
1947         << std::setw(30) << std::left << name << 
1948         << ": " << std::setw(7) << nTets << " << 
1949         << " (" << std::setw(7) << 4*nTets << << 
1950         << ": reduced to " << std::setw(7) << << 
1951         << std::setw(2) << std::fixed << std: << 
1952         << "%): colour " << std::fixed << std << 
1953         << visAtts.GetColour() << std::defaul << 
1954         << G4endl;                            << 
1955      }                                        << 
1956                                               << 
1957       nTetsTotal += nTets;                    << 
1958       nFacetsTotal += polyhedron.GetNoFacets( << 
1959     }                                         << 
1960                                               << 
1961     if (print) {                              << 
1962       G4cout << "Total number of tetrahedra:  << 
1963       << ": reduced to " << nFacetsTotal << " << 
1964       << std::setw(2) << std::fixed << std::s << 
1965       << G4endl;                              << 
1966     }                                         << 
1967   }                                           << 
1968                                               << 
1969   // Some subsequent expressions apply only t << 
1970   auto pPVModel = dynamic_cast<G4PhysicalVolu << 
1971                                               << 
1972   G4String parameterisationName;              << 
1973   if (pPVModel) {                             << 
1974     parameterisationName = pPVModel->GetFullP << 
1975   }                                           << 
1976                                               << 
1977   // Draw the surfaces by material            << 
1978   // Now we transform to world coordinates    << 
1979   BeginPrimitives (mesh.GetTransform());      << 
1980   for (const auto& entry: surfacesByMaterial) << 
1981     const auto& poly = entry.second;          << 
1982     // The current "leaf" node in the PVPath  << 
1983     // been converted into polyhedra by mater << 
1984     // its name to that of the material (whos << 
1985     // so that its appearance in the scene tr << 
1986     // an appropriate name and its visibility << 
1987     if (pPVModel) {                           << 
1988       const auto& fullPVPath = pPVModel->GetF << 
1989       auto leafPV = fullPVPath.back().GetPhys << 
1990       leafPV->SetName(poly.GetInfo());        << 
1991     }                                         << 
1992     AddPrimitive(poly);                       << 
1993   }                                           << 
1994   EndPrimitives ();                           << 
1995                                               << 
1996   // Restore parameterisation name            << 
1997   if (pPVModel) {                             << 
1998     pPVModel->GetFullPVPath().back().GetPhysi << 
1999   }                                           << 
2000                                               << 
2001   firstPrint = false;                         << 
2002   return;                                     << 
2003 }                                             << 
2004                                               << 
2005 G4ThreeVector                                 << 
2006 G4VSceneHandler::GetPointInBox(const G4ThreeV << 
2007                                G4double halfX << 
2008                                G4double halfY << 
2009                                G4double halfZ << 
2010 {                                             << 
2011   G4double x = pos.getX() + (2.*G4QuickRand() << 
2012   G4double y = pos.getY() + (2.*G4QuickRand() << 
2013   G4double z = pos.getZ() + (2.*G4QuickRand() << 
2014   return G4ThreeVector(x, y, z);              << 
2015 }                                             << 
2016                                               << 
2017 G4ThreeVector                                 << 
2018 G4VSceneHandler::GetPointInTet(const std::vec << 
2019 {                                             << 
2020   G4double p = G4QuickRand();                 << 
2021   G4double q = G4QuickRand();                 << 
2022   G4double r = G4QuickRand();                 << 
2023   if (p + q > 1.)                             << 
2024   {                                           << 
2025     p = 1. - p;                               << 
2026     q = 1. - q;                               << 
2027   }                                           << 
2028   if (q + r > 1.)                             << 
2029   {                                           << 
2030     G4double tmp = r;                         << 
2031     r = 1. - p - q;                           << 
2032     q = 1. - tmp;                             << 
2033   }                                           << 
2034   else if (p + q + r > 1.)                    << 
2035   {                                           << 
2036     G4double tmp = r;                         << 
2037     r = p + q + r - 1.;                       << 
2038     p = 1. - q - tmp;                         << 
2039   }                                           << 
2040   G4double a = 1. - p - q - r;                << 
2041   return vertices[0]*a + vertices[1]*p + vert << 
2042 }                                                949 }
2043                                                  950