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******************************************************************** 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