Geant4 Cross Reference

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

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Diff markup

Differences between /visualization/management/src/G4VSceneHandler.cc (Version 11.3.0) and /visualization/management/src/G4VSceneHandler.cc (Version 10.2.p1)


  1 //                                                  1 //
  2 // *******************************************      2 // ********************************************************************
  3 // * License and Disclaimer                         3 // * License and Disclaimer                                           *
  4 // *                                                4 // *                                                                  *
  5 // * The  Geant4 software  is  copyright of th      5 // * The  Geant4 software  is  copyright of the Copyright Holders  of *
  6 // * the Geant4 Collaboration.  It is provided      6 // * the Geant4 Collaboration.  It is provided  under  the terms  and *
  7 // * conditions of the Geant4 Software License      7 // * conditions of the Geant4 Software License,  included in the file *
  8 // * LICENSE and available at  http://cern.ch/      8 // * LICENSE and available at  http://cern.ch/geant4/license .  These *
  9 // * include a list of copyright holders.           9 // * include a list of copyright holders.                             *
 10 // *                                               10 // *                                                                  *
 11 // * Neither the authors of this software syst     11 // * Neither the authors of this software system, nor their employing *
 12 // * institutes,nor the agencies providing fin     12 // * institutes,nor the agencies providing financial support for this *
 13 // * work  make  any representation or  warran     13 // * work  make  any representation or  warranty, express or implied, *
 14 // * regarding  this  software system or assum     14 // * regarding  this  software system or assume any liability for its *
 15 // * use.  Please see the license in the file      15 // * use.  Please see the license in the file  LICENSE  and URL above *
 16 // * for the full disclaimer and the limitatio     16 // * for the full disclaimer and the limitation of liability.         *
 17 // *                                               17 // *                                                                  *
 18 // * This  code  implementation is the result      18 // * This  code  implementation is the result of  the  scientific and *
 19 // * technical work of the GEANT4 collaboratio     19 // * technical work of the GEANT4 collaboration.                      *
 20 // * By using,  copying,  modifying or  distri     20 // * By using,  copying,  modifying or  distributing the software (or *
 21 // * any work based  on the software)  you  ag     21 // * any work based  on the software)  you  agree  to acknowledge its *
 22 // * use  in  resulting  scientific  publicati     22 // * use  in  resulting  scientific  publications,  and indicate your *
 23 // * acceptance of all terms of the Geant4 Sof     23 // * acceptance of all terms of the Geant4 Software license.          *
 24 // *******************************************     24 // ********************************************************************
 25 //                                                 25 //
 26 //                                                 26 //
                                                   >>  27 // $Id: G4VSceneHandler.cc 91686 2015-07-31 09:40:08Z 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"              <<  81 #ifdef G4MULTITHREADED
                                                   >>  82 #include "G4MTRunManager.hh"
                                                   >>  83 #endif
 88 #include "G4Run.hh"                                84 #include "G4Run.hh"
 89 #include "G4Transform3D.hh"                        85 #include "G4Transform3D.hh"
 90 #include "G4AttHolder.hh"                          86 #include "G4AttHolder.hh"
 91 #include "G4AttDef.hh"                             87 #include "G4AttDef.hh"
 92 #include "G4SceneTreeItem.hh"                  << 
 93 #include "G4VVisCommand.hh"                        88 #include "G4VVisCommand.hh"
 94 #include "G4PhysicalConstants.hh"                  89 #include "G4PhysicalConstants.hh"
 95 #include "G4SystemOfUnits.hh"                  << 
 96                                                << 
 97 #define G4warn G4cout                          << 
 98                                                    90 
 99 G4VSceneHandler::G4VSceneHandler (G4VGraphicsS     91 G4VSceneHandler::G4VSceneHandler (G4VGraphicsSystem& system, G4int id, const G4String& name):
100   fSystem                (system),                 92   fSystem                (system),
101   fSceneHandlerId        (id),                     93   fSceneHandlerId        (id),
102   fViewCount             (0),                      94   fViewCount             (0),
103   fpViewer               (0),                      95   fpViewer               (0),
104   fpScene                (0),                      96   fpScene                (0),
105   fMarkForClearingTransientStore (true),  // R     97   fMarkForClearingTransientStore (true),  // Ready for first
106             // ClearTransientStoreIfMarked(),      98             // ClearTransientStoreIfMarked(),
107             // e.g., at end of run (see            99             // e.g., at end of run (see
108             // G4VisManager.cc).                  100             // G4VisManager.cc).
109   fReadyForTransients    (true),  // Only fals    101   fReadyForTransients    (true),  // Only false while processing scene.
110   fProcessingSolid       (false),                 102   fProcessingSolid       (false),
111   fProcessing2D          (false),                 103   fProcessing2D          (false),
112   fpModel                (0),                     104   fpModel                (0),
113   fNestingDepth          (0),                     105   fNestingDepth          (0),
114   fpVisAttribs           (0)                      106   fpVisAttribs           (0)
115 {                                                 107 {
116   G4VisManager* pVMan = G4VisManager::GetInsta    108   G4VisManager* pVMan = G4VisManager::GetInstance ();
117   fpScene = pVMan -> GetCurrentScene ();          109   fpScene = pVMan -> GetCurrentScene ();
118   if (name == "") {                               110   if (name == "") {
119     std::ostringstream ost;                       111     std::ostringstream ost;
120     ost << fSystem.GetName () << '-' << fScene    112     ost << fSystem.GetName () << '-' << fSceneHandlerId;
121     fName = ost.str();                            113     fName = ost.str();
122   }                                               114   }
123   else {                                          115   else {
124     fName = name;                                 116     fName = name;
125   }                                               117   }
126   fTransientsDrawnThisEvent = pVMan->GetTransi    118   fTransientsDrawnThisEvent = pVMan->GetTransientsDrawnThisEvent();
127   fTransientsDrawnThisRun = pVMan->GetTransien    119   fTransientsDrawnThisRun = pVMan->GetTransientsDrawnThisRun();
128 }                                                 120 }
129                                                   121 
130 G4VSceneHandler::~G4VSceneHandler () {            122 G4VSceneHandler::~G4VSceneHandler () {
131   G4VViewer* last;                                123   G4VViewer* last;
132   while( ! fViewerList.empty() ) {                124   while( ! fViewerList.empty() ) {
133     last = fViewerList.back();                    125     last = fViewerList.back();
134     fViewerList.pop_back();                       126     fViewerList.pop_back();
135     delete last;                                  127     delete last;
136   }                                               128   }
137 }                                                 129 }
138                                                   130 
139 const G4VisExtent& G4VSceneHandler::GetExtent(    131 const G4VisExtent& G4VSceneHandler::GetExtent() const
140 {                                                 132 {
141   if (fpScene) {                                  133   if (fpScene) {
142     return fpScene->GetExtent();                  134     return fpScene->GetExtent();
143   } else {                                        135   } else {
144     static const G4VisExtent defaultExtent = G << 136     return G4VisExtent::NullExtent;
145     return defaultExtent;                      << 
146   }                                               137   }
147 }                                                 138 }
148                                                   139 
149 void G4VSceneHandler::PreAddSolid (const G4Tra    140 void G4VSceneHandler::PreAddSolid (const G4Transform3D& objectTransformation,
150            const G4VisAttributes& visAttribs)     141            const G4VisAttributes& visAttribs) {
151   fObjectTransformation = objectTransformation    142   fObjectTransformation = objectTransformation;
152   fpVisAttribs = &visAttribs;                     143   fpVisAttribs = &visAttribs;
153   fProcessingSolid = true;                        144   fProcessingSolid = true;
154 }                                                 145 }
155                                                   146 
156 void G4VSceneHandler::PostAddSolid () {           147 void G4VSceneHandler::PostAddSolid () {
157   fpVisAttribs = 0;                               148   fpVisAttribs = 0;
158   fProcessingSolid = false;                       149   fProcessingSolid = false;
159   if (fReadyForTransients) {                      150   if (fReadyForTransients) {
160     fTransientsDrawnThisEvent = true;             151     fTransientsDrawnThisEvent = true;
161     fTransientsDrawnThisRun = true;               152     fTransientsDrawnThisRun = true;
162   }                                               153   }
163 }                                                 154 }
164                                                   155 
165 void G4VSceneHandler::BeginPrimitives             156 void G4VSceneHandler::BeginPrimitives
166 (const G4Transform3D& objectTransformation) {     157 (const G4Transform3D& objectTransformation) {
167   //static G4int count = 0;                       158   //static G4int count = 0;
168   //G4cout << "G4VSceneHandler::BeginPrimitive    159   //G4cout << "G4VSceneHandler::BeginPrimitives: " << count++ << G4endl;
169   fNestingDepth++;                                160   fNestingDepth++;
170   if (fNestingDepth > 1)                          161   if (fNestingDepth > 1)
171     G4Exception                                   162     G4Exception
172       ("G4VSceneHandler::BeginPrimitives",        163       ("G4VSceneHandler::BeginPrimitives",
173        "visman0101", FatalException,              164        "visman0101", FatalException,
174        "Nesting detected. It is illegal to nes    165        "Nesting detected. It is illegal to nest Begin/EndPrimitives.");
175   fObjectTransformation = objectTransformation    166   fObjectTransformation = objectTransformation;
176 }                                                 167 }
177                                                   168 
178 void G4VSceneHandler::EndPrimitives () {          169 void G4VSceneHandler::EndPrimitives () {
179   if (fNestingDepth <= 0)                         170   if (fNestingDepth <= 0)
180     G4Exception("G4VSceneHandler::EndPrimitive    171     G4Exception("G4VSceneHandler::EndPrimitives",
181     "visman0102", FatalException, "Nesting err    172     "visman0102", FatalException, "Nesting error.");
182   fNestingDepth--;                                173   fNestingDepth--;
183   if (fReadyForTransients) {                      174   if (fReadyForTransients) {
184     fTransientsDrawnThisEvent = true;             175     fTransientsDrawnThisEvent = true;
185     fTransientsDrawnThisRun = true;               176     fTransientsDrawnThisRun = true;
186   }                                               177   }
187 }                                                 178 }
188                                                   179 
189 void G4VSceneHandler::BeginPrimitives2D           180 void G4VSceneHandler::BeginPrimitives2D
190 (const G4Transform3D& objectTransformation) {     181 (const G4Transform3D& objectTransformation) {
191   fNestingDepth++;                                182   fNestingDepth++;
192   if (fNestingDepth > 1)                          183   if (fNestingDepth > 1)
193     G4Exception                                   184     G4Exception
194       ("G4VSceneHandler::BeginPrimitives2D",      185       ("G4VSceneHandler::BeginPrimitives2D",
195        "visman0103", FatalException,              186        "visman0103", FatalException,
196        "Nesting detected. It is illegal to nes    187        "Nesting detected. It is illegal to nest Begin/EndPrimitives.");
197   fObjectTransformation = objectTransformation    188   fObjectTransformation = objectTransformation;
198   fProcessing2D = true;                           189   fProcessing2D = true;
199 }                                                 190 }
200                                                   191 
201 void G4VSceneHandler::EndPrimitives2D () {        192 void G4VSceneHandler::EndPrimitives2D () {
202   if (fNestingDepth <= 0)                         193   if (fNestingDepth <= 0)
203     G4Exception("G4VSceneHandler::EndPrimitive    194     G4Exception("G4VSceneHandler::EndPrimitives2D",
204     "visman0104", FatalException, "Nesting err    195     "visman0104", FatalException, "Nesting error.");
205   fNestingDepth--;                                196   fNestingDepth--;
206   if (fReadyForTransients) {                      197   if (fReadyForTransients) {
207     fTransientsDrawnThisEvent = true;             198     fTransientsDrawnThisEvent = true;
208     fTransientsDrawnThisRun = true;               199     fTransientsDrawnThisRun = true;
209   }                                               200   }
210   fProcessing2D = false;                          201   fProcessing2D = false;
211 }                                                 202 }
212                                                   203 
213 void G4VSceneHandler::BeginModeling () {          204 void G4VSceneHandler::BeginModeling () {
214 }                                                 205 }
215                                                   206 
216 void G4VSceneHandler::EndModeling ()              207 void G4VSceneHandler::EndModeling ()
217 {                                                 208 {
218   fpModel = 0;                                    209   fpModel = 0;
219 }                                                 210 }
220                                                   211 
221 void G4VSceneHandler::ClearStore () {}            212 void G4VSceneHandler::ClearStore () {}
222                                                   213 
223 void G4VSceneHandler::ClearTransientStore () {    214 void G4VSceneHandler::ClearTransientStore () {}
224                                                   215 
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    216 void G4VSceneHandler::AddSolid (const G4Box& box) {
253   AddSolidT (box);                             << 217   RequestPrimitives (box);
254   // If your graphics system is sophisticated  << 218 // If your graphics system is sophisticated enough to handle a
255   //  particular solid shape as a primitive, i << 219 //  particular solid shape as a primitive, in your derived class write a
256   //  function to override this.               << 220 //  function to override this.  (Note: some compilers warn that your
257   // Your function might look like this...     << 221 //  function "hides" this one.  That's OK.)
258   // void G4MySceneHandler::AddSolid (const G4 << 222 // Your function might look like this...
259   // Get and check applicable vis attributes.  << 223 // void G4MyScene::AddSolid (const G4Box& box) {
260   //   fpVisAttribs = fpViewer->GetApplicableV << 224 // Get parameters of appropriate object, e.g.:
261   // Do not draw if not visible.               << 225 //   G4double dx = box.GetXHalfLength ();
262   //   if (fpVisAttribs->IsVisible()) {        << 226 //   G4double dy = box.GetYHalfLength ();
263   //   Get parameters of appropriate object, e << 227 //   G4double dz = box.GetZHalfLength ();
264   //     G4double dx = box.GetXHalfLength ();  << 228 // 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 }                                              << 
270                                                << 
271 void G4VSceneHandler::AddSolid (const G4Cons&  << 
272   AddSolidT (cons);                            << 
273 }                                                 229 }
274                                                   230 
275 void G4VSceneHandler::AddSolid (const G4Orb& o << 231 void G4VSceneHandler::AddSolid (const G4Tubs& tubs) {
276   AddSolidWithAuxiliaryEdges (orb);            << 232   RequestPrimitives (tubs);
277 }                                              << 
278                                                << 
279 void G4VSceneHandler::AddSolid (const G4Para&  << 
280   AddSolidT (para);                            << 
281 }                                                 233 }
282                                                   234 
283 void G4VSceneHandler::AddSolid (const G4Sphere << 235 void G4VSceneHandler::AddSolid (const G4Cons& cons) {
284   AddSolidWithAuxiliaryEdges (sphere);         << 236   RequestPrimitives (cons);
285 }                                                 237 }
286                                                   238 
287 void G4VSceneHandler::AddSolid (const G4Torus& << 239 void G4VSceneHandler::AddSolid (const G4Trd& trd) {
288   AddSolidWithAuxiliaryEdges (torus);          << 240   RequestPrimitives (trd);
289 }                                                 241 }
290                                                   242 
291 void G4VSceneHandler::AddSolid (const G4Trap&     243 void G4VSceneHandler::AddSolid (const G4Trap& trap) {
292   AddSolidT (trap);                            << 244   RequestPrimitives (trap);
293 }                                                 245 }
294                                                   246 
295 void G4VSceneHandler::AddSolid (const G4Trd& t << 247 void G4VSceneHandler::AddSolid (const G4Sphere& sphere) {
296   AddSolidT (trd);                             << 248   RequestPrimitives (sphere );
297 }                                                 249 }
298                                                   250 
299 void G4VSceneHandler::AddSolid (const G4Tubs&  << 251 void G4VSceneHandler::AddSolid (const G4Para& para) {
300   AddSolidT (tubs);                            << 252   RequestPrimitives (para);
301 }                                                 253 }
302                                                   254 
303 void G4VSceneHandler::AddSolid (const G4Ellips << 255 void G4VSceneHandler::AddSolid (const G4Torus& torus) {
304   AddSolidWithAuxiliaryEdges (ellipsoid);      << 256   RequestPrimitives (torus);
305 }                                                 257 }
306                                                   258 
307 void G4VSceneHandler::AddSolid (const G4Polyco    259 void G4VSceneHandler::AddSolid (const G4Polycone& polycone) {
308   AddSolidT (polycone);                        << 260   RequestPrimitives (polycone);
309 }                                                 261 }
310                                                   262 
311 void G4VSceneHandler::AddSolid (const G4Polyhe    263 void G4VSceneHandler::AddSolid (const G4Polyhedra& polyhedra) {
312   AddSolidT (polyhedra);                       << 264   RequestPrimitives (polyhedra);
313 }                                              << 
314                                                << 
315 void G4VSceneHandler::AddSolid (const G4Tessel << 
316   AddSolidT (tess);                            << 
317 }                                                 265 }
318                                                   266 
319 void G4VSceneHandler::AddSolid (const G4VSolid    267 void G4VSceneHandler::AddSolid (const G4VSolid& solid) {
320   AddSolidT (solid);                           << 268   RequestPrimitives (solid);
321 }                                                 269 }
322                                                   270 
323 void G4VSceneHandler::AddCompound (const G4VTr    271 void G4VSceneHandler::AddCompound (const G4VTrajectory& traj) {
324   G4TrajectoriesModel* trajectoriesModel =        272   G4TrajectoriesModel* trajectoriesModel =
325     dynamic_cast<G4TrajectoriesModel*>(fpModel    273     dynamic_cast<G4TrajectoriesModel*>(fpModel);
326   if (trajectoriesModel)                          274   if (trajectoriesModel)
327     traj.DrawTrajectory();                        275     traj.DrawTrajectory();
328   else {                                          276   else {
329     G4Exception                                   277     G4Exception
330     ("G4VSceneHandler::AddCompound(const G4VTr    278     ("G4VSceneHandler::AddCompound(const G4VTrajectory&)",
331      "visman0105", FatalException, "Not a G4Tr    279      "visman0105", FatalException, "Not a G4TrajectoriesModel.");
332   }                                               280   }
333 }                                                 281 }
334                                                   282 
335 void G4VSceneHandler::AddCompound (const G4VHi    283 void G4VSceneHandler::AddCompound (const G4VHit& hit) {
336   // Cast away const because Draw is non-const    284   // Cast away const because Draw is non-const!!!!
337   const_cast<G4VHit&>(hit).Draw();                285   const_cast<G4VHit&>(hit).Draw();
338 }                                                 286 }
339                                                   287 
340 void G4VSceneHandler::AddCompound (const G4VDi    288 void G4VSceneHandler::AddCompound (const G4VDigi& digi) {
341   // Cast away const because Draw is non-const    289   // Cast away const because Draw is non-const!!!!
342   const_cast<G4VDigi&>(digi).Draw();              290   const_cast<G4VDigi&>(digi).Draw();
343 }                                                 291 }
344                                                   292 
345 void G4VSceneHandler::AddCompound (const G4THi    293 void G4VSceneHandler::AddCompound (const G4THitsMap<G4double>& hits) {
346   using MeshScoreMap = G4VScoringMesh::MeshSco << 
347   //G4cout << "AddCompound: hits: " << &hits <    294   //G4cout << "AddCompound: hits: " << &hits << G4endl;
348   G4bool scoreMapHits = false;                    295   G4bool scoreMapHits = false;
349   G4ScoringManager* scoringManager = G4Scoring    296   G4ScoringManager* scoringManager = G4ScoringManager::GetScoringManagerIfExist();
350   if (scoringManager) {                           297   if (scoringManager) {
351     std::size_t nMeshes = scoringManager->GetN << 298     size_t nMeshes = scoringManager->GetNumberOfMesh();
352     for (std::size_t iMesh = 0; iMesh < nMeshe << 299     for (size_t iMesh = 0; iMesh < nMeshes; ++iMesh) {
353       G4VScoringMesh* mesh = scoringManager->G << 300       G4VScoringMesh* mesh = scoringManager->GetMesh(iMesh);
354       if (mesh && mesh->IsActive()) {             301       if (mesh && mesh->IsActive()) {
355   MeshScoreMap scoreMap = mesh->GetScoreMap();    302   MeshScoreMap scoreMap = mesh->GetScoreMap();
356         const G4String& mapNam = const_cast<G4 << 303   for(MeshScoreMap::const_iterator i = scoreMap.begin();
357   for(MeshScoreMap::const_iterator i = scoreMa << 304       i != scoreMap.end(); ++i) {
358       i != scoreMap.cend(); ++i) {             << 
359     const G4String& scoreMapName = i->first;      305     const G4String& scoreMapName = i->first;
360     if (scoreMapName == mapNam) {              << 306     const G4THitsMap<G4double>* foundHits = i->second;
                                                   >> 307     if (foundHits == &hits) {
361       G4DefaultLinearColorMap colorMap("G4VSce    308       G4DefaultLinearColorMap colorMap("G4VSceneHandlerColorMap");
362       scoreMapHits = true;                        309       scoreMapHits = true;
363       mesh->DrawMesh(scoreMapName, &colorMap);    310       mesh->DrawMesh(scoreMapName, &colorMap);
364     }                                             311     }
365   }                                               312   }
366       }                                           313       }
367     }                                             314     }
368   }                                               315   }
369   if (scoreMapHits) {                             316   if (scoreMapHits) {
370     static G4bool first = true;                   317     static G4bool first = true;
371     if (first) {                                  318     if (first) {
372       first = false;                              319       first = false;
373       G4cout <<                                   320       G4cout <<
374   "Scoring map drawn with default parameters."    321   "Scoring map drawn with default parameters."
375   "\n  To get gMocren file for gMocren browser    322   "\n  To get gMocren file for gMocren browser:"
376   "\n    /vis/open gMocrenFile"                   323   "\n    /vis/open gMocrenFile"
377   "\n    /vis/viewer/flush"                       324   "\n    /vis/viewer/flush"
378   "\n  Many other options available with /scor    325   "\n  Many other options available with /score/draw... commands."
379   "\n  You might want to \"/vis/viewer/set/aut    326   "\n  You might want to \"/vis/viewer/set/autoRefresh false\"."
380        << G4endl;                                 327        << G4endl;
381     }                                             328     }
382   } else {  // Not score map hits.  Just call     329   } else {  // Not score map hits.  Just call DrawAllHits.
383     // Cast away const because DrawAllHits is     330     // Cast away const because DrawAllHits is non-const!!!!
384     const_cast<G4THitsMap<G4double>&>(hits).Dr    331     const_cast<G4THitsMap<G4double>&>(hits).DrawAllHits();
385   }                                               332   }
386 }                                                 333 }
387                                                   334 
388 void G4VSceneHandler::AddCompound (const G4THi << 335 void G4VSceneHandler::AddViewerToList (G4VViewer* pViewer) {
389   using MeshScoreMap = G4VScoringMesh::MeshSco << 336   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 }                                                 337 }
430                                                   338 
431 void G4VSceneHandler::AddCompound(const G4Mesh << 339 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                                                   340 
463 void G4VSceneHandler::AddViewerToList (G4VView << 341   const G4double margin(0.01);
464   fViewerList.push_back (pViewer);             << 342   // Fractional margin - ensures scale is comfortably inside viewing
                                                   >> 343   // volume.
                                                   >> 344   const G4double oneMinusMargin (1. - margin);
                                                   >> 345 
                                                   >> 346   const G4VisExtent& sceneExtent = fpScene->GetExtent();
                                                   >> 347 
                                                   >> 348   // Useful constants...
                                                   >> 349   const G4double length(scale.GetLength());
                                                   >> 350   const G4double halfLength(length / 2.);
                                                   >> 351   const G4double tickLength(length / 20.);
                                                   >> 352   const G4double piBy2(halfpi);
                                                   >> 353 
                                                   >> 354   // Get size of scene...
                                                   >> 355   const G4double xmin = sceneExtent.GetXmin();
                                                   >> 356   const G4double xmax = sceneExtent.GetXmax();
                                                   >> 357   const G4double ymin = sceneExtent.GetYmin();
                                                   >> 358   const G4double ymax = sceneExtent.GetYmax();
                                                   >> 359   const G4double zmin = sceneExtent.GetZmin();
                                                   >> 360   const G4double zmax = sceneExtent.GetZmax();
                                                   >> 361 
                                                   >> 362   // Create (empty) polylines having the same vis attributes...
                                                   >> 363   G4Polyline scaleLine, tick11, tick12, tick21, tick22;
                                                   >> 364   G4VisAttributes visAtts(*scale.GetVisAttributes());  // Long enough life.
                                                   >> 365   scaleLine.SetVisAttributes(&visAtts);
                                                   >> 366   tick11.SetVisAttributes(&visAtts);
                                                   >> 367   tick12.SetVisAttributes(&visAtts);
                                                   >> 368   tick21.SetVisAttributes(&visAtts);
                                                   >> 369   tick22.SetVisAttributes(&visAtts);
                                                   >> 370 
                                                   >> 371   // Add points to the polylines to represent an scale parallel to the
                                                   >> 372   // x-axis centred on the origin...
                                                   >> 373   G4Point3D r1(G4Point3D(-halfLength, 0., 0.));
                                                   >> 374   G4Point3D r2(G4Point3D( halfLength, 0., 0.));
                                                   >> 375   scaleLine.push_back(r1);
                                                   >> 376   scaleLine.push_back(r2);
                                                   >> 377   G4Point3D ticky(0., tickLength, 0.);
                                                   >> 378   G4Point3D tickz(0., 0., tickLength);
                                                   >> 379   tick11.push_back(r1 + ticky);
                                                   >> 380   tick11.push_back(r1 - ticky);
                                                   >> 381   tick12.push_back(r1 + tickz);
                                                   >> 382   tick12.push_back(r1 - tickz);
                                                   >> 383   tick21.push_back(r2 + ticky);
                                                   >> 384   tick21.push_back(r2 - ticky);
                                                   >> 385   tick22.push_back(r2 + tickz);
                                                   >> 386   tick22.push_back(r2 - tickz);
                                                   >> 387   G4Point3D textPosition(0., tickLength, 0.);
                                                   >> 388 
                                                   >> 389   // Transform appropriately...
                                                   >> 390 
                                                   >> 391   G4Transform3D transformation;
                                                   >> 392   if (scale.GetAutoPlacing()) {
                                                   >> 393     G4Transform3D rotation;
                                                   >> 394     switch (scale.GetDirection()) {
                                                   >> 395     case G4Scale::x:
                                                   >> 396       break;
                                                   >> 397     case G4Scale::y:
                                                   >> 398       rotation = G4RotateZ3D(piBy2);
                                                   >> 399       break;
                                                   >> 400     case G4Scale::z:
                                                   >> 401       rotation = G4RotateY3D(piBy2);
                                                   >> 402       break;
                                                   >> 403     }
                                                   >> 404     G4double sxmid;
                                                   >> 405     G4double symid;
                                                   >> 406     G4double szmid;
                                                   >> 407     sxmid = xmin + oneMinusMargin * (xmax - xmin);
                                                   >> 408     symid = ymin + margin * (ymax - ymin);
                                                   >> 409     szmid = zmin + oneMinusMargin * (zmax - zmin);
                                                   >> 410     switch (scale.GetDirection()) {
                                                   >> 411     case G4Scale::x:
                                                   >> 412       sxmid -= halfLength;
                                                   >> 413       break;
                                                   >> 414     case G4Scale::y:
                                                   >> 415       symid += halfLength;
                                                   >> 416       break;
                                                   >> 417     case G4Scale::z:
                                                   >> 418       szmid -= halfLength;
                                                   >> 419       break;
                                                   >> 420     }
                                                   >> 421     G4Translate3D translation(sxmid, symid, szmid);
                                                   >> 422     transformation = translation * rotation;
                                                   >> 423   } else {
                                                   >> 424     if (fpModel) transformation = fpModel->GetTransformation();
                                                   >> 425   }
                                                   >> 426 
                                                   >> 427   // Draw...
                                                   >> 428   // We would like to call BeginPrimitives(transformation) here but
                                                   >> 429   // calling BeginPrimitives from within an AddPrimitive is not
                                                   >> 430   // allowed!  So we have to do our own transformation...
                                                   >> 431   AddPrimitive(scaleLine.transform(transformation));
                                                   >> 432   AddPrimitive(tick11.transform(transformation));
                                                   >> 433   AddPrimitive(tick12.transform(transformation));
                                                   >> 434   AddPrimitive(tick21.transform(transformation));
                                                   >> 435   AddPrimitive(tick22.transform(transformation));
                                                   >> 436   G4Text text(scale.GetAnnotation(),textPosition.transform(transformation));
                                                   >> 437   text.SetScreenSize(scale.GetAnnotationSize());
                                                   >> 438   AddPrimitive(text);
465 }                                                 439 }
466                                                   440 
467 void G4VSceneHandler::AddPrimitive (const G4Po    441 void G4VSceneHandler::AddPrimitive (const G4Polymarker& polymarker) {
468   switch (polymarker.GetMarkerType()) {           442   switch (polymarker.GetMarkerType()) {
469     default:                                   << 443   default:
470     case G4Polymarker::dots:                   << 444   case G4Polymarker::dots:
471     {                                             445     {
472       G4Circle dot (polymarker);               << 446       for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
473       dot.SetWorldSize  (0.);                  << 447   G4Circle dot (polymarker);
474       dot.SetScreenSize (0.1);  // Very small  << 
475       for (std::size_t iPoint = 0; iPoint < po << 
476         dot.SetPosition (polymarker[iPoint]);     448         dot.SetPosition (polymarker[iPoint]);
477         AddPrimitive (dot);                    << 449   dot.SetWorldSize  (0.);
                                                   >> 450   dot.SetScreenSize (0.1);  // Very small circle.
                                                   >> 451   AddPrimitive (dot);
478       }                                           452       }
479     }                                             453     }
480       break;                                   << 454     break;
481     case G4Polymarker::circles:                << 455   case G4Polymarker::circles:
482     {                                             456     {
483       G4Circle circle (polymarker);  // Defaul << 457       for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
484       for (std::size_t iPoint = 0; iPoint < po << 458   G4Circle circle (polymarker);
485         circle.SetPosition (polymarker[iPoint] << 459   circle.SetPosition (polymarker[iPoint]);
486         AddPrimitive (circle);                 << 460   AddPrimitive (circle);
487       }                                           461       }
488     }                                             462     }
489       break;                                   << 463     break;
490     case G4Polymarker::squares:                << 464   case G4Polymarker::squares:
491     {                                             465     {
492       G4Square square (polymarker);  // Defaul << 466       for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
493       for (std::size_t iPoint = 0; iPoint < po << 467   G4Square square (polymarker);
494         square.SetPosition (polymarker[iPoint] << 468   square.SetPosition (polymarker[iPoint]);
495         AddPrimitive (square);                 << 469   AddPrimitive (square);
496       }                                           470       }
497     }                                             471     }
498       break;                                   << 472     break;
499   }                                               473   }
500 }                                                 474 }
501                                                   475 
502 void G4VSceneHandler::RemoveViewerFromList (G4    476 void G4VSceneHandler::RemoveViewerFromList (G4VViewer* pViewer) {
503   fViewerList.remove(pViewer);  // Does nothin << 477   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 }                                                 478 }
515                                                   479 
516 void G4VSceneHandler::SetScene (G4Scene* pScen    480 void G4VSceneHandler::SetScene (G4Scene* pScene) {
517   fpScene = pScene;                               481   fpScene = pScene;
518   // Notify all viewers that a kernel visit is    482   // Notify all viewers that a kernel visit is required.
519   G4ViewerListIterator i;                         483   G4ViewerListIterator i;
520   for (i = fViewerList.begin(); i != fViewerLi    484   for (i = fViewerList.begin(); i != fViewerList.end(); i++) {
521     (*i) -> SetNeedKernelVisit (true);            485     (*i) -> SetNeedKernelVisit (true);
522   }                                               486   }
523 }                                                 487 }
524                                                   488 
525 void G4VSceneHandler::RequestPrimitives (const << 489 void G4VSceneHandler::RequestPrimitives (const G4VSolid& solid) {
526 {                                              << 490   BeginPrimitives (fObjectTransformation);
527   // Sometimes solids that have no substance g << 491   G4Polyhedron::SetNumberOfRotationSteps (GetNoOfSides (fpVisAttribs));
528   // be part of the geometry tree but have bee << 492   G4Polyhedron* pPolyhedron = solid.GetPolyhedron ();
529   // example by a Boolean subtraction in which << 493   G4Polyhedron::ResetNumberOfRotationSteps ();
530   // is entirely inside the subtractor or an i << 494   if (pPolyhedron) {
531   // the original volume is entirely outside t << 495     pPolyhedron -> SetVisAttributes (fpVisAttribs);
532   // The problem is that the Boolean Processor << 496     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   }                                               497   }
580                                                << 498   else {
581   const G4ViewParameters::DrawingStyle style = << 499     G4VisManager::Verbosity verbosity = G4VisManager::GetVerbosity();
582   const G4ViewParameters& vp = fpViewer->GetVi << 500     if (verbosity >= G4VisManager::errors) {
583                                                << 501       G4cerr <<
584   switch (style) {                             << 502       "ERROR: G4VSceneHandler::RequestPrimitives"
585     default:                                   << 503       "\n  Polyhedron not available for " << solid.GetName () <<
586     case G4ViewParameters::wireframe:          << 504       ".\n  This means it cannot be visualized on most systems."
587     case G4ViewParameters::hlr:                << 505       "\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     }                                             506     }
654   }                                               507   }
                                                   >> 508   EndPrimitives ();
655 }                                                 509 }
656                                                   510 
657 //namespace {                                  << 511 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                                                   512 
676 void G4VSceneHandler::ProcessScene()           << 
677 {                                              << 
678   // Assumes graphics database store has alrea    513   // Assumes graphics database store has already been cleared if
679   // relevant for the particular scene handler    514   // relevant for the particular scene handler.
680                                                   515 
681   if(!fpScene)                                 << 516   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                                                   517 
690   G4VisManager* visManager = G4VisManager::Get    518   G4VisManager* visManager = G4VisManager::GetInstance();
691                                                   519 
692   if(!visManager->GetConcreteInstance())       << 520   if (!visManager->GetConcreteInstance()) return;
693     return;                                    << 
694                                                   521 
695   G4VisManager::Verbosity verbosity = visManag    522   G4VisManager::Verbosity verbosity = visManager->GetVerbosity();
696                                                   523 
697   fReadyForTransients = false;                    524   fReadyForTransients = false;
698                                                   525 
699   // Reset fMarkForClearingTransientStore. (Le    526   // Reset fMarkForClearingTransientStore. (Leaving
700   // fMarkForClearingTransientStore true cause    527   // fMarkForClearingTransientStore true causes problems with
701   // recomputing transients below.)  Restore i    528   // recomputing transients below.)  Restore it again at end...
702   G4bool tmpMarkForClearingTransientStore = fM    529   G4bool tmpMarkForClearingTransientStore = fMarkForClearingTransientStore;
703   fMarkForClearingTransientStore          = fa << 530   fMarkForClearingTransientStore = false;
704                                                   531 
705   // Traverse geometry tree and send drawing p    532   // Traverse geometry tree and send drawing primitives to window(s).
706                                                   533 
707   const std::vector<G4Scene::Model>& runDurati    534   const std::vector<G4Scene::Model>& runDurationModelList =
708     fpScene->GetRunDurationModelList();        << 535     fpScene -> GetRunDurationModelList ();
709                                                   536 
710   if(runDurationModelList.size()) {            << 537   if (runDurationModelList.size ()) {
711     if(verbosity >= G4VisManager::confirmation << 538     if (verbosity >= G4VisManager::confirmations) {
712       G4cout << "Traversing scene data..." <<     539       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     }                                             540     }
722                                                   541 
723     // Reset visibility of all objects to fals << 542     BeginModeling ();
724     fpViewer->AccessSceneTree().ResetVisibilit << 
725                                                << 
726     BeginModeling();                           << 
727                                                   543 
728     // Create modeling parameters from view pa    544     // Create modeling parameters from view parameters...
729     G4ModelingParameters* pMP = CreateModeling << 545     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                                                   546 
752         // Reset modeling parameters pointer   << 547     for (size_t i = 0; i < runDurationModelList.size (); i++) {
753         fpModel->SetModelingParameters(0);     << 548       if (runDurationModelList[i].fActive) {
                                                   >> 549   G4VModel* pModel = runDurationModelList[i].fpModel;
                                                   >> 550   // Note: this is not the place to take action on
                                                   >> 551   // pModel->GetTransformation().  The model must take care of
                                                   >> 552   // this in pModel->DescribeYourselfTo(*this).  See, for example,
                                                   >> 553   // G4PhysicalVolumeModel and /vis/scene/add/logo.
                                                   >> 554   pModel -> SetModelingParameters (pMP);
                                                   >> 555   SetModel (pModel);  // Store for use by derived class.
                                                   >> 556   pModel -> DescribeYourselfTo (*this);
                                                   >> 557   pModel -> SetModelingParameters (0);
754       }                                           558       }
755     }                                             559     }
756                                                   560 
757     fpModel = 0;                               << 
758     delete pMP;                                   561     delete pMP;
759                                                << 562     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   }                                               563   }
789                                                   564 
790   fReadyForTransients = true;                     565   fReadyForTransients = true;
791                                                   566 
792   // Refresh event from end-of-event model lis    567   // Refresh event from end-of-event model list.
793   // Allow only in Idle or GeomClosed state...    568   // Allow only in Idle or GeomClosed state...
794   G4StateManager* stateManager = G4StateManage    569   G4StateManager* stateManager = G4StateManager::GetStateManager();
795   G4ApplicationState state     = stateManager- << 570   G4ApplicationState state = stateManager->GetCurrentState();
796   if(state == G4State_Idle || state == G4State << 571   if (state == G4State_Idle || state == G4State_GeomClosed) {
797   {                                            << 572 
798     visManager->SetEventRefreshing(true);         573     visManager->SetEventRefreshing(true);
799                                                   574 
800     if(visManager->GetRequestedEvent())        << 575     if (visManager->GetRequestedEvent()) {
801     {                                          << 
802       DrawEvent(visManager->GetRequestedEvent(    576       DrawEvent(visManager->GetRequestedEvent());
803     }                                          << 
804     else                                       << 
805     {                                          << 
806       G4RunManager* runManager = G4RunManagerF << 
807       if(runManager)                           << 
808       {                                        << 
809         const G4Run* run = runManager->GetCurr << 
810         // Draw a null event in order to pick  << 
811         if (run == nullptr) DrawEvent(0);      << 
812         const std::vector<const G4Event*>* eve << 
813           run ? run->GetEventVector() : 0;     << 
814         std::size_t nKeptEvents = 0;           << 
815         if(events)                             << 
816           nKeptEvents = events->size();        << 
817         if(nKeptEvents)                        << 
818         {                                      << 
819           if(fpScene->GetRefreshAtEndOfEvent() << 
820           {                                    << 
821             if(verbosity >= G4VisManager::conf << 
822             {                                  << 
823               G4cout << "Refreshing event..."  << 
824             }                                  << 
825             const G4Event* event = 0;          << 
826             if(events && events->size())       << 
827               event = events->back();          << 
828             if(event)                          << 
829               DrawEvent(event);                << 
830           }                                    << 
831           else                                 << 
832           {  // Accumulating events.           << 
833                                                   577 
834             if(verbosity >= G4VisManager::conf << 578     } else {
835             {                                  << 
836               G4cout << "Refreshing events in  << 
837             }                                  << 
838             for(const auto& event : *events)   << 
839             {                                  << 
840               if(event)                        << 
841                 DrawEvent(event);              << 
842             }                                  << 
843                                                   579 
844             if(!fpScene->GetRefreshAtEndOfRun( << 580       G4RunManager* runManager = G4RunManager::GetRunManager();
845             {                                  << 581 #ifdef G4MULTITHREADED
846               if(verbosity >= G4VisManager::wa << 582       if(G4Threading::IsMultithreadedApplication())
847               {                                << 583       { runManager = G4MTRunManager::GetMasterRunManager(); }
848                 G4warn << "WARNING: Cannot ref << 584 #endif
849                           "\n  than one runs.  << 585       if (runManager) {
850                        << G4endl;              << 586   const G4Run* run = runManager->GetCurrentRun();
851               }                                << 587         const std::vector<const G4Event*>* events =
                                                   >> 588     run? run->GetEventVector(): 0;
                                                   >> 589   size_t nKeptEvents = 0;
                                                   >> 590   if (events) nKeptEvents = events->size();
                                                   >> 591   if (nKeptEvents) {
                                                   >> 592 
                                                   >> 593     if (fpScene->GetRefreshAtEndOfEvent()) {
                                                   >> 594 
                                                   >> 595       if (verbosity >= G4VisManager::confirmations) {
                                                   >> 596         G4cout << "Refreshing event..." << G4endl;
                                                   >> 597       }
                                                   >> 598       const G4Event* event = 0;
                                                   >> 599       if (events && events->size()) event = events->back();
                                                   >> 600       if (event) DrawEvent(event);
                                                   >> 601 
                                                   >> 602     } else {  // Accumulating events.
                                                   >> 603 
                                                   >> 604       if (verbosity >= G4VisManager::confirmations) {
                                                   >> 605         G4cout << "Refreshing events in run..." << G4endl;
                                                   >> 606       }
                                                   >> 607             for (auto&& event: *events) {
                                                   >> 608               if (event) DrawEvent(event);
852             }                                     609             }
853           }                                    << 610 
854         }                                      << 611       if (!fpScene->GetRefreshAtEndOfRun()) {
                                                   >> 612         if (verbosity >= G4VisManager::warnings) {
                                                   >> 613     G4cout <<
                                                   >> 614       "WARNING: Cannot refresh events accumulated over more"
                                                   >> 615       "\n  than one runs.  Refreshed just the last run."
                                                   >> 616            << G4endl;
                                                   >> 617         }
                                                   >> 618       }
                                                   >> 619     }
                                                   >> 620   }
855       }                                           621       }
856     }                                             622     }
857     visManager->SetEventRefreshing(false);        623     visManager->SetEventRefreshing(false);
858   }                                               624   }
859                                                   625 
860   // Refresh end-of-run model list.               626   // Refresh end-of-run model list.
861   // Allow only in Idle or GeomClosed state...    627   // Allow only in Idle or GeomClosed state...
862   if(state == G4State_Idle || state == G4State << 628   if (state == G4State_Idle || state == G4State_GeomClosed) {
863   {                                            << 
864     DrawEndOfRunModels();                         629     DrawEndOfRunModels();
865   }                                               630   }
866                                                   631 
867   fMarkForClearingTransientStore = tmpMarkForC    632   fMarkForClearingTransientStore = tmpMarkForClearingTransientStore;
868 }                                                 633 }
869                                                   634 
870 void G4VSceneHandler::DrawEvent(const G4Event*    635 void G4VSceneHandler::DrawEvent(const G4Event* event)
871 {                                                 636 {
872   if(!fpViewer->ReadyToDraw()) return;         << 
873   const std::vector<G4Scene::Model>& EOEModelL    637   const std::vector<G4Scene::Model>& EOEModelList =
874     fpScene -> GetEndOfEventModelList ();         638     fpScene -> GetEndOfEventModelList ();
875   std::size_t nModels = EOEModelList.size();   << 639   size_t nModels = EOEModelList.size();
876   if (nModels) {                                  640   if (nModels) {
877     G4ModelingParameters* pMP = CreateModeling    641     G4ModelingParameters* pMP = CreateModelingParameters();
878     pMP->SetEvent(event);                         642     pMP->SetEvent(event);
879     for (std::size_t i = 0; i < nModels; ++i)  << 643     for (size_t i = 0; i < nModels; i++) {
880       if (EOEModelList[i].fActive) {              644       if (EOEModelList[i].fActive) {
881         fpModel = EOEModelList[i].fpModel;     << 645   G4VModel* pModel = EOEModelList[i].fpModel;
882         fpModel -> SetModelingParameters(pMP); << 646   pModel -> SetModelingParameters(pMP);
883                                                << 647   SetModel (pModel);
884         // Describe to the current scene handl << 648   pModel -> DescribeYourselfTo (*this);
885         fpModel -> DescribeYourselfTo (*this); << 649   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       }                                           650       }
893     }                                             651     }
894     fpModel = 0;                               << 
895     delete pMP;                                   652     delete pMP;
                                                   >> 653     SetModel (0);
896   }                                               654   }
897 }                                                 655 }
898                                                   656 
899 void G4VSceneHandler::DrawEndOfRunModels()        657 void G4VSceneHandler::DrawEndOfRunModels()
900 {                                                 658 {
901   if(!fpViewer->ReadyToDraw()) return;         << 
902   const std::vector<G4Scene::Model>& EORModelL    659   const std::vector<G4Scene::Model>& EORModelList =
903     fpScene -> GetEndOfRunModelList ();           660     fpScene -> GetEndOfRunModelList ();
904   std::size_t nModels = EORModelList.size();   << 661   size_t nModels = EORModelList.size();
905   if (nModels) {                                  662   if (nModels) {
906     G4ModelingParameters* pMP = CreateModeling    663     G4ModelingParameters* pMP = CreateModelingParameters();
907     pMP->SetEvent(0);                             664     pMP->SetEvent(0);
908     for (std::size_t i = 0; i < nModels; ++i)  << 665     for (size_t i = 0; i < nModels; i++) {
909       if (EORModelList[i].fActive) {              666       if (EORModelList[i].fActive) {
910         fpModel = EORModelList[i].fpModel;     << 667   G4VModel* pModel = EORModelList[i].fpModel;
911         fpModel -> SetModelingParameters(pMP); << 668   pModel -> SetModelingParameters(pMP);
912                                                << 669   SetModel (pModel);
913         // Describe to the current scene handl << 670   pModel -> DescribeYourselfTo (*this);
914         fpModel -> DescribeYourselfTo (*this); << 671   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       }                                           672       }
922     }                                             673     }
923     fpModel = 0;                               << 
924     delete pMP;                                   674     delete pMP;
                                                   >> 675     SetModel (0);
925   }                                               676   }
926 }                                                 677 }
927                                                   678 
928 G4ModelingParameters* G4VSceneHandler::CreateM    679 G4ModelingParameters* G4VSceneHandler::CreateModelingParameters ()
929 {                                                 680 {
930   // Create modeling parameters from View Para    681   // Create modeling parameters from View Parameters...
931   if (!fpViewer) return NULL;                     682   if (!fpViewer) return NULL;
932                                                   683 
933   const G4ViewParameters& vp = fpViewer -> Get    684   const G4ViewParameters& vp = fpViewer -> GetViewParameters ();
934                                                   685 
935   // Convert drawing styles...                    686   // Convert drawing styles...
936   G4ModelingParameters::DrawingStyle modelDraw    687   G4ModelingParameters::DrawingStyle modelDrawingStyle =
937   G4ModelingParameters::wf;                    << 688     G4ModelingParameters::wf;
938   switch (vp.GetDrawingStyle ()) {                689   switch (vp.GetDrawingStyle ()) {
939     default:                                   << 690   default:
940     case G4ViewParameters::wireframe:          << 691   case G4ViewParameters::wireframe:
941       modelDrawingStyle = G4ModelingParameters << 692     modelDrawingStyle = G4ModelingParameters::wf;
942       break;                                   << 693     break;
943     case G4ViewParameters::hlr:                << 694   case G4ViewParameters::hlr:
944       modelDrawingStyle = G4ModelingParameters << 695     modelDrawingStyle = G4ModelingParameters::hlr;
945       break;                                   << 696     break;
946     case G4ViewParameters::hsr:                << 697   case G4ViewParameters::hsr:
947       modelDrawingStyle = G4ModelingParameters << 698     modelDrawingStyle = G4ModelingParameters::hsr;
948       break;                                   << 699     break;
949     case G4ViewParameters::hlhsr:              << 700   case G4ViewParameters::hlhsr:
950       modelDrawingStyle = G4ModelingParameters << 701     modelDrawingStyle = G4ModelingParameters::hlhsr;
951       break;                                   << 702     break;
952     case G4ViewParameters::cloud:              << 
953       modelDrawingStyle = G4ModelingParameters << 
954       break;                                   << 
955   }                                               703   }
956                                                   704 
957   // Decide if covered daughters are really to    705   // Decide if covered daughters are really to be culled...
958   G4bool reallyCullCovered =                      706   G4bool reallyCullCovered =
959     vp.IsCullingCovered()   // Culling daughte    707     vp.IsCullingCovered()   // Culling daughters depends also on...
960     && !vp.IsSection ()     // Sections (DCUT)    708     && !vp.IsSection ()     // Sections (DCUT) not requested.
961     && !vp.IsCutaway ()     // Cutaways not re    709     && !vp.IsCutaway ()     // Cutaways not requested.
962     ;                                             710     ;
963                                                   711 
964   G4ModelingParameters* pModelingParams = new     712   G4ModelingParameters* pModelingParams = new G4ModelingParameters
965     (vp.GetDefaultVisAttributes (),               713     (vp.GetDefaultVisAttributes (),
966      modelDrawingStyle,                           714      modelDrawingStyle,
967      vp.IsCulling (),                             715      vp.IsCulling (),
968      vp.IsCullingInvisible (),                    716      vp.IsCullingInvisible (),
969      vp.IsDensityCulling (),                      717      vp.IsDensityCulling (),
970      vp.GetVisibleDensity (),                     718      vp.GetVisibleDensity (),
971      reallyCullCovered,                           719      reallyCullCovered,
972      vp.GetNoOfSides ()                           720      vp.GetNoOfSides ()
973      );                                           721      );
974                                                   722 
975   pModelingParams->SetNumberOfCloudPoints(vp.G << 
976   pModelingParams->SetWarning                     723   pModelingParams->SetWarning
977     (G4VisManager::GetVerbosity() >= G4VisMana    724     (G4VisManager::GetVerbosity() >= G4VisManager::warnings);
978                                                   725 
979   pModelingParams->SetCBDAlgorithmNumber(vp.Ge << 
980   pModelingParams->SetCBDParameters(vp.GetCBDP << 
981                                                << 
982   pModelingParams->SetExplodeFactor(vp.GetExpl    726   pModelingParams->SetExplodeFactor(vp.GetExplodeFactor());
983   pModelingParams->SetExplodeCentre(vp.GetExpl    727   pModelingParams->SetExplodeCentre(vp.GetExplodeCentre());
984                                                   728 
985   pModelingParams->SetSectionSolid(CreateSecti    729   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    730   pModelingParams->SetCutawaySolid(CreateCutawaySolid());
994   // The polyhedron objects are deleted in the    731   // The polyhedron objects are deleted in the modeling parameters destructor.
995                                                   732   
996   pModelingParams->SetVisAttributesModifiers(v    733   pModelingParams->SetVisAttributesModifiers(vp.GetVisAttributesModifiers());
997                                                   734 
998   pModelingParams->SetSpecialMeshRendering(vp. << 
999   pModelingParams->SetSpecialMeshVolumes(vp.Ge << 
1000                                               << 
1001   return pModelingParams;                        735   return pModelingParams;
1002 }                                                736 }
1003                                                  737 
1004 G4DisplacedSolid* G4VSceneHandler::CreateSect << 738 G4VSolid* G4VSceneHandler::CreateSectionSolid()
1005 {                                                739 {
1006   G4DisplacedSolid* sectioner = 0;            << 740   G4VSolid* sectioner = 0;
1007                                               << 
1008   const G4ViewParameters& vp = fpViewer->GetV    741   const G4ViewParameters& vp = fpViewer->GetViewParameters();
1009   if (vp.IsSection () ) {                        742   if (vp.IsSection () ) {
1010                                               << 
1011     G4double radius = fpScene->GetExtent().Ge    743     G4double radius = fpScene->GetExtent().GetExtentRadius();
1012     G4double safe = radius + fpScene->GetExte    744     G4double safe = radius + fpScene->GetExtent().GetExtentCentre().mag();
1013     G4VSolid* sectionBox =                       745     G4VSolid* sectionBox =
1014       new G4Box("_sectioner", safe, safe, 1.e << 746       new G4Box("_sectioner", safe, safe, 1.e-5 * radius);  // Thin in z-plane.
1015                                               << 
1016     const G4Plane3D& sp = vp.GetSectionPlane     747     const G4Plane3D& sp = vp.GetSectionPlane ();
1017     G4ThreeVector normal = sp.normal();       << 748     G4double a = sp.a();
1018     G4Transform3D requiredTransform = G4Trans << 749     G4double b = sp.b();
1019     G4Rotate3D(G4ThreeVector(0,0,1), G4ThreeV << 750     G4double c = sp.c();
1020                                               << 751     G4double d = sp.d();
                                                   >> 752     G4Transform3D transform = G4TranslateZ3D(-d);
                                                   >> 753     const G4Normal3D normal(a,b,c);
                                                   >> 754     if (normal != G4Normal3D(0,0,1)) {
                                                   >> 755       const G4double angle = std::acos(normal.dot(G4Normal3D(0,0,1)));
                                                   >> 756       const G4Vector3D axis = G4Normal3D(0,0,1).cross(normal);
                                                   >> 757       transform = G4Rotate3D(angle, axis) * transform;
                                                   >> 758     }
1021     sectioner = new G4DisplacedSolid             759     sectioner = new G4DisplacedSolid
1022     ("_displaced_sectioning_box", sectionBox, << 760       ("_displaced_sectioning_box", sectionBox, transform);
1023   }                                              761   }
1024                                               << 
1025   return sectioner;                              762   return sectioner;
1026 }                                                763 }
1027                                                  764 
1028 G4DisplacedSolid* G4VSceneHandler::CreateCuta << 765 G4VSolid* G4VSceneHandler::CreateCutawaySolid()
1029 {                                                766 {
1030   const auto& vp = fpViewer->GetViewParameter << 767   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 }                                                768 }
1107                                                  769 
1108 void G4VSceneHandler::LoadAtts(const G4Visibl    770 void G4VSceneHandler::LoadAtts(const G4Visible& visible, G4AttHolder* holder)
1109 {                                                771 {
1110   // Load G4Atts from G4VisAttributes, if any    772   // Load G4Atts from G4VisAttributes, if any...
1111   const G4VisAttributes* va = visible.GetVisA    773   const G4VisAttributes* va = visible.GetVisAttributes();
1112   if (va) {                                      774   if (va) {
1113     const std::map<G4String,G4AttDef>* vaDefs    775     const std::map<G4String,G4AttDef>* vaDefs =
1114       va->GetAttDefs();                          776       va->GetAttDefs();
1115     if (vaDefs) {                                777     if (vaDefs) {
1116       holder->AddAtts(visible.GetVisAttribute    778       holder->AddAtts(visible.GetVisAttributes()->CreateAttValues(), vaDefs);
1117     }                                            779     }
1118   }                                              780   }
1119                                                  781 
1120   G4PhysicalVolumeModel* pPVModel =              782   G4PhysicalVolumeModel* pPVModel =
1121     dynamic_cast<G4PhysicalVolumeModel*>(fpMo    783     dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
1122   if (pPVModel) {                                784   if (pPVModel) {
1123     // Load G4Atts from G4PhysicalVolumeModel    785     // Load G4Atts from G4PhysicalVolumeModel...
1124     const std::map<G4String,G4AttDef>* pvDefs    786     const std::map<G4String,G4AttDef>* pvDefs = pPVModel->GetAttDefs();
1125     if (pvDefs) {                                787     if (pvDefs) {
1126       holder->AddAtts(pPVModel->CreateCurrent    788       holder->AddAtts(pPVModel->CreateCurrentAttValues(), pvDefs);
1127     }                                            789     }
1128   }                                              790   }
1129                                                  791 
1130   G4TrajectoriesModel* trajModel = dynamic_ca    792   G4TrajectoriesModel* trajModel = dynamic_cast<G4TrajectoriesModel*>(fpModel);
1131   if (trajModel) {                               793   if (trajModel) {
1132     // Load G4Atts from trajectory model...      794     // Load G4Atts from trajectory model...
1133     const std::map<G4String,G4AttDef>* trajMo    795     const std::map<G4String,G4AttDef>* trajModelDefs = trajModel->GetAttDefs();
1134     if (trajModelDefs) {                         796     if (trajModelDefs) {
1135       holder->AddAtts(trajModel->CreateCurren    797       holder->AddAtts(trajModel->CreateCurrentAttValues(), trajModelDefs);
1136     }                                            798     }
1137     // Load G4Atts from trajectory...            799     // Load G4Atts from trajectory...
1138     const G4VTrajectory* traj = trajModel->Ge    800     const G4VTrajectory* traj = trajModel->GetCurrentTrajectory();
1139     if (traj) {                                  801     if (traj) {
1140       const std::map<G4String,G4AttDef>* traj    802       const std::map<G4String,G4AttDef>* trajDefs = traj->GetAttDefs();
1141       if (trajDefs) {                            803       if (trajDefs) {
1142         holder->AddAtts(traj->CreateAttValues    804         holder->AddAtts(traj->CreateAttValues(), trajDefs);
1143       }                                          805       }
1144       G4int nPoints = traj->GetPointEntries()    806       G4int nPoints = traj->GetPointEntries();
1145       for (G4int i = 0; i < nPoints; ++i) {      807       for (G4int i = 0; i < nPoints; ++i) {
1146         G4VTrajectoryPoint* trajPoint = traj-    808         G4VTrajectoryPoint* trajPoint = traj->GetPoint(i);
1147         if (trajPoint) {                         809         if (trajPoint) {
1148           const std::map<G4String,G4AttDef>*     810           const std::map<G4String,G4AttDef>* pointDefs = trajPoint->GetAttDefs();
1149           if (pointDefs) {                       811           if (pointDefs) {
1150             holder->AddAtts(trajPoint->Create    812             holder->AddAtts(trajPoint->CreateAttValues(), pointDefs);
1151           }                                      813           }
1152         }                                        814         }
1153       }                                          815       }
1154     }                                            816     }
1155   }                                              817   }
1156                                                  818 
1157   G4HitsModel* hitsModel = dynamic_cast<G4Hit    819   G4HitsModel* hitsModel = dynamic_cast<G4HitsModel*>(fpModel);
1158   if (hitsModel) {                               820   if (hitsModel) {
1159     // Load G4Atts from hit...                   821     // Load G4Atts from hit...
1160     const G4VHit* hit = hitsModel->GetCurrent    822     const G4VHit* hit = hitsModel->GetCurrentHit();
1161     const std::map<G4String,G4AttDef>* hitsDe    823     const std::map<G4String,G4AttDef>* hitsDefs = hit->GetAttDefs();
1162     if (hitsDefs) {                              824     if (hitsDefs) {
1163       holder->AddAtts(hit->CreateAttValues(),    825       holder->AddAtts(hit->CreateAttValues(), hitsDefs);
1164     }                                            826     }
1165   }                                              827   }
1166 }                                                828 }
1167                                                  829 
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    830 const G4Colour& G4VSceneHandler::GetColour (const G4Visible& visible) {
1175   auto pVA = visible.GetVisAttributes();      << 831   // Colour is determined by the applicable vis attributes.
1176   if (!pVA) pVA = fpViewer->GetViewParameters << 832   const G4Colour& colour = fpViewer ->
1177   return pVA->GetColour();                    << 833     GetApplicableVisAttributes (visible.GetVisAttributes ()) -> GetColour ();
                                                   >> 834   return colour;
1178 }                                                835 }
1179                                                  836 
1180 const G4Colour& G4VSceneHandler::GetTextColou    837 const G4Colour& G4VSceneHandler::GetTextColour (const G4Text& text) {
1181   auto pVA = text.GetVisAttributes();         << 838   const G4VisAttributes* pVA = text.GetVisAttributes ();
1182   if (!pVA) pVA = fpViewer->GetViewParameters << 839   if (!pVA) {
1183   return pVA->GetColour();                    << 840     pVA = fpViewer -> GetViewParameters (). GetDefaultTextVisAttributes ();
                                                   >> 841   }
                                                   >> 842   const G4Colour& colour = pVA -> GetColour ();
                                                   >> 843   return colour;
1184 }                                                844 }
1185                                                  845 
1186 G4double G4VSceneHandler::GetLineWidth(const     846 G4double G4VSceneHandler::GetLineWidth(const G4VisAttributes* pVisAttribs)
1187 {                                                847 {
1188   G4double lineWidth = pVisAttribs->GetLineWi    848   G4double lineWidth = pVisAttribs->GetLineWidth();
1189   if (lineWidth < 1.) lineWidth = 1.;            849   if (lineWidth < 1.) lineWidth = 1.;
1190   lineWidth *= fpViewer -> GetViewParameters(    850   lineWidth *= fpViewer -> GetViewParameters().GetGlobalLineWidthScale();
1191   if (lineWidth < 1.) lineWidth = 1.;            851   if (lineWidth < 1.) lineWidth = 1.;
1192   return lineWidth;                              852   return lineWidth;
1193 }                                                853 }
1194                                                  854 
1195 G4ViewParameters::DrawingStyle G4VSceneHandle    855 G4ViewParameters::DrawingStyle G4VSceneHandler::GetDrawingStyle
1196 (const G4VisAttributes* pVisAttribs) {           856 (const G4VisAttributes* pVisAttribs) {
1197   // Drawing style is normally determined by     857   // Drawing style is normally determined by the view parameters, but
1198   // it can be overriddden by the ForceDrawin    858   // it can be overriddden by the ForceDrawingStyle flag in the vis
1199   // attributes.                                 859   // attributes.
1200   const G4ViewParameters& vp = fpViewer->GetV << 860   G4ViewParameters::DrawingStyle style = 
1201   const G4ViewParameters::DrawingStyle viewer << 861     fpViewer->GetViewParameters().GetDrawingStyle();
1202   G4ViewParameters::DrawingStyle resultantSty << 
1203   if (pVisAttribs -> IsForceDrawingStyle ())     862   if (pVisAttribs -> IsForceDrawingStyle ()) {
1204     G4VisAttributes::ForcedDrawingStyle force    863     G4VisAttributes::ForcedDrawingStyle forcedStyle =
1205     pVisAttribs -> GetForcedDrawingStyle ();  << 864       pVisAttribs -> GetForcedDrawingStyle ();
1206     // This is complicated because if hidden     865     // This is complicated because if hidden line and surface removal
1207     // has been requested we wish to preserve    866     // has been requested we wish to preserve this sometimes.
1208     switch (forcedStyle) {                       867     switch (forcedStyle) {
1209       case (G4VisAttributes::solid):          << 868     case (G4VisAttributes::solid):
1210         switch (viewerStyle) {                << 869       switch (style) {
1211           case (G4ViewParameters::hlr):       << 870       case (G4ViewParameters::hlr):
1212             resultantStyle = G4ViewParameters << 871   style = G4ViewParameters::hlhsr;
1213             break;                            << 872   break;
1214           case (G4ViewParameters::wireframe): << 873       case (G4ViewParameters::wireframe):
1215             resultantStyle = G4ViewParameters << 874   style = G4ViewParameters::hsr;
1216             break;                            << 875   break;
1217           case (G4ViewParameters::cloud):     << 876       case (G4ViewParameters::hlhsr):
1218             resultantStyle = G4ViewParameters << 877       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:                                   878       default:
1230         // But if forced style is wireframe,  << 879   break;
1231         // main uses is in displaying the con << 880       } 
1232         // solid and their surfaces overlap w << 881       break;
1233         // solid, making a mess if hlr is spe << 882     case (G4VisAttributes::wireframe):
1234         resultantStyle = G4ViewParameters::wi << 883     default:
1235         break;                                << 884       // But if forced style is wireframe, do it, because one of its
1236     }                                         << 885       // main uses is in displaying the consituent solids of a Boolean
1237   }                                           << 886       // solid and their surfaces overlap with the resulting Booean
1238   return resultantStyle;                      << 887       // solid, making a mess if hlr is specified.
1239 }                                             << 888       style = G4ViewParameters::wireframe;
1240                                               << 889       break;
1241 G4int G4VSceneHandler::GetNumberOfCloudPoints << 890     }
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   }                                              891   }
1252   return numberOfCloudPoints;                 << 892   return style;
1253 }                                                893 }
1254                                                  894 
1255 G4bool G4VSceneHandler::GetAuxEdgeVisible (co    895 G4bool G4VSceneHandler::GetAuxEdgeVisible (const G4VisAttributes* pVisAttribs) {
1256   G4bool isAuxEdgeVisible = fpViewer->GetView    896   G4bool isAuxEdgeVisible = fpViewer->GetViewParameters().IsAuxEdgeVisible ();
1257   if (pVisAttribs -> IsForceAuxEdgeVisible()) << 897   if (pVisAttribs -> IsForceAuxEdgeVisible()) isAuxEdgeVisible = true;
1258     isAuxEdgeVisible = pVisAttribs->IsForcedA << 
1259   }                                           << 
1260   return isAuxEdgeVisible;                       898   return isAuxEdgeVisible;
1261 }                                                899 }
1262                                                  900 
1263 G4double G4VSceneHandler::GetMarkerSize          901 G4double G4VSceneHandler::GetMarkerSize
1264 (const G4VMarker& marker,                        902 (const G4VMarker& marker, 
1265  G4VSceneHandler::MarkerSizeType& markerSizeT    903  G4VSceneHandler::MarkerSizeType& markerSizeType)
1266 {                                                904 {
1267   G4bool userSpecified = marker.GetWorldSize(    905   G4bool userSpecified = marker.GetWorldSize() || marker.GetScreenSize();
1268   const G4VMarker& defaultMarker =               906   const G4VMarker& defaultMarker =
1269     fpViewer -> GetViewParameters().GetDefaul    907     fpViewer -> GetViewParameters().GetDefaultMarker();
1270   G4double size = userSpecified ?                908   G4double size = userSpecified ?
1271     marker.GetWorldSize() : defaultMarker.Get    909     marker.GetWorldSize() : defaultMarker.GetWorldSize();
1272   if (size) {                                    910   if (size) {
1273     // Draw in world coordinates.                911     // Draw in world coordinates.
1274     markerSizeType = world;                      912     markerSizeType = world;
1275   }                                              913   }
1276   else {                                         914   else {
1277     size = userSpecified ?                       915     size = userSpecified ?
1278       marker.GetScreenSize() : defaultMarker.    916       marker.GetScreenSize() : defaultMarker.GetScreenSize();
1279     // Draw in screen coordinates.               917     // Draw in screen coordinates.
1280     markerSizeType = screen;                     918     markerSizeType = screen;
1281   }                                              919   }
1282   size *= fpViewer -> GetViewParameters().Get    920   size *= fpViewer -> GetViewParameters().GetGlobalMarkerScale();
1283   if (markerSizeType == screen && size < 1.)     921   if (markerSizeType == screen && size < 1.) size = 1.;
1284   return size;                                   922   return size;
1285 }                                                923 }
1286                                                  924 
1287 G4int G4VSceneHandler::GetNoOfSides(const G4V    925 G4int G4VSceneHandler::GetNoOfSides(const G4VisAttributes* pVisAttribs)
1288 {                                                926 {
1289   // No. of sides (lines segments per circle)    927   // No. of sides (lines segments per circle) is normally determined
1290   // by the view parameters, but it can be ov    928   // by the view parameters, but it can be overriddden by the
1291   // ForceLineSegmentsPerCircle in the vis at    929   // ForceLineSegmentsPerCircle in the vis attributes.
1292   G4int lineSegmentsPerCircle = fpViewer->Get    930   G4int lineSegmentsPerCircle = fpViewer->GetViewParameters().GetNoOfSides();
1293   if (pVisAttribs) {                             931   if (pVisAttribs) {
1294     if (pVisAttribs->IsForceLineSegmentsPerCi    932     if (pVisAttribs->IsForceLineSegmentsPerCircle())
1295       lineSegmentsPerCircle = pVisAttribs->Ge    933       lineSegmentsPerCircle = pVisAttribs->GetForcedLineSegmentsPerCircle();
1296     if (lineSegmentsPerCircle < pVisAttribs->    934     if (lineSegmentsPerCircle < pVisAttribs->GetMinLineSegmentsPerCircle()) {
1297       lineSegmentsPerCircle = pVisAttribs->Ge    935       lineSegmentsPerCircle = pVisAttribs->GetMinLineSegmentsPerCircle();
1298       G4warn <<                               << 936       G4cout <<
1299   "G4VSceneHandler::GetNoOfSides: attempt to     937   "G4VSceneHandler::GetNoOfSides: attempt to set the"
1300   "\nnumber of line segments per circle < " < << 938   "\nnumber of line segements per circle < " << lineSegmentsPerCircle
1301        << "; forced to " << pVisAttribs->GetM    939        << "; forced to " << pVisAttribs->GetMinLineSegmentsPerCircle() << G4endl;
1302     }                                            940     }
1303   }                                              941   }
1304   return lineSegmentsPerCircle;                  942   return lineSegmentsPerCircle;
1305 }                                                943 }
1306                                                  944 
1307 std::ostream& operator << (std::ostream& os,     945 std::ostream& operator << (std::ostream& os, const G4VSceneHandler& sh) {
1308                                                  946 
1309   os << "Scene handler " << sh.fName << " has    947   os << "Scene handler " << sh.fName << " has "
1310      << sh.fViewerList.size () << " viewer(s)    948      << sh.fViewerList.size () << " viewer(s):";
1311   for (std::size_t i = 0; i < sh.fViewerList. << 949   for (size_t i = 0; i < sh.fViewerList.size (); i++) {
1312     os << "\n  " << *(sh.fViewerList [i]);       950     os << "\n  " << *(sh.fViewerList [i]);
1313   }                                              951   }
1314                                                  952 
1315   if (sh.fpScene) {                              953   if (sh.fpScene) {
1316     os << "\n  " << *sh.fpScene;                 954     os << "\n  " << *sh.fpScene;
1317   }                                              955   }
1318   else {                                         956   else {
1319     os << "\n  This scene handler currently h    957     os << "\n  This scene handler currently has no scene.";
1320   }                                              958   }
1321                                                  959 
1322   return os;                                     960   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 }                                                961 }
2043                                                  962