Geant4 Cross Reference

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Geant4/visualization/management/src/G4VSceneHandler.cc

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Differences between /visualization/management/src/G4VSceneHandler.cc (Version 11.3.0) and /visualization/management/src/G4VSceneHandler.cc (Version 6.2.p2)


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 25 //                                                 22 //
 26 //                                                 23 //
                                                   >>  24 // $Id: G4VSceneHandler.cc,v 1.28 2003/11/12 13:43:25 johna Exp $
                                                   >>  25 // GEANT4 tag $Name: geant4-06-00-patch-01 $
 27 //                                                 26 //
 28 //                                                 27 // 
 29 // John Allison  19th July 1996                    28 // John Allison  19th July 1996
 30 // Abstract interface class for graphics scene     29 // Abstract interface class for graphics scenes.
 31                                                    30 
 32 #include "G4VSceneHandler.hh"                      31 #include "G4VSceneHandler.hh"
 33                                                    32 
 34 #include "G4ios.hh"                                33 #include "G4ios.hh"
 35 #include <sstream>                             <<  34 #include <strstream>
 36                                                    35 
 37 #include "G4VisManager.hh"                         36 #include "G4VisManager.hh"
 38 #include "G4VGraphicsSystem.hh"                    37 #include "G4VGraphicsSystem.hh"
 39 #include "G4VViewer.hh"                            38 #include "G4VViewer.hh"
 40 #include "G4VSolid.hh"                             39 #include "G4VSolid.hh"
 41 #include "G4RotationMatrix.hh"                     40 #include "G4RotationMatrix.hh"
 42 #include "G4ThreeVector.hh"                        41 #include "G4ThreeVector.hh"
 43 #include "G4VPhysicalVolume.hh"                    42 #include "G4VPhysicalVolume.hh"
 44 #include "G4Material.hh"                           43 #include "G4Material.hh"
 45 #include "G4Polyline.hh"                           44 #include "G4Polyline.hh"
                                                   >>  45 #include "G4Scale.hh"
 46 #include "G4Text.hh"                               46 #include "G4Text.hh"
 47 #include "G4Circle.hh"                             47 #include "G4Circle.hh"
 48 #include "G4Square.hh"                             48 #include "G4Square.hh"
 49 #include "G4Polymarker.hh"                         49 #include "G4Polymarker.hh"
 50 #include "G4Polyhedron.hh"                         50 #include "G4Polyhedron.hh"
                                                   >>  51 #include "G4NURBS.hh"
 51 #include "G4Visible.hh"                            52 #include "G4Visible.hh"
 52 #include "G4VisAttributes.hh"                      53 #include "G4VisAttributes.hh"
 53 #include "G4VModel.hh"                             54 #include "G4VModel.hh"
 54 #include "G4TrajectoriesModel.hh"                  55 #include "G4TrajectoriesModel.hh"
 55 #include "G4Box.hh"                                56 #include "G4Box.hh"
 56 #include "G4Cons.hh"                               57 #include "G4Cons.hh"
 57 #include "G4Orb.hh"                            <<  58 #include "G4Tubs.hh"
 58 #include "G4Para.hh"                           <<  59 #include "G4Trd.hh"
                                                   >>  60 #include "G4Trap.hh"
 59 #include "G4Sphere.hh"                             61 #include "G4Sphere.hh"
                                                   >>  62 #include "G4Para.hh"
 60 #include "G4Torus.hh"                              63 #include "G4Torus.hh"
 61 #include "G4Trap.hh"                           << 
 62 #include "G4Trd.hh"                            << 
 63 #include "G4Tubs.hh"                           << 
 64 #include "G4Ellipsoid.hh"                      << 
 65 #include "G4Polycone.hh"                           64 #include "G4Polycone.hh"
 66 #include "G4Polyhedra.hh"                          65 #include "G4Polyhedra.hh"
 67 #include "G4Tet.hh"                            << 
 68 #include "G4DisplacedSolid.hh"                 << 
 69 #include "G4UnionSolid.hh"                     << 
 70 #include "G4IntersectionSolid.hh"              << 
 71 #include "G4SubtractionSolid.hh"               << 
 72 #include "G4LogicalVolume.hh"                      66 #include "G4LogicalVolume.hh"
 73 #include "G4PhysicalVolumeModel.hh"                67 #include "G4PhysicalVolumeModel.hh"
 74 #include "G4ModelingParameters.hh"                 68 #include "G4ModelingParameters.hh"
 75 #include "G4VTrajectory.hh"                        69 #include "G4VTrajectory.hh"
 76 #include "G4VTrajectoryPoint.hh"               << 
 77 #include "G4HitsModel.hh"                      << 
 78 #include "G4VHit.hh"                               70 #include "G4VHit.hh"
 79 #include "G4VDigi.hh"                          << 
 80 #include "G4ScoringManager.hh"                 << 
 81 #include "G4VScoringMesh.hh"                   << 
 82 #include "G4Mesh.hh"                           << 
 83 #include "G4DefaultLinearColorMap.hh"          << 
 84 #include "G4QuickRand.hh"                      << 
 85 #include "G4StateManager.hh"                   << 
 86 #include "G4RunManager.hh"                     << 
 87 #include "G4RunManagerFactory.hh"              << 
 88 #include "G4Run.hh"                            << 
 89 #include "G4Transform3D.hh"                    << 
 90 #include "G4AttHolder.hh"                      << 
 91 #include "G4AttDef.hh"                         << 
 92 #include "G4SceneTreeItem.hh"                  << 
 93 #include "G4VVisCommand.hh"                    << 
 94 #include "G4PhysicalConstants.hh"              << 
 95 #include "G4SystemOfUnits.hh"                  << 
 96                                                << 
 97 #define G4warn G4cout                          << 
 98                                                    71 
 99 G4VSceneHandler::G4VSceneHandler (G4VGraphicsS     72 G4VSceneHandler::G4VSceneHandler (G4VGraphicsSystem& system, G4int id, const G4String& name):
100   fSystem                (system),                 73   fSystem                (system),
101   fSceneHandlerId        (id),                     74   fSceneHandlerId        (id),
102   fViewCount             (0),                      75   fViewCount             (0),
103   fpViewer               (0),                      76   fpViewer               (0),
104   fpScene                (0),                      77   fpScene                (0),
105   fMarkForClearingTransientStore (true),  // R <<  78   fMarkForClearingTransientStore (true), // Always clear and refesh first time.
106             // ClearTransientStoreIfMarked(),  <<  79   fReadyForTransients    (false),
107             // e.g., at end of run (see        << 
108             // G4VisManager.cc).               << 
109   fReadyForTransients    (true),  // Only fals << 
110   fProcessingSolid       (false),              << 
111   fProcessing2D          (false),              << 
112   fpModel                (0),                      80   fpModel                (0),
113   fNestingDepth          (0),                  <<  81   fpObjectTransformation (&G4Transform3D::Identity),
114   fpVisAttribs           (0)                   <<  82   fpVisAttribs           (0),
                                                   >>  83   fCurrentDepth          (0),
                                                   >>  84   fpCurrentPV            (0),
                                                   >>  85   fpCurrentLV            (0)
115 {                                                  86 {
116   G4VisManager* pVMan = G4VisManager::GetInsta     87   G4VisManager* pVMan = G4VisManager::GetInstance ();
117   fpScene = pVMan -> GetCurrentScene ();           88   fpScene = pVMan -> GetCurrentScene ();
118   if (name == "") {                                89   if (name == "") {
119     std::ostringstream ost;                    <<  90     char charname [50];
120     ost << fSystem.GetName () << '-' << fScene <<  91     std::ostrstream ost (charname, 50);
121     fName = ost.str();                         <<  92     ost << fSystem.GetName () << '-' << fSceneHandlerId << std::ends;
                                                   >>  93     fName = charname;
122   }                                                94   }
123   else {                                           95   else {
124     fName = name;                                  96     fName = name;
125   }                                                97   }
126   fTransientsDrawnThisEvent = pVMan->GetTransi << 
127   fTransientsDrawnThisRun = pVMan->GetTransien << 
128 }                                                  98 }
129                                                    99 
130 G4VSceneHandler::~G4VSceneHandler () {            100 G4VSceneHandler::~G4VSceneHandler () {
131   G4VViewer* last;                             << 101   G4ViewerListIterator i;
132   while( ! fViewerList.empty() ) {             << 102   for (i = fViewerList.begin(); i != fViewerList.end(); ++i) {
133     last = fViewerList.back();                 << 103     delete *i;
134     fViewerList.pop_back();                    << 
135     delete last;                               << 
136   }                                               104   }
137 }                                                 105 }
138                                                   106 
139 const G4VisExtent& G4VSceneHandler::GetExtent( << 107 void G4VSceneHandler::EndModeling () {}
140 {                                              << 
141   if (fpScene) {                               << 
142     return fpScene->GetExtent();               << 
143   } else {                                     << 
144     static const G4VisExtent defaultExtent = G << 
145     return defaultExtent;                      << 
146   }                                            << 
147 }                                              << 
148                                                   108 
149 void G4VSceneHandler::PreAddSolid (const G4Tra << 109 void G4VSceneHandler::PreAddThis (const G4Transform3D& objectTransformation,
150            const G4VisAttributes& visAttribs)  << 110                                   const G4VisAttributes& visAttribs) {
151   fObjectTransformation = objectTransformation << 111   fpObjectTransformation = &objectTransformation;
152   fpVisAttribs = &visAttribs;                     112   fpVisAttribs = &visAttribs;
153   fProcessingSolid = true;                     << 
154 }                                                 113 }
155                                                   114 
156 void G4VSceneHandler::PostAddSolid () {        << 115 void G4VSceneHandler::PostAddThis () {
                                                   >> 116   fpObjectTransformation = &G4Transform3D::Identity;
157   fpVisAttribs = 0;                               117   fpVisAttribs = 0;
158   fProcessingSolid = false;                    << 
159   if (fReadyForTransients) {                   << 
160     fTransientsDrawnThisEvent = true;          << 
161     fTransientsDrawnThisRun = true;            << 
162   }                                            << 
163 }                                              << 
164                                                << 
165 void G4VSceneHandler::BeginPrimitives          << 
166 (const G4Transform3D& objectTransformation) {  << 
167   //static G4int count = 0;                    << 
168   //G4cout << "G4VSceneHandler::BeginPrimitive << 
169   fNestingDepth++;                             << 
170   if (fNestingDepth > 1)                       << 
171     G4Exception                                << 
172       ("G4VSceneHandler::BeginPrimitives",     << 
173        "visman0101", FatalException,           << 
174        "Nesting detected. It is illegal to nes << 
175   fObjectTransformation = objectTransformation << 
176 }                                              << 
177                                                << 
178 void G4VSceneHandler::EndPrimitives () {       << 
179   if (fNestingDepth <= 0)                      << 
180     G4Exception("G4VSceneHandler::EndPrimitive << 
181     "visman0102", FatalException, "Nesting err << 
182   fNestingDepth--;                             << 
183   if (fReadyForTransients) {                   << 
184     fTransientsDrawnThisEvent = true;          << 
185     fTransientsDrawnThisRun = true;            << 
186   }                                            << 
187 }                                              << 
188                                                << 
189 void G4VSceneHandler::BeginPrimitives2D        << 
190 (const G4Transform3D& objectTransformation) {  << 
191   fNestingDepth++;                             << 
192   if (fNestingDepth > 1)                       << 
193     G4Exception                                << 
194       ("G4VSceneHandler::BeginPrimitives2D",   << 
195        "visman0103", FatalException,           << 
196        "Nesting detected. It is illegal to nes << 
197   fObjectTransformation = objectTransformation << 
198   fProcessing2D = true;                        << 
199 }                                              << 
200                                                << 
201 void G4VSceneHandler::EndPrimitives2D () {     << 
202   if (fNestingDepth <= 0)                      << 
203     G4Exception("G4VSceneHandler::EndPrimitive << 
204     "visman0104", FatalException, "Nesting err << 
205   fNestingDepth--;                             << 
206   if (fReadyForTransients) {                   << 
207     fTransientsDrawnThisEvent = true;          << 
208     fTransientsDrawnThisRun = true;            << 
209   }                                            << 
210   fProcessing2D = false;                       << 
211 }                                                 118 }
212                                                   119 
213 void G4VSceneHandler::BeginModeling () {       << 120 void G4VSceneHandler::ClearStore () {
                                                   >> 121   if (fpViewer) fpViewer -> NeedKernelVisit ();
                                                   >> 122   // ?? Viewer is supposed to be smart enough to know when to visit
                                                   >> 123   // kernel, but a problem in OpenGL Stored seems to require a forced
                                                   >> 124   // kernel visit triggered by the above code.  John Allison Aug 2001
214 }                                                 125 }
215                                                   126 
216 void G4VSceneHandler::EndModeling ()           << 127 void G4VSceneHandler::ClearTransientStore () {
217 {                                              << 
218   fpModel = 0;                                 << 
219 }                                                 128 }
220                                                   129 
221 void G4VSceneHandler::ClearStore () {}         << 130 void G4VSceneHandler::AddThis (const G4Box& box) {
222                                                << 131   RequestPrimitives (box);
223 void G4VSceneHandler::ClearTransientStore () { << 132 // If your graphics system is sophisticated enough to handle a
224                                                << 133 //  particular solid shape as a primitive, in your derived class write a
225 template <class T> void G4VSceneHandler::AddSo << 134 //  function to override this.  (Note: some compilers warn that your
226 (const T& solid)                               << 135 //  function "hides" this one.  That's OK.)
227 {                                              << 136 // Your function might look like this...
228   // Get and check applicable vis attributes.  << 137 // void G4MyScene::AddThis (const G4Box& box) {
229   fpVisAttribs = fpViewer->GetApplicableVisAtt << 138 // Get parameters of appropriate object, e.g.:
230   RequestPrimitives (solid);                   << 139 //   G4double dx = box.GetXHalfLength ();
231 }                                              << 140 //   G4double dy = box.GetYHalfLength ();
232                                                << 141 //   G4double dz = box.GetZHalfLength ();
233 template <class T> void G4VSceneHandler::AddSo << 142 // and Draw or Store in your display List.
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 }                                                 143 }
251                                                   144 
252 void G4VSceneHandler::AddSolid (const G4Box& b << 145 void G4VSceneHandler::AddThis (const G4Tubs& tubs) {
253   AddSolidT (box);                             << 146   RequestPrimitives (tubs);
254   // If your graphics system is sophisticated  << 
255   //  particular solid shape as a primitive, i << 
256   //  function to override this.               << 
257   // Your function might look like this...     << 
258   // void G4MySceneHandler::AddSolid (const G4 << 
259   // Get and check applicable vis attributes.  << 
260   //   fpVisAttribs = fpViewer->GetApplicableV << 
261   // Do not draw if not visible.               << 
262   //   if (fpVisAttribs->IsVisible()) {        << 
263   //   Get parameters of appropriate object, e << 
264   //     G4double dx = box.GetXHalfLength ();  << 
265   //     G4double dy = box.GetYHalfLength ();  << 
266   //     G4double dz = box.GetZHalfLength ();  << 
267   //     ...                                   << 
268   //     and Draw or Store in your display Lis << 
269 }                                                 147 }
270                                                   148 
271 void G4VSceneHandler::AddSolid (const G4Cons&  << 149 void G4VSceneHandler::AddThis (const G4Cons& cons) {
272   AddSolidT (cons);                            << 150   RequestPrimitives (cons);
273 }                                                 151 }
274                                                   152 
275 void G4VSceneHandler::AddSolid (const G4Orb& o << 153 void G4VSceneHandler::AddThis (const G4Trd& trd) {
276   AddSolidWithAuxiliaryEdges (orb);            << 154   RequestPrimitives (trd);
277 }                                                 155 }
278                                                   156 
279 void G4VSceneHandler::AddSolid (const G4Para&  << 157 void G4VSceneHandler::AddThis (const G4Trap& trap) {
280   AddSolidT (para);                            << 158   RequestPrimitives (trap);
281 }                                                 159 }
282                                                   160 
283 void G4VSceneHandler::AddSolid (const G4Sphere << 161 void G4VSceneHandler::AddThis (const G4Sphere& sphere) {
284   AddSolidWithAuxiliaryEdges (sphere);         << 162   RequestPrimitives (sphere );
285 }                                                 163 }
286                                                   164 
287 void G4VSceneHandler::AddSolid (const G4Torus& << 165 void G4VSceneHandler::AddThis (const G4Para& para) {
288   AddSolidWithAuxiliaryEdges (torus);          << 166   RequestPrimitives (para);
289 }                                                 167 }
290                                                   168 
291 void G4VSceneHandler::AddSolid (const G4Trap&  << 169 void G4VSceneHandler::AddThis (const G4Torus& torus) {
292   AddSolidT (trap);                            << 170   RequestPrimitives (torus);
293 }                                                 171 }
294                                                   172 
295 void G4VSceneHandler::AddSolid (const G4Trd& t << 173 void G4VSceneHandler::AddThis (const G4Polycone& polycone) {
296   AddSolidT (trd);                             << 174   RequestPrimitives (polycone);
297 }                                                 175 }
298                                                   176 
299 void G4VSceneHandler::AddSolid (const G4Tubs&  << 177 void G4VSceneHandler::AddThis (const G4Polyhedra& polyhedra) {
300   AddSolidT (tubs);                            << 178   RequestPrimitives (polyhedra);
301 }                                                 179 }
302                                                   180 
303 void G4VSceneHandler::AddSolid (const G4Ellips << 181 void G4VSceneHandler::AddThis (const G4VSolid& solid) {
304   AddSolidWithAuxiliaryEdges (ellipsoid);      << 182   RequestPrimitives (solid);
305 }                                                 183 }
306                                                   184 
307 void G4VSceneHandler::AddSolid (const G4Polyco << 185 void G4VSceneHandler::AddThis (const G4VTrajectory& traj) {
308   AddSolidT (polycone);                        << 186   
                                                   >> 187   traj.DrawTrajectory(((G4TrajectoriesModel*)fpModel)->GetDrawingMode());
309 }                                                 188 }
310                                                   189 
311 void G4VSceneHandler::AddSolid (const G4Polyhe << 190 void G4VSceneHandler::AddThis (const G4VHit& hit) {
312   AddSolidT (polyhedra);                       << 191   ((G4VHit&)hit).Draw(); // Cast to non-const because Draw is non-const!!!!
313 }                                                 192 }
314                                                   193 
315 void G4VSceneHandler::AddSolid (const G4Tessel << 194 void G4VSceneHandler::AddViewerToList (G4VViewer* pViewer) {
316   AddSolidT (tess);                            << 195   fViewerList.push_back (pViewer);
317 }                                                 196 }
318                                                   197 
319 void G4VSceneHandler::AddSolid (const G4VSolid << 198 void G4VSceneHandler::EstablishSpecials (G4PhysicalVolumeModel& pvModel) {
320   AddSolidT (solid);                           << 199   pvModel.DefinePointersToWorkingSpace (&fCurrentDepth,
                                                   >> 200           &fpCurrentPV,
                                                   >> 201           &fpCurrentLV);
321 }                                                 202 }
322                                                   203 
323 void G4VSceneHandler::AddCompound (const G4VTr << 204 void G4VSceneHandler::BeginModeling () {
324   G4TrajectoriesModel* trajectoriesModel =     << 
325     dynamic_cast<G4TrajectoriesModel*>(fpModel << 
326   if (trajectoriesModel)                       << 
327     traj.DrawTrajectory();                     << 
328   else {                                       << 
329     G4Exception                                << 
330     ("G4VSceneHandler::AddCompound(const G4VTr << 
331      "visman0105", FatalException, "Not a G4Tr << 
332   }                                            << 
333 }                                                 205 }
334                                                   206 
335 void G4VSceneHandler::AddCompound (const G4VHi << 207 void G4VSceneHandler::BeginPrimitives
336   // Cast away const because Draw is non-const << 208 (const G4Transform3D& objectTransformation) {
337   const_cast<G4VHit&>(hit).Draw();             << 209   if (!fpModel) G4Exception ("G4VSceneHandler::BeginPrimitives: NO MODEL!!!");
338 }                                              << 210   fpObjectTransformation = &objectTransformation;
339                                                << 
340 void G4VSceneHandler::AddCompound (const G4VDi << 
341   // Cast away const because Draw is non-const << 
342   const_cast<G4VDigi&>(digi).Draw();           << 
343 }                                              << 
344                                                << 
345 void G4VSceneHandler::AddCompound (const G4THi << 
346   using MeshScoreMap = G4VScoringMesh::MeshSco << 
347   //G4cout << "AddCompound: hits: " << &hits < << 
348   G4bool scoreMapHits = false;                 << 
349   G4ScoringManager* scoringManager = G4Scoring << 
350   if (scoringManager) {                        << 
351     std::size_t nMeshes = scoringManager->GetN << 
352     for (std::size_t iMesh = 0; iMesh < nMeshe << 
353       G4VScoringMesh* mesh = scoringManager->G << 
354       if (mesh && mesh->IsActive()) {          << 
355   MeshScoreMap scoreMap = mesh->GetScoreMap(); << 
356         const G4String& mapNam = const_cast<G4 << 
357   for(MeshScoreMap::const_iterator i = scoreMa << 
358       i != scoreMap.cend(); ++i) {             << 
359     const G4String& scoreMapName = i->first;   << 
360     if (scoreMapName == mapNam) {              << 
361       G4DefaultLinearColorMap colorMap("G4VSce << 
362       scoreMapHits = true;                     << 
363       mesh->DrawMesh(scoreMapName, &colorMap); << 
364     }                                          << 
365   }                                            << 
366       }                                        << 
367     }                                          << 
368   }                                            << 
369   if (scoreMapHits) {                          << 
370     static G4bool first = true;                << 
371     if (first) {                               << 
372       first = false;                           << 
373       G4cout <<                                << 
374   "Scoring map drawn with default parameters." << 
375   "\n  To get gMocren file for gMocren browser << 
376   "\n    /vis/open gMocrenFile"                << 
377   "\n    /vis/viewer/flush"                    << 
378   "\n  Many other options available with /scor << 
379   "\n  You might want to \"/vis/viewer/set/aut << 
380        << G4endl;                              << 
381     }                                          << 
382   } else {  // Not score map hits.  Just call  << 
383     // Cast away const because DrawAllHits is  << 
384     const_cast<G4THitsMap<G4double>&>(hits).Dr << 
385   }                                            << 
386 }                                                 211 }
387                                                   212 
388 void G4VSceneHandler::AddCompound (const G4THi << 213 void G4VSceneHandler::EndPrimitives () {}
389   using MeshScoreMap = G4VScoringMesh::MeshSco << 
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 }                                              << 
430                                                   214 
431 void G4VSceneHandler::AddCompound(const G4Mesh << 215 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                                                   216 
463 void G4VSceneHandler::AddViewerToList (G4VView << 217   const G4double margin(0.01);
464   fViewerList.push_back (pViewer);             << 218   // Fractional margin - ensures scale is comfortably inside viewing
                                                   >> 219   // volume.
                                                   >> 220   const G4double oneMinusMargin (1. - margin);
                                                   >> 221 
                                                   >> 222   const G4VisExtent& sceneExtent = fpScene->GetExtent();
                                                   >> 223 
                                                   >> 224   // Useful constants...
                                                   >> 225   const G4double length(scale.GetLength());
                                                   >> 226   const G4double halfLength(length / 2.);
                                                   >> 227   const G4double tickLength(length / 20.);
                                                   >> 228   const G4double piBy2(M_PI / 2.);
                                                   >> 229 
                                                   >> 230   // Get size of scene...
                                                   >> 231   const G4double xmin = sceneExtent.GetXmin();
                                                   >> 232   const G4double xmax = sceneExtent.GetXmax();
                                                   >> 233   const G4double ymin = sceneExtent.GetYmin();
                                                   >> 234   const G4double ymax = sceneExtent.GetYmax();
                                                   >> 235   const G4double zmin = sceneExtent.GetZmin();
                                                   >> 236   const G4double zmax = sceneExtent.GetZmax();
                                                   >> 237 
                                                   >> 238   // Create (empty) polylines having the same vis attributes...
                                                   >> 239   G4Polyline scaleLine, tick11, tick12, tick21, tick22;
                                                   >> 240   G4VisAttributes visAtts(*scale.GetVisAttributes());  // Long enough life.
                                                   >> 241   scaleLine.SetVisAttributes(&visAtts);
                                                   >> 242   tick11.SetVisAttributes(&visAtts);
                                                   >> 243   tick12.SetVisAttributes(&visAtts);
                                                   >> 244   tick21.SetVisAttributes(&visAtts);
                                                   >> 245   tick22.SetVisAttributes(&visAtts);
                                                   >> 246 
                                                   >> 247   // Add points to the polylines to represent an scale parallel to the
                                                   >> 248   // x-axis centred on the origin...
                                                   >> 249   G4Point3D r1(G4Point3D(-halfLength, 0., 0.));
                                                   >> 250   G4Point3D r2(G4Point3D( halfLength, 0., 0.));
                                                   >> 251   scaleLine.push_back(r1);
                                                   >> 252   scaleLine.push_back(r2);
                                                   >> 253   G4Point3D ticky(0., tickLength, 0.);
                                                   >> 254   G4Point3D tickz(0., 0., tickLength);
                                                   >> 255   tick11.push_back(r1 + ticky);
                                                   >> 256   tick11.push_back(r1 - ticky);
                                                   >> 257   tick12.push_back(r1 + tickz);
                                                   >> 258   tick12.push_back(r1 - tickz);
                                                   >> 259   tick21.push_back(r2 + ticky);
                                                   >> 260   tick21.push_back(r2 - ticky);
                                                   >> 261   tick22.push_back(r2 + tickz);
                                                   >> 262   tick22.push_back(r2 - tickz);
                                                   >> 263   G4Point3D textPosition(0., tickLength, 0.);
                                                   >> 264 
                                                   >> 265   // Transform appropriately...
                                                   >> 266 
                                                   >> 267   G4Transform3D rotation;
                                                   >> 268   switch (scale.GetDirection()) {
                                                   >> 269   case G4Scale::x:
                                                   >> 270     break;
                                                   >> 271   case G4Scale::y:
                                                   >> 272     rotation = G4RotateZ3D(piBy2);
                                                   >> 273     break;
                                                   >> 274   case G4Scale::z:
                                                   >> 275     rotation = G4RotateY3D(piBy2);
                                                   >> 276     break;
                                                   >> 277   }
                                                   >> 278 
                                                   >> 279   G4double sxmid(scale.GetXmid());
                                                   >> 280   G4double symid(scale.GetYmid());
                                                   >> 281   G4double szmid(scale.GetZmid());
                                                   >> 282   if (scale.GetAutoPlacing()) {
                                                   >> 283     sxmid = xmin + oneMinusMargin * (xmax - xmin);
                                                   >> 284     symid = ymin + margin * (ymax - ymin);
                                                   >> 285     szmid = zmin + oneMinusMargin * (zmax - zmin);
                                                   >> 286     switch (scale.GetDirection()) {
                                                   >> 287     case G4Scale::x:
                                                   >> 288       sxmid -= halfLength;
                                                   >> 289       break;
                                                   >> 290     case G4Scale::y:
                                                   >> 291       symid += halfLength;
                                                   >> 292       break;
                                                   >> 293     case G4Scale::z:
                                                   >> 294       szmid -= halfLength;
                                                   >> 295       break;
                                                   >> 296     }
                                                   >> 297   }
                                                   >> 298 
                                                   >> 299   G4Translate3D translation(sxmid, symid, szmid);
                                                   >> 300 
                                                   >> 301   G4Transform3D transformation(translation * rotation);
                                                   >> 302 
                                                   >> 303   // Draw...
                                                   >> 304   // We would like to call BeginPrimitives(transformation) here but
                                                   >> 305   // calling BeginPrimitives from within an AddPrimitive is not
                                                   >> 306   // allowed!  So we have to do our own transformation...
                                                   >> 307   AddPrimitive(scaleLine.transform(transformation));
                                                   >> 308   AddPrimitive(tick11.transform(transformation));
                                                   >> 309   AddPrimitive(tick12.transform(transformation));
                                                   >> 310   AddPrimitive(tick21.transform(transformation));
                                                   >> 311   AddPrimitive(tick22.transform(transformation));
                                                   >> 312   G4Text text(scale.GetAnnotation(),textPosition.transform(transformation));
                                                   >> 313   text.SetScreenSize(24.);
                                                   >> 314   AddPrimitive(text);
465 }                                                 315 }
466                                                   316 
467 void G4VSceneHandler::AddPrimitive (const G4Po    317 void G4VSceneHandler::AddPrimitive (const G4Polymarker& polymarker) {
468   switch (polymarker.GetMarkerType()) {           318   switch (polymarker.GetMarkerType()) {
469     default:                                   << 319   default:
470     case G4Polymarker::dots:                   << 320   case G4Polymarker::line:
471     {                                             321     {
472       G4Circle dot (polymarker);               << 322       G4Polyline polyline (polymarker);
473       dot.SetWorldSize  (0.);                  << 323       for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
474       dot.SetScreenSize (0.1);  // Very small  << 324   polyline.push_back (polymarker[iPoint]);
475       for (std::size_t iPoint = 0; iPoint < po << 325       }
                                                   >> 326       AddPrimitive (polyline);
                                                   >> 327     }
                                                   >> 328     break;
                                                   >> 329   case G4Polymarker::dots:
                                                   >> 330     {
                                                   >> 331       for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
                                                   >> 332   G4Circle dot (polymarker);
476         dot.SetPosition (polymarker[iPoint]);     333         dot.SetPosition (polymarker[iPoint]);
477         AddPrimitive (dot);                    << 334   dot.SetWorldSize  (0.);
                                                   >> 335   dot.SetScreenSize (0.1);  // Very small circle.
                                                   >> 336   AddPrimitive (dot);
478       }                                           337       }
479     }                                             338     }
480       break;                                   << 339     break;
481     case G4Polymarker::circles:                << 340   case G4Polymarker::circles:
482     {                                             341     {
483       G4Circle circle (polymarker);  // Defaul << 342       for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
484       for (std::size_t iPoint = 0; iPoint < po << 343   G4Circle circle (polymarker);
485         circle.SetPosition (polymarker[iPoint] << 344   circle.SetPosition (polymarker[iPoint]);
486         AddPrimitive (circle);                 << 345   AddPrimitive (circle);
487       }                                           346       }
488     }                                             347     }
489       break;                                   << 348     break;
490     case G4Polymarker::squares:                << 349   case G4Polymarker::squares:
491     {                                             350     {
492       G4Square square (polymarker);  // Defaul << 351       for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
493       for (std::size_t iPoint = 0; iPoint < po << 352   G4Square Square (polymarker);
494         square.SetPosition (polymarker[iPoint] << 353   Square.SetPosition (polymarker[iPoint]);
495         AddPrimitive (square);                 << 354   AddPrimitive (Square);
496       }                                           355       }
497     }                                             356     }
498       break;                                   << 357     break;
499   }                                               358   }
500 }                                                 359 }
501                                                   360 
502 void G4VSceneHandler::RemoveViewerFromList (G4    361 void G4VSceneHandler::RemoveViewerFromList (G4VViewer* pViewer) {
503   fViewerList.remove(pViewer);  // Does nothin << 362   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 }                                                 363 }
515                                                   364 
516 void G4VSceneHandler::SetScene (G4Scene* pScen    365 void G4VSceneHandler::SetScene (G4Scene* pScene) {
517   fpScene = pScene;                               366   fpScene = pScene;
518   // Notify all viewers that a kernel visit is    367   // Notify all viewers that a kernel visit is required.
519   G4ViewerListIterator i;                         368   G4ViewerListIterator i;
520   for (i = fViewerList.begin(); i != fViewerLi    369   for (i = fViewerList.begin(); i != fViewerList.end(); i++) {
521     (*i) -> SetNeedKernelVisit (true);         << 370     (*i) -> SetNeedKernelVisit ();
522   }                                               371   }
523 }                                                 372 }
524                                                   373 
525 void G4VSceneHandler::RequestPrimitives (const << 374 void G4VSceneHandler::RequestPrimitives (const G4VSolid& solid) {
526 {                                              << 375   if (!fpModel)
527   // Sometimes solids that have no substance g << 376     G4Exception ("G4VSceneHandler::RequestPrimitives: NO MODEL!!!");
528   // be part of the geometry tree but have bee << 377   G4Polyhedron* pPolyhedron;
529   // example by a Boolean subtraction in which << 378   G4NURBS*      pNURBS;
530   // is entirely inside the subtractor or an i << 379   BeginPrimitives (*fpObjectTransformation);
531   // the original volume is entirely outside t << 380   switch (fpModel -> GetModelingParameters () -> GetRepStyle ()) {
532   // The problem is that the Boolean Processor << 381   case G4ModelingParameters::nurbs:
533   // polyhedron in these cases (IMHO it should << 382     pNURBS = solid.CreateNURBS ();
534   // workaround is to return before the damage << 383     if (pNURBS) {
535   // Algorithm by Evgueni Tcherniaev           << 384       pNURBS -> SetVisAttributes
536   auto pSolid = &solid;                        << 385   (fpViewer -> GetApplicableVisAttributes (fpVisAttribs));
537   auto pBooleanSolid = dynamic_cast<const G4Bo << 386       AddPrimitive (*pNURBS);
538   if (pBooleanSolid) {                         << 387       delete pNURBS;
539     G4ThreeVector bmin, bmax;                  << 388       break;
540     pBooleanSolid->BoundingLimits(bmin, bmax); << 389     }
541     G4bool isGood = false;                     << 390     else {
542     if (dynamic_cast<const G4SubtractionSolid* << 391       G4VisManager::Verbosity verbosity =
543       auto ptrB = pBooleanSolid->GetConstituen << 392   G4VisManager::GetInstance()->GetVerbosity();
544       for (G4int i=0; i<10; ++i) {             << 393       if (verbosity >= G4VisManager::errors) {
545         G4double x = bmin.x() + (bmax.x() - bm << 394   G4cout <<
546         G4double y = bmin.y() + (bmax.y() - bm << 395     "ERROR: G4VSceneHandler::RequestPrimitives"
547         G4double z = bmin.z() + (bmax.z() - bm << 396     "\n  NURBS not available for "
548         if (ptrB->Inside(G4ThreeVector(x,y,bmi << 397          << solid.GetName () << G4endl;
549         if (ptrB->Inside(G4ThreeVector(x,y,bma << 398   G4cout << "Trying polyhedron." << G4endl;
550         if (ptrB->Inside(G4ThreeVector(x,bmin. << 399       }
551         if (ptrB->Inside(G4ThreeVector(x,bmax. << 400     }
552         if (ptrB->Inside(G4ThreeVector(bmin.x( << 401     // Dropping through to polyhedron...
553         if (ptrB->Inside(G4ThreeVector(bmax.x( << 402   case G4ModelingParameters::polyhedron:
554       }                                        << 403   default:
555     } else if (dynamic_cast<const G4Intersecti << 404     G4Polyhedron::SetNumberOfRotationSteps
556       auto ptrB = pBooleanSolid->GetConstituen << 405   (fpModel -> GetModelingParameters () -> GetNoOfSides ());
557       for (G4int i=0; i<10; ++i) {             << 406     pPolyhedron = solid.CreatePolyhedron ();
558         G4double x = bmin.x() + (bmax.x() - bm << 407     G4Polyhedron::ResetNumberOfRotationSteps ();
559         G4double y = bmin.y() + (bmax.y() - bm << 408     if (pPolyhedron) {
560         G4double z = bmin.z() + (bmax.z() - bm << 409       pPolyhedron -> SetVisAttributes
561         if (ptrB->Inside(G4ThreeVector(x,y,bmi << 410   (fpViewer -> GetApplicableVisAttributes (fpVisAttribs));
562         if (ptrB->Inside(G4ThreeVector(x,y,bma << 411       AddPrimitive (*pPolyhedron);
563         if (ptrB->Inside(G4ThreeVector(x,bmin. << 412       delete pPolyhedron;
564         if (ptrB->Inside(G4ThreeVector(x,bmax. << 413     }
565         if (ptrB->Inside(G4ThreeVector(bmin.x( << 414     else {
566         if (ptrB->Inside(G4ThreeVector(bmax.x( << 415       G4VisManager::Verbosity verbosity =
567       }                                        << 416   G4VisManager::GetInstance()->GetVerbosity();
568     }                                          << 417       if (verbosity >= G4VisManager::errors) {
569     if (!isGood)                               << 418       G4cout <<
570     {                                          << 419   "ERROR: G4VSceneHandler::RequestPrimitives"
571       for (G4int i=0; i<10000; ++i) {          << 420   "\n  Polyhedron not available for " << solid.GetName () <<
572         G4double x = bmin.x() + (bmax.x() - bm << 421   ".\nThis means it cannot be visualized on most systems."
573         G4double y = bmin.y() + (bmax.y() - bm << 422   "\nContact the Visualization Coordinator." << G4endl;
574         G4double z = bmin.z() + (bmax.z() - bm << 
575         if (pBooleanSolid->Inside(G4ThreeVecto << 
576       }                                        << 
577     }                                          << 
578     if (!isGood) return;                       << 
579   }                                            << 
580                                                << 
581   const G4ViewParameters::DrawingStyle style = << 
582   const G4ViewParameters& vp = fpViewer->GetVi << 
583                                                << 
584   switch (style) {                             << 
585     default:                                   << 
586     case G4ViewParameters::wireframe:          << 
587     case G4ViewParameters::hlr:                << 
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       }                                           423       }
649       BeginPrimitives (fObjectTransformation); << 
650       AddPrimitive(dots);                      << 
651       EndPrimitives ();                        << 
652       break;                                   << 
653     }                                             424     }
                                                   >> 425     break;
654   }                                               426   }
                                                   >> 427   EndPrimitives ();
655 }                                                 428 }
656                                                   429 
657 //namespace {                                  << 430 void G4VSceneHandler::ProcessScene (G4VViewer&) {
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                                                << 
676 void G4VSceneHandler::ProcessScene()           << 
677 {                                              << 
678   // Assumes graphics database store has alrea << 
679   // relevant for the particular scene handler << 
680                                                << 
681   if(!fpScene)                                 << 
682     return;                                    << 
683                                                << 
684   if(fpScene->GetExtent() == G4VisExtent::GetN << 
685   {                                            << 
686     G4Exception("G4VSceneHandler::ProcessScene << 
687                 "The scene has no extent.");   << 
688   }                                            << 
689                                                << 
690   G4VisManager* visManager = G4VisManager::Get << 
691                                                << 
692   if(!visManager->GetConcreteInstance())       << 
693     return;                                    << 
694                                                << 
695   G4VisManager::Verbosity verbosity = visManag << 
696                                                   431 
697   fReadyForTransients = false;                    432   fReadyForTransients = false;
698                                                   433 
699   // Reset fMarkForClearingTransientStore. (Le << 434   // Clear stored scene, if any, i.e., display lists, scene graphs.
700   // fMarkForClearingTransientStore true cause << 435   ClearStore ();
701   // recomputing transients below.)  Restore i << 
702   G4bool tmpMarkForClearingTransientStore = fM << 
703   fMarkForClearingTransientStore          = fa << 
704                                                   436 
705   // Traverse geometry tree and send drawing p    437   // Traverse geometry tree and send drawing primitives to window(s).
706                                                   438 
707   const std::vector<G4Scene::Model>& runDurati << 439   const std::vector<G4VModel*>& runDurationModelList =
708     fpScene->GetRunDurationModelList();        << 440     fpScene -> GetRunDurationModelList ();
709                                                   441 
710   if(runDurationModelList.size()) {            << 442   if (runDurationModelList.size ()) {
711     if(verbosity >= G4VisManager::confirmation << 443     G4VisManager::Verbosity verbosity =
                                                   >> 444       G4VisManager::GetInstance()->GetVerbosity();
                                                   >> 445     if (verbosity >= G4VisManager::confirmations) {
712       G4cout << "Traversing scene data..." <<     446       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     }                                             447     }
722                                                << 448     BeginModeling ();
723     // Reset visibility of all objects to fals << 449     G4ModelingParameters* pMP = CreateModelingParameters ();
724     fpViewer->AccessSceneTree().ResetVisibilit << 450     for (size_t i = 0; i < runDurationModelList.size (); i++) {
725                                                << 451       G4VModel* pModel = runDurationModelList[i];
726     BeginModeling();                           << 452       const G4ModelingParameters* tempMP =
727                                                << 453   pModel -> GetModelingParameters ();
728     // Create modeling parameters from view pa << 454       // NOTE THAT pModel->GetModelingParameters() COULD BE ZERO.
729     G4ModelingParameters* pMP = CreateModeling << 455       // (Not sure the above is necessary; but in future we might
730                                                << 456       // want to take notice of the modeling parameters with which
731     for(std::size_t i = 0; i < runDurationMode << 457       // the model was created.  For the time being we are ignoring
732       if(runDurationModelList[i].fActive) {    << 458       // them and simply using the view parameters.  When the time
733         fpModel = runDurationModelList[i].fpMo << 459       // comes to do this, then perhaps there should be a default
734         fpModel->SetModelingParameters(pMP);   << 460       // set of modeling parameters in the view parameters for the
735                                                << 461       // case of a zero modeling parameters pointer.)
736         // Describe to the current scene handl << 462       // (I think for the G4 Vis System we'll rely on view parameters
737         fpModel->DescribeYourselfTo(*this);    << 463       // and convert using pMP = CreateModelingParameters () as above.)
738                                                << 464       pModel -> SetModelingParameters (pMP);
739         // To see the extents of each model re << 465       SetModel (pModel);  // Store for use by derived class.
740         // uncomment the next line and DrawExt << 466       pModel -> DescribeYourselfTo (*this);
741         // DrawExtent(fpModel);                << 467       pModel -> SetModelingParameters (tempMP);
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                                                << 
752         // Reset modeling parameters pointer   << 
753         fpModel->SetModelingParameters(0);     << 
754       }                                        << 
755     }                                             468     }
756                                                << 
757     fpModel = 0;                               << 
758     delete pMP;                                   469     delete pMP;
759                                                << 470     SetModel (0);  // Flags invalid model.
760     EndModeling();                             << 471     EndModeling ();
761   }                                               472   }
762                                                << 473   else {
763   // Some printing                             << 474     G4VisManager::Verbosity verbosity =
764   if(verbosity >= G4VisManager::confirmations) << 475       G4VisManager::GetInstance()->GetVerbosity();
765     for (const auto& model: runDurationModelLi << 476     if (verbosity >= G4VisManager::errors) {
766       if (model.fActive) {                     << 477       G4cout <<
767         auto pvModel = dynamic_cast<G4Physical << 478   "ERROR: G4VSceneHandler::ProcessScene:"
768         if (pvModel) {                         << 479   "\n  No run-duration models in scene data." << G4endl;
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     }                                             480     }
788   }                                               481   }
789                                                   482 
790   fReadyForTransients = true;                     483   fReadyForTransients = true;
791                                                << 
792   // Refresh event from end-of-event model lis << 
793   // Allow only in Idle or GeomClosed state... << 
794   G4StateManager* stateManager = G4StateManage << 
795   G4ApplicationState state     = stateManager- << 
796   if(state == G4State_Idle || state == G4State << 
797   {                                            << 
798     visManager->SetEventRefreshing(true);      << 
799                                                << 
800     if(visManager->GetRequestedEvent())        << 
801     {                                          << 
802       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                                                << 
834             if(verbosity >= G4VisManager::conf << 
835             {                                  << 
836               G4cout << "Refreshing events in  << 
837             }                                  << 
838             for(const auto& event : *events)   << 
839             {                                  << 
840               if(event)                        << 
841                 DrawEvent(event);              << 
842             }                                  << 
843                                                << 
844             if(!fpScene->GetRefreshAtEndOfRun( << 
845             {                                  << 
846               if(verbosity >= G4VisManager::wa << 
847               {                                << 
848                 G4warn << "WARNING: Cannot ref << 
849                           "\n  than one runs.  << 
850                        << G4endl;              << 
851               }                                << 
852             }                                  << 
853           }                                    << 
854         }                                      << 
855       }                                        << 
856     }                                          << 
857     visManager->SetEventRefreshing(false);     << 
858   }                                            << 
859                                                << 
860   // Refresh end-of-run model list.            << 
861   // Allow only in Idle or GeomClosed state... << 
862   if(state == G4State_Idle || state == G4State << 
863   {                                            << 
864     DrawEndOfRunModels();                      << 
865   }                                            << 
866                                                << 
867   fMarkForClearingTransientStore = tmpMarkForC << 
868 }                                              << 
869                                                << 
870 void G4VSceneHandler::DrawEvent(const G4Event* << 
871 {                                              << 
872   if(!fpViewer->ReadyToDraw()) return;         << 
873   const std::vector<G4Scene::Model>& EOEModelL << 
874     fpScene -> GetEndOfEventModelList ();      << 
875   std::size_t nModels = EOEModelList.size();   << 
876   if (nModels) {                               << 
877     G4ModelingParameters* pMP = CreateModeling << 
878     pMP->SetEvent(event);                      << 
879     for (std::size_t i = 0; i < nModels; ++i)  << 
880       if (EOEModelList[i].fActive) {           << 
881         fpModel = EOEModelList[i].fpModel;     << 
882         fpModel -> SetModelingParameters(pMP); << 
883                                                << 
884         // Describe to the current scene handl << 
885         fpModel -> DescribeYourselfTo (*this); << 
886                                                << 
887         // Enter models in the scene tree      << 
888         fpViewer->InsertModelInSceneTree(fpMod << 
889                                                << 
890         // Reset modeling parameters pointer   << 
891         fpModel -> SetModelingParameters(0);   << 
892       }                                        << 
893     }                                          << 
894     fpModel = 0;                               << 
895     delete pMP;                                << 
896   }                                            << 
897 }                                              << 
898                                                << 
899 void G4VSceneHandler::DrawEndOfRunModels()     << 
900 {                                              << 
901   if(!fpViewer->ReadyToDraw()) return;         << 
902   const std::vector<G4Scene::Model>& EORModelL << 
903     fpScene -> GetEndOfRunModelList ();        << 
904   std::size_t nModels = EORModelList.size();   << 
905   if (nModels) {                               << 
906     G4ModelingParameters* pMP = CreateModeling << 
907     pMP->SetEvent(0);                          << 
908     for (std::size_t i = 0; i < nModels; ++i)  << 
909       if (EORModelList[i].fActive) {           << 
910         fpModel = EORModelList[i].fpModel;     << 
911         fpModel -> SetModelingParameters(pMP); << 
912                                                << 
913         // Describe to the current scene handl << 
914         fpModel -> DescribeYourselfTo (*this); << 
915                                                << 
916         // Enter models in the scene tree      << 
917         fpViewer->InsertModelInSceneTree(fpMod << 
918                                                << 
919         // Reset modeling parameters pointer   << 
920         fpModel -> SetModelingParameters(0);   << 
921       }                                        << 
922     }                                          << 
923     fpModel = 0;                               << 
924     delete pMP;                                << 
925   }                                            << 
926 }                                                 484 }
927                                                   485 
928 G4ModelingParameters* G4VSceneHandler::CreateM << 486 G4ModelingParameters* G4VSceneHandler::CreateModelingParameters () {
929 {                                              << 
930   // Create modeling parameters from View Para    487   // Create modeling parameters from View Parameters...
931   if (!fpViewer) return NULL;                  << 
932                                                << 
933   const G4ViewParameters& vp = fpViewer -> Get    488   const G4ViewParameters& vp = fpViewer -> GetViewParameters ();
934                                                << 489   // Convert rep styles...
935   // Convert drawing styles...                 << 490   G4ModelingParameters::RepStyle modelRepStyle =
936   G4ModelingParameters::DrawingStyle modelDraw << 491     G4ModelingParameters::wireframe;
937   G4ModelingParameters::wf;                    << 492   if (vp.GetDrawingStyle () != G4ViewParameters::wireframe) {
938   switch (vp.GetDrawingStyle ()) {             << 493     switch (vp.GetRepStyle ()) {
939     default:                                      494     default:
940     case G4ViewParameters::wireframe:          << 495     case G4ViewParameters::polyhedron:
941       modelDrawingStyle = G4ModelingParameters << 496       modelRepStyle = G4ModelingParameters::polyhedron;
942       break;                                   << 
943     case G4ViewParameters::hlr:                << 
944       modelDrawingStyle = G4ModelingParameters << 
945       break;                                   << 
946     case G4ViewParameters::hsr:                << 
947       modelDrawingStyle = G4ModelingParameters << 
948       break;                                      497       break;
949     case G4ViewParameters::hlhsr:              << 498     case G4ViewParameters::nurbs:
950       modelDrawingStyle = G4ModelingParameters << 499       modelRepStyle = G4ModelingParameters::nurbs;
951       break;                                   << 
952     case G4ViewParameters::cloud:              << 
953       modelDrawingStyle = G4ModelingParameters << 
954       break;                                      500       break;
                                                   >> 501     }
955   }                                               502   }
956                                                   503 
957   // Decide if covered daughters are really to    504   // Decide if covered daughters are really to be culled...
958   G4bool reallyCullCovered =                      505   G4bool reallyCullCovered =
959     vp.IsCullingCovered()   // Culling daughte    506     vp.IsCullingCovered()   // Culling daughters depends also on...
960     && !vp.IsSection ()     // Sections (DCUT)    507     && !vp.IsSection ()     // Sections (DCUT) not requested.
961     && !vp.IsCutaway ()     // Cutaways not re    508     && !vp.IsCutaway ()     // Cutaways not requested.
962     ;                                          << 509     && (                    // Surface drawing in operation.
                                                   >> 510   vp.GetDrawingStyle () == G4ViewParameters::hsr ||
                                                   >> 511   vp.GetDrawingStyle () == G4ViewParameters::hlhsr
                                                   >> 512   );
963                                                   513 
964   G4ModelingParameters* pModelingParams = new     514   G4ModelingParameters* pModelingParams = new G4ModelingParameters
965     (vp.GetDefaultVisAttributes (),               515     (vp.GetDefaultVisAttributes (),
966      modelDrawingStyle,                        << 516      modelRepStyle,
967      vp.IsCulling (),                             517      vp.IsCulling (),
968      vp.IsCullingInvisible (),                    518      vp.IsCullingInvisible (),
969      vp.IsDensityCulling (),                      519      vp.IsDensityCulling (),
970      vp.GetVisibleDensity (),                     520      vp.GetVisibleDensity (),
971      reallyCullCovered,                           521      reallyCullCovered,
972      vp.GetNoOfSides ()                        << 522      vp.GetNoOfSides (),
                                                   >> 523      vp.IsViewGeom (),
                                                   >> 524      vp.IsViewHits (),
                                                   >> 525      vp.IsViewDigis ()
973      );                                           526      );
974                                                   527 
975   pModelingParams->SetNumberOfCloudPoints(vp.G << 
976   pModelingParams->SetWarning                  << 
977     (G4VisManager::GetVerbosity() >= G4VisMana << 
978                                                << 
979   pModelingParams->SetCBDAlgorithmNumber(vp.Ge << 
980   pModelingParams->SetCBDParameters(vp.GetCBDP << 
981                                                << 
982   pModelingParams->SetExplodeFactor(vp.GetExpl << 
983   pModelingParams->SetExplodeCentre(vp.GetExpl << 
984                                                << 
985   pModelingParams->SetSectionSolid(CreateSecti << 
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 << 
994   // The polyhedron objects are deleted in the << 
995                                                << 
996   pModelingParams->SetVisAttributesModifiers(v << 
997                                                << 
998   pModelingParams->SetSpecialMeshRendering(vp. << 
999   pModelingParams->SetSpecialMeshVolumes(vp.Ge << 
1000                                               << 
1001   return pModelingParams;                        528   return pModelingParams;
1002 }                                                529 }
1003                                                  530 
1004 G4DisplacedSolid* G4VSceneHandler::CreateSect << 
1005 {                                             << 
1006   G4DisplacedSolid* sectioner = 0;            << 
1007                                               << 
1008   const G4ViewParameters& vp = fpViewer->GetV << 
1009   if (vp.IsSection () ) {                     << 
1010                                               << 
1011     G4double radius = fpScene->GetExtent().Ge << 
1012     G4double safe = radius + fpScene->GetExte << 
1013     G4VSolid* sectionBox =                    << 
1014       new G4Box("_sectioner", safe, safe, 1.e << 
1015                                               << 
1016     const G4Plane3D& sp = vp.GetSectionPlane  << 
1017     G4ThreeVector normal = sp.normal();       << 
1018     G4Transform3D requiredTransform = G4Trans << 
1019     G4Rotate3D(G4ThreeVector(0,0,1), G4ThreeV << 
1020                                               << 
1021     sectioner = new G4DisplacedSolid          << 
1022     ("_displaced_sectioning_box", sectionBox, << 
1023   }                                           << 
1024                                               << 
1025   return sectioner;                           << 
1026 }                                             << 
1027                                               << 
1028 G4DisplacedSolid* G4VSceneHandler::CreateCuta << 
1029 {                                             << 
1030   const auto& vp = fpViewer->GetViewParameter << 
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 }                                             << 
1107                                               << 
1108 void G4VSceneHandler::LoadAtts(const G4Visibl << 
1109 {                                             << 
1110   // Load G4Atts from G4VisAttributes, if any << 
1111   const G4VisAttributes* va = visible.GetVisA << 
1112   if (va) {                                   << 
1113     const std::map<G4String,G4AttDef>* vaDefs << 
1114       va->GetAttDefs();                       << 
1115     if (vaDefs) {                             << 
1116       holder->AddAtts(visible.GetVisAttribute << 
1117     }                                         << 
1118   }                                           << 
1119                                               << 
1120   G4PhysicalVolumeModel* pPVModel =           << 
1121     dynamic_cast<G4PhysicalVolumeModel*>(fpMo << 
1122   if (pPVModel) {                             << 
1123     // Load G4Atts from G4PhysicalVolumeModel << 
1124     const std::map<G4String,G4AttDef>* pvDefs << 
1125     if (pvDefs) {                             << 
1126       holder->AddAtts(pPVModel->CreateCurrent << 
1127     }                                         << 
1128   }                                           << 
1129                                               << 
1130   G4TrajectoriesModel* trajModel = dynamic_ca << 
1131   if (trajModel) {                            << 
1132     // Load G4Atts from trajectory model...   << 
1133     const std::map<G4String,G4AttDef>* trajMo << 
1134     if (trajModelDefs) {                      << 
1135       holder->AddAtts(trajModel->CreateCurren << 
1136     }                                         << 
1137     // Load G4Atts from trajectory...         << 
1138     const G4VTrajectory* traj = trajModel->Ge << 
1139     if (traj) {                               << 
1140       const std::map<G4String,G4AttDef>* traj << 
1141       if (trajDefs) {                         << 
1142         holder->AddAtts(traj->CreateAttValues << 
1143       }                                       << 
1144       G4int nPoints = traj->GetPointEntries() << 
1145       for (G4int i = 0; i < nPoints; ++i) {   << 
1146         G4VTrajectoryPoint* trajPoint = traj- << 
1147         if (trajPoint) {                      << 
1148           const std::map<G4String,G4AttDef>*  << 
1149           if (pointDefs) {                    << 
1150             holder->AddAtts(trajPoint->Create << 
1151           }                                   << 
1152         }                                     << 
1153       }                                       << 
1154     }                                         << 
1155   }                                           << 
1156                                               << 
1157   G4HitsModel* hitsModel = dynamic_cast<G4Hit << 
1158   if (hitsModel) {                            << 
1159     // Load G4Atts from hit...                << 
1160     const G4VHit* hit = hitsModel->GetCurrent << 
1161     const std::map<G4String,G4AttDef>* hitsDe << 
1162     if (hitsDefs) {                           << 
1163       holder->AddAtts(hit->CreateAttValues(), << 
1164     }                                         << 
1165   }                                           << 
1166 }                                             << 
1167                                               << 
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    531 const G4Colour& G4VSceneHandler::GetColour (const G4Visible& visible) {
1175   auto pVA = visible.GetVisAttributes();      << 532   // Colour is determined by the applicable (real) vis attributes.
1176   if (!pVA) pVA = fpViewer->GetViewParameters << 533   const G4VisAttributes* pVA = visible.GetVisAttributes ();
1177   return pVA->GetColour();                    << 534   pVA = fpViewer -> GetApplicableVisAttributes (pVA);
                                                   >> 535   return pVA -> GetColour ();
1178 }                                                536 }
1179                                                  537 
1180 const G4Colour& G4VSceneHandler::GetTextColou    538 const G4Colour& G4VSceneHandler::GetTextColour (const G4Text& text) {
1181   auto pVA = text.GetVisAttributes();         << 539   const G4VisAttributes* pVA = text.GetVisAttributes ();
1182   if (!pVA) pVA = fpViewer->GetViewParameters << 540   if (!pVA) {
1183   return pVA->GetColour();                    << 541     pVA = fpViewer -> GetViewParameters (). GetDefaultTextVisAttributes ();
                                                   >> 542   }
                                                   >> 543   return pVA -> GetColour ();
1184 }                                                544 }
1185                                                  545 
1186 G4double G4VSceneHandler::GetLineWidth(const  << 546 G4ViewParameters::DrawingStyle G4VSceneHandler::GetDrawingStyle
1187 {                                             << 547 (const G4Visible& visible) {
1188   G4double lineWidth = pVisAttribs->GetLineWi << 548   // Drawing style is determined by the applicable (real) vis
1189   if (lineWidth < 1.) lineWidth = 1.;         << 549   // attributes, except when overridden - see GetDrawingStyle (const
1190   lineWidth *= fpViewer -> GetViewParameters( << 550   // G4VisAttributes* pVisAttribs).
1191   if (lineWidth < 1.) lineWidth = 1.;         << 551   const G4VisAttributes* pVA = visible.GetVisAttributes ();
1192   return lineWidth;                           << 552   pVA = fpViewer -> GetApplicableVisAttributes (pVA);
                                                   >> 553   return GetDrawingStyle (pVA);
1193 }                                                554 }
1194                                                  555 
1195 G4ViewParameters::DrawingStyle G4VSceneHandle    556 G4ViewParameters::DrawingStyle G4VSceneHandler::GetDrawingStyle
1196 (const G4VisAttributes* pVisAttribs) {           557 (const G4VisAttributes* pVisAttribs) {
1197   // Drawing style is normally determined by     558   // Drawing style is normally determined by the view parameters, but
1198   // it can be overriddden by the ForceDrawin    559   // it can be overriddden by the ForceDrawingStyle flag in the vis
1199   // attributes.                                 560   // attributes.
1200   const G4ViewParameters& vp = fpViewer->GetV << 561   G4ViewParameters::DrawingStyle style =
1201   const G4ViewParameters::DrawingStyle viewer << 562     fpViewer->GetViewParameters().GetDrawingStyle();
1202   G4ViewParameters::DrawingStyle resultantSty << 
1203   if (pVisAttribs -> IsForceDrawingStyle ())     563   if (pVisAttribs -> IsForceDrawingStyle ()) {
1204     G4VisAttributes::ForcedDrawingStyle force    564     G4VisAttributes::ForcedDrawingStyle forcedStyle =
1205     pVisAttribs -> GetForcedDrawingStyle ();  << 565       pVisAttribs -> GetForcedDrawingStyle ();
1206     // This is complicated because if hidden  << 566     // This is complicated because is hidden line removal has been
1207     // has been requested we wish to preserve << 567     // requested we wish to preserve this.
1208     switch (forcedStyle) {                       568     switch (forcedStyle) {
1209       case (G4VisAttributes::solid):          << 569     case (G4VisAttributes::solid):
1210         switch (viewerStyle) {                << 570       switch (style) {
1211           case (G4ViewParameters::hlr):       << 571       case (G4ViewParameters::hlr):
1212             resultantStyle = G4ViewParameters << 572   style = G4ViewParameters::hlhsr;
1213             break;                            << 573   break;
1214           case (G4ViewParameters::wireframe): << 574       case (G4ViewParameters::wireframe):
1215             resultantStyle = G4ViewParameters << 575   style = G4ViewParameters::hsr;
1216             break;                            << 576   break;
1217           case (G4ViewParameters::cloud):     << 577       case (G4ViewParameters::hlhsr):
1218             resultantStyle = G4ViewParameters << 578       case (G4ViewParameters::hsr):
1219             break;                            << 579       default:
1220           case (G4ViewParameters::hlhsr):     << 580   break;
1221           case (G4ViewParameters::hsr):       << 581       } 
1222             break;                            << 582       break;
1223         }                                     << 583     case (G4VisAttributes::wireframe):
1224         break;                                << 584     default:
1225       case (G4VisAttributes::cloud):          << 585       switch (style) {
1226         resultantStyle = G4ViewParameters::cl << 586       case (G4ViewParameters::hlhsr):
1227         break;                                << 587   style = G4ViewParameters::hlr;
1228       case (G4VisAttributes::wireframe):      << 588   break;
                                                   >> 589       case (G4ViewParameters::hsr):
                                                   >> 590   style = G4ViewParameters::wireframe;
                                                   >> 591   break;
                                                   >> 592       case (G4ViewParameters::hlr):
                                                   >> 593       case (G4ViewParameters::wireframe):
1229       default:                                   594       default:
1230         // But if forced style is wireframe,  << 595   break;
1231         // main uses is in displaying the con << 596       } 
1232         // solid and their surfaces overlap w << 597       break;
1233         // solid, making a mess if hlr is spe << 
1234         resultantStyle = G4ViewParameters::wi << 
1235         break;                                << 
1236     }                                            598     }
1237   }                                              599   }
1238   return resultantStyle;                      << 600   return style;
1239 }                                             << 
1240                                               << 
1241 G4int G4VSceneHandler::GetNumberOfCloudPoints << 
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   }                                           << 
1252   return numberOfCloudPoints;                 << 
1253 }                                                601 }
1254                                                  602 
1255 G4bool G4VSceneHandler::GetAuxEdgeVisible (co << 603 G4double G4VSceneHandler::GetMarkerSize (const G4VMarker& marker, 
1256   G4bool isAuxEdgeVisible = fpViewer->GetView << 604           G4VSceneHandler::MarkerSizeType& markerSizeType) {
1257   if (pVisAttribs -> IsForceAuxEdgeVisible()) << 
1258     isAuxEdgeVisible = pVisAttribs->IsForcedA << 
1259   }                                           << 
1260   return isAuxEdgeVisible;                    << 
1261 }                                             << 
1262                                               << 
1263 G4double G4VSceneHandler::GetMarkerSize       << 
1264 (const G4VMarker& marker,                     << 
1265  G4VSceneHandler::MarkerSizeType& markerSizeT << 
1266 {                                             << 
1267   G4bool userSpecified = marker.GetWorldSize(    605   G4bool userSpecified = marker.GetWorldSize() || marker.GetScreenSize();
1268   const G4VMarker& defaultMarker =               606   const G4VMarker& defaultMarker =
1269     fpViewer -> GetViewParameters().GetDefaul    607     fpViewer -> GetViewParameters().GetDefaultMarker();
1270   G4double size = userSpecified ?                608   G4double size = userSpecified ?
1271     marker.GetWorldSize() : defaultMarker.Get    609     marker.GetWorldSize() : defaultMarker.GetWorldSize();
1272   if (size) {                                    610   if (size) {
1273     // Draw in world coordinates.                611     // Draw in world coordinates.
1274     markerSizeType = world;                      612     markerSizeType = world;
1275   }                                              613   }
1276   else {                                         614   else {
1277     size = userSpecified ?                       615     size = userSpecified ?
1278       marker.GetScreenSize() : defaultMarker.    616       marker.GetScreenSize() : defaultMarker.GetScreenSize();
1279     // Draw in screen coordinates.               617     // Draw in screen coordinates.
1280     markerSizeType = screen;                     618     markerSizeType = screen;
1281   }                                              619   }
                                                   >> 620   if (size <= 0.) size = 1.;
1282   size *= fpViewer -> GetViewParameters().Get    621   size *= fpViewer -> GetViewParameters().GetGlobalMarkerScale();
1283   if (markerSizeType == screen && size < 1.)  << 
1284   return size;                                   622   return size;
1285 }                                                623 }
1286                                                  624 
1287 G4int G4VSceneHandler::GetNoOfSides(const G4V << 625 std::ostream& operator << (std::ostream& os, const G4VSceneHandler& s) {
1288 {                                             << 
1289   // No. of sides (lines segments per circle) << 
1290   // by the view parameters, but it can be ov << 
1291   // ForceLineSegmentsPerCircle in the vis at << 
1292   G4int lineSegmentsPerCircle = fpViewer->Get << 
1293   if (pVisAttribs) {                          << 
1294     if (pVisAttribs->IsForceLineSegmentsPerCi << 
1295       lineSegmentsPerCircle = pVisAttribs->Ge << 
1296     if (lineSegmentsPerCircle < pVisAttribs-> << 
1297       lineSegmentsPerCircle = pVisAttribs->Ge << 
1298       G4warn <<                               << 
1299   "G4VSceneHandler::GetNoOfSides: attempt to  << 
1300   "\nnumber of line segments per circle < " < << 
1301        << "; forced to " << pVisAttribs->GetM << 
1302     }                                         << 
1303   }                                           << 
1304   return lineSegmentsPerCircle;               << 
1305 }                                             << 
1306                                               << 
1307 std::ostream& operator << (std::ostream& os,  << 
1308                                                  626 
1309   os << "Scene handler " << sh.fName << " has << 627   os << "Scene handler " << s.fName << " has "
1310      << sh.fViewerList.size () << " viewer(s) << 628      << s.fViewerList.size () << " viewer(s):";
1311   for (std::size_t i = 0; i < sh.fViewerList. << 629   for (size_t i = 0; i < s.fViewerList.size (); i++) {
1312     os << "\n  " << *(sh.fViewerList [i]);    << 630     os << "\n  " << *(s.fViewerList [i]);
1313   }                                              631   }
1314                                                  632 
1315   if (sh.fpScene) {                           << 633   if (s.fpScene) {
1316     os << "\n  " << *sh.fpScene;              << 634     os << "\n  " << *s.fpScene;
1317   }                                              635   }
1318   else {                                         636   else {
1319     os << "\n  This scene handler currently h    637     os << "\n  This scene handler currently has no scene.";
1320   }                                              638   }
1321                                                  639 
1322   return os;                                     640   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 }                                                641 }
2043                                                  642