Geant4 Cross Reference

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

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Diff markup

Differences between /visualization/management/src/G4VSceneHandler.cc (Version 11.3.0) and /visualization/management/src/G4VSceneHandler.cc (Version 9.0.p2)


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 25 //                                                 25 //
 26 //                                                 26 //
                                                   >>  27 // $Id: G4VSceneHandler.cc,v 1.82 2007/05/16 15:47:44 allison Exp $
                                                   >>  28 // GEANT4 tag $Name: geant4-09-00-patch-01 $
 27 //                                                 29 //
 28 //                                                 30 // 
 29 // John Allison  19th July 1996                    31 // John Allison  19th July 1996
 30 // Abstract interface class for graphics scene     32 // Abstract interface class for graphics scenes.
 31                                                    33 
 32 #include "G4VSceneHandler.hh"                      34 #include "G4VSceneHandler.hh"
 33                                                    35 
 34 #include "G4ios.hh"                                36 #include "G4ios.hh"
 35 #include <sstream>                                 37 #include <sstream>
 36                                                    38 
 37 #include "G4VisManager.hh"                         39 #include "G4VisManager.hh"
 38 #include "G4VGraphicsSystem.hh"                    40 #include "G4VGraphicsSystem.hh"
 39 #include "G4VViewer.hh"                            41 #include "G4VViewer.hh"
 40 #include "G4VSolid.hh"                             42 #include "G4VSolid.hh"
 41 #include "G4RotationMatrix.hh"                     43 #include "G4RotationMatrix.hh"
 42 #include "G4ThreeVector.hh"                        44 #include "G4ThreeVector.hh"
 43 #include "G4VPhysicalVolume.hh"                    45 #include "G4VPhysicalVolume.hh"
 44 #include "G4Material.hh"                           46 #include "G4Material.hh"
 45 #include "G4Polyline.hh"                           47 #include "G4Polyline.hh"
                                                   >>  48 #include "G4Scale.hh"
 46 #include "G4Text.hh"                               49 #include "G4Text.hh"
 47 #include "G4Circle.hh"                             50 #include "G4Circle.hh"
 48 #include "G4Square.hh"                             51 #include "G4Square.hh"
 49 #include "G4Polymarker.hh"                         52 #include "G4Polymarker.hh"
 50 #include "G4Polyhedron.hh"                         53 #include "G4Polyhedron.hh"
                                                   >>  54 #include "G4NURBS.hh"
 51 #include "G4Visible.hh"                            55 #include "G4Visible.hh"
 52 #include "G4VisAttributes.hh"                      56 #include "G4VisAttributes.hh"
 53 #include "G4VModel.hh"                             57 #include "G4VModel.hh"
 54 #include "G4TrajectoriesModel.hh"                  58 #include "G4TrajectoriesModel.hh"
 55 #include "G4Box.hh"                                59 #include "G4Box.hh"
 56 #include "G4Cons.hh"                               60 #include "G4Cons.hh"
 57 #include "G4Orb.hh"                            <<  61 #include "G4Tubs.hh"
 58 #include "G4Para.hh"                           <<  62 #include "G4Trd.hh"
                                                   >>  63 #include "G4Trap.hh"
 59 #include "G4Sphere.hh"                             64 #include "G4Sphere.hh"
                                                   >>  65 #include "G4Para.hh"
 60 #include "G4Torus.hh"                              66 #include "G4Torus.hh"
 61 #include "G4Trap.hh"                           << 
 62 #include "G4Trd.hh"                            << 
 63 #include "G4Tubs.hh"                           << 
 64 #include "G4Ellipsoid.hh"                      << 
 65 #include "G4Polycone.hh"                           67 #include "G4Polycone.hh"
 66 #include "G4Polyhedra.hh"                          68 #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"                      69 #include "G4LogicalVolume.hh"
 73 #include "G4PhysicalVolumeModel.hh"                70 #include "G4PhysicalVolumeModel.hh"
 74 #include "G4ModelingParameters.hh"                 71 #include "G4ModelingParameters.hh"
 75 #include "G4VTrajectory.hh"                        72 #include "G4VTrajectory.hh"
 76 #include "G4VTrajectoryPoint.hh"                   73 #include "G4VTrajectoryPoint.hh"
 77 #include "G4HitsModel.hh"                          74 #include "G4HitsModel.hh"
 78 #include "G4VHit.hh"                               75 #include "G4VHit.hh"
 79 #include "G4VDigi.hh"                          <<  76 #include "Randomize.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"                       77 #include "G4StateManager.hh"
 86 #include "G4RunManager.hh"                         78 #include "G4RunManager.hh"
 87 #include "G4RunManagerFactory.hh"              << 
 88 #include "G4Run.hh"                                79 #include "G4Run.hh"
 89 #include "G4Transform3D.hh"                        80 #include "G4Transform3D.hh"
 90 #include "G4AttHolder.hh"                          81 #include "G4AttHolder.hh"
 91 #include "G4AttDef.hh"                             82 #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                                                    83 
 99 G4VSceneHandler::G4VSceneHandler (G4VGraphicsS     84 G4VSceneHandler::G4VSceneHandler (G4VGraphicsSystem& system, G4int id, const G4String& name):
100   fSystem                (system),                 85   fSystem                (system),
101   fSceneHandlerId        (id),                     86   fSceneHandlerId        (id),
102   fViewCount             (0),                      87   fViewCount             (0),
103   fpViewer               (0),                      88   fpViewer               (0),
104   fpScene                (0),                      89   fpScene                (0),
105   fMarkForClearingTransientStore (true),  // R     90   fMarkForClearingTransientStore (true),  // Ready for first
106             // ClearTransientStoreIfMarked(),      91             // ClearTransientStoreIfMarked(),
107             // e.g., at end of run (see            92             // e.g., at end of run (see
108             // G4VisManager.cc).                   93             // G4VisManager.cc).
109   fReadyForTransients    (true),  // Only fals     94   fReadyForTransients    (true),  // Only false while processing scene.
110   fProcessingSolid       (false),                  95   fProcessingSolid       (false),
111   fProcessing2D          (false),              <<  96   fSecondPassRequested   (false),
                                                   >>  97   fSecondPass            (false),
112   fpModel                (0),                      98   fpModel                (0),
                                                   >>  99   fpObjectTransformation (0),
113   fNestingDepth          (0),                     100   fNestingDepth          (0),
114   fpVisAttribs           (0)                      101   fpVisAttribs           (0)
115 {                                                 102 {
116   G4VisManager* pVMan = G4VisManager::GetInsta    103   G4VisManager* pVMan = G4VisManager::GetInstance ();
117   fpScene = pVMan -> GetCurrentScene ();          104   fpScene = pVMan -> GetCurrentScene ();
118   if (name == "") {                               105   if (name == "") {
119     std::ostringstream ost;                       106     std::ostringstream ost;
120     ost << fSystem.GetName () << '-' << fScene    107     ost << fSystem.GetName () << '-' << fSceneHandlerId;
121     fName = ost.str();                            108     fName = ost.str();
122   }                                               109   }
123   else {                                          110   else {
124     fName = name;                                 111     fName = name;
125   }                                               112   }
126   fTransientsDrawnThisEvent = pVMan->GetTransi    113   fTransientsDrawnThisEvent = pVMan->GetTransientsDrawnThisEvent();
127   fTransientsDrawnThisRun = pVMan->GetTransien    114   fTransientsDrawnThisRun = pVMan->GetTransientsDrawnThisRun();
128 }                                                 115 }
129                                                   116 
130 G4VSceneHandler::~G4VSceneHandler () {            117 G4VSceneHandler::~G4VSceneHandler () {
131   G4VViewer* last;                             << 118   G4ViewerListIterator i;
132   while( ! fViewerList.empty() ) {             << 119   for (i = fViewerList.begin(); i != fViewerList.end(); ++i) {
133     last = fViewerList.back();                 << 120     delete *i;
134     fViewerList.pop_back();                    << 
135     delete last;                               << 
136   }                                            << 
137 }                                              << 
138                                                << 
139 const G4VisExtent& G4VSceneHandler::GetExtent( << 
140 {                                              << 
141   if (fpScene) {                               << 
142     return fpScene->GetExtent();               << 
143   } else {                                     << 
144     static const G4VisExtent defaultExtent = G << 
145     return defaultExtent;                      << 
146   }                                               121   }
147 }                                                 122 }
148                                                   123 
149 void G4VSceneHandler::PreAddSolid (const G4Tra    124 void G4VSceneHandler::PreAddSolid (const G4Transform3D& objectTransformation,
150            const G4VisAttributes& visAttribs)  << 125                                   const G4VisAttributes& visAttribs) {
151   fObjectTransformation = objectTransformation << 126   fpObjectTransformation = &objectTransformation;
152   fpVisAttribs = &visAttribs;                     127   fpVisAttribs = &visAttribs;
153   fProcessingSolid = true;                        128   fProcessingSolid = true;
154 }                                                 129 }
155                                                   130 
156 void G4VSceneHandler::PostAddSolid () {           131 void G4VSceneHandler::PostAddSolid () {
                                                   >> 132   fpObjectTransformation = 0;
157   fpVisAttribs = 0;                               133   fpVisAttribs = 0;
158   fProcessingSolid = false;                       134   fProcessingSolid = false;
159   if (fReadyForTransients) {                      135   if (fReadyForTransients) {
160     fTransientsDrawnThisEvent = true;             136     fTransientsDrawnThisEvent = true;
161     fTransientsDrawnThisRun = true;               137     fTransientsDrawnThisRun = true;
162   }                                               138   }
163 }                                                 139 }
164                                                   140 
165 void G4VSceneHandler::BeginPrimitives             141 void G4VSceneHandler::BeginPrimitives
166 (const G4Transform3D& objectTransformation) {     142 (const G4Transform3D& objectTransformation) {
167   //static G4int count = 0;                    << 
168   //G4cout << "G4VSceneHandler::BeginPrimitive << 
169   fNestingDepth++;                                143   fNestingDepth++;
170   if (fNestingDepth > 1)                          144   if (fNestingDepth > 1)
171     G4Exception                                << 145     G4Exception("G4VSceneHandler::BeginPrimitives: Nesting detected."
172       ("G4VSceneHandler::BeginPrimitives",     << 146     "\n  It is illegal to nest Begin/EndPrimitives.");
173        "visman0101", FatalException,           << 147   fpObjectTransformation = &objectTransformation;
174        "Nesting detected. It is illegal to nes << 
175   fObjectTransformation = objectTransformation << 
176 }                                                 148 }
177                                                   149 
178 void G4VSceneHandler::EndPrimitives () {          150 void G4VSceneHandler::EndPrimitives () {
179   if (fNestingDepth <= 0)                         151   if (fNestingDepth <= 0)
180     G4Exception("G4VSceneHandler::EndPrimitive << 152     G4Exception("G4VSceneHandler::EndPrimitives: Nesting error");
181     "visman0102", FatalException, "Nesting err << 
182   fNestingDepth--;                                153   fNestingDepth--;
                                                   >> 154   fpObjectTransformation = 0;
183   if (fReadyForTransients) {                      155   if (fReadyForTransients) {
184     fTransientsDrawnThisEvent = true;             156     fTransientsDrawnThisEvent = true;
185     fTransientsDrawnThisRun = true;               157     fTransientsDrawnThisRun = true;
186   }                                               158   }
187 }                                                 159 }
188                                                   160 
189 void G4VSceneHandler::BeginPrimitives2D        << 161 void G4VSceneHandler::BeginPrimitives2D () {
190 (const G4Transform3D& objectTransformation) {  << 
191   fNestingDepth++;                                162   fNestingDepth++;
192   if (fNestingDepth > 1)                          163   if (fNestingDepth > 1)
193     G4Exception                                << 164     G4Exception("G4VSceneHandler::BeginPrimitives2D: Nesting detected."
194       ("G4VSceneHandler::BeginPrimitives2D",   << 165     "\n  It is illegal to nest Begin/EndPrimitives.");
195        "visman0103", FatalException,           << 166   // Not actually required for 2D operations but some drivers do an
196        "Nesting detected. It is illegal to nes << 167   // initial transformation...
197   fObjectTransformation = objectTransformation << 168   fpObjectTransformation = &fIdentityTransformation;
198   fProcessing2D = true;                        << 
199 }                                                 169 }
200                                                   170 
201 void G4VSceneHandler::EndPrimitives2D () {        171 void G4VSceneHandler::EndPrimitives2D () {
202   if (fNestingDepth <= 0)                         172   if (fNestingDepth <= 0)
203     G4Exception("G4VSceneHandler::EndPrimitive << 173     G4Exception("G4VSceneHandler::EndPrimitives2D: Nesting error");
204     "visman0104", FatalException, "Nesting err << 
205   fNestingDepth--;                                174   fNestingDepth--;
                                                   >> 175   fpObjectTransformation = 0;
206   if (fReadyForTransients) {                      176   if (fReadyForTransients) {
207     fTransientsDrawnThisEvent = true;             177     fTransientsDrawnThisEvent = true;
208     fTransientsDrawnThisRun = true;               178     fTransientsDrawnThisRun = true;
209   }                                               179   }
210   fProcessing2D = false;                       << 
211 }                                                 180 }
212                                                   181 
213 void G4VSceneHandler::BeginModeling () {          182 void G4VSceneHandler::BeginModeling () {
214 }                                                 183 }
215                                                   184 
216 void G4VSceneHandler::EndModeling ()              185 void G4VSceneHandler::EndModeling ()
217 {                                                 186 {
218   fpModel = 0;                                    187   fpModel = 0;
219 }                                                 188 }
220                                                   189 
221 void G4VSceneHandler::ClearStore () {}         << 190 void G4VSceneHandler::ClearStore () {
222                                                << 191   // if (fpViewer) fpViewer -> NeedKernelVisit (true);
223 void G4VSceneHandler::ClearTransientStore () { << 192   // ?? Viewer is supposed to be smart enough to know when to visit
224                                                << 193   // kernel, but a problem in OpenGL Stored seems to require a forced
225 template <class T> void G4VSceneHandler::AddSo << 194   // kernel visit triggered by the above code.  John Allison Aug 2001
226 (const T& solid)                               << 195   // Feb 2005 - commented out.  Let's fix OpenGL if necessary.
227 {                                              << 
228   // Get and check applicable vis attributes.  << 
229   fpVisAttribs = fpViewer->GetApplicableVisAtt << 
230   RequestPrimitives (solid);                   << 
231 }                                                 196 }
232                                                   197 
233 template <class T> void G4VSceneHandler::AddSo << 198 void G4VSceneHandler::ClearTransientStore () {
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 }                                                 199 }
251                                                   200 
252 void G4VSceneHandler::AddSolid (const G4Box& b    201 void G4VSceneHandler::AddSolid (const G4Box& box) {
253   AddSolidT (box);                             << 202   RequestPrimitives (box);
254   // If your graphics system is sophisticated  << 203 // If your graphics system is sophisticated enough to handle a
255   //  particular solid shape as a primitive, i << 204 //  particular solid shape as a primitive, in your derived class write a
256   //  function to override this.               << 205 //  function to override this.  (Note: some compilers warn that your
257   // Your function might look like this...     << 206 //  function "hides" this one.  That's OK.)
258   // void G4MySceneHandler::AddSolid (const G4 << 207 // Your function might look like this...
259   // Get and check applicable vis attributes.  << 208 // void G4MyScene::AddSolid (const G4Box& box) {
260   //   fpVisAttribs = fpViewer->GetApplicableV << 209 // Get parameters of appropriate object, e.g.:
261   // Do not draw if not visible.               << 210 //   G4double dx = box.GetXHalfLength ();
262   //   if (fpVisAttribs->IsVisible()) {        << 211 //   G4double dy = box.GetYHalfLength ();
263   //   Get parameters of appropriate object, e << 212 //   G4double dz = box.GetZHalfLength ();
264   //     G4double dx = box.GetXHalfLength ();  << 213 // and Draw or Store in your display List.
265   //     G4double dy = box.GetYHalfLength ();  << 
266   //     G4double dz = box.GetZHalfLength ();  << 
267   //     ...                                   << 
268   //     and Draw or Store in your display Lis << 
269 }                                              << 
270                                                << 
271 void G4VSceneHandler::AddSolid (const G4Cons&  << 
272   AddSolidT (cons);                            << 
273 }                                              << 
274                                                << 
275 void G4VSceneHandler::AddSolid (const G4Orb& o << 
276   AddSolidWithAuxiliaryEdges (orb);            << 
277 }                                                 214 }
278                                                   215 
279 void G4VSceneHandler::AddSolid (const G4Para&  << 216 void G4VSceneHandler::AddSolid (const G4Tubs& tubs) {
280   AddSolidT (para);                            << 217   RequestPrimitives (tubs);
281 }                                                 218 }
282                                                   219 
283 void G4VSceneHandler::AddSolid (const G4Sphere << 220 void G4VSceneHandler::AddSolid (const G4Cons& cons) {
284   AddSolidWithAuxiliaryEdges (sphere);         << 221   RequestPrimitives (cons);
285 }                                                 222 }
286                                                   223 
287 void G4VSceneHandler::AddSolid (const G4Torus& << 224 void G4VSceneHandler::AddSolid (const G4Trd& trd) {
288   AddSolidWithAuxiliaryEdges (torus);          << 225   RequestPrimitives (trd);
289 }                                                 226 }
290                                                   227 
291 void G4VSceneHandler::AddSolid (const G4Trap&     228 void G4VSceneHandler::AddSolid (const G4Trap& trap) {
292   AddSolidT (trap);                            << 229   RequestPrimitives (trap);
293 }                                                 230 }
294                                                   231 
295 void G4VSceneHandler::AddSolid (const G4Trd& t << 232 void G4VSceneHandler::AddSolid (const G4Sphere& sphere) {
296   AddSolidT (trd);                             << 233   RequestPrimitives (sphere );
297 }                                                 234 }
298                                                   235 
299 void G4VSceneHandler::AddSolid (const G4Tubs&  << 236 void G4VSceneHandler::AddSolid (const G4Para& para) {
300   AddSolidT (tubs);                            << 237   RequestPrimitives (para);
301 }                                                 238 }
302                                                   239 
303 void G4VSceneHandler::AddSolid (const G4Ellips << 240 void G4VSceneHandler::AddSolid (const G4Torus& torus) {
304   AddSolidWithAuxiliaryEdges (ellipsoid);      << 241   RequestPrimitives (torus);
305 }                                                 242 }
306                                                   243 
307 void G4VSceneHandler::AddSolid (const G4Polyco    244 void G4VSceneHandler::AddSolid (const G4Polycone& polycone) {
308   AddSolidT (polycone);                        << 245   RequestPrimitives (polycone);
309 }                                                 246 }
310                                                   247 
311 void G4VSceneHandler::AddSolid (const G4Polyhe    248 void G4VSceneHandler::AddSolid (const G4Polyhedra& polyhedra) {
312   AddSolidT (polyhedra);                       << 249   RequestPrimitives (polyhedra);
313 }                                              << 
314                                                << 
315 void G4VSceneHandler::AddSolid (const G4Tessel << 
316   AddSolidT (tess);                            << 
317 }                                                 250 }
318                                                   251 
319 void G4VSceneHandler::AddSolid (const G4VSolid    252 void G4VSceneHandler::AddSolid (const G4VSolid& solid) {
320   AddSolidT (solid);                           << 253   RequestPrimitives (solid);
321 }                                                 254 }
322                                                   255 
323 void G4VSceneHandler::AddCompound (const G4VTr    256 void G4VSceneHandler::AddCompound (const G4VTrajectory& traj) {
324   G4TrajectoriesModel* trajectoriesModel =     << 257   G4TrajectoriesModel* pTrModel =
325     dynamic_cast<G4TrajectoriesModel*>(fpModel    258     dynamic_cast<G4TrajectoriesModel*>(fpModel);
326   if (trajectoriesModel)                       << 259   if (!pTrModel) G4Exception
327     traj.DrawTrajectory();                     << 260     ("G4VSceneHandler::AddCompound(const G4VTrajectory&): Not a G4TrajectoriesModel.");
328   else {                                       << 261   traj.DrawTrajectory(pTrModel->GetDrawingMode());
329     G4Exception                                << 
330     ("G4VSceneHandler::AddCompound(const G4VTr << 
331      "visman0105", FatalException, "Not a G4Tr << 
332   }                                            << 
333 }                                                 262 }
334                                                   263 
335 void G4VSceneHandler::AddCompound (const G4VHi    264 void G4VSceneHandler::AddCompound (const G4VHit& hit) {
336   // Cast away const because Draw is non-const << 265   ((G4VHit&)hit).Draw(); // Cast to non-const because Draw is non-const!!!!
337   const_cast<G4VHit&>(hit).Draw();             << 
338 }                                                 266 }
339                                                   267 
340 void G4VSceneHandler::AddCompound (const G4VDi << 268 void G4VSceneHandler::AddViewerToList (G4VViewer* pViewer) {
341   // Cast away const because Draw is non-const << 269   fViewerList.push_back (pViewer);
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 }                                                 270 }
387                                                   271 
388 void G4VSceneHandler::AddCompound (const G4THi << 272 void G4VSceneHandler::AddPrimitive (const G4Scale& scale) {
389   using MeshScoreMap = G4VScoringMesh::MeshSco << 273 
390   //G4cout << "AddCompound: hits: " << &hits < << 274   const G4double margin(0.01);
391   G4bool scoreMapHits = false;                 << 275   // Fractional margin - ensures scale is comfortably inside viewing
392   G4ScoringManager* scoringManager = G4Scoring << 276   // volume.
393   if (scoringManager) {                        << 277   const G4double oneMinusMargin (1. - margin);
394     std::size_t nMeshes = scoringManager->GetN << 278 
395     for (std::size_t iMesh = 0; iMesh < nMeshe << 279   const G4VisExtent& sceneExtent = fpScene->GetExtent();
396       G4VScoringMesh* mesh = scoringManager->G << 280 
397       if (mesh && mesh->IsActive()) {          << 281   // Useful constants...
398   MeshScoreMap scoreMap = mesh->GetScoreMap(); << 282   const G4double length(scale.GetLength());
399   for(MeshScoreMap::const_iterator i = scoreMa << 283   const G4double halfLength(length / 2.);
400       i != scoreMap.cend(); ++i) {             << 284   const G4double tickLength(length / 20.);
401     const G4String& scoreMapName = i->first;   << 285   const G4double piBy2(halfpi);
402     const G4THitsMap<G4StatDouble>* foundHits  << 286 
403     if (foundHits == &hits) {                  << 287   // Get size of scene...
404       G4DefaultLinearColorMap colorMap("G4VSce << 288   const G4double xmin = sceneExtent.GetXmin();
405       scoreMapHits = true;                     << 289   const G4double xmax = sceneExtent.GetXmax();
406       mesh->DrawMesh(scoreMapName, &colorMap); << 290   const G4double ymin = sceneExtent.GetYmin();
407     }                                          << 291   const G4double ymax = sceneExtent.GetYmax();
408   }                                            << 292   const G4double zmin = sceneExtent.GetZmin();
409       }                                        << 293   const G4double zmax = sceneExtent.GetZmax();
410     }                                          << 294 
411   }                                            << 295   // Create (empty) polylines having the same vis attributes...
412   if (scoreMapHits) {                          << 296   G4Polyline scaleLine, tick11, tick12, tick21, tick22;
413     static G4bool first = true;                << 297   G4VisAttributes visAtts(*scale.GetVisAttributes());  // Long enough life.
414     if (first) {                               << 298   scaleLine.SetVisAttributes(&visAtts);
415       first = false;                           << 299   tick11.SetVisAttributes(&visAtts);
416       G4cout <<                                << 300   tick12.SetVisAttributes(&visAtts);
417   "Scoring map drawn with default parameters." << 301   tick21.SetVisAttributes(&visAtts);
418   "\n  To get gMocren file for gMocren browser << 302   tick22.SetVisAttributes(&visAtts);
419   "\n    /vis/open gMocrenFile"                << 303 
420   "\n    /vis/viewer/flush"                    << 304   // Add points to the polylines to represent an scale parallel to the
421   "\n  Many other options available with /scor << 305   // x-axis centred on the origin...
422   "\n  You might want to \"/vis/viewer/set/aut << 306   G4Point3D r1(G4Point3D(-halfLength, 0., 0.));
423        << G4endl;                              << 307   G4Point3D r2(G4Point3D( halfLength, 0., 0.));
                                                   >> 308   scaleLine.push_back(r1);
                                                   >> 309   scaleLine.push_back(r2);
                                                   >> 310   G4Point3D ticky(0., tickLength, 0.);
                                                   >> 311   G4Point3D tickz(0., 0., tickLength);
                                                   >> 312   tick11.push_back(r1 + ticky);
                                                   >> 313   tick11.push_back(r1 - ticky);
                                                   >> 314   tick12.push_back(r1 + tickz);
                                                   >> 315   tick12.push_back(r1 - tickz);
                                                   >> 316   tick21.push_back(r2 + ticky);
                                                   >> 317   tick21.push_back(r2 - ticky);
                                                   >> 318   tick22.push_back(r2 + tickz);
                                                   >> 319   tick22.push_back(r2 - tickz);
                                                   >> 320   G4Point3D textPosition(0., tickLength, 0.);
                                                   >> 321 
                                                   >> 322   // Transform appropriately...
                                                   >> 323 
                                                   >> 324   G4Transform3D transformation;
                                                   >> 325   if (scale.GetAutoPlacing()) {
                                                   >> 326     G4Transform3D rotation;
                                                   >> 327     switch (scale.GetDirection()) {
                                                   >> 328     case G4Scale::x:
                                                   >> 329       break;
                                                   >> 330     case G4Scale::y:
                                                   >> 331       rotation = G4RotateZ3D(piBy2);
                                                   >> 332       break;
                                                   >> 333     case G4Scale::z:
                                                   >> 334       rotation = G4RotateY3D(piBy2);
                                                   >> 335       break;
                                                   >> 336     }
                                                   >> 337     G4double sxmid(scale.GetXmid());
                                                   >> 338     G4double symid(scale.GetYmid());
                                                   >> 339     G4double szmid(scale.GetZmid());
                                                   >> 340     sxmid = xmin + oneMinusMargin * (xmax - xmin);
                                                   >> 341     symid = ymin + margin * (ymax - ymin);
                                                   >> 342     szmid = zmin + oneMinusMargin * (zmax - zmin);
                                                   >> 343     switch (scale.GetDirection()) {
                                                   >> 344     case G4Scale::x:
                                                   >> 345       sxmid -= halfLength;
                                                   >> 346       break;
                                                   >> 347     case G4Scale::y:
                                                   >> 348       symid += halfLength;
                                                   >> 349       break;
                                                   >> 350     case G4Scale::z:
                                                   >> 351       szmid -= halfLength;
                                                   >> 352       break;
424     }                                             353     }
425   } else {  // Not score map hits.  Just call  << 354     G4Translate3D translation(sxmid, symid, szmid);
426     // Cast away const because DrawAllHits is  << 355     transformation = translation * rotation;
427     const_cast<G4THitsMap<G4StatDouble>&>(hits << 356   } else {
                                                   >> 357     if (fpModel) transformation = fpModel->GetTransformation();
428   }                                               358   }
429 }                                              << 
430                                                   359 
431 void G4VSceneHandler::AddCompound(const G4Mesh << 360   // Draw...
432 {                                              << 361   // We would like to call BeginPrimitives(transformation) here but
433   G4warn <<                                    << 362   // calling BeginPrimitives from within an AddPrimitive is not
434   "There has been an attempt to draw a mesh wi << 363   // allowed!  So we have to do our own transformation...
435   << fpViewer->GetViewParameters().GetSpecialM << 364   AddPrimitive(scaleLine.transform(transformation));
436   << "\":\n" << mesh                           << 365   AddPrimitive(tick11.transform(transformation));
437   << "but it is not of a recognised type or is << 366   AddPrimitive(tick12.transform(transformation));
438   "\nby the current graphics driver. Instead w << 367   AddPrimitive(tick21.transform(transformation));
439   "\ncontainer \"" << mesh.GetContainerVolume( << 368   AddPrimitive(tick22.transform(transformation));
440   << G4endl;                                   << 369   G4Text text(scale.GetAnnotation(),textPosition.transform(transformation));
441   const auto& pv = mesh.GetContainerVolume();  << 370   text.SetScreenSize(12.);
442   const auto& lv = pv->GetLogicalVolume();     << 371   AddPrimitive(text);
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                                                << 
463 void G4VSceneHandler::AddViewerToList (G4VView << 
464   fViewerList.push_back (pViewer);             << 
465 }                                                 372 }
466                                                   373 
467 void G4VSceneHandler::AddPrimitive (const G4Po    374 void G4VSceneHandler::AddPrimitive (const G4Polymarker& polymarker) {
468   switch (polymarker.GetMarkerType()) {           375   switch (polymarker.GetMarkerType()) {
469     default:                                   << 376   default:
470     case G4Polymarker::dots:                   << 377   case G4Polymarker::dots:
471     {                                             378     {
472       G4Circle dot (polymarker);               << 379       for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
473       dot.SetWorldSize  (0.);                  << 380   G4Circle dot (polymarker);
474       dot.SetScreenSize (0.1);  // Very small  << 
475       for (std::size_t iPoint = 0; iPoint < po << 
476         dot.SetPosition (polymarker[iPoint]);     381         dot.SetPosition (polymarker[iPoint]);
477         AddPrimitive (dot);                    << 382   dot.SetWorldSize  (0.);
                                                   >> 383   dot.SetScreenSize (0.1);  // Very small circle.
                                                   >> 384   AddPrimitive (dot);
478       }                                           385       }
479     }                                             386     }
480       break;                                   << 387     break;
481     case G4Polymarker::circles:                << 388   case G4Polymarker::circles:
482     {                                             389     {
483       G4Circle circle (polymarker);  // Defaul << 390       for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
484       for (std::size_t iPoint = 0; iPoint < po << 391   G4Circle circle (polymarker);
485         circle.SetPosition (polymarker[iPoint] << 392   circle.SetPosition (polymarker[iPoint]);
486         AddPrimitive (circle);                 << 393   AddPrimitive (circle);
487       }                                           394       }
488     }                                             395     }
489       break;                                   << 396     break;
490     case G4Polymarker::squares:                << 397   case G4Polymarker::squares:
491     {                                             398     {
492       G4Square square (polymarker);  // Defaul << 399       for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
493       for (std::size_t iPoint = 0; iPoint < po << 400   G4Square square (polymarker);
494         square.SetPosition (polymarker[iPoint] << 401   square.SetPosition (polymarker[iPoint]);
495         AddPrimitive (square);                 << 402   AddPrimitive (square);
496       }                                           403       }
497     }                                             404     }
498       break;                                   << 405     break;
499   }                                               406   }
500 }                                                 407 }
501                                                   408 
502 void G4VSceneHandler::RemoveViewerFromList (G4    409 void G4VSceneHandler::RemoveViewerFromList (G4VViewer* pViewer) {
503   fViewerList.remove(pViewer);  // Does nothin << 410   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 }                                                 411 }
515                                                   412 
516 void G4VSceneHandler::SetScene (G4Scene* pScen    413 void G4VSceneHandler::SetScene (G4Scene* pScene) {
517   fpScene = pScene;                               414   fpScene = pScene;
518   // Notify all viewers that a kernel visit is    415   // Notify all viewers that a kernel visit is required.
519   G4ViewerListIterator i;                         416   G4ViewerListIterator i;
520   for (i = fViewerList.begin(); i != fViewerLi    417   for (i = fViewerList.begin(); i != fViewerList.end(); i++) {
521     (*i) -> SetNeedKernelVisit (true);            418     (*i) -> SetNeedKernelVisit (true);
522   }                                               419   }
523 }                                                 420 }
524                                                   421 
525 void G4VSceneHandler::RequestPrimitives (const << 422 void G4VSceneHandler::RequestPrimitives (const G4VSolid& solid) {
526 {                                              << 423   BeginPrimitives (*fpObjectTransformation);
527   // Sometimes solids that have no substance g << 424   G4NURBS* pNURBS = 0;
528   // be part of the geometry tree but have bee << 425   G4Polyhedron* pPolyhedron = 0;
529   // example by a Boolean subtraction in which << 426   switch (fpViewer -> GetViewParameters () . GetRepStyle ()) {
530   // is entirely inside the subtractor or an i << 427   case G4ViewParameters::nurbs:
531   // the original volume is entirely outside t << 428     pNURBS = solid.CreateNURBS ();
532   // The problem is that the Boolean Processor << 429     if (pNURBS) {
533   // polyhedron in these cases (IMHO it should << 430       pNURBS -> SetVisAttributes (fpVisAttribs);
534   // workaround is to return before the damage << 431       AddPrimitive (*pNURBS);
535   // Algorithm by Evgueni Tcherniaev           << 432       delete pNURBS;
536   auto pSolid = &solid;                        << 433       break;
537   auto pBooleanSolid = dynamic_cast<const G4Bo << 434     }
538   if (pBooleanSolid) {                         << 435     else {
539     G4ThreeVector bmin, bmax;                  << 436       G4VisManager::Verbosity verbosity =
540     pBooleanSolid->BoundingLimits(bmin, bmax); << 437   G4VisManager::GetInstance()->GetVerbosity();
541     G4bool isGood = false;                     << 438       if (verbosity >= G4VisManager::errors) {
542     if (dynamic_cast<const G4SubtractionSolid* << 439   G4cout <<
543       auto ptrB = pBooleanSolid->GetConstituen << 440     "ERROR: G4VSceneHandler::RequestPrimitives"
544       for (G4int i=0; i<10; ++i) {             << 441     "\n  NURBS not available for "
545         G4double x = bmin.x() + (bmax.x() - bm << 442          << solid.GetName () << G4endl;
546         G4double y = bmin.y() + (bmax.y() - bm << 443   G4cout << "Trying polyhedron." << G4endl;
547         G4double z = bmin.z() + (bmax.z() - bm << 444       }
548         if (ptrB->Inside(G4ThreeVector(x,y,bmi << 445     }
549         if (ptrB->Inside(G4ThreeVector(x,y,bma << 446     // Dropping through to polyhedron...
550         if (ptrB->Inside(G4ThreeVector(x,bmin. << 447   case G4ViewParameters::polyhedron:
551         if (ptrB->Inside(G4ThreeVector(x,bmax. << 448   default:
552         if (ptrB->Inside(G4ThreeVector(bmin.x( << 449     G4Polyhedron::SetNumberOfRotationSteps (GetNoOfSides (fpVisAttribs));
553         if (ptrB->Inside(G4ThreeVector(bmax.x( << 450     pPolyhedron = solid.GetPolyhedron ();
554       }                                        << 451     G4Polyhedron::ResetNumberOfRotationSteps ();
555     } else if (dynamic_cast<const G4Intersecti << 452     if (pPolyhedron) {
556       auto ptrB = pBooleanSolid->GetConstituen << 453       pPolyhedron -> SetVisAttributes (fpVisAttribs);
557       for (G4int i=0; i<10; ++i) {             << 454       AddPrimitive (*pPolyhedron);
558         G4double x = bmin.x() + (bmax.x() - bm << 455     }
559         G4double y = bmin.y() + (bmax.y() - bm << 456     else {
560         G4double z = bmin.z() + (bmax.z() - bm << 457       G4VisManager::Verbosity verbosity =
561         if (ptrB->Inside(G4ThreeVector(x,y,bmi << 458   G4VisManager::GetInstance()->GetVerbosity();
562         if (ptrB->Inside(G4ThreeVector(x,y,bma << 459       if (verbosity >= G4VisManager::errors) {
563         if (ptrB->Inside(G4ThreeVector(x,bmin. << 460   G4cout <<
564         if (ptrB->Inside(G4ThreeVector(x,bmax. << 461     "ERROR: G4VSceneHandler::RequestPrimitives"
565         if (ptrB->Inside(G4ThreeVector(bmin.x( << 462     "\n  Polyhedron not available for " << solid.GetName () <<
566         if (ptrB->Inside(G4ThreeVector(bmax.x( << 463     ".\n  This means it cannot be visualized on most systems."
567       }                                        << 464     "\n  Contact the Visualization Coordinator." << G4endl;
568     }                                          << 
569     if (!isGood)                               << 
570     {                                          << 
571       for (G4int i=0; i<10000; ++i) {          << 
572         G4double x = bmin.x() + (bmax.x() - bm << 
573         G4double y = bmin.y() + (bmax.y() - bm << 
574         G4double z = bmin.z() + (bmax.z() - bm << 
575         if (pBooleanSolid->Inside(G4ThreeVecto << 
576       }                                        << 
577     }                                          << 
578     if (!isGood) return;                       << 
579   }                                            << 
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       }                                           465       }
649       BeginPrimitives (fObjectTransformation); << 
650       AddPrimitive(dots);                      << 
651       EndPrimitives ();                        << 
652       break;                                   << 
653     }                                             466     }
                                                   >> 467     break;
654   }                                               468   }
                                                   >> 469   EndPrimitives ();
655 }                                                 470 }
656                                                   471 
657 //namespace {                                  << 472 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                                                   473 
676 void G4VSceneHandler::ProcessScene()           << 474   if (!fpScene) return;
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                                                   475 
690   G4VisManager* visManager = G4VisManager::Get    476   G4VisManager* visManager = G4VisManager::GetInstance();
691                                                   477 
692   if(!visManager->GetConcreteInstance())       << 478   if (!visManager->GetConcreteInstance()) return;
693     return;                                    << 
694                                                   479 
695   G4VisManager::Verbosity verbosity = visManag    480   G4VisManager::Verbosity verbosity = visManager->GetVerbosity();
696                                                   481 
697   fReadyForTransients = false;                    482   fReadyForTransients = false;
698                                                   483 
699   // Reset fMarkForClearingTransientStore. (Le << 484   // Clear stored scene, if any, i.e., display lists, scene graphs.
                                                   >> 485   ClearStore ();
                                                   >> 486 
                                                   >> 487   // Reset fMarkForClearingTransientStore.  No need to clear transient
                                                   >> 488   // store since it has just been cleared above.  (Leaving
700   // fMarkForClearingTransientStore true cause    489   // fMarkForClearingTransientStore true causes problems with
701   // recomputing transients below.)  Restore i    490   // recomputing transients below.)  Restore it again at end...
702   G4bool tmpMarkForClearingTransientStore = fM    491   G4bool tmpMarkForClearingTransientStore = fMarkForClearingTransientStore;
703   fMarkForClearingTransientStore          = fa << 492   fMarkForClearingTransientStore = false;
704                                                   493 
705   // Traverse geometry tree and send drawing p    494   // Traverse geometry tree and send drawing primitives to window(s).
706                                                   495 
707   const std::vector<G4Scene::Model>& runDurati << 496   const std::vector<G4VModel*>& runDurationModelList =
708     fpScene->GetRunDurationModelList();        << 497     fpScene -> GetRunDurationModelList ();
709                                                   498 
710   if(runDurationModelList.size()) {            << 499   if (runDurationModelList.size ()) {
711     if(verbosity >= G4VisManager::confirmation << 500     if (verbosity >= G4VisManager::confirmations) {
712       G4cout << "Traversing scene data..." <<     501       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     }                                             502     }
722                                                   503 
723     // Reset visibility of all objects to fals << 504     BeginModeling ();
724     fpViewer->AccessSceneTree().ResetVisibilit << 
725                                                << 
726     BeginModeling();                           << 
727                                                   505 
728     // Create modeling parameters from view pa    506     // Create modeling parameters from view parameters...
729     G4ModelingParameters* pMP = CreateModeling << 507     G4ModelingParameters* pMP = CreateModelingParameters ();
730                                                   508 
731     for(std::size_t i = 0; i < runDurationMode << 509     for (size_t i = 0; i < runDurationModelList.size (); i++) {
732       if(runDurationModelList[i].fActive) {    << 510       G4VModel* pModel = runDurationModelList[i];
733         fpModel = runDurationModelList[i].fpMo << 511       // Note: this is not the place to take action on
734         fpModel->SetModelingParameters(pMP);   << 512       // pModel->GetTransformation().  The model must take care of
735                                                << 513       // this in pModel->DescribeYourselfTo(*this).  See, for example,
736         // Describe to the current scene handl << 514       // G4PhysicalVolumeModel and /vis/scene/add/logo.
737         fpModel->DescribeYourselfTo(*this);    << 515       pModel -> SetModelingParameters (pMP);
738                                                << 516       SetModel (pModel);  // Store for use by derived class.
739         // To see the extents of each model re << 517       pModel -> DescribeYourselfTo (*this);
740         // uncomment the next line and DrawExt << 518       pModel -> SetModelingParameters (0);
741         // DrawExtent(fpModel);                << 519     }
742                                                << 520 
743         // Enter models in the scene tree. The << 521     // Repeat if required...
744         // the model to the scene tree, i.e.,  << 522     if (fSecondPassRequested) {
745         fpViewer->InsertModelInSceneTree(fpMod << 523       fSecondPass = true;
746         auto pPVModel = dynamic_cast<G4Physica << 524       for (size_t i = 0; i < runDurationModelList.size (); i++) {
747         if (pPVModel) {                        << 525   G4VModel* pModel = runDurationModelList[i];
748           G4VViewer::SceneTreeScene sceneTreeS << 526   pModel -> SetModelingParameters (pMP);
749           fpModel->DescribeYourselfTo(sceneTre << 527   SetModel (pModel);  // Store for use by derived class.
750         }                                      << 528   pModel -> DescribeYourselfTo (*this);
751                                                << 529   pModel -> SetModelingParameters (0);
752         // Reset modeling parameters pointer   << 
753         fpModel->SetModelingParameters(0);     << 
754       }                                           530       }
                                                   >> 531       fSecondPass = false;
                                                   >> 532       fSecondPassRequested = false;
755     }                                             533     }
756                                                   534 
757     fpModel = 0;                               << 
758     delete pMP;                                   535     delete pMP;
                                                   >> 536     EndModeling ();
759                                                   537 
760     EndModeling();                             << 
761   }                                               538   }
762                                                   539 
763   // Some printing                             << 540   fpViewer->FinishView();  // Flush streams and/or swap buffers.
764   if(verbosity >= G4VisManager::confirmations) << 
765     for (const auto& model: runDurationModelLi << 
766       if (model.fActive) {                     << 
767         auto pvModel = dynamic_cast<G4Physical << 
768         if (pvModel) {                         << 
769           G4int nTouchables = 0;               << 
770           G4cout << "Numbers of touchables by  << 
771           << pvModel->GetGlobalDescription() < << 
772           for (const auto& dn : pvModel->GetNu << 
773             G4cout << "\n  Depth " << dn.first << 
774             nTouchables += dn.second;          << 
775           }                                    << 
776           G4cout << "\n  Total number of touch << 
777         }                                      << 
778       }                                        << 
779     }                                          << 
780                                                << 
781     if (fProblematicVolumes.size() > 0) {      << 
782       G4cout << "Problematic volumes:";        << 
783       for (const auto& prob: fProblematicVolum << 
784         G4cout << "\n  " << prob.first->GetNam << 
785       }                                        << 
786       G4cout << G4endl;                        << 
787     }                                          << 
788   }                                            << 
789                                                   541 
790   fReadyForTransients = true;                     542   fReadyForTransients = true;
791                                                   543 
792   // Refresh event from end-of-event model lis << 544   // Refresh event from end-of-event model list.  Allow only in Idle state...
793   // Allow only in Idle or GeomClosed state... << 
794   G4StateManager* stateManager = G4StateManage    545   G4StateManager* stateManager = G4StateManager::GetStateManager();
795   G4ApplicationState state     = stateManager- << 546   G4ApplicationState state = stateManager->GetCurrentState();
796   if(state == G4State_Idle || state == G4State << 547   if (state == G4State_Idle) {
797   {                                            << 548 
798     visManager->SetEventRefreshing(true);         549     visManager->SetEventRefreshing(true);
799                                                   550 
800     if(visManager->GetRequestedEvent())        << 551     if (visManager->GetRequestedEvent()) {
801     {                                          << 
802       DrawEvent(visManager->GetRequestedEvent(    552       DrawEvent(visManager->GetRequestedEvent());
803     }                                          << 553 
804     else                                       << 554     } else {
805     {                                          << 555 
806       G4RunManager* runManager = G4RunManagerF << 556       G4RunManager* runManager = G4RunManager::GetRunManager();
807       if(runManager)                           << 557       if (runManager) {
808       {                                        << 558   const G4Run* run = runManager->GetCurrentRun();
809         const G4Run* run = runManager->GetCurr << 559   const std::vector<const G4Event*>* events =
810         // Draw a null event in order to pick  << 560     run? run->GetEventVector(): 0;
811         if (run == nullptr) DrawEvent(0);      << 561   size_t nKeptEvents = 0;
812         const std::vector<const G4Event*>* eve << 562   if (events) nKeptEvents = events->size();
813           run ? run->GetEventVector() : 0;     << 563   if (nKeptEvents) {
814         std::size_t nKeptEvents = 0;           << 564 
815         if(events)                             << 565     if (fpScene->GetRefreshAtEndOfEvent()) {
816           nKeptEvents = events->size();        << 566 
817         if(nKeptEvents)                        << 567       if (verbosity >= G4VisManager::confirmations) {
818         {                                      << 568         G4cout << "Refreshing event..." << G4endl;
819           if(fpScene->GetRefreshAtEndOfEvent() << 569       }
820           {                                    << 570       const G4Event* event = 0;
821             if(verbosity >= G4VisManager::conf << 571       if (events && events->size()) event = events->back();
822             {                                  << 572       if (event) DrawEvent(event);
823               G4cout << "Refreshing event..."  << 573 
824             }                                  << 574     } else {  // Accumulating events.
825             const G4Event* event = 0;          << 575 
826             if(events && events->size())       << 576       if (verbosity >= G4VisManager::confirmations) {
827               event = events->back();          << 577         G4cout << "Refreshing events in run..." << G4endl;
828             if(event)                          << 578       }
829               DrawEvent(event);                << 579       for (size_t i = 0; i < nKeptEvents; ++i) {
830           }                                    << 580         const G4Event* event = (*events)[i];
831           else                                 << 581         if (event) DrawEvent(event);
832           {  // Accumulating events.           << 582       }
833                                                << 583 
834             if(verbosity >= G4VisManager::conf << 584       if (!fpScene->GetRefreshAtEndOfRun()) {
835             {                                  << 585         if (verbosity >= G4VisManager::warnings) {
836               G4cout << "Refreshing events in  << 586     G4cout <<
837             }                                  << 587       "WARNING: Cannot refresh events accumulated over more"
838             for(const auto& event : *events)   << 588       "\n  than one runs.  Refreshed just the last run."
839             {                                  << 589            << G4endl;
840               if(event)                        << 590         }
841                 DrawEvent(event);              << 591       }
842             }                                  << 592     }
843                                                << 593   }
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       }                                           594       }
856     }                                             595     }
857     visManager->SetEventRefreshing(false);        596     visManager->SetEventRefreshing(false);
858   }                                               597   }
859                                                   598 
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    599   fMarkForClearingTransientStore = tmpMarkForClearingTransientStore;
868 }                                                 600 }
869                                                   601 
870 void G4VSceneHandler::DrawEvent(const G4Event*    602 void G4VSceneHandler::DrawEvent(const G4Event* event)
871 {                                                 603 {
872   if(!fpViewer->ReadyToDraw()) return;         << 604   const std::vector<G4VModel*>& EOEModelList =
873   const std::vector<G4Scene::Model>& EOEModelL << 
874     fpScene -> GetEndOfEventModelList ();         605     fpScene -> GetEndOfEventModelList ();
875   std::size_t nModels = EOEModelList.size();   << 606   size_t nModels = EOEModelList.size();
876   if (nModels) {                                  607   if (nModels) {
877     G4ModelingParameters* pMP = CreateModeling    608     G4ModelingParameters* pMP = CreateModelingParameters();
878     pMP->SetEvent(event);                         609     pMP->SetEvent(event);
879     for (std::size_t i = 0; i < nModels; ++i)  << 610     for (size_t i = 0; i < nModels; i++) {
880       if (EOEModelList[i].fActive) {           << 611       G4VModel* pModel = EOEModelList [i];
881         fpModel = EOEModelList[i].fpModel;     << 612       pModel -> SetModelingParameters(pMP);
882         fpModel -> SetModelingParameters(pMP); << 613       SetModel (pModel);
883                                                << 614       pModel -> DescribeYourselfTo (*this);
884         // Describe to the current scene handl << 615       pModel -> SetModelingParameters(0);
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     }                                             616     }
923     fpModel = 0;                               << 
924     delete pMP;                                   617     delete pMP;
                                                   >> 618     SetModel (0);
925   }                                               619   }
926 }                                                 620 }
927                                                   621 
928 G4ModelingParameters* G4VSceneHandler::CreateM    622 G4ModelingParameters* G4VSceneHandler::CreateModelingParameters ()
929 {                                                 623 {
930   // Create modeling parameters from View Para    624   // Create modeling parameters from View Parameters...
931   if (!fpViewer) return NULL;                  << 
932                                                << 
933   const G4ViewParameters& vp = fpViewer -> Get    625   const G4ViewParameters& vp = fpViewer -> GetViewParameters ();
934                                                   626 
935   // Convert drawing styles...                    627   // Convert drawing styles...
936   G4ModelingParameters::DrawingStyle modelDraw    628   G4ModelingParameters::DrawingStyle modelDrawingStyle =
937   G4ModelingParameters::wf;                    << 629     G4ModelingParameters::wf;
938   switch (vp.GetDrawingStyle ()) {                630   switch (vp.GetDrawingStyle ()) {
939     default:                                   << 631   default:
940     case G4ViewParameters::wireframe:          << 632   case G4ViewParameters::wireframe:
941       modelDrawingStyle = G4ModelingParameters << 633     modelDrawingStyle = G4ModelingParameters::wf;
942       break;                                   << 634     break;
943     case G4ViewParameters::hlr:                << 635   case G4ViewParameters::hlr:
944       modelDrawingStyle = G4ModelingParameters << 636     modelDrawingStyle = G4ModelingParameters::hlr;
945       break;                                   << 637     break;
946     case G4ViewParameters::hsr:                << 638   case G4ViewParameters::hsr:
947       modelDrawingStyle = G4ModelingParameters << 639     modelDrawingStyle = G4ModelingParameters::hsr;
948       break;                                   << 640     break;
949     case G4ViewParameters::hlhsr:              << 641   case G4ViewParameters::hlhsr:
950       modelDrawingStyle = G4ModelingParameters << 642     modelDrawingStyle = G4ModelingParameters::hlhsr;
951       break;                                   << 643     break;
952     case G4ViewParameters::cloud:              << 
953       modelDrawingStyle = G4ModelingParameters << 
954       break;                                   << 
955   }                                               644   }
956                                                   645 
957   // Decide if covered daughters are really to    646   // Decide if covered daughters are really to be culled...
958   G4bool reallyCullCovered =                      647   G4bool reallyCullCovered =
959     vp.IsCullingCovered()   // Culling daughte    648     vp.IsCullingCovered()   // Culling daughters depends also on...
960     && !vp.IsSection ()     // Sections (DCUT)    649     && !vp.IsSection ()     // Sections (DCUT) not requested.
961     && !vp.IsCutaway ()     // Cutaways not re    650     && !vp.IsCutaway ()     // Cutaways not requested.
962     ;                                             651     ;
963                                                   652 
964   G4ModelingParameters* pModelingParams = new     653   G4ModelingParameters* pModelingParams = new G4ModelingParameters
965     (vp.GetDefaultVisAttributes (),               654     (vp.GetDefaultVisAttributes (),
966      modelDrawingStyle,                           655      modelDrawingStyle,
967      vp.IsCulling (),                             656      vp.IsCulling (),
968      vp.IsCullingInvisible (),                    657      vp.IsCullingInvisible (),
969      vp.IsDensityCulling (),                      658      vp.IsDensityCulling (),
970      vp.GetVisibleDensity (),                     659      vp.GetVisibleDensity (),
971      reallyCullCovered,                           660      reallyCullCovered,
972      vp.GetNoOfSides ()                           661      vp.GetNoOfSides ()
973      );                                           662      );
974                                                   663 
975   pModelingParams->SetNumberOfCloudPoints(vp.G << 
976   pModelingParams->SetWarning                     664   pModelingParams->SetWarning
977     (G4VisManager::GetVerbosity() >= G4VisMana << 665     (G4VisManager::GetInstance()->GetVerbosity() >= G4VisManager::warnings);
978                                                << 
979   pModelingParams->SetCBDAlgorithmNumber(vp.Ge << 
980   pModelingParams->SetCBDParameters(vp.GetCBDP << 
981                                                   666 
982   pModelingParams->SetExplodeFactor(vp.GetExpl    667   pModelingParams->SetExplodeFactor(vp.GetExplodeFactor());
983   pModelingParams->SetExplodeCentre(vp.GetExpl    668   pModelingParams->SetExplodeCentre(vp.GetExplodeCentre());
984                                                   669 
985   pModelingParams->SetSectionSolid(CreateSecti << 670   pModelingParams->SetSectionPolyhedron(CreateSectionPolyhedron());
986                                                << 671   pModelingParams->SetCutawayPolyhedron(CreateCutawayPolyhedron());
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    672   // The polyhedron objects are deleted in the modeling parameters destructor.
995                                                << 
996   pModelingParams->SetVisAttributesModifiers(v << 
997                                                << 
998   pModelingParams->SetSpecialMeshRendering(vp. << 
999   pModelingParams->SetSpecialMeshVolumes(vp.Ge << 
1000                                                  673 
1001   return pModelingParams;                        674   return pModelingParams;
1002 }                                                675 }
1003                                                  676 
1004 G4DisplacedSolid* G4VSceneHandler::CreateSect << 677 const G4Polyhedron* G4VSceneHandler::CreateSectionPolyhedron()
1005 {                                                678 {
1006   G4DisplacedSolid* sectioner = 0;            << 679   /* Disable for now.  Boolean processor not up to it.
1007                                               << 
1008   const G4ViewParameters& vp = fpViewer->GetV    680   const G4ViewParameters& vp = fpViewer->GetViewParameters();
1009   if (vp.IsSection () ) {                        681   if (vp.IsSection () ) {
1010                                               << 
1011     G4double radius = fpScene->GetExtent().Ge    682     G4double radius = fpScene->GetExtent().GetExtentRadius();
1012     G4double safe = radius + fpScene->GetExte    683     G4double safe = radius + fpScene->GetExtent().GetExtentCentre().mag();
1013     G4VSolid* sectionBox =                    << 684     G4Box sectionBox("clipper",
1014       new G4Box("_sectioner", safe, safe, 1.e << 685          safe, safe, 1.e-5 * radius);  // Thin in z-plane.
1015                                               << 686     G4Polyhedron* sectioner = sectionBox.CreatePolyhedron();
1016     const G4Plane3D& sp = vp.GetSectionPlane  << 687     const G4Plane3D& s = vp.GetSectionPlane ();
1017     G4ThreeVector normal = sp.normal();       << 688     G4double a = s.a();
1018     G4Transform3D requiredTransform = G4Trans << 689     G4double b = s.b();
1019     G4Rotate3D(G4ThreeVector(0,0,1), G4ThreeV << 690     G4double c = s.c();
1020                                               << 691     G4double d = s.d();
1021     sectioner = new G4DisplacedSolid          << 692     G4Transform3D transform = G4TranslateZ3D(-d);
1022     ("_displaced_sectioning_box", sectionBox, << 693     const G4Normal3D normal(a,b,c);
                                                   >> 694     if (normal != G4Normal3D(0,0,1)) {
                                                   >> 695       const G4double angle = std::acos(normal.dot(G4Normal3D(0,0,1)));
                                                   >> 696       const G4Vector3D axis = G4Normal3D(0,0,1).cross(normal);
                                                   >> 697       transform = G4Rotate3D(angle, axis) * transform;
                                                   >> 698     }
                                                   >> 699     sectioner->Transform(transform);
                                                   >> 700     return sectioner;
                                                   >> 701   } else {
                                                   >> 702     return 0;
1023   }                                              703   }
1024                                               << 704   */
1025   return sectioner;                           << 705   return 0;
1026 }                                                706 }
1027                                                  707 
1028 G4DisplacedSolid* G4VSceneHandler::CreateCuta << 708 const G4Polyhedron* G4VSceneHandler::CreateCutawayPolyhedron()
1029 {                                                709 {
1030   const auto& vp = fpViewer->GetViewParameter << 710   return 0;
1031   const auto& nPlanes = vp.GetCutawayPlanes() << 
1032                                               << 
1033   if (nPlanes == 0) return nullptr;           << 
1034                                               << 
1035   std::vector<G4DisplacedSolid*> cutaway_soli << 
1036                                               << 
1037   G4double radius = fpScene->GetExtent().GetE << 
1038   G4double safe = radius + fpScene->GetExtent << 
1039   auto cutawayBox = new G4Box("_cutaway_box", << 
1040                                               << 
1041   // if (vp.GetCutawayMode() == G4ViewParamet << 
1042   // the intersection of displaced cutaway bo << 
1043   // positive values a*x+b*y+c*z+d>0, so we h << 
1044   // "back to front". The parameter "cutawayU << 
1045   // that remain *after* cutaway", because we << 
1046   // a "union" of what remains by superimposi << 
1047   // and G4OpenGLImmediate/StoredViewer::Proc << 
1048   // that is the intersection of inverted cut << 
1049                                               << 
1050   // Conversely, if (vp.GetCutawayMode() == G << 
1051   // create an intersector that is the inters << 
1052                                               << 
1053   for (size_t plane_no = 0; plane_no < nPlane << 
1054   {                                           << 
1055     const G4Plane3D& sp = vp.GetCutawayPlanes << 
1056     G4Transform3D requiredTransform;          << 
1057     G4ThreeVector normal;                     << 
1058     switch (vp.GetCutawayMode()) {            << 
1059       case G4ViewParameters::cutawayUnion:    << 
1060         normal = -sp.normal();  // Invert nor << 
1061         requiredTransform = G4Translate3D(nor << 
1062         G4Rotate3D(G4ThreeVector(0,0,1), G4Th << 
1063         break;                                << 
1064       case G4ViewParameters::cutawayIntersect << 
1065         normal = sp.normal();                 << 
1066         requiredTransform = G4Translate3D(nor << 
1067         G4Rotate3D(G4ThreeVector(0,0,1), G4Th << 
1068         break;                                << 
1069     }                                         << 
1070     cutaway_solids.push_back                  << 
1071     (new G4DisplacedSolid("_displaced_cutaway << 
1072   }                                           << 
1073                                               << 
1074   if (nPlanes == 1) return (G4DisplacedSolid* << 
1075                                               << 
1076   G4IntersectionSolid *union2 = nullptr, *uni << 
1077   G4IntersectionSolid *intersection2 = nullpt << 
1078   switch (vp.GetCutawayMode()) {              << 
1079                                               << 
1080     case G4ViewParameters::cutawayUnion:      << 
1081       // Here we make a subtractor of interse << 
1082       union2 = new G4IntersectionSolid("_unio << 
1083       if (nPlanes == 2) return (G4DisplacedSo << 
1084       else if (nPlanes == 3) {                << 
1085         union3 = new G4IntersectionSolid("_un << 
1086         return (G4DisplacedSolid*)union3;     << 
1087       }                                       << 
1088       break;                                  << 
1089                                               << 
1090     case G4ViewParameters::cutawayIntersectio << 
1091       // And here we make an intersector of i << 
1092       intersection2                           << 
1093       = new G4IntersectionSolid("_intersectio << 
1094       if (nPlanes == 2) return (G4DisplacedSo << 
1095       else if (nPlanes == 3) {                << 
1096         intersection3                         << 
1097         = new G4IntersectionSolid("_intersect << 
1098         return (G4DisplacedSolid*)intersectio << 
1099       }                                       << 
1100       break;                                  << 
1101   }                                           << 
1102                                               << 
1103   G4Exception("G4VSceneHandler::CreateCutaway << 
1104               "Not programmed for more than 3 << 
1105   return nullptr;                             << 
1106 }                                                711 }
1107                                                  712 
1108 void G4VSceneHandler::LoadAtts(const G4Visibl    713 void G4VSceneHandler::LoadAtts(const G4Visible& visible, G4AttHolder* holder)
1109 {                                                714 {
1110   // Load G4Atts from G4VisAttributes, if any    715   // Load G4Atts from G4VisAttributes, if any...
1111   const G4VisAttributes* va = visible.GetVisA    716   const G4VisAttributes* va = visible.GetVisAttributes();
1112   if (va) {                                      717   if (va) {
1113     const std::map<G4String,G4AttDef>* vaDefs    718     const std::map<G4String,G4AttDef>* vaDefs =
1114       va->GetAttDefs();                          719       va->GetAttDefs();
1115     if (vaDefs) {                                720     if (vaDefs) {
1116       holder->AddAtts(visible.GetVisAttribute    721       holder->AddAtts(visible.GetVisAttributes()->CreateAttValues(), vaDefs);
1117     }                                            722     }
1118   }                                              723   }
1119                                                  724 
1120   G4PhysicalVolumeModel* pPVModel =              725   G4PhysicalVolumeModel* pPVModel =
1121     dynamic_cast<G4PhysicalVolumeModel*>(fpMo    726     dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
1122   if (pPVModel) {                                727   if (pPVModel) {
1123     // Load G4Atts from G4PhysicalVolumeModel    728     // Load G4Atts from G4PhysicalVolumeModel...
1124     const std::map<G4String,G4AttDef>* pvDefs << 729     const std::map<G4String,G4AttDef>* defs = pPVModel->GetAttDefs();
1125     if (pvDefs) {                             << 730     if (defs) {
1126       holder->AddAtts(pPVModel->CreateCurrent << 731       holder->AddAtts(pPVModel->CreateCurrentAttValues(), defs);
1127     }                                            732     }
1128   }                                              733   }
1129                                                  734 
1130   G4TrajectoriesModel* trajModel = dynamic_ca    735   G4TrajectoriesModel* trajModel = dynamic_cast<G4TrajectoriesModel*>(fpModel);
1131   if (trajModel) {                               736   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...            737     // Load G4Atts from trajectory...
1138     const G4VTrajectory* traj = trajModel->Ge    738     const G4VTrajectory* traj = trajModel->GetCurrentTrajectory();
1139     if (traj) {                               << 739     const std::map<G4String,G4AttDef>* defs = traj->GetAttDefs();
1140       const std::map<G4String,G4AttDef>* traj << 740     if (defs) {
1141       if (trajDefs) {                         << 741       holder->AddAtts(traj->CreateAttValues(), defs);
1142         holder->AddAtts(traj->CreateAttValues << 742     }
1143       }                                       << 743     G4int nPoints = traj->GetPointEntries();
1144       G4int nPoints = traj->GetPointEntries() << 744     for (G4int i = 0; i < nPoints; ++i) {
1145       for (G4int i = 0; i < nPoints; ++i) {   << 745       G4VTrajectoryPoint* trajPoint = traj->GetPoint(i);
1146         G4VTrajectoryPoint* trajPoint = traj- << 746       const std::map<G4String,G4AttDef>* defs = trajPoint->GetAttDefs();
1147         if (trajPoint) {                      << 747       if (defs) {
1148           const std::map<G4String,G4AttDef>*  << 748   holder->AddAtts(trajPoint->CreateAttValues(), defs);
1149           if (pointDefs) {                    << 
1150             holder->AddAtts(trajPoint->Create << 
1151           }                                   << 
1152         }                                     << 
1153       }                                          749       }
1154     }                                            750     }
1155   }                                              751   }
1156                                                  752 
1157   G4HitsModel* hitsModel = dynamic_cast<G4Hit    753   G4HitsModel* hitsModel = dynamic_cast<G4HitsModel*>(fpModel);
1158   if (hitsModel) {                               754   if (hitsModel) {
1159     // Load G4Atts from hit...                   755     // Load G4Atts from hit...
1160     const G4VHit* hit = hitsModel->GetCurrent    756     const G4VHit* hit = hitsModel->GetCurrentHit();
1161     const std::map<G4String,G4AttDef>* hitsDe << 757     const std::map<G4String,G4AttDef>* defs = hit->GetAttDefs();
1162     if (hitsDefs) {                           << 758     if (defs) {
1163       holder->AddAtts(hit->CreateAttValues(), << 759       holder->AddAtts(hit->CreateAttValues(), defs);
1164     }                                            760     }
1165   }                                              761   }
1166 }                                                762 }
1167                                                  763 
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    764 const G4Colour& G4VSceneHandler::GetColour (const G4Visible& visible) {
1175   auto pVA = visible.GetVisAttributes();      << 765   // Colour is determined by the applicable vis attributes.
1176   if (!pVA) pVA = fpViewer->GetViewParameters << 766   const G4Colour& colour = fpViewer ->
1177   return pVA->GetColour();                    << 767     GetApplicableVisAttributes (visible.GetVisAttributes ()) -> GetColour ();
                                                   >> 768   return colour;
1178 }                                                769 }
1179                                                  770 
1180 const G4Colour& G4VSceneHandler::GetTextColou    771 const G4Colour& G4VSceneHandler::GetTextColour (const G4Text& text) {
1181   auto pVA = text.GetVisAttributes();         << 772   const G4VisAttributes* pVA = text.GetVisAttributes ();
1182   if (!pVA) pVA = fpViewer->GetViewParameters << 773   if (!pVA) {
1183   return pVA->GetColour();                    << 774     pVA = fpViewer -> GetViewParameters (). GetDefaultTextVisAttributes ();
                                                   >> 775   }
                                                   >> 776   const G4Colour& colour = pVA -> GetColour ();
                                                   >> 777   return colour;
1184 }                                                778 }
1185                                                  779 
1186 G4double G4VSceneHandler::GetLineWidth(const     780 G4double G4VSceneHandler::GetLineWidth(const G4VisAttributes* pVisAttribs)
1187 {                                                781 {
1188   G4double lineWidth = pVisAttribs->GetLineWi    782   G4double lineWidth = pVisAttribs->GetLineWidth();
1189   if (lineWidth < 1.) lineWidth = 1.;            783   if (lineWidth < 1.) lineWidth = 1.;
1190   lineWidth *= fpViewer -> GetViewParameters(    784   lineWidth *= fpViewer -> GetViewParameters().GetGlobalLineWidthScale();
1191   if (lineWidth < 1.) lineWidth = 1.;            785   if (lineWidth < 1.) lineWidth = 1.;
1192   return lineWidth;                              786   return lineWidth;
1193 }                                                787 }
1194                                                  788 
1195 G4ViewParameters::DrawingStyle G4VSceneHandle    789 G4ViewParameters::DrawingStyle G4VSceneHandler::GetDrawingStyle
1196 (const G4VisAttributes* pVisAttribs) {           790 (const G4VisAttributes* pVisAttribs) {
1197   // Drawing style is normally determined by     791   // Drawing style is normally determined by the view parameters, but
1198   // it can be overriddden by the ForceDrawin    792   // it can be overriddden by the ForceDrawingStyle flag in the vis
1199   // attributes.                                 793   // attributes.
1200   const G4ViewParameters& vp = fpViewer->GetV << 794   G4ViewParameters::DrawingStyle style = 
1201   const G4ViewParameters::DrawingStyle viewer << 795     fpViewer->GetViewParameters().GetDrawingStyle();
1202   G4ViewParameters::DrawingStyle resultantSty << 
1203   if (pVisAttribs -> IsForceDrawingStyle ())     796   if (pVisAttribs -> IsForceDrawingStyle ()) {
1204     G4VisAttributes::ForcedDrawingStyle force    797     G4VisAttributes::ForcedDrawingStyle forcedStyle =
1205     pVisAttribs -> GetForcedDrawingStyle ();  << 798       pVisAttribs -> GetForcedDrawingStyle ();
1206     // This is complicated because if hidden     799     // This is complicated because if hidden line and surface removal
1207     // has been requested we wish to preserve    800     // has been requested we wish to preserve this sometimes.
1208     switch (forcedStyle) {                       801     switch (forcedStyle) {
1209       case (G4VisAttributes::solid):          << 802     case (G4VisAttributes::solid):
1210         switch (viewerStyle) {                << 803       switch (style) {
1211           case (G4ViewParameters::hlr):       << 804       case (G4ViewParameters::hlr):
1212             resultantStyle = G4ViewParameters << 805   style = G4ViewParameters::hlhsr;
1213             break;                            << 806   break;
1214           case (G4ViewParameters::wireframe): << 807       case (G4ViewParameters::wireframe):
1215             resultantStyle = G4ViewParameters << 808   style = G4ViewParameters::hsr;
1216             break;                            << 809   break;
1217           case (G4ViewParameters::cloud):     << 810       case (G4ViewParameters::hlhsr):
1218             resultantStyle = G4ViewParameters << 811       case (G4ViewParameters::hsr):
1219             break;                            << 
1220           case (G4ViewParameters::hlhsr):     << 
1221           case (G4ViewParameters::hsr):       << 
1222             break;                            << 
1223         }                                     << 
1224         break;                                << 
1225       case (G4VisAttributes::cloud):          << 
1226         resultantStyle = G4ViewParameters::cl << 
1227         break;                                << 
1228       case (G4VisAttributes::wireframe):      << 
1229       default:                                   812       default:
1230         // But if forced style is wireframe,  << 813   break;
1231         // main uses is in displaying the con << 814       } 
1232         // solid and their surfaces overlap w << 815       break;
1233         // solid, making a mess if hlr is spe << 816     case (G4VisAttributes::wireframe):
1234         resultantStyle = G4ViewParameters::wi << 817     default:
1235         break;                                << 818       // But if forced style is wireframe, do it, because one of its
1236     }                                         << 819       // main uses is in displaying the consituent solids of a Boolean
1237   }                                           << 820       // solid and their surfaces overlap with the resulting Booean
1238   return resultantStyle;                      << 821       // solid, making a mess if hlr is specified.
1239 }                                             << 822       style = G4ViewParameters::wireframe;
1240                                               << 823       break;
1241 G4int G4VSceneHandler::GetNumberOfCloudPoints << 824     }
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   }                                              825   }
1252   return numberOfCloudPoints;                 << 826   return style;
1253 }                                                827 }
1254                                                  828 
1255 G4bool G4VSceneHandler::GetAuxEdgeVisible (co    829 G4bool G4VSceneHandler::GetAuxEdgeVisible (const G4VisAttributes* pVisAttribs) {
1256   G4bool isAuxEdgeVisible = fpViewer->GetView    830   G4bool isAuxEdgeVisible = fpViewer->GetViewParameters().IsAuxEdgeVisible ();
1257   if (pVisAttribs -> IsForceAuxEdgeVisible()) << 831   if (pVisAttribs -> IsForceAuxEdgeVisible()) isAuxEdgeVisible = true;
1258     isAuxEdgeVisible = pVisAttribs->IsForcedA << 
1259   }                                           << 
1260   return isAuxEdgeVisible;                       832   return isAuxEdgeVisible;
1261 }                                                833 }
1262                                                  834 
1263 G4double G4VSceneHandler::GetMarkerSize          835 G4double G4VSceneHandler::GetMarkerSize
1264 (const G4VMarker& marker,                        836 (const G4VMarker& marker, 
1265  G4VSceneHandler::MarkerSizeType& markerSizeT    837  G4VSceneHandler::MarkerSizeType& markerSizeType)
1266 {                                                838 {
1267   G4bool userSpecified = marker.GetWorldSize(    839   G4bool userSpecified = marker.GetWorldSize() || marker.GetScreenSize();
1268   const G4VMarker& defaultMarker =               840   const G4VMarker& defaultMarker =
1269     fpViewer -> GetViewParameters().GetDefaul    841     fpViewer -> GetViewParameters().GetDefaultMarker();
1270   G4double size = userSpecified ?                842   G4double size = userSpecified ?
1271     marker.GetWorldSize() : defaultMarker.Get    843     marker.GetWorldSize() : defaultMarker.GetWorldSize();
1272   if (size) {                                    844   if (size) {
1273     // Draw in world coordinates.                845     // Draw in world coordinates.
1274     markerSizeType = world;                      846     markerSizeType = world;
1275   }                                              847   }
1276   else {                                         848   else {
1277     size = userSpecified ?                       849     size = userSpecified ?
1278       marker.GetScreenSize() : defaultMarker.    850       marker.GetScreenSize() : defaultMarker.GetScreenSize();
1279     // Draw in screen coordinates.               851     // Draw in screen coordinates.
1280     markerSizeType = screen;                     852     markerSizeType = screen;
1281   }                                              853   }
                                                   >> 854   if (size <= 1.) size = 1.;
1282   size *= fpViewer -> GetViewParameters().Get    855   size *= fpViewer -> GetViewParameters().GetGlobalMarkerScale();
1283   if (markerSizeType == screen && size < 1.)  << 856   if (size <= 1.) size = 1.;
1284   return size;                                   857   return size;
1285 }                                                858 }
1286                                                  859 
1287 G4int G4VSceneHandler::GetNoOfSides(const G4V    860 G4int G4VSceneHandler::GetNoOfSides(const G4VisAttributes* pVisAttribs)
1288 {                                                861 {
1289   // No. of sides (lines segments per circle)    862   // No. of sides (lines segments per circle) is normally determined
1290   // by the view parameters, but it can be ov    863   // by the view parameters, but it can be overriddden by the
1291   // ForceLineSegmentsPerCircle in the vis at    864   // ForceLineSegmentsPerCircle in the vis attributes.
1292   G4int lineSegmentsPerCircle = fpViewer->Get    865   G4int lineSegmentsPerCircle = fpViewer->GetViewParameters().GetNoOfSides();
1293   if (pVisAttribs) {                             866   if (pVisAttribs) {
1294     if (pVisAttribs->IsForceLineSegmentsPerCi    867     if (pVisAttribs->IsForceLineSegmentsPerCircle())
1295       lineSegmentsPerCircle = pVisAttribs->Ge    868       lineSegmentsPerCircle = pVisAttribs->GetForcedLineSegmentsPerCircle();
1296     if (lineSegmentsPerCircle < pVisAttribs-> << 869     const G4int nSegmentsMin = 12;
1297       lineSegmentsPerCircle = pVisAttribs->Ge << 870     if (lineSegmentsPerCircle < nSegmentsMin) {
1298       G4warn <<                               << 871       lineSegmentsPerCircle = nSegmentsMin;
                                                   >> 872       G4cout <<
1299   "G4VSceneHandler::GetNoOfSides: attempt to     873   "G4VSceneHandler::GetNoOfSides: attempt to set the"
1300   "\nnumber of line segments per circle < " < << 874   "\nnumber of line segements per circle < " << nSegmentsMin
1301        << "; forced to " << pVisAttribs->GetM << 875        << "; forced to " << lineSegmentsPerCircle << G4endl;
1302     }                                            876     }
1303   }                                              877   }
1304   return lineSegmentsPerCircle;                  878   return lineSegmentsPerCircle;
1305 }                                                879 }
1306                                                  880 
1307 std::ostream& operator << (std::ostream& os,  << 881 std::ostream& operator << (std::ostream& os, const G4VSceneHandler& s) {
1308                                                  882 
1309   os << "Scene handler " << sh.fName << " has << 883   os << "Scene handler " << s.fName << " has "
1310      << sh.fViewerList.size () << " viewer(s) << 884      << s.fViewerList.size () << " viewer(s):";
1311   for (std::size_t i = 0; i < sh.fViewerList. << 885   for (size_t i = 0; i < s.fViewerList.size (); i++) {
1312     os << "\n  " << *(sh.fViewerList [i]);    << 886     os << "\n  " << *(s.fViewerList [i]);
1313   }                                              887   }
1314                                                  888 
1315   if (sh.fpScene) {                           << 889   if (s.fpScene) {
1316     os << "\n  " << *sh.fpScene;              << 890     os << "\n  " << *s.fpScene;
1317   }                                              891   }
1318   else {                                         892   else {
1319     os << "\n  This scene handler currently h    893     os << "\n  This scene handler currently has no scene.";
1320   }                                              894   }
1321                                                  895 
1322   return os;                                     896   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 }                                                897 }
2043                                                  898