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 9.2.p4)


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 25 //                                                 25 //
 26 //                                                 26 //
                                                   >>  27 // $Id: G4VSceneHandler.cc,v 1.83 2008/01/04 22:03:46 allison Exp $
                                                   >>  28 // GEANT4 tag $Name: geant4-09-02-patch-04 $
 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) {     162 (const G4Transform3D& objectTransformation) {
191   fNestingDepth++;                                163   fNestingDepth++;
192   if (fNestingDepth > 1)                          164   if (fNestingDepth > 1)
193     G4Exception                                << 165     G4Exception("G4VSceneHandler::BeginPrimitives2D: Nesting detected."
194       ("G4VSceneHandler::BeginPrimitives2D",   << 166     "\n  It is illegal to nest Begin/EndPrimitives.");
195        "visman0103", FatalException,           << 167   fpObjectTransformation = &objectTransformation;
196        "Nesting detected. It is illegal to nes << 
197   fObjectTransformation = objectTransformation << 
198   fProcessing2D = true;                        << 
199 }                                                 168 }
200                                                   169 
201 void G4VSceneHandler::EndPrimitives2D () {        170 void G4VSceneHandler::EndPrimitives2D () {
202   if (fNestingDepth <= 0)                         171   if (fNestingDepth <= 0)
203     G4Exception("G4VSceneHandler::EndPrimitive << 172     G4Exception("G4VSceneHandler::EndPrimitives2D: Nesting error");
204     "visman0104", FatalException, "Nesting err << 
205   fNestingDepth--;                                173   fNestingDepth--;
                                                   >> 174   fpObjectTransformation = 0;
206   if (fReadyForTransients) {                      175   if (fReadyForTransients) {
207     fTransientsDrawnThisEvent = true;             176     fTransientsDrawnThisEvent = true;
208     fTransientsDrawnThisRun = true;               177     fTransientsDrawnThisRun = true;
209   }                                               178   }
210   fProcessing2D = false;                       << 
211 }                                                 179 }
212                                                   180 
213 void G4VSceneHandler::BeginModeling () {          181 void G4VSceneHandler::BeginModeling () {
214 }                                                 182 }
215                                                   183 
216 void G4VSceneHandler::EndModeling ()              184 void G4VSceneHandler::EndModeling ()
217 {                                                 185 {
218   fpModel = 0;                                    186   fpModel = 0;
219 }                                                 187 }
220                                                   188 
221 void G4VSceneHandler::ClearStore () {}         << 189 void G4VSceneHandler::ClearStore () {
222                                                << 190   // if (fpViewer) fpViewer -> NeedKernelVisit (true);
223 void G4VSceneHandler::ClearTransientStore () { << 191   // ?? Viewer is supposed to be smart enough to know when to visit
224                                                << 192   // kernel, but a problem in OpenGL Stored seems to require a forced
225 template <class T> void G4VSceneHandler::AddSo << 193   // kernel visit triggered by the above code.  John Allison Aug 2001
226 (const T& solid)                               << 194   // 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 }                                                 195 }
232                                                   196 
233 template <class T> void G4VSceneHandler::AddSo << 197 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 }                                                 198 }
251                                                   199 
252 void G4VSceneHandler::AddSolid (const G4Box& b    200 void G4VSceneHandler::AddSolid (const G4Box& box) {
253   AddSolidT (box);                             << 201   RequestPrimitives (box);
254   // If your graphics system is sophisticated  << 202 // If your graphics system is sophisticated enough to handle a
255   //  particular solid shape as a primitive, i << 203 //  particular solid shape as a primitive, in your derived class write a
256   //  function to override this.               << 204 //  function to override this.  (Note: some compilers warn that your
257   // Your function might look like this...     << 205 //  function "hides" this one.  That's OK.)
258   // void G4MySceneHandler::AddSolid (const G4 << 206 // Your function might look like this...
259   // Get and check applicable vis attributes.  << 207 // void G4MyScene::AddSolid (const G4Box& box) {
260   //   fpVisAttribs = fpViewer->GetApplicableV << 208 // Get parameters of appropriate object, e.g.:
261   // Do not draw if not visible.               << 209 //   G4double dx = box.GetXHalfLength ();
262   //   if (fpVisAttribs->IsVisible()) {        << 210 //   G4double dy = box.GetYHalfLength ();
263   //   Get parameters of appropriate object, e << 211 //   G4double dz = box.GetZHalfLength ();
264   //     G4double dx = box.GetXHalfLength ();  << 212 // 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 }                                                 213 }
278                                                   214 
279 void G4VSceneHandler::AddSolid (const G4Para&  << 215 void G4VSceneHandler::AddSolid (const G4Tubs& tubs) {
280   AddSolidT (para);                            << 216   RequestPrimitives (tubs);
281 }                                                 217 }
282                                                   218 
283 void G4VSceneHandler::AddSolid (const G4Sphere << 219 void G4VSceneHandler::AddSolid (const G4Cons& cons) {
284   AddSolidWithAuxiliaryEdges (sphere);         << 220   RequestPrimitives (cons);
285 }                                                 221 }
286                                                   222 
287 void G4VSceneHandler::AddSolid (const G4Torus& << 223 void G4VSceneHandler::AddSolid (const G4Trd& trd) {
288   AddSolidWithAuxiliaryEdges (torus);          << 224   RequestPrimitives (trd);
289 }                                                 225 }
290                                                   226 
291 void G4VSceneHandler::AddSolid (const G4Trap&     227 void G4VSceneHandler::AddSolid (const G4Trap& trap) {
292   AddSolidT (trap);                            << 228   RequestPrimitives (trap);
293 }                                                 229 }
294                                                   230 
295 void G4VSceneHandler::AddSolid (const G4Trd& t << 231 void G4VSceneHandler::AddSolid (const G4Sphere& sphere) {
296   AddSolidT (trd);                             << 232   RequestPrimitives (sphere );
297 }                                                 233 }
298                                                   234 
299 void G4VSceneHandler::AddSolid (const G4Tubs&  << 235 void G4VSceneHandler::AddSolid (const G4Para& para) {
300   AddSolidT (tubs);                            << 236   RequestPrimitives (para);
301 }                                                 237 }
302                                                   238 
303 void G4VSceneHandler::AddSolid (const G4Ellips << 239 void G4VSceneHandler::AddSolid (const G4Torus& torus) {
304   AddSolidWithAuxiliaryEdges (ellipsoid);      << 240   RequestPrimitives (torus);
305 }                                                 241 }
306                                                   242 
307 void G4VSceneHandler::AddSolid (const G4Polyco    243 void G4VSceneHandler::AddSolid (const G4Polycone& polycone) {
308   AddSolidT (polycone);                        << 244   RequestPrimitives (polycone);
309 }                                                 245 }
310                                                   246 
311 void G4VSceneHandler::AddSolid (const G4Polyhe    247 void G4VSceneHandler::AddSolid (const G4Polyhedra& polyhedra) {
312   AddSolidT (polyhedra);                       << 248   RequestPrimitives (polyhedra);
313 }                                              << 
314                                                << 
315 void G4VSceneHandler::AddSolid (const G4Tessel << 
316   AddSolidT (tess);                            << 
317 }                                                 249 }
318                                                   250 
319 void G4VSceneHandler::AddSolid (const G4VSolid    251 void G4VSceneHandler::AddSolid (const G4VSolid& solid) {
320   AddSolidT (solid);                           << 252   RequestPrimitives (solid);
321 }                                                 253 }
322                                                   254 
323 void G4VSceneHandler::AddCompound (const G4VTr    255 void G4VSceneHandler::AddCompound (const G4VTrajectory& traj) {
324   G4TrajectoriesModel* trajectoriesModel =     << 256   G4TrajectoriesModel* pTrModel =
325     dynamic_cast<G4TrajectoriesModel*>(fpModel    257     dynamic_cast<G4TrajectoriesModel*>(fpModel);
326   if (trajectoriesModel)                       << 258   if (!pTrModel) G4Exception
327     traj.DrawTrajectory();                     << 259     ("G4VSceneHandler::AddCompound(const G4VTrajectory&): Not a G4TrajectoriesModel.");
328   else {                                       << 260   traj.DrawTrajectory(pTrModel->GetDrawingMode());
329     G4Exception                                << 
330     ("G4VSceneHandler::AddCompound(const G4VTr << 
331      "visman0105", FatalException, "Not a G4Tr << 
332   }                                            << 
333 }                                                 261 }
334                                                   262 
335 void G4VSceneHandler::AddCompound (const G4VHi    263 void G4VSceneHandler::AddCompound (const G4VHit& hit) {
336   // Cast away const because Draw is non-const << 264   ((G4VHit&)hit).Draw(); // Cast to non-const because Draw is non-const!!!!
337   const_cast<G4VHit&>(hit).Draw();             << 
338 }                                                 265 }
339                                                   266 
340 void G4VSceneHandler::AddCompound (const G4VDi << 267 void G4VSceneHandler::AddViewerToList (G4VViewer* pViewer) {
341   // Cast away const because Draw is non-const << 268   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 }                                                 269 }
387                                                   270 
388 void G4VSceneHandler::AddCompound (const G4THi << 271 void G4VSceneHandler::AddPrimitive (const G4Scale& scale) {
389   using MeshScoreMap = G4VScoringMesh::MeshSco << 272 
390   //G4cout << "AddCompound: hits: " << &hits < << 273   const G4double margin(0.01);
391   G4bool scoreMapHits = false;                 << 274   // Fractional margin - ensures scale is comfortably inside viewing
392   G4ScoringManager* scoringManager = G4Scoring << 275   // volume.
393   if (scoringManager) {                        << 276   const G4double oneMinusMargin (1. - margin);
394     std::size_t nMeshes = scoringManager->GetN << 277 
395     for (std::size_t iMesh = 0; iMesh < nMeshe << 278   const G4VisExtent& sceneExtent = fpScene->GetExtent();
396       G4VScoringMesh* mesh = scoringManager->G << 279 
397       if (mesh && mesh->IsActive()) {          << 280   // Useful constants...
398   MeshScoreMap scoreMap = mesh->GetScoreMap(); << 281   const G4double length(scale.GetLength());
399   for(MeshScoreMap::const_iterator i = scoreMa << 282   const G4double halfLength(length / 2.);
400       i != scoreMap.cend(); ++i) {             << 283   const G4double tickLength(length / 20.);
401     const G4String& scoreMapName = i->first;   << 284   const G4double piBy2(halfpi);
402     const G4THitsMap<G4StatDouble>* foundHits  << 285 
403     if (foundHits == &hits) {                  << 286   // Get size of scene...
404       G4DefaultLinearColorMap colorMap("G4VSce << 287   const G4double xmin = sceneExtent.GetXmin();
405       scoreMapHits = true;                     << 288   const G4double xmax = sceneExtent.GetXmax();
406       mesh->DrawMesh(scoreMapName, &colorMap); << 289   const G4double ymin = sceneExtent.GetYmin();
407     }                                          << 290   const G4double ymax = sceneExtent.GetYmax();
408   }                                            << 291   const G4double zmin = sceneExtent.GetZmin();
409       }                                        << 292   const G4double zmax = sceneExtent.GetZmax();
410     }                                          << 293 
411   }                                            << 294   // Create (empty) polylines having the same vis attributes...
412   if (scoreMapHits) {                          << 295   G4Polyline scaleLine, tick11, tick12, tick21, tick22;
413     static G4bool first = true;                << 296   G4VisAttributes visAtts(*scale.GetVisAttributes());  // Long enough life.
414     if (first) {                               << 297   scaleLine.SetVisAttributes(&visAtts);
415       first = false;                           << 298   tick11.SetVisAttributes(&visAtts);
416       G4cout <<                                << 299   tick12.SetVisAttributes(&visAtts);
417   "Scoring map drawn with default parameters." << 300   tick21.SetVisAttributes(&visAtts);
418   "\n  To get gMocren file for gMocren browser << 301   tick22.SetVisAttributes(&visAtts);
419   "\n    /vis/open gMocrenFile"                << 302 
420   "\n    /vis/viewer/flush"                    << 303   // Add points to the polylines to represent an scale parallel to the
421   "\n  Many other options available with /scor << 304   // x-axis centred on the origin...
422   "\n  You might want to \"/vis/viewer/set/aut << 305   G4Point3D r1(G4Point3D(-halfLength, 0., 0.));
423        << G4endl;                              << 306   G4Point3D r2(G4Point3D( halfLength, 0., 0.));
                                                   >> 307   scaleLine.push_back(r1);
                                                   >> 308   scaleLine.push_back(r2);
                                                   >> 309   G4Point3D ticky(0., tickLength, 0.);
                                                   >> 310   G4Point3D tickz(0., 0., tickLength);
                                                   >> 311   tick11.push_back(r1 + ticky);
                                                   >> 312   tick11.push_back(r1 - ticky);
                                                   >> 313   tick12.push_back(r1 + tickz);
                                                   >> 314   tick12.push_back(r1 - tickz);
                                                   >> 315   tick21.push_back(r2 + ticky);
                                                   >> 316   tick21.push_back(r2 - ticky);
                                                   >> 317   tick22.push_back(r2 + tickz);
                                                   >> 318   tick22.push_back(r2 - tickz);
                                                   >> 319   G4Point3D textPosition(0., tickLength, 0.);
                                                   >> 320 
                                                   >> 321   // Transform appropriately...
                                                   >> 322 
                                                   >> 323   G4Transform3D transformation;
                                                   >> 324   if (scale.GetAutoPlacing()) {
                                                   >> 325     G4Transform3D rotation;
                                                   >> 326     switch (scale.GetDirection()) {
                                                   >> 327     case G4Scale::x:
                                                   >> 328       break;
                                                   >> 329     case G4Scale::y:
                                                   >> 330       rotation = G4RotateZ3D(piBy2);
                                                   >> 331       break;
                                                   >> 332     case G4Scale::z:
                                                   >> 333       rotation = G4RotateY3D(piBy2);
                                                   >> 334       break;
                                                   >> 335     }
                                                   >> 336     G4double sxmid(scale.GetXmid());
                                                   >> 337     G4double symid(scale.GetYmid());
                                                   >> 338     G4double szmid(scale.GetZmid());
                                                   >> 339     sxmid = xmin + oneMinusMargin * (xmax - xmin);
                                                   >> 340     symid = ymin + margin * (ymax - ymin);
                                                   >> 341     szmid = zmin + oneMinusMargin * (zmax - zmin);
                                                   >> 342     switch (scale.GetDirection()) {
                                                   >> 343     case G4Scale::x:
                                                   >> 344       sxmid -= halfLength;
                                                   >> 345       break;
                                                   >> 346     case G4Scale::y:
                                                   >> 347       symid += halfLength;
                                                   >> 348       break;
                                                   >> 349     case G4Scale::z:
                                                   >> 350       szmid -= halfLength;
                                                   >> 351       break;
424     }                                             352     }
425   } else {  // Not score map hits.  Just call  << 353     G4Translate3D translation(sxmid, symid, szmid);
426     // Cast away const because DrawAllHits is  << 354     transformation = translation * rotation;
427     const_cast<G4THitsMap<G4StatDouble>&>(hits << 355   } else {
                                                   >> 356     if (fpModel) transformation = fpModel->GetTransformation();
428   }                                               357   }
429 }                                              << 
430                                                   358 
431 void G4VSceneHandler::AddCompound(const G4Mesh << 359   // Draw...
432 {                                              << 360   // We would like to call BeginPrimitives(transformation) here but
433   G4warn <<                                    << 361   // calling BeginPrimitives from within an AddPrimitive is not
434   "There has been an attempt to draw a mesh wi << 362   // allowed!  So we have to do our own transformation...
435   << fpViewer->GetViewParameters().GetSpecialM << 363   AddPrimitive(scaleLine.transform(transformation));
436   << "\":\n" << mesh                           << 364   AddPrimitive(tick11.transform(transformation));
437   << "but it is not of a recognised type or is << 365   AddPrimitive(tick12.transform(transformation));
438   "\nby the current graphics driver. Instead w << 366   AddPrimitive(tick21.transform(transformation));
439   "\ncontainer \"" << mesh.GetContainerVolume( << 367   AddPrimitive(tick22.transform(transformation));
440   << G4endl;                                   << 368   G4Text text(scale.GetAnnotation(),textPosition.transform(transformation));
441   const auto& pv = mesh.GetContainerVolume();  << 369   text.SetScreenSize(12.);
442   const auto& lv = pv->GetLogicalVolume();     << 370   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 }                                                 371 }
466                                                   372 
467 void G4VSceneHandler::AddPrimitive (const G4Po    373 void G4VSceneHandler::AddPrimitive (const G4Polymarker& polymarker) {
468   switch (polymarker.GetMarkerType()) {           374   switch (polymarker.GetMarkerType()) {
469     default:                                   << 375   default:
470     case G4Polymarker::dots:                   << 376   case G4Polymarker::dots:
471     {                                             377     {
472       G4Circle dot (polymarker);               << 378       for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
473       dot.SetWorldSize  (0.);                  << 379   G4Circle dot (polymarker);
474       dot.SetScreenSize (0.1);  // Very small  << 
475       for (std::size_t iPoint = 0; iPoint < po << 
476         dot.SetPosition (polymarker[iPoint]);     380         dot.SetPosition (polymarker[iPoint]);
477         AddPrimitive (dot);                    << 381   dot.SetWorldSize  (0.);
                                                   >> 382   dot.SetScreenSize (0.1);  // Very small circle.
                                                   >> 383   AddPrimitive (dot);
478       }                                           384       }
479     }                                             385     }
480       break;                                   << 386     break;
481     case G4Polymarker::circles:                << 387   case G4Polymarker::circles:
482     {                                             388     {
483       G4Circle circle (polymarker);  // Defaul << 389       for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
484       for (std::size_t iPoint = 0; iPoint < po << 390   G4Circle circle (polymarker);
485         circle.SetPosition (polymarker[iPoint] << 391   circle.SetPosition (polymarker[iPoint]);
486         AddPrimitive (circle);                 << 392   AddPrimitive (circle);
487       }                                           393       }
488     }                                             394     }
489       break;                                   << 395     break;
490     case G4Polymarker::squares:                << 396   case G4Polymarker::squares:
491     {                                             397     {
492       G4Square square (polymarker);  // Defaul << 398       for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
493       for (std::size_t iPoint = 0; iPoint < po << 399   G4Square square (polymarker);
494         square.SetPosition (polymarker[iPoint] << 400   square.SetPosition (polymarker[iPoint]);
495         AddPrimitive (square);                 << 401   AddPrimitive (square);
496       }                                           402       }
497     }                                             403     }
498       break;                                   << 404     break;
499   }                                               405   }
500 }                                                 406 }
501                                                   407 
502 void G4VSceneHandler::RemoveViewerFromList (G4    408 void G4VSceneHandler::RemoveViewerFromList (G4VViewer* pViewer) {
503   fViewerList.remove(pViewer);  // Does nothin << 409   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 }                                                 410 }
515                                                   411 
516 void G4VSceneHandler::SetScene (G4Scene* pScen    412 void G4VSceneHandler::SetScene (G4Scene* pScene) {
517   fpScene = pScene;                               413   fpScene = pScene;
518   // Notify all viewers that a kernel visit is    414   // Notify all viewers that a kernel visit is required.
519   G4ViewerListIterator i;                         415   G4ViewerListIterator i;
520   for (i = fViewerList.begin(); i != fViewerLi    416   for (i = fViewerList.begin(); i != fViewerList.end(); i++) {
521     (*i) -> SetNeedKernelVisit (true);            417     (*i) -> SetNeedKernelVisit (true);
522   }                                               418   }
523 }                                                 419 }
524                                                   420 
525 void G4VSceneHandler::RequestPrimitives (const << 421 void G4VSceneHandler::RequestPrimitives (const G4VSolid& solid) {
526 {                                              << 422   BeginPrimitives (*fpObjectTransformation);
527   // Sometimes solids that have no substance g << 423   G4NURBS* pNURBS = 0;
528   // be part of the geometry tree but have bee << 424   G4Polyhedron* pPolyhedron = 0;
529   // example by a Boolean subtraction in which << 425   switch (fpViewer -> GetViewParameters () . GetRepStyle ()) {
530   // is entirely inside the subtractor or an i << 426   case G4ViewParameters::nurbs:
531   // the original volume is entirely outside t << 427     pNURBS = solid.CreateNURBS ();
532   // The problem is that the Boolean Processor << 428     if (pNURBS) {
533   // polyhedron in these cases (IMHO it should << 429       pNURBS -> SetVisAttributes (fpVisAttribs);
534   // workaround is to return before the damage << 430       AddPrimitive (*pNURBS);
535   // Algorithm by Evgueni Tcherniaev           << 431       delete pNURBS;
536   auto pSolid = &solid;                        << 432       break;
537   auto pBooleanSolid = dynamic_cast<const G4Bo << 433     }
538   if (pBooleanSolid) {                         << 434     else {
539     G4ThreeVector bmin, bmax;                  << 435       G4VisManager::Verbosity verbosity =
540     pBooleanSolid->BoundingLimits(bmin, bmax); << 436   G4VisManager::GetInstance()->GetVerbosity();
541     G4bool isGood = false;                     << 437       if (verbosity >= G4VisManager::errors) {
542     if (dynamic_cast<const G4SubtractionSolid* << 438   G4cout <<
543       auto ptrB = pBooleanSolid->GetConstituen << 439     "ERROR: G4VSceneHandler::RequestPrimitives"
544       for (G4int i=0; i<10; ++i) {             << 440     "\n  NURBS not available for "
545         G4double x = bmin.x() + (bmax.x() - bm << 441          << solid.GetName () << G4endl;
546         G4double y = bmin.y() + (bmax.y() - bm << 442   G4cout << "Trying polyhedron." << G4endl;
547         G4double z = bmin.z() + (bmax.z() - bm << 443       }
548         if (ptrB->Inside(G4ThreeVector(x,y,bmi << 444     }
549         if (ptrB->Inside(G4ThreeVector(x,y,bma << 445     // Dropping through to polyhedron...
550         if (ptrB->Inside(G4ThreeVector(x,bmin. << 446   case G4ViewParameters::polyhedron:
551         if (ptrB->Inside(G4ThreeVector(x,bmax. << 447   default:
552         if (ptrB->Inside(G4ThreeVector(bmin.x( << 448     G4Polyhedron::SetNumberOfRotationSteps (GetNoOfSides (fpVisAttribs));
553         if (ptrB->Inside(G4ThreeVector(bmax.x( << 449     pPolyhedron = solid.GetPolyhedron ();
554       }                                        << 450     G4Polyhedron::ResetNumberOfRotationSteps ();
555     } else if (dynamic_cast<const G4Intersecti << 451     if (pPolyhedron) {
556       auto ptrB = pBooleanSolid->GetConstituen << 452       pPolyhedron -> SetVisAttributes (fpVisAttribs);
557       for (G4int i=0; i<10; ++i) {             << 453       AddPrimitive (*pPolyhedron);
558         G4double x = bmin.x() + (bmax.x() - bm << 454     }
559         G4double y = bmin.y() + (bmax.y() - bm << 455     else {
560         G4double z = bmin.z() + (bmax.z() - bm << 456       G4VisManager::Verbosity verbosity =
561         if (ptrB->Inside(G4ThreeVector(x,y,bmi << 457   G4VisManager::GetInstance()->GetVerbosity();
562         if (ptrB->Inside(G4ThreeVector(x,y,bma << 458       if (verbosity >= G4VisManager::errors) {
563         if (ptrB->Inside(G4ThreeVector(x,bmin. << 459   G4cout <<
564         if (ptrB->Inside(G4ThreeVector(x,bmax. << 460     "ERROR: G4VSceneHandler::RequestPrimitives"
565         if (ptrB->Inside(G4ThreeVector(bmin.x( << 461     "\n  Polyhedron not available for " << solid.GetName () <<
566         if (ptrB->Inside(G4ThreeVector(bmax.x( << 462     ".\n  This means it cannot be visualized on most systems."
567       }                                        << 463     "\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       }                                           464       }
649       BeginPrimitives (fObjectTransformation); << 
650       AddPrimitive(dots);                      << 
651       EndPrimitives ();                        << 
652       break;                                   << 
653     }                                             465     }
                                                   >> 466     break;
654   }                                               467   }
                                                   >> 468   EndPrimitives ();
655 }                                                 469 }
656                                                   470 
657 //namespace {                                  << 471 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                                                   472 
676 void G4VSceneHandler::ProcessScene()           << 473   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                                                   474 
690   G4VisManager* visManager = G4VisManager::Get    475   G4VisManager* visManager = G4VisManager::GetInstance();
691                                                   476 
692   if(!visManager->GetConcreteInstance())       << 477   if (!visManager->GetConcreteInstance()) return;
693     return;                                    << 
694                                                   478 
695   G4VisManager::Verbosity verbosity = visManag    479   G4VisManager::Verbosity verbosity = visManager->GetVerbosity();
696                                                   480 
697   fReadyForTransients = false;                    481   fReadyForTransients = false;
698                                                   482 
699   // Reset fMarkForClearingTransientStore. (Le << 483   // Clear stored scene, if any, i.e., display lists, scene graphs.
                                                   >> 484   ClearStore ();
                                                   >> 485 
                                                   >> 486   // Reset fMarkForClearingTransientStore.  No need to clear transient
                                                   >> 487   // store since it has just been cleared above.  (Leaving
700   // fMarkForClearingTransientStore true cause    488   // fMarkForClearingTransientStore true causes problems with
701   // recomputing transients below.)  Restore i    489   // recomputing transients below.)  Restore it again at end...
702   G4bool tmpMarkForClearingTransientStore = fM    490   G4bool tmpMarkForClearingTransientStore = fMarkForClearingTransientStore;
703   fMarkForClearingTransientStore          = fa << 491   fMarkForClearingTransientStore = false;
704                                                   492 
705   // Traverse geometry tree and send drawing p    493   // Traverse geometry tree and send drawing primitives to window(s).
706                                                   494 
707   const std::vector<G4Scene::Model>& runDurati << 495   const std::vector<G4VModel*>& runDurationModelList =
708     fpScene->GetRunDurationModelList();        << 496     fpScene -> GetRunDurationModelList ();
709                                                   497 
710   if(runDurationModelList.size()) {            << 498   if (runDurationModelList.size ()) {
711     if(verbosity >= G4VisManager::confirmation << 499     if (verbosity >= G4VisManager::confirmations) {
712       G4cout << "Traversing scene data..." <<     500       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     }                                             501     }
722                                                   502 
723     // Reset visibility of all objects to fals << 503     BeginModeling ();
724     fpViewer->AccessSceneTree().ResetVisibilit << 
725                                                << 
726     BeginModeling();                           << 
727                                                   504 
728     // Create modeling parameters from view pa    505     // Create modeling parameters from view parameters...
729     G4ModelingParameters* pMP = CreateModeling << 506     G4ModelingParameters* pMP = CreateModelingParameters ();
730                                                   507 
731     for(std::size_t i = 0; i < runDurationMode << 508     for (size_t i = 0; i < runDurationModelList.size (); i++) {
732       if(runDurationModelList[i].fActive) {    << 509       G4VModel* pModel = runDurationModelList[i];
733         fpModel = runDurationModelList[i].fpMo << 510       // Note: this is not the place to take action on
734         fpModel->SetModelingParameters(pMP);   << 511       // pModel->GetTransformation().  The model must take care of
735                                                << 512       // this in pModel->DescribeYourselfTo(*this).  See, for example,
736         // Describe to the current scene handl << 513       // G4PhysicalVolumeModel and /vis/scene/add/logo.
737         fpModel->DescribeYourselfTo(*this);    << 514       pModel -> SetModelingParameters (pMP);
738                                                << 515       SetModel (pModel);  // Store for use by derived class.
739         // To see the extents of each model re << 516       pModel -> DescribeYourselfTo (*this);
740         // uncomment the next line and DrawExt << 517       pModel -> SetModelingParameters (0);
741         // DrawExtent(fpModel);                << 518     }
742                                                << 519 
743         // Enter models in the scene tree. The << 520     // Repeat if required...
744         // the model to the scene tree, i.e.,  << 521     if (fSecondPassRequested) {
745         fpViewer->InsertModelInSceneTree(fpMod << 522       fSecondPass = true;
746         auto pPVModel = dynamic_cast<G4Physica << 523       for (size_t i = 0; i < runDurationModelList.size (); i++) {
747         if (pPVModel) {                        << 524   G4VModel* pModel = runDurationModelList[i];
748           G4VViewer::SceneTreeScene sceneTreeS << 525   pModel -> SetModelingParameters (pMP);
749           fpModel->DescribeYourselfTo(sceneTre << 526   SetModel (pModel);  // Store for use by derived class.
750         }                                      << 527   pModel -> DescribeYourselfTo (*this);
751                                                << 528   pModel -> SetModelingParameters (0);
752         // Reset modeling parameters pointer   << 
753         fpModel->SetModelingParameters(0);     << 
754       }                                           529       }
                                                   >> 530       fSecondPass = false;
                                                   >> 531       fSecondPassRequested = false;
755     }                                             532     }
756                                                   533 
757     fpModel = 0;                               << 
758     delete pMP;                                   534     delete pMP;
                                                   >> 535     EndModeling ();
759                                                   536 
760     EndModeling();                             << 
761   }                                               537   }
762                                                   538 
763   // Some printing                             << 539   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                                                   540 
790   fReadyForTransients = true;                     541   fReadyForTransients = true;
791                                                   542 
792   // Refresh event from end-of-event model lis << 543   // 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    544   G4StateManager* stateManager = G4StateManager::GetStateManager();
795   G4ApplicationState state     = stateManager- << 545   G4ApplicationState state = stateManager->GetCurrentState();
796   if(state == G4State_Idle || state == G4State << 546   if (state == G4State_Idle) {
797   {                                            << 547 
798     visManager->SetEventRefreshing(true);         548     visManager->SetEventRefreshing(true);
799                                                   549 
800     if(visManager->GetRequestedEvent())        << 550     if (visManager->GetRequestedEvent()) {
801     {                                          << 
802       DrawEvent(visManager->GetRequestedEvent(    551       DrawEvent(visManager->GetRequestedEvent());
803     }                                          << 552 
804     else                                       << 553     } else {
805     {                                          << 554 
806       G4RunManager* runManager = G4RunManagerF << 555       G4RunManager* runManager = G4RunManager::GetRunManager();
807       if(runManager)                           << 556       if (runManager) {
808       {                                        << 557   const G4Run* run = runManager->GetCurrentRun();
809         const G4Run* run = runManager->GetCurr << 558   const std::vector<const G4Event*>* events =
810         // Draw a null event in order to pick  << 559     run? run->GetEventVector(): 0;
811         if (run == nullptr) DrawEvent(0);      << 560   size_t nKeptEvents = 0;
812         const std::vector<const G4Event*>* eve << 561   if (events) nKeptEvents = events->size();
813           run ? run->GetEventVector() : 0;     << 562   if (nKeptEvents) {
814         std::size_t nKeptEvents = 0;           << 563 
815         if(events)                             << 564     if (fpScene->GetRefreshAtEndOfEvent()) {
816           nKeptEvents = events->size();        << 565 
817         if(nKeptEvents)                        << 566       if (verbosity >= G4VisManager::confirmations) {
818         {                                      << 567         G4cout << "Refreshing event..." << G4endl;
819           if(fpScene->GetRefreshAtEndOfEvent() << 568       }
820           {                                    << 569       const G4Event* event = 0;
821             if(verbosity >= G4VisManager::conf << 570       if (events && events->size()) event = events->back();
822             {                                  << 571       if (event) DrawEvent(event);
823               G4cout << "Refreshing event..."  << 572 
824             }                                  << 573     } else {  // Accumulating events.
825             const G4Event* event = 0;          << 574 
826             if(events && events->size())       << 575       if (verbosity >= G4VisManager::confirmations) {
827               event = events->back();          << 576         G4cout << "Refreshing events in run..." << G4endl;
828             if(event)                          << 577       }
829               DrawEvent(event);                << 578       for (size_t i = 0; i < nKeptEvents; ++i) {
830           }                                    << 579         const G4Event* event = (*events)[i];
831           else                                 << 580         if (event) DrawEvent(event);
832           {  // Accumulating events.           << 581       }
833                                                << 582 
834             if(verbosity >= G4VisManager::conf << 583       if (!fpScene->GetRefreshAtEndOfRun()) {
835             {                                  << 584         if (verbosity >= G4VisManager::warnings) {
836               G4cout << "Refreshing events in  << 585     G4cout <<
837             }                                  << 586       "WARNING: Cannot refresh events accumulated over more"
838             for(const auto& event : *events)   << 587       "\n  than one runs.  Refreshed just the last run."
839             {                                  << 588            << G4endl;
840               if(event)                        << 589         }
841                 DrawEvent(event);              << 590       }
842             }                                  << 591     }
843                                                << 592   }
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       }                                           593       }
856     }                                             594     }
857     visManager->SetEventRefreshing(false);        595     visManager->SetEventRefreshing(false);
858   }                                               596   }
859                                                   597 
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    598   fMarkForClearingTransientStore = tmpMarkForClearingTransientStore;
868 }                                                 599 }
869                                                   600 
870 void G4VSceneHandler::DrawEvent(const G4Event*    601 void G4VSceneHandler::DrawEvent(const G4Event* event)
871 {                                                 602 {
872   if(!fpViewer->ReadyToDraw()) return;         << 603   const std::vector<G4VModel*>& EOEModelList =
873   const std::vector<G4Scene::Model>& EOEModelL << 
874     fpScene -> GetEndOfEventModelList ();         604     fpScene -> GetEndOfEventModelList ();
875   std::size_t nModels = EOEModelList.size();   << 605   size_t nModels = EOEModelList.size();
876   if (nModels) {                                  606   if (nModels) {
877     G4ModelingParameters* pMP = CreateModeling    607     G4ModelingParameters* pMP = CreateModelingParameters();
878     pMP->SetEvent(event);                         608     pMP->SetEvent(event);
879     for (std::size_t i = 0; i < nModels; ++i)  << 609     for (size_t i = 0; i < nModels; i++) {
880       if (EOEModelList[i].fActive) {           << 610       G4VModel* pModel = EOEModelList [i];
881         fpModel = EOEModelList[i].fpModel;     << 611       pModel -> SetModelingParameters(pMP);
882         fpModel -> SetModelingParameters(pMP); << 612       SetModel (pModel);
883                                                << 613       pModel -> DescribeYourselfTo (*this);
884         // Describe to the current scene handl << 614       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     }                                             615     }
923     fpModel = 0;                               << 
924     delete pMP;                                   616     delete pMP;
                                                   >> 617     SetModel (0);
925   }                                               618   }
926 }                                                 619 }
927                                                   620 
928 G4ModelingParameters* G4VSceneHandler::CreateM    621 G4ModelingParameters* G4VSceneHandler::CreateModelingParameters ()
929 {                                                 622 {
930   // Create modeling parameters from View Para    623   // Create modeling parameters from View Parameters...
931   if (!fpViewer) return NULL;                  << 
932                                                << 
933   const G4ViewParameters& vp = fpViewer -> Get    624   const G4ViewParameters& vp = fpViewer -> GetViewParameters ();
934                                                   625 
935   // Convert drawing styles...                    626   // Convert drawing styles...
936   G4ModelingParameters::DrawingStyle modelDraw    627   G4ModelingParameters::DrawingStyle modelDrawingStyle =
937   G4ModelingParameters::wf;                    << 628     G4ModelingParameters::wf;
938   switch (vp.GetDrawingStyle ()) {                629   switch (vp.GetDrawingStyle ()) {
939     default:                                   << 630   default:
940     case G4ViewParameters::wireframe:          << 631   case G4ViewParameters::wireframe:
941       modelDrawingStyle = G4ModelingParameters << 632     modelDrawingStyle = G4ModelingParameters::wf;
942       break;                                   << 633     break;
943     case G4ViewParameters::hlr:                << 634   case G4ViewParameters::hlr:
944       modelDrawingStyle = G4ModelingParameters << 635     modelDrawingStyle = G4ModelingParameters::hlr;
945       break;                                   << 636     break;
946     case G4ViewParameters::hsr:                << 637   case G4ViewParameters::hsr:
947       modelDrawingStyle = G4ModelingParameters << 638     modelDrawingStyle = G4ModelingParameters::hsr;
948       break;                                   << 639     break;
949     case G4ViewParameters::hlhsr:              << 640   case G4ViewParameters::hlhsr:
950       modelDrawingStyle = G4ModelingParameters << 641     modelDrawingStyle = G4ModelingParameters::hlhsr;
951       break;                                   << 642     break;
952     case G4ViewParameters::cloud:              << 
953       modelDrawingStyle = G4ModelingParameters << 
954       break;                                   << 
955   }                                               643   }
956                                                   644 
957   // Decide if covered daughters are really to    645   // Decide if covered daughters are really to be culled...
958   G4bool reallyCullCovered =                      646   G4bool reallyCullCovered =
959     vp.IsCullingCovered()   // Culling daughte    647     vp.IsCullingCovered()   // Culling daughters depends also on...
960     && !vp.IsSection ()     // Sections (DCUT)    648     && !vp.IsSection ()     // Sections (DCUT) not requested.
961     && !vp.IsCutaway ()     // Cutaways not re    649     && !vp.IsCutaway ()     // Cutaways not requested.
962     ;                                             650     ;
963                                                   651 
964   G4ModelingParameters* pModelingParams = new     652   G4ModelingParameters* pModelingParams = new G4ModelingParameters
965     (vp.GetDefaultVisAttributes (),               653     (vp.GetDefaultVisAttributes (),
966      modelDrawingStyle,                           654      modelDrawingStyle,
967      vp.IsCulling (),                             655      vp.IsCulling (),
968      vp.IsCullingInvisible (),                    656      vp.IsCullingInvisible (),
969      vp.IsDensityCulling (),                      657      vp.IsDensityCulling (),
970      vp.GetVisibleDensity (),                     658      vp.GetVisibleDensity (),
971      reallyCullCovered,                           659      reallyCullCovered,
972      vp.GetNoOfSides ()                           660      vp.GetNoOfSides ()
973      );                                           661      );
974                                                   662 
975   pModelingParams->SetNumberOfCloudPoints(vp.G << 
976   pModelingParams->SetWarning                     663   pModelingParams->SetWarning
977     (G4VisManager::GetVerbosity() >= G4VisMana << 664     (G4VisManager::GetInstance()->GetVerbosity() >= G4VisManager::warnings);
978                                                << 
979   pModelingParams->SetCBDAlgorithmNumber(vp.Ge << 
980   pModelingParams->SetCBDParameters(vp.GetCBDP << 
981                                                   665 
982   pModelingParams->SetExplodeFactor(vp.GetExpl    666   pModelingParams->SetExplodeFactor(vp.GetExplodeFactor());
983   pModelingParams->SetExplodeCentre(vp.GetExpl    667   pModelingParams->SetExplodeCentre(vp.GetExplodeCentre());
984                                                   668 
985   pModelingParams->SetSectionSolid(CreateSecti << 669   pModelingParams->SetSectionPolyhedron(CreateSectionPolyhedron());
986                                                << 670   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    671   // 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                                                  672 
1001   return pModelingParams;                        673   return pModelingParams;
1002 }                                                674 }
1003                                                  675 
1004 G4DisplacedSolid* G4VSceneHandler::CreateSect << 676 const G4Polyhedron* G4VSceneHandler::CreateSectionPolyhedron()
1005 {                                                677 {
1006   G4DisplacedSolid* sectioner = 0;            << 678   /* Disable for now.  Boolean processor not up to it.
1007                                               << 
1008   const G4ViewParameters& vp = fpViewer->GetV    679   const G4ViewParameters& vp = fpViewer->GetViewParameters();
1009   if (vp.IsSection () ) {                        680   if (vp.IsSection () ) {
1010                                               << 
1011     G4double radius = fpScene->GetExtent().Ge    681     G4double radius = fpScene->GetExtent().GetExtentRadius();
1012     G4double safe = radius + fpScene->GetExte    682     G4double safe = radius + fpScene->GetExtent().GetExtentCentre().mag();
1013     G4VSolid* sectionBox =                    << 683     G4Box sectionBox("clipper",
1014       new G4Box("_sectioner", safe, safe, 1.e << 684          safe, safe, 1.e-5 * radius);  // Thin in z-plane.
1015                                               << 685     G4Polyhedron* sectioner = sectionBox.CreatePolyhedron();
1016     const G4Plane3D& sp = vp.GetSectionPlane  << 686     const G4Plane3D& s = vp.GetSectionPlane ();
1017     G4ThreeVector normal = sp.normal();       << 687     G4double a = s.a();
1018     G4Transform3D requiredTransform = G4Trans << 688     G4double b = s.b();
1019     G4Rotate3D(G4ThreeVector(0,0,1), G4ThreeV << 689     G4double c = s.c();
1020                                               << 690     G4double d = s.d();
1021     sectioner = new G4DisplacedSolid          << 691     G4Transform3D transform = G4TranslateZ3D(-d);
1022     ("_displaced_sectioning_box", sectionBox, << 692     const G4Normal3D normal(a,b,c);
                                                   >> 693     if (normal != G4Normal3D(0,0,1)) {
                                                   >> 694       const G4double angle = std::acos(normal.dot(G4Normal3D(0,0,1)));
                                                   >> 695       const G4Vector3D axis = G4Normal3D(0,0,1).cross(normal);
                                                   >> 696       transform = G4Rotate3D(angle, axis) * transform;
                                                   >> 697     }
                                                   >> 698     sectioner->Transform(transform);
                                                   >> 699     return sectioner;
                                                   >> 700   } else {
                                                   >> 701     return 0;
1023   }                                              702   }
1024                                               << 703   */
1025   return sectioner;                           << 704   return 0;
1026 }                                                705 }
1027                                                  706 
1028 G4DisplacedSolid* G4VSceneHandler::CreateCuta << 707 const G4Polyhedron* G4VSceneHandler::CreateCutawayPolyhedron()
1029 {                                                708 {
1030   const auto& vp = fpViewer->GetViewParameter << 709   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 }                                                710 }
1107                                                  711 
1108 void G4VSceneHandler::LoadAtts(const G4Visibl    712 void G4VSceneHandler::LoadAtts(const G4Visible& visible, G4AttHolder* holder)
1109 {                                                713 {
1110   // Load G4Atts from G4VisAttributes, if any    714   // Load G4Atts from G4VisAttributes, if any...
1111   const G4VisAttributes* va = visible.GetVisA    715   const G4VisAttributes* va = visible.GetVisAttributes();
1112   if (va) {                                      716   if (va) {
1113     const std::map<G4String,G4AttDef>* vaDefs    717     const std::map<G4String,G4AttDef>* vaDefs =
1114       va->GetAttDefs();                          718       va->GetAttDefs();
1115     if (vaDefs) {                                719     if (vaDefs) {
1116       holder->AddAtts(visible.GetVisAttribute    720       holder->AddAtts(visible.GetVisAttributes()->CreateAttValues(), vaDefs);
1117     }                                            721     }
1118   }                                              722   }
1119                                                  723 
1120   G4PhysicalVolumeModel* pPVModel =              724   G4PhysicalVolumeModel* pPVModel =
1121     dynamic_cast<G4PhysicalVolumeModel*>(fpMo    725     dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
1122   if (pPVModel) {                                726   if (pPVModel) {
1123     // Load G4Atts from G4PhysicalVolumeModel    727     // Load G4Atts from G4PhysicalVolumeModel...
1124     const std::map<G4String,G4AttDef>* pvDefs << 728     const std::map<G4String,G4AttDef>* defs = pPVModel->GetAttDefs();
1125     if (pvDefs) {                             << 729     if (defs) {
1126       holder->AddAtts(pPVModel->CreateCurrent << 730       holder->AddAtts(pPVModel->CreateCurrentAttValues(), defs);
1127     }                                            731     }
1128   }                                              732   }
1129                                                  733 
1130   G4TrajectoriesModel* trajModel = dynamic_ca    734   G4TrajectoriesModel* trajModel = dynamic_cast<G4TrajectoriesModel*>(fpModel);
1131   if (trajModel) {                               735   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...            736     // Load G4Atts from trajectory...
1138     const G4VTrajectory* traj = trajModel->Ge    737     const G4VTrajectory* traj = trajModel->GetCurrentTrajectory();
1139     if (traj) {                               << 738     const std::map<G4String,G4AttDef>* defs = traj->GetAttDefs();
1140       const std::map<G4String,G4AttDef>* traj << 739     if (defs) {
1141       if (trajDefs) {                         << 740       holder->AddAtts(traj->CreateAttValues(), defs);
1142         holder->AddAtts(traj->CreateAttValues << 741     }
1143       }                                       << 742     G4int nPoints = traj->GetPointEntries();
1144       G4int nPoints = traj->GetPointEntries() << 743     for (G4int i = 0; i < nPoints; ++i) {
1145       for (G4int i = 0; i < nPoints; ++i) {   << 744       G4VTrajectoryPoint* trajPoint = traj->GetPoint(i);
1146         G4VTrajectoryPoint* trajPoint = traj- << 745       const std::map<G4String,G4AttDef>* defs = trajPoint->GetAttDefs();
1147         if (trajPoint) {                      << 746       if (defs) {
1148           const std::map<G4String,G4AttDef>*  << 747   holder->AddAtts(trajPoint->CreateAttValues(), defs);
1149           if (pointDefs) {                    << 
1150             holder->AddAtts(trajPoint->Create << 
1151           }                                   << 
1152         }                                     << 
1153       }                                          748       }
1154     }                                            749     }
1155   }                                              750   }
1156                                                  751 
1157   G4HitsModel* hitsModel = dynamic_cast<G4Hit    752   G4HitsModel* hitsModel = dynamic_cast<G4HitsModel*>(fpModel);
1158   if (hitsModel) {                               753   if (hitsModel) {
1159     // Load G4Atts from hit...                   754     // Load G4Atts from hit...
1160     const G4VHit* hit = hitsModel->GetCurrent    755     const G4VHit* hit = hitsModel->GetCurrentHit();
1161     const std::map<G4String,G4AttDef>* hitsDe << 756     const std::map<G4String,G4AttDef>* defs = hit->GetAttDefs();
1162     if (hitsDefs) {                           << 757     if (defs) {
1163       holder->AddAtts(hit->CreateAttValues(), << 758       holder->AddAtts(hit->CreateAttValues(), defs);
1164     }                                            759     }
1165   }                                              760   }
1166 }                                                761 }
1167                                                  762 
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    763 const G4Colour& G4VSceneHandler::GetColour (const G4Visible& visible) {
1175   auto pVA = visible.GetVisAttributes();      << 764   // Colour is determined by the applicable vis attributes.
1176   if (!pVA) pVA = fpViewer->GetViewParameters << 765   const G4Colour& colour = fpViewer ->
1177   return pVA->GetColour();                    << 766     GetApplicableVisAttributes (visible.GetVisAttributes ()) -> GetColour ();
                                                   >> 767   return colour;
1178 }                                                768 }
1179                                                  769 
1180 const G4Colour& G4VSceneHandler::GetTextColou    770 const G4Colour& G4VSceneHandler::GetTextColour (const G4Text& text) {
1181   auto pVA = text.GetVisAttributes();         << 771   const G4VisAttributes* pVA = text.GetVisAttributes ();
1182   if (!pVA) pVA = fpViewer->GetViewParameters << 772   if (!pVA) {
1183   return pVA->GetColour();                    << 773     pVA = fpViewer -> GetViewParameters (). GetDefaultTextVisAttributes ();
                                                   >> 774   }
                                                   >> 775   const G4Colour& colour = pVA -> GetColour ();
                                                   >> 776   return colour;
1184 }                                                777 }
1185                                                  778 
1186 G4double G4VSceneHandler::GetLineWidth(const     779 G4double G4VSceneHandler::GetLineWidth(const G4VisAttributes* pVisAttribs)
1187 {                                                780 {
1188   G4double lineWidth = pVisAttribs->GetLineWi    781   G4double lineWidth = pVisAttribs->GetLineWidth();
1189   if (lineWidth < 1.) lineWidth = 1.;            782   if (lineWidth < 1.) lineWidth = 1.;
1190   lineWidth *= fpViewer -> GetViewParameters(    783   lineWidth *= fpViewer -> GetViewParameters().GetGlobalLineWidthScale();
1191   if (lineWidth < 1.) lineWidth = 1.;            784   if (lineWidth < 1.) lineWidth = 1.;
1192   return lineWidth;                              785   return lineWidth;
1193 }                                                786 }
1194                                                  787 
1195 G4ViewParameters::DrawingStyle G4VSceneHandle    788 G4ViewParameters::DrawingStyle G4VSceneHandler::GetDrawingStyle
1196 (const G4VisAttributes* pVisAttribs) {           789 (const G4VisAttributes* pVisAttribs) {
1197   // Drawing style is normally determined by     790   // Drawing style is normally determined by the view parameters, but
1198   // it can be overriddden by the ForceDrawin    791   // it can be overriddden by the ForceDrawingStyle flag in the vis
1199   // attributes.                                 792   // attributes.
1200   const G4ViewParameters& vp = fpViewer->GetV << 793   G4ViewParameters::DrawingStyle style = 
1201   const G4ViewParameters::DrawingStyle viewer << 794     fpViewer->GetViewParameters().GetDrawingStyle();
1202   G4ViewParameters::DrawingStyle resultantSty << 
1203   if (pVisAttribs -> IsForceDrawingStyle ())     795   if (pVisAttribs -> IsForceDrawingStyle ()) {
1204     G4VisAttributes::ForcedDrawingStyle force    796     G4VisAttributes::ForcedDrawingStyle forcedStyle =
1205     pVisAttribs -> GetForcedDrawingStyle ();  << 797       pVisAttribs -> GetForcedDrawingStyle ();
1206     // This is complicated because if hidden     798     // This is complicated because if hidden line and surface removal
1207     // has been requested we wish to preserve    799     // has been requested we wish to preserve this sometimes.
1208     switch (forcedStyle) {                       800     switch (forcedStyle) {
1209       case (G4VisAttributes::solid):          << 801     case (G4VisAttributes::solid):
1210         switch (viewerStyle) {                << 802       switch (style) {
1211           case (G4ViewParameters::hlr):       << 803       case (G4ViewParameters::hlr):
1212             resultantStyle = G4ViewParameters << 804   style = G4ViewParameters::hlhsr;
1213             break;                            << 805   break;
1214           case (G4ViewParameters::wireframe): << 806       case (G4ViewParameters::wireframe):
1215             resultantStyle = G4ViewParameters << 807   style = G4ViewParameters::hsr;
1216             break;                            << 808   break;
1217           case (G4ViewParameters::cloud):     << 809       case (G4ViewParameters::hlhsr):
1218             resultantStyle = G4ViewParameters << 810       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:                                   811       default:
1230         // But if forced style is wireframe,  << 812   break;
1231         // main uses is in displaying the con << 813       } 
1232         // solid and their surfaces overlap w << 814       break;
1233         // solid, making a mess if hlr is spe << 815     case (G4VisAttributes::wireframe):
1234         resultantStyle = G4ViewParameters::wi << 816     default:
1235         break;                                << 817       // But if forced style is wireframe, do it, because one of its
1236     }                                         << 818       // main uses is in displaying the consituent solids of a Boolean
1237   }                                           << 819       // solid and their surfaces overlap with the resulting Booean
1238   return resultantStyle;                      << 820       // solid, making a mess if hlr is specified.
1239 }                                             << 821       style = G4ViewParameters::wireframe;
1240                                               << 822       break;
1241 G4int G4VSceneHandler::GetNumberOfCloudPoints << 823     }
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   }                                              824   }
1252   return numberOfCloudPoints;                 << 825   return style;
1253 }                                                826 }
1254                                                  827 
1255 G4bool G4VSceneHandler::GetAuxEdgeVisible (co    828 G4bool G4VSceneHandler::GetAuxEdgeVisible (const G4VisAttributes* pVisAttribs) {
1256   G4bool isAuxEdgeVisible = fpViewer->GetView    829   G4bool isAuxEdgeVisible = fpViewer->GetViewParameters().IsAuxEdgeVisible ();
1257   if (pVisAttribs -> IsForceAuxEdgeVisible()) << 830   if (pVisAttribs -> IsForceAuxEdgeVisible()) isAuxEdgeVisible = true;
1258     isAuxEdgeVisible = pVisAttribs->IsForcedA << 
1259   }                                           << 
1260   return isAuxEdgeVisible;                       831   return isAuxEdgeVisible;
1261 }                                                832 }
1262                                                  833 
1263 G4double G4VSceneHandler::GetMarkerSize          834 G4double G4VSceneHandler::GetMarkerSize
1264 (const G4VMarker& marker,                        835 (const G4VMarker& marker, 
1265  G4VSceneHandler::MarkerSizeType& markerSizeT    836  G4VSceneHandler::MarkerSizeType& markerSizeType)
1266 {                                                837 {
1267   G4bool userSpecified = marker.GetWorldSize(    838   G4bool userSpecified = marker.GetWorldSize() || marker.GetScreenSize();
1268   const G4VMarker& defaultMarker =               839   const G4VMarker& defaultMarker =
1269     fpViewer -> GetViewParameters().GetDefaul    840     fpViewer -> GetViewParameters().GetDefaultMarker();
1270   G4double size = userSpecified ?                841   G4double size = userSpecified ?
1271     marker.GetWorldSize() : defaultMarker.Get    842     marker.GetWorldSize() : defaultMarker.GetWorldSize();
1272   if (size) {                                    843   if (size) {
1273     // Draw in world coordinates.                844     // Draw in world coordinates.
1274     markerSizeType = world;                      845     markerSizeType = world;
1275   }                                              846   }
1276   else {                                         847   else {
1277     size = userSpecified ?                       848     size = userSpecified ?
1278       marker.GetScreenSize() : defaultMarker.    849       marker.GetScreenSize() : defaultMarker.GetScreenSize();
1279     // Draw in screen coordinates.               850     // Draw in screen coordinates.
1280     markerSizeType = screen;                     851     markerSizeType = screen;
1281   }                                              852   }
                                                   >> 853   if (size <= 1.) size = 1.;
1282   size *= fpViewer -> GetViewParameters().Get    854   size *= fpViewer -> GetViewParameters().GetGlobalMarkerScale();
1283   if (markerSizeType == screen && size < 1.)  << 855   if (size <= 1.) size = 1.;
1284   return size;                                   856   return size;
1285 }                                                857 }
1286                                                  858 
1287 G4int G4VSceneHandler::GetNoOfSides(const G4V    859 G4int G4VSceneHandler::GetNoOfSides(const G4VisAttributes* pVisAttribs)
1288 {                                                860 {
1289   // No. of sides (lines segments per circle)    861   // No. of sides (lines segments per circle) is normally determined
1290   // by the view parameters, but it can be ov    862   // by the view parameters, but it can be overriddden by the
1291   // ForceLineSegmentsPerCircle in the vis at    863   // ForceLineSegmentsPerCircle in the vis attributes.
1292   G4int lineSegmentsPerCircle = fpViewer->Get    864   G4int lineSegmentsPerCircle = fpViewer->GetViewParameters().GetNoOfSides();
1293   if (pVisAttribs) {                             865   if (pVisAttribs) {
1294     if (pVisAttribs->IsForceLineSegmentsPerCi    866     if (pVisAttribs->IsForceLineSegmentsPerCircle())
1295       lineSegmentsPerCircle = pVisAttribs->Ge    867       lineSegmentsPerCircle = pVisAttribs->GetForcedLineSegmentsPerCircle();
1296     if (lineSegmentsPerCircle < pVisAttribs-> << 868     const G4int nSegmentsMin = 12;
1297       lineSegmentsPerCircle = pVisAttribs->Ge << 869     if (lineSegmentsPerCircle < nSegmentsMin) {
1298       G4warn <<                               << 870       lineSegmentsPerCircle = nSegmentsMin;
                                                   >> 871       G4cout <<
1299   "G4VSceneHandler::GetNoOfSides: attempt to     872   "G4VSceneHandler::GetNoOfSides: attempt to set the"
1300   "\nnumber of line segments per circle < " < << 873   "\nnumber of line segements per circle < " << nSegmentsMin
1301        << "; forced to " << pVisAttribs->GetM << 874        << "; forced to " << lineSegmentsPerCircle << G4endl;
1302     }                                            875     }
1303   }                                              876   }
1304   return lineSegmentsPerCircle;                  877   return lineSegmentsPerCircle;
1305 }                                                878 }
1306                                                  879 
1307 std::ostream& operator << (std::ostream& os,  << 880 std::ostream& operator << (std::ostream& os, const G4VSceneHandler& s) {
1308                                                  881 
1309   os << "Scene handler " << sh.fName << " has << 882   os << "Scene handler " << s.fName << " has "
1310      << sh.fViewerList.size () << " viewer(s) << 883      << s.fViewerList.size () << " viewer(s):";
1311   for (std::size_t i = 0; i < sh.fViewerList. << 884   for (size_t i = 0; i < s.fViewerList.size (); i++) {
1312     os << "\n  " << *(sh.fViewerList [i]);    << 885     os << "\n  " << *(s.fViewerList [i]);
1313   }                                              886   }
1314                                                  887 
1315   if (sh.fpScene) {                           << 888   if (s.fpScene) {
1316     os << "\n  " << *sh.fpScene;              << 889     os << "\n  " << *s.fpScene;
1317   }                                              890   }
1318   else {                                         891   else {
1319     os << "\n  This scene handler currently h    892     os << "\n  This scene handler currently has no scene.";
1320   }                                              893   }
1321                                                  894 
1322   return os;                                     895   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 }                                                896 }
2043                                                  897