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1 // 1 // 2 // ******************************************* 2 // ******************************************************************** 3 // * License and Disclaimer 3 // * License and Disclaimer * 4 // * 4 // * * 5 // * The Geant4 software is copyright of th 5 // * The Geant4 software is copyright of the Copyright Holders of * 6 // * the Geant4 Collaboration. It is provided 6 // * the Geant4 Collaboration. It is provided under the terms and * 7 // * conditions of the Geant4 Software License 7 // * conditions of the Geant4 Software License, included in the file * 8 // * LICENSE and available at http://cern.ch/ 8 // * LICENSE and available at http://cern.ch/geant4/license . These * 9 // * include a list of copyright holders. 9 // * include a list of copyright holders. * 10 // * 10 // * * 11 // * Neither the authors of this software syst 11 // * Neither the authors of this software system, nor their employing * 12 // * institutes,nor the agencies providing fin 12 // * institutes,nor the agencies providing financial support for this * 13 // * work make any representation or warran 13 // * work make any representation or warranty, express or implied, * 14 // * regarding this software system or assum 14 // * regarding this software system or assume any liability for its * 15 // * use. Please see the license in the file 15 // * use. Please see the license in the file LICENSE and URL above * 16 // * for the full disclaimer and the limitatio 16 // * for the full disclaimer and the limitation of liability. * 17 // * 17 // * * 18 // * This code implementation is the result 18 // * This code implementation is the result of the scientific and * 19 // * technical work of the GEANT4 collaboratio 19 // * technical work of the GEANT4 collaboration. * 20 // * By using, copying, modifying or distri 20 // * By using, copying, modifying or distributing the software (or * 21 // * any work based on the software) you ag 21 // * any work based on the software) you agree to acknowledge its * 22 // * use in resulting scientific publicati 22 // * use in resulting scientific publications, and indicate your * 23 // * acceptance of all terms of the Geant4 Sof 23 // * acceptance of all terms of the Geant4 Software license. * 24 // ******************************************* 24 // ******************************************************************** 25 // 25 // 26 // 26 // 27 // 27 // 28 // << 28 // 29 // John Allison 27th March 1996 29 // John Allison 27th March 1996 30 // Abstract interface class for graphics views 30 // Abstract interface class for graphics views. 31 31 32 #include "G4VViewer.hh" 32 #include "G4VViewer.hh" 33 33 34 #include "G4PhysicalVolumeStore.hh" << 34 #include "G4ios.hh" >> 35 #include <sstream> >> 36 >> 37 #include "G4VisManager.hh" >> 38 #include "G4VGraphicsSystem.hh" >> 39 #include "G4VSceneHandler.hh" 35 #include "G4Scene.hh" 40 #include "G4Scene.hh" 36 #include "G4Timer.hh" << 41 #include "G4VPhysicalVolume.hh" 37 #include "G4Transform3D.hh" 42 #include "G4Transform3D.hh" 38 #include "G4UImanager.hh" 43 #include "G4UImanager.hh" 39 #include "G4UIsession.hh" << 40 #include "G4VGraphicsSystem.hh" << 41 #include "G4VInteractiveSession.hh" << 42 #include "G4VPhysicalVolume.hh" << 43 #include "G4VSceneHandler.hh" << 44 #include "G4VisManager.hh" << 45 #include "G4ios.hh" << 46 44 47 #include <sstream> << 45 G4VViewer::G4VViewer (G4VSceneHandler& sceneHandler, 48 << 46 G4int id, const G4String& name): 49 G4VViewer::G4VViewer(G4VSceneHandler& sceneHan << 47 fSceneHandler (sceneHandler), 50 : fSceneHandler(sceneHandler), fViewId(id), << 48 fViewId (id), >> 49 //fModified (true), >> 50 fNeedKernelVisit (true) 51 { 51 { 52 if (name == "") { 52 if (name == "") { 53 std::ostringstream ost; 53 std::ostringstream ost; 54 ost << fSceneHandler.GetName() << '-' << f << 54 ost << fSceneHandler.GetName () << '-' << fViewId; 55 fName = ost.str(); 55 fName = ost.str(); 56 } 56 } 57 else { 57 else { 58 fName = name; 58 fName = name; 59 } 59 } 60 fShortName = fName.substr(0, fName.find(' ') << 60 fShortName = fName (0, fName.find (' ')); 61 G4StrUtil::strip(fShortName); << 61 fShortName.strip (); 62 62 63 fVP = G4VisManager::GetInstance()->GetDefaul 63 fVP = G4VisManager::GetInstance()->GetDefaultViewParameters(); 64 fDefaultVP = fVP; 64 fDefaultVP = fVP; 65 << 66 fSceneTree.SetType(G4SceneTreeItem::root); << 67 fSceneTree.SetDescription(fName); << 68 } 65 } 69 66 70 G4VViewer::~G4VViewer() << 67 G4VViewer::~G4VViewer () { 71 { << 72 fSceneHandler.RemoveViewerFromList(this); 68 fSceneHandler.RemoveViewerFromList(this); 73 } 69 } 74 70 75 void G4VViewer::SetName(const G4String& name) << 71 void G4VViewer::SetName (const G4String& name) { 76 { << 77 fName = name; 72 fName = name; 78 fShortName = fName.substr(0, fName.find(' ') << 73 fShortName = fName (0, fName.find (' ')); 79 G4StrUtil::strip(fShortName); << 74 fShortName.strip (); 80 } 75 } 81 76 82 void G4VViewer::NeedKernelVisit() << 77 void G4VViewer::NeedKernelVisit () { 83 { << 78 84 fNeedKernelVisit = true; 79 fNeedKernelVisit = true; 85 80 86 // At one time I thought we'd better notify 81 // At one time I thought we'd better notify all viewers. But I guess 87 // each viewer can take care of itself, so t 82 // each viewer can take care of itself, so the following code is 88 // redundant (but keep it commented out for 83 // redundant (but keep it commented out for now). (John Allison) 89 // Notify all viewers that a kernel visit is 84 // Notify all viewers that a kernel visit is required. 90 // const G4ViewerList& viewerList = fSceneHa 85 // const G4ViewerList& viewerList = fSceneHandler.GetViewerList (); 91 // G4ViewerListConstIterator i; 86 // G4ViewerListConstIterator i; 92 // for (i = viewerList.begin(); i != viewerL 87 // for (i = viewerList.begin(); i != viewerList.end(); i++) { 93 // (*i) -> SetNeedKernelVisit (); 88 // (*i) -> SetNeedKernelVisit (); 94 // } 89 // } 95 // ??...but, there's a problem in OpenGL Sto 90 // ??...but, there's a problem in OpenGL Stored which seems to 96 // require *all* viewers to revisit the kern 91 // require *all* viewers to revisit the kernel, so... 97 // const G4ViewerList& viewerList = fSceneH 92 // const G4ViewerList& viewerList = fSceneHandler.GetViewerList (); 98 // G4ViewerListConstIterator i; 93 // G4ViewerListConstIterator i; 99 // for (i = viewerList.begin(); i != viewer 94 // for (i = viewerList.begin(); i != viewerList.end(); i++) { 100 // (*i) -> SetNeedKernelVisit (true); 95 // (*i) -> SetNeedKernelVisit (true); 101 // } 96 // } 102 // Feb 2005 - commented out. Let's fix Open 97 // Feb 2005 - commented out. Let's fix OpenGL if necessary. 103 } 98 } 104 99 105 void G4VViewer::FinishView() {} << 100 void G4VViewer::FinishView () {} 106 101 107 void G4VViewer::ShowView() {} << 102 void G4VViewer::ShowView () {} 108 103 109 void G4VViewer::ProcessView() << 104 void G4VViewer::ProcessView () 110 { 105 { 111 // If the scene has changed, or if the concr 106 // If the scene has changed, or if the concrete viewer has decided 112 // that it necessary to visit the kernel, pe 107 // that it necessary to visit the kernel, perhaps because the view 113 // parameters have changed significantly (th 108 // parameters have changed significantly (this should be done in the 114 // concrete viewer's DrawView)... 109 // concrete viewer's DrawView)... 115 if (fNeedKernelVisit) { 110 if (fNeedKernelVisit) { 116 // Reset flag. This must be done before P 111 // Reset flag. This must be done before ProcessScene to prevent 117 // recursive calls when recomputing transi 112 // recursive calls when recomputing transients... 118 G4Timer timer; << 119 timer.Start(); << 120 fNeedKernelVisit = false; 113 fNeedKernelVisit = false; 121 fSceneHandler.ClearStore(); << 114 fSceneHandler.ClearStore (); 122 fSceneHandler.ProcessScene(); << 115 fSceneHandler.ProcessScene (); 123 UpdateGUISceneTree(); << 124 timer.Stop(); << 125 fKernelVisitElapsedTimeSeconds = timer.Get << 126 } 116 } 127 } 117 } 128 118 129 void G4VViewer::SetViewParameters(const G4View << 119 void G4VViewer::SetViewParameters (const G4ViewParameters& vp) { 130 { << 131 fVP = vp; 120 fVP = vp; 132 } 121 } 133 122 134 void G4VViewer::SetTouchable( << 123 void G4VViewer::SetTouchable 135 const std::vector<G4PhysicalVolumeModel::G4P << 124 (const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath) 136 { 125 { 137 // Set the touchable for /vis/touchable/set/ 126 // Set the touchable for /vis/touchable/set/... commands. 138 std::ostringstream oss; 127 std::ostringstream oss; 139 const auto& pvStore = G4PhysicalVolumeStore: << 128 for (const auto& pvNodeId: fullPath) { 140 for (const auto& pvNodeId : fullPath) { << 129 oss 141 const auto& pv = pvNodeId.GetPhysicalVolum << 130 << ' ' << pvNodeId.GetPhysicalVolume()->GetName() 142 auto iterator = find(pvStore->cbegin(), pv << 131 << ' ' << pvNodeId.GetCopyNo(); 143 if (iterator == pvStore->cend()) { << 144 G4ExceptionDescription ed; << 145 ed << "Volume no longer in physical volu << 146 G4Exception("G4VViewer::SetTouchable", " << 147 } << 148 else { << 149 oss << ' ' << pvNodeId.GetPhysicalVolume << 150 } << 151 } 132 } 152 G4UImanager::GetUIpointer()->ApplyCommand("/ 133 G4UImanager::GetUIpointer()->ApplyCommand("/vis/set/touchable" + oss.str()); 153 } 134 } 154 135 155 void G4VViewer::TouchableSetVisibility( << 136 void G4VViewer::TouchableSetVisibility 156 const std::vector<G4PhysicalVolumeModel::G4P << 137 (const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath, >> 138 G4bool visibiity) 157 { 139 { 158 // Changes the Vis Attribute Modifiers and s << 140 // Changes the Vis Attribute Modifiers WITHOUT triggering a rebuild. >> 141 >> 142 std::ostringstream oss; >> 143 oss << "/vis/touchable/set/visibility "; >> 144 if (visibiity) oss << "true"; else oss << "false"; 159 145 160 // The following is equivalent to 146 // The following is equivalent to 161 // G4UImanager::GetUIpointer()->ApplyComman << 147 // G4UImanager::GetUIpointer()->ApplyCommand(oss.str()); 162 // (assuming the touchable has already been 148 // (assuming the touchable has already been set), but avoids view rebuild. 163 149 164 // Instantiate a working copy of a G4VisAttr 150 // Instantiate a working copy of a G4VisAttributes object... 165 G4VisAttributes workingVisAtts; 151 G4VisAttributes workingVisAtts; 166 // and set the visibility. 152 // and set the visibility. 167 workingVisAtts.SetVisibility(visibiity); 153 workingVisAtts.SetVisibility(visibiity); 168 154 169 fVP.AddVisAttributesModifier(G4ModelingParam << 155 fVP.AddVisAttributesModifier 170 workingVisAtts, G4ModelingParameters::VASV << 156 (G4ModelingParameters::VisAttributesModifier >> 157 (workingVisAtts, >> 158 G4ModelingParameters::VASVisibility, 171 G4PhysicalVolumeModel::GetPVNameCopyNoPath 159 G4PhysicalVolumeModel::GetPVNameCopyNoPath(fullPath))); 172 // G4ModelingParameters::VASVisibility (VAS 160 // G4ModelingParameters::VASVisibility (VAS = Vis Attribute Signifier) 173 // signifies that it is the visibility that 161 // signifies that it is the visibility that should be picked out 174 // and merged with the touchable's normal vi 162 // and merged with the touchable's normal vis attributes. 175 163 176 // Find scene tree item and set visibility << 164 // Record on G4cout (with #) for information. 177 // The scene tree works with strings << 165 if (G4UImanager::GetUIpointer()->GetVerboseLevel() >= 2) { 178 G4String fullPathString = G4PhysicalVolumeMo << 166 G4cout << "# " << oss.str() << G4endl; 179 std::list<G4SceneTreeItem>::iterator foundIt << 180 if (fSceneTree.FindTouchableFromRoot(fullPat << 181 foundIter->AccessVisAttributes().SetVisibi << 182 UpdateGUISceneTree(); << 183 } << 184 else { << 185 G4ExceptionDescription ed; << 186 ed << "Touchable \"" << fullPath << "\" no << 187 G4Exception("G4VViewer::TouchableSetVisibi << 188 } 167 } 189 } 168 } 190 169 191 void G4VViewer::TouchableSetColour( << 170 void G4VViewer::TouchableSetColour 192 const std::vector<G4PhysicalVolumeModel::G4P << 171 (const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath, 193 const G4Colour& colour) << 172 const G4Colour& colour) 194 { 173 { 195 // Changes the Vis Attribute Modifiers and s << 174 // Changes the Vis Attribute Modifiers WITHOUT triggering a rebuild. >> 175 >> 176 std::ostringstream oss; >> 177 oss << "/vis/touchable/set/colour " >> 178 << colour.GetRed() << ' ' << colour.GetGreen() >> 179 << ' ' << colour.GetBlue() << ' ' << colour.GetAlpha(); 196 180 197 // The following is equivalent to 181 // The following is equivalent to 198 // G4UImanager::GetUIpointer()->ApplyComman << 182 // G4UImanager::GetUIpointer()->ApplyCommand(oss.str()); 199 // (assuming the touchable has already been 183 // (assuming the touchable has already been set), but avoids view rebuild. 200 184 201 // Instantiate a working copy of a G4VisAttr 185 // Instantiate a working copy of a G4VisAttributes object... 202 G4VisAttributes workingVisAtts; 186 G4VisAttributes workingVisAtts; 203 // and set the colour. 187 // and set the colour. 204 workingVisAtts.SetColour(colour); 188 workingVisAtts.SetColour(colour); 205 189 206 fVP.AddVisAttributesModifier(G4ModelingParam << 190 fVP.AddVisAttributesModifier 207 workingVisAtts, G4ModelingParameters::VASC << 191 (G4ModelingParameters::VisAttributesModifier >> 192 (workingVisAtts, >> 193 G4ModelingParameters::VASColour, 208 G4PhysicalVolumeModel::GetPVNameCopyNoPath 194 G4PhysicalVolumeModel::GetPVNameCopyNoPath(fullPath))); 209 // G4ModelingParameters::VASColour (VAS = Vi 195 // G4ModelingParameters::VASColour (VAS = Vis Attribute Signifier) 210 // signifies that it is the colour that shou 196 // signifies that it is the colour that should be picked out 211 // and merged with the touchable's normal vi 197 // and merged with the touchable's normal vis attributes. 212 198 213 // Find scene tree item and set colour << 199 // Record on G4cout (with #) for information. 214 // The scene tree works with strings << 200 if (G4UImanager::GetUIpointer()->GetVerboseLevel() >= 2) { 215 G4String fullPathString = G4PhysicalVolumeMo << 201 G4cout << "# " << oss.str() << G4endl; 216 std::list<G4SceneTreeItem>::iterator foundIt << 202 } 217 if (fSceneTree.FindTouchableFromRoot(fullPat << 203 } 218 foundIter->AccessVisAttributes().SetColour << 204 219 UpdateGUISceneTree(); << 205 std::vector <G4ThreeVector> G4VViewer::ComputeFlyThrough(G4Vector3D* /*aVect*/) 220 } << 206 { 221 else { << 207 enum CurveType { 222 G4ExceptionDescription ed; << 208 Bezier, 223 ed << "Touchable \"" << fullPath << "\" no << 209 G4SplineTest}; 224 G4Exception("G4VViewer::TouchableSetColour << 210 225 } << 211 // Choose a curve type (for testing) >> 212 // int myCurveType = Bezier; >> 213 >> 214 // number if step points >> 215 int stepPoints = 500; >> 216 >> 217 >> 218 G4Spline spline; >> 219 >> 220 >> 221 // At the moment we don't use the aVect parameters, but build it here : >> 222 // Good step points for exampleB5 >> 223 spline.AddSplinePoint(G4Vector3D(0,1000,-14000)); >> 224 spline.AddSplinePoint(G4Vector3D(0,1000,0)); >> 225 spline.AddSplinePoint(G4Vector3D(-4000,1000,4000)); >> 226 >> 227 >> 228 std::vector <G4ThreeVector> viewVect; >> 229 >> 230 // if(myCurveType == Bezier) { >> 231 >> 232 >> 233 // Draw the spline >> 234 >> 235 for (int i = 0; i < stepPoints; i++) { >> 236 float t = (float)i / (float)stepPoints; >> 237 G4Vector3D cameraPosition = spline.GetInterpolatedSplinePoint(t); >> 238 // G4Vector3D targetPoint = spline.GetInterpolatedSplinePoint(t); >> 239 >> 240 // viewParam->SetViewAndLights(G4ThreeVector (cameraPosition.x(), cameraPosition.y(), cameraPosition.z())); >> 241 // viewParam->SetCurrentTargetPoint(targetPoint); >> 242 G4cout << "FLY CR("<< i << "):" << cameraPosition << G4endl; >> 243 viewVect.push_back(G4ThreeVector (cameraPosition.x(), cameraPosition.y(), cameraPosition.z())); >> 244 } >> 245 >> 246 // } else if (myCurveType == G4SplineTest) { >> 247 /* >> 248 This method is a inspire from a Bezier curve. The problem of the Bezier curve is that the path does not go straight between two waypoints. >> 249 This method add "stay straight" parameter which could be between 0 and 1 where the pass will follow exactly the line between the waypoints >> 250 Ex : stay straight = 50% >> 251 m1 = 3*(P1+P0)/2 >> 252 >> 253 Ex : stay straight = 0% >> 254 m1 = (P1+P0)/2 >> 255 >> 256 P1 >> 257 / \ >> 258 / \ >> 259 a--x--b >> 260 / ° ° \ >> 261 / ° ° \ >> 262 m1 m2 >> 263 / \ >> 264 / \ >> 265 / \ >> 266 / \ >> 267 P0 P2 >> 268 >> 269 */ >> 270 // G4Vector3D a; >> 271 // G4Vector3D b; >> 272 // G4Vector3D m1; >> 273 // G4Vector3D m2; >> 274 // G4Vector3D P0; >> 275 // G4Vector3D P1; >> 276 // G4Vector3D P2; >> 277 // G4double stayStraight = 0; >> 278 // G4double bezierSpeed = 0.4; // Spend 40% time in bezier curve (time between m1-m2 is 40% of time between P0-P1) >> 279 // >> 280 // G4Vector3D firstPoint; >> 281 // G4Vector3D lastPoint; >> 282 // >> 283 // float nbBezierSteps = (stepPoints * bezierSpeed*(1-stayStraight)) * (2./spline.GetNumPoints()); >> 284 // float nbFirstSteps = ((stepPoints/2-nbBezierSteps/2) /(1+stayStraight)) * (2./spline.GetNumPoints()); >> 285 // >> 286 // // First points >> 287 // firstPoint = spline.GetPoint(0); >> 288 // lastPoint = (firstPoint + spline.GetPoint(1))/2; >> 289 // >> 290 // for( float j=0; j<1; j+= 1/nbFirstSteps) { >> 291 // G4ThreeVector pt = firstPoint + (lastPoint - firstPoint) * j; >> 292 // viewVect.push_back(pt); >> 293 // G4cout << "FLY Bezier A1("<< viewVect.size()<< "):" << pt << G4endl; >> 294 // } >> 295 // >> 296 // for (int i = 0; i < spline.GetNumPoints()-2; i++) { >> 297 // P0 = spline.GetPoint(i); >> 298 // P1 = spline.GetPoint(i+1); >> 299 // P2 = spline.GetPoint(i+2); >> 300 // >> 301 // m1 = P1 - (P1-P0)*(1-stayStraight)/2; >> 302 // m2 = P1 + (P2-P1)*(1-stayStraight)/2; >> 303 // >> 304 // // We have to get straight path from (middile of P0-P1) to (middile of P0-P1 + (dist P0-P1) * stayStraight/2) >> 305 // if (stayStraight >0) { >> 306 // >> 307 // firstPoint = (P0 + P1)/2; >> 308 // lastPoint = (P0 + P1)/2 + (P1-P0)*stayStraight/2; >> 309 // >> 310 // for( float j=0; j<1; j+= 1/(nbFirstSteps*stayStraight)) { >> 311 // G4ThreeVector pt = firstPoint + (lastPoint - firstPoint)* j; >> 312 // viewVect.push_back(pt); >> 313 // G4cout << "FLY Bezier A2("<< viewVect.size()<< "):" << pt << G4endl; >> 314 // } >> 315 // } >> 316 // // Compute Bezier curve >> 317 // for( float delta = 0 ; delta < 1 ; delta += 1/nbBezierSteps) >> 318 // { >> 319 // // The Green Line >> 320 // a = m1 + ( (P1 - m1) * delta ); >> 321 // b = P1 + ( (m2 - P1) * delta ); >> 322 // >> 323 // // Final point >> 324 // G4ThreeVector pt = a + ((b-a) * delta ); >> 325 // viewVect.push_back(pt); >> 326 // G4cout << "FLY Bezier("<< viewVect.size()<< "):" << pt << G4endl; >> 327 // } >> 328 // >> 329 // // We have to get straight path >> 330 // if (stayStraight >0) { >> 331 // firstPoint = (P1 + P2)/2 - (P2-P1)*stayStraight/2; >> 332 // lastPoint = (P1 + P2)/2; >> 333 // >> 334 // for( float j=0; j<1; j+= 1/(nbFirstSteps*stayStraight)) { >> 335 // G4ThreeVector pt = firstPoint + (lastPoint - firstPoint)* j; >> 336 // viewVect.push_back(pt); >> 337 // G4cout << "FLY Bezier B1("<< viewVect.size()<< "):" << pt << G4endl; >> 338 // } >> 339 // } >> 340 // } >> 341 // >> 342 // // last points >> 343 // firstPoint = spline.GetPoint(spline.GetNumPoints()-2); >> 344 // lastPoint = spline.GetPoint(spline.GetNumPoints()-1); >> 345 // for( float j=1; j>0; j-= 1/nbFirstSteps) { >> 346 // G4ThreeVector pt = lastPoint - ((lastPoint-firstPoint)*((1-stayStraight)/2) * j ); >> 347 // viewVect.push_back(pt); >> 348 // G4cout << "FLY Bezier B2("<< viewVect.size()<< "):" << pt << G4endl; >> 349 // } >> 350 // } >> 351 return viewVect; >> 352 } >> 353 >> 354 >> 355 #ifdef G4MULTITHREADED >> 356 >> 357 void G4VViewer::DoneWithMasterThread () { >> 358 // G4cout << "G4VViewer::DoneWithMasterThread" << G4endl; >> 359 } >> 360 >> 361 void G4VViewer::MovingToMasterThread () { >> 362 // G4cout << "G4VViewer::MovingToMasterThread" << G4endl; >> 363 } >> 364 >> 365 void G4VViewer::SwitchToVisSubThread () { >> 366 // G4cout << "G4VViewer::SwitchToVisSubThread" << G4endl; >> 367 } >> 368 >> 369 void G4VViewer::DoneWithVisSubThread () { >> 370 // G4cout << "G4VViewer::DoneWithVisSubThread" << G4endl; >> 371 } >> 372 >> 373 void G4VViewer::MovingToVisSubThread () { >> 374 // G4cout << "G4VViewer::MovingToVisSubThread" << G4endl; 226 } 375 } 227 376 228 void G4VViewer::UpdateGUISceneTree() << 377 void G4VViewer::SwitchToMasterThread () { 229 { << 378 // G4cout << "G4VViewer::SwitchToMasterThread" << G4endl; 230 G4UImanager* UI = G4UImanager::GetUIpointer( << 379 } 231 auto uiWindow = dynamic_cast<G4VInteractiveS << 232 if (uiWindow) uiWindow->UpdateSceneTree(fSce << 233 } << 234 << 235 void G4VViewer::InsertModelInSceneTree(G4VMode << 236 { << 237 const auto& modelType = model->GetType(); << 238 const auto& modelDescription = model->GetGlo << 239 << 240 auto type = G4SceneTreeItem::model; << 241 auto pvModel = dynamic_cast<G4PhysicalVolume << 242 if (pvModel) type = G4SceneTreeItem::pvmodel << 243 << 244 fCurtailDescent = false; // This is used la << 245 G4String furtherInfo; << 246 if (pvModel) { << 247 struct : public G4PseudoScene { << 248 void ProcessVolume(const G4VSolid&) {++f << 249 G4int fNTotalTouchables = 0; << 250 } counter; << 251 pvModel->DescribeYourselfTo(counter); // << 252 if (counter.fNTotalTouchables > fMaxNTouch << 253 std::ostringstream oss; << 254 oss << counter.fNTotalTouchables << " to << 255 furtherInfo = oss.str(); << 256 if (G4VisManager::GetInstance()->GetVerb << 257 G4ExceptionDescription ed; << 258 ed << pvModel->GetGlobalDescription() << 259 ":\n Too many touchables (" << counte << 260 << ") for scene tree. Scene tree for t << 261 G4Exception("G4VViewer::InsertModelInS << 262 } << 263 fCurtailDescent = true; // This is used << 264 } << 265 } << 266 380 267 // Find appropriate model << 381 #endif 268 auto& modelItems = fSceneTree.AccessChildren << 269 auto modelIter = modelItems.begin(); << 270 auto pvModelIter = modelItems.end(); << 271 for (; modelIter != modelItems.end(); ++mode << 272 if (modelIter->GetType() == G4SceneTreeIte << 273 pvModelIter = modelIter; // Last pre-ex << 274 } << 275 if (modelIter->GetModelDescription() == mo << 276 } << 277 382 278 if (modelIter == modelItems.end()) { // Mod << 383 std::ostream& operator << (std::ostream& os, const G4VViewer& v) { 279 G4SceneTreeItem modelItem(type); << 384 os << "View " << v.fName << ":\n"; 280 modelItem.SetDescription("model"); << 385 os << v.fVP; 281 modelItem.SetModelType(modelType); << 386 return os; 282 modelItem.SetModelDescription(modelDescrip << 283 modelItem.SetFurtherInfo(furtherInfo); << 284 if (pvModelIter != modelItems.end() && // << 285 type == G4SceneTreeItem::pvmodel) { << 286 fSceneTree.InsertChild(++pvModelIter, mo << 287 } else { << 288 fSceneTree.InsertChild(modelIter, modelI << 289 } << 290 } else { // Existing model - mark visible = << 291 modelIter->AccessVisAttributes().SetVisibi << 292 } << 293 } 387 } 294 388 295 G4VViewer::SceneTreeScene::SceneTreeScene(G4VV << 296 : fpViewer (pViewer) << 297 , fpPVModel(pPVModel) << 298 { << 299 if (fpPVModel == nullptr) { << 300 G4Exception("G4VViewer::SceneTreeScene::Sc << 301 "G4PhysicalVolumeModel pointer << 302 return; // To keep Coverity happy << 303 } << 304 << 305 // Describe the model to an empty scene simp << 306 struct : public G4PseudoScene { << 307 void ProcessVolume(const G4VSolid&) {} << 308 } counter; << 309 fpPVModel->DescribeYourselfTo(counter); // << 310 << 311 // Limit the expanded depth to limit the num << 312 G4int expanded = 0; << 313 for (const auto& dn : fpPVModel->GetNumberOf << 314 expanded += dn.second; << 315 if (fMaximumExpandedDepth < dn.first) fMax << 316 if (expanded > fMaximumExpanded) break; << 317 } << 318 389 319 // Find appropriate model and its iterator << 390 // ===== G4Spline class ===== 320 const auto& modelID = fpPVModel->GetGlobalDe << 321 auto& modelItems = fpViewer->fSceneTree.Acce << 322 fModelIter = modelItems.begin(); << 323 for (; fModelIter != modelItems.end(); ++fMo << 324 if (fModelIter->GetModelDescription() == m << 325 } << 326 if (fModelIter == modelItems.end()) { << 327 G4Exception("G4VViewer::SceneTreeScene::Sc << 328 "Model not found"); << 329 } << 330 } << 331 391 332 void G4VViewer::SceneTreeScene::ProcessVolume( << 392 G4VViewer::G4Spline::G4Spline() >> 393 : vp(), delta_t(0) 333 { 394 { 334 if (fpViewer->fCurtailDescent) { << 395 } 335 fpPVModel->CurtailDescent(); << 336 return; << 337 } << 338 396 339 const auto& modelID = fpPVModel->GetGlobalDe << 340 397 341 std::ostringstream oss; << 398 G4VViewer::G4Spline::~G4Spline() 342 oss << fpPVModel->GetFullPVPath(); // of th << 399 {} 343 G4String fullPathString(oss.str()); // Has << 344 400 345 // Navigate scene tree and find or insert to << 401 // Solve the Catmull-Rom parametric equation for a given time(t) and vector quadruple (p1,p2,p3,p4) 346 // Work down the path - "name id", then "nam << 402 G4Vector3D G4VViewer::G4Spline::CatmullRom_Eq(float t, const G4Vector3D& p1, const G4Vector3D& p2, const G4Vector3D& p3, const G4Vector3D& p4) 347 const auto& nodeIDs = fpPVModel->GetFullPVPa << 403 { 348 G4String partialPathString; << 404 float t2 = t * t; 349 auto currentIter = fModelIter; << 405 float t3 = t2 * t; 350 G4int depth = 0; << 406 351 for (const auto& nodeID : nodeIDs) { << 407 float b1 = .5 * ( -t3 + 2*t2 - t); 352 std::ostringstream oss1; << 408 float b2 = .5 * ( 3*t3 - 5*t2 + 2); 353 oss1 << nodeID; << 409 float b3 = .5 * (-3*t3 + 4*t2 + t); 354 partialPathString += ' ' + oss1.str(); << 410 float b4 = .5 * ( t3 - t2 ); 355 currentIter = << 411 356 FindOrInsertTouchable(modelID, *currentIte << 412 return (p1*b1 + p2*b2 + p3*b3 + p4*b4); 357 } << 358 } 413 } 359 414 360 // clang-format off << 415 void G4VViewer::G4Spline::AddSplinePoint(const G4Vector3D& v) 361 std::list<G4SceneTreeItem>::iterator G4VViewer << 416 { 362 (const G4String& modelID, G4SceneTreeItem& mo << 417 vp.push_back(v); 363 G4int depth, const G4String& partialPathStri << 418 delta_t = (float)1 / (float)vp.size(); 364 { << 419 } 365 auto& children = mother.AccessChildren(); << 366 auto childIter = children.begin(); << 367 for (; childIter != children.end(); ++childI << 368 if (childIter->GetPVPath() == partialPathS << 369 } << 370 if (childIter != children.end()) { << 371 << 372 // Item already exists << 373 << 374 if (childIter->GetType() == G4SceneTreeIte << 375 420 376 // Previously it was a ghost - but maybe << 377 421 378 if (partialPathString == fullPathString) << 422 G4Vector3D G4VViewer::G4Spline::GetPoint(int a) 379 // Partial path string refers to the a << 423 { 380 childIter->SetType(G4SceneTreeItem::to << 424 return vp[a]; 381 // Populate with information << 425 } 382 childIter->SetDescription(fpPVModel->G << 383 childIter->SetModelType(fpPVModel->Get << 384 childIter->SetModelDescription(modelID << 385 childIter->SetPVPath(partialPathString << 386 if (fpVisAttributes) childIter->SetVis << 387 childIter->SetAttDefs(fpPVModel->GetAt << 388 childIter->SetAttValues(fpPVModel->Cre << 389 } // Partial path string refers to an a << 390 << 391 } else { << 392 << 393 // Already a pre-existing full touchable << 394 << 395 if (partialPathString == fullPathString) << 396 // Partial path string refers to the a << 397 // Replace vis attributes (if any) - t << 398 if (fpVisAttributes) childIter->SetVis << 399 } // Partial path string refers to an a << 400 << 401 } << 402 << 403 } else { << 404 << 405 // Item does not yet exist << 406 << 407 if (partialPathString == fullPathString) { << 408 << 409 // Partial path string refers to the act << 410 // Insert new touchable item << 411 G4SceneTreeItem touchable(G4SceneTreeIte << 412 touchable.SetExpanded(depth > fMaximumEx << 413 touchable.SetDescription(fpPVModel->GetC << 414 touchable.SetModelType(fpPVModel->GetTyp << 415 touchable.SetModelDescription(modelID); << 416 touchable.SetPVPath(partialPathString); << 417 if (fpVisAttributes) touchable.SetVisAtt << 418 touchable.SetAttDefs(fpPVModel->GetAttDe << 419 touchable.SetAttValues(fpPVModel->Create << 420 childIter = mother.InsertChild(childIter << 421 << 422 } else { << 423 << 424 // Partial path string refers to an ance << 425 G4SceneTreeItem ghost(G4SceneTreeItem::g << 426 ghost.SetExpanded(depth > fMaximumExpand << 427 // Create a tag from the partial path << 428 std::istringstream iss(partialPathString << 429 G4String name, copyNo; << 430 while (iss >> name >> copyNo); << 431 std::ostringstream oss; << 432 oss << name << ':' << copyNo; << 433 ghost.SetDescription(oss.str()); << 434 ghost.SetModelType(fpPVModel->GetType()) << 435 ghost.SetModelDescription(modelID); << 436 ghost.SetPVPath(partialPathString); << 437 ghost.AccessVisAttributes().SetVisibilit << 438 childIter = mother.InsertChild(childIter << 439 } << 440 } << 441 426 442 return childIter; << 427 int G4VViewer::G4Spline::GetNumPoints() >> 428 { >> 429 return vp.size(); 443 } 430 } 444 // clang-format on << 445 431 446 std::ostream& operator<<(std::ostream& os, con << 432 G4Vector3D G4VViewer::G4Spline::GetInterpolatedSplinePoint(float t) 447 { 433 { 448 os << "View " << v.fName << ":\n"; << 434 // Find out in which interval we are on the spline 449 os << v.fVP; << 435 int p = (int)(t / delta_t); 450 return os; << 436 // Compute local control point indices >> 437 #define BOUNDS(pp) { if (pp < 0) pp = 0; else if (pp >= (int)vp.size()-1) pp = vp.size() - 1; } >> 438 int p0 = p - 1; BOUNDS(p0); >> 439 int p1 = p; BOUNDS(p1); >> 440 int p2 = p + 1; BOUNDS(p2); >> 441 int p3 = p + 2; BOUNDS(p3); >> 442 // Relative (local) time >> 443 float lt = (t - delta_t*(float)p) / delta_t; >> 444 // Interpolate >> 445 return CatmullRom_Eq(lt, vp[p0], vp[p1], vp[p2], vp[p3]); 451 } 446 } 452 447