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Please see the license in the file LICENSE and URL above * 16 // * for the full disclaimer and the limitatio 16 // * for the full disclaimer and the limitation of liability. * 17 // * 17 // * * 18 // * This code implementation is the result 18 // * This code implementation is the result of the scientific and * 19 // * technical work of the GEANT4 collaboratio 19 // * technical work of the GEANT4 collaboration. * 20 // * By using, copying, modifying or distri 20 // * By using, copying, modifying or distributing the software (or * 21 // * any work based on the software) you ag 21 // * any work based on the software) you agree to acknowledge its * 22 // * use in resulting scientific publicati 22 // * use in resulting scientific publications, and indicate your * 23 // * acceptance of all terms of the Geant4 Sof 23 // * acceptance of all terms of the Geant4 Software license. * 24 // ******************************************* 24 // ******************************************************************** 25 // 25 // 26 // 26 // >> 27 // $Id$ 27 // 28 // 28 // 29 // 29 // John Allison 15th July 2012 30 // John Allison 15th July 2012 30 // Model that knows how to draw an arrow. 31 // Model that knows how to draw an arrow. 31 32 32 #include "G4ArrowModel.hh" 33 #include "G4ArrowModel.hh" 33 34 34 #include "G4PhysicalConstants.hh" 35 #include "G4PhysicalConstants.hh" 35 #include "G4VGraphicsScene.hh" 36 #include "G4VGraphicsScene.hh" 36 #include "G4VisAttributes.hh" 37 #include "G4VisAttributes.hh" 37 #include "G4Tubs.hh" 38 #include "G4Tubs.hh" 38 #include "G4Tet.hh" << 39 #include "G4Polycone.hh" 39 #include "G4Polyhedron.hh" 40 #include "G4Polyhedron.hh" 40 #include "G4Vector3D.hh" 41 #include "G4Vector3D.hh" 41 #include "G4Point3D.hh" 42 #include "G4Point3D.hh" 42 #include "G4Transform3D.hh" 43 #include "G4Transform3D.hh" 43 #include "G4GeometryTolerance.hh" << 44 44 45 #include <cmath> << 45 G4ArrowModel::~G4ArrowModel () {} 46 << 47 G4ArrowModel::~G4ArrowModel () << 48 { << 49 delete fpHeadPolyhedron; << 50 delete fpShaftPolyhedron; << 51 } << 52 46 53 G4ArrowModel::G4ArrowModel 47 G4ArrowModel::G4ArrowModel 54 (G4double x1, G4double y1, G4double z1, 48 (G4double x1, G4double y1, G4double z1, 55 G4double x2, G4double y2, G4double z2, 49 G4double x2, G4double y2, G4double z2, 56 G4double width, const G4Colour& colour, 50 G4double width, const G4Colour& colour, 57 const G4String& description, << 51 const G4String& description) 58 G4int lineSegmentsPerCircle, << 59 const G4Transform3D& transform) << 60 : fpShaftPolyhedron(nullptr) << 61 , fpHeadPolyhedron(nullptr) << 62 , fTransform(transform) << 63 { 52 { 64 fType = "G4ArrowModel"; 53 fType = "G4ArrowModel"; 65 fGlobalTag = fType; 54 fGlobalTag = fType; 66 fGlobalDescription = fType + ": " + descript 55 fGlobalDescription = fType + ": " + description; 67 fExtent = G4VisExtent 56 fExtent = G4VisExtent 68 (std::min(x1,x2), 57 (std::min(x1,x2), 69 std::max(x1,x2), 58 std::max(x1,x2), 70 std::min(y1,y2), 59 std::min(y1,y2), 71 std::max(y1,y2), 60 std::max(y1,y2), 72 std::min(z1,z2), 61 std::min(z1,z2), 73 std::max(z1,z2)); 62 std::max(z1,z2)); 74 63 75 // Force number of line segments per circle << 76 G4int tempN = G4Polyhedron::GetNumberOfRotat << 77 G4Polyhedron::SetNumberOfRotationSteps(lineS << 78 << 79 // Make a cylinder slightly shorter than the 64 // Make a cylinder slightly shorter than the arrow length so that it 80 // doesn't stick out of the head. 65 // doesn't stick out of the head. 81 const G4double tolerance = G4GeometryToleran << 66 const G4double shaftLength = std::sqrt 82 << 67 (std::pow(x2-x1,2)+std::pow(y2-y1,2)+std::pow(z2-z1,2)); 83 G4double totalLength = std::hypot(x2-x1, y2- << 68 G4double shaftRadius = width/2.; 84 if (totalLength < tolerance) << 69 // Limit the radius 85 {totalLength = tolerance;} << 70 if (shaftRadius > shaftLength/100.) shaftRadius = shaftLength/100.; 86 << 71 const G4double halfShaftLength = shaftLength/2.; 87 G4double shaftRadius = width/6.; << 72 const G4double halfReduction = 4.*shaftRadius; 88 if (shaftRadius < tolerance) << 73 const G4double halfLength = halfShaftLength-halfReduction; 89 {shaftRadius = tolerance;} << 74 G4Tubs shaft("shaft",0.,shaftRadius,halfLength,0.,twopi); 90 << 91 // case 1 - arrow length >> width -> arrow h << 92 // case 2 - arrow length < width -> arrow h << 93 G4double arrowLength = std::min(1.5*width, 0 << 94 << 95 G4double shaftLength = totalLength - arrowLe << 96 if (shaftLength < 2*tolerance) << 97 {shaftLength = 2*tolerance;} << 98 << 99 const G4Tubs shaft("shaft",0.,shaftRadius,0. << 100 fpShaftPolyhedron = shaft.CreatePolyhedron() 75 fpShaftPolyhedron = shaft.CreatePolyhedron(); 101 // translate the polyhedron down w.r.t. the << 76 // Move it a little so that the tail is at z = -halfShaftLength. 102 if (fpShaftPolyhedron) << 77 fpShaftPolyhedron->Transform(G4Translate3D(0,0,-halfReduction)); 103 {fpShaftPolyhedron->Transform(G4Translate3 << 104 78 105 // Locate the head at +halfShaftLength. 79 // Locate the head at +halfShaftLength. 106 const G4double zHi = 0.5*totalLength; << 80 const G4int numRZ = 3; 107 const G4double zLow = zHi - arrowLength; << 81 G4double r[] = {0,4,0}; 108 const G4double rExt = 0.5*width; << 82 G4double z[] = {0,-6,-4}; 109 const G4double xExt = std::sqrt(3.)*rExt/2.; << 83 for (G4int i = 0; i < numRZ; i++) { 110 const G4Tet head("head", << 84 r[i] *= 2.*shaftRadius; 111 G4ThreeVector(0.,0.,zHi), << 85 z[i] = halfShaftLength + z[i] * 2.*shaftRadius; 112 G4ThreeVector(0.,rExt,zLow) << 86 } 113 G4ThreeVector(xExt,-rExt/2. << 87 G4Polycone head("head",0,twopi,numRZ,r,z); 114 G4ThreeVector(-xExt,-rExt/2 << 115 fpHeadPolyhedron = head.CreatePolyhedron(); 88 fpHeadPolyhedron = head.CreatePolyhedron(); 116 89 117 // Transform to position 90 // Transform to position 118 const G4Vector3D arrowDirection = G4Vector3D 91 const G4Vector3D arrowDirection = G4Vector3D(x2-x1,y2-y1,z2-z1).unit(); 119 const G4double theta = arrowDirection.theta( 92 const G4double theta = arrowDirection.theta(); 120 const G4double phi = arrowDirection.phi(); 93 const G4double phi = arrowDirection.phi(); 121 const G4Point3D arrowCentre(0.5*(x1+x2),0.5* 94 const G4Point3D arrowCentre(0.5*(x1+x2),0.5*(y1+y2),0.5*(z1+z2)); 122 const G4Transform3D tr = 95 const G4Transform3D tr = 123 G4Translate3D(arrowCentre) * G4RotateZ3D(p 96 G4Translate3D(arrowCentre) * G4RotateZ3D(phi) * G4RotateY3D(theta); 124 if (fpShaftPolyhedron) fpShaftPolyhedron->Tr << 97 fpShaftPolyhedron->Transform(tr); 125 if (fpHeadPolyhedron) fpHeadPolyhedron->Tran << 98 fpHeadPolyhedron->Transform(tr); 126 99 127 G4VisAttributes va; 100 G4VisAttributes va; 128 va.SetColour(colour); 101 va.SetColour(colour); 129 va.SetForceSolid(true); 102 va.SetForceSolid(true); 130 if (fpShaftPolyhedron) fpShaftPolyhedron->Se << 103 fpShaftPolyhedron->SetVisAttributes(va); 131 if (fpHeadPolyhedron) fpHeadPolyhedron->SetV << 104 fpHeadPolyhedron->SetVisAttributes(va); 132 << 133 // Restore number of line segments per circl << 134 G4Polyhedron::SetNumberOfRotationSteps(tempN << 135 } 105 } 136 106 137 void G4ArrowModel::DescribeYourselfTo (G4VGrap 107 void G4ArrowModel::DescribeYourselfTo (G4VGraphicsScene& sceneHandler) 138 { 108 { 139 if (fpShaftPolyhedron && fpHeadPolyhedron) { << 109 sceneHandler.BeginPrimitives(); 140 sceneHandler.BeginPrimitives(fTransform); << 110 sceneHandler.AddPrimitive(*fpShaftPolyhedron); 141 sceneHandler.AddPrimitive(*fpShaftPolyhedr << 111 sceneHandler.AddPrimitive(*fpHeadPolyhedron); 142 sceneHandler.AddPrimitive(*fpHeadPolyhedro << 112 sceneHandler.EndPrimitives(); 143 sceneHandler.EndPrimitives(); << 144 } << 145 } 113 } 146 114