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Geant4/examples/extended/visualization/perspective/src/PerspectiveVisAction.cc

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 25 //
 26 /// \file visualization/perspective/src/PerspectiveVisAction.cc
 27 /// \brief Implementation of the PerspectiveVisAction class
 28 //
 29 //
 30 
 31 #include "PerspectiveVisAction.hh"
 32 
 33 #include "PerspectiveVisActionMessenger.hh"
 34 
 35 #include "G4Box.hh"
 36 #include "G4Point3D.hh"
 37 #include "G4Polyhedron.hh"
 38 #include "G4Polyline.hh"
 39 #include "G4SystemOfUnits.hh"
 40 #include "G4VVisManager.hh"
 41 #include "G4Vector3D.hh"
 42 #include "G4VisAttributes.hh"
 43 
 44 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
 45 
 46 PerspectiveVisAction::PerspectiveVisAction()
 47   : G4VUserVisAction(),
 48     fpVisManager(0),
 49     fOptionString("none"),
 50     fScene("room-and-chair"),
 51     fRoomX(2.5 * m),  // Half-lengths...
 52     fRoomY(2.5 * m),
 53     fRoomZ(1.3 * m),
 54     fWindowX(10 * cm),
 55     fWindowY(75 * cm),
 56     fWindowZ(50 * cm),
 57     fWindowSillHeight(80 * cm),
 58     fWindowOffset(-50 * cm),
 59     fDoorFrameX(10 * cm),
 60     fDoorFrameY(50 * cm),
 61     fDoorFrameZ(1 * m),
 62     fDoorFrameOffset(1.5 * m),
 63     fDoorX(2 * cm),
 64     fDoorY(50 * cm),
 65     fDoorZ(1 * m),
 66     fChairX(20 * cm),  // Half overall width.
 67     fChairY(20 * cm),  // Half overall depth.
 68     fChairZ(45 * cm),  // Half overall height.
 69     fChairSeat(20 * cm),  // Half height of top of seat.
 70     fChairThickness(3. * cm)  // Half thicknes of back, seat, legs.
 71 {
 72   new PerspectiveVisActionMessenger(this);
 73 }
 74 
 75 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
 76 
 77 void PerspectiveVisAction::Draw()
 78 {
 79   fpVisManager = G4VVisManager::GetConcreteInstance();
 80   if (fpVisManager) {
 81     // All scenes assume upvector z and origin on "floor"...
 82 
 83     if (fScene == "room-and-chair") {
 84       RoomAndChair();
 85     }
 86   }
 87 }
 88 
 89 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
 90 
 91 void PerspectiveVisAction::RoomAndChair()
 92 {
 93   // Simple box, size of a room, translated so origin is on xy "floor"...
 94   G4VisAttributes room_visAtts(G4Colour::Red());
 95   room_visAtts.SetForceWireframe(true);
 96   ExtendedDraw(G4Box("box", fRoomX, fRoomY, fRoomZ), room_visAtts, G4TranslateZ3D(fRoomZ));
 97 
 98   // Windows...
 99   G4Box("window", fWindowX, fWindowY, fWindowZ);
100   ExtendedDraw(G4Box("window-x", fWindowX, fWindowY, fWindowZ), room_visAtts,
101                G4Translate3D(-fRoomX - fWindowX, fWindowOffset, fWindowY + fWindowSillHeight));
102   ExtendedDraw(G4Box("window-y1", fWindowX, fWindowY, fWindowZ), room_visAtts,
103                G4Translate3D(0., -fRoomY - fWindowX, fWindowY + fWindowSillHeight)
104                  * G4RotateZ3D(90. * deg));
105   ExtendedDraw(G4Box("window-y2", fWindowX, fWindowY, fWindowZ), room_visAtts,
106                G4Translate3D(0., fRoomY + fWindowX, fWindowY + fWindowSillHeight)
107                  * G4RotateZ3D(-90. * deg));
108 
109   // Door...
110   ExtendedDraw(G4Box("door-frame", fDoorFrameX, fDoorFrameY, fDoorFrameZ), room_visAtts,
111                G4Translate3D(-fRoomX - fDoorFrameX, fDoorFrameOffset, fDoorFrameZ));
112   ExtendedDraw(G4Box("door", fDoorX, fDoorY, fDoorZ), room_visAtts,
113                G4Translate3D(-fRoomX - fDoorX, fDoorFrameOffset, fDoorZ) * G4TranslateY3D(fDoorY)
114                  * G4RotateZ3D(60. * deg)
115                  * G4TranslateY3D(-fDoorY));  // Last transform operates first.
116 
117   // Chair...
118   G4VisAttributes chair_visAtts(G4Colour::Cyan());
119   G4Transform3D A = G4RotateZ3D(90. * deg);  // Turn through 90 deg.
120   G4Transform3D B = G4RotateY3D(90. * deg);  // Lie down.
121   G4Transform3D C = G4RotateZ3D(-20. * deg);  // Rotate a little.
122   G4Transform3D D = G4TranslateZ3D(fChairY);  // Place on floor.
123   G4Transform3D E = G4TranslateY3D(-0.5 * fRoomY);  // Move over to the left...
124   G4Transform3D chair_transform = E * D * C * B * A;
125   Chair(chair_visAtts, chair_transform);
126 }
127 
128 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
129 
130 void PerspectiveVisAction::Chair(const G4VisAttributes& visAtts, const G4Transform3D& transform)
131 {
132   // Origin is on floor, z = 0, and in the xy centre...
133   ExtendedDraw(G4Box("chair-back", fChairX, fChairThickness, fChairZ - fChairSeat), visAtts,
134                transform * G4Translate3D(0., -fChairY + fChairThickness, fChairZ + fChairSeat));
135   ExtendedDraw(G4Box("chair-seat", fChairX, fChairY, fChairThickness), visAtts,
136                transform * G4TranslateZ3D(-fChairThickness + 2. * fChairSeat));
137   for (int i = -1; i < 2; i += 2) {
138     for (int j = -1; j < 2; j += 2) {
139       ExtendedDraw(
140         G4Box("chair-leg", fChairThickness, fChairThickness, fChairSeat - fChairThickness), visAtts,
141         transform
142           * G4Translate3D(i * (fChairX - fChairThickness), j * (fChairY - fChairThickness),
143                           fChairSeat - fChairThickness));
144     }
145   }
146 }
147 
148 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
149 
150 void PerspectiveVisAction::ExtendedDraw(const G4VSolid& solid, const G4VisAttributes& visAtts,
151                                         const G4Transform3D& transform)
152 {
153   static const G4double extender = 100. * m;
154   static const G4Vector3D x(1, 0, 0);
155   static const G4Vector3D y(0, 1, 0);
156   static const G4Vector3D z(0, 0, 1);
157 
158   // Draw extended edges as requested...
159   G4bool any = false, A = false, X = false, Y = false, Z = false;
160   if (G4StrUtil::contains(fOptionString, "a")) {
161     A = true;
162     any = true;
163   }
164   if (G4StrUtil::contains(fOptionString, "x")) {
165     X = true;
166     any = true;
167   }
168   if (G4StrUtil::contains(fOptionString, "y")) {
169     Y = true;
170     any = true;
171   }
172   if (G4StrUtil::contains(fOptionString, "z")) {
173     Z = true;
174     any = true;
175   }
176   if (any) {
177     G4Polyhedron* polyhedron = solid.GetPolyhedron();
178     G4bool isAuxEdgeVisible = false;  // How do I pick this up???   Can't.
179     G4bool notLastFace;
180     do {
181       G4int n;
182       G4Point3D nodes[4];
183       notLastFace = polyhedron->GetNextFacet(n, nodes);
184       G4bool notLastEdge;
185       do {
186         G4Point3D v1, v2;
187         G4int edgeFlag;
188         notLastEdge = polyhedron->GetNextEdge(v1, v2, edgeFlag);
189         if (isAuxEdgeVisible || edgeFlag > 0) {
190           G4Vector3D v21 = v2 - v1;
191           // Check for components of actual edge...
192           G4Vector3D v21a = v21;
193           v21a.transform(transform);
194           // G4cout << "v21a: " << v21a << G4endl;
195           using namespace std;
196           if (A || (Z && abs(v21a.z()) > sqrt(v21a.x() * v21a.x() + v21a.y() * v21a.y()))
197               || (X && abs(v21a.x()) > sqrt(v21a.y() * v21a.y() + v21a.z() * v21a.z()))
198               || (Y && abs(v21a.y()) > sqrt(v21a.x() * v21a.x() + v21a.x() * v21a.z())))
199           {
200             G4Polyline edge;
201             edge.SetVisAttributes(G4Colour(.2, .2, .2));
202             edge.push_back(v1 - extender * v21.unit());
203             edge.push_back(v2 + extender * v21.unit());
204             fpVisManager->Draw(edge, transform);
205           }
206         }
207       } while (notLastEdge);
208     } while (notLastFace);
209   }
210 
211   // Draw actual object...
212   fpVisManager->Draw(solid, visAtts, transform);
213 }
214 
215 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo......
216