Geant4 Cross Reference

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Geant4/visualization/OpenGL/src/G4OpenGLStoredQtSceneHandler.cc

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  1 //
  2 // ********************************************************************
  3 // * License and Disclaimer                                           *
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 25 //
 26 //
 27 //
 28 // 
 29 // Laurent Garnier  27th October 2011
 30 
 31 #include "G4OpenGLStoredQtSceneHandler.hh"
 32 
 33 #include "G4PhysicalVolumeModel.hh"
 34 #include "G4LogicalVolumeModel.hh"
 35 #include "G4Text.hh"
 36 #include "G4VPhysicalVolume.hh"
 37 #include "G4OpenGLQtViewer.hh"
 38 #include <typeinfo>
 39 #include <sstream>
 40 
 41 G4OpenGLStoredQtSceneHandler::G4OpenGLStoredQtSceneHandler
 42 (G4VGraphicsSystem& system,
 43  const G4String& name):
 44 G4OpenGLStoredSceneHandler (system, name)
 45 {}
 46 
 47 G4OpenGLStoredQtSceneHandler::~G4OpenGLStoredQtSceneHandler ()
 48 {}
 49 
 50 G4bool G4OpenGLStoredQtSceneHandler::ExtraPOProcessing
 51 (const G4Visible& visible, size_t currentPOListIndex)
 52 {
 53   G4bool usesGLCommands = true;
 54 
 55   try {
 56     const G4Text& g4Text = dynamic_cast<const G4Text&>(visible);
 57     G4TextPlus* pG4TextPlus = new G4TextPlus(g4Text);
 58     pG4TextPlus->fProcessing2D = fProcessing2D;
 59     fPOList[currentPOListIndex].fpG4TextPlus = pG4TextPlus;
 60     usesGLCommands = false;
 61   }
 62   catch (const std::bad_cast&) {}  // No special action if not text.  Just carry on.
 63 
 64   G4PhysicalVolumeModel* pPVModel =
 65     dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
 66   G4LogicalVolumeModel* pLVModel =
 67     dynamic_cast<G4LogicalVolumeModel*>(pPVModel);
 68   if (pPVModel && !pLVModel) {
 69 
 70     // This call comes from a G4PhysicalVolumeModel.  drawnPVPath is
 71     // the path of the current drawn (non-culled) volume in terms of
 72     // drawn (non-culled) ancestors.  Each node is identified by a
 73     // PVNodeID object, which is a physical volume and copy number.  It
 74     // is a vector of PVNodeIDs corresponding to the geometry hierarchy
 75     // actually selected, i.e., not culled.
 76     //    typedef G4PhysicalVolumeModel::G4PhysicalVolumeNodeID PVNodeID;
 77     //    typedef std::vector<PVNodeID> PVPath;
 78 
 79     // The simplest algorithm, used by the Open Inventor Driver
 80     // developers, is to rely on the fact the G4PhysicalVolumeModel
 81     // traverses the geometry hierarchy in an orderly manner.  The last
 82     // mother, if any, will be the node to which the volume should be
 83     // added.  So it is enough to keep a map of scene graph nodes keyed
 84     // on the volume path ID.  Actually, it is enough to use the logical
 85     // volume as the key.  (An alternative would be to keep the PVNodeID
 86     // in the tree and match the PVPath from the root down.)
 87 
 88     // BUT IN OPENGL, IF THERE ARE TRANSPARENT OBJECTS, VOLUMES DO NOT
 89     // ARRIVE IN THE ABOVE ORDER.  (TRANSPARENT OBJECTS ARE DRWAN
 90     // LAST.)  SO WE MUST BE MORE SOPHISTICATED IN CONSTRUCTING A
 91     // TREE.
 92 
 93     // build a path for tree viewer
 94     G4OpenGLQtViewer* pGLViewer = dynamic_cast<G4OpenGLQtViewer*>(fpViewer);
 95     if ( pGLViewer ) {
 96       pGLViewer->addPVSceneTreeElement(fpModel->GetCurrentDescription(),pPVModel,(G4int)currentPOListIndex);
 97     }
 98 
 99   } else {  // Not from a G4PhysicalVolumeModel.
100 
101     if (fpModel) {
102 
103       
104       // build a path for tree viewer
105       G4OpenGLQtViewer* pGLViewer = dynamic_cast<G4OpenGLQtViewer*>(fpViewer);
106       if ( pGLViewer ) {
107         pGLViewer->addNonPVSceneTreeElement(fpModel->GetType(),(G4int)currentPOListIndex,fpModel->GetCurrentDescription().data(),visible);
108       }
109     }
110   }
111 
112   return usesGLCommands;
113 }
114 
115 G4bool G4OpenGLStoredQtSceneHandler::ExtraTOProcessing
116 (const G4Visible& visible, size_t currentTOListIndex)
117 {
118 
119   G4bool usesGLCommands = true;
120 
121   try {
122     const G4Text& g4Text = dynamic_cast<const G4Text&>(visible);
123     G4TextPlus* pG4TextPlus = new G4TextPlus(g4Text);
124     pG4TextPlus->fProcessing2D = fProcessing2D;
125     fTOList[currentTOListIndex].fpG4TextPlus = pG4TextPlus;
126     usesGLCommands = false;
127   }
128   catch (const std::bad_cast&) {}  // Do nothing if not text.
129 
130   return usesGLCommands;
131 }
132 
133 void G4OpenGLStoredQtSceneHandler::ClearStore () {
134 
135   //G4cout << "G4OpenGLStoredQtSceneHandler::ClearStore" << G4endl;
136 
137   G4OpenGLStoredSceneHandler::ClearStore ();
138 
139   // Not needed - the old scene tree is currently (partially) disabled - but
140   // this code somehow affects the view in rare cases, e.g., after twinkling
141   // the volume does not return to its original colour. So I have disabled
142   // this, pending a review of the old scene tree. JA 31/10/24
143 //  // Should recreate the tree
144 //  G4OpenGLQtViewer* pGLQtViewer = dynamic_cast<G4OpenGLQtViewer*>(fpViewer);
145 //  if ( pGLQtViewer ) {
146 //    pGLQtViewer->clearTreeWidget();
147 //  }
148 }
149 
150 void G4OpenGLStoredQtSceneHandler::ClearTransientStore () {
151 
152   //G4cout << "G4OpenGLStoredQtSceneHandler::ClearTransientStore" << G4endl;
153 
154   G4OpenGLStoredSceneHandler::ClearTransientStore ();
155 
156   // Should recreate the tree
157   // Make sure screen corresponds to graphical database...
158   // FIXME : L.Garnier April 2012 : Could cause a infinite loop ?
159   if (fpViewer) {
160     fpViewer -> SetView ();
161     fpViewer -> ClearView ();
162     fpViewer -> DrawView ();
163   }
164 }
165 
166 void G4OpenGLStoredQtSceneHandler::SetScene(G4Scene* pScene){
167 
168   if (pScene != fpScene) {
169     G4OpenGLQtViewer* pGLQtViewer = dynamic_cast<G4OpenGLQtViewer*>(fpViewer);
170     if ( pGLQtViewer ) {
171       pGLQtViewer->clearTreeWidget();
172     }
173   }
174   G4VSceneHandler::SetScene(pScene);
175 }
176