Geant4 Cross Reference

Cross-Referencing   Geant4
Geant4/visualization/management/include/G4VSceneHandler.hh

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  1 //
  2 // ********************************************************************
  3 // * License and Disclaimer                                           *
  4 // *                                                                  *
  5 // * The  Geant4 software  is  copyright of the Copyright Holders  of *
  6 // * the Geant4 Collaboration.  It is provided  under  the terms  and *
  7 // * conditions of the Geant4 Software License,  included in the file *
  8 // * LICENSE and available at  http://cern.ch/geant4/license .  These *
  9 // * include a list of copyright holders.                             *
 10 // *                                                                  *
 11 // * Neither the authors of this software system, nor their employing *
 12 // * institutes,nor the agencies providing financial support for this *
 13 // * work  make  any representation or  warranty, express or implied, *
 14 // * regarding  this  software system or assume any liability for its *
 15 // * use.  Please see the license in the file  LICENSE  and URL above *
 16 // * for the full disclaimer and the limitation of liability.         *
 17 // *                                                                  *
 18 // * This  code  implementation is the result of  the  scientific and *
 19 // * technical work of the GEANT4 collaboration.                      *
 20 // * By using,  copying,  modifying or  distributing the software (or *
 21 // * any work based  on the software)  you  agree  to acknowledge its *
 22 // * use  in  resulting  scientific  publications,  and indicate your *
 23 // * acceptance of all terms of the Geant4 Software license.          *
 24 // ********************************************************************
 25 //
 26 //
 27 //
 28 //
 29 // John Allison  19th July 1996.
 30 //
 31 // Class description
 32 //
 33 // Abstract interface class for graphics scene handlers.
 34 // Inherits from G4VGraphicsScene, in the intercoms category, which is
 35 // a minimal abstract interface for the GEANT4 kernel.
 36 
 37 #ifndef G4VSCENEHANDLER_HH
 38 #define G4VSCENEHANDLER_HH
 39 
 40 #include "globals.hh"
 41 
 42 #include "G4VGraphicsScene.hh"
 43 #include "G4ViewerList.hh"
 44 #include "G4ViewParameters.hh"
 45 #include "G4THitsMap.hh"
 46 #include "G4PseudoScene.hh"
 47 
 48 #include <map>
 49 
 50 class G4Scene;
 51 class G4VGraphicsSystem;
 52 class G4AttHolder;
 53 
 54 class G4VSceneHandler: public G4VGraphicsScene {
 55 
 56   friend class G4VViewer;
 57   friend std::ostream& operator << (std::ostream& os, const G4VSceneHandler& s);
 58 
 59 public: // With description
 60 
 61   enum MarkerSizeType {world, screen};
 62 
 63   G4VSceneHandler (G4VGraphicsSystem& system,
 64        G4int id,
 65        const G4String& name = "");
 66 
 67   virtual ~G4VSceneHandler ();
 68 
 69   ///////////////////////////////////////////////////////////////////
 70   // Methods for adding raw GEANT4 objects to the scene handler.  They
 71   // must always be called in the triplet PreAddSolid, AddSolid and
 72   // PostAddSolid.  The transformation and visualization attributes
 73   // must be set by the call to PreAddSolid.  If your graphics system
 74   // is sophisticated enough to handle a particular solid shape as a
 75   // primitive, in your derived class write a function to override one
 76   // or more of the following.  See the implementation of
 77   // G4VSceneHandler::AddSolid (const G4Box& box) for more
 78   // suggestions.  If not, please implement the base class invocation.
 79 
 80   virtual void PreAddSolid (const G4Transform3D& objectTransformation,
 81           const G4VisAttributes&);
 82   // objectTransformation is the transformation in the world
 83   // coordinate system of the object about to be added, and visAttribs
 84   // is its visualization attributes.
 85   // IMPORTANT: invoke this from your polymorphic versions, e.g.:
 86   // void MyXXXSceneHandler::PreAddSolid
 87   //  (const G4Transform3D& objectTransformation,
 88   //   const G4VisAttributes& visAttribs) {
 89   //   G4VSceneHandler::PreAddSolid (objectTransformation, visAttribs);
 90   //   ...
 91   // }
 92 
 93   virtual void PostAddSolid ();
 94   // IMPORTANT: invoke this from your polymorphic versions, e.g.:
 95   // void MyXXXSceneHandler::PostAddSolid () {
 96   //   ...
 97   //   G4VSceneHandler::PostAddSolid ();
 98   // }
 99 
100   // From geometry/solids/CSG
101   virtual void AddSolid (const G4Box&);
102   virtual void AddSolid (const G4Cons&);
103   virtual void AddSolid (const G4Orb&);
104   virtual void AddSolid (const G4Para&);
105   virtual void AddSolid (const G4Sphere&);
106   virtual void AddSolid (const G4Torus&);
107   virtual void AddSolid (const G4Trap&);
108   virtual void AddSolid (const G4Trd&);
109   virtual void AddSolid (const G4Tubs&);
110 
111   // From geometry/solids/specific
112   virtual void AddSolid (const G4Ellipsoid&);
113   virtual void AddSolid (const G4Polycone&);
114   virtual void AddSolid (const G4Polyhedra&);
115   virtual void AddSolid (const G4TessellatedSolid&);
116 
117   // For solids not above.
118   virtual void AddSolid (const G4VSolid&);
119 
120   ///////////////////////////////////////////////////////////////////
121   // Methods for adding "compound" GEANT4 objects to the scene
122   // handler.  These methods may either (a) invoke "user code" that
123   // uses the "user interface", G4VVisManager (see, for example,
124   // G4VSceneHandler, which for trajectories uses
125   // G4VTrajectory::DrawTrajectory, via G4TrajectoriesModel in the
126   // Modeling Category) or (b) invoke AddPrimitives below (between
127   // calls to Begin/EndPrimitives) or (c) use graphics-system-specific
128   // code or (d) any combination of the above.
129 
130   virtual void AddCompound (const G4VTrajectory&);
131   virtual void AddCompound (const G4VHit&);
132   virtual void AddCompound (const G4VDigi&);
133   virtual void AddCompound (const G4THitsMap<G4double>&);
134   virtual void AddCompound (const G4THitsMap<G4StatDouble>&);
135   virtual void AddCompound (const G4Mesh&);
136 
137   //////////////////////////////////////////////////////////////
138   // Functions for adding primitives.
139 
140   virtual void BeginModeling ();
141   // IMPORTANT: invoke this from your polymorphic versions, e.g.:
142   // void MyXXXSceneHandler::BeginModeling () {
143   //   G4VSceneHandler::BeginModeling ();
144   //   ...
145   // }
146 
147   virtual void EndModeling ();
148   // IMPORTANT: invoke this from your polymorphic versions, e.g.:
149   // void MyXXXSceneHandler::EndModeling () {
150   //   ...
151   //   G4VSceneHandler::EndModeling ();
152   // }
153 
154   virtual void BeginPrimitives
155   (const G4Transform3D& objectTransformation = G4Transform3D());
156   // IMPORTANT: invoke this from your polymorphic versions, e.g.:
157   // void MyXXXSceneHandler::BeginPrimitives
158   // (const G4Transform3D& objectTransformation) {
159   //   G4VSceneHandler::BeginPrimitives (objectTransformation);
160   //   ...
161   // }
162 
163   virtual void EndPrimitives ();
164   // IMPORTANT: invoke this from your polymorphic versions, e.g.:
165   // void MyXXXSceneHandler::EndPrimitives () {
166   //   ...
167   //   G4VSceneHandler::EndPrimitives ();
168   // }
169 
170   virtual void BeginPrimitives2D
171   (const G4Transform3D& objectTransformation = G4Transform3D());
172   // The x,y coordinates of the primitives passed to AddPrimitive are
173   // intrepreted as screen coordinates, -1 < x,y < 1.  The
174   // z-coordinate is ignored.
175   // IMPORTANT: invoke this from your polymorphic versions, e.g.:
176   // void MyXXXSceneHandler::BeginPrimitives2D
177   // (const G4Transform3D& objectTransformation) {
178   //   G4VSceneHandler::BeginPrimitives2D (objectTransformation);
179   //   ...
180   // }
181 
182   virtual void EndPrimitives2D ();
183   // IMPORTANT: invoke this from your polymorphic versions, e.g.:
184   // void MyXXXSceneHandler::EndPrimitives2D () {
185   //   ...
186   //   G4VSceneHandler::EndPrimitives2D ();
187   // }
188 
189   virtual void AddPrimitive (const G4Polyline&)   = 0;
190   virtual void AddPrimitive (const G4Text&)       = 0;
191   virtual void AddPrimitive (const G4Circle&)     = 0;      
192   virtual void AddPrimitive (const G4Square&)     = 0;      
193   virtual void AddPrimitive (const G4Polymarker&);
194   virtual void AddPrimitive (const G4Polyhedron&) = 0;
195   virtual void AddPrimitive (const G4Plotter&);
196   
197   // Other virtual functions
198   virtual const G4VisExtent& GetExtent() const;
199 
200   //////////////////////////////////////////////////////////////
201   // Access functions.
202   const G4String&     GetName           () const;
203   G4int               GetSceneHandlerId () const;
204   G4int               GetViewCount      () const;
205   G4VGraphicsSystem*  GetGraphicsSystem () const;
206   G4Scene*            GetScene          () const;
207   const G4ViewerList& GetViewerList     () const;
208   G4VModel*           GetModel          () const;
209   G4VViewer*          GetCurrentViewer  () const;
210   G4bool              GetMarkForClearingTransientStore () const;
211   G4bool              IsReadyForTransients () const;
212   G4bool              GetTransientsDrawnThisEvent () const;
213   G4bool              GetTransientsDrawnThisRun   () const;
214   const G4Transform3D& GetObjectTransformation    () const;
215   void                SetName          (const G4String&);
216   void          SetCurrentViewer (G4VViewer*);
217   virtual void        SetScene         (G4Scene*);
218   G4ViewerList& SetViewerList    ();  // Non-const so you can change.
219   void          SetModel         (G4VModel*);
220   void          SetMarkForClearingTransientStore (G4bool);
221   // Sets flag which will cause transient store to be cleared at the
222   // next call to BeginPrimitives().  Maintained by vis manager.
223   void          SetTransientsDrawnThisEvent      (G4bool);
224   void          SetTransientsDrawnThisRun        (G4bool);
225   void          SetObjectTransformation          (const G4Transform3D&);
226   // Maintained by vis manager.
227 
228   //////////////////////////////////////////////////////////////
229   // Public utility functions.
230 
231   const G4Colour& GetColour ();  // To be deprecated?
232   const G4Colour& GetColor  ();
233   // Returns colour - checks fpVisAttribs and gets applicable colour.
234   // Assumes fpVisAttribs point to the G4VisAttributes of the current object.
235   // If the pointer is null, the colour is obtained from the default view
236   // parameters of the current viewer.
237 
238   const G4Colour& GetColour (const G4Visible&);
239   const G4Colour& GetColor  (const G4Visible&);
240   // Returns colour, or viewer default colour.
241   // Makes no assumptions about the validity of data member fpVisAttribs.
242   // If the G4Visible has no vis attributes, i.e., the pointer is null,
243   // the colour is obtained from the default view parameters of the
244   // current viewer.
245 
246   const G4Colour& GetTextColour (const G4Text&);
247   const G4Colour& GetTextColor  (const G4Text&);
248   // Returns colour of G4Text object, or default text colour.
249 
250   G4double GetLineWidth(const G4VisAttributes*);
251   // Returns line width of G4VisAttributes multiplied by GlobalLineWidthScale.
252 
253   G4ViewParameters::DrawingStyle GetDrawingStyle (const G4VisAttributes*);
254   // Returns drawing style from current view parameters, unless the user
255   // has forced through the vis attributes, thereby over-riding the
256   // current view parameter.
257 
258   G4int GetNumberOfCloudPoints (const G4VisAttributes*) const;
259   // Returns no of cloud points from current view parameters, unless the user
260   // has forced through the vis attributes, thereby over-riding the
261   // current view parameter.
262 
263   G4bool GetAuxEdgeVisible (const G4VisAttributes*);
264   // Returns auxiliary edge visibility from current view parameters,
265   // unless the user has forced through the vis attributes, thereby
266   // over-riding the current view parameter.
267 
268   G4int GetNoOfSides(const G4VisAttributes*);
269   // Returns no. of sides (lines segments per circle) from current
270   // view parameters, unless the user has forced through the vis
271   // attributes, thereby over-riding the current view parameter.
272 
273   G4double GetMarkerSize (const G4VMarker&, MarkerSizeType&);
274   // Returns applicable marker size (diameter) and type (in second
275   // argument).  Uses global default marker if marker sizes are not
276   // set.  Multiplies by GlobalMarkerScale.
277 
278   G4double GetMarkerDiameter (const G4VMarker&, MarkerSizeType&);
279   // Alias for GetMarkerSize.
280 
281   G4double GetMarkerRadius (const G4VMarker&, MarkerSizeType&);
282   // GetMarkerSize / 2.
283 
284   G4ModelingParameters* CreateModelingParameters ();
285   // Only the scene handler and view know what the Modeling Parameters should
286   // be.  For historical reasons, the GEANT4 Visualization Environment
287   // maintains its own Scene Data and View Parameters, which must be
288   // converted, when needed, to Modeling Parameters.
289 
290   void DrawEvent(const G4Event*);
291   // Checks scene's end-of-event model list and draws trajectories,
292   // hits, etc.
293 
294   void DrawEndOfRunModels();
295   // Draws end-of-run models.
296 
297   //////////////////////////////////////////////////////////////
298   // Administration functions.
299 
300   template <class T> void AddSolidT (const T& solid);
301   template <class T> void AddSolidWithAuxiliaryEdges (const T& solid);
302 
303   G4int IncrementViewCount ();
304 
305   virtual void ClearStore ();
306   // Clears graphics database (display lists) if any.
307 
308   virtual void ClearTransientStore ();
309   // Clears transient part of graphics database (display lists) if any.
310 
311   void AddViewerToList      (G4VViewer* pView);  // Add view to view List.
312   void RemoveViewerFromList (G4VViewer* pView);  // Remove view from view List.
313 
314 protected:
315 
316   //////////////////////////////////////////////////////////////
317   // Core routine for looping over models, redrawing stored events, etc.
318   // Overload with care (see, for example,
319   // G4OpenGLScenehandler::ProcessScene).
320   virtual void ProcessScene ();
321 
322   //////////////////////////////////////////////////////////////
323   // Default routine used by default AddSolid ().
324   virtual void RequestPrimitives (const G4VSolid& solid);
325 
326   //////////////////////////////////////////////////////////////
327   // Other internal routines...
328 
329   virtual G4DisplacedSolid* CreateSectionSolid ();
330   virtual G4DisplacedSolid* CreateCutawaySolid ();
331   // Generic clipping using the BooleanProcessor in graphics_reps is
332   // implemented in this class.  Subclasses that implement their own
333   // clipping should provide an override that returns zero.
334 
335   void LoadAtts(const G4Visible&, G4AttHolder*);
336   // Load G4AttValues and G4AttDefs associated with the G4Visible
337   // object onto the G4AttHolder object.  It checks fpModel, and also
338   // loads the G4AttValues and G4AttDefs from G4PhysicalVolumeModel,
339   // G4VTrajectory, G4VTrajectoryPoint, G4VHit or G4VDigi, as
340   // appropriate.  The G4AttHolder object is an object of a class that
341   // publicly inherits G4AttHolder - see, e.g., SoG4Polyhedron in the
342   // Open Inventor driver.  G4AttHolder deletes G4AttValues in its
343   // destructor to ensure proper clean-up of G4AttValues.
344 
345   //////////////////////////////////////////////////////////////
346   // Special mesh rendering utilities...
347 
348   struct NameAndVisAtts {
349     NameAndVisAtts(const G4String& name = "",const G4VisAttributes& visAtts = G4VisAttributes())
350     : fName(name),fVisAtts(visAtts) {}
351     G4String fName;
352     G4VisAttributes fVisAtts;
353   };
354 
355   class PseudoSceneFor3DRectMeshPositions: public G4PseudoScene {
356   public:
357     PseudoSceneFor3DRectMeshPositions
358     (G4PhysicalVolumeModel* pvModel  // input
359      , const G4Mesh* pMesh  // input...the following are outputs by reference
360      , std::multimap<const G4Material*,const G4ThreeVector>& positionByMaterial
361      , std::map<const G4Material*,NameAndVisAtts>& nameAndVisAttsByMaterial)
362     : fpPVModel(pvModel)
363     , fpMesh(pMesh)
364     , fPositionByMaterial(positionByMaterial)
365     , fNameAndVisAttsByMaterial(nameAndVisAttsByMaterial)
366     {}
367   private:
368     using G4PseudoScene::AddSolid;  // except for...
369     void AddSolid(const G4Box&) override;
370     void ProcessVolume(const G4VSolid&) override {
371       // Do nothing if uninteresting solids found, e.g., the container if not marked invisible.
372     }
373     G4PhysicalVolumeModel* fpPVModel;
374     const G4Mesh* fpMesh;
375     std::multimap<const G4Material*,const G4ThreeVector>& fPositionByMaterial;
376     std::map<const G4Material*,NameAndVisAtts>& fNameAndVisAttsByMaterial;
377   };
378 
379   class PseudoSceneForTetVertices: public G4PseudoScene {
380   public:
381     PseudoSceneForTetVertices
382     (G4PhysicalVolumeModel* pvModel  // input
383      , const G4Mesh* pMesh  // input...the following are outputs by reference
384      , std::multimap<const G4Material*,std::vector<G4ThreeVector>>& verticesByMaterial
385      , std::map<const G4Material*,NameAndVisAtts>& nameAndVisAttsByMaterial)
386     : fpPVModel(pvModel)
387     , fpMesh(pMesh)
388     , fVerticesByMaterial(verticesByMaterial)
389     , fNameAndVisAttsByMaterial(nameAndVisAttsByMaterial)
390     {}
391   private:
392     using G4PseudoScene::AddSolid;  // except for...
393     void AddSolid(const G4VSolid& solid) override;
394     void ProcessVolume(const G4VSolid&) override {
395       // Do nothing if uninteresting solids found, e.g., the container if not marked invisible.
396     }
397     G4PhysicalVolumeModel* fpPVModel;
398     const G4Mesh* fpMesh;
399     std::multimap<const G4Material*,std::vector<G4ThreeVector>>& fVerticesByMaterial;
400     std::map<const G4Material*,NameAndVisAtts>& fNameAndVisAttsByMaterial;
401   };
402 
403   void StandardSpecialMeshRendering(const G4Mesh&);
404   // Standard way of special mesh rendering.
405   // MySceneHandler::AddCompound(const G4Mesh& mesh) may use this if
406   // appropriate or implement its own special mesh rendereing.
407 
408   void Draw3DRectMeshAsDots(const G4Mesh&);
409   // For a rectangular 3-D mesh, draw as coloured dots by colour and material,
410   // one dot randomly placed in each visible mesh cell.
411 
412   void Draw3DRectMeshAsSurfaces(const G4Mesh&);
413   // For a rectangular 3-D mesh, draw as surfaces by colour and material
414   // with inner shared faces removed.
415 
416   void DrawTetMeshAsDots(const G4Mesh&);
417   // For a tetrahedron mesh, draw as coloured dots by colour and material,
418   // one dot randomly placed in each visible mesh cell.
419 
420   void DrawTetMeshAsSurfaces(const G4Mesh&);
421   // For a tetrahedron mesh, draw as surfaces by colour and material
422   // with inner shared faces removed.
423 
424   G4ThreeVector GetPointInBox(const G4ThreeVector& pos,
425                               G4double halfX,
426                               G4double halfY,
427                               G4double halfZ) const;
428   // Sample a random point inside the box
429 
430   G4ThreeVector GetPointInTet(const std::vector<G4ThreeVector>& vertices) const;
431   // Sample a random point inside the tetrahedron
432 
433   //////////////////////////////////////////////////////////////
434   // Data members
435 
436   G4VGraphicsSystem& fSystem;          // Graphics system.
437   const G4int        fSceneHandlerId;  // Id of this instance.
438   G4String           fName;
439   G4int              fViewCount;       // To determine view ids.
440   G4ViewerList       fViewerList;      // Viewers.
441   G4VViewer*         fpViewer;         // Current viewer.
442   G4Scene*           fpScene;          // Scene for this scene handler.
443   G4bool             fMarkForClearingTransientStore;
444   G4bool             fReadyForTransients;  // I.e., not processing the
445                          // run-duration part of scene.
446   G4bool             fTransientsDrawnThisEvent;  // Maintained by vis
447   G4bool             fTransientsDrawnThisRun;    // manager.
448   G4bool             fProcessingSolid; // True if within Pre/PostAddSolid.
449   G4bool             fProcessing2D;    // True for 2D.
450   G4VModel*          fpModel;          // Current model.
451   G4Transform3D fObjectTransformation; // Current accumulated
452                // object transformation.
453   G4int              fNestingDepth;    // For Begin/EndPrimitives.
454   const G4VisAttributes* fpVisAttribs; // Working vis attributes.
455   const G4Transform3D fIdentityTransformation;
456   std::map<G4VPhysicalVolume*,G4String> fProblematicVolumes;
457 
458 private:
459 
460   G4VSceneHandler (const G4VSceneHandler&);
461   G4VSceneHandler& operator = (const G4VSceneHandler&);
462 };
463 
464 #include "G4VSceneHandler.icc"
465 
466 #endif
467