Geant4 10.7.0
Toolkit for the simulation of the passage of particles through matter
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G4VViewer.cc
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25//
26//
27//
28//
29// John Allison 27th March 1996
30// Abstract interface class for graphics views.
31
32#include "G4VViewer.hh"
33
34#include "G4ios.hh"
35#include <sstream>
36
37#include "G4VisManager.hh"
38#include "G4VGraphicsSystem.hh"
39#include "G4VSceneHandler.hh"
40#include "G4Scene.hh"
41#include "G4VPhysicalVolume.hh"
42#include "G4Transform3D.hh"
43#include "G4UImanager.hh"
44
46 G4int id, const G4String& name):
47fSceneHandler (sceneHandler),
48fViewId (id),
49//fModified (true),
50fNeedKernelVisit (true)
51{
52 if (name == "") {
53 std::ostringstream ost;
54 ost << fSceneHandler.GetName () << '-' << fViewId;
55 fName = ost.str();
56 }
57 else {
58 fName = name;
59 }
60 fShortName = fName (0, fName.find (' '));
62
65}
66
69}
70
71void G4VViewer::SetName (const G4String& name) {
72 fName = name;
73 fShortName = fName (0, fName.find (' '));
75}
76
78
79 fNeedKernelVisit = true;
80
81 // At one time I thought we'd better notify all viewers. But I guess
82 // each viewer can take care of itself, so the following code is
83 // redundant (but keep it commented out for now). (John Allison)
84 // Notify all viewers that a kernel visit is required.
85 // const G4ViewerList& viewerList = fSceneHandler.GetViewerList ();
86 // G4ViewerListConstIterator i;
87 // for (i = viewerList.begin(); i != viewerList.end(); i++) {
88 // (*i) -> SetNeedKernelVisit ();
89 // }
90 // ??...but, there's a problem in OpenGL Stored which seems to
91 // require *all* viewers to revisit the kernel, so...
92 // const G4ViewerList& viewerList = fSceneHandler.GetViewerList ();
93 // G4ViewerListConstIterator i;
94 // for (i = viewerList.begin(); i != viewerList.end(); i++) {
95 // (*i) -> SetNeedKernelVisit (true);
96 // }
97 // Feb 2005 - commented out. Let's fix OpenGL if necessary.
98}
99
101
103
105{
106 // If the scene has changed, or if the concrete viewer has decided
107 // that it necessary to visit the kernel, perhaps because the view
108 // parameters have changed significantly (this should be done in the
109 // concrete viewer's DrawView)...
110 if (fNeedKernelVisit) {
111 // Reset flag. This must be done before ProcessScene to prevent
112 // recursive calls when recomputing transients...
113 fNeedKernelVisit = false;
116 }
117}
118
120 fVP = vp;
121}
122
124(const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath)
125{
126 // Set the touchable for /vis/touchable/set/... commands.
127 std::ostringstream oss;
128 for (const auto& pvNodeId: fullPath) {
129 oss
130 << ' ' << pvNodeId.GetPhysicalVolume()->GetName()
131 << ' ' << pvNodeId.GetCopyNo();
132 }
133 G4UImanager::GetUIpointer()->ApplyCommand("/vis/set/touchable" + oss.str());
134}
135
137(const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath,
138 G4bool visibiity)
139{
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";
145
146 // The following is equivalent to
147 // G4UImanager::GetUIpointer()->ApplyCommand(oss.str());
148 // (assuming the touchable has already been set), but avoids view rebuild.
149
150 // Instantiate a working copy of a G4VisAttributes object...
151 G4VisAttributes workingVisAtts;
152 // and set the visibility.
153 workingVisAtts.SetVisibility(visibiity);
154
157 (workingVisAtts,
160 // G4ModelingParameters::VASVisibility (VAS = Vis Attribute Signifier)
161 // signifies that it is the visibility that should be picked out
162 // and merged with the touchable's normal vis attributes.
163
164 // Record on G4cout (with #) for information.
165 if (G4UImanager::GetUIpointer()->GetVerboseLevel() >= 2) {
166 G4cout << "# " << oss.str() << G4endl;
167 }
168}
169
171(const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath,
172 const G4Colour& colour)
173{
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();
180
181 // The following is equivalent to
182 // G4UImanager::GetUIpointer()->ApplyCommand(oss.str());
183 // (assuming the touchable has already been set), but avoids view rebuild.
184
185 // Instantiate a working copy of a G4VisAttributes object...
186 G4VisAttributes workingVisAtts;
187 // and set the colour.
188 workingVisAtts.SetColour(colour);
189
192 (workingVisAtts,
195 // G4ModelingParameters::VASColour (VAS = Vis Attribute Signifier)
196 // signifies that it is the colour that should be picked out
197 // and merged with the touchable's normal vis attributes.
198
199 // Record on G4cout (with #) for information.
200 if (G4UImanager::GetUIpointer()->GetVerboseLevel() >= 2) {
201 G4cout << "# " << oss.str() << G4endl;
202 }
203}
204
205std::vector <G4ThreeVector> G4VViewer::ComputeFlyThrough(G4Vector3D* /*aVect*/)
206{
207 enum CurveType {
208 Bezier,
209 G4SplineTest};
210
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
357void G4VViewer::DoneWithMasterThread () {
358 // G4cout << "G4VViewer::DoneWithMasterThread" << G4endl;
359}
360
361void G4VViewer::MovingToMasterThread () {
362 // G4cout << "G4VViewer::MovingToMasterThread" << G4endl;
363}
364
365void G4VViewer::SwitchToVisSubThread () {
366 // G4cout << "G4VViewer::SwitchToVisSubThread" << G4endl;
367}
368
369void G4VViewer::DoneWithVisSubThread () {
370 // G4cout << "G4VViewer::DoneWithVisSubThread" << G4endl;
371}
372
373void G4VViewer::MovingToVisSubThread () {
374 // G4cout << "G4VViewer::MovingToVisSubThread" << G4endl;
375}
376
377void G4VViewer::SwitchToMasterThread () {
378 // G4cout << "G4VViewer::SwitchToMasterThread" << G4endl;
379}
380
381#endif
382
383std::ostream& operator << (std::ostream& os, const G4VViewer& v) {
384 os << "View " << v.fName << ":\n";
385 os << v.fVP;
386 return os;
387}
388
389
390// ===== G4Spline class =====
391
393: vp(), delta_t(0)
394{
395}
396
397
399{}
400
401// Solve the Catmull-Rom parametric equation for a given time(t) and vector quadruple (p1,p2,p3,p4)
403{
404 float t2 = t * t;
405 float t3 = t2 * t;
406
407 float b1 = .5 * ( -t3 + 2*t2 - t);
408 float b2 = .5 * ( 3*t3 - 5*t2 + 2);
409 float b3 = .5 * (-3*t3 + 4*t2 + t);
410 float b4 = .5 * ( t3 - t2 );
411
412 return (p1*b1 + p2*b2 + p3*b3 + p4*b4);
413}
414
416{
417 vp.push_back(v);
418 delta_t = (float)1 / (float)vp.size();
419}
420
421
423{
424 return vp[a];
425}
426
428{
429 return vp.size();
430}
431
433{
434 // Find out in which interval we are on the spline
435 int p = (int)(t / delta_t);
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]);
446}
bool G4bool
Definition: G4Types.hh:86
int G4int
Definition: G4Types.hh:85
std::ostream & operator<<(std::ostream &os, const G4VViewer &v)
Definition: G4VViewer.cc:383
#define BOUNDS(pp)
HepGeom::Vector3D< G4double > G4Vector3D
Definition: G4Vector3D.hh:34
#define G4endl
Definition: G4ios.hh:57
G4GLOB_DLL std::ostream G4cout
G4double GetBlue() const
Definition: G4Colour.hh:152
G4double GetAlpha() const
Definition: G4Colour.hh:153
G4double GetRed() const
Definition: G4Colour.hh:150
G4double GetGreen() const
Definition: G4Colour.hh:151
static G4ModelingParameters::PVNameCopyNoPath GetPVNameCopyNoPath(const std::vector< G4PhysicalVolumeNodeID > &)
G4String strip(G4int strip_Type=trailing, char c=' ')
G4int ApplyCommand(const char *aCommand)
Definition: G4UImanager.cc:485
static G4UImanager * GetUIpointer()
Definition: G4UImanager.cc:77
virtual void ProcessScene()
const G4String & GetName() const
void RemoveViewerFromList(G4VViewer *pView)
virtual void ClearStore()
G4Vector3D GetInterpolatedSplinePoint(float t)
Definition: G4VViewer.cc:432
G4Vector3D CatmullRom_Eq(float t, const G4Vector3D &p1, const G4Vector3D &p2, const G4Vector3D &p3, const G4Vector3D &p4)
Definition: G4VViewer.cc:402
G4Vector3D GetPoint(int)
Definition: G4VViewer.cc:422
void AddSplinePoint(const G4Vector3D &v)
Definition: G4VViewer.cc:415
void SetTouchable(const std::vector< G4PhysicalVolumeModel::G4PhysicalVolumeNodeID > &fullPath)
Definition: G4VViewer.cc:124
G4bool fNeedKernelVisit
Definition: G4VViewer.hh:224
void SetName(const G4String &)
Definition: G4VViewer.cc:71
void ProcessView()
Definition: G4VViewer.cc:104
G4VSceneHandler & fSceneHandler
Definition: G4VViewer.hh:215
G4String fShortName
Definition: G4VViewer.hh:218
virtual ~G4VViewer()
Definition: G4VViewer.cc:67
G4String fName
Definition: G4VViewer.hh:217
void NeedKernelVisit()
Definition: G4VViewer.cc:77
std::vector< G4ThreeVector > ComputeFlyThrough(G4Vector3D *)
Definition: G4VViewer.cc:205
G4ViewParameters fDefaultVP
Definition: G4VViewer.hh:220
G4int fViewId
Definition: G4VViewer.hh:216
void TouchableSetVisibility(const std::vector< G4PhysicalVolumeModel::G4PhysicalVolumeNodeID > &fullPath, G4bool visibility)
Definition: G4VViewer.cc:137
G4ViewParameters fVP
Definition: G4VViewer.hh:219
virtual void FinishView()
Definition: G4VViewer.cc:100
G4VViewer(G4VSceneHandler &, G4int id, const G4String &name="")
Definition: G4VViewer.cc:45
void SetViewParameters(const G4ViewParameters &vp)
Definition: G4VViewer.cc:119
void TouchableSetColour(const std::vector< G4PhysicalVolumeModel::G4PhysicalVolumeNodeID > &fullPath, const G4Colour &)
Definition: G4VViewer.cc:171
virtual void ShowView()
Definition: G4VViewer.cc:102
void AddVisAttributesModifier(const G4ModelingParameters::VisAttributesModifier &)
void SetColour(const G4Colour &)
void SetVisibility(G4bool=true)
const G4ViewParameters & GetDefaultViewParameters() const
static G4VisManager * GetInstance()