Geant4 11.1.1
Toolkit for the simulation of the passage of particles through matter
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SoTrd.cc
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28//
29/*-----------------------------HEPVis---------------------------------------*/
30/* */
31/* Node: SoTrd */
32/* Description: Represents the G4Trd Geant Geometry entity */
33/* Author: Joe Boudreau Nov 11 1996 */
34/* */
35/*--------------------------------------------------------------------------*/
36
37#include <assert.h>
38#include <cmath>
39
40#include <Inventor/SbBox.h>
41#include <Inventor/actions/SoAction.h>
42#include <Inventor/fields/SoSFFloat.h>
43#include <Inventor/misc/SoChildList.h>
44#include <Inventor/nodes/SoSeparator.h>
45#include <Inventor/nodes/SoIndexedFaceSet.h>
46#include <Inventor/nodes/SoNormal.h>
47#include <Inventor/nodes/SoCoordinate3.h>
48#include <Inventor/nodes/SoNormalBinding.h>
49#include <Inventor/SoPrimitiveVertex.h>
50#include <Inventor/elements/SoTextureCoordinateElement.h>
51
52#include "HEPVis/SbMath.h"
53#include "HEPVis/nodes/SoTrd.h"
54
55// This statement is required
56SO_NODE_SOURCE(SoTrd)
57
58// initClass
59void SoTrd::initClass(){
60 static bool first = true;
61 if (first) {
62 first = false;
63 SO_NODE_INIT_CLASS(SoTrd,SoShape,"Shape");
64 }
65}
66// Constructor
68 // This statement is required
69 SO_NODE_CONSTRUCTOR(SoTrd);
70 // Data fields are initialized like this:
71 SO_NODE_ADD_FIELD(fDx1,(1.0));
72 SO_NODE_ADD_FIELD(fDx2,(1.0));
73 SO_NODE_ADD_FIELD(fDy1,(1.0));
74 SO_NODE_ADD_FIELD(fDy2,(1.0));
75 SO_NODE_ADD_FIELD(fDz,(1.0));
76 SO_NODE_ADD_FIELD(alternateRep,(NULL));
77 children = new SoChildList(this);
78}
79// Destructor
81 delete children;
82}
83// generatePrimitives
84void SoTrd::generatePrimitives(SoAction *action) {
85 // This variable is used to store each vertex
86 SoPrimitiveVertex pv;
87
88 // Access the stat from the action
89 SoState *state = action->getState();
90
91 // See if we have to use a texture coordinate function,
92 // rather than generating explicit texture coordinates.
93 SbBool useTexFunction=
94 (SoTextureCoordinateElement::getType(state) ==
95 SoTextureCoordinateElement::FUNCTION);
96
97 // If we need to generate texture coordinates with a function,
98 // we'll need an SoGLTextureCoordinateElement. Otherwise, we'll
99 // set up the coordinates directly.
100 const SoTextureCoordinateElement *tce = NULL;
101 SbVec4f texCoord;
102 if (useTexFunction) {
103 tce = SoTextureCoordinateElement::getInstance(state);
104 }
105 else {
106 texCoord[2] = 0.0;
107 texCoord[3] = 1.0;
108 }
109 SbVec3f point, normal;
110
111
112 //////////////////////////////////////////
113 //----------------------------------------
114#define GEN_VERTEX(pv,x,y,z,s,t,nx,ny,nz) \
115 point.setValue(x,y,z); \
116 normal.setValue(nx,ny,nz); \
117 if (useTexFunction) { \
118 texCoord=tce->get(point,normal); \
119 } \
120 else { \
121 texCoord[0]=s; \
122 texCoord[1]=t; \
123 } \
124 pv.setPoint(point); \
125 pv.setNormal(normal); \
126 pv.setTextureCoords(texCoord); \
127 shapeVertex(&pv);
128 //----------------------------------------
129 //////////////////////////////////////////
130
131 const int NPOINTS=8, NFACES=6, NINDICES = NFACES*5;
132 int indices[NINDICES] = {3,2,1,0, SO_END_FACE_INDEX, //z back.
133 4,5,6,7, SO_END_FACE_INDEX, //z front.
134 0,1,5,4, SO_END_FACE_INDEX, //y up.
135 1,2,6,5, SO_END_FACE_INDEX, //x left.
136 2,3,7,6, SO_END_FACE_INDEX, //y down.
137 3,0,4,7, SO_END_FACE_INDEX}; //x right.
138
139
140 // points for the eight vertices
141 float points[NPOINTS][3];
142 points[0][0] = fDx1.getValue();
143 points[0][1] = fDy1.getValue();
144 points[0][2] = -fDz.getValue();
145
146 points[1][0] = -fDx1.getValue();
147 points[1][1] = fDy1.getValue();
148 points[1][2] = -fDz.getValue();
149
150 points[2][0] = -fDx1.getValue();
151 points[2][1] = -fDy1.getValue();
152 points[2][2] = -fDz.getValue();
153
154 points[3][0] = fDx1.getValue();
155 points[3][1] = -fDy1.getValue();
156 points[3][2] = -fDz.getValue();
157
158 points[4][0] = fDx2.getValue();
159 points[4][1] = fDy2.getValue();
160 points[4][2] = fDz.getValue();
161
162 points[5][0] = -fDx2.getValue();
163 points[5][1] = fDy2.getValue();
164 points[5][2] = fDz.getValue();
165
166 points[6][0] = -fDx2.getValue();
167 points[6][1] = -fDy2.getValue();
168 points[6][2] = fDz.getValue();
169
170 points[7][0] = fDx2.getValue();
171 points[7][1] = -fDy2.getValue();
172 points[7][2] = fDz.getValue();
173
174 float t1 = FATAN((fDx2.getValue()-fDx1.getValue())/(2*fDz.getValue()));
175 float t2 = FATAN((fDy2.getValue()-fDy1.getValue())/(2*fDz.getValue()));
176 float st1 = FSIN(t1);
177 float st2 = FSIN(t2);
178 float ct1 = FCOS(t1);
179 float ct2 = FCOS(t2);
180
181 float normals[NFACES][3];
182 //z back.
183 normals[0][0] = 0 ; normals[0][1] = 0; normals [0][2] = -1;
184 //z front.
185 normals[1][0] = 0 ; normals[1][1] = 0; normals [1][2] = 1;
186 //y up.
187 normals[2][0] = 0 ; normals[2][1] = ct2; normals [2][2] = -st2;
188 //x left.
189 normals[3][0] = -ct1; normals[3][1] = 0; normals [3][2] = -st1;
190 //y down.
191 normals[4][0] = 0 ; normals[4][1] = -ct2; normals [4][2] = -st2;
192 //x right.
193 normals[5][0] = ct1; normals[5][1] = 0; normals [5][2] = -st1;
194
195 float x,y,z;
196 int index;
197 for (int nf=0;nf<NFACES;nf++) {
198 beginShape(action,TRIANGLE_FAN);
199 index = indices[nf * 5];
200 x = points[index][0];
201 y = points[index][1];
202 z = points[index][2];
203 GEN_VERTEX(pv,x,y,z,0.0,0.0,normals[nf][0],normals[nf][1],normals[nf][2]);
204 index = indices[nf * 5 + 1];
205 x = points[index][0];
206 y = points[index][1];
207 z = points[index][2];
208 GEN_VERTEX(pv,x,y,z,0.0,0.0,normals[nf][0],normals[nf][1],normals[nf][2]);
209 index = indices[nf * 5 + 2];
210 x = points[index][0];
211 y = points[index][1];
212 z = points[index][2];
213 GEN_VERTEX(pv,x,y,z,0.0,0.0,normals[nf][0],normals[nf][1],normals[nf][2]);
214 index = indices[nf * 5 + 3];
215 x = points[index][0];
216 y = points[index][1];
217 z = points[index][2];
218 GEN_VERTEX(pv,x,y,z,0.0,0.0,normals[nf][0],normals[nf][1],normals[nf][2]);
219 endShape();
220 }
221}
222
223// getChildren
224SoChildList *SoTrd::getChildren() const {
225 return children;
226}
227
228
229// computeBBox
230void SoTrd::computeBBox(SoAction *, SbBox3f &box, SbVec3f &center ){
231 float fDx= fDx1.getValue(),fDy=fDy1.getValue();
232
233 if (fDx2.getValue() > fDx) fDx = fDx2.getValue();
234 if (fDy2.getValue() > fDy) fDy = fDy2.getValue();
235
236 SbVec3f vmin(-fDx,-fDy,-fDz.getValue()),
237 vmax( fDx, fDy, fDz.getValue());
238
239 center.setValue(0,0,0);
240 box.setBounds(vmin,vmax);
241}
242
243
244
245
246// updateChildren
247void SoTrd::updateChildren() {
248
249
250 // Redraw the G4Trd....
251
252 assert(children->getLength()==1);
253 SoSeparator *sep = (SoSeparator *) ( *children)[0];
254 SoCoordinate3 *theCoordinates = (SoCoordinate3 *) ( sep->getChild(0));
255 SoNormal *theNormals = (SoNormal *) ( sep->getChild(1));
256 SoNormalBinding *theNormalBinding = (SoNormalBinding *) ( sep->getChild(2));
257 SoIndexedFaceSet *theFaceSet = (SoIndexedFaceSet *) ( sep->getChild(3));
258
259 const int NPOINTS=8, NFACES=6, NINDICES = NFACES*5;
260 float points[NPOINTS][3];
261 float normals[NFACES][3]= {{0,0,-1}, {0,0,1}, {0,1,0}, {-1, 0, 0}, {0, -1, 0}, {1,0,0}};
262
263 // Indices for the eight faces
264#ifdef INVENTOR2_0
265 static long
266#else
267 static int32_t
268#endif
269 indices[NINDICES] = {3,2,1,0, SO_END_FACE_INDEX, // bottom
270 4,5,6,7, SO_END_FACE_INDEX, // top
271 0,1,5,4, SO_END_FACE_INDEX,
272 1,2,6,5, SO_END_FACE_INDEX,
273 2,3,7,6, SO_END_FACE_INDEX,
274 3,0,4,7, SO_END_FACE_INDEX};
275
276
277 // points for the eight vertices
278 points[0][0] = fDx1.getValue(); points[0][1] = fDy1.getValue(); points[0][2] = -fDz.getValue();
279 points[1][0] = -fDx1.getValue(); points[1][1] = fDy1.getValue(); points[1][2] = -fDz.getValue();
280 points[2][0] = -fDx1.getValue(); points[2][1] = -fDy1.getValue(); points[2][2] = -fDz.getValue();
281 points[3][0] = fDx1.getValue(); points[3][1] = -fDy1.getValue(); points[3][2] = -fDz.getValue();
282 points[4][0] = fDx2.getValue(); points[4][1] = fDy2.getValue(); points[4][2] = fDz.getValue();
283 points[5][0] = -fDx2.getValue(); points[5][1] = fDy2.getValue(); points[5][2] = fDz.getValue();
284 points[6][0] = -fDx2.getValue(); points[6][1] = -fDy2.getValue(); points[6][2] = fDz.getValue();
285 points[7][0] = fDx2.getValue(); points[7][1] = -fDy2.getValue(); points[7][2] = fDz.getValue();
286
287 float t1 = FATAN((fDx2.getValue()-fDx1.getValue())/(2*fDz.getValue()));
288 float t2 = FATAN((fDy2.getValue()-fDy1.getValue())/(2*fDz.getValue()));
289 float st1 = FSIN(t1);
290 float st2 = FSIN(t2);
291 float ct1 = FCOS(t1);
292 float ct2 = FCOS(t2);
293
294 normals[0][0] = 0 ; normals[0][1] = 0; normals [0][2] = -1;
295 normals[1][0] = 0 ; normals[1][1] = 0; normals [1][2] = 1;
296 normals[2][0] = 0 ; normals[2][1] = ct2; normals [2][2] = -st2;
297 normals[3][0] = -ct1; normals[3][1] = 0; normals [3][2] = -st1;
298 normals[4][0] = 0 ; normals[4][1] = -ct2; normals [4][2] = -st2;
299 normals[5][0] = ct1; normals[5][1] = 0; normals [5][2] = -st1;
300
301 for (int np=0;np<NPOINTS;np++) theCoordinates->point.set1Value(np,points[np][0],points[np][1],points[np][2]);
302 theFaceSet->coordIndex.setValues(0,NINDICES,indices);
303 for (int nf=0;nf<NFACES;nf++) theNormals->vector.set1Value(nf,normals[nf][0],normals[nf][1],normals[nf][2]);
304 theNormalBinding->value=SoNormalBinding::PER_FACE;
305}
306
307// generateChildren
308void SoTrd::generateChildren() {
309
310 // This routines creates one SoSeparator, one SoCoordinate3, and
311 // one SoLineSet, and puts it in the child list. This is done only
312 // once, whereas redrawing the position of the coordinates occurs each
313 // time an update is necessary, in the updateChildren routine.
314
315 assert(children->getLength() ==0);
316 SoSeparator *sep = new SoSeparator();
317 SoCoordinate3 *theCoordinates = new SoCoordinate3();
318 SoNormal *theNormals = new SoNormal();
319 SoNormalBinding *theNormalBinding = new SoNormalBinding();
320 SoIndexedFaceSet *theFaceSet = new SoIndexedFaceSet();
321 //
322 // This line costs some in render quality! but gives speed.
323 //
324 sep->addChild(theCoordinates);
325 sep->addChild(theNormals);
326 sep->addChild(theNormalBinding);
327 sep->addChild(theFaceSet);
328 children->append(sep);
329}
330
331// generateAlternateRep
333
334 // This routine sets the alternate representation to the child
335 // list of this mode.
336
337 if (children->getLength() == 0) generateChildren();
338 updateChildren();
339 alternateRep.setValue((SoSeparator *) ( *children)[0]);
340}
341
342// clearAlternateRep
344 alternateRep.setValue(NULL);
345}
#define FCOS(x)
Definition: SbMath.h:40
#define FSIN(x)
Definition: SbMath.h:41
#define FATAN(x)
Definition: SbMath.h:45
#define GEN_VERTEX(pv, x, y, z, s, t, nx, ny, nz)
Definition: SoTrd.h:62
SoSFFloat fDx2
half-length of x, at +fDz
Definition: SoTrd.h:79
virtual void generatePrimitives(SoAction *action)
Generate Primitives, required.
Definition: SoTrd.cc:84
SoTrd()
Constructor, required.
Definition: SoTrd.cc:67
virtual SoChildList * getChildren() const
GetChildList, required whenever the class has hidden children.
Definition: SoTrd.cc:224
SoSFFloat fDy2
half-length of y, at +fDz
Definition: SoTrd.h:89
virtual ~SoTrd()
Destructor, required.
Definition: SoTrd.cc:80
SoSFFloat fDy1
half-length of y, at -fDz
Definition: SoTrd.h:84
SoSFNode alternateRep
Alternate rep - required.
Definition: SoTrd.h:99
virtual void clearAlternateRep()
We better be able to clear it, too!
Definition: SoTrd.cc:343
virtual void generateAlternateRep()
Definition: SoTrd.cc:332
virtual void computeBBox(SoAction *action, SbBox3f &box, SbVec3f &center)
compute bounding Box, required
Definition: SoTrd.cc:230
SoSFFloat fDx1
half-length of x, at -fDz
Definition: SoTrd.h:74
SoSFFloat fDz
half-length along Z
Definition: SoTrd.h:94