Geant4 11.1.1
Toolkit for the simulation of the passage of particles through matter
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G4VViewer.cc
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1//
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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 "G4Timer.hh"
35
36#include "G4ios.hh"
37#include <sstream>
38
39#include "G4VisManager.hh"
40#include "G4VGraphicsSystem.hh"
41#include "G4VSceneHandler.hh"
42#include "G4Scene.hh"
44#include "G4VPhysicalVolume.hh"
45#include "G4Transform3D.hh"
46#include "G4UImanager.hh"
47
49 G4int id, const G4String& name):
50fSceneHandler (sceneHandler),
51fViewId (id),
52//fModified (true),
53fNeedKernelVisit (true)
54{
55 if (name == "") {
56 std::ostringstream ost;
57 ost << fSceneHandler.GetName () << '-' << fViewId;
58 fName = ost.str();
59 }
60 else {
61 fName = name;
62 }
63 fShortName = fName.substr(0, fName.find (' '));
65
68}
69
72}
73
74void G4VViewer::SetName (const G4String& name) {
75 fName = name;
76 fShortName = fName.substr(0, fName.find (' '));
78}
79
81
82 fNeedKernelVisit = true;
83
84 // At one time I thought we'd better notify all viewers. But I guess
85 // each viewer can take care of itself, so the following code is
86 // redundant (but keep it commented out for now). (John Allison)
87 // Notify all viewers that a kernel visit is required.
88 // const G4ViewerList& viewerList = fSceneHandler.GetViewerList ();
89 // G4ViewerListConstIterator i;
90 // for (i = viewerList.begin(); i != viewerList.end(); i++) {
91 // (*i) -> SetNeedKernelVisit ();
92 // }
93 // ??...but, there's a problem in OpenGL Stored which seems to
94 // require *all* viewers to revisit the kernel, so...
95 // const G4ViewerList& viewerList = fSceneHandler.GetViewerList ();
96 // G4ViewerListConstIterator i;
97 // for (i = viewerList.begin(); i != viewerList.end(); i++) {
98 // (*i) -> SetNeedKernelVisit (true);
99 // }
100 // Feb 2005 - commented out. Let's fix OpenGL if necessary.
101}
102
104
106
108{
109 // If the scene has changed, or if the concrete viewer has decided
110 // that it necessary to visit the kernel, perhaps because the view
111 // parameters have changed significantly (this should be done in the
112 // concrete viewer's DrawView)...
113 if (fNeedKernelVisit) {
114 // Reset flag. This must be done before ProcessScene to prevent
115 // recursive calls when recomputing transients...
116 G4Timer timer;
117 timer.Start();
118 fNeedKernelVisit = false;
121 timer.Stop();
123 }
124}
125
127 fVP = vp;
128}
129
131(const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath)
132{
133 // Set the touchable for /vis/touchable/set/... commands.
134 std::ostringstream oss;
135 const auto& pvStore = G4PhysicalVolumeStore::GetInstance();
136 for (const auto& pvNodeId: fullPath) {
137 const auto& pv = pvNodeId.GetPhysicalVolume();
138 auto iterator = find(pvStore->cbegin(),pvStore->cend(),pv);
139 if (iterator == pvStore->cend()) {
141 ed << "Volume no longer in physical volume store.";
142 G4Exception("G4VViewer::SetTouchable", "visman0501", JustWarning, ed);
143 } else {
144 oss
145 << ' ' << pvNodeId.GetPhysicalVolume()->GetName()
146 << ' ' << pvNodeId.GetCopyNo();
147 }
148 }
149 G4UImanager::GetUIpointer()->ApplyCommand("/vis/set/touchable" + oss.str());
150}
151
153(const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath,
154 G4bool visibiity)
155{
156 // Changes the Vis Attribute Modifiers WITHOUT triggering a rebuild.
157
158 // The following is equivalent to
159 // G4UImanager::GetUIpointer()->ApplyCommand("/vis/touchable/set/visibility ...");
160 // (assuming the touchable has already been set), but avoids view rebuild.
161
162 // Instantiate a working copy of a G4VisAttributes object...
163 G4VisAttributes workingVisAtts;
164 // and set the visibility.
165 workingVisAtts.SetVisibility(visibiity);
166
169 (workingVisAtts,
172 // G4ModelingParameters::VASVisibility (VAS = Vis Attribute Signifier)
173 // signifies that it is the visibility that should be picked out
174 // and merged with the touchable's normal vis attributes.
175}
176
178(const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath,
179 const G4Colour& colour)
180{
181 // Changes the Vis Attribute Modifiers WITHOUT triggering a rebuild.
182
183 // The following is equivalent to
184 // G4UImanager::GetUIpointer()->ApplyCommand("/vis/touchable/set/colour ...");
185 // (assuming the touchable has already been set), but avoids view rebuild.
186
187 // Instantiate a working copy of a G4VisAttributes object...
188 G4VisAttributes workingVisAtts;
189 // and set the colour.
190 workingVisAtts.SetColour(colour);
191
194 (workingVisAtts,
197 // G4ModelingParameters::VASColour (VAS = Vis Attribute Signifier)
198 // signifies that it is the colour that should be picked out
199 // and merged with the touchable's normal vis attributes.
200}
201
202std::vector <G4ThreeVector> G4VViewer::ComputeFlyThrough(G4Vector3D* /*aVect*/)
203{
204 enum CurveType {
205 Bezier,
206 G4SplineTest};
207
208 // Choose a curve type (for testing)
209// int myCurveType = Bezier;
210
211 // number if step points
212 G4int stepPoints = 500;
213
214
215 G4Spline spline;
216
217
218 // At the moment we don't use the aVect parameters, but build it here :
219 // Good step points for exampleB5
220 spline.AddSplinePoint(G4Vector3D(0,1000,-14000));
221 spline.AddSplinePoint(G4Vector3D(0,1000,0));
222 spline.AddSplinePoint(G4Vector3D(-4000,1000,4000));
223
224
225 std::vector <G4ThreeVector> viewVect;
226
227// if(myCurveType == Bezier) {
228
229
230 // Draw the spline
231
232 for (G4int i = 0; i < stepPoints; ++i) {
233 G4float t = (G4float)i / (G4float)stepPoints;
234 G4Vector3D cameraPosition = spline.GetInterpolatedSplinePoint(t);
235 // G4Vector3D targetPoint = spline.GetInterpolatedSplinePoint(t);
236
237 // viewParam->SetViewAndLights(G4ThreeVector (cameraPosition.x(), cameraPosition.y(), cameraPosition.z()));
238 // viewParam->SetCurrentTargetPoint(targetPoint);
239 G4cout << "FLY CR("<< i << "):" << cameraPosition << G4endl;
240 viewVect.push_back(G4ThreeVector (cameraPosition.x(), cameraPosition.y(), cameraPosition.z()));
241 }
242
243// } else if (myCurveType == G4SplineTest) {
244 /*
245 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.
246 This method add "stay straight" parameter which could be between 0 and 1 where the pass will follow exactly the line between the waypoints
247 Ex : stay straight = 50%
248 m1 = 3*(P1+P0)/2
249
250 Ex : stay straight = 0%
251 m1 = (P1+P0)/2
252
253 P1
254 / \
255 / \
256 a--x--b
257 / ° ° \
258 / ° ° \
259 m1 m2
260 / \
261 / \
262 / \
263 / \
264 P0 P2
265
266 */
267// G4Vector3D a;
268// G4Vector3D b;
269// G4Vector3D m1;
270// G4Vector3D m2;
271// G4Vector3D P0;
272// G4Vector3D P1;
273// G4Vector3D P2;
274// G4double stayStraight = 0;
275// G4double bezierSpeed = 0.4; // Spend 40% time in bezier curve (time between m1-m2 is 40% of time between P0-P1)
276//
277// G4Vector3D firstPoint;
278// G4Vector3D lastPoint;
279//
280// float nbBezierSteps = (stepPoints * bezierSpeed*(1-stayStraight)) * (2./spline.GetNumPoints());
281// float nbFirstSteps = ((stepPoints/2-nbBezierSteps/2) /(1+stayStraight)) * (2./spline.GetNumPoints());
282//
283// // First points
284// firstPoint = spline.GetPoint(0);
285// lastPoint = (firstPoint + spline.GetPoint(1))/2;
286//
287// for( float j=0; j<1; j+= 1/nbFirstSteps) {
288// G4ThreeVector pt = firstPoint + (lastPoint - firstPoint) * j;
289// viewVect.push_back(pt);
290// G4cout << "FLY Bezier A1("<< viewVect.size()<< "):" << pt << G4endl;
291// }
292//
293// for (int i = 0; i < spline.GetNumPoints()-2; i++) {
294// P0 = spline.GetPoint(i);
295// P1 = spline.GetPoint(i+1);
296// P2 = spline.GetPoint(i+2);
297//
298// m1 = P1 - (P1-P0)*(1-stayStraight)/2;
299// m2 = P1 + (P2-P1)*(1-stayStraight)/2;
300//
301// // We have to get straight path from (middile of P0-P1) to (middile of P0-P1 + (dist P0-P1) * stayStraight/2)
302// if (stayStraight >0) {
303//
304// firstPoint = (P0 + P1)/2;
305// lastPoint = (P0 + P1)/2 + (P1-P0)*stayStraight/2;
306//
307// for( float j=0; j<1; j+= 1/(nbFirstSteps*stayStraight)) {
308// G4ThreeVector pt = firstPoint + (lastPoint - firstPoint)* j;
309// viewVect.push_back(pt);
310// G4cout << "FLY Bezier A2("<< viewVect.size()<< "):" << pt << G4endl;
311// }
312// }
313// // Compute Bezier curve
314// for( float delta = 0 ; delta < 1 ; delta += 1/nbBezierSteps)
315// {
316// // The Green Line
317// a = m1 + ( (P1 - m1) * delta );
318// b = P1 + ( (m2 - P1) * delta );
319//
320// // Final point
321// G4ThreeVector pt = a + ((b-a) * delta );
322// viewVect.push_back(pt);
323// G4cout << "FLY Bezier("<< viewVect.size()<< "):" << pt << G4endl;
324// }
325//
326// // We have to get straight path
327// if (stayStraight >0) {
328// firstPoint = (P1 + P2)/2 - (P2-P1)*stayStraight/2;
329// lastPoint = (P1 + P2)/2;
330//
331// for( float j=0; j<1; j+= 1/(nbFirstSteps*stayStraight)) {
332// G4ThreeVector pt = firstPoint + (lastPoint - firstPoint)* j;
333// viewVect.push_back(pt);
334// G4cout << "FLY Bezier B1("<< viewVect.size()<< "):" << pt << G4endl;
335// }
336// }
337// }
338//
339// // last points
340// firstPoint = spline.GetPoint(spline.GetNumPoints()-2);
341// lastPoint = spline.GetPoint(spline.GetNumPoints()-1);
342// for( float j=1; j>0; j-= 1/nbFirstSteps) {
343// G4ThreeVector pt = lastPoint - ((lastPoint-firstPoint)*((1-stayStraight)/2) * j );
344// viewVect.push_back(pt);
345// G4cout << "FLY Bezier B2("<< viewVect.size()<< "):" << pt << G4endl;
346// }
347// }
348 return viewVect;
349}
350
351
352#ifdef G4MULTITHREADED
353
354void G4VViewer::DoneWithMasterThread () {
355 // G4cout << "G4VViewer::DoneWithMasterThread" << G4endl;
356}
357
358void G4VViewer::MovingToMasterThread () {
359 // G4cout << "G4VViewer::MovingToMasterThread" << G4endl;
360}
361
362void G4VViewer::SwitchToVisSubThread () {
363 // G4cout << "G4VViewer::SwitchToVisSubThread" << G4endl;
364}
365
366void G4VViewer::DoneWithVisSubThread () {
367 // G4cout << "G4VViewer::DoneWithVisSubThread" << G4endl;
368}
369
370void G4VViewer::MovingToVisSubThread () {
371 // G4cout << "G4VViewer::MovingToVisSubThread" << G4endl;
372}
373
374void G4VViewer::SwitchToMasterThread () {
375 // G4cout << "G4VViewer::SwitchToMasterThread" << G4endl;
376}
377
378#endif
379
380std::ostream& operator << (std::ostream& os, const G4VViewer& v) {
381 os << "View " << v.fName << ":\n";
382 os << v.fVP;
383 return os;
384}
385
386
387// ===== G4Spline class =====
388
390: vp(), delta_t(0)
391{
392}
393
394
396{}
397
398// Solve the Catmull-Rom parametric equation for a given time(t) and vector quadruple (p1,p2,p3,p4)
400{
401 G4float t2 = t * t;
402 G4float t3 = t2 * t;
403
404 G4float b1 = .5 * ( -t3 + 2*t2 - t);
405 G4float b2 = .5 * ( 3*t3 - 5*t2 + 2);
406 G4float b3 = .5 * (-3*t3 + 4*t2 + t);
407 G4float b4 = .5 * ( t3 - t2 );
408
409 return (p1*b1 + p2*b2 + p3*b3 + p4*b4);
410}
411
413{
414 vp.push_back(v);
415 delta_t = (G4float)1 / (G4float)vp.size();
416}
417
418
420{
421 return vp[a];
422}
423
425{
426 return (G4int)vp.size();
427}
428
430{
431 // Find out in which interval we are on the spline
432 G4int p = (G4int)(t / delta_t);
433 // Compute local control point indices
434#define BOUNDS(pp) { if (pp < 0) pp = 0; else if (pp >= (G4int)vp.size()-1) pp = (G4int)vp.size() - 1; }
435 G4int p0 = p - 1; BOUNDS(p0);
436 G4int p1 = p; BOUNDS(p1);
437 G4int p2 = p + 1; BOUNDS(p2);
438 G4int p3 = p + 2; BOUNDS(p3);
439 // Relative (local) time
440 G4float lt = (t - delta_t*p) / delta_t;
441 // Interpolate
442 return CatmullRom_Eq(lt, vp[p0], vp[p1], vp[p2], vp[p3]);
443}
@ JustWarning
void G4Exception(const char *originOfException, const char *exceptionCode, G4ExceptionSeverity severity, const char *description)
Definition: G4Exception.cc:59
std::ostringstream G4ExceptionDescription
Definition: G4Exception.hh:40
float G4float
Definition: G4Types.hh:84
bool G4bool
Definition: G4Types.hh:86
int G4int
Definition: G4Types.hh:85
std::ostream & operator<<(std::ostream &os, const G4VViewer &v)
Definition: G4VViewer.cc:380
#define BOUNDS(pp)
HepGeom::Vector3D< G4double > G4Vector3D
Definition: G4Vector3D.hh:34
#define G4endl
Definition: G4ios.hh:57
G4GLOB_DLL std::ostream G4cout
static G4ModelingParameters::PVNameCopyNoPath GetPVNameCopyNoPath(const std::vector< G4PhysicalVolumeNodeID > &)
static G4PhysicalVolumeStore * GetInstance()
void Stop()
void Start()
G4double GetRealElapsed() const
Definition: G4Timer.cc:113
G4int ApplyCommand(const char *aCommand)
Definition: G4UImanager.cc:495
static G4UImanager * GetUIpointer()
Definition: G4UImanager.cc:77
virtual void ProcessScene()
const G4String & GetName() const
void RemoveViewerFromList(G4VViewer *pView)
virtual void ClearStore()
G4Vector3D CatmullRom_Eq(G4float t, const G4Vector3D &p1, const G4Vector3D &p2, const G4Vector3D &p3, const G4Vector3D &p4)
Definition: G4VViewer.cc:399
G4Vector3D GetPoint(int)
Definition: G4VViewer.cc:419
void AddSplinePoint(const G4Vector3D &v)
Definition: G4VViewer.cc:412
G4Vector3D GetInterpolatedSplinePoint(G4float t)
Definition: G4VViewer.cc:429
void SetTouchable(const std::vector< G4PhysicalVolumeModel::G4PhysicalVolumeNodeID > &fullPath)
Definition: G4VViewer.cc:131
G4bool fNeedKernelVisit
Definition: G4VViewer.hh:227
void SetName(const G4String &)
Definition: G4VViewer.cc:74
void ProcessView()
Definition: G4VViewer.cc:107
G4VSceneHandler & fSceneHandler
Definition: G4VViewer.hh:216
G4String fShortName
Definition: G4VViewer.hh:219
G4double fKernelVisitElapsedTimeSeconds
Definition: G4VViewer.hh:222
virtual ~G4VViewer()
Definition: G4VViewer.cc:70
G4String fName
Definition: G4VViewer.hh:218
void NeedKernelVisit()
Definition: G4VViewer.cc:80
std::vector< G4ThreeVector > ComputeFlyThrough(G4Vector3D *)
Definition: G4VViewer.cc:202
G4ViewParameters fDefaultVP
Definition: G4VViewer.hh:221
G4int fViewId
Definition: G4VViewer.hh:217
void TouchableSetVisibility(const std::vector< G4PhysicalVolumeModel::G4PhysicalVolumeNodeID > &fullPath, G4bool visibility)
Definition: G4VViewer.cc:153
G4ViewParameters fVP
Definition: G4VViewer.hh:220
virtual void FinishView()
Definition: G4VViewer.cc:103
G4VViewer(G4VSceneHandler &, G4int id, const G4String &name="")
Definition: G4VViewer.cc:48
void SetViewParameters(const G4ViewParameters &vp)
Definition: G4VViewer.cc:126
void TouchableSetColour(const std::vector< G4PhysicalVolumeModel::G4PhysicalVolumeNodeID > &fullPath, const G4Colour &)
Definition: G4VViewer.cc:178
virtual void ShowView()
Definition: G4VViewer.cc:105
void AddVisAttributesModifier(const G4ModelingParameters::VisAttributesModifier &)
void SetColour(const G4Colour &)
void SetVisibility(G4bool=true)
const G4ViewParameters & GetDefaultViewParameters() const
static G4VisManager * GetInstance()
void strip(G4String &str, char ch=' ')
Remove leading and trailing characters from string.