Geant4 9.6.0
Toolkit for the simulation of the passage of particles through matter
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G4OpenGLStoredQtSceneHandler.cc
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27// $Id: G4OpenGLStoredSceneHandler.cc,v 1.46 2010-11-10 17:11:20 allison Exp $
28// GEANT4 tag $Name: not supported by cvs2svn $
29//
30//
31// Laurent Garnier 27th October 2011
32
33#ifdef G4VIS_BUILD_OPENGLQT_DRIVER
34
36
39#include "G4Text.hh"
40#include "G4VPhysicalVolume.hh"
41#include "G4OpenGLQtViewer.hh"
42#include <typeinfo>
43#include <sstream>
44
45G4OpenGLStoredQtSceneHandler::G4OpenGLStoredQtSceneHandler
46(G4VGraphicsSystem& system,
47 const G4String& name):
48G4OpenGLStoredSceneHandler (system, name)
49{}
50
51G4OpenGLStoredQtSceneHandler::~G4OpenGLStoredQtSceneHandler ()
52{}
53
54G4bool G4OpenGLStoredQtSceneHandler::ExtraPOProcessing
55(const G4Visible& visible, size_t currentPOListIndex)
56{
57 G4bool usesGLCommands = true;
58
59 try {
60 const G4Text& g4Text = dynamic_cast<const G4Text&>(visible);
61 G4TextPlus* pG4TextPlus = new G4TextPlus(g4Text);
62 pG4TextPlus->fProcessing2D = fProcessing2D;
63 fPOList[currentPOListIndex].fpG4TextPlus = pG4TextPlus;
64 usesGLCommands = false;
65 }
66 catch (std::bad_cast) {} // No special action if not text. Just carry on.
67
68 G4PhysicalVolumeModel* pPVModel =
69 dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
70 G4LogicalVolumeModel* pLVModel =
71 dynamic_cast<G4LogicalVolumeModel*>(pPVModel);
72 if (pPVModel && !pLVModel) {
73
74 // This call comes from a G4PhysicalVolumeModel. drawnPVPath is
75 // the path of the current drawn (non-culled) volume in terms of
76 // drawn (non-culled) ancesters. Each node is identified by a
77 // PVNodeID object, which is a physical volume and copy number. It
78 // is a vector of PVNodeIDs corresponding to the geometry hierarchy
79 // actually selected, i.e., not culled.
81 typedef std::vector<PVNodeID> PVPath;
82
83 // The simplest algorithm, used by the Open Inventor Driver
84 // developers, is to rely on the fact the G4PhysicalVolumeModel
85 // traverses the geometry hierarchy in an orderly manner. The last
86 // mother, if any, will be the node to which the volume should be
87 // added. So it is enough to keep a map of scene graph nodes keyed
88 // on the volume path ID. Actually, it is enough to use the logical
89 // volume as the key. (An alternative would be to keep the PVNodeID
90 // in the tree and match the PVPath from the root down.)
91
92 // BUT IN OPENGL, IF THERE ARE TRANSPARENT OBJECTS, VOLUMES DO NOT
93 // ARRIVE IN THE ABOVE ORDER. (TRANSPARENT OBJECTS ARE DRWAN
94 // LAST.) SO WE MUST BE MORE SOPHISTICATED IN CONSTRUCTING A
95 // TREE.
96
97 // build a path for tree viewer
98 G4OpenGLQtViewer* pGLViewer = dynamic_cast<G4OpenGLQtViewer*>(fpViewer);
99 if ( pGLViewer ) {
100 pGLViewer->addPVSceneTreeElement(fpModel->GetCurrentDescription(),pPVModel,currentPOListIndex);
101 }
102
103 } else { // Not from a G4PhysicalVolumeModel.
104
105 if (fpModel) {
106
107
108 // build a path for tree viewer
109 G4OpenGLQtViewer* pGLViewer = dynamic_cast<G4OpenGLQtViewer*>(fpViewer);
110 if ( pGLViewer ) {
111 pGLViewer->addNonPVSceneTreeElement(fpModel->GetType(),currentPOListIndex,fpModel->GetCurrentDescription().data(),visible);
112 }
113 }
114 }
115
116 return usesGLCommands;
117}
118
119G4bool G4OpenGLStoredQtSceneHandler::ExtraTOProcessing
120(const G4Visible& visible, size_t currentTOListIndex)
121{
122
123 G4bool usesGLCommands = true;
124
125 try {
126 const G4Text& g4Text = dynamic_cast<const G4Text&>(visible);
127 G4TextPlus* pG4TextPlus = new G4TextPlus(g4Text);
128 pG4TextPlus->fProcessing2D = fProcessing2D;
129 fTOList[currentTOListIndex].fpG4TextPlus = pG4TextPlus;
130 usesGLCommands = false;
131 }
132 catch (std::bad_cast) {} // Do nothing if not text.
133
134 return usesGLCommands;
135}
136
137void G4OpenGLStoredQtSceneHandler::ClearStore () {
138
139 //G4cout << "G4OpenGLStoredQtSceneHandler::ClearStore" << G4endl;
140
141 G4OpenGLStoredSceneHandler::ClearStore (); // Sets need kernel visit, etc.
142 // Should recreate the tree
143 G4OpenGLQtViewer* pGLQtViewer = dynamic_cast<G4OpenGLQtViewer*>(fpViewer);
144 if ( pGLQtViewer ) {
145#ifdef G4DEBUG_VIS_OGL
146 printf("G4OpenGLStoredQtSceneHandler::ClearStore_________________________________\n" );
147#endif
148 pGLQtViewer->clearTreeWidget();
149 }
150}
151
152void G4OpenGLStoredQtSceneHandler::ClearTransientStore () {
153
154 //G4cout << "G4OpenGLStoredQtSceneHandler::ClearTransientStore" << G4endl;
155
156 G4OpenGLStoredSceneHandler::ClearTransientStore ();
157
158 // Should recreate the tree
159 G4OpenGLQtViewer* pGLQtViewer = dynamic_cast<G4OpenGLQtViewer*>(fpViewer);
160 if ( pGLQtViewer ) {
161#ifdef G4DEBUG_VIS_OGL
162 printf("G4OpenGLStoredQtSceneHandler::ClearTransient_________________________________\n" );
163#endif
164 // pGLQtViewer->clearTreeWidget();
165 }
166 // Make sure screen corresponds to graphical database...
167 // FIXME : L.Garnier April 2012 : Could cause a infinite loop ?
168 if (fpViewer) {
169 fpViewer -> SetView ();
170 fpViewer -> ClearView ();
171 fpViewer -> DrawView ();
172 }
173}
174
175void G4OpenGLStoredQtSceneHandler::SetScene(G4Scene* pScene){
176
177 if (pScene != fpScene) {
178 G4OpenGLQtViewer* pGLQtViewer = dynamic_cast<G4OpenGLQtViewer*>(fpViewer);
179 if ( pGLQtViewer ) {
180 pGLQtViewer->clearTreeWidget();
181 }
182 }
184}
185
186#endif
bool G4bool
Definition: G4Types.hh:67
Definition: G4Text.hh:73
virtual void SetScene(G4Scene *)
G4PhysicalVolumeModel::G4PhysicalVolumeNodeID PVNodeID
std::vector< PVNodeID > PVPath