Import Geant4 10.3.0.beta source tree

This commit is contained in:
Gabriele Cosmo
2016-06-30 14:12:05 +02:00
parent a654a7ab1f
commit 4ec577e5c4
2021 changed files with 100995 additions and 78277 deletions
@@ -24,7 +24,7 @@
// ********************************************************************
//
//
// $Id: G4VViewer.cc 90651 2015-06-05 13:30:54Z gcosmo $
// $Id: G4VViewer.cc 95006 2016-01-15 08:26:18Z gcosmo $
//
//
// John Allison 27th March 1996
@@ -132,6 +132,157 @@ void G4VViewer::SetViewParameters (const G4ViewParameters& vp) {
}
std::vector <G4ThreeVector> G4VViewer::ComputeFlyThrough(G4Vector3D* /*aVect*/)
{
enum CurveType {
Bezier,
G4SplineTest};
// Choose a curve type (for testing)
int myCurveType = Bezier;
// number if step points
int stepPoints = 500;
G4Spline* spline = new G4Spline();
// At the moment we don't use the aVect parameters, but build it here :
// Good step points for exampleB5
spline->AddSplinePoint(G4Vector3D(0,1000,-14000));
spline->AddSplinePoint(G4Vector3D(0,1000,0));
spline->AddSplinePoint(G4Vector3D(-4000,1000,4000));
std::vector <G4ThreeVector> viewVect;
if(myCurveType == Bezier) {
// Draw the spline
for (int i = 0; i < stepPoints; i++) {
float t = (float)i / (float)stepPoints;
G4Vector3D cameraPosition = spline->GetInterpolatedSplinePoint(t);
// G4Vector3D targetPoint = spline->GetInterpolatedSplinePoint(t);
// viewParam->SetViewAndLights(G4ThreeVector (cameraPosition.x(), cameraPosition.y(), cameraPosition.z()));
// viewParam->SetCurrentTargetPoint(targetPoint);
G4cout << "FLY CR("<< i << "):" << cameraPosition << G4endl;
viewVect.push_back(G4ThreeVector (cameraPosition.x(), cameraPosition.y(), cameraPosition.z()));
}
} else if (myCurveType == G4SplineTest) {
/*
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.
This method add "stay straight" parameter which could be between 0 and 1 where the pass will follow exactly the line between the waypoints
Ex : stay straight = 50%
m1 = 3*(P1+P0)/2
Ex : stay straight = 0%
m1 = (P1+P0)/2
P1
/ \
/ \
a--x--b
/ ° ° \
/ ° ° \
m1 m2
/ \
/ \
/ \
/ \
P0 P2
*/
G4Vector3D a;
G4Vector3D b;
G4Vector3D m1;
G4Vector3D m2;
G4Vector3D P0;
G4Vector3D P1;
G4Vector3D P2;
G4double stayStraight = 0;
G4double bezierSpeed = 0.4; // Spend 40% time in bezier curve (time between m1-m2 is 40% of time between P0-P1)
G4Vector3D firstPoint;
G4Vector3D lastPoint;
float nbBezierSteps = (stepPoints * bezierSpeed*(1-stayStraight)) * (2./spline->GetNumPoints());
float nbFirstSteps = ((stepPoints/2-nbBezierSteps/2) /(1+stayStraight)) * (2./spline->GetNumPoints());
// First points
firstPoint = spline->GetPoint(0);
lastPoint = (firstPoint + spline->GetPoint(1))/2;
for( float j=0; j<1; j+= 1/nbFirstSteps) {
G4ThreeVector pt = firstPoint + (lastPoint - firstPoint) * j;
viewVect.push_back(pt);
G4cout << "FLY Bezier A1("<< viewVect.size()<< "):" << pt << G4endl;
}
for (int i = 0; i < spline->GetNumPoints()-2; i++) {
P0 = spline->GetPoint(i);
P1 = spline->GetPoint(i+1);
P2 = spline->GetPoint(i+2);
m1 = P1 - (P1-P0)*(1-stayStraight)/2;
m2 = P1 + (P2-P1)*(1-stayStraight)/2;
// We have to get straight path from (middile of P0-P1) to (middile of P0-P1 + (dist P0-P1) * stayStraight/2)
if (stayStraight >0) {
firstPoint = (P0 + P1)/2;
lastPoint = (P0 + P1)/2 + (P1-P0)*stayStraight/2;
for( float j=0; j<1; j+= 1/(nbFirstSteps*stayStraight)) {
G4ThreeVector pt = firstPoint + (lastPoint - firstPoint)* j;
viewVect.push_back(pt);
G4cout << "FLY Bezier A2("<< viewVect.size()<< "):" << pt << G4endl;
}
}
// Compute Bezier curve
for( float delta = 0 ; delta < 1 ; delta += 1/nbBezierSteps)
{
// The Green Line
a = m1 + ( (P1 - m1) * delta );
b = P1 + ( (m2 - P1) * delta );
// Final point
G4ThreeVector pt = a + ((b-a) * delta );
viewVect.push_back(pt);
G4cout << "FLY Bezier("<< viewVect.size()<< "):" << pt << G4endl;
}
// We have to get straight path
if (stayStraight >0) {
firstPoint = (P1 + P2)/2 - (P2-P1)*stayStraight/2;
lastPoint = (P1 + P2)/2;
for( float j=0; j<1; j+= 1/(nbFirstSteps*stayStraight)) {
G4ThreeVector pt = firstPoint + (lastPoint - firstPoint)* j;
viewVect.push_back(pt);
G4cout << "FLY Bezier B1("<< viewVect.size()<< "):" << pt << G4endl;
}
}
}
// last points
firstPoint = spline->GetPoint(spline->GetNumPoints()-2);
lastPoint = spline->GetPoint(spline->GetNumPoints()-1);
for( float j=1; j>0; j-= 1/nbFirstSteps) {
G4ThreeVector pt = lastPoint - ((lastPoint-firstPoint)*((1-stayStraight)/2) * j );
viewVect.push_back(pt);
G4cout << "FLY Bezier B2("<< viewVect.size()<< "):" << pt << G4endl;
}
}
return viewVect;
}
#ifdef G4MULTITHREADED
void G4VViewer::DoneWithMasterThread () {
@@ -165,3 +316,64 @@ std::ostream& operator << (std::ostream& os, const G4VViewer& v) {
os << v.fVP;
return os;
}
// ===== G4Spline class =====
G4Spline::G4Spline()
: vp(), delta_t(0)
{
}
G4Spline::~G4Spline()
{}
// Solve the Catmull-Rom parametric equation for a given time(t) and vector quadruple (p1,p2,p3,p4)
G4Vector3D G4Spline::CatmullRom_Eq(float t, const G4Vector3D& p1, const G4Vector3D& p2, const G4Vector3D& p3, const G4Vector3D& p4)
{
float t2 = t * t;
float t3 = t2 * t;
float b1 = .5 * ( -t3 + 2*t2 - t);
float b2 = .5 * ( 3*t3 - 5*t2 + 2);
float b3 = .5 * (-3*t3 + 4*t2 + t);
float b4 = .5 * ( t3 - t2 );
return (p1*b1 + p2*b2 + p3*b3 + p4*b4);
}
void G4Spline::AddSplinePoint(const G4Vector3D& v)
{
vp.push_back(v);
delta_t = (float)1 / (float)vp.size();
}
G4Vector3D G4Spline::GetPoint(int a)
{
return vp[a];
}
int G4Spline::GetNumPoints()
{
return vp.size();
}
G4Vector3D G4Spline::GetInterpolatedSplinePoint(float t)
{
// Find out in which interval we are on the spline
int p = (int)(t / delta_t);
// Compute local control point indices
#define BOUNDS(pp) { if (pp < 0) pp = 0; else if (pp >= (int)vp.size()-1) pp = vp.size() - 1; }
int p0 = p - 1; BOUNDS(p0);
int p1 = p; BOUNDS(p1);
int p2 = p + 1; BOUNDS(p2);
int p3 = p + 2; BOUNDS(p3);
// Relative (local) time
float lt = (t - delta_t*(float)p) / delta_t;
// Interpolate
return CatmullRom_Eq(lt, vp[p0], vp[p1], vp[p2], vp[p3]);
}