Import Geant4 7.0.0 source tree
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@@ -21,8 +21,8 @@
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// ********************************************************************
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//
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//
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// $Id: G4FukuiRendererViewer.cc,v 1.7 2001/07/11 10:08:46 gunter Exp $
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// GEANT4 tag $Name: geant4-05-02-patch-01 $
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// $Id: G4FukuiRendererViewer.cc,v 1.9 2004/12/10 18:16:00 gcosmo Exp $
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// GEANT4 tag $Name: geant4-07-00-cand-05 $
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//
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//
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// Satoshi TANAKA, Fri Jun 28 12:09:11 JST 1996
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@@ -200,14 +200,14 @@ void G4FukuiRendererViewer::SendViewParameters ()
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//----- Magic number to decide camera distance automatically
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const G4double HOW_FAR = 1000.0 ; // to define "infinity"
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const G4double MIN_HALF_ANGLE = 0.01 ;
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const G4double MAX_HALF_ANGLE = 0.499 * M_PI ;
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const G4double MAX_HALF_ANGLE = 0.499 * pi ;
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//----- (2A) CALC camera distance
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//..... Note: Camera cannot enter inside object
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G4double camera_distance ;
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G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
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G4double half_view_angle = fabs ( fVP.GetFieldHalfAngle () ) ;
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G4double half_view_angle = std::fabs ( fVP.GetFieldHalfAngle () ) ;
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if( half_view_angle > MAX_HALF_ANGLE ) {
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half_view_angle = MAX_HALF_ANGLE ;
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}
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@@ -217,7 +217,7 @@ void G4FukuiRendererViewer::SendViewParameters ()
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camera_distance = radius * HOW_FAR ;
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} else {
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//----- Calc camera distance from half view angle
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camera_distance = radius / sin ( half_view_angle );
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camera_distance = radius / std::sin ( half_view_angle );
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camera_distance -= fVP.GetDolly();
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}
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@@ -230,8 +230,8 @@ void G4FukuiRendererViewer::SendViewParameters ()
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//----- (3A) CALC camera direction
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const G4Vector3D& camera_direction \
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= fVP.GetViewpointDirection().unit();
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const G4double v_angle = (180.0 / M_PI) * camera_direction.theta() ;
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const G4double h_angle = (180.0 / M_PI) * camera_direction.phi () ;
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const G4double v_angle = (180.0 / pi) * camera_direction.theta() ;
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const G4double h_angle = (180.0 / pi) * camera_direction.phi () ;
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//----- (2B), (3B) SEND camera position
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fSceneHandler.SendStrDouble3( FR_CAMERA_POSITION,
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@@ -271,7 +271,7 @@ void G4FukuiRendererViewer::SendViewParameters ()
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} else {
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const G4double FR_HALF_SCREEN_SIZE = 0.5 ;
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G4double focal_distance \
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= FR_HALF_SCREEN_SIZE / tan( half_view_angle );
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= FR_HALF_SCREEN_SIZE / std::tan( half_view_angle );
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focal_distance *= zoom_factor ;
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fSceneHandler.SendStrDouble ( FR_FOCAL_DISTANCE, focal_distance );
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}
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