Import Geant4 8.3.0 source tree
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@@ -24,8 +24,8 @@
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// ********************************************************************
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//
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//
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// $Id: G4OpenGLSceneHandler.cc,v 1.45 2006/08/30 11:37:34 allison Exp $
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// GEANT4 tag $Name: geant4-08-02 $
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// $Id: G4OpenGLSceneHandler.cc,v 1.48 2007/03/27 15:15:12 allison Exp $
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// GEANT4 tag $Name: geant4-08-03 $
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//
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//
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// Andrew Walkden 27th March 1996
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@@ -127,7 +127,11 @@ void G4OpenGLSceneHandler::AddPrimitive (const G4Polyline& line)
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glDisable (GL_LIGHTING);
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G4double lineWidth = GetLineWidth(line);
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// Get vis attributes - pick up defaults if none.
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const G4VisAttributes* pVA =
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fpViewer -> GetApplicableVisAttributes (line.GetVisAttributes ());
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G4double lineWidth = GetLineWidth(pVA);
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glLineWidth(lineWidth);
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glBegin (GL_LINE_STRIP);
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@@ -174,7 +178,7 @@ void G4OpenGLSceneHandler::AddPrimitive (const G4Text& text) {
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glDisable (GL_DEPTH_TEST);
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glDisable (GL_LIGHTING);
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glRasterPos3f(position.x(),position.y(),position.z());
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glRasterPos3d(position.x(),position.y(),position.z());
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// No action on offset or layout at present.
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glPushAttrib(GL_LIST_BIT);
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glListBase(font_base);
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@@ -184,17 +188,17 @@ void G4OpenGLSceneHandler::AddPrimitive (const G4Text& text) {
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void G4OpenGLSceneHandler::AddPrimitive (const G4Circle& circle) {
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glEnable (GL_POINT_SMOOTH);
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AddCircleSquare (circle, 24);
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AddCircleSquare (circle, G4OpenGLBitMapStore::circle);
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}
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void G4OpenGLSceneHandler::AddPrimitive (const G4Square& square) {
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glDisable (GL_POINT_SMOOTH);
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AddCircleSquare (square, 4);
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AddCircleSquare (square, G4OpenGLBitMapStore::square);
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}
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void G4OpenGLSceneHandler::AddCircleSquare
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(const G4VMarker& marker,
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G4int nSides) {
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G4OpenGLBitMapStore::Shape shape) {
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// Note: colour treated in sub-class.
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@@ -204,174 +208,78 @@ void G4OpenGLSceneHandler::AddCircleSquare
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glDisable (GL_LIGHTING);
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G4double lineWidth = GetLineWidth(marker);
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// Get vis attributes - pick up defaults if none.
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const G4VisAttributes* pVA =
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fpViewer -> GetApplicableVisAttributes (marker.GetVisAttributes ());
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G4double lineWidth = GetLineWidth(pVA);
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glLineWidth(lineWidth);
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G4VMarker::FillStyle style = marker.GetFillStyle();
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G4bool filled = false;
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static G4bool hashedWarned = false;
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switch (style) {
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case G4VMarker::noFill:
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glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
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filled = false;
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break;
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case G4VMarker::hashed:
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/*
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G4cout << "Hashed fill style in G4OpenGLSceneHandler."
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<< "\n Not implemented. Using G4VMarker::filled."
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<< G4endl;
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*/
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glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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glPolygonStipple (fStippleMaskHashed);
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// See also:
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// if (style == G4VMarker::filled || style == G4VMarker::hashed)...
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// (twice) below.
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break;
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if (!hashedWarned) {
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G4cout << "Hashed fill style in G4OpenGLSceneHandler."
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<< "\n Not implemented. Using G4VMarker::filled."
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<< G4endl;
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hashedWarned = true;
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}
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// Maybe use
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//glPolygonStipple (fStippleMaskHashed);
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// Drop through to filled...
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case G4VMarker::filled:
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glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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break;
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default:
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G4cout << "Unrecognised fill style in G4OpenGLSceneHandler."
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<< "\n Using G4VMarker::filled."
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<< G4endl;
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glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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filled = true;
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break;
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}
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// A few useful quantities...
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G4Point3D centre = marker.GetPosition();
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const G4Vector3D& viewpointDirection =
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fpViewer -> GetViewParameters().GetViewpointDirection();
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const G4Vector3D& up = fpViewer->GetViewParameters().GetUpVector();
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MarkerSizeType sizeType;
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G4double size = GetMarkerSize(marker, sizeType);
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// Find "size" of marker in world space (but see note below)...
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G4double worldSize;
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if (sizeType == world) { // Size specified in world coordinates.
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worldSize = size;
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}
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else { // Size specified in screen (window) coordinates.
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// Find window coordinates of centre...
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GLdouble modelMatrix[16];
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glGetDoublev (GL_MODELVIEW_MATRIX, modelMatrix);
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G4double projectionMatrix[16];
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glGetDoublev (GL_PROJECTION_MATRIX, projectionMatrix);
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GLint viewport[4];
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glGetIntegerv(GL_VIEWPORT,viewport);
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GLdouble winx, winy, winz;
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gluProject(centre.x(), centre.y(), centre.z(),
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modelMatrix, projectionMatrix, viewport,
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&winx, &winy, &winz);
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// Determine ratio window:world...
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const G4Vector3D inScreen = (up.cross(viewpointDirection)).unit();
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const G4Vector3D p = centre + inScreen;
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GLdouble winDx, winDy, winDz;
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gluProject(p.x(), p.y(), p.z(),
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modelMatrix, projectionMatrix, viewport,
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&winDx, &winDy, &winDz);
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G4double winWorldRatio = std::sqrt(std::pow(winx - winDx, 2) +
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std::pow(winy - winDy, 2));
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worldSize = size / winWorldRatio;
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}
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// Draw...
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DrawXYPolygon (worldSize, centre, nSides);
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}
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if (sizeType == world) { // Size specified in world coordinates.
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/***************************************************
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Note: We have to do it this way round so that when a global
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transformation is applied, such as with /vis/viewer/set/viewpoint,
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the markers follow the world coordinates without having to
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recreate the display lists. The down side is that the markers
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rotate. The only way to avoid this is to play with the modelview
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and projection matrices of OpenGL - which I need to think about.
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For future reference, here is the code to draw in window
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coordinates; its down side is that markers do not follow global
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transformations. Some clever stuff is needed.
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DrawXYPolygon (shape, size, centre, pVA);
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...
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// Find window coordinates of centre...
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GLdouble modelMatrix[16];
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glGetDoublev (GL_MODELVIEW_MATRIX, modelMatrix);
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G4double projectionMatrix[16];
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glGetDoublev (GL_PROJECTION_MATRIX, projectionMatrix);
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GLint viewport[4];
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glGetIntegerv(GL_VIEWPORT,viewport);
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GLdouble winx, winy, winz;
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gluProject(centre.x(), centre.y(), centre.z(),
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modelMatrix, projectionMatrix, viewport,
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&winx, &winy, &winz);
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} else { // Size specified in screen (window) coordinates.
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// Find window size...
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G4double winSize;
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if (size) { // Size specified in world coordinates.
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// Determine size in window coordinates...
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(Note: improve this by using an inScreen vector as above.)
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GLdouble winx1, winy1, winz1;
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gluProject(centre.x() + size, centre.y() + size, centre.z() + size,
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modelMatrix, projectionMatrix, viewport,
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&winx1, &winy1, &winz1);
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winSize = std::sqrt((std::pow(winx - winx1, 2) +
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std::pow(winy - winy1, 2) +
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std::pow(winz - winz1, 2)) / 3.);
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glRasterPos3d(centre.x(),centre.y(),centre.z());
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const GLubyte* marker =
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G4OpenGLBitMapStore::GetBitMap(shape, size, filled);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glBitmap(size, size, size/2., size/2., 0., 0., marker);
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}
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else {
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winSize = scale *
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userSpecified ? marker.GetScreenSize() : def.GetScreenSize();
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}
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// Prepare to draw in window coordinates...
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glMatrixMode (GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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gluOrtho2D(GLdouble(viewport[0]),
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GLdouble(viewport[0] + viewport[2]),
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GLdouble(viewport[1]),
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GLdouble(viewport[1] + viewport[3]));
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glMatrixMode (GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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// Draw in window coordinates...
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DrawScreenPolygon (winSize, G4Point3D(winx, winy, winz), nSides);
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// Re-instate matrices...
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glMatrixMode (GL_PROJECTION);
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glPopMatrix();
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glMatrixMode (GL_MODELVIEW);
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glPopMatrix();
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...
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}
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void G4OpenGLSceneHandler::DrawScreenPolygon
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(G4double size,
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const G4Point3D& centre,
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G4int nSides) {
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glBegin (GL_POLYGON);
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const G4double dPhi = twopi / nSides;
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const G4double r = size / 2.;
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G4double phi;
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G4int i;
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for (i = 0, phi = -dPhi / 2.; i < nSides; i++, phi += dPhi) {
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G4double x, y, z;
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x = centre.x() + r * std::cos(phi);
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y = centre.y() + r * std::sin(phi);
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z = centre.z();
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glVertex3d (x, y, z);
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}
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glEnd ();
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}
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**********************************************/
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void G4OpenGLSceneHandler::DrawXYPolygon
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(G4double size,
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(G4OpenGLBitMapStore::Shape shape,
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G4double size,
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const G4Point3D& centre,
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G4int nSides) {
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const G4VisAttributes* pApplicableVisAtts)
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{
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G4int nSides;
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G4double startPhi;
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if (shape == G4OpenGLBitMapStore::circle) {
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nSides = GetNoOfSides(pApplicableVisAtts);
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startPhi = 0.;
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} else {
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nSides = 4;
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startPhi = -pi / 4.;
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}
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const G4Vector3D& viewpointDirection =
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fpViewer -> GetViewParameters().GetViewpointDirection();
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const G4Vector3D& up = fpViewer->GetViewParameters().GetUpVector();
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@@ -380,8 +288,9 @@ void G4OpenGLSceneHandler::DrawXYPolygon
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G4Vector3D start = radius * (up.cross(viewpointDirection)).unit();
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G4double phi;
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G4int i;
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glBegin (GL_POLYGON);
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for (i = 0, phi = 0.; i < nSides; i++, phi += dPhi) {
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for (i = 0, phi = startPhi; i < nSides; i++, phi += dPhi) {
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G4Vector3D r = start; r.rotate(phi, viewpointDirection);
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G4Vector3D p = centre + r;
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glVertex3d (p.x(), p.y(), p.z());
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@@ -409,7 +318,7 @@ void G4OpenGLSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) {
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G4bool transparency_enabled = true;
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G4OpenGLViewer* pViewer = dynamic_cast<G4OpenGLViewer*>(fpViewer);
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if (pViewer) transparency_enabled = pViewer->transparency_enabled;
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const G4Colour& c = GetColour (polyhedron);
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const G4Colour& c = pVA->GetColour();
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GLfloat materialColour [4];
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materialColour [0] = c.GetRed ();
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materialColour [1] = c.GetGreen ();
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@@ -420,7 +329,7 @@ void G4OpenGLSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) {
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materialColour [3] = 1.;
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}
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G4double lineWidth = GetLineWidth(polyhedron);
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G4double lineWidth = GetLineWidth(pVA);
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glLineWidth(lineWidth);
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GLfloat clear_colour[4];
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