Import Geant4 10.3.0 source tree
This commit is contained in:
@@ -24,7 +24,7 @@
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// ********************************************************************
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//
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//
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// $Id: G4VViewer.cc 95006 2016-01-15 08:26:18Z gcosmo $
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// $Id: G4VViewer.cc 101714 2016-11-22 08:53:13Z gcosmo $
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//
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//
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// John Allison 27th March 1996
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@@ -41,6 +41,7 @@
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#include "G4Scene.hh"
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#include "G4VPhysicalVolume.hh"
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#include "G4Transform3D.hh"
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#include "G4UImanager.hh"
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G4VViewer::G4VViewer (G4VSceneHandler& sceneHandler,
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G4int id, const G4String& name):
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@@ -74,15 +75,6 @@ void G4VViewer::SetName (const G4String& name) {
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fShortName.strip ();
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}
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const G4VisAttributes* G4VViewer::GetApplicableVisAttributes
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(const G4VisAttributes* pVisAttribs) const {
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// If pVisAttribs is zero, pick up the default vis attributes from
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// the view parameters.
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if (!pVisAttribs)
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pVisAttribs = GetViewParameters ().GetDefaultVisAttributes ();
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return pVisAttribs;
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}
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void G4VViewer::NeedKernelVisit () {
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fNeedKernelVisit = true;
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@@ -98,13 +90,11 @@ void G4VViewer::NeedKernelVisit () {
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// }
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// ??...but, there's a problem in OpenGL Stored which seems to
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// require *all* viewers to revisit the kernel, so...
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/*
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const G4ViewerList& viewerList = fSceneHandler.GetViewerList ();
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G4ViewerListConstIterator i;
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for (i = viewerList.begin(); i != viewerList.end(); i++) {
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(*i) -> SetNeedKernelVisit (true);
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}
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*/
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// const G4ViewerList& viewerList = fSceneHandler.GetViewerList ();
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// G4ViewerListConstIterator i;
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// for (i = viewerList.begin(); i != viewerList.end(); i++) {
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// (*i) -> SetNeedKernelVisit (true);
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// }
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// Feb 2005 - commented out. Let's fix OpenGL if necessary.
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}
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@@ -131,7 +121,87 @@ void G4VViewer::SetViewParameters (const G4ViewParameters& vp) {
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fVP = vp;
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}
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void G4VViewer::SetTouchable
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(const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath)
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{
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// Set the touchable for /vis/touchable/set/... commands.
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std::ostringstream oss;
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for (const auto& pvNodeId: fullPath) {
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oss
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<< ' ' << pvNodeId.GetPhysicalVolume()->GetName()
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<< ' ' << pvNodeId.GetCopyNo();
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}
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G4UImanager::GetUIpointer()->ApplyCommand("/vis/set/touchable" + oss.str());
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}
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void G4VViewer::TouchableSetVisibility
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(const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath,
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G4bool visibiity)
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{
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// Changes the Vis Attribute Modifiers WITHOUT triggering a rebuild.
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std::ostringstream oss;
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oss << "/vis/touchable/set/visibility ";
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if (visibiity) oss << "true"; else oss << "false";
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// The following is equivalent to
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// G4UImanager::GetUIpointer()->ApplyCommand(oss.str());
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// (assuming the touchable has already been set), but avoids view rebuild.
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// Instantiate a working copy of a G4VisAttributes object...
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G4VisAttributes workingVisAtts;
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// and set the visibility.
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workingVisAtts.SetVisibility(visibiity);
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fVP.AddVisAttributesModifier
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(G4ModelingParameters::VisAttributesModifier
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(workingVisAtts,
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G4ModelingParameters::VASVisibility,
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fullPath));
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// G4ModelingParameters::VASVisibility (VAS = Vis Attribute Signifier)
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// signifies that it is the visibility that should be picked out
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// and merged with the touchable's normal vis attributes.
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// Record on G4cout (with #) for information.
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if (G4UImanager::GetUIpointer()->GetVerboseLevel() >= 2) {
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G4cout << "# " << oss.str() << G4endl;
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}
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}
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void G4VViewer::TouchableSetColour
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(const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath,
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const G4Colour& colour)
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{
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// Changes the Vis Attribute Modifiers WITHOUT triggering a rebuild.
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std::ostringstream oss;
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oss << "/vis/touchable/set/colour "
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<< colour.GetRed() << ' ' << colour.GetGreen()
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<< ' ' << colour.GetBlue() << ' ' << colour.GetAlpha();
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// The following is equivalent to
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// G4UImanager::GetUIpointer()->ApplyCommand(oss.str());
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// (assuming the touchable has already been set), but avoids view rebuild.
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// Instantiate a working copy of a G4VisAttributes object...
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G4VisAttributes workingVisAtts;
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// and set the colour.
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workingVisAtts.SetColour(colour);
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fVP.AddVisAttributesModifier
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(G4ModelingParameters::VisAttributesModifier
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(workingVisAtts,
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G4ModelingParameters::VASColour,
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fullPath));
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// G4ModelingParameters::VASColour (VAS = Vis Attribute Signifier)
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// signifies that it is the colour that should be picked out
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// and merged with the touchable's normal vis attributes.
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// Record on G4cout (with #) for information.
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if (G4UImanager::GetUIpointer()->GetVerboseLevel() >= 2) {
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G4cout << "# " << oss.str() << G4endl;
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}
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}
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std::vector <G4ThreeVector> G4VViewer::ComputeFlyThrough(G4Vector3D* /*aVect*/)
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{
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@@ -140,33 +210,33 @@ std::vector <G4ThreeVector> G4VViewer::ComputeFlyThrough(G4Vector3D* /*aVect*/)
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G4SplineTest};
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// Choose a curve type (for testing)
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int myCurveType = Bezier;
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// int myCurveType = Bezier;
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// number if step points
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int stepPoints = 500;
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G4Spline* spline = new G4Spline();
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G4Spline spline;
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// At the moment we don't use the aVect parameters, but build it here :
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// Good step points for exampleB5
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spline->AddSplinePoint(G4Vector3D(0,1000,-14000));
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spline->AddSplinePoint(G4Vector3D(0,1000,0));
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spline->AddSplinePoint(G4Vector3D(-4000,1000,4000));
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spline.AddSplinePoint(G4Vector3D(0,1000,-14000));
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spline.AddSplinePoint(G4Vector3D(0,1000,0));
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spline.AddSplinePoint(G4Vector3D(-4000,1000,4000));
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std::vector <G4ThreeVector> viewVect;
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if(myCurveType == Bezier) {
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// if(myCurveType == Bezier) {
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// Draw the spline
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for (int i = 0; i < stepPoints; i++) {
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float t = (float)i / (float)stepPoints;
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G4Vector3D cameraPosition = spline->GetInterpolatedSplinePoint(t);
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// G4Vector3D targetPoint = spline->GetInterpolatedSplinePoint(t);
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G4Vector3D cameraPosition = spline.GetInterpolatedSplinePoint(t);
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// G4Vector3D targetPoint = spline.GetInterpolatedSplinePoint(t);
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// viewParam->SetViewAndLights(G4ThreeVector (cameraPosition.x(), cameraPosition.y(), cameraPosition.z()));
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// viewParam->SetCurrentTargetPoint(targetPoint);
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@@ -174,7 +244,7 @@ std::vector <G4ThreeVector> G4VViewer::ComputeFlyThrough(G4Vector3D* /*aVect*/)
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viewVect.push_back(G4ThreeVector (cameraPosition.x(), cameraPosition.y(), cameraPosition.z()));
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}
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} else if (myCurveType == G4SplineTest) {
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// } else if (myCurveType == G4SplineTest) {
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/*
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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.
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This method add "stay straight" parameter which could be between 0 and 1 where the pass will follow exactly the line between the waypoints
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@@ -198,87 +268,87 @@ std::vector <G4ThreeVector> G4VViewer::ComputeFlyThrough(G4Vector3D* /*aVect*/)
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P0 P2
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*/
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G4Vector3D a;
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G4Vector3D b;
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G4Vector3D m1;
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G4Vector3D m2;
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G4Vector3D P0;
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G4Vector3D P1;
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G4Vector3D P2;
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G4double stayStraight = 0;
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G4double bezierSpeed = 0.4; // Spend 40% time in bezier curve (time between m1-m2 is 40% of time between P0-P1)
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G4Vector3D firstPoint;
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G4Vector3D lastPoint;
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float nbBezierSteps = (stepPoints * bezierSpeed*(1-stayStraight)) * (2./spline->GetNumPoints());
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float nbFirstSteps = ((stepPoints/2-nbBezierSteps/2) /(1+stayStraight)) * (2./spline->GetNumPoints());
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// First points
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firstPoint = spline->GetPoint(0);
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lastPoint = (firstPoint + spline->GetPoint(1))/2;
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for( float j=0; j<1; j+= 1/nbFirstSteps) {
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G4ThreeVector pt = firstPoint + (lastPoint - firstPoint) * j;
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viewVect.push_back(pt);
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G4cout << "FLY Bezier A1("<< viewVect.size()<< "):" << pt << G4endl;
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}
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for (int i = 0; i < spline->GetNumPoints()-2; i++) {
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P0 = spline->GetPoint(i);
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P1 = spline->GetPoint(i+1);
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P2 = spline->GetPoint(i+2);
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m1 = P1 - (P1-P0)*(1-stayStraight)/2;
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m2 = P1 + (P2-P1)*(1-stayStraight)/2;
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// We have to get straight path from (middile of P0-P1) to (middile of P0-P1 + (dist P0-P1) * stayStraight/2)
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if (stayStraight >0) {
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firstPoint = (P0 + P1)/2;
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lastPoint = (P0 + P1)/2 + (P1-P0)*stayStraight/2;
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for( float j=0; j<1; j+= 1/(nbFirstSteps*stayStraight)) {
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G4ThreeVector pt = firstPoint + (lastPoint - firstPoint)* j;
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viewVect.push_back(pt);
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G4cout << "FLY Bezier A2("<< viewVect.size()<< "):" << pt << G4endl;
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}
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}
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// Compute Bezier curve
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for( float delta = 0 ; delta < 1 ; delta += 1/nbBezierSteps)
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{
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// The Green Line
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a = m1 + ( (P1 - m1) * delta );
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b = P1 + ( (m2 - P1) * delta );
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// Final point
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G4ThreeVector pt = a + ((b-a) * delta );
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viewVect.push_back(pt);
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G4cout << "FLY Bezier("<< viewVect.size()<< "):" << pt << G4endl;
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}
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// We have to get straight path
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if (stayStraight >0) {
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firstPoint = (P1 + P2)/2 - (P2-P1)*stayStraight/2;
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lastPoint = (P1 + P2)/2;
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for( float j=0; j<1; j+= 1/(nbFirstSteps*stayStraight)) {
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G4ThreeVector pt = firstPoint + (lastPoint - firstPoint)* j;
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viewVect.push_back(pt);
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G4cout << "FLY Bezier B1("<< viewVect.size()<< "):" << pt << G4endl;
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}
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}
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}
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// last points
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firstPoint = spline->GetPoint(spline->GetNumPoints()-2);
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lastPoint = spline->GetPoint(spline->GetNumPoints()-1);
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for( float j=1; j>0; j-= 1/nbFirstSteps) {
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G4ThreeVector pt = lastPoint - ((lastPoint-firstPoint)*((1-stayStraight)/2) * j );
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viewVect.push_back(pt);
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G4cout << "FLY Bezier B2("<< viewVect.size()<< "):" << pt << G4endl;
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}
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}
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// G4Vector3D a;
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// G4Vector3D b;
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// G4Vector3D m1;
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// G4Vector3D m2;
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// G4Vector3D P0;
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// G4Vector3D P1;
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// G4Vector3D P2;
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// G4double stayStraight = 0;
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// G4double bezierSpeed = 0.4; // Spend 40% time in bezier curve (time between m1-m2 is 40% of time between P0-P1)
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//
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// G4Vector3D firstPoint;
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// G4Vector3D lastPoint;
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//
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// float nbBezierSteps = (stepPoints * bezierSpeed*(1-stayStraight)) * (2./spline.GetNumPoints());
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// float nbFirstSteps = ((stepPoints/2-nbBezierSteps/2) /(1+stayStraight)) * (2./spline.GetNumPoints());
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//
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// // First points
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// firstPoint = spline.GetPoint(0);
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// lastPoint = (firstPoint + spline.GetPoint(1))/2;
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//
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// for( float j=0; j<1; j+= 1/nbFirstSteps) {
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// G4ThreeVector pt = firstPoint + (lastPoint - firstPoint) * j;
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// viewVect.push_back(pt);
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// G4cout << "FLY Bezier A1("<< viewVect.size()<< "):" << pt << G4endl;
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// }
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//
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// for (int i = 0; i < spline.GetNumPoints()-2; i++) {
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// P0 = spline.GetPoint(i);
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// P1 = spline.GetPoint(i+1);
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// P2 = spline.GetPoint(i+2);
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//
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// m1 = P1 - (P1-P0)*(1-stayStraight)/2;
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// m2 = P1 + (P2-P1)*(1-stayStraight)/2;
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//
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// // We have to get straight path from (middile of P0-P1) to (middile of P0-P1 + (dist P0-P1) * stayStraight/2)
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// if (stayStraight >0) {
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//
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// firstPoint = (P0 + P1)/2;
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// lastPoint = (P0 + P1)/2 + (P1-P0)*stayStraight/2;
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//
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// for( float j=0; j<1; j+= 1/(nbFirstSteps*stayStraight)) {
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// G4ThreeVector pt = firstPoint + (lastPoint - firstPoint)* j;
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// viewVect.push_back(pt);
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// G4cout << "FLY Bezier A2("<< viewVect.size()<< "):" << pt << G4endl;
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// }
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// }
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// // Compute Bezier curve
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// for( float delta = 0 ; delta < 1 ; delta += 1/nbBezierSteps)
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// {
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// // The Green Line
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// a = m1 + ( (P1 - m1) * delta );
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// b = P1 + ( (m2 - P1) * delta );
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//
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// // Final point
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// G4ThreeVector pt = a + ((b-a) * delta );
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// viewVect.push_back(pt);
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// G4cout << "FLY Bezier("<< viewVect.size()<< "):" << pt << G4endl;
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// }
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//
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// // We have to get straight path
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// if (stayStraight >0) {
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// firstPoint = (P1 + P2)/2 - (P2-P1)*stayStraight/2;
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// lastPoint = (P1 + P2)/2;
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//
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// for( float j=0; j<1; j+= 1/(nbFirstSteps*stayStraight)) {
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// G4ThreeVector pt = firstPoint + (lastPoint - firstPoint)* j;
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// viewVect.push_back(pt);
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// G4cout << "FLY Bezier B1("<< viewVect.size()<< "):" << pt << G4endl;
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// }
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// }
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// }
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//
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// // last points
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// firstPoint = spline.GetPoint(spline.GetNumPoints()-2);
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// lastPoint = spline.GetPoint(spline.GetNumPoints()-1);
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// for( float j=1; j>0; j-= 1/nbFirstSteps) {
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// G4ThreeVector pt = lastPoint - ((lastPoint-firstPoint)*((1-stayStraight)/2) * j );
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// viewVect.push_back(pt);
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// G4cout << "FLY Bezier B2("<< viewVect.size()<< "):" << pt << G4endl;
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// }
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// }
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return viewVect;
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}
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@@ -320,17 +390,17 @@ std::ostream& operator << (std::ostream& os, const G4VViewer& v) {
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// ===== G4Spline class =====
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G4Spline::G4Spline()
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G4VViewer::G4Spline::G4Spline()
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: vp(), delta_t(0)
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{
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}
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G4Spline::~G4Spline()
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G4VViewer::G4Spline::~G4Spline()
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{}
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// Solve the Catmull-Rom parametric equation for a given time(t) and vector quadruple (p1,p2,p3,p4)
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G4Vector3D G4Spline::CatmullRom_Eq(float t, const G4Vector3D& p1, const G4Vector3D& p2, const G4Vector3D& p3, const G4Vector3D& p4)
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G4Vector3D G4VViewer::G4Spline::CatmullRom_Eq(float t, const G4Vector3D& p1, const G4Vector3D& p2, const G4Vector3D& p3, const G4Vector3D& p4)
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{
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float t2 = t * t;
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float t3 = t2 * t;
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@@ -343,24 +413,24 @@ G4Vector3D G4Spline::CatmullRom_Eq(float t, const G4Vector3D& p1, const G4Vector
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return (p1*b1 + p2*b2 + p3*b3 + p4*b4);
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}
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void G4Spline::AddSplinePoint(const G4Vector3D& v)
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void G4VViewer::G4Spline::AddSplinePoint(const G4Vector3D& v)
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||||
{
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vp.push_back(v);
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delta_t = (float)1 / (float)vp.size();
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||||
}
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G4Vector3D G4Spline::GetPoint(int a)
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G4Vector3D G4VViewer::G4Spline::GetPoint(int a)
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||||
{
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return vp[a];
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||||
}
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int G4Spline::GetNumPoints()
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||||
int G4VViewer::G4Spline::GetNumPoints()
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||||
{
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||||
return vp.size();
|
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}
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||||
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G4Vector3D G4Spline::GetInterpolatedSplinePoint(float t)
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||||
G4Vector3D G4VViewer::G4Spline::GetInterpolatedSplinePoint(float t)
|
||||
{
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||||
// Find out in which interval we are on the spline
|
||||
int p = (int)(t / delta_t);
|
||||
@@ -375,5 +445,3 @@ G4Vector3D G4Spline::GetInterpolatedSplinePoint(float t)
|
||||
// Interpolate
|
||||
return CatmullRom_Eq(lt, vp[p0], vp[p1], vp[p2], vp[p3]);
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user