Import Geant4 0.1.0 source tree
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// This code implementation is the intellectual property of
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// the RD44 GEANT4 collaboration.
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//
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// By copying, distributing or modifying the Program (or any work
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// based on the Program) you indicate your acceptance of this statement,
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// and all its terms.
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//
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// $Id: G4VRML2Viewer.cc,v 1.2 1999/01/11 00:48:12 allison Exp $
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// GEANT4 tag $Name: geant4-00-01 $
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//
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// G4VRML2Viewer.cc
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// Satoshi Tanaka & Yasuhide Sawada
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//=================//
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#ifdef G4VIS_BUILD_VRML_DRIVER
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//=================//
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//#define DEBUG_FR_VIEW
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#include <math.h>
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#include "G4Scene.hh"
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#include "G4VRML2Viewer.hh"
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#include "G4VRML2SceneHandler.hh"
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#include "G4VRML2.hh"
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#include "G4ios.hh"
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G4VRML2Viewer::G4VRML2Viewer(G4VRML2SceneHandler& scene, const G4String& name) :
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G4VViewer(scene, scene.IncrementViewCount(), name),
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fSceneHandler(scene),
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fDest(scene.fDest)
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{
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fViewHalfAngle = 0.5 * 0.785398 ; // 0.5 * 45*deg
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fsin_VHA = sin ( fViewHalfAngle ) ;
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}
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G4VRML2Viewer::~G4VRML2Viewer()
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{}
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void G4VRML2Viewer::SetView()
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{
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#if defined DEBUG_FR_VIEW
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G4cerr << "***** G4VRML2Viewer::SetView()" << endl;
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G4cerr << "G4VRML2Viewer::SetView(); not imlemented. " << endl;
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#endif
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// Do nothing, since VRML a browser is running as a different process.
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// SendViewParameters () will do this job instead.
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}
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void G4VRML2Viewer::DrawView()
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{
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#if defined DEBUG_FR_VIEW
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G4cerr << "***** G4VRML2Viewer::DrawView()" << endl;
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#endif
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// Open VRML2 file and output header comments
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fSceneHandler.beginSending() ;
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// Viewpoint node
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SendViewParameters();
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// Here is a minimal DrawView() function.
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NeedKernelVisit();
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ProcessView();
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FinishView();
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}
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void G4VRML2Viewer::ClearView(void)
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{
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#if defined DEBUG_FR_VIEW
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G4cerr << "***** G4VRML2Viewer::ClearView()" << endl;
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G4cerr << "G4VRML2Viewer::ClearView(); not implemented. " << endl;
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#endif
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}
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void G4VRML2Viewer::ShowView(void)
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{
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#if defined DEBUG_FR_VIEW
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G4cerr << "***** G4VRML2Viewer::ShowView()" << endl;
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#endif
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fSceneHandler.endSending();
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}
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void G4VRML2Viewer::FinishView(void)
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{
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#if defined DEBUG_FR_VIEW
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G4cerr << "***** G4VRML2Viewer::FinishView()" << endl;
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//G4cerr << "G4VRML2Viewer::FinishView(); not implemented. " << endl;
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#endif
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//fSceneHandler.endSending();
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}
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void G4VRML2Viewer::SendViewParameters ()
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{
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// Calculates view representation based on extent of object being
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// viewed and (initial) direction of camera. (Note: it can change
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// later due to user interaction via visualization system's GUI.)
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#if defined DEBUG_FR_VIEW
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G4cerr << "***** G4VRML2Viewer::SendViewParameters()\n";
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#endif
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// error recovery
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if ( fsin_VHA < 1.0e-6 ) { return ; }
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// camera distance
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G4double extent_radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
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G4double camera_distance = extent_radius / fsin_VHA ;
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// camera position on Z axis
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const G4Point3D& target_point = fVP.GetCurrentTargetPoint();
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G4double E_z = target_point.z() + camera_distance;
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G4Point3D E(0.0, 0.0, E_z );
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// VRML codes are generated below
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fDest << endl;
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fDest << "#---------- CAMERA" << endl;
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fDest << "Viewpoint {" << endl;
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fDest << "\t" << "position " ;
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fDest << E.x() << " " ;
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fDest << E.y() << " " ;
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fDest << E.z() << endl ;
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fDest << "}" << endl;
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fDest << endl;
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}
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#endif
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