Import Geant4 0.1.0 source tree

This commit is contained in:
Gabriele Cosmo
2016-06-08 15:09:25 +02:00
parent b97f8d0df7
commit aaa409b6ee
2922 changed files with 55107 additions and 81674 deletions
@@ -0,0 +1,132 @@
// This code implementation is the intellectual property of
// the RD44 GEANT4 collaboration.
//
// By copying, distributing or modifying the Program (or any work
// based on the Program) you indicate your acceptance of this statement,
// and all its terms.
//
// $Id: G4VRML2Viewer.cc,v 1.2 1999/01/11 00:48:12 allison Exp $
// GEANT4 tag $Name: geant4-00-01 $
//
// G4VRML2Viewer.cc
// Satoshi Tanaka & Yasuhide Sawada
//=================//
#ifdef G4VIS_BUILD_VRML_DRIVER
//=================//
//#define DEBUG_FR_VIEW
#include <math.h>
#include "G4Scene.hh"
#include "G4VRML2Viewer.hh"
#include "G4VRML2SceneHandler.hh"
#include "G4VRML2.hh"
#include "G4ios.hh"
G4VRML2Viewer::G4VRML2Viewer(G4VRML2SceneHandler& scene, const G4String& name) :
G4VViewer(scene, scene.IncrementViewCount(), name),
fSceneHandler(scene),
fDest(scene.fDest)
{
fViewHalfAngle = 0.5 * 0.785398 ; // 0.5 * 45*deg
fsin_VHA = sin ( fViewHalfAngle ) ;
}
G4VRML2Viewer::~G4VRML2Viewer()
{}
void G4VRML2Viewer::SetView()
{
#if defined DEBUG_FR_VIEW
G4cerr << "***** G4VRML2Viewer::SetView()" << endl;
G4cerr << "G4VRML2Viewer::SetView(); not imlemented. " << endl;
#endif
// Do nothing, since VRML a browser is running as a different process.
// SendViewParameters () will do this job instead.
}
void G4VRML2Viewer::DrawView()
{
#if defined DEBUG_FR_VIEW
G4cerr << "***** G4VRML2Viewer::DrawView()" << endl;
#endif
// Open VRML2 file and output header comments
fSceneHandler.beginSending() ;
// Viewpoint node
SendViewParameters();
// Here is a minimal DrawView() function.
NeedKernelVisit();
ProcessView();
FinishView();
}
void G4VRML2Viewer::ClearView(void)
{
#if defined DEBUG_FR_VIEW
G4cerr << "***** G4VRML2Viewer::ClearView()" << endl;
G4cerr << "G4VRML2Viewer::ClearView(); not implemented. " << endl;
#endif
}
void G4VRML2Viewer::ShowView(void)
{
#if defined DEBUG_FR_VIEW
G4cerr << "***** G4VRML2Viewer::ShowView()" << endl;
#endif
fSceneHandler.endSending();
}
void G4VRML2Viewer::FinishView(void)
{
#if defined DEBUG_FR_VIEW
G4cerr << "***** G4VRML2Viewer::FinishView()" << endl;
//G4cerr << "G4VRML2Viewer::FinishView(); not implemented. " << endl;
#endif
//fSceneHandler.endSending();
}
void G4VRML2Viewer::SendViewParameters ()
{
// Calculates view representation based on extent of object being
// viewed and (initial) direction of camera. (Note: it can change
// later due to user interaction via visualization system's GUI.)
#if defined DEBUG_FR_VIEW
G4cerr << "***** G4VRML2Viewer::SendViewParameters()\n";
#endif
// error recovery
if ( fsin_VHA < 1.0e-6 ) { return ; }
// camera distance
G4double extent_radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
G4double camera_distance = extent_radius / fsin_VHA ;
// camera position on Z axis
const G4Point3D& target_point = fVP.GetCurrentTargetPoint();
G4double E_z = target_point.z() + camera_distance;
G4Point3D E(0.0, 0.0, E_z );
// VRML codes are generated below
fDest << endl;
fDest << "#---------- CAMERA" << endl;
fDest << "Viewpoint {" << endl;
fDest << "\t" << "position " ;
fDest << E.x() << " " ;
fDest << E.y() << " " ;
fDest << E.z() << endl ;
fDest << "}" << endl;
fDest << endl;
}
#endif