Import Geant4 10.7.0 source tree
This commit is contained in:
@@ -0,0 +1,103 @@
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//
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// ********************************************************************
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// * License and Disclaimer *
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// * *
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// * The Geant4 software is copyright of the Copyright Holders of *
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// * the Geant4 Collaboration. It is provided under the terms and *
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// * conditions of the Geant4 Software License, included in the file *
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// * LICENSE and available at http://cern.ch/geant4/license . These *
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// * include a list of copyright holders. *
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// * *
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// * Neither the authors of this software system, nor their employing *
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||||
// * institutes,nor the agencies providing financial support for this *
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// * work make any representation or warranty, express or implied, *
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// * regarding this software system or assume any liability for its *
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// * use. Please see the license in the file LICENSE and URL above *
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// * for the full disclaimer and the limitation of liability. *
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// * *
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// * This code implementation is the result of the scientific and *
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// * technical work of the GEANT4 collaboration. *
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// * By using, copying, modifying or distributing the software (or *
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// * any work based on the software) you agree to acknowledge its *
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// * use in resulting scientific publications, and indicate your *
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// * acceptance of all terms of the Geant4 Software license. *
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// ********************************************************************
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//
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// John Allison 17th June 2019
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#if defined (G4VIS_BUILD_QT3D_DRIVER) || defined (G4VIS_USE_QT3D)
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#include "G4Qt3D.hh"
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#include "G4Qt3DSceneHandler.hh"
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#include "G4Qt3DViewer.hh"
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#include "G4UIQt.hh"
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#include "G4UImanager.hh"
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#include "G4UIbatch.hh"
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G4Qt3D::G4Qt3D():
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G4VGraphicsSystem
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("Qt3D",
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"Qt3D",
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"Qt3D graphics driver",
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G4VGraphicsSystem::threeDInteractive) {}
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G4Qt3D::~G4Qt3D() {}
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G4VSceneHandler* G4Qt3D::CreateSceneHandler(const G4String& name) {
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G4VSceneHandler* pScene = new G4Qt3DSceneHandler(*this, name);
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return pScene;
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}
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G4VViewer* G4Qt3D::CreateViewer(G4VSceneHandler& scene,
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const G4String& name) {
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G4VViewer* pView =
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new G4Qt3DViewer((G4Qt3DSceneHandler&) scene, name);
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if (pView) {
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if (pView->GetViewId() < 0) {
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G4cerr <<
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"G4Qt3D::CreateViewer: ERROR flagged by negative"
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" view id in G4Qt3DViewer creation."
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"\n Destroying view and returning null pointer."
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<< G4endl;
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delete pView;
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pView = 0;
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}
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}
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if (!pView) {
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G4cerr <<
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"G4Qt3D::CreateViewer: ERROR: null pointer on new G4Qt3DViewer."
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<< G4endl;
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}
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return pView;
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}
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G4bool G4Qt3D::IsUISessionCompatible () const
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{
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G4bool isCompatible = false;
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G4UImanager* ui = G4UImanager::GetUIpointer();
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G4UIsession* session = ui->GetSession();
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// If session is a batch session, it may be:
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// a) this is a batch job (the user has not instantiated any UI session);
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// b) we are currently processing a UI command, in which case the UI
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// manager creates a temporary batch session and to find out if there is
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// a genuine UI session that the user has instantiated we must drill
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// down through previous sessions to a possible non-batch session.
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while (G4UIbatch* batch = dynamic_cast<G4UIbatch*>(session)) {
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session = batch->GetPreviousSession();
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}
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// Qt windows are only appropriate in a Qt session.
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if (session) {
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// If non-zero, this is the originating non-batch session
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// The user has instantiated a UI session...
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if (dynamic_cast<G4UIQt*>(session)) {
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// ...and it's a G4UIQt session, which is OK.
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isCompatible = true;
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}
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}
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return isCompatible;
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}
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#endif // #if defined (G4VIS_BUILD_QT3D_DRIVER) || defined (G4VIS_USE_QT3D)
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@@ -0,0 +1,997 @@
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//
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// ********************************************************************
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// * License and Disclaimer *
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||||
// * *
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||||
// * The Geant4 software is copyright of the Copyright Holders of *
|
||||
// * the Geant4 Collaboration. It is provided under the terms and *
|
||||
// * conditions of the Geant4 Software License, included in the file *
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||||
// * LICENSE and available at http://cern.ch/geant4/license . These *
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||||
// * include a list of copyright holders. *
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||||
// * *
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||||
// * Neither the authors of this software system, nor their employing *
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||||
// * institutes,nor the agencies providing financial support for this *
|
||||
// * work make any representation or warranty, express or implied, *
|
||||
// * regarding this software system or assume any liability for its *
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||||
// * use. Please see the license in the file LICENSE and URL above *
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// * for the full disclaimer and the limitation of liability. *
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||||
// * *
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// * This code implementation is the result of the scientific and *
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// * technical work of the GEANT4 collaboration. *
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||||
// * By using, copying, modifying or distributing the software (or *
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// * any work based on the software) you agree to acknowledge its *
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||||
// * use in resulting scientific publications, and indicate your *
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// * acceptance of all terms of the Geant4 Software license. *
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// ********************************************************************
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//
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// John Allison 17th June 2019
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#if defined (G4VIS_BUILD_QT3D_DRIVER) || defined (G4VIS_USE_QT3D)
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#include "G4Qt3DSceneHandler.hh"
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#include "G4PhysicalVolumeModel.hh"
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#include "G4LogicalVolumeModel.hh"
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#include "G4VPhysicalVolume.hh"
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#include "G4LogicalVolume.hh"
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#include "G4TransportationManager.hh"
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#include "G4Box.hh"
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#include "G4Polyline.hh"
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#include "G4Polymarker.hh"
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#include "G4Text.hh"
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#include "G4Circle.hh"
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#include "G4Square.hh"
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#include "G4Polyhedron.hh"
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#include "G4Scene.hh"
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#include "G4Threading.hh"
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#include "G4Qt3DViewer.hh"
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#include "G4Qt3DUtils.hh"
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#include "G4Qt3DQEntity.hh"
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#include <Qt3DCore>
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#include <Qt3DExtras>
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#include <Qt3DRender>
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#include <utility>
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// Qt3D seems to offer a choice of type - float or double. It would be nice
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// to use double since it offers the prospect of higher precision, hopefully
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// avoiding some issues that we see at high zoom. But it currently gives the
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// following warning: "findBoundingVolumeComputeData: Position attribute not
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// suited for bounding volume computation", so for now we use float.
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#define PRECISION float
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#define BASETYPE Qt3DRender::QAttribute::Float
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G4int G4Qt3DSceneHandler::fSceneIdCount = 0;
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G4Qt3DSceneHandler::G4Qt3DSceneHandler
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(G4VGraphicsSystem& system, const G4String& name)
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: G4VSceneHandler(system, fSceneIdCount++, name)
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{
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#ifdef G4QT3DDEBUG
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G4cout << "G4Qt3DSceneHandler::G4Qt3DSceneHandler called" << G4endl;
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#endif
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fpQt3DScene = new Qt3DCore::QEntity;
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fpQt3DScene->setObjectName("G4Qt3DSceneRoot");
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EstablishG4Qt3DQEntities();
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}
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G4Qt3DSceneHandler::~G4Qt3DSceneHandler()
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{
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// Doesn't like this - it gives BAD_ACCESS in delete_entity_recursively.
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// Curiously the delete traceback shows three calls to this recursively:
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/*#1 0x0000000100411906 in (anonymous namespace)::delete_entity_recursively(Qt3DCore::QNode*) at /Users/johna/Geant4/geant4-dev/source/visualization/Qt3D/src/G4Qt3DSceneHandler.cc:60
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#2 0x0000000100411840 in G4Qt3DSceneHandler::~G4Qt3DSceneHandler() at /Users/johna/Geant4/geant4-dev/source/visualization/Qt3D/src/G4Qt3DSceneHandler.cc:169
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#3 0x0000000100411fc5 in G4Qt3DSceneHandler::~G4Qt3DSceneHandler() at /Users/johna/Geant4/geant4-dev/source/visualization/Qt3D/src/G4Qt3DSceneHandler.cc:168
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#4 0x0000000100411fe9 in G4Qt3DSceneHandler::~G4Qt3DSceneHandler() at /Users/johna/Geant4/geant4-dev/source/visualization/Qt3D/src/G4Qt3DSceneHandler.cc:168
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#5 0x0000000101032510 in G4VisManager::~G4VisManager() at /Users/johna/Geant4/geant4-dev/source/visualization/management/src/G4VisManager.cc:214
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#6 0x0000000100013885 in G4VisExecutive::~G4VisExecutive() at /Users/johna/Geant4/geant4-dev/source/visualization/management/include/G4VisExecutive.hh:119
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#7 0x00000001000119a5 in G4VisExecutive::~G4VisExecutive() at /Users/johna/Geant4/geant4-dev/source/visualization/management/include/G4VisExecutive.hh:119
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#8 0x00000001000119c9 in G4VisExecutive::~G4VisExecutive() at /Users/johna/Geant4/geant4-dev/source/visualization/management/include/G4VisExecutive.hh:119
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#9 0x00000001000117dd in main at /Users/johna/Geant4/geant4-dev/examples/basic/B1/exampleB1.cc:108
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*/
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//if (fpQt3DScene) delete_entity_recursively(fpQt3DScene);
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}
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void G4Qt3DSceneHandler::EstablishG4Qt3DQEntities()
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{
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fpTransientObjects = new G4Qt3DQEntity(fpQt3DScene); // Hangs from root
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fpTransientObjects ->setObjectName("G4Qt3DTORoot");
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fpPersistentObjects = new G4Qt3DQEntity(fpQt3DScene); // Hangs from root
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fpPersistentObjects ->setObjectName("G4Qt3DPORoot");
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// Physical volume objects for each world hang from POs
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G4TransportationManager* transportationManager
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= G4TransportationManager::GetTransportationManager ();
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size_t nWorlds = transportationManager->GetNoWorlds();
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std::vector<G4VPhysicalVolume*>::iterator iterWorld
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= transportationManager->GetWorldsIterator();
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fpPhysicalVolumeObjects.resize(nWorlds);
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for (size_t i = 0; i < nWorlds; ++i, ++iterWorld) {
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G4VPhysicalVolume* world = (*iterWorld);
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auto entity = new G4Qt3DQEntity(fpPersistentObjects);
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entity->setObjectName("G4Qt3DPORoot_"+QString(world->GetName()));
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entity->SetPVNodeID(G4PhysicalVolumeModel::G4PhysicalVolumeNodeID(world));
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fpPhysicalVolumeObjects[i] = entity;
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}
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}
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G4Qt3DQEntity* G4Qt3DSceneHandler::CreateNewNode()
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{ // Create a G4Qt3DQEntity node suitable for next solid or primitive
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// Avoid Qt errors in MT mode - see G4Qt3DViewer::SwitchToMasterThread
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#ifdef G4MULTITHREADED
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if (!G4Threading::IsMasterThread()) return nullptr;
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#endif
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G4Qt3DQEntity* newNode = nullptr;
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if (fReadyForTransients) { // All transients hang from this node
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newNode = new G4Qt3DQEntity(fpTransientObjects);
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newNode->setObjectName(fpModel->GetGlobalTag().c_str());
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return newNode;
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}
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G4PhysicalVolumeModel* pPVModel =
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dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
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if (!pPVModel) { // Persistent objects (e.g., axes)
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newNode = new G4Qt3DQEntity(fpPersistentObjects);
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newNode->setObjectName(fpModel->GetGlobalTag().c_str());
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return newNode;
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}
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// So this is a G4PhysicalVolumeModel
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typedef G4PhysicalVolumeModel::G4PhysicalVolumeNodeID PVNodeID;
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typedef std::vector<PVNodeID> PVPath;
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// const PVPath& drawnPVPath = pPVModel->GetDrawnPVPath();
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const PVPath& fullPVPath = pPVModel->GetFullPVPath();
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//G4int currentDepth = pPVModel->GetCurrentDepth();
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//G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
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//G4LogicalVolume* pCurrentLV = pPVModel->GetCurrentLV();
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//G4Material* pCurrentMaterial = pPVModel->GetCurrentMaterial();
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// Note: pCurrentMaterial may be zero (parallel world).
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#ifdef G4QTDEBUG
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G4cout << "A: " << fullPVPath << G4endl; // DEBUG
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#endif
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// Find appropriate root
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const size_t nWorlds = fpPhysicalVolumeObjects.size();
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size_t iWorld = 0;
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for (; iWorld < nWorlds; ++iWorld) {
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if (fullPVPath[0].GetPhysicalVolume() ==
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fpPhysicalVolumeObjects[iWorld]->GetPVNodeID().GetPhysicalVolume()) break;
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}
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if (iWorld == nWorlds) {
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G4Exception("G4Qt3DSceneHandler::CreateNewNode", "qt3D-0000", FatalException,
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"World mis-match - not possible(!?)");
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}
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// (Re-)establish pv path of root entity
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G4Qt3DQEntity* world = fpPhysicalVolumeObjects[iWorld];
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world->SetPVNodeID(fullPVPath[0]);
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// Create nodes as required
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G4Qt3DQEntity* node = world;
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newNode = node;
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const size_t depth = fullPVPath.size();
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size_t iDepth = 1;
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while (iDepth < depth) {
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const auto& children = node->children();
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const G4int nChildren = children.size(); // int size() (Qt covention?)
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G4int iChild = 0;
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G4Qt3DQEntity* child = nullptr;
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for (; iChild < nChildren; ++iChild) {
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child = static_cast<G4Qt3DQEntity*>(children[iChild]);
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if (child->GetPVNodeID() == fullPVPath[iDepth]) break;
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}
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if (iChild != nChildren) { // Existing node found
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node = child; // Must be the ancestor of new node (subsequent iteration)
|
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} else {
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// Add a new node as child of node
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newNode = new G4Qt3DQEntity(node);
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||||
newNode->SetPVNodeID(fullPVPath[iDepth]);
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||||
std::ostringstream oss;
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||||
oss << newNode->GetPVNodeID().GetPhysicalVolume()->GetName()
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||||
<< ':' << newNode->GetPVNodeID().GetCopyNo();
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||||
newNode->setObjectName(oss.str().c_str());
|
||||
node = newNode;
|
||||
}
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++iDepth;
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}
|
||||
|
||||
return node;
|
||||
}
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|
||||
void G4Qt3DSceneHandler::PreAddSolid
|
||||
(const G4Transform3D& objectTransformation,
|
||||
const G4VisAttributes& visAttribs)
|
||||
{
|
||||
G4VSceneHandler::PreAddSolid(objectTransformation, visAttribs);
|
||||
}
|
||||
|
||||
void G4Qt3DSceneHandler::PostAddSolid()
|
||||
{
|
||||
G4VSceneHandler::PostAddSolid();
|
||||
}
|
||||
|
||||
void G4Qt3DSceneHandler::BeginPrimitives2D(const G4Transform3D& objectTransformation)
|
||||
{
|
||||
// The x,y coordinates of the primitives passed to AddPrimitive are
|
||||
// intrepreted as screen coordinates, -1 < x,y < 1. The
|
||||
// z-coordinate is ignored.
|
||||
// IMPORTANT: invoke this from your polymorphic versions, e.g.:
|
||||
// void MyXXXSceneHandler::BeginPrimitives2D
|
||||
// (const G4Transform3D& objectTransformation) {
|
||||
static G4bool first = true;
|
||||
if (first) {
|
||||
first = false;
|
||||
G4Exception("G4Qt3DSceneHandler::BeginPrimitives2D", "qt3D-0001",
|
||||
JustWarning,
|
||||
"2D drawing not yet implemented");
|
||||
}
|
||||
G4VSceneHandler::BeginPrimitives2D (objectTransformation);
|
||||
// ...
|
||||
}
|
||||
|
||||
void G4Qt3DSceneHandler::EndPrimitives2D ()
|
||||
{
|
||||
// IMPORTANT: invoke this from your polymorphic versions, e.g.:
|
||||
// void MyXXXSceneHandler::EndPrimitives2D () {
|
||||
// ...
|
||||
G4VSceneHandler::EndPrimitives2D ();
|
||||
}
|
||||
|
||||
void G4Qt3DSceneHandler::BeginPrimitives
|
||||
(const G4Transform3D& objectTransformation)
|
||||
{
|
||||
G4VSceneHandler::BeginPrimitives(objectTransformation);
|
||||
}
|
||||
|
||||
void G4Qt3DSceneHandler::EndPrimitives ()
|
||||
{
|
||||
G4VSceneHandler::EndPrimitives ();
|
||||
}
|
||||
|
||||
void G4Qt3DSceneHandler::AddPrimitive(const G4Polyline& polyline)
|
||||
{
|
||||
#ifdef G4QT3DDEBUG
|
||||
G4cout <<
|
||||
"G4Qt3DSceneHandler::AddPrimitive(const G4Polyline& polyline) called.\n"
|
||||
<< polyline
|
||||
<< G4endl;
|
||||
#endif
|
||||
|
||||
auto currentNode = CreateNewNode();
|
||||
if (!currentNode) return; // Node not available
|
||||
|
||||
if (polyline.size() == 0) return;
|
||||
|
||||
fpVisAttribs = fpViewer->GetApplicableVisAttributes(polyline.GetVisAttributes());
|
||||
|
||||
auto transform = G4Qt3DUtils::CreateQTransformFrom(fObjectTransformation);
|
||||
transform->setObjectName("transform");
|
||||
|
||||
auto polylineEntity = new Qt3DCore::QEntity(currentNode);
|
||||
polylineEntity->addComponent(transform);
|
||||
|
||||
const auto vertexByteSize = 3*sizeof(PRECISION);
|
||||
|
||||
const size_t nLines = polyline.size() - 1;
|
||||
QByteArray polylineByteArray;
|
||||
const auto polylineBufferByteSize = 2*nLines*vertexByteSize;
|
||||
polylineByteArray.resize(polylineBufferByteSize);
|
||||
auto polylineBufferArray = reinterpret_cast<PRECISION*>(polylineByteArray.data());
|
||||
G4int iLine = 0;
|
||||
for (size_t i = 0; i < nLines; ++i) {
|
||||
polylineBufferArray[iLine++] = polyline[i].x();
|
||||
polylineBufferArray[iLine++] = polyline[i].y();
|
||||
polylineBufferArray[iLine++] = polyline[i].z();
|
||||
polylineBufferArray[iLine++] = polyline[i+1].x();
|
||||
polylineBufferArray[iLine++] = polyline[i+1].y();
|
||||
polylineBufferArray[iLine++] = polyline[i+1].z();
|
||||
}
|
||||
auto polylineGeometry = new Qt3DRender::QGeometry();
|
||||
polylineGeometry->setObjectName("polylineGeometry");
|
||||
auto polylineBuffer = new Qt3DRender::QBuffer(polylineGeometry);
|
||||
polylineBuffer->setObjectName("Polyline buffer");
|
||||
polylineBuffer->setData(polylineByteArray);
|
||||
|
||||
auto polylineAtt = new Qt3DRender::QAttribute;
|
||||
polylineAtt->setObjectName("Position attribute");
|
||||
polylineAtt->setName(Qt3DRender::QAttribute::defaultPositionAttributeName());
|
||||
polylineAtt->setBuffer(polylineBuffer);
|
||||
polylineAtt->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
|
||||
polylineAtt->setVertexBaseType(BASETYPE);
|
||||
polylineAtt->setVertexSize(3);
|
||||
polylineAtt->setCount(nLines);
|
||||
polylineAtt->setByteOffset(0);
|
||||
polylineAtt->setByteStride(vertexByteSize);
|
||||
|
||||
const auto& colour = fpVisAttribs->GetColour();
|
||||
|
||||
polylineGeometry->addAttribute(polylineAtt);
|
||||
|
||||
auto material = new Qt3DExtras::QDiffuseSpecularMaterial();
|
||||
material->setObjectName("materialForPolyline");
|
||||
material->setAmbient(G4Qt3DUtils::ConvertToQColor(colour));
|
||||
material->setShininess(0.);
|
||||
material->setSpecular(0.);
|
||||
polylineEntity->addComponent(material);
|
||||
|
||||
auto renderer = new Qt3DRender::QGeometryRenderer;
|
||||
renderer->setObjectName("polyhedronWireframeRenderer");
|
||||
renderer->setGeometry(polylineGeometry);
|
||||
renderer->setVertexCount(2*nLines);
|
||||
renderer->setPrimitiveType(Qt3DRender::QGeometryRenderer::Lines);
|
||||
polylineEntity->addComponent(renderer);
|
||||
}
|
||||
|
||||
void G4Qt3DSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
|
||||
{
|
||||
auto currentNode = CreateNewNode();
|
||||
if (!currentNode) return; // Node not available
|
||||
|
||||
if (polymarker.size() == 0) return;
|
||||
|
||||
fpVisAttribs = fpViewer->GetApplicableVisAttributes(polymarker.GetVisAttributes());
|
||||
|
||||
switch (polymarker.GetMarkerType()) {
|
||||
default:
|
||||
case G4Polymarker::dots:
|
||||
{
|
||||
const size_t nDots = polymarker.size();
|
||||
|
||||
auto transform = G4Qt3DUtils::CreateQTransformFrom(fObjectTransformation);
|
||||
transform->setObjectName("transform");
|
||||
|
||||
auto polymarkerEntity = new Qt3DCore::QEntity(currentNode);
|
||||
polymarkerEntity->addComponent(transform);
|
||||
|
||||
const auto vertexByteSize = 3*sizeof(PRECISION);
|
||||
|
||||
QByteArray polymarkerByteArray;
|
||||
const auto polymarkerBufferByteSize = nDots*vertexByteSize;
|
||||
polymarkerByteArray.resize(polymarkerBufferByteSize);
|
||||
auto polymarkerBufferArray = reinterpret_cast<PRECISION*>(polymarkerByteArray.data());
|
||||
G4int iMarker = 0;
|
||||
for (size_t i = 0; i < polymarker.size(); ++i) {
|
||||
polymarkerBufferArray[iMarker++] = polymarker[i].x();
|
||||
polymarkerBufferArray[iMarker++] = polymarker[i].y();
|
||||
polymarkerBufferArray[iMarker++] = polymarker[i].z();
|
||||
}
|
||||
auto polymarkerGeometry = new Qt3DRender::QGeometry();
|
||||
polymarkerGeometry->setObjectName("polymarkerGeometry");
|
||||
auto polymarkerBuffer = new Qt3DRender::QBuffer(polymarkerGeometry);
|
||||
polymarkerBuffer->setObjectName("Polymarker buffer");
|
||||
polymarkerBuffer->setData(polymarkerByteArray);
|
||||
|
||||
auto polymarkerAtt = new Qt3DRender::QAttribute;
|
||||
polymarkerAtt->setObjectName("Position attribute");
|
||||
polymarkerAtt->setName(Qt3DRender::QAttribute::defaultPositionAttributeName());
|
||||
polymarkerAtt->setBuffer(polymarkerBuffer);
|
||||
polymarkerAtt->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
|
||||
polymarkerAtt->setVertexBaseType(BASETYPE);
|
||||
polymarkerAtt->setVertexSize(3);
|
||||
polymarkerAtt->setCount(nDots);
|
||||
polymarkerAtt->setByteOffset(0);
|
||||
polymarkerAtt->setByteStride(vertexByteSize);
|
||||
|
||||
const auto& colour = fpVisAttribs->GetColour();
|
||||
|
||||
polymarkerGeometry->addAttribute(polymarkerAtt);
|
||||
|
||||
auto material = new Qt3DExtras::QDiffuseSpecularMaterial();
|
||||
material->setObjectName("materialForPolymarker");
|
||||
material->setAmbient(G4Qt3DUtils::ConvertToQColor(colour));
|
||||
material->setShininess(0.);
|
||||
material->setSpecular(0.);
|
||||
polymarkerEntity->addComponent(material);
|
||||
|
||||
auto renderer = new Qt3DRender::QGeometryRenderer;
|
||||
renderer->setObjectName("polymarkerWireframeRenderer");
|
||||
renderer->setGeometry(polymarkerGeometry);
|
||||
renderer->setVertexCount(nDots);
|
||||
renderer->setPrimitiveType(Qt3DRender::QGeometryRenderer::Points);
|
||||
polymarkerEntity->addComponent(renderer);
|
||||
}
|
||||
break;
|
||||
case G4Polymarker::circles:
|
||||
{
|
||||
G4Circle circle (polymarker); // Default circle
|
||||
|
||||
const auto& colour = fpVisAttribs->GetColour();
|
||||
auto material = new Qt3DExtras::QDiffuseSpecularMaterial();
|
||||
material->setObjectName("materialForCircle");
|
||||
material->setAmbient(G4Qt3DUtils::ConvertToQColor(colour));
|
||||
if (colour.GetAlpha() < 1.) material->setAlphaBlendingEnabled(true);
|
||||
|
||||
auto sphereMesh = new Qt3DExtras::QSphereMesh;
|
||||
sphereMesh->setObjectName("sphereMesh");
|
||||
G4double radius;
|
||||
if (circle.GetSizeType() == G4VMarker::world ) {
|
||||
radius =circle.GetWorldRadius();
|
||||
} else { // Screen-size or none
|
||||
// Not figured out how to do screen-size, so use scene extent
|
||||
const G4double scale = 200.; // Roughly pixles per scene
|
||||
radius = circle.GetScreenRadius()*fpScene->GetExtent().GetExtentRadius()/scale;
|
||||
}
|
||||
sphereMesh->setRadius(radius);
|
||||
|
||||
for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
|
||||
auto position = fObjectTransformation*G4Translate3D(polymarker[iPoint]);
|
||||
auto transform = G4Qt3DUtils::CreateQTransformFrom(position);
|
||||
auto currentEntity = new Qt3DCore::QEntity(currentNode);
|
||||
currentEntity->addComponent(material);
|
||||
currentEntity->addComponent(transform);
|
||||
currentEntity->addComponent(sphereMesh);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case G4Polymarker::squares:
|
||||
{
|
||||
G4Square square (polymarker); // Default square
|
||||
|
||||
const auto& colour = fpVisAttribs->GetColour();
|
||||
auto material = new Qt3DExtras::QDiffuseSpecularMaterial();
|
||||
material->setObjectName("materialForSquare");
|
||||
material->setAmbient(G4Qt3DUtils::ConvertToQColor(colour));
|
||||
if (colour.GetAlpha() < 1.) material->setAlphaBlendingEnabled(true);
|
||||
|
||||
auto boxMesh = new Qt3DExtras::QCuboidMesh();
|
||||
boxMesh->setObjectName("boxMesh");
|
||||
G4double side;
|
||||
if (square.GetSizeType() == G4VMarker::world ) {
|
||||
side = square.GetWorldDiameter();
|
||||
} else { // Screen-size or none
|
||||
// Not figured out how to do screen-size, so use scene extent
|
||||
const G4double scale = 200.; // Roughly pixles per scene
|
||||
side = square.GetScreenDiameter()*fpScene->GetExtent().GetExtentRadius()/scale;
|
||||
}
|
||||
boxMesh->setXExtent(side);
|
||||
boxMesh->setYExtent(side);
|
||||
boxMesh->setZExtent(side);
|
||||
|
||||
for (size_t iPoint = 0; iPoint < polymarker.size (); iPoint++) {
|
||||
auto position = fObjectTransformation*G4Translate3D(polymarker[iPoint]);
|
||||
auto transform = G4Qt3DUtils::CreateQTransformFrom(position);
|
||||
auto currentEntity = new Qt3DCore::QEntity(currentNode);
|
||||
currentEntity->addComponent(material);
|
||||
currentEntity->addComponent(transform);
|
||||
currentEntity->addComponent(boxMesh);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void G4Qt3DSceneHandler::AddPrimitive(const G4Text& text) {
|
||||
#ifdef G4QT3DDEBUG
|
||||
G4cout <<
|
||||
"G4Qt3DSceneHandler::AddPrimitive(const G4Text& text) called.\n"
|
||||
<< text
|
||||
<< G4endl;
|
||||
#endif
|
||||
|
||||
static G4bool first = true;
|
||||
if (first) {
|
||||
first = false;
|
||||
G4Exception("G4Qt3DSceneHandler::AddPrimitive(const G4Text& text)",
|
||||
"qt3D-0002", JustWarning,
|
||||
"Text drawing not yet implemented");
|
||||
}
|
||||
return;
|
||||
|
||||
auto currentNode = CreateNewNode();
|
||||
if (!currentNode) return; // Node not available
|
||||
|
||||
fpVisAttribs = fpViewer->GetApplicableVisAttributes(text.GetVisAttributes());
|
||||
|
||||
auto position = fObjectTransformation*G4Translate3D(text.GetPosition());
|
||||
auto transform = G4Qt3DUtils::CreateQTransformFrom(position);
|
||||
transform->setScale(10);
|
||||
|
||||
// This simply does not work
|
||||
// auto qtext = new Qt3DExtras::QText2DEntity(currentNode);
|
||||
// qtext->setText(text.GetText().c_str());
|
||||
// qtext->setHeight(100);
|
||||
// qtext->setWidth(1000);
|
||||
// qtext->setColor(Qt::green);
|
||||
// qtext->setFont(QFont("Courier New", 10));
|
||||
//
|
||||
// qtext->addComponent(transform);
|
||||
// qtext->addComponent(material);
|
||||
|
||||
// This produces text in 3D facing +z - not what we want
|
||||
const auto& colour = GetTextColour(text);
|
||||
auto material = new Qt3DExtras::QDiffuseSpecularMaterial();
|
||||
material->setObjectName("materialForText");
|
||||
material->setAmbient(G4Qt3DUtils::ConvertToQColor(colour));
|
||||
if (colour.GetAlpha() < 1.) material->setAlphaBlendingEnabled(true);
|
||||
|
||||
auto textMesh = new Qt3DExtras::QExtrudedTextMesh();
|
||||
textMesh->setText(text.GetText().c_str());
|
||||
textMesh->setFont(QFont("Courier New", 10));
|
||||
textMesh->setDepth(.01f);
|
||||
|
||||
currentNode->addComponent(material);
|
||||
currentNode->addComponent(transform);
|
||||
currentNode->addComponent(textMesh);
|
||||
}
|
||||
|
||||
void G4Qt3DSceneHandler::AddPrimitive(const G4Circle& circle)
|
||||
{
|
||||
#ifdef G4QT3DDEBUG
|
||||
G4cout <<
|
||||
"G4Qt3DSceneHandler::AddPrimitive(const G4Circle& circle) called.\n"
|
||||
<< circle
|
||||
<< G4endl;
|
||||
#endif
|
||||
|
||||
#ifdef G4QT3DDEBUG
|
||||
MarkerSizeType sizeType;
|
||||
G4double size = GetMarkerSize (circle, sizeType);
|
||||
switch (sizeType) {
|
||||
default:
|
||||
case screen:
|
||||
// Draw in screen coordinates.
|
||||
G4cout << "screen";
|
||||
break;
|
||||
case world:
|
||||
// Draw in world coordinates.
|
||||
G4cout << "world";
|
||||
break;
|
||||
}
|
||||
G4cout << " size: " << size << G4endl;
|
||||
#endif
|
||||
|
||||
auto currentNode = CreateNewNode();
|
||||
if (!currentNode) return; // Node not available
|
||||
|
||||
fpVisAttribs = fpViewer->GetApplicableVisAttributes(circle.GetVisAttributes());
|
||||
|
||||
auto position = fObjectTransformation*G4Translate3D(circle.GetPosition());
|
||||
auto transform = G4Qt3DUtils::CreateQTransformFrom(position);
|
||||
|
||||
const auto& colour = fpVisAttribs->GetColour();
|
||||
auto material = new Qt3DExtras::QDiffuseSpecularMaterial();
|
||||
material->setObjectName("materialForCircle");
|
||||
material->setAmbient(G4Qt3DUtils::ConvertToQColor(colour));
|
||||
if (colour.GetAlpha() < 1.) material->setAlphaBlendingEnabled(true);
|
||||
|
||||
auto sphereMesh = new Qt3DExtras::QSphereMesh;
|
||||
sphereMesh->setObjectName("sphereMesh");
|
||||
G4double radius;
|
||||
if (circle.GetSizeType() == G4VMarker::world ) {
|
||||
radius =circle.GetWorldRadius();
|
||||
} else { // Screen-size or none
|
||||
// Not figured out how to do screen-size, so use scene extent
|
||||
const G4double scale = 200.; // Roughly pixles per scene
|
||||
radius = circle.GetScreenRadius()*fpScene->GetExtent().GetExtentRadius()/scale;
|
||||
}
|
||||
sphereMesh->setRadius(radius);
|
||||
|
||||
auto currentEntity = new Qt3DCore::QEntity(currentNode);
|
||||
currentEntity->addComponent(material);
|
||||
currentEntity->addComponent(transform);
|
||||
currentEntity->addComponent(sphereMesh);
|
||||
}
|
||||
|
||||
void G4Qt3DSceneHandler::AddPrimitive(const G4Square& square)
|
||||
{
|
||||
#ifdef G4QT3DDEBUG
|
||||
G4cout <<
|
||||
"G4Qt3DSceneHandler::AddPrimitive(const G4Square& square) called.\n"
|
||||
<< square
|
||||
<< G4endl;
|
||||
#endif
|
||||
|
||||
#ifdef G4QT3DDEBUG
|
||||
MarkerSizeType sizeType;
|
||||
G4double size = GetMarkerSize (square, sizeType);
|
||||
switch (sizeType) {
|
||||
default:
|
||||
case screen:
|
||||
// Draw in screen coordinates.
|
||||
G4cout << "screen";
|
||||
break;
|
||||
case world:
|
||||
// Draw in world coordinates.
|
||||
G4cout << "world";
|
||||
break;
|
||||
}
|
||||
G4cout << " size: " << size << G4endl;
|
||||
#endif
|
||||
|
||||
auto currentNode = CreateNewNode();
|
||||
if (!currentNode) return; // Node not available
|
||||
|
||||
fpVisAttribs = fpViewer->GetApplicableVisAttributes(square.GetVisAttributes());
|
||||
|
||||
auto position = fObjectTransformation*G4Translate3D(square.GetPosition());
|
||||
auto transform = G4Qt3DUtils::CreateQTransformFrom(position);
|
||||
|
||||
const auto& colour = fpVisAttribs->GetColour();
|
||||
auto material = new Qt3DExtras::QDiffuseSpecularMaterial();
|
||||
material->setObjectName("materialForSquare");
|
||||
material->setAmbient(G4Qt3DUtils::ConvertToQColor(colour));
|
||||
if (colour.GetAlpha() < 1.) material->setAlphaBlendingEnabled(true);
|
||||
|
||||
auto boxMesh = new Qt3DExtras::QCuboidMesh();
|
||||
boxMesh->setObjectName("boxMesh");
|
||||
G4double side;
|
||||
if (square.GetSizeType() == G4VMarker::world ) {
|
||||
side = square.GetWorldDiameter();
|
||||
} else { // Screen-size or none
|
||||
// Not figured out how to do screen-size, so use scene extent
|
||||
const G4double scale = 200.; // Roughly pixles per scene
|
||||
side = square.GetScreenDiameter()*fpScene->GetExtent().GetExtentRadius()/scale;
|
||||
}
|
||||
boxMesh->setXExtent(side);
|
||||
boxMesh->setYExtent(side);
|
||||
boxMesh->setZExtent(side);
|
||||
|
||||
auto currentEntity = new Qt3DCore::QEntity(currentNode);
|
||||
currentEntity->addComponent(material);
|
||||
currentEntity->addComponent(transform);
|
||||
currentEntity->addComponent(boxMesh);
|
||||
}
|
||||
|
||||
void G4Qt3DSceneHandler::AddPrimitive(const G4Polyhedron& polyhedron)
|
||||
{
|
||||
auto currentNode = CreateNewNode();
|
||||
if (!currentNode) return; // Node not available
|
||||
|
||||
if (polyhedron.GetNoFacets() == 0) return;
|
||||
|
||||
fpVisAttribs = fpViewer->GetApplicableVisAttributes(polyhedron.GetVisAttributes());
|
||||
|
||||
// Roll out vertices and normals for the faces. Note that this means vertices
|
||||
// are duplicated. For example a box has 8 vertices, but to define 6 faces
|
||||
// you need 12 triangles and 36 vertices. If it was just a matter of vertices
|
||||
// we could restrict the number to 8 and use the indices to define the
|
||||
// triangles, but we also have to consider the normals. A vertex can be have
|
||||
// more than one normal, depending on which face it is being used to define.
|
||||
// So we roll out all the vertices and normals for each triangle.
|
||||
std::vector<G4Point3D> vertices;
|
||||
std::vector<G4Normal3D> normals;
|
||||
|
||||
// Also roll out edges (as lines) for wireframe. Avoid duplicate lines,
|
||||
// including those that differ only in the order of vertices.
|
||||
typedef std::pair<G4Point3D,G4Point3D> Line;
|
||||
std::vector<Line> lines;
|
||||
auto insertIfNew = [&lines](const Line& newLine) {
|
||||
for (const auto& line: lines) {
|
||||
if ((newLine.first==line.first && newLine.second==line.second) ||
|
||||
(newLine.first==line.second && newLine.second==line.first))
|
||||
return;
|
||||
}
|
||||
lines.push_back(newLine);
|
||||
};
|
||||
|
||||
G4bool notLastFace;
|
||||
do {
|
||||
G4int nEdges;
|
||||
G4Point3D vertex [4];
|
||||
G4int edgeFlag[4];
|
||||
G4Normal3D normal [4];
|
||||
notLastFace = polyhedron.GetNextFacet(nEdges, vertex, edgeFlag, normal);
|
||||
vertices.push_back(vertex[0]);
|
||||
vertices.push_back(vertex[1]);
|
||||
vertices.push_back(vertex[2]);
|
||||
normals.push_back(normal[0]);
|
||||
normals.push_back(normal[1]);
|
||||
normals.push_back(normal[2]);
|
||||
insertIfNew(Line(vertex[0],vertex[1]));
|
||||
insertIfNew(Line(vertex[1],vertex[2]));
|
||||
if (nEdges == 3) {
|
||||
// Face is a triangle
|
||||
// One more line for wireframe, triangles for surfaces are complete
|
||||
insertIfNew(Line(vertex[2],vertex[0]));
|
||||
} else if (nEdges == 4) {
|
||||
// Face is a quadrilateral
|
||||
// Create another triangle for surfaces, add two more lines for wireframe
|
||||
vertices.push_back(vertex[2]);
|
||||
vertices.push_back(vertex[3]);
|
||||
vertices.push_back(vertex[0]);
|
||||
normals.push_back(normal[2]);
|
||||
normals.push_back(normal[3]);
|
||||
normals.push_back(normal[0]);
|
||||
insertIfNew(Line(vertex[2],vertex[3]));
|
||||
insertIfNew(Line(vertex[3],vertex[0]));
|
||||
} else {
|
||||
G4cerr << "ERROR: polyhedron face with more than 4 edges" << G4endl;
|
||||
return;
|
||||
}
|
||||
} while (notLastFace);
|
||||
const auto nVerts = vertices.size();
|
||||
const auto nLines = lines.size();
|
||||
|
||||
// Now put stuff into Qt objects
|
||||
|
||||
auto transform = G4Qt3DUtils::CreateQTransformFrom(fObjectTransformation);
|
||||
transform->setObjectName("transform");
|
||||
|
||||
Qt3DCore::QEntity* wireframeEntity = nullptr;
|
||||
Qt3DCore::QEntity* surfaceEntity = nullptr;
|
||||
static G4int errorCount = 0;
|
||||
G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (fpVisAttribs);
|
||||
switch (drawing_style) {
|
||||
case G4ViewParameters::wireframe:
|
||||
wireframeEntity = new Qt3DCore::QEntity(currentNode);
|
||||
wireframeEntity->addComponent(transform);
|
||||
break;
|
||||
case G4ViewParameters::hlr:
|
||||
wireframeEntity = new Qt3DCore::QEntity(currentNode);
|
||||
wireframeEntity->addComponent(transform);
|
||||
surfaceEntity = new Qt3DCore::QEntity(currentNode);
|
||||
surfaceEntity->addComponent(transform);
|
||||
break;
|
||||
case G4ViewParameters::hsr:
|
||||
surfaceEntity = new Qt3DCore::QEntity(currentNode);
|
||||
surfaceEntity->addComponent(transform);
|
||||
break;
|
||||
case G4ViewParameters::hlhsr:
|
||||
wireframeEntity = new Qt3DCore::QEntity(currentNode);
|
||||
wireframeEntity->addComponent(transform);
|
||||
surfaceEntity = new Qt3DCore::QEntity(currentNode);
|
||||
surfaceEntity->addComponent(transform);
|
||||
break;
|
||||
case G4ViewParameters::cloud:
|
||||
// Shouldn't happen in this function (it's a polyhedron!)
|
||||
if (errorCount == 0) {
|
||||
++errorCount;
|
||||
G4cerr << "WARNING: Qt3D: cloud drawing not implemented" << G4endl;
|
||||
}
|
||||
return;
|
||||
break;
|
||||
}
|
||||
|
||||
const auto vertexByteSize = 3*sizeof(PRECISION);
|
||||
|
||||
Qt3DRender::QGeometry* vertexGeometry = nullptr;
|
||||
Qt3DRender::QGeometry* lineGeometry = nullptr;
|
||||
|
||||
Qt3DRender::QAttribute* positionAtt = nullptr;
|
||||
Qt3DRender::QAttribute* normalAtt = nullptr;
|
||||
Qt3DRender::QAttribute* lineAtt = nullptr;
|
||||
|
||||
Qt3DRender::QBuffer* vertexBuffer = nullptr;
|
||||
if (drawing_style == G4ViewParameters::hlr ||
|
||||
drawing_style == G4ViewParameters::hsr ||
|
||||
drawing_style == G4ViewParameters::hlhsr) {
|
||||
|
||||
// Put vertices, normals into QByteArray
|
||||
// Accomodates both vertices and normals - hence 2*
|
||||
QByteArray vertexByteArray;
|
||||
const auto vertexBufferByteSize = 2*nVerts*vertexByteSize;
|
||||
vertexByteArray.resize(vertexBufferByteSize);
|
||||
auto vertexBufferArray = reinterpret_cast<PRECISION*>(vertexByteArray.data());
|
||||
G4int i1 = 0;
|
||||
for (size_t i = 0; i < nVerts; i++) {
|
||||
vertexBufferArray[i1++] = vertices[i].x();
|
||||
vertexBufferArray[i1++] = vertices[i].y();
|
||||
vertexBufferArray[i1++] = vertices[i].z();
|
||||
vertexBufferArray[i1++] = normals[i].x();
|
||||
vertexBufferArray[i1++] = normals[i].y();
|
||||
vertexBufferArray[i1++] = normals[i].z();
|
||||
}
|
||||
// Vertex buffer (vertices and normals)
|
||||
vertexGeometry = new Qt3DRender::QGeometry();
|
||||
vertexGeometry->setObjectName("vertexGeometry");
|
||||
vertexBuffer = new Qt3DRender::QBuffer(vertexGeometry);
|
||||
vertexBuffer->setObjectName("Vertex buffer");
|
||||
vertexBuffer->setData(vertexByteArray);
|
||||
|
||||
// Position attribute
|
||||
positionAtt = new Qt3DRender::QAttribute;
|
||||
positionAtt->setObjectName("Position attribute");
|
||||
positionAtt->setName(Qt3DRender::QAttribute::defaultPositionAttributeName());
|
||||
positionAtt->setBuffer(vertexBuffer);
|
||||
positionAtt->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
|
||||
positionAtt->setVertexBaseType(BASETYPE);
|
||||
positionAtt->setVertexSize(3);
|
||||
positionAtt->setCount(nVerts);
|
||||
positionAtt->setByteOffset(0);
|
||||
positionAtt->setByteStride(2*vertexByteSize);
|
||||
|
||||
// Normal attribute
|
||||
normalAtt = new Qt3DRender::QAttribute;
|
||||
normalAtt->setObjectName("Normal attribute");
|
||||
normalAtt->setName(Qt3DRender::QAttribute::defaultNormalAttributeName());
|
||||
normalAtt->setBuffer(vertexBuffer);
|
||||
normalAtt->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
|
||||
normalAtt->setVertexBaseType(BASETYPE);
|
||||
normalAtt->setVertexSize(3);
|
||||
normalAtt->setCount(nVerts);
|
||||
normalAtt->setByteOffset(vertexByteSize);
|
||||
normalAtt->setByteStride(2*vertexByteSize);
|
||||
}
|
||||
|
||||
Qt3DRender::QBuffer* lineBuffer = nullptr;
|
||||
if (drawing_style == G4ViewParameters::wireframe ||
|
||||
drawing_style == G4ViewParameters::hlr ||
|
||||
drawing_style == G4ViewParameters::hlhsr) {
|
||||
|
||||
// Put lines into a QByteArray
|
||||
QByteArray lineByteArray;
|
||||
const auto lineBufferByteSize = 2*nLines*vertexByteSize;
|
||||
lineByteArray.resize(lineBufferByteSize);
|
||||
auto lineBufferArray = reinterpret_cast<PRECISION*>(lineByteArray.data());
|
||||
G4int i2 = 0;
|
||||
for (const auto& line: lines) {
|
||||
lineBufferArray[i2++] = line.first.x();
|
||||
lineBufferArray[i2++] = line.first.y();
|
||||
lineBufferArray[i2++] = line.first.z();
|
||||
lineBufferArray[i2++] = line.second.x();
|
||||
lineBufferArray[i2++] = line.second.y();
|
||||
lineBufferArray[i2++] = line.second.z();
|
||||
}
|
||||
// Line loop buffer
|
||||
lineGeometry = new Qt3DRender::QGeometry();
|
||||
lineGeometry->setObjectName("lineGeometry");
|
||||
lineBuffer = new Qt3DRender::QBuffer(lineGeometry);
|
||||
lineBuffer->setObjectName("Line buffer");
|
||||
lineBuffer->setData(lineByteArray);
|
||||
|
||||
// Line attribute
|
||||
lineAtt = new Qt3DRender::QAttribute;
|
||||
lineAtt->setObjectName("Position attribute");
|
||||
lineAtt->setName(Qt3DRender::QAttribute::defaultPositionAttributeName());
|
||||
lineAtt->setBuffer(lineBuffer);
|
||||
lineAtt->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
|
||||
lineAtt->setVertexBaseType(BASETYPE);
|
||||
lineAtt->setVertexSize(3);
|
||||
lineAtt->setCount(nLines);
|
||||
lineAtt->setByteOffset(0);
|
||||
lineAtt->setByteStride(vertexByteSize);
|
||||
}
|
||||
|
||||
// Create material and renderer(s)...
|
||||
|
||||
const auto& colour = fpVisAttribs->GetColour();
|
||||
Qt3DExtras::QDiffuseSpecularMaterial* material;
|
||||
Qt3DRender::QGeometryRenderer* renderer;
|
||||
switch (drawing_style) {
|
||||
|
||||
case G4ViewParameters::wireframe:
|
||||
|
||||
lineGeometry->addAttribute(lineAtt);
|
||||
|
||||
material = new Qt3DExtras::QDiffuseSpecularMaterial();
|
||||
material->setObjectName("materialForWireframe");
|
||||
material->setAmbient(G4Qt3DUtils::ConvertToQColor(colour));
|
||||
material->setShininess(0.);
|
||||
material->setSpecular(0.);
|
||||
wireframeEntity->addComponent(material);
|
||||
|
||||
renderer = new Qt3DRender::QGeometryRenderer;
|
||||
renderer->setObjectName("polyhedronWireframeRenderer");
|
||||
renderer->setGeometry(lineGeometry);
|
||||
renderer->setVertexCount(2*nLines);
|
||||
renderer->setPrimitiveType(Qt3DRender::QGeometryRenderer::Lines);
|
||||
wireframeEntity->addComponent(renderer);
|
||||
|
||||
break;
|
||||
|
||||
case G4ViewParameters::hlr:
|
||||
|
||||
// Surfaces with background colour to hide the edges
|
||||
|
||||
vertexGeometry->addAttribute(positionAtt);
|
||||
vertexGeometry->addAttribute(normalAtt);
|
||||
|
||||
material = new Qt3DExtras::QDiffuseSpecularMaterial();
|
||||
material->setObjectName("materialForHiddenLines");
|
||||
material->setAmbient(Qt::white); // White for now (should be from fVP)
|
||||
material->setShininess(0.);
|
||||
material->setSpecular(0.);
|
||||
surfaceEntity->addComponent(material);
|
||||
|
||||
renderer = new Qt3DRender::QGeometryRenderer;
|
||||
renderer->setObjectName("polyhedronSurfaceRenderer");
|
||||
renderer->setGeometry(vertexGeometry);
|
||||
renderer->setVertexCount(nVerts);
|
||||
renderer->setPrimitiveType(Qt3DRender::QGeometryRenderer::Triangles);
|
||||
surfaceEntity->addComponent(renderer);
|
||||
|
||||
// Edges
|
||||
|
||||
lineGeometry->addAttribute(lineAtt);
|
||||
|
||||
material = new Qt3DExtras::QDiffuseSpecularMaterial();
|
||||
material->setObjectName("materialForWireFrame");
|
||||
material->setAmbient(G4Qt3DUtils::ConvertToQColor(colour));
|
||||
material->setShininess(0.);
|
||||
material->setSpecular(0.);
|
||||
wireframeEntity->addComponent(material);
|
||||
|
||||
renderer = new Qt3DRender::QGeometryRenderer;
|
||||
renderer->setObjectName("polyhedronWireframeRenderer");
|
||||
renderer->setGeometry(lineGeometry);
|
||||
renderer->setVertexCount(2*nLines);
|
||||
renderer->setPrimitiveType(Qt3DRender::QGeometryRenderer::Lines);
|
||||
wireframeEntity->addComponent(renderer);
|
||||
|
||||
break;
|
||||
|
||||
case G4ViewParameters::hsr:
|
||||
|
||||
vertexGeometry->addAttribute(positionAtt);
|
||||
vertexGeometry->addAttribute(normalAtt);
|
||||
|
||||
material = new Qt3DExtras::QDiffuseSpecularMaterial();
|
||||
material->setObjectName("materialForSurface");
|
||||
material->setAmbient(G4Qt3DUtils::ConvertToQColor(colour));
|
||||
if (colour.GetAlpha() < 1.) material->setAlphaBlendingEnabled(true);
|
||||
surfaceEntity->addComponent(material);
|
||||
|
||||
renderer = new Qt3DRender::QGeometryRenderer;
|
||||
renderer->setObjectName("polyhedronSurfaceRenderer");
|
||||
renderer->setGeometry(vertexGeometry);
|
||||
renderer->setVertexCount(nVerts);
|
||||
renderer->setPrimitiveType(Qt3DRender::QGeometryRenderer::Triangles);
|
||||
surfaceEntity->addComponent(renderer);
|
||||
|
||||
break;
|
||||
|
||||
case G4ViewParameters::hlhsr:
|
||||
|
||||
// Surfaces
|
||||
|
||||
vertexGeometry->addAttribute(positionAtt);
|
||||
vertexGeometry->addAttribute(normalAtt);
|
||||
|
||||
material = new Qt3DExtras::QDiffuseSpecularMaterial();
|
||||
material->setObjectName("materialForSurface");
|
||||
material->setAmbient(G4Qt3DUtils::ConvertToQColor(colour));
|
||||
if (colour.GetAlpha() < 1.) material->setAlphaBlendingEnabled(true);
|
||||
surfaceEntity->addComponent(material);
|
||||
|
||||
renderer = new Qt3DRender::QGeometryRenderer;
|
||||
renderer->setObjectName("polyhedronSurfaceRenderer");
|
||||
renderer->setGeometry(vertexGeometry);
|
||||
renderer->setVertexCount(nVerts);
|
||||
renderer->setPrimitiveType(Qt3DRender::QGeometryRenderer::Triangles);
|
||||
surfaceEntity->addComponent(renderer);
|
||||
|
||||
// Edges
|
||||
|
||||
lineGeometry->addAttribute(lineAtt);
|
||||
|
||||
material = new Qt3DExtras::QDiffuseSpecularMaterial();
|
||||
material->setObjectName("materialForWireframe");
|
||||
material->setAmbient(G4Qt3DUtils::ConvertToQColor(colour));
|
||||
material->setShininess(0.);
|
||||
material->setSpecular(0.);
|
||||
wireframeEntity->addComponent(material);
|
||||
|
||||
renderer = new Qt3DRender::QGeometryRenderer;
|
||||
renderer->setObjectName("polyhedronSurfaceRenderer");
|
||||
renderer->setGeometry(lineGeometry);
|
||||
renderer->setVertexCount(2*nLines);
|
||||
renderer->setPrimitiveType(Qt3DRender::QGeometryRenderer::Lines);
|
||||
wireframeEntity->addComponent(renderer);
|
||||
|
||||
break;
|
||||
|
||||
case G4ViewParameters::cloud:
|
||||
// Case trapped at start of function, so no need to implement
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void G4Qt3DSceneHandler::ClearStore ()
|
||||
{
|
||||
G4Qt3DUtils::delete_components_and_children_of_entity_recursively(fpQt3DScene);
|
||||
EstablishG4Qt3DQEntities();
|
||||
}
|
||||
|
||||
void G4Qt3DSceneHandler::ClearTransientStore ()
|
||||
{
|
||||
G4Qt3DUtils::delete_components_and_children_of_entity_recursively(fpTransientObjects);
|
||||
}
|
||||
|
||||
#endif // #if defined (G4VIS_BUILD_QT3D_DRIVER) || defined (G4VIS_USE_QT3D)
|
||||
@@ -0,0 +1,182 @@
|
||||
//
|
||||
// ********************************************************************
|
||||
// * License and Disclaimer *
|
||||
// * *
|
||||
// * The Geant4 software is copyright of the Copyright Holders of *
|
||||
// * the Geant4 Collaboration. It is provided under the terms and *
|
||||
// * conditions of the Geant4 Software License, included in the file *
|
||||
// * LICENSE and available at http://cern.ch/geant4/license . These *
|
||||
// * include a list of copyright holders. *
|
||||
// * *
|
||||
// * Neither the authors of this software system, nor their employing *
|
||||
// * institutes,nor the agencies providing financial support for this *
|
||||
// * work make any representation or warranty, express or implied, *
|
||||
// * regarding this software system or assume any liability for its *
|
||||
// * use. Please see the license in the file LICENSE and URL above *
|
||||
// * for the full disclaimer and the limitation of liability. *
|
||||
// * *
|
||||
// * This code implementation is the result of the scientific and *
|
||||
// * technical work of the GEANT4 collaboration. *
|
||||
// * By using, copying, modifying or distributing the software (or *
|
||||
// * any work based on the software) you agree to acknowledge its *
|
||||
// * use in resulting scientific publications, and indicate your *
|
||||
// * acceptance of all terms of the Geant4 Software license. *
|
||||
// ********************************************************************
|
||||
//
|
||||
// John Allison, 18th July 2020
|
||||
|
||||
#if defined (G4VIS_BUILD_QT3D_DRIVER) || defined (G4VIS_USE_QT3D)
|
||||
|
||||
#include "G4Qt3DUtils.hh"
|
||||
|
||||
#include "G4Qt3DQEntity.hh"
|
||||
#include "G4PhysicalVolumeModel.hh"
|
||||
|
||||
Qt3DCore::QTransform* G4Qt3DUtils::CreateQTransformFrom(const G4Transform3D& g)
|
||||
{
|
||||
auto* q = new Qt3DCore::QTransform;
|
||||
q->setMatrix
|
||||
(QMatrix4x4
|
||||
(g.xx(),g.xy(),g.xz(),g.dx(),
|
||||
g.yx(),g.yy(),g.yz(),g.dy(),
|
||||
g.zx(),g.zy(),g.zz(),g.dz(),
|
||||
0,0,0,1));
|
||||
q->setObjectName("transform");
|
||||
return q;
|
||||
}
|
||||
|
||||
QColor G4Qt3DUtils::ConvertToQColor(const G4Colour& c) {
|
||||
QColor qColor;
|
||||
qColor.setRgbF(c.GetRed(),c.GetGreen(),c.GetBlue(),c.GetAlpha());
|
||||
return qColor;
|
||||
}
|
||||
|
||||
QVector3D G4Qt3DUtils::ConvertToQVector3D(const G4ThreeVector& v) {
|
||||
return QVector3D(v.x(),v.y(),v.z());
|
||||
}
|
||||
|
||||
// https://stackoverflow.com/questions/45759274/how-can-i-delete-all-nodes-recursively-in-the-root-entity-of-qt3dwindow
|
||||
void G4Qt3DUtils::delete_entity_recursively(Qt3DCore::QNode *node){
|
||||
#ifdef G4QT3DDEBUG
|
||||
G4Qt3DUtils::LogFile << "node " << node->objectName().toStdString() << std::endl;
|
||||
#endif
|
||||
Qt3DCore::QEntity* entity = dynamic_cast<Qt3DCore::QEntity*>(node);
|
||||
if(entity == nullptr){
|
||||
G4String name = node->objectName().toStdString();
|
||||
if (name == "") name = "X";
|
||||
#ifdef G4QT3DDEBUG
|
||||
G4Qt3DUtils::LogFile << (void*)node << ": "
|
||||
<< "Deleting non-entity node " << name << std::endl;
|
||||
#endif
|
||||
delete node;
|
||||
node = nullptr;
|
||||
return;
|
||||
}
|
||||
for (auto component: entity->components()) {
|
||||
G4String name = component->objectName().toStdString();
|
||||
if (name == "") name = "X";
|
||||
#ifdef G4QT3DDEBUG
|
||||
G4Qt3DUtils::LogFile << (void*)node << ": " << "Deleting component " << name
|
||||
<< " of " << entity->objectName().toStdString() << std::endl;
|
||||
#endif
|
||||
entity->removeComponent(component);
|
||||
delete component;
|
||||
component = nullptr;
|
||||
}
|
||||
for (auto child_node: entity->childNodes()) {
|
||||
G4String name = child_node->objectName().toStdString();
|
||||
if (name == "") name = "X";
|
||||
#ifdef G4QT3DDEBUG
|
||||
G4Qt3DUtils::LogFile << (void*)child_node << ": " << "Child node " << name
|
||||
<< " of " << entity->objectName().toStdString() << std::endl;
|
||||
#endif
|
||||
delete_entity_recursively(child_node);
|
||||
}
|
||||
G4String name = entity->objectName().toStdString();
|
||||
if (name == "") name = "X";
|
||||
#ifdef G4QT3DDEBUG
|
||||
G4Qt3DUtils::LogFile << (void*)entity << ": " << "Deleting entity " << name << std::endl;
|
||||
#endif
|
||||
delete entity;
|
||||
entity = nullptr;
|
||||
}
|
||||
|
||||
void G4Qt3DUtils::delete_components_and_children_of_entity_recursively(Qt3DCore::QNode *node){
|
||||
Qt3DCore::QEntity* entity = dynamic_cast<Qt3DCore::QEntity*>(node);
|
||||
if(entity == nullptr){
|
||||
G4String name = node->objectName().toStdString();
|
||||
if (name == "") name = "X";
|
||||
#ifdef G4QT3DDEBUG
|
||||
G4Qt3DUtils::LogFile << (void*)node << ": " << "Found non-entity node " << name << std::endl;
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
for (auto component: entity->components()){
|
||||
G4String name = component->objectName().toStdString();
|
||||
if (name == "") name = "X";
|
||||
#ifdef G4QT3DDEBUG
|
||||
G4Qt3DUtils::LogFile << (void*)entity << ": " << "Deleting component " << name
|
||||
<< " of " << entity->objectName().toStdString() << std::endl;
|
||||
#endif
|
||||
entity->removeComponent(component);
|
||||
delete(component);
|
||||
component = nullptr;
|
||||
}
|
||||
auto child_nodes = entity->childNodes();
|
||||
for (auto child_node: child_nodes) {
|
||||
G4String name = child_node->objectName().toStdString();
|
||||
if (name == "") name = "X";
|
||||
#ifdef G4QT3DDEBUG
|
||||
G4Qt3DUtils::LogFile << (void*)child_node << ": " << "Child node " << name
|
||||
<< " of " << entity->objectName().toStdString() << std::endl;
|
||||
#endif
|
||||
delete_entity_recursively(child_node);
|
||||
}
|
||||
G4String name = entity->objectName().toStdString();
|
||||
if (name == "") name = "X";
|
||||
#ifdef G4QT3DDEBUG
|
||||
G4Qt3DUtils::LogFile << (void*)entity << ": " << "Clearing child nodes of " << name << std::endl;
|
||||
#endif
|
||||
child_nodes.clear();
|
||||
}
|
||||
|
||||
#ifdef G4QT3DDEBUG
|
||||
std::ofstream G4Qt3DUtils::LogFile("LogFile.txt");
|
||||
void G4Qt3DUtils::PrintQObjectTree
|
||||
(const QObject* node,
|
||||
const G4String& where)
|
||||
{
|
||||
auto& logFile = G4Qt3DUtils::LogFile;
|
||||
if (where.length()) logFile << "\n===== QObjectTree at " << where << std::endl;
|
||||
static G4int iDep = -1;
|
||||
++iDep;
|
||||
const auto* g4node = dynamic_cast<const G4Qt3DQEntity*>(node);
|
||||
G4String nodeName = node->objectName().toStdString();
|
||||
if (nodeName == "") nodeName = "X";
|
||||
for (G4int i = 0; i < iDep; ++i) logFile << " ";
|
||||
logFile << (void*)node << ": "
|
||||
<< "Node at depth " << iDep << ": " << nodeName << ": ";
|
||||
if (g4node) {
|
||||
logFile << g4node->GetPVNodeID() << std::endl;
|
||||
} else {
|
||||
logFile << typeid(node).name() << std::endl;
|
||||
}
|
||||
if (g4node) {
|
||||
for (const auto& component: g4node->components()) {
|
||||
G4String name = component->objectName().toStdString();
|
||||
if (name == "") name = "X";
|
||||
for (G4int i = 0; i < iDep; ++i) logFile << " ";
|
||||
logFile << (void*)component << ": "<< "Component at depth " << iDep << " "
|
||||
<< name << " of " << nodeName << std::endl;
|
||||
}
|
||||
}
|
||||
for (const auto& child: node->children()) {
|
||||
PrintQObjectTree(child);
|
||||
}
|
||||
--iDep;
|
||||
if (where.length()) logFile << "===== End: QObjectTree at " << where << std::endl;
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif // #if defined (G4VIS_BUILD_QT3D_DRIVER) || defined (G4VIS_USE_QT3D)
|
||||
@@ -0,0 +1,361 @@
|
||||
//
|
||||
// ********************************************************************
|
||||
// * License and Disclaimer *
|
||||
// * *
|
||||
// * The Geant4 software is copyright of the Copyright Holders of *
|
||||
// * the Geant4 Collaboration. It is provided under the terms and *
|
||||
// * conditions of the Geant4 Software License, included in the file *
|
||||
// * LICENSE and available at http://cern.ch/geant4/license . These *
|
||||
// * include a list of copyright holders. *
|
||||
// * *
|
||||
// * Neither the authors of this software system, nor their employing *
|
||||
// * institutes,nor the agencies providing financial support for this *
|
||||
// * work make any representation or warranty, express or implied, *
|
||||
// * regarding this software system or assume any liability for its *
|
||||
// * use. Please see the license in the file LICENSE and URL above *
|
||||
// * for the full disclaimer and the limitation of liability. *
|
||||
// * *
|
||||
// * This code implementation is the result of the scientific and *
|
||||
// * technical work of the GEANT4 collaboration. *
|
||||
// * By using, copying, modifying or distributing the software (or *
|
||||
// * any work based on the software) you agree to acknowledge its *
|
||||
// * use in resulting scientific publications, and indicate your *
|
||||
// * acceptance of all terms of the Geant4 Software license. *
|
||||
// ********************************************************************
|
||||
//
|
||||
// John Allison 17th June 2019
|
||||
|
||||
#if defined (G4VIS_BUILD_QT3D_DRIVER) || defined (G4VIS_USE_QT3D)
|
||||
|
||||
#include "G4Qt3DViewer.hh"
|
||||
|
||||
#include "G4Qt3DSceneHandler.hh"
|
||||
#include "G4Qt3DUtils.hh"
|
||||
|
||||
#include "G4Scene.hh"
|
||||
#include "G4UImanager.hh"
|
||||
#include "G4UIQt.hh"
|
||||
#include "G4SystemOfUnits.hh"
|
||||
|
||||
G4Qt3DViewer::G4Qt3DViewer
|
||||
(G4Qt3DSceneHandler& sceneHandler, const G4String& name)
|
||||
: G4VViewer(sceneHandler, sceneHandler.IncrementViewCount(), name)
|
||||
, fQt3DSceneHandler(sceneHandler)
|
||||
, fKeyPressed(false)
|
||||
, fMousePressed(false)
|
||||
, fMousePressedX(0.)
|
||||
, fMousePressedY(0.)
|
||||
{
|
||||
setObjectName(fName.c_str());
|
||||
|
||||
fVP.SetAutoRefresh(true);
|
||||
fDefaultVP.SetAutoRefresh(true);
|
||||
|
||||
// Background is white (not figured out how to change it) so...
|
||||
fVP.SetDefaultColour(G4Colour::Black());
|
||||
fDefaultVP.SetDefaultColour(G4Colour::Black());
|
||||
|
||||
auto UI = G4UImanager::GetUIpointer();
|
||||
auto uiQt = dynamic_cast<G4UIQt*>(UI->GetG4UIWindow());
|
||||
if (!uiQt) {
|
||||
fViewId = -1; // This flags an error.
|
||||
G4cerr << "G4Qt3DViewer::G4Qt3DViewer requires G4UIQt"
|
||||
<< G4endl;
|
||||
return;
|
||||
}
|
||||
fUIWidget = QWidget::createWindowContainer(this);
|
||||
uiQt->AddTabWidget(fUIWidget,QString(fName));
|
||||
|
||||
setRootEntity(fQt3DSceneHandler.fpQt3DScene);
|
||||
}
|
||||
|
||||
G4Qt3DViewer::~G4Qt3DViewer()
|
||||
{}
|
||||
|
||||
void G4Qt3DViewer::SetView()
|
||||
{
|
||||
// Get radius of scene, etc.
|
||||
// Note that this procedure properly takes into account zoom, dolly and pan.
|
||||
const G4Point3D targetPoint
|
||||
= fSceneHandler.GetScene()->GetStandardTargetPoint()
|
||||
+ fVP.GetCurrentTargetPoint ();
|
||||
G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
|
||||
if(radius<=0.) radius = 1.;
|
||||
const G4double cameraDistance = fVP.GetCameraDistance (radius);
|
||||
const G4Point3D cameraPosition =
|
||||
targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
|
||||
const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
|
||||
const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
|
||||
const GLdouble right = fVP.GetFrontHalfHeight (pnear, radius);
|
||||
const GLdouble left = -right;
|
||||
const GLdouble top = fVP.GetFrontHalfHeight (pnear, radius);
|
||||
const GLdouble bottom = -top;
|
||||
|
||||
camera()->setObjectName((fName + " camera").c_str());
|
||||
camera()->setViewCenter(G4Qt3DUtils::ConvertToQVector3D(targetPoint));
|
||||
camera()->setPosition(G4Qt3DUtils::ConvertToQVector3D(cameraPosition));
|
||||
camera()->setUpVector(G4Qt3DUtils::ConvertToQVector3D(fVP.GetUpVector()));
|
||||
|
||||
// auto lightEntity = new Qt3DCore::QEntity(fQt3DSceneHandler.fpQt3DScene);
|
||||
// auto directionalLight = new Qt3DRender::QDirectionalLight(lightEntity);
|
||||
//// directionalLight->setColor("white");
|
||||
//// directionalLight->setIntensity(1.);
|
||||
// directionalLight->setWorldDirection(G4Qt3DUtils::ConvertToQVector3D(fVP.GetActualLightpointDirection()));
|
||||
// lightEntity->addComponent(directionalLight);
|
||||
|
||||
const auto& size = fUIWidget->size();
|
||||
G4double w = size.width();
|
||||
G4double h = size.height();
|
||||
#ifdef G4QT3DDEBUG
|
||||
// Curiously w,h are wrong first time - 640,480 instead of (my Mac) 991,452.
|
||||
G4cout << "W,H: " << w << ',' << h << G4endl;
|
||||
#endif
|
||||
const G4double aspectRatio = w/h;
|
||||
if (fVP.GetFieldHalfAngle() == 0.) {
|
||||
camera()->lens()->setOrthographicProjection
|
||||
(left*aspectRatio,right*aspectRatio,bottom,top,pnear,pfar);
|
||||
} else {
|
||||
camera()->lens()->setPerspectiveProjection
|
||||
(2.*fVP.GetFieldHalfAngle()/deg,aspectRatio,pnear,pfar);
|
||||
}
|
||||
}
|
||||
|
||||
void G4Qt3DViewer::ClearView()
|
||||
{}
|
||||
|
||||
void G4Qt3DViewer::DrawView()
|
||||
{
|
||||
// First, a view should decide when to re-visit the G4 kernel.
|
||||
// Sometimes it might not be necessary, e.g., if the scene is stored
|
||||
// in a graphical database (e.g., OpenGL's display lists) and only
|
||||
// the viewing angle has changed. But graphics systems without a
|
||||
// graphical database will always need to visit the G4 kernel.
|
||||
|
||||
// The fNeedKernelVisit flag might have been set by the user in
|
||||
// /vis/viewer/rebuild, but if not, make decision and set flag only
|
||||
// if necessary...
|
||||
if (!fNeedKernelVisit) KernelVisitDecision();
|
||||
G4bool kernelVisitWasNeeded = fNeedKernelVisit; // Keep (ProcessView resets).
|
||||
fLastVP = fVP;
|
||||
|
||||
ProcessView (); // Clears store and processes scene only if necessary.
|
||||
|
||||
if (kernelVisitWasNeeded) {
|
||||
// We might need to do something if the kernel was visited.
|
||||
} else {
|
||||
}
|
||||
|
||||
// ...before finally...
|
||||
FinishView (); // Flush streams and/or swap buffers.
|
||||
}
|
||||
|
||||
void G4Qt3DViewer::ShowView()
|
||||
{
|
||||
show();
|
||||
}
|
||||
|
||||
void G4Qt3DViewer::FinishView()
|
||||
{
|
||||
show();
|
||||
}
|
||||
|
||||
void G4Qt3DViewer::SwitchToVisSubThread()
|
||||
{
|
||||
// fUIWidget->moveToThread(QThread::currentThread());
|
||||
// moveToThread(QThread::currentThread());
|
||||
// fQt3DSceneHandler.fpQt3DScene->moveToThread(QThread::currentThread());
|
||||
// fQt3DSceneHandler.fpTransientObjects->moveToThread(QThread::currentThread());
|
||||
#ifdef G4QT3DDEBUG
|
||||
// G4cout
|
||||
// << "G4Qt3DViewer::SwitchToVisSubThread: (void*)fQt3DSceneHandler.fpQt3DScene: "
|
||||
// << (void*)fQt3DSceneHandler.fpQt3DScene
|
||||
// << G4endl;
|
||||
#endif
|
||||
}
|
||||
|
||||
void G4Qt3DViewer::SwitchToMasterThread()
|
||||
{
|
||||
// fUIWidget->moveToThread(QThread::currentThread());
|
||||
// moveToThread(QThread::currentThread());
|
||||
// fQt3DSceneHandler.fpQt3DScene->moveToThread(QThread::currentThread());
|
||||
// fQt3DSceneHandler.fpTransientObjects->moveToThread(QThread::currentThread());
|
||||
#ifdef G4QT3DDEBUG
|
||||
// G4cout
|
||||
// << "G4Qt3DViewer::SwitchToMasterThread: (void*)fQt3DSceneHandler.fpQt3DScene: "
|
||||
// << (void*)fQt3DSceneHandler.fpQt3DScene
|
||||
// << G4endl;
|
||||
#endif
|
||||
|
||||
#ifdef G4MULTITHREADED
|
||||
if (G4Threading::IsMultithreadedApplication()) {
|
||||
// I have not figured out how to draw during a run. In fact, even attempting
|
||||
// to fill nodes gives the error "Cannot create children for a parent that
|
||||
// is in a different thread." So instead draw events from kept events.
|
||||
//
|
||||
// Setting fNeedKernelVisit=true causes scene deletion and a complete rebuild,
|
||||
// including trajectories, hits, etc. from kept events.
|
||||
//
|
||||
// Clearly this is a limitation because even if you run 1000 events you only
|
||||
// get those kept (default 100), and even worse, if end-if-event-action is
|
||||
// "refresh", you only get one event (the last I think).
|
||||
//
|
||||
// Also, strictly, there is no need to rebuid run-duration models (detector),
|
||||
// but a complete rebuild is the easiest way (already imeplemented).
|
||||
fNeedKernelVisit = true;
|
||||
DrawView(); // Draw trajectories, etc., from kept events
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void G4Qt3DViewer::KernelVisitDecision () {
|
||||
|
||||
// If there's a significant difference with the last view parameters
|
||||
// of either the scene handler or this viewer, trigger a rebuild.
|
||||
|
||||
if (CompareForKernelVisit(fLastVP)) {
|
||||
NeedKernelVisit (); // Sets fNeedKernelVisit.
|
||||
}
|
||||
}
|
||||
|
||||
G4bool G4Qt3DViewer::CompareForKernelVisit(G4ViewParameters& lastVP)
|
||||
{
|
||||
// Typical comparison. Taken from OpenGL.
|
||||
if (
|
||||
(lastVP.GetDrawingStyle () != fVP.GetDrawingStyle ()) ||
|
||||
(lastVP.GetNumberOfCloudPoints() != fVP.GetNumberOfCloudPoints()) ||
|
||||
(lastVP.IsAuxEdgeVisible () != fVP.IsAuxEdgeVisible ()) ||
|
||||
(lastVP.IsCulling () != fVP.IsCulling ()) ||
|
||||
(lastVP.IsCullingInvisible () != fVP.IsCullingInvisible ()) ||
|
||||
(lastVP.IsDensityCulling () != fVP.IsDensityCulling ()) ||
|
||||
(lastVP.IsCullingCovered () != fVP.IsCullingCovered ()) ||
|
||||
(lastVP.GetCBDAlgorithmNumber() !=
|
||||
fVP.GetCBDAlgorithmNumber()) ||
|
||||
(lastVP.IsSection () != fVP.IsSection ()) ||
|
||||
(lastVP.IsCutaway () != fVP.IsCutaway ()) ||
|
||||
(lastVP.IsExplode () != fVP.IsExplode ()) ||
|
||||
(lastVP.GetNoOfSides () != fVP.GetNoOfSides ()) ||
|
||||
(lastVP.GetGlobalMarkerScale() != fVP.GetGlobalMarkerScale()) ||
|
||||
(lastVP.GetGlobalLineWidthScale() != fVP.GetGlobalLineWidthScale()) ||
|
||||
(lastVP.IsMarkerNotHidden () != fVP.IsMarkerNotHidden ()) ||
|
||||
(lastVP.GetDefaultVisAttributes()->GetColour() !=
|
||||
fVP.GetDefaultVisAttributes()->GetColour()) ||
|
||||
(lastVP.GetDefaultTextVisAttributes()->GetColour() !=
|
||||
fVP.GetDefaultTextVisAttributes()->GetColour()) ||
|
||||
(lastVP.GetBackgroundColour ()!= fVP.GetBackgroundColour ())||
|
||||
(lastVP.IsPicking () != fVP.IsPicking ()) ||
|
||||
(lastVP.GetVisAttributesModifiers() !=
|
||||
fVP.GetVisAttributesModifiers())
|
||||
) {
|
||||
return true;
|
||||
}
|
||||
|
||||
if (lastVP.IsDensityCulling () &&
|
||||
(lastVP.GetVisibleDensity () != fVP.GetVisibleDensity ()))
|
||||
return true;
|
||||
|
||||
if (lastVP.GetCBDAlgorithmNumber() > 0) {
|
||||
if (lastVP.GetCBDParameters().size() != fVP.GetCBDParameters().size()) return true;
|
||||
else if (lastVP.GetCBDParameters() != fVP.GetCBDParameters()) return true;
|
||||
}
|
||||
|
||||
if (lastVP.IsExplode () &&
|
||||
(lastVP.GetExplodeFactor () != fVP.GetExplodeFactor ()))
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void G4Qt3DViewer::keyPressEvent(QKeyEvent* ev)
|
||||
{
|
||||
fKeyPressed = true;
|
||||
fKey = ev->key();
|
||||
}
|
||||
|
||||
void G4Qt3DViewer::keyReleaseEvent(QKeyEvent* /*ev*/)
|
||||
{
|
||||
fKeyPressed = false;
|
||||
}
|
||||
|
||||
void G4Qt3DViewer::mouseDoubleClickEvent(QMouseEvent* /*ev*/) {}
|
||||
|
||||
void G4Qt3DViewer::mouseMoveEvent(QMouseEvent* ev)
|
||||
{
|
||||
// I think we only want these if a mouse button is pressed.
|
||||
// But they come even when not pressed (on my MacBook Pro trackpad).
|
||||
// Documentation says:
|
||||
/* Mouse move events will occur only when a mouse button is pressed down,
|
||||
unless mouse tracking has been enabled with QWidget::setMouseTracking().*/
|
||||
// But this is a window not a widget.
|
||||
// As a workaround we maintain a flag changed by mousePress/ReleaseEvent.
|
||||
|
||||
G4double x = ev->x();
|
||||
G4double y = ev->y();
|
||||
G4double dx = x-fMousePressedX;
|
||||
G4double dy = y-fMousePressedY;
|
||||
fMousePressedX = x;
|
||||
fMousePressedY = y;
|
||||
|
||||
if (fMousePressed) {
|
||||
|
||||
if (fKeyPressed && fKey == Qt::Key_Shift) { // Translation (pan)
|
||||
|
||||
const G4double sceneRadius = fQt3DSceneHandler.fpScene->GetExtent().GetExtentRadius();
|
||||
const G4double scale = 300; // Roughly pixels per window, empirically chosen
|
||||
const G4double dxScene = dx*sceneRadius/scale;
|
||||
const G4double dyScene = dy*sceneRadius/scale;
|
||||
fVP.IncrementPan(-dxScene,dyScene);
|
||||
|
||||
} else { // Rotation
|
||||
|
||||
// Simple ad-hoc algorithms
|
||||
const G4Vector3D& x_prime = fVP.GetViewpointDirection().cross(fVP.GetUpVector());
|
||||
const G4Vector3D& y_prime = x_prime.cross(fVP.GetViewpointDirection());
|
||||
const G4double scale = 200; // Roughly pixels per window, empirically chosen
|
||||
G4Vector3D newViewpointDirection = fVP.GetViewpointDirection();
|
||||
newViewpointDirection += dx*x_prime/scale;
|
||||
newViewpointDirection += dy*y_prime/scale;
|
||||
fVP.SetViewpointDirection(newViewpointDirection.unit());
|
||||
|
||||
if (fVP.GetRotationStyle() == G4ViewParameters::freeRotation) {
|
||||
G4Vector3D newUpVector = fVP.GetUpVector();
|
||||
newUpVector += dx*x_prime/scale;
|
||||
newUpVector += dy*y_prime/scale;
|
||||
fVP.SetUpVector(newUpVector.unit());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SetView();
|
||||
DrawView();
|
||||
}
|
||||
|
||||
void G4Qt3DViewer::mousePressEvent(QMouseEvent* ev)
|
||||
{
|
||||
fMousePressed = true;
|
||||
fMousePressedX = ev->x();
|
||||
fMousePressedY = ev->y();
|
||||
}
|
||||
|
||||
void G4Qt3DViewer::mouseReleaseEvent(QMouseEvent* /*ev*/)
|
||||
{
|
||||
fMousePressed = false;
|
||||
}
|
||||
|
||||
void G4Qt3DViewer::wheelEvent(QWheelEvent* ev)
|
||||
{
|
||||
// Take note of up-down motion only
|
||||
const G4double angleY = ev->angleDelta().y();
|
||||
|
||||
if (fVP.GetFieldHalfAngle() == 0.) { // Orthographic projection
|
||||
const G4double scale = 500; // Empirically chosen
|
||||
fVP.MultiplyZoomFactor(1.+angleY/scale);
|
||||
} else { // Perspective projection
|
||||
const G4double scale = fVP.GetFieldHalfAngle()/(10.*deg); // Empirical
|
||||
fVP.SetDolly(fVP.GetDolly()+angleY/scale);
|
||||
}
|
||||
|
||||
SetView();
|
||||
DrawView();
|
||||
}
|
||||
|
||||
#endif // #if defined (G4VIS_BUILD_QT3D_DRIVER) || defined (G4VIS_USE_QT3D)
|
||||
Reference in New Issue
Block a user