Import Geant4 11.2.0.beta source tree
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@@ -44,6 +44,8 @@
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#include "G4VPhysicalVolume.hh"
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#include "G4Transform3D.hh"
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#include "G4UImanager.hh"
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#include "G4UIsession.hh"
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#include "G4VInteractiveSession.hh"
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G4VViewer::G4VViewer (G4VSceneHandler& sceneHandler,
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G4int id, const G4String& name):
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@@ -65,6 +67,8 @@ fNeedKernelVisit (true)
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fVP = G4VisManager::GetInstance()->GetDefaultViewParameters();
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fDefaultVP = fVP;
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fSceneTree.SetType(G4SceneTreeItem::root);
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}
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G4VViewer::~G4VViewer () {
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@@ -118,6 +122,7 @@ void G4VViewer::ProcessView ()
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fNeedKernelVisit = false;
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fSceneHandler.ClearStore ();
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fSceneHandler.ProcessScene ();
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UpdateGUISceneTree();
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timer.Stop();
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fKernelVisitElapsedTimeSeconds = timer.GetRealElapsed();
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}
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@@ -139,7 +144,7 @@ void G4VViewer::SetTouchable
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if (iterator == pvStore->cend()) {
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G4ExceptionDescription ed;
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ed << "Volume no longer in physical volume store.";
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G4Exception("G4VViewer::SetTouchable", "visman0501", JustWarning, ed);
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G4Exception("G4VViewer::SetTouchable", "visman0401", JustWarning, ed);
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} else {
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oss
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<< ' ' << pvNodeId.GetPhysicalVolume()->GetName()
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@@ -153,7 +158,7 @@ void G4VViewer::TouchableSetVisibility
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(const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath,
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G4bool visibiity)
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{
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// Changes the Vis Attribute Modifiers WITHOUT triggering a rebuild.
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// Changes the Vis Attribute Modifiers and scene tree WITHOUT triggering a rebuild.
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// The following is equivalent to
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// G4UImanager::GetUIpointer()->ApplyCommand("/vis/touchable/set/visibility ...");
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@@ -172,13 +177,26 @@ void G4VViewer::TouchableSetVisibility
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// G4ModelingParameters::VASVisibility (VAS = Vis Attribute Signifier)
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// signifies that it is the visibility that should be picked out
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// and merged with the touchable's normal vis attributes.
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// Find scene tree item and set visibility
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// The scene tree works with strings
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G4String fullPathString = G4PhysicalVolumeModel::GetPVNamePathString(fullPath);
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std::list<G4SceneTreeItem>::iterator foundIter;
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if (fSceneTree.FindTouchableFromRoot(fullPathString,foundIter)) {
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foundIter->AccessVisAttributes().SetVisibility(visibiity);
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UpdateGUISceneTree();
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} else {
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G4ExceptionDescription ed;
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ed << "Touchable \"" << fullPath << "\" not found";
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G4Exception("G4VViewer::TouchableSetVisibility", "visman0402", JustWarning, ed);
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}
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}
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void G4VViewer::TouchableSetColour
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(const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath,
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const G4Colour& colour)
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{
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// Changes the Vis Attribute Modifiers WITHOUT triggering a rebuild.
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// Changes the Vis Attribute Modifiers and scene tree WITHOUT triggering a rebuild.
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// The following is equivalent to
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// G4UImanager::GetUIpointer()->ApplyCommand("/vis/touchable/set/colour ...");
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@@ -197,6 +215,201 @@ void G4VViewer::TouchableSetColour
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// G4ModelingParameters::VASColour (VAS = Vis Attribute Signifier)
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// signifies that it is the colour that should be picked out
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// and merged with the touchable's normal vis attributes.
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// Find scene tree item and set colour
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// The scene tree works with strings
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G4String fullPathString = G4PhysicalVolumeModel::GetPVNamePathString(fullPath);
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std::list<G4SceneTreeItem>::iterator foundIter;
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if (fSceneTree.FindTouchableFromRoot(fullPathString,foundIter)) {
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foundIter->AccessVisAttributes().SetColour(colour);
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UpdateGUISceneTree();
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} else {
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G4ExceptionDescription ed;
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ed << "Touchable \"" << fullPath << "\" not found";
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G4Exception("G4VViewer::TouchableSetColour", "visman0403", JustWarning, ed);
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}
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}
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void G4VViewer::UpdateGUISceneTree()
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{
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G4UImanager* UI = G4UImanager::GetUIpointer();
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auto uiWindow = dynamic_cast<G4VInteractiveSession*>(UI->GetG4UIWindow());
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if (uiWindow) uiWindow->UpdateSceneTree(fSceneTree);
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}
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void G4VViewer::SceneTreeScene::SetModel(G4VModel* pModel)
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{
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fpModel = pModel;
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auto& modelType = fpModel->GetType();
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auto& modelID = fpModel->GetGlobalDescription();
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FindOrInsertModel(modelType,modelID);
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}
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std::list<G4SceneTreeItem>::iterator G4VViewer::SceneTreeScene::FindOrInsertModel
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(const G4String& modelType,const G4String& modelID)
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{
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G4SceneTreeItem::Type type = G4SceneTreeItem::unidentified;
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if (dynamic_cast<G4PhysicalVolumeModel*>(fpModel)) {
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type = G4SceneTreeItem::pvmodel;
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} else {
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type = G4SceneTreeItem::model;
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}
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auto& rootItem = fpViewer->fSceneTree;
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rootItem.SetDescription(fpViewer->GetName());
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// Find appropriate model
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auto& modelItems = rootItem.AccessChildren();
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auto modelIter = modelItems.begin();
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auto pvModelIter = modelItems.end();
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for (; modelIter != modelItems.end(); ++modelIter) {
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if (modelIter->GetType() == G4SceneTreeItem::pvmodel) {
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pvModelIter = modelIter; // Last PV model
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}
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if (modelIter->GetModelDescription() == modelID) break;
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}
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if (modelIter == modelItems.end()) {
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// Model not seen before
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G4SceneTreeItem modelItem(type);
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modelItem.SetDescription("model");
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modelItem.SetModelType(modelType);
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modelItem.SetModelDescription(modelID);
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if (pvModelIter != modelItems.end() && // There was pre-existing PV Model...
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type == G4SceneTreeItem::pvmodel) { // ...and the new model is also PV...
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modelIter = rootItem.InsertChild(++pvModelIter,modelItem); // ...insert after, else...
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} else {
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modelIter = rootItem.InsertChild(modelIter,modelItem); // ...insert at end
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}
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} else {
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// Existing model - mark visible == active
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modelIter->AccessVisAttributes().SetVisibility(true);
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}
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return modelIter;
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}
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std::list<G4SceneTreeItem>::iterator G4VViewer::SceneTreeScene::FindOrInsertTouchable
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(const G4String& modelID, G4SceneTreeItem& mother,
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G4int depth, const G4String& partialPathString, const G4String& fullPathString)
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{
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auto pPVModel = dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
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if (pPVModel == nullptr) {
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G4ExceptionDescription ed;
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ed << fpModel->GetType() << ": not a Physical VolumeModel";
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G4Exception("G4VViewer::SceneTreeScene::FindOrInsertTouchable", "visman0404", FatalException, ed);
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}
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auto& children = mother.AccessChildren();
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auto childIter = children.begin();
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for (; childIter != children.end(); ++childIter) {
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if (childIter->GetPVPath() == partialPathString) break;
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}
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if (childIter != children.end()) {
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// Item already exists
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if (childIter->GetType() == G4SceneTreeItem::ghost) {
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// Previously it was a ghost - but maybe this time it's real
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if (partialPathString == fullPathString) {
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// Partial path string refers to the actual volume so it's a touchable
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childIter->SetType(G4SceneTreeItem::touchable);
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// Populate with information
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childIter->SetDescription(fpModel->GetCurrentTag());
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childIter->SetModelType(fpModel->GetType());
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childIter->SetModelDescription(modelID);
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childIter->SetPVPath(partialPathString);
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if (fpVisAttributes) childIter->SetVisAttributes(*fpVisAttributes);
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if (pPVModel) childIter->SetAttDefs(pPVModel->GetAttDefs());
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if (pPVModel) childIter->SetAttValues(pPVModel->CreateCurrentAttValues());
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} // Partial path string refers to an ancester - do nothing
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} else {
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// Already a pre-existing full touchable
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if (partialPathString == fullPathString) {
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// Partial path string refers to the actual volume
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// Replace vis attributes (if any) - they might have changed
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if (fpVisAttributes) childIter->SetVisAttributes(*fpVisAttributes);
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} // Partial path string refers to an ancester - do nothing
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}
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} else {
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// Item does not yet exist
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if (partialPathString == fullPathString) {
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// Partial path string refers to the actual volume
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// Insert new touchable item
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G4SceneTreeItem touchable(G4SceneTreeItem::touchable);
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touchable.SetExpanded(depth > 2? false: true);
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touchable.SetDescription(fpModel->GetCurrentTag());
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touchable.SetModelType(fpModel->GetType());
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touchable.SetModelDescription(modelID);
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touchable.SetPVPath(partialPathString);
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if (fpVisAttributes) touchable.SetVisAttributes(*fpVisAttributes);
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if (pPVModel) touchable.SetAttDefs(pPVModel->GetAttDefs());
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if (pPVModel) touchable.SetAttValues(pPVModel->CreateCurrentAttValues());
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childIter = mother.InsertChild(childIter,touchable);
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} else {
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// Partial path string refers to an ancester - it's what we call a "ghost"
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G4SceneTreeItem ghost(G4SceneTreeItem::ghost);
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ghost.SetExpanded(depth > 2? false: true);
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// Create a tag from the partial path
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std::istringstream iss(partialPathString);
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G4String name, copyNo;
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while (iss >> name >> copyNo);
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std::ostringstream oss;
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oss << name << ':' << copyNo;
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ghost.SetDescription(oss.str());
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ghost.SetModelType(fpModel->GetType());
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ghost.SetModelDescription(modelID);
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ghost.SetPVPath(partialPathString);
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ghost.AccessVisAttributes().SetVisibility(false);
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childIter = mother.InsertChild(childIter,ghost);
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}
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}
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return childIter;
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}
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void G4VViewer::SceneTreeScene::ProcessVolume(const G4VSolid&)
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{
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auto& modelType = fpModel->GetType();
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auto& modelID = fpModel->GetGlobalDescription();
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auto modelIter = FindOrInsertModel(modelType,modelID);
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auto pPVModel = dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
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if (pPVModel) { // G4PhysicalVolumeModel
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std::ostringstream oss; oss << pPVModel->GetFullPVPath();
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G4String fullPathString(oss.str()); // Has a leading space - OK
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// Navigate scene tree and find or insert touchables one by one
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const auto& nodeIDs = pPVModel->GetFullPVPath(); // std::vector<G4PhysicalVolumeNodeID>
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// Work down the path - "name id", then "name id name id", etc.
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G4String partialPathString;
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auto currentIter = modelIter;
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G4int depth = 0;
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for (const auto& nodeID: nodeIDs) {
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std::ostringstream oss1; oss1 << nodeID;
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partialPathString += ' ' + oss1.str(); // Has a leading space - OK
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currentIter = FindOrInsertTouchable
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(modelID, *currentIter, ++depth, partialPathString, fullPathString);
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}
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} else {
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// Orphan solid - what to do? Push an empty scene tree item????????????????????????
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}
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}
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std::vector <G4ThreeVector> G4VViewer::ComputeFlyThrough(G4Vector3D* /*aVect*/)
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