Import Geant4 11.3.0.beta source tree
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@@ -64,6 +64,7 @@ G4VViewer::G4VViewer(G4VSceneHandler& sceneHandler, G4int id, const G4String& na
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fDefaultVP = fVP;
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fSceneTree.SetType(G4SceneTreeItem::root);
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fSceneTree.SetDescription(fName);
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}
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G4VViewer::~G4VViewer()
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@@ -231,73 +232,129 @@ void G4VViewer::UpdateGUISceneTree()
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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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void G4VViewer::InsertModelInSceneTree(G4VModel* model)
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{
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fpModel = pModel;
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auto modelType = model->GetType();
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auto modelDescription = model->GetGlobalDescription();
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// Insert in tree (if not already inserted)
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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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auto type = G4SceneTreeItem::model;
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auto pvModel = dynamic_cast<G4PhysicalVolumeModel*>(model);
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if (pvModel) type = G4SceneTreeItem::pvmodel;
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auto pvModel = dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
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fCurtailDescent = false; // This is used later in SceneTreeScene::ProcessVolume
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G4String furtherInfo;
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if (pvModel) {
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// Limit the expanded depth to limit the number expanded so as not to swamp the GUI
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G4int expanded = 0;
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for (const auto& dn : pvModel->GetNumberOfTouchables()) {
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expanded += dn.second;
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if (fMaximumExpandedDepth < dn.first) fMaximumExpandedDepth = dn.first;
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if (expanded > fMaximumExpanded) break;
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struct : public G4PseudoScene {
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void ProcessVolume(const G4VSolid&) {++fNTotalTouchables;}
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G4int fNTotalTouchables = 0;
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} counter;
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pvModel->DescribeYourselfTo(counter); // Calls ProcessVolume for every touchable
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if (counter.fNTotalTouchables > fMaxNTouchables) {
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std::ostringstream oss;
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oss << counter.fNTotalTouchables << " touchables - too many for scene tree";
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furtherInfo = oss.str();
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if (G4VisManager::GetInstance()->GetVerbosity() >= G4VisManager::warnings) {
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G4ExceptionDescription ed;
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ed << pvModel->GetGlobalDescription() <<
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":\n Too many touchables (" << counter.fNTotalTouchables
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<< ") for scene tree. Scene tree for this model will be empty.";
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G4Exception("G4VViewer::InsertModelInSceneTree", "visman0404", JustWarning, ed);
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}
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fCurtailDescent = true; // This is used later in SceneTreeScene::ProcessVolume
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}
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}
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}
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std::list<G4SceneTreeItem>::iterator
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G4VViewer::SceneTreeScene::FindOrInsertModel(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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}
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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& modelItems = fSceneTree.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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pvModelIter = modelIter; // Last pre-existing PV model (if any)
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}
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if (modelIter->GetModelDescription() == modelID) break;
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if (modelIter->GetModelDescription() == modelDescription) 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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if (modelIter == modelItems.end()) { // 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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modelItem.SetModelDescription(modelDescription);
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modelItem.SetFurtherInfo(furtherInfo);
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if (pvModelIter != modelItems.end() && // There was pre-existing PV Model...
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type == G4SceneTreeItem::pvmodel)
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{ // ...and the new model is also PV...
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modelIter = rootItem.InsertChild(++pvModelIter, modelItem); // ...insert after, else...
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type == G4SceneTreeItem::pvmodel) { // ...and the new model is also PV...
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fSceneTree.InsertChild(++pvModelIter, modelItem); // ...insert after, else...
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} else {
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fSceneTree.InsertChild(modelIter, modelItem); // ...insert at end
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}
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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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}
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else {
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// Existing model - mark visible == active
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} else { // Existing model - mark visible == active
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modelIter->AccessVisAttributes().SetVisibility(true);
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}
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}
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return modelIter;
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G4VViewer::SceneTreeScene::SceneTreeScene(G4VViewer* pViewer, G4PhysicalVolumeModel* pPVModel)
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: fpViewer (pViewer)
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, fpPVModel(pPVModel)
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{
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if (fpPVModel == nullptr) {
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G4Exception("G4VViewer::SceneTreeScene::SceneTreeScene", "visman0405", FatalException,
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"G4PhysicalVolumeModel pointer is null");
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return; // To keep Coverity happy
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}
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// Describe the model to an empty scene simply to get the numbers of touchables
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struct : public G4PseudoScene {
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void ProcessVolume(const G4VSolid&) {}
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} counter;
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fpPVModel->DescribeYourselfTo(counter); // Calls ProcessVolume for every touchable
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// Limit the expanded depth to limit the number expanded so as not to swamp the GUI
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G4int expanded = 0;
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for (const auto& dn : fpPVModel->GetNumberOfTouchables()) {
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expanded += dn.second;
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if (fMaximumExpandedDepth < dn.first) fMaximumExpandedDepth = dn.first;
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if (expanded > fMaximumExpanded) break;
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}
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// Find appropriate model and its iterator
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const auto& modelID = fpPVModel->GetGlobalDescription();
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auto& modelItems = fpViewer->fSceneTree.AccessChildren();
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fModelIter = modelItems.begin();
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for (; fModelIter != modelItems.end(); ++fModelIter) {
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if (fModelIter->GetModelDescription() == modelID) break;
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}
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if (fModelIter == modelItems.end()) {
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G4Exception("G4VViewer::SceneTreeScene::SceneTreeScene", "visman0406", JustWarning,
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"Model not found");
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}
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}
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void G4VViewer::SceneTreeScene::ProcessVolume(const G4VSolid&)
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{
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if (fpViewer->fCurtailDescent) {
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fpPVModel->CurtailDescent();
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return;
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}
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const auto& modelID = fpPVModel->GetGlobalDescription();
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std::ostringstream oss;
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oss << fpPVModel->GetFullPVPath(); // of this volume
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G4String fullPathString(oss.str()); // Has a leading space
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// Navigate scene tree and find or insert touchables one by one
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// Work down the path - "name id", then "name id name id", etc.
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const auto& nodeIDs = fpPVModel->GetFullPVPath();
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G4String partialPathString;
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auto currentIter = fModelIter;
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G4int depth = 0;
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for (const auto& nodeID : nodeIDs) {
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std::ostringstream oss1;
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oss1 << nodeID;
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partialPathString += ' ' + oss1.str();
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currentIter =
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FindOrInsertTouchable(modelID, *currentIter, ++depth, partialPathString, fullPathString);
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}
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}
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// clang-format off
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@@ -305,12 +362,6 @@ std::list<G4SceneTreeItem>::iterator G4VViewer::SceneTreeScene::FindOrInsertTouc
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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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@@ -328,13 +379,13 @@ std::list<G4SceneTreeItem>::iterator G4VViewer::SceneTreeScene::FindOrInsertTouc
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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->SetDescription(fpPVModel->GetCurrentTag());
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childIter->SetModelType(fpPVModel->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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childIter->SetAttDefs(fpPVModel->GetAttDefs());
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childIter->SetAttValues(fpPVModel->CreateCurrentAttValues());
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} // Partial path string refers to an ancester - do nothing
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} else {
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@@ -359,13 +410,13 @@ std::list<G4SceneTreeItem>::iterator G4VViewer::SceneTreeScene::FindOrInsertTouc
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// Insert new touchable item
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G4SceneTreeItem touchable(G4SceneTreeItem::touchable);
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touchable.SetExpanded(depth > fMaximumExpandedDepth? false: true);
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touchable.SetDescription(fpModel->GetCurrentTag());
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touchable.SetModelType(fpModel->GetType());
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touchable.SetDescription(fpPVModel->GetCurrentTag());
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touchable.SetModelType(fpPVModel->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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touchable.SetAttDefs(fpPVModel->GetAttDefs());
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touchable.SetAttValues(fpPVModel->CreateCurrentAttValues());
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childIter = mother.InsertChild(childIter,touchable);
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} else {
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@@ -380,7 +431,7 @@ std::list<G4SceneTreeItem>::iterator G4VViewer::SceneTreeScene::FindOrInsertTouc
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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.SetModelType(fpPVModel->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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@@ -392,39 +443,6 @@ std::list<G4SceneTreeItem>::iterator G4VViewer::SceneTreeScene::FindOrInsertTouc
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}
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// clang-format on
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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;
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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;
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oss1 << nodeID;
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partialPathString += ' ' + oss1.str(); // Has a leading space - OK
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currentIter =
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FindOrInsertTouchable(modelID, *currentIter, ++depth, partialPathString, fullPathString);
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}
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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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#ifdef G4MULTITHREADED
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void G4VViewer::DoneWithMasterThread()
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