Import Geant4 2.0.0 source tree
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@@ -5,8 +5,8 @@
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// based on the Program) you indicate your acceptance of this statement,
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// and all its terms.
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//
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// $Id: G4ViewParameters.hh,v 1.6 1999/12/15 14:54:20 gunter Exp $
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// GEANT4 tag $Name: geant4-01-01 $
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// $Id: G4ViewParameters.hh,v 1.8 2000/05/13 10:51:31 johna Exp $
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// GEANT4 tag $Name: geant4-02-00 $
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//
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//
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// John Allison 19th July 1996
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@@ -17,46 +17,41 @@
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//
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// THE STANDARD VIEW AND ALL THAT.
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//
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// In GEANT4 visualization, we have the concept of a ``Standard
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// View''. This is the view when the complete set of objects being
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// In GEANT4 visualization, we have the concept of a "Standard
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// View". This is the view when the complete set of objects being
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// viewed is comfortably in view from any viewpoint. It is defined by
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// the ``Bounding Sphere'' of ``visible'' objects when initially
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// the "Bounding Sphere" of "visible" objects when initially
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// registered in the scene, and by the View Parameters.
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//
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// There is also the ``Standard Target Point'', which is the centre of
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// There is also the "Standard Target Point", which is the centre of
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// the Bounding Sphere (note that this belongs to the scene and is
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// stored in the G4Scene object). The ``Current Target Point'', initially
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// set to the Standard Target Point, is incremented by the ``dolly''
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// and ``zoom'' commands, and can be reset to the Standard Target
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// Point with the {\tt /vis~/camera/reset} command.
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// stored in the G4Scene object). The "Current Target Point", defined
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// relative to the Standard Target Point, is changed by the
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// "dolly" and "zoom" commands, and can be reset to the Standard
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// Target Point with the "/vis/viewer/reset" command.
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//
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// Also, the ``Standard Camera Position'' is the ``Standard Camera
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// Distance'' along the Viewpoint Direction vector from the Standard
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// Also, the "Standard Camera Position" is the "Standard Camera
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// Distance" along the Viewpoint Direction vector from the Standard
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// Target Point. The Standard Camera Distance is the radius of the
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// Bounding Sphere divided by {\tt fFieldHalfAngle}. It is not stored
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// explicitly because of the singularity at {\tt fFieldHalfAngle} = 0,
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// Bounding Sphere divided by fFieldHalfAngle. It is not stored
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// explicitly because of the singularity at fFieldHalfAngle = 0,
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// which implies parallel projection.
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//
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// Similarly, the ``Current Camera Position'' is the ``Current Camera
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// Distance'' along the Viewpoint Direction vector from the Current
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// Similarly, the "Current Camera Position" is the "Current Camera
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// Distance" along the Viewpoint Direction vector from the Current
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// Target Point. The Current Camera Distance is given by the formulae
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// below, but note that it can be negative, meaning that the camera
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// has moved {\em beyond} the Current Target Point, which is
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// has moved *beyond* the Current Target Point, which is
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// conceptually possible, but which might give some problems when
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// setting up the view matrix --- see, for example, {\tt
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// G4OpenGLView::SetView ()}.
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// setting up the view matrix - see, for example, G4OpenGLView::SetView ().
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//
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// All viewers are expected to keep the ``Up Vector'' vertical.
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// All viewers are expected to keep the "Up Vector" vertical.
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//
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// Finally, the view is magnified by the ``Zoom Factor'' which is
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// reset to 1 by the \linebreak {\tt /vis~/camera/reset} command.
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//
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// Note: the camera movements pan, dolly and zoom, are currently coded
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// in \linebreak {\tt G4VisManMessenger.cc}.
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// Finally, the view is magnified by the "Zoom Factor" which is
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// reset to 1 by the "/vis/viewer/reset" command.
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//
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// The algorithms for calculating various useful quantities from the
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// View Parameters are encapsulated in the functions described in
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// Appendix \ref{ap:useful}.
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// View Parameters, such as GetCameraDistance, are described below.
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#ifndef G4VIEWPARAMETERS_HH
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#define G4VIEWPARAMETERS_HH
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@@ -213,11 +208,11 @@ private:
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// to fViewpointDirection!)
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G4double fFieldHalfAngle; // Radius / camara distance, 0 for parallel.
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G4double fZoomFactor; // Magnification relative to Standard View.
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G4Point3D fCurrentTargetPoint;
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G4Point3D fCurrentTargetPoint; // Relative to standard target point.
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G4double fDolly; // Distance towards current target point.
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G4bool fLightsMoveWithCamera;
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G4Vector3D fRelativeLightpointDirection;
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// i.e., rel. to object or camera accoding to G4bool LightsMoveWithCamera.
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// i.e., rel. to object or camera accoding to G4bool fLightsMoveWithCamera.
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G4Vector3D fActualLightpointDirection;
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G4bool fViewGeom; // View geometry objects.
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G4bool fViewHits; // View hits, if any.
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@@ -238,4 +233,3 @@ private:
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#include "G4ViewParameters.icc"
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#endif
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