// // ******************************************************************** // * 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 20th October 1996 // Class Description: // Class G4Colour has 4 fields, which represent the RGBA (red, green, blue, // and alpha) components of colour. Each component takes a value between // 0 and 1. If an irrelevant value, i.e., a value less than 0 or greater // than 1, is given as an argument of the constructor, such a value is // automatically clipped to 0 or 1. Alpha is opacity (1 = opaque). // // A G4Colour object is instantiated by giving red, green, and blue // components to its constructor, i.e., // // G4Colour::G4Colour ( G4double r = 1.0, // G4double g = 1.0, // G4double b = 1.0, // G4double a = 1.0); // // 0<=red, green, blue <= 1.0 // // The default value of each component is 1.0. That is to say, the default // colour is "white". For example, colours which are often used can be // instantiated as follows: // // G4Colour white () ; // white // G4Colour white (1.0, 1.0, 1.0) ; // white // G4Colour gray (0.5, 0.5, 0.5) ; // gray // G4Colour black (0.0, 0.0, 0.0) ; // black // G4Colour brown (0.45,0.25,0.0) ; // G4 logo brown // G4Colour red (1.0, 0.0, 0.0) ; // red // G4Colour green (0.0, 1.0, 0.0) ; // green // G4Colour blue (0.0, 0.0, 1.0) ; // blue // G4Colour cyan (0.0, 1.0, 1.0) ; // cyan // G4Colour magenta (1.0, 0.0, 1.0) ; // magenta // G4Colour yellow (1.0, 1.0, 0.0) ; // yellow // // For convenience, static member functions are also defined for the above colours. // // After instantiation of a G4Colour object, you can access to its components // with the following access functions: // // G4double G4Colour::GetRed () const ; // Get the red component. // G4double G4Colour::GetGreen () const ; // Get the green component. // G4double G4Colour::GetBlue () const ; // Get the blue component. // // You may add colours to a map. They can then be retrieved with a string. // Standard colours are added to map by default when static functions AddToMap, // GetMap or GetColour are called. The G4 Vis Manager adds a copious additional // set of colours on instantiation - see G4VisManager::InitialiseG4ColourMap. // (Issue "/vis/list" to see available colours.) // // Class Description - End: #ifndef G4COLOUR_HH #define G4COLOUR_HH #include "globals.hh" #include "G4ThreeVector.hh" #include #include class G4Colour { friend std::ostream& operator << (std::ostream&, const G4Colour&); public: // With description G4Colour (G4double r = 1., G4double gr = 1., G4double b = 1., G4double a = 1.); G4Colour (G4ThreeVector); // Converts the components of the 3-vector into red, green, blue. // The opacity, alpha = 1. operator G4ThreeVector(); // Converts red, green, blue into the components of a 3-vector. G4bool operator != (const G4Colour& c) const; G4bool operator == (const G4Colour& c) const {return !(operator != (c));} G4Colour& operator += (const G4Colour& rhs) {*this = rhs; return *this;} // Note: This is required by RayTracer in its use of G4THitsMap. // Adding colours, without also taking brightness into account, does not make // sense, so let us make it synonymous with operator=, which is, I guess, // equivalent to covering the old colour with the new, like a coat of paint. G4double GetRed () const; G4double GetGreen () const; G4double GetBlue () const; G4double GetAlpha () const; // alpha = opacity = 1. - transparency. void SetRed (G4double); void SetGreen (G4double); void SetBlue (G4double); void SetAlpha (G4double); // alpha = opacity = 1. - transparency. static G4Colour White(); static G4Colour Gray(); static G4Colour Grey(); static G4Colour Black(); static G4Colour Brown(); // G4 logo brown static G4Colour Red(); static G4Colour Green(); static G4Colour Blue(); static G4Colour Cyan(); static G4Colour Magenta(); static G4Colour Yellow(); static G4bool GetColour(const G4String& key, G4Colour& result); static G4bool GetColor(const G4String& key, G4Colour& result); // Find colour in colour map, placing it in result. // The key is usually the name of the colour. // The key is case insensitive. // Returns false if key doesn't exist, leaving result unchanged. // Usage: // G4Colour c; // A successful GetColour will place the colour here // if (G4Colour::GetColour("pink", c)) { // logical->SetVisAttributes(c); // } else { // logical->SetVisAttributes(G4Colour::Green()); // } // or more simply: // G4Colour c(G4Colour::Green()); // Default if colour not found // G4Colour::GetColour("pink", c); // logical->SetVisAttributes(c); static void AddToMap(const G4String& key, const G4Colour& colour); // Add user defined colour to colour map with given key. Standard // colours are added to map by default. The G4 Vis Manager adds more. static void InitialiseColourMap(); static const std::map& GetMap(); G4bool operator< (const G4Colour& rhs) const; private: G4double red, green, blue, alpha; static std::map fColourMap; static G4bool fInitColourMap; }; // clang-format off inline G4double G4Colour::GetRed() const {return red;} inline G4double G4Colour::GetGreen() const {return green;} inline G4double G4Colour::GetBlue() const {return blue;} inline G4double G4Colour::GetAlpha() const {return alpha;} inline G4Colour G4Colour::White() {return G4Colour(1.0, 1.0, 1.0);} inline G4Colour G4Colour::Gray() {return G4Colour(0.5, 0.5, 0.5);} inline G4Colour G4Colour::Grey() {return G4Colour(0.5, 0.5, 0.5);} inline G4Colour G4Colour::Black() {return G4Colour(0.0, 0.0, 0.0);} inline G4Colour G4Colour::Brown() {return G4Colour(0.45,0.25,0.0);} inline G4Colour G4Colour::Red() {return G4Colour(1.0, 0.0, 0.0);} inline G4Colour G4Colour::Green() {return G4Colour(0.0, 1.0, 0.0);} inline G4Colour G4Colour::Blue() {return G4Colour(0.0, 0.0, 1.0);} inline G4Colour G4Colour::Cyan() {return G4Colour(0.0, 1.0, 1.0);} inline G4Colour G4Colour::Magenta() {return G4Colour(1.0, 0.0, 1.0);} inline G4Colour G4Colour::Yellow() {return G4Colour(1.0, 1.0, 0.0);} // clang-format on inline G4bool G4Colour::GetColor(const G4String& key, G4Colour& result) {return G4Colour::GetColour(key, result);} #endif