// // ******************************************************************** // * 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. * // ******************************************************************** // // // // // Laurent Garnier 27th October 2011 #ifdef G4VIS_BUILD_OPENGLQT_DRIVER #include "G4OpenGLStoredQtSceneHandler.hh" #include "G4PhysicalVolumeModel.hh" #include "G4LogicalVolumeModel.hh" #include "G4Text.hh" #include "G4VPhysicalVolume.hh" #include "G4OpenGLQtViewer.hh" #include #include G4OpenGLStoredQtSceneHandler::G4OpenGLStoredQtSceneHandler (G4VGraphicsSystem& system, const G4String& name): G4OpenGLStoredSceneHandler (system, name) {} G4OpenGLStoredQtSceneHandler::~G4OpenGLStoredQtSceneHandler () {} G4bool G4OpenGLStoredQtSceneHandler::ExtraPOProcessing (const G4Visible& visible, size_t currentPOListIndex) { G4bool usesGLCommands = true; try { const G4Text& g4Text = dynamic_cast(visible); G4TextPlus* pG4TextPlus = new G4TextPlus(g4Text); pG4TextPlus->fProcessing2D = fProcessing2D; fPOList[currentPOListIndex].fpG4TextPlus = pG4TextPlus; usesGLCommands = false; } catch (const std::bad_cast&) {} // No special action if not text. Just carry on. G4PhysicalVolumeModel* pPVModel = dynamic_cast(fpModel); G4LogicalVolumeModel* pLVModel = dynamic_cast(pPVModel); if (pPVModel && !pLVModel) { // This call comes from a G4PhysicalVolumeModel. drawnPVPath is // the path of the current drawn (non-culled) volume in terms of // drawn (non-culled) ancestors. Each node is identified by a // PVNodeID object, which is a physical volume and copy number. It // is a vector of PVNodeIDs corresponding to the geometry hierarchy // actually selected, i.e., not culled. // typedef G4PhysicalVolumeModel::G4PhysicalVolumeNodeID PVNodeID; // typedef std::vector PVPath; // The simplest algorithm, used by the Open Inventor Driver // developers, is to rely on the fact the G4PhysicalVolumeModel // traverses the geometry hierarchy in an orderly manner. The last // mother, if any, will be the node to which the volume should be // added. So it is enough to keep a map of scene graph nodes keyed // on the volume path ID. Actually, it is enough to use the logical // volume as the key. (An alternative would be to keep the PVNodeID // in the tree and match the PVPath from the root down.) // BUT IN OPENGL, IF THERE ARE TRANSPARENT OBJECTS, VOLUMES DO NOT // ARRIVE IN THE ABOVE ORDER. (TRANSPARENT OBJECTS ARE DRWAN // LAST.) SO WE MUST BE MORE SOPHISTICATED IN CONSTRUCTING A // TREE. // build a path for tree viewer G4OpenGLQtViewer* pGLViewer = dynamic_cast(fpViewer); if ( pGLViewer ) { pGLViewer->addPVSceneTreeElement(fpModel->GetCurrentDescription(),pPVModel,currentPOListIndex); } } else { // Not from a G4PhysicalVolumeModel. if (fpModel) { // build a path for tree viewer G4OpenGLQtViewer* pGLViewer = dynamic_cast(fpViewer); if ( pGLViewer ) { pGLViewer->addNonPVSceneTreeElement(fpModel->GetType(),currentPOListIndex,fpModel->GetCurrentDescription().data(),visible); } } } return usesGLCommands; } G4bool G4OpenGLStoredQtSceneHandler::ExtraTOProcessing (const G4Visible& visible, size_t currentTOListIndex) { G4bool usesGLCommands = true; try { const G4Text& g4Text = dynamic_cast(visible); G4TextPlus* pG4TextPlus = new G4TextPlus(g4Text); pG4TextPlus->fProcessing2D = fProcessing2D; fTOList[currentTOListIndex].fpG4TextPlus = pG4TextPlus; usesGLCommands = false; } catch (const std::bad_cast&) {} // Do nothing if not text. return usesGLCommands; } void G4OpenGLStoredQtSceneHandler::ClearStore () { //G4cout << "G4OpenGLStoredQtSceneHandler::ClearStore" << G4endl; G4OpenGLStoredSceneHandler::ClearStore (); // Sets need kernel visit, etc. // Should recreate the tree G4OpenGLQtViewer* pGLQtViewer = dynamic_cast(fpViewer); if ( pGLQtViewer ) { pGLQtViewer->clearTreeWidget(); } } void G4OpenGLStoredQtSceneHandler::ClearTransientStore () { //G4cout << "G4OpenGLStoredQtSceneHandler::ClearTransientStore" << G4endl; G4OpenGLStoredSceneHandler::ClearTransientStore (); // Should recreate the tree // Make sure screen corresponds to graphical database... // FIXME : L.Garnier April 2012 : Could cause a infinite loop ? if (fpViewer) { fpViewer -> SetView (); fpViewer -> ClearView (); fpViewer -> DrawView (); } } void G4OpenGLStoredQtSceneHandler::SetScene(G4Scene* pScene){ if (pScene != fpScene) { G4OpenGLQtViewer* pGLQtViewer = dynamic_cast(fpViewer); if ( pGLQtViewer ) { pGLQtViewer->clearTreeWidget(); } } G4VSceneHandler::SetScene(pScene); } #endif