// This code implementation is the intellectual property of // the RD44 GEANT4 collaboration. // // By copying, distributing or modifying the Program (or any work // based on the Program) you indicate your acceptance of this statement, // and all its terms. // // $Id: G4VisManager.hh,v 1.5 1999/02/07 17:32:15 johna Exp $ // GEANT4 tag $Name: geant4-00-01 $ // // // The GEANT4 Visualization Manager - John Allison 02/Jan/1996. // This is a "Singleton", i.e., only one instance may exist. A // G4Exception is thrown if an attempt is made to instantiate more // than one. // Graphics system registration is normally done through the protected // pure virtual function RegisterGraphicsSystems called from // Initialise (). You must define your own subclass and implement // RegisterGraphicsSystems - for an example see // visualization/include/MyVisManager.hh/cc. You can also use the // public function RegisterGraphicsSystem (new MyGraphicsSystem) if // you have your own graphics system. // The VisManager creates graphics systems, scenes, scene handlers and // viewers and manages them. You can have any number. It has the // concept of a "current viewer", and the "current scene handler", the // "current scene" and the "current graphics system" which go with it. // You can select the current viewer. Most of the the operations of // the VisManager take place with the current viewer, in particular, // the Draw operations. // Each scene comprises drawable objects such as detector components // and hits when appropriate. A scene handler translates a scene into // graphics-system-specific function calls and, possibly, a // graphics-system-dependent database - display lists, scene graphs, // etc. Each viewer has its "view parameters". // G4VisManager is "state dependent", i.e., it is notified on change // of state (G4ApplicationState). This is used to draw hits and // trajectories in the current scene at the end of event, as required. #ifndef G4VISMANAGER_HH #define G4VISMANAGER_HH #include "G4VVisManager.hh" #include "globals.hh" #include "G4GraphicsSystemList.hh" #include "G4SceneHandlerList.hh" #include "G4Scene.hh" #include "G4SceneList.hh" #include "G4ViewParameters.hh" #include "G4Transform3D.hh" #include "G4UImessenger.hh" #include "G4VStateDependent.hh" #include class G4VisManMessenger; class G4VPhysicalVolume; class G4LogicalVolume; class G4VSolid; class G4VGraphicsSystem; class G4VSceneHandler; class G4VViewer; class G4Polyline; class G4Text; class G4Circle; class G4Square; class G4Polymarker; class G4Polyhedron; class G4NURBS; class G4VisManager: public G4VVisManager, public G4VStateDependent { // List of classes and functions which need access to private // members of G4VisManager. This is mainly to obtain access to // GetInstance (), which is private. The correct way for normal // users to obtain a pointer to the vis manager is with // G4VVisManager::GetConcreteInstance (), always testing for // non-zero. friend void G4OpenGLXmViewerSecondaryLoopPostAction (); // Mmmm! friend class G4VSceneHandler; friend class G4VViewer; friend class ostream & operator << (class ostream &, const class G4VGraphicsSystem &); friend class ostream & operator << (class ostream &, const class G4VSceneHandler &); // Now classes associated with the old commands... friend class G4VisManMessenger; friend class G4VisCommandCameraReset; friend class G4VisCommandClearScene; friend class G4VisCommandClearView; friend class G4VisCommandClearViewAndScene; friend class G4VisCommandCopyAll; friend class G4VisCommandCopyScene; friend class G4VisCommandCopyView; friend class G4VisCommandCreateViewNewScene; friend class G4VisCommandCreateViewNewView; friend class G4VisCommandDeleteScene; friend class G4VisCommandDeleteView; friend class G4VisCommandDrawCurrent; friend class G4VisCommandLightsMoveWithCamera; friend class G4VisCommandRefreshView; friend class G4VisCommandSetCulling; friend class G4VisCommandSetCullCoveredDaughters; friend class G4VisCommandSetCullInvisible; friend class G4VisCommandShowView; public: G4VisManager (); virtual ~G4VisManager (); private: static G4VisManager* GetInstance (); // Returns pointer to itself. Throws a G4Exception if called before // instantiation. Private so that only friends can use; the normal // user should instead use G4VVisManager::GetConcreteInstance () to // get a "higher level" pointer for general use - but always test // for non-zero. public: void Initialise (); void Initialize (); // Alias Initialise (). G4bool RegisterGraphicsSystem (G4VGraphicsSystem* pSystem); ////////////////////////////////////////////////////////////////////// // Drawing routines! void ClearView (); // Clear visible window of current viewer (both buffers of a double // buffered system). void Draw (); // Draw current scene in current view. void Show (); // Show current view (initiates post-procesing of graphical // databases for graphics systems which require it.) // /////////////////////////////////////////////////////////////// // Now functions for drawing various visualization primitives, // useful for representing hits, digis, etc. void Draw (const G4Polyline&, const G4Transform3D& objectTransformation = G4Transform3D::Identity); void Draw (const G4Text&, const G4Transform3D& objectTransformation = G4Transform3D::Identity); void Draw (const G4Circle&, const G4Transform3D& objectTransformation = G4Transform3D::Identity); void Draw (const G4Square&, const G4Transform3D& objectTransformation = G4Transform3D::Identity); void Draw (const G4Polymarker&, const G4Transform3D& objectTransformation = G4Transform3D::Identity); void Draw (const G4Polyhedron&, const G4Transform3D& objectTransformation = G4Transform3D::Identity); void Draw (const G4NURBS&, const G4Transform3D& objectTransformation = G4Transform3D::Identity); // ////////////////////////////////////////////////////////////////// // Now functions for drawing a GEANT4 geometry object. Note that // the 2nd argument overrides any visualization attributes that are // associated with the object itself. void Draw (const G4VSolid&, const G4VisAttributes&, const G4Transform3D& objectTransformation = G4Transform3D::Identity); void Draw (const G4LogicalVolume&, const G4VisAttributes&, const G4Transform3D& objectTransformation = G4Transform3D::Identity); void Draw (const G4VPhysicalVolume&, const G4VisAttributes&, const G4Transform3D& objectTransformation = G4Transform3D::Identity); G4bool Notify (G4ApplicationState requestedState); // This is called on change of state (G4ApplicationState). It is // used to draw hits and trajectories if included in the current // scene at the end of event, as required. //////////////////////////////////////////////////////////////////////// // Administration routines. void CopyViewParameters (); // Copy view parameters of current viewer into current view parameters. void CreateSceneHandler (G4String name = ""); // Creates scene handler for the current system. void CreateViewer (G4String name = ""); // Creates viewer for the current scene handler. void DeleteCurrentSceneHandler (); // Leaves current scene handler and viewer undefined! void DeleteCurrentViewer (); // Leaves current scene and view undefined! void GeometryHasChanged (); // Used by run manager to notify change. void RefreshCurrentView (); // Soft clear, then redraw. // These can go when OLD STYLE commands go... void PrintCurrentSystem () const; void PrintCurrentSystems () const; void PrintCurrentScene () const; void PrintCurrentView () const; ///////////////////////////////////////////////////////////////////// // Access functions. G4VGraphicsSystem* GetCurrentGraphicsSystem () const; G4Scene* GetCurrentScene () const; G4VSceneHandler* GetCurrentSceneHandler () const; G4VViewer* GetCurrentViewer () const; const G4ViewParameters& GetCurrentViewParameters () const; const G4GraphicsSystemList& GetAvailableGraphicsSystems (); // The above is non-const because it checks and updates the List by // calling RegisterGraphicsSystems() if no graphics systems are // already registered. const G4SceneHandlerList& GetAvailableSceneHandlers () const; const G4SceneList& GetSceneList () const; G4int GetVerboseLevel () const; G4bool IsValidView (); void SetCurrentGraphicsSystemAndCreateViewer (G4VGraphicsSystem* pSystem); void SetCurrentGraphicsSystem (G4VGraphicsSystem* pSystem); void SetCurrentScene (G4Scene*); void SetCurrentSceneHandler (G4VSceneHandler* pScene); void SetCurrentViewer (G4VViewer* pView); G4ViewParameters& SetCurrentViewParameters (); // Returns lvalue. G4SceneHandlerList& SetAvailableSceneHandlers (); // Returns lvalue. G4SceneList& SetSceneList (); // Returns lvalue. void SetVerboseLevel (G4int vLevel); protected: virtual void RegisterGraphicsSystems () = 0; void RegisterMessengers (); // Command messengers. void PrintAllGraphicsSystems () const; void PrintInstalledGraphicsSystems () const; void PrintAvailableGraphicsSystems () const; void PrintInvalidPointers () const; static G4VisManager* fpInstance; // Pointer to single instance. G4bool fInitialised; G4VGraphicsSystem* fpGraphicsSystem; // Current graphics system. G4Scene* fpScene; // Current scene. G4VSceneHandler* fpSceneHandler; // Current scene handler. G4VViewer* fpViewer; // Current viewer. G4GraphicsSystemList fAvailableGraphicsSystems; G4SceneList fSceneList; G4SceneHandlerList fAvailableSceneHandlers; G4ViewParameters fVP; // Current viewing parameters. G4int fVerbose; // Verbosity level 0-10. G4VisManMessenger* fpMessenger; // Pointer to messenger. RWTPtrOrderedVector fMessengerList; }; #include "G4VisManager.icc" #endif