// // ******************************************************************** // * DISCLAIMER * // * * // * The following disclaimer summarizes all the specific disclaimers * // * of contributors to this software. The specific disclaimers,which * // * govern, are listed with their locations in: * // * http://cern.ch/geant4/license * // * * // * 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. * // * * // * This code implementation is the intellectual property of the * // * 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: G4RayTracer.hh,v 1.9 2003/09/18 11:14:03 johna Exp $ // GEANT4 tag $Name: geant4-06-00-patch-01 $ // // #ifndef G4RayTracer_H #define G4RayTracer_H 1 // class description: // // G4RayTracer // This is a graphics driver of Geant4 which generates a figure file by // ray tracing technique. The format of output figure file can be selected // by assigning a pointer of G4VFigureFileMaker concrete class object. // The main entry of ray tracing is Trace() method, which is available // only at Idle state. G4RayTracer shoots rays and controls its own event // loop. It generates G4Event objects used for its own purpose. When ray // tracing is working, all sensitive detectors are inactivated and all // user action classes are swapped out. Still, verbosities set to Geant4 // manager classes are concerned. Thus, it is recommended to set verbosities // to minimum (usually zero). // G4RayTracer can visualise absolutely all kinds of geometrical shapes // which G4Navigator can deal with. Instead, it can NOT visualise hits // nor trajectories generated by usual simulation. // To make G4RayTracer library, G4VIS_BUILD_RAYTRACER_DRIVER environment // variable must be set before compiling visualization category. To use // G4RayTracer with your program, G4VIS_USE_RAYTRACER environment variable // must be set before compiling your program and your VisManager concrete // implementation must contain // RegisterGraphicsSystem (new G4RayTracer); // #include "globals.hh" #include "G4ThreeVector.hh" #include "G4VGraphicsSystem.hh" #include "G4Colour.hh" class G4Event; class G4EventManager; class G4UserEventAction; class G4UserStackingAction; class G4UserTrackingAction; class G4UserSteppingAction; class G4RTTrackingAction; class G4RTSteppingAction; class G4RTMessenger; class G4RayShooter; class G4VFigureFileMaker; class G4RayTrajectoryPoint; class G4VisAttributes; class G4VRTScanner; class G4RayTracer : public G4VGraphicsSystem { public: // with description G4RayTracer(G4VFigureFileMaker* figMaker = 0, G4VRTScanner* scanner = 0); // Constructor. The argument is the pointer to G4VFigureFileMaker // concrete class object. If it is not set and // SetFigureFileMaker() method is not invoked before Trace() // command is invoked, then G4RTJpegMaker will be used and JPEG // file will be generated. The second argument is a scanner that // produces a sequence of window coordinates. If it is not set // here or if SetScanner is not invoked before Trace(), a default // G4RTSimpleScanner will be used. public: ~G4RayTracer(); public: // with description void Trace(G4String fileName); // The main entry point which triggers ray tracing. "fileName" is output // file name, and it must contain extention (e.g. myFigure.jpg). This // method is available only if Geant4 is at Idle state. public: virtual G4VSceneHandler* CreateSceneHandler (const G4String& ); virtual G4VViewer* CreateViewer (G4VSceneHandler&, const G4String& ); protected: G4bool CreateBitMap(); // Event loop void CreateFigureFile(G4String fileName); // Create figure file after an event loop G4bool GenerateColour(G4Event* anEvent, G4int iCoord); // Calcurate RGB for one trajectory stored at location iCoord void StoreUserActions(); void RestoreUserActions(); // Store and restore user action classes if defined G4Colour GetSurfaceColour(G4RayTrajectoryPoint* point); G4Colour GetMixedColour(G4Colour surfCol,G4Colour transCol,G4double weight=0.5); G4Colour Attenuate(G4RayTrajectoryPoint* point, G4Colour sourceCol); G4bool ValidColour(const G4VisAttributes* visAtt); public: // with description inline void SetFigureFileMaker(G4VFigureFileMaker* figMaker) // Set a concrete class of G4VFigureFileMaker for assigning the format of // output figure file. { theFigMaker = figMaker; } inline void SetScanner(G4VRTScanner* scanner) // Set a concrete class of G4VRTScanner for producing a sequence // of window coordinates. { theScanner = scanner; } protected: G4RayShooter * theRayShooter; G4VFigureFileMaker * theFigMaker; G4RTMessenger * theMessenger; G4VRTScanner * theScanner; G4EventManager * theEventManager; G4UserEventAction * theUserEventAction; G4UserStackingAction * theUserStackingAction; G4UserTrackingAction * theUserTrackingAction; G4UserSteppingAction * theUserSteppingAction; G4UserEventAction * theRayTracerEventAction; G4UserStackingAction * theRayTracerStackingAction; G4RTTrackingAction * theRayTracerTrackingAction; G4RTSteppingAction * theRayTracerSteppingAction; unsigned char* colorR; unsigned char* colorG; unsigned char* colorB; G4int nColumn; G4int nRow; G4ThreeVector eyePosition; G4ThreeVector targetPosition; G4ThreeVector eyeDirection; G4ThreeVector lightDirection; G4double headAngle; G4double viewSpan; // Angle per 100 pixels G4double attenuationLength; G4bool distortionOn; G4Colour backgroundColour; public: inline void SetNColumn(G4int val) { nColumn = val; } inline G4int GetNColumn() const { return nColumn; } inline void SetNRow(G4int val) { nRow = val; } inline G4int GetNRow() const { return nRow; } inline void SetEyePosition(const G4ThreeVector& val) { eyePosition = val; } inline G4ThreeVector GetEyePosition() const { return eyePosition; } inline void SetTargetPosition(const G4ThreeVector& val) { targetPosition = val; } inline G4ThreeVector GetTargetPosition() const { return targetPosition; } inline void SetLightDirection(const G4ThreeVector& val) { lightDirection = val.unit(); } inline G4ThreeVector GetLightDirection() const { return lightDirection; } inline void SetHeadAngle(G4double val) { headAngle = val; } inline G4double GetHeadAngle() const { return headAngle; } inline void SetViewSpan(G4double val) { viewSpan = val; } inline G4double GetViewSpan() const { return viewSpan; } inline void SetAttenuationLength(G4double val) { attenuationLength = val; } inline G4double GetAttenuationLength() const { return attenuationLength; } inline void SetDistortion(G4bool val) { distortionOn = val; } inline G4bool GetDistortion() const { return distortionOn; } inline void SetBackgroundColour(G4Colour val) { backgroundColour = val; } inline G4Colour GetBackgroundColour() const { return backgroundColour; } }; #endif