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2023-06-30 09:09:57 +02:00

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//
// ********************************************************************
// * 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. *
// ********************************************************************
//
//
//
//
#ifndef G4TheRayTracer_H
#define G4TheRayTracer_H 1
// class description:
//
// G4TheRayTracer
// 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. G4TheRayTracer 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).
// G4TheRayTracer 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.
#include "globals.hh"
#include "G4ThreeVector.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 G4TheRayTracer
{
public: // with description
G4TheRayTracer(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:
virtual ~G4TheRayTracer();
public: // with description
virtual void Trace(const 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.
protected:
virtual G4bool CreateBitMap();
// Event loop
void CreateFigureFile(const G4String& fileName);
// Create figure file after an event loop
G4bool GenerateColour(G4Event* anEvent);
// Calcurate RGB for one trajectory
virtual void StoreUserActions();
virtual void RestoreUserActions();
// Store and restore user action classes if defined
G4Colour GetSurfaceColour(G4RayTrajectoryPoint* point);
G4Colour GetMixedColour
(const G4Colour& surfCol,const G4Colour& transCol,G4double weight=0.5);
G4Colour Attenuate(G4RayTrajectoryPoint* point,const 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 G4VFigureFileMaker* GetFigureFileMaker() {return theFigMaker;}
inline void SetScanner(G4VRTScanner* scanner)
// Set a concrete class of G4VRTScanner for producing a sequence
// of window coordinates.
{ theScanner = scanner; }
inline G4VRTScanner* GetScanner() {return theScanner;}
protected:
G4RayShooter * theRayShooter;
static G4VFigureFileMaker * theFigMaker;
G4RTMessenger * theMessenger;
static 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;
G4ThreeVector up;
G4double headAngle;
G4double viewSpan; // Angle per 100 pixels
G4double attenuationLength;
G4bool distortionOn;
G4bool antialiasingOn;
G4Colour rayColour;
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 SetUpVector(const G4ThreeVector& val) { up = val; }
inline G4ThreeVector GetUpVector() const { return up; }
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(const G4Colour& val) { backgroundColour = val; }
inline G4Colour GetBackgroundColour() const { return backgroundColour; }
};
#endif