314 lines
13 KiB
C++
314 lines
13 KiB
C++
//
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// ********************************************************************
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// * License and Disclaimer *
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// * *
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// * The Geant4 software is copyright of the Copyright Holders of *
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// * the Geant4 Collaboration. It is provided under the terms and *
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// * conditions of the Geant4 Software License, included in the file *
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// * LICENSE and available at http://cern.ch/geant4/license . These *
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// * include a list of copyright holders. *
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// * *
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// * Neither the authors of this software system, nor their employing *
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// * institutes,nor the agencies providing financial support for this *
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// * work make any representation or warranty, express or implied, *
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// * regarding this software system or assume any liability for its *
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// * use. Please see the license in the file LICENSE and URL above *
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// * for the full disclaimer and the limitation of liability. *
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// * *
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// * This code implementation is the result of the scientific and *
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// * technical work of the GEANT4 collaboration. *
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// * By using, copying, modifying or distributing the software (or *
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// * any work based on the software) you agree to acknowledge its *
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// * use in resulting scientific publications, and indicate your *
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// * acceptance of all terms of the Geant4 Software license. *
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// ********************************************************************
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//
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//
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//
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//
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// John Allison 27th March 1996
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//
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// Class description
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//
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// Abstract interface class for graphics viewers.
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#ifndef G4VVIEWER_HH
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#define G4VVIEWER_HH
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#include "globals.hh"
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#include "G4SceneTreeItem.hh"
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#include "G4ViewParameters.hh"
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#include "G4PhysicalVolumeModel.hh"
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#include "G4PseudoScene.hh"
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#include <vector>
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#include <list>
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class G4VSceneHandler;
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// clang-format off
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class G4VViewer {
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public: // With description
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friend std::ostream& operator << (std::ostream& os, const G4VViewer& v);
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G4VViewer (G4VSceneHandler&, G4int id, const G4String& name = "");
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virtual ~G4VViewer ();
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virtual void Initialise ();
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// Called immediately after construction for those operations that
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// must await complete contruction of viewer and all its bases. For
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// example, if this class (G4VViewer) is inherited virtually, as in
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// the OpenGL sub-category, it will not be fully constructed until
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// *after* the the derived viewer (this is the rule about order of
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// construction for virtual inheritance), so the derived viewer may
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// not use information in G4VViewer in its contructor. Hence such
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// code must be in Initialise().
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//////////////////////////////////////////////////////////////
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// View manipulation functions.
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virtual void ResetView ();
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// Reset view parameters to default, including sub-class parameters, if any.
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// The sub-class should always invoke the base class implementation, i.e:
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// virtual void SubClass::ResetView () {
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// G4VViewer::ResetView();
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// // Then reset sub-class parameters
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// ...
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virtual void SetView () = 0;
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// Take view parameters and work out model/view transformation,
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// projection transformation, lighting, etc.
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virtual void ClearView () = 0;
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// Clear screen/viewing buffers.
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virtual void DrawView () = 0;
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// Draw view of the scene currently attached to the scene handler -
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// see example of a minimal function at end of this file.
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void RefreshView ();
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// Simply invokes SetView, ClearView, DrawView.
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virtual void ShowView ();
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// Show view (for graphics systems which require to process
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// all drawn objects before finalising the view).
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virtual void FinishView ();
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// Called at the end of drawing scene. Used to flush streams, or
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// swap buffers. (Perhaps it is inappropriately named, perhaps its
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// function could be incorporated into EndModeling (). It marks the
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// end of scene drawing; be aware hits and digi drawing may Follow.
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// It is not yet the end of all drawing; that is signalled by
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// ShowView ().)
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virtual G4bool ReadyToDraw() {return true;}
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std::vector<G4ThreeVector> ComputeFlyThrough(G4Vector3D*);
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// Note: the order of calling of MovingToVisSubThread and SwitchToVisSubThread
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// is undefined, so you may need to implement mutexes to ensure your preferred
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// order - see, e.g., G4OpenGLQtViewer. To summarise, the order of calling is
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// as follows - see G4VisManager.cc.
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// DoneWithMasterThread
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// MovingToVisSubThread ) or ( SwitchToVisSubThread
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// SwitchToVisSubThread ) ( MovingToVisSubThread
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// DoneWithVisSubThread
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// MovingToMasterThread
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// SwitchToMasterThread
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// Called on the master thread before starting the vis sub-thread.
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virtual void DoneWithMasterThread () {}
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// Called on the master thread after starting the vis sub-thread.
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virtual void MovingToVisSubThread () {}
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// Called on the vis sub-thread at start of vis sub-thread.
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virtual void SwitchToVisSubThread () {}
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// Called on the vis sub-thread when all events have been processed.
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virtual void DoneWithVisSubThread () {}
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// Called on the vis sub-thread when all events have been processed.
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virtual void MovingToMasterThread () {}
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// Called on the master thread after the vis sub-thread has terminated.
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virtual void SwitchToMasterThread () {}
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//////////////////////////////////////////////////////////////
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// Stuff for scene tree.
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/**
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- The scene tree is a tree of G4SceneTreeItem objects (see graphics-reps).
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- Its root is a data member fSceneTree of all viewers by virtue of
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G4VViewer inheritance,
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- G4SceneTreeItem is an aggregate of data members that represent
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properties of objects in the scene (G4Scene). Its data members are
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low-level types - G4String, G4VisAttributes and G4AttDef/Value - so
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that it can be used across categories, avoiding coupling.
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- The root item has children that represent the models (G4VModel
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sub-classes) in the scene.
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- For a G4PhysicalVolumeModel (detector components), its children and
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children's children, etc., imitate the geometry hierarchy of that
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model. These descendants are called "touchables".
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- There may be more than one G4PhysicalVolumeModel, depending how
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the user creates his/her scene.
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- The scene tree is reviewed, and updated if necessary, at every pass
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of G4VSceneHandler::ProcessScene. This is called a "kernel visit".
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- A kernel visit is triggered by some vis commands (e.g.,
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/vis/viewer/rebuild) and by a viewer if it deems necessary. For
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example, a kernel visit may not be required for a rotation, zoom, etc.,
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but required for a change from surface to wireframe.
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- The idea is that the scene tree can be passed to a GUI, the GUI can
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create a tree widget, and interactions with it raise UI commands such as
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/vis/scene/activateModel, /vis/set/touchable and /vis/touchable/set/...
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The viewer decides if this requires a kernel visit, otherwise it
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must update fSceneTree itself (utilities are provided -
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G4VViewer::TouchableSetVisibility/Colour).
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*/
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class SceneTreeScene: public G4PseudoScene {
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// G4PhysicalVolumeModel sends touchables to this scene
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public:
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SceneTreeScene(G4VViewer*, G4PhysicalVolumeModel*);
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~SceneTreeScene() = default;
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private:
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void ProcessVolume(const G4VSolid& solid) override;
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std::list<G4SceneTreeItem>::iterator FindOrInsertTouchable
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(const G4String& modelID, G4SceneTreeItem& mother,
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G4int depth, const G4String& partialPathString, const G4String& fullPathString);
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G4VViewer* fpViewer = nullptr;
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G4PhysicalVolumeModel* fpPVModel = nullptr;
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std::list<G4SceneTreeItem>::iterator fModelIter; // Points to scene tree item for this model
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G4int fMaximumExpandedDepth = 0; // To be calculated in constructor
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const G4int fMaximumExpanded = 30; // So as not to swamp the GUI
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};
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void InsertModelInSceneTree(G4VModel*);
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const G4SceneTreeItem& GetSceneTree() {return fSceneTree;}
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G4SceneTreeItem& AccessSceneTree() {return fSceneTree;}
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void UpdateGUISceneTree(); // A utility
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//GUI update functions
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void UpdateGUIControlWidgets();
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void UpdateGUIDrawingStyle();
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void UpdateGUIProjectionStyle();
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void UpdateGUITransparencySlider();
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const G4int fMaxAllTouchables = 10000; // Limits memory to about 50 MB per PV model
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G4bool fCurtailDescent = false; // Flag to curtail descent into PV model for scene tree
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//////////////////////////////////////////////////////////////
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// Access functions.
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const G4String& GetName () const;
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const G4String& GetShortName () const;
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void SetName (const G4String&);
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G4int GetViewId () const;
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G4VSceneHandler* GetSceneHandler () const;
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const G4ViewParameters& GetViewParameters () const;
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const G4ViewParameters& GetDefaultViewParameters () const;
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G4double GetKernelVisitElapsedTimeSeconds () const;
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virtual const std::vector<G4ModelingParameters::VisAttributesModifier>*
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GetPrivateVisAttributesModifiers() const;
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// So that privately accumulated vis attributes modifiers may be
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// concatenated with the standard vis attributes modifiers for commands
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// such as /vis/viewer/set/all and /vis/viewer/save.
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void SetViewParameters (const G4ViewParameters& vp);
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void SetDefaultViewParameters (const G4ViewParameters& vp);
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//////////////////////////////////////////////////////////////
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// Public utility functions.
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const G4VisAttributes* GetApplicableVisAttributes
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(const G4VisAttributes*) const;
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void SetNeedKernelVisit (G4bool need);
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// Sets individual need-visit flag.
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void NeedKernelVisit ();
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// Flags all views the need to re-visit the GEANT4 kernel to refresh
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// the scene.
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void ProcessView ();
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// Used by DrawView (). Invokes SetView (). The basic logic is here.
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void ProcessTransients ();
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// Re-draws transients only
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void ZoomFromMouseWheel(G4double delta, G4bool shift = false, G4double xPos = 0, G4double yPos = 0);
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virtual G4bool GetWindowSize(unsigned int& a_w,unsigned int& a_h) {a_w = 0; a_h = 0; return false;}
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virtual G4double GetSceneNearWidth() {return 0;}
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protected:
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//////////////////////////////////////////////////////////////
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// Protected utility functions.
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void SetTouchable
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(const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath);
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// Set the touchable for /vis/touchable/set/... commands.
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void TouchableSetVisibility
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(const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath,
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G4bool visibility);
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// Set the touchable visibility attribute.
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// Changes the Vis Attribute Modifiers WITHOUT triggering a rebuild.
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void TouchableSetColour
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(const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath,
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const G4Colour&);
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// Set the touchable colour attribute.
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// Changes the Vis Attribute Modifiers WITHOUT triggering a rebuild.
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//////////////////////////////////////////////////////////////
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// Data members
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G4VSceneHandler& fSceneHandler; // Abstract scene for this view.
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G4int fViewId; // Id of this instance.
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G4String fName;
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G4String fShortName; // Up to first ' ' character, if any.
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G4ViewParameters fVP; // View parameters.
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G4ViewParameters fDefaultVP; // Default view parameters.
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G4double fKernelVisitElapsedTimeSeconds = 999.; // Default to a large number
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// Note: fKernelVisitElapsedTimeSeconds is measured in ProcessView().
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G4SceneTreeItem fSceneTree;
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//////////////////////////////////////////////////////////////
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// Other parameters.
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G4bool fNeedKernelVisit; // See DrawView() for comments.
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G4bool fTransientsNeedRedrawing; // See DrawView() for comments.
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};
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#include "G4VViewer.icc"
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/*********************************************
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Here is a minimal DrawView () as it might be implemented in the
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concrete viewer.
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void G4VViewer::DrawView () { // Default - concrete view usually overrides.
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// First, a view should decide when to re-visit the G4 kernel.
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// Sometimes it might not be necessary, e.g., if the scene is stored
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// in a graphical database (e.g., OpenGL's display lists) and only
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// the viewing angle has changed. But graphics systems without a
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// graphical database will always need to visit the G4 kernel.
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NeedKernelVisit (); // Default is - always visit G4 kernel.
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// Note: this routine sets the fNeedKernelVisit flag of *all* the views of
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// the scene.
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ProcessView (); // The basic logic is here.
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// Then a view may have more to do, e.g., display the graphical
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// database. That code should come here before finally...
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FinishView (); // Flush streams and/or swap buffers.
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}
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*********************************************/
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#endif
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