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