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geant4/source/visualization/modeling/include/G4PhysicalVolumeModel.hh
2026-03-19 16:51:22 +01:00

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//
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//
// John Allison 31st December 1997.
//
// Class Description:
//
// Model for physical volumes. It describes a physical volume and its
// daughters to any desired depth. Note: the "requested depth" is
// specified in the modeling parameters; enum {UNLIMITED = -1}.
//
// For access to base class information, e.g., modeling parameters,
// use GetModelingParameters() inherited from G4VModel. See Class
// Description of the base class G4VModel.
//
// G4PhysicalVolumeModel assumes the modeling parameters have been set
// up with meaningful information - default vis attributes and culling
// policy in particular.
//
// The volumes are unpacked and sent to the scene handler. They are,
// in effect, "touchables" as defined by G4TouchableHistory. A
// touchable is defined not only by its physical volume name and copy
// number but also by its position in the geometry hierarchy.
//
// It is guaranteed that touchables are presented to the scene handler
// in top-down hierarchy order, i.e., ancestors first, mothers before
// daughters, so the scene handler can be assured that, if it is
// building its own scene graph tree, a mother, if any, will have
// already been encountered and there will already be a node in place
// on which to hang the current volume. But be aware that the
// visibility and culling policy might mean that some touchables are
// not passed to the scene handler so the drawn tree might have
// missing layers. GetFullPVPath allows you to know the full
// hierarchy.
#ifndef G4PHYSICALVOLUMEMODEL_HH
#define G4PHYSICALVOLUMEMODEL_HH
#include "G4VModel.hh"
#include "G4ModelingParameters.hh"
#include "G4NavigationHistory.hh"
#include "G4Transform3D.hh"
#include "G4Plane3D.hh"
#include <iostream>
#include <vector>
#include <map>
class G4VPhysicalVolume;
class G4LogicalVolume;
class G4VSolid;
class G4Material;
class G4VisAttributes;
class G4AttDef;
class G4AttValue;
class G4PhysicalVolumeModel: public G4VModel {
public: // With description
enum {UNLIMITED = -1};
enum ClippingMode {subtraction, intersection};
// Nested class for identifying physical volume nodes.
class G4PhysicalVolumeNodeID {
public:
G4PhysicalVolumeNodeID
(G4VPhysicalVolume* pPV = 0,
G4int iCopyNo = 0,
G4int depth = 0,
const G4Transform3D& transform = G4Transform3D(),
G4bool drawn = true):
fpPV(pPV),
fCopyNo(iCopyNo),
fNonCulledDepth(depth),
fTransform(transform),
fDrawn(drawn) {}
G4VPhysicalVolume* GetPhysicalVolume() const {return fpPV;}
G4int GetCopyNo() const {return fCopyNo;}
G4int GetNonCulledDepth() const {return fNonCulledDepth;}
const G4Transform3D& GetTransform() const {return fTransform;}
G4bool GetDrawn() const {return fDrawn;}
void SetPhysicalVolume(G4VPhysicalVolume* v) {fpPV = v;}
void SetCopyNo (G4int n) {fCopyNo = n;}
void SetNonCulledDepth(G4int d) {fNonCulledDepth = d;}
void SetTransform (const G4Transform3D& t) {fTransform = t;}
void SetDrawn (G4bool b) {fDrawn = b;}
G4bool operator< (const G4PhysicalVolumeNodeID& right) const;
G4bool operator!= (const G4PhysicalVolumeNodeID& right) const;
G4bool operator== (const G4PhysicalVolumeNodeID& right) const {
return !operator!= (right);
}
private:
G4VPhysicalVolume* fpPV;
G4int fCopyNo;
G4int fNonCulledDepth;
G4Transform3D fTransform;
G4bool fDrawn;
};
// Nested struct for encapsulating touchable properties
struct TouchableProperties {
TouchableProperties(): fpTouchablePV(nullptr), fCopyNo(0) {}
G4ModelingParameters::PVNameCopyNoPath fTouchablePath;
G4VPhysicalVolume* fpTouchablePV;
G4int fCopyNo;
G4Transform3D fTouchableGlobalTransform;
std::vector<G4PhysicalVolumeNodeID> fTouchableBaseFullPVPath;
std::vector<G4PhysicalVolumeNodeID> fTouchableFullPVPath;
};
G4PhysicalVolumeModel
(G4VPhysicalVolume* = 0,
G4int requestedDepth = UNLIMITED,
const G4Transform3D& modelTransformation = G4Transform3D(),
const G4ModelingParameters* = 0,
G4bool useFullExtent = false,
const std::vector<G4PhysicalVolumeNodeID>& baseFullPVPath =
std::vector<G4PhysicalVolumeNodeID>());
virtual ~G4PhysicalVolumeModel ();
void DescribeYourselfTo (G4VGraphicsScene&);
// The main task of a model is to describe itself to the graphics scene
// handler (a object which inherits G4VSceneHandler, which inherits
// G4VGraphicsScene).
G4String GetCurrentDescription () const;
// A description which depends on the current state of the model.
G4String GetCurrentTag () const;
// A tag which depends on the current state of the model.
G4VPhysicalVolume* GetTopPhysicalVolume () const {return fpTopPV;}
G4int GetRequestedDepth () const {return fRequestedDepth;}
const G4VSolid* GetClippingSolid () const
{return fpClippingSolid;}
G4int GetCurrentDepth() const {return fCurrentDepth;}
// Current depth in geom. hierarchy.
const G4Transform3D& GetTransformation() const {return fTransform;}
// Initial transformation
G4VPhysicalVolume* GetCurrentPV() const {return fpCurrentPV;}
// Current physical volume.
G4int GetCurrentPVCopyNo() const {return fCurrentPVCopyNo;}
// Current copy number.
G4LogicalVolume* GetCurrentLV() const {return fpCurrentLV;}
// Current logical volume.
G4Material* GetCurrentMaterial() const {return fpCurrentMaterial;}
// Current material.
const G4Transform3D& GetCurrentTransform() const {return fCurrentTransform;}
// Current transform.
const std::vector<G4PhysicalVolumeNodeID>& GetBaseFullPVPath() const
{return fBaseFullPVPath;}
// Base for this G4PhysicalVolumeModel. It can be empty, which would be the
// case for the world volume. But the user may create a G4PhysicalVolumeModel
// for a volume anywhere in the tree, in which case the user must provide
// the transform (in the constructor) and the base path (SetBaseFullPVPath).
const std::vector<G4PhysicalVolumeNodeID>& GetFullPVPath() const
{return fFullPVPath;}
// Vector of physical volume node identifiers for the current
// touchable. It is its path in the geometry hierarchy, similar to
// the concept of "touchable history" available from the navigator
// during tracking.
const std::vector<G4PhysicalVolumeNodeID>& GetDrawnPVPath() const
{return fDrawnPVPath;}
// Path of the current drawn (non-culled) touchable in terms of
// drawn (non-culled) ancestors. It is a vector of physical volume
// node identifiers corresponding to the geometry hierarchy actually
// selected, i.e., with "culled" volumes NOT included.
static G4ModelingParameters::PVNameCopyNoPath GetPVNameCopyNoPath
(const std::vector<G4PhysicalVolumeNodeID>&);
// Converts to PVNameCopyNoPath
static G4String GetPVNamePathString(const std::vector<G4PhysicalVolumeNodeID>&);
// Converts to path string, e.g., " World 0 Envelope 0 Shape1 0".
// Note leading space character.
const std::map<G4String,G4AttDef>* GetAttDefs() const;
// Attribute definitions for current solid.
std::vector<G4AttValue>* CreateCurrentAttValues() const;
// Attribute values for current solid. Each must refer to an
// attribute definition in the above map; its name is the key. The
// user must test the validity of this pointer (it must be non-zero
// and conform to the G4AttDefs, which may be checked with
// G4AttCheck) and delete the list after use. See
// G4XXXStoredSceneHandler::PreAddSolid for how to access and
// G4VTrajectory::ShowTrajectory for an example of the use of
// G4Atts.
const std::map<G4int,G4int>& GetMapOfDrawnTouchables() const {return fMapDrawnTouchables;}
// Number of touchables drawn at each depth.
G4int GetTotalDrawnTouchables () {return fTotalDrawnTouchables;}
// Total number of touchables drawn.
G4int GetMaxFullDepth () const {return fMaxFullDepth;}
// Including base path, i.e., from the world volume
const std::map<G4int,G4int>& GetMapOfAllTouchables() const {return fMapAllTouchables;}
// Number of all touchables at each depth.
G4int GetTotalAllTouchables () {return fTotalAllTouchables;}
// Total number of touchables.
void SetRequestedDepth (G4int requestedDepth) {
fRequestedDepth = requestedDepth;
}
void SetClippingSolid (G4VSolid* pClippingSolid) {
fpClippingSolid = pClippingSolid;
}
void SetClippingMode (ClippingMode mode) {
fClippingMode = mode;
}
G4bool Validate (G4bool warn);
// Validate, but allow internal changes (hence non-const function).
void Abort () const {fAbort = true;}
// Abort all further traversing.
void CurtailDescent() const {fCurtailDescent = true;}
// Curtail descent of current branch.
void CalculateExtent ();
protected:
void VisitGeometryAndGetVisReps (G4VPhysicalVolume*,
G4int requestedDepth,
const G4Transform3D&,
G4VGraphicsScene&);
void DescribeAndDescend (G4VPhysicalVolume*,
G4int requestedDepth,
G4LogicalVolume*,
G4VSolid*,
G4Material*,
const G4Transform3D&,
G4VGraphicsScene&);
virtual void DescribeSolid (const G4Transform3D& theAT,
G4VSolid* pSol,
const G4VisAttributes* pVisAttribs,
G4VGraphicsScene& sceneHandler);
/////////////////////////////////////////////////////////
// Data members...
G4VPhysicalVolume* fpTopPV; // The physical volume.
G4String fTopPVName; // ...of the physical volume.
G4int fTopPVCopyNo; // ...of the physical volume.
G4int fRequestedDepth;
// Requested depth of geom. hierarchy search.
G4bool fUseFullExtent; // ...if requested.
G4Transform3D fTransform; // Initial transform
G4int fCurrentDepth; // Current depth of geom. hierarchy.
G4VPhysicalVolume* fpCurrentPV; // Current physical volume.
G4int fCurrentPVCopyNo; // Current copy number.
G4LogicalVolume* fpCurrentLV; // Current logical volume.
G4Material* fpCurrentMaterial; // Current material.
G4Transform3D fCurrentTransform; // Current transform.
std::vector<G4PhysicalVolumeNodeID> fBaseFullPVPath; // Base. May be empty.
std::vector<G4PhysicalVolumeNodeID> fFullPVPath; // Starts from base.
std::vector<G4PhysicalVolumeNodeID> fDrawnPVPath; // Omits culled volumes.
G4NavigationHistory fNavigationHistory; // Starts from top PV.
mutable G4bool fAbort; // Abort all further traversing.
mutable G4bool fCurtailDescent;// Can be set to curtail descent.
G4VSolid* fpClippingSolid;
ClippingMode fClippingMode;
G4int fNClippers; // No of clipping/cutting solids - only 0 or 1 allowed
std::map<G4int,G4int> fMapDrawnTouchables; // No of touchables drawn at each depth
G4int fTotalDrawnTouchables;
std::map<G4int,G4int> fMapAllTouchables; // No of all touchables at each depth
G4int fTotalAllTouchables;
G4int fMaxFullDepth; // Including base path, i.e., from the world volume
private:
// Private copy constructor and assigment operator - copying and
// assignment not allowed. Keeps CodeWizard happy.
G4PhysicalVolumeModel (const G4PhysicalVolumeModel&);
G4PhysicalVolumeModel& operator = (const G4PhysicalVolumeModel&);
};
std::ostream& operator<<
(std::ostream& os, const G4PhysicalVolumeModel::G4PhysicalVolumeNodeID&);
std::ostream& operator<<
(std::ostream& os, const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>&);
#endif