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geant4/source/visualization/XXX/src/G4XXXStoredSceneHandler.cc
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2016-06-09 14:44:26 +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. *
// ********************************************************************
//
//
// $Id: G4XXXStoredSceneHandler.cc,v 1.4 2006/06/29 21:27:48 gunter Exp $
// GEANT4 tag $Name: geant4-08-01 $
//
//
// John Allison 7th March 2006
// A template for a graphics driver with a store/database.
//?? Lines beginning like this require specialisation for your driver.
#include "G4XXXStoredSceneHandler.hh"
#include "G4XXXStoredViewer.hh"
#include "G4PhysicalVolumeModel.hh"
#include "G4VPhysicalVolume.hh"
#include "G4LogicalVolume.hh"
#include "G4Box.hh"
#include "G4Polyline.hh"
#include "G4Text.hh"
#include "G4Circle.hh"
#include "G4Square.hh"
#include "G4Polyhedron.hh"
#include "G4NURBS.hh"
#include "G4VTrajectory.hh"
#include "G4AttDef.hh"
#include "G4AttValue.hh"
#include "G4UnitsTable.hh"
#include <sstream>
G4int G4XXXStoredSceneHandler::fSceneIdCount = 0;
// Counter for XXX scene handlers.
G4XXXStoredSceneHandler::G4XXXStoredSceneHandler(G4VGraphicsSystem& system,
const G4String& name):
G4VSceneHandler(system, fSceneIdCount++, name)
{}
G4XXXStoredSceneHandler::~G4XXXStoredSceneHandler() {}
#ifdef G4XXXStoredDEBUG
// Useful function...
void G4XXXStoredSceneHandler::PrintThings() {
G4cout <<
" with transformation "
<< (void*)fpObjectTransformation;
if (fpModel) {
G4cout << " from " << fpModel->GetCurrentDescription()
<< " (tag " << fpModel->GetCurrentTag()
<< ')';
} else {
G4cout << "(not from a model)";
}
G4PhysicalVolumeModel* pPVModel =
dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
if (pPVModel) {
G4cout <<
"\n current physical volume: "
<< pPVModel->GetCurrentPV()->GetName() <<
"\n current logical volume: "
<< pPVModel->GetCurrentLV()->GetName() <<
"\n current depth of geometry tree: "
<< pPVModel->GetCurrentDepth();
}
G4cout << G4endl;
}
#endif
void G4XXXStoredSceneHandler::PreAddSolid
(const G4Transform3D& objectTransformation,
const G4VisAttributes& visAttribs)
{
G4VSceneHandler::PreAddSolid(objectTransformation, visAttribs);
// Create a place for current solid...
fCurrentItem = fStore.insert(fStore.end(), G4String("\nPreAddSolid:\n"));
if (fReadyForTransients) {
fTransients.push_back(fCurrentItem);
} else {
fPermanents.push_back(fCurrentItem);
}
}
void G4XXXStoredSceneHandler::PostAddSolid()
{
*fCurrentItem += "\nEndSolid\n";
G4VSceneHandler::PostAddSolid();
}
void G4XXXStoredSceneHandler::BeginPrimitives
(const G4Transform3D& objectTransformation)
{
G4VSceneHandler::BeginPrimitives(objectTransformation);
// If thread of control has already passed through PreAddSolid,
// avoid opening a graphical data base component again.
if (!fProcessingSolid) {
// Create a place for current primitive...
fCurrentItem = fStore.insert(fStore.end(),
G4String("\nBeginPrimitives:\n"));
if (fReadyForTransients) {
fTransients.push_back(fCurrentItem);
} else {
fPermanents.push_back(fCurrentItem);
}
}
}
void G4XXXStoredSceneHandler::EndPrimitives ()
{
if (!fProcessingSolid) { // Already done if so.
*fCurrentItem += "\nEndPrimitives\n";
}
G4VSceneHandler::EndPrimitives ();
}
// Note: This function overrides G4VSceneHandler::AddSolid(const
// G4Box&). You may not want to do this, but this is how it's done if
// you do. Certain other specific solids may be treated this way -
// see G4VSceneHandler.hh. The simplest possible driver would *not*
// implement these polymorphic functions, with the effect that the
// default versions in G4VSceneHandler are used, which simply call
// G4VSceneHandler::RequestPrimitives to turn the solid into a
// G4Polyhedron usually.
// Don't forget, solids can be transients too (e.g., representing a hit).
void G4XXXStoredSceneHandler::AddSolid(const G4Box& box) {
#ifdef G4XXXStoredDEBUG
G4cout <<
"G4XXXStoredSceneHandler::AddSolid(const G4Box& box) called for "
<< box.GetName()
<< G4endl;
#endif
//?? Process your box...
std::ostringstream oss;
oss << "G4Box(" <<
G4String
(G4BestUnit
(G4ThreeVector
(box.GetXHalfLength(), box.GetYHalfLength(), box.GetZHalfLength()),
"Length")).strip() << ')';
*fCurrentItem += oss.str();
}
void G4XXXStoredSceneHandler::AddPrimitive(const G4Polyline& polyline) {
#ifdef G4XXXStoredDEBUG
G4cout <<
"G4XXXStoredSceneHandler::AddPrimitive(const G4Polyline& polyline) called.\n"
<< polyline
<< G4endl;
#endif
// Get vis attributes - pick up defaults if none.
//const G4VisAttributes* pVA =
// fpViewer -> GetApplicableVisAttributes (polyline.GetVisAttributes ());
//?? Process polyline.
std::ostringstream oss;
oss << polyline;
*fCurrentItem += oss.str();
}
void G4XXXStoredSceneHandler::AddPrimitive(const G4Text& text) {
#ifdef G4XXXStoredDEBUG
G4cout <<
"G4XXXStoredSceneHandler::AddPrimitive(const G4Text& text) called.|n"
<< text
<< G4endl;
#endif
// Get text colour - special method since default text colour is
// determined by the default text vis attributes, which may be
// specified independent of default vis attributes of other types of
// visible objects.
//const G4Colour& c = GetTextColour (text); // Picks up default if none.
//?? Process text.
std::ostringstream oss;
oss << text;
*fCurrentItem += oss.str();
}
void G4XXXStoredSceneHandler::AddPrimitive(const G4Circle& circle) {
#ifdef G4XXXStoredDEBUG
G4cout <<
"G4XXXStoredSceneHandler::AddPrimitive(const G4Circle& circle) called.\n"
<< circle
<< G4endl;
MarkerSizeType sizeType;
G4double size = GetMarkerSize (circle, sizeType);
switch (sizeType) {
default:
case screen:
// Draw in screen coordinates.
G4cout << "screen";
break;
case world:
// Draw in world coordinates.
G4cout << "world";
break;
}
G4cout << " size: " << size << G4endl;
#endif
// Get vis attributes - pick up defaults if none.
//const G4VisAttributes* pVA =
// fpViewer -> GetApplicableVisAttributes (circle.GetVisAttributes ());
//?? Process circle.
std::ostringstream oss;
oss << circle;
*fCurrentItem += oss.str();
}
void G4XXXStoredSceneHandler::AddPrimitive(const G4Square& square) {
#ifdef G4XXXStoredDEBUG
G4cout <<
"G4XXXStoredSceneHandler::AddPrimitive(const G4Square& square) called.\n"
<< square
<< G4endl;
MarkerSizeType sizeType;
G4double size = GetMarkerSize (square, sizeType);
switch (sizeType) {
default:
case screen:
// Draw in screen coordinates.
G4cout << "screen";
break;
case world:
// Draw in world coordinates.
G4cout << "world";
break;
}
G4cout << " size: " << size << G4endl;
#endif
// Get vis attributes - pick up defaults if none.
//const G4VisAttributes* pVA =
// fpViewer -> GetApplicableVisAttributes (square.GetVisAttributes ());
//?? Process square.
std::ostringstream oss;
oss << square;
*fCurrentItem += oss.str();
}
void G4XXXStoredSceneHandler::AddPrimitive(const G4Polyhedron& polyhedron) {
#ifdef G4XXXStoredDEBUG
G4cout <<
"G4XXXStoredSceneHandler::AddPrimitive(const G4Polyhedron&) called.\n"
<< polyhedron
<< G4endl;
#endif
//?? Process polyhedron.
std::ostringstream oss;
oss << polyhedron;
*fCurrentItem += oss.str();
//?? Or... here are some ideas for decomposing into polygons...
//Assume all facets are convex quadrilaterals.
//Draw each G4Facet individually
//Get colour, etc..
if (polyhedron.GetNoFacets() == 0) return;
// Get vis attributes - pick up defaults if none.
const G4VisAttributes* pVA =
fpViewer -> GetApplicableVisAttributes (polyhedron.GetVisAttributes ());
// Get view parameters that the user can force through the vis
// attributes, thereby over-riding the current view parameter.
G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
//G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
//Get colour, etc..
//const G4Colour& c = pVA -> GetColour ();
// Initial action depending on drawing style.
switch (drawing_style) {
case (G4ViewParameters::hsr):
{
break;
}
case (G4ViewParameters::hlr):
{
break;
}
case (G4ViewParameters::wireframe):
{
break;
}
default:
{
break;
}
}
// Loop through all the facets...
// Look at G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&)
// for an example of how to get facets out of a G4Polyhedron,
// including how to cope with triangles if that's a problem.
}
void G4XXXStoredSceneHandler::AddPrimitive(const G4NURBS&) {
#ifdef G4XXXStoredDEBUG
G4cout <<
"G4XXXStoredSceneHandler::AddPrimitive(const G4NURBS& nurbs) called."
<< G4endl;
#endif
//?? Don't bother implementing this. NURBS are not functional.
}
void G4XXXStoredSceneHandler::ClearStore () {
G4VSceneHandler::ClearStore (); // Sets need kernel visit, etc.
fStore.clear();
fPermanents.clear();
fTransients.clear();
}
void G4XXXStoredSceneHandler::ClearTransientStore () {
G4VSceneHandler::ClearTransientStore ();
typedef std::list<G4String> Store;
typedef std::list<G4String>::iterator StoreIterator;
typedef std::vector<StoreIterator>::iterator StoreIteratorIterator;
for (StoreIteratorIterator i = fTransients.begin();
i != fTransients.end(); ++i) {
fStore.erase(*i);
}
fTransients.clear();
// Make sure screen corresponds to graphical database...
if (fpViewer) {
fpViewer -> SetView ();
fpViewer -> ClearView ();
fpViewer -> DrawView ();
}
}