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geant4/source/visualization/FukuiRenderer/src/G4FukuiRendererViewer.cc
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2016-06-10 11:51:14 +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: G4FukuiRendererViewer.cc 66870 2013-01-14 23:38:59Z adotti $
//
//
// Satoshi TANAKA, Fri Jun 28 12:09:11 JST 1996
// FukuiRenderer view - opens window, hard copy, etc.
//=================//
#ifdef G4VIS_BUILD_DAWN_DRIVER
//=================//
#define __G_ANSI_C__
#define G4FukuiRenderer_STRUCTURE_PRIORITY 1.
// #define DEBUG_FR_VIEW
#include "G4ios.hh"
#include <stdio.h>
#include <string.h>
#include <assert.h>
#include "G4VisManager.hh"
#include "G4Scene.hh"
#include "G4Vector3D.hh"
#include "G4VisExtent.hh"
#include "G4LogicalVolume.hh"
#include "G4VSolid.hh"
#include "G4PhysicalConstants.hh"
#include "G4FRConst.hh"
#include "G4FukuiRenderer.hh"
#include "G4FukuiRendererSceneHandler.hh"
#include "G4FukuiRendererViewer.hh"
//----- Constructor
G4FukuiRendererViewer::G4FukuiRendererViewer (G4FukuiRendererSceneHandler& sceneHandler,
const G4String& name):
G4VViewer (sceneHandler,
sceneHandler.IncrementViewCount (),
name),
fSceneHandler (sceneHandler)
{}
//----- Destructor
G4FukuiRendererViewer::~G4FukuiRendererViewer ()
{}
//-----
void G4FukuiRendererViewer::SetView ()
{
#if defined DEBUG_FR_VIEW
if (G4VisManager::GetVerbosity() >= G4VisManager::errors)
G4cout << "***** G4FukuiRendererViewer::SetView(): No effects" << G4endl;
#endif
// Do nothing, since DAWN is running as a different process.
// SendViewParameters () will do this job instead.
}
//-----
void
G4FukuiRendererViewer::ClearView( void )
{
#if defined DEBUG_FR_VIEW
if (G4VisManager::GetVerbosity() >= G4VisManager::errors)
G4cout << "***** G4FukuiRendererViewer::ClearView (): No effects " << G4endl;
#endif
}
//-----
void G4FukuiRendererViewer::DrawView ()
{
#if defined DEBUG_FR_VIEW
if (G4VisManager::GetVerbosity() >= G4VisManager::errors)
G4cout << "***** G4FukuiRendererViewer::DrawView () " << G4endl;
#endif
//----- Begin modeling 3D
fSceneHandler.FRBeginModeling();
//----- Always visit G4 kernel
NeedKernelVisit ();
//----- Draw
ProcessView () ;
}
//-----
void G4FukuiRendererViewer::ShowView( void )
{
#if defined DEBUG_FR_VIEW
if (G4VisManager::GetVerbosity() >= G4VisManager::errors)
G4cout << "***** G4FukuiRendererViewer::ShowView () " << G4endl;
#endif
if( fSceneHandler.FRIsInModeling() )
{
//----- End of modeling
// !EndModeling, !DrawAll, !CloseDevice,
// close g4.prim
fSceneHandler.FREndModeling();
//----- Wait user clicks drawing Area
this->Wait();
}
}
//-----
void G4FukuiRendererViewer::Wait()
{
#if defined DEBUG_FR_VIEW
if (G4VisManager::GetVerbosity() >= G4VisManager::errors)
G4cout << "***** G4FukuiRendererViewer::Wait () : Begin" << G4endl;
#endif
fSceneHandler.SendStr ( FR_WAIT );
fSceneHandler.GetPrimDest().WaitSendBack( FR_WAIT );
#if defined DEBUG_FR_VIEW
if (G4VisManager::GetVerbosity() >= G4VisManager::errors)
G4cout << "***** G4FukuiRendererViewer::Wait () : end" << G4endl;
#endif
}
//-----
void
G4FukuiRendererViewer::SendDevice( FRDEV dev )
{
#if defined DEBUG_FR_VIEW
if (G4VisManager::GetVerbosity() >= G4VisManager::errors)
G4cout << "***** G4FukuiRendererViewer::SendDevice() " << G4endl;
#endif
// enum {PS=1, XWIN=2, PS2=3, XWIN2=4, OPEN_GL=5, DEVICE_END=6};
if( dev >= FRDEV_PS || dev < FRDEV_DEVICE_END ) {
fSceneHandler.SendStrInt ( FR_DEVICE, dev );
}
}
//-----
void G4FukuiRendererViewer::SendDrawingStyle()
{
#if defined DEBUG_FR_VIEW
if (G4VisManager::GetVerbosity() >= G4VisManager::errors)
G4cout << "***** G4FukuiRendererViewer::SendDrawingStyle() " << G4endl;
#endif
G4int style = fVP.GetDrawingStyle();
switch( style )
{
case G4ViewParameters::wireframe:
fSceneHandler.SendStr( FR_WIREFRAME );
break;
case G4ViewParameters::hlr:
fSceneHandler.SendStr( FR_LINES );
break;
case G4ViewParameters::hsr:
case G4ViewParameters::hlhsr:
fSceneHandler.SendStr( FR_SURFACE );
break;
default:
fSceneHandler.SendStr( FR_WIREFRAME );
break;
}
}
//-----
void G4FukuiRendererViewer::SendViewParameters ()
{
// Calculates view representation based on extent of object being
// viewed and (initial) direction of camera. (Note: it can change
// later due to user interaction via visualization system's GUI.)
#if defined DEBUG_FR_VIEW
if (G4VisManager::GetVerbosity() >= G4VisManager::errors)
G4cout << "***** G4FukuiRendererViewer::SendViewParameters()" << G4endl;
#endif
//----- Magic number to decide camera distance automatically
const G4double HOW_FAR = 1000.0 ; // to define "infinity"
const G4double MIN_HALF_ANGLE = 0.01 ;
const G4double MAX_HALF_ANGLE = 0.499 * pi ;
//----- (2A) CALC camera distance
//..... Note: Camera cannot enter inside object
G4double camera_distance ;
G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
G4double half_view_angle = std::fabs ( fVP.GetFieldHalfAngle () ) ;
if( half_view_angle > MAX_HALF_ANGLE ) {
half_view_angle = MAX_HALF_ANGLE ;
}
if( half_view_angle < MIN_HALF_ANGLE ) {
//----- infinity (or ortho projection)
camera_distance = radius * HOW_FAR ;
} else {
//----- Calc camera distance from half view angle
camera_distance = radius / std::sin ( half_view_angle );
camera_distance -= fVP.GetDolly();
}
if ( camera_distance < radius ) {
if (G4VisManager::GetVerbosity() >= G4VisManager::errors) {
G4cout << "WARNING from FukuiRenderer (DAWN) driver:" << G4endl;
G4cout << " Camera cannot enter inside objects" << G4endl;
}
camera_distance = radius ;
}
//----- (3A) CALC camera direction
const G4Vector3D& camera_direction \
= fVP.GetViewpointDirection().unit();
const G4double v_angle = (180.0 / pi) * camera_direction.theta() ;
const G4double h_angle = (180.0 / pi) * camera_direction.phi () ;
//----- (2B), (3B) SEND camera position
fSceneHandler.SendStrDouble3( FR_CAMERA_POSITION,
camera_distance,
v_angle,
h_angle );
//----- (4A) CALC target point
const G4Point3D& target_point
= fSceneHandler.GetScene()->GetStandardTargetPoint()
+ fVP.GetCurrentTargetPoint();
//----- (4B) SEND target point
fSceneHandler.SendStrDouble3( FR_TARGET_POINT,
target_point.x(),
target_point.y(),
target_point.z() );
//----- (5A) CALC zoom factor
const G4double zoom_factor = fVP.GetZoomFactor();
//----- (5B) SEND zoom factor or focal length
if( half_view_angle < MIN_HALF_ANGLE ) {
const G4Point3D& std_target_point \
= fSceneHandler.GetScene()->GetStandardTargetPoint();
fSceneHandler.SendStrDouble4( FR_ZOOM_FACTOR,
zoom_factor ,
std_target_point.x(),
std_target_point.y(),
std_target_point.z());
// Note that target point, camera position,
// and bounding box have already been sent above.
// The std_target_point is necessary to
// Calc focal distance from the zoom factor.
} else {
const G4double FR_HALF_SCREEN_SIZE = 0.5 ;
G4double focal_distance \
= FR_HALF_SCREEN_SIZE / std::tan( half_view_angle );
focal_distance *= zoom_factor ;
fSceneHandler.SendStrDouble ( FR_FOCAL_DISTANCE, focal_distance );
}
//----- INVOKE GUI: not executed in the default setting
if( fSceneHandler.GetSystem().IsGUIMode() ) {
//----- send GUI command
fSceneHandler.SendStr( FR_GUI );
//----- wait the same command is sent back:
//..... This avoids to send many data before
//..... GUI session is over.
fSceneHandler.GetPrimDest().WaitSendBack( FR_GUI );
}
}
#endif // G4VIS_BUILD_DAWN_DRIVER