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geant4/source/visualization/management/src/G4VViewer.cc
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//
// ********************************************************************
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// * *
// * The Geant4 software is copyright of the Copyright Holders of *
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// * technical work of the GEANT4 collaboration. *
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//
//
//
//
// John Allison 27th March 1996
// Abstract interface class for graphics views.
#include "G4VViewer.hh"
#include "G4PhysicalVolumeStore.hh"
#include "G4Scene.hh"
#include "G4Timer.hh"
#include "G4Transform3D.hh"
#include "G4UImanager.hh"
#include "G4UIsession.hh"
#include "G4VGraphicsSystem.hh"
#include "G4VInteractiveSession.hh"
#include "G4VPhysicalVolume.hh"
#include "G4VSceneHandler.hh"
#include "G4VisManager.hh"
#include "G4ios.hh"
#include <sstream>
G4VViewer::G4VViewer(G4VSceneHandler& sceneHandler, G4int id, const G4String& name)
: fSceneHandler(sceneHandler), fViewId(id), fNeedKernelVisit(true)
{
if (name == "") {
std::ostringstream ost;
ost << fSceneHandler.GetName() << '-' << fViewId;
fName = ost.str();
}
else {
fName = name;
}
fShortName = fName.substr(0, fName.find(' '));
G4StrUtil::strip(fShortName);
fVP = G4VisManager::GetInstance()->GetDefaultViewParameters();
fDefaultVP = fVP;
fSceneTree.SetType(G4SceneTreeItem::root);
fSceneTree.SetDescription(fName);
}
G4VViewer::~G4VViewer()
{
fSceneHandler.RemoveViewerFromList(this);
}
void G4VViewer::SetName(const G4String& name)
{
fName = name;
fShortName = fName.substr(0, fName.find(' '));
G4StrUtil::strip(fShortName);
}
void G4VViewer::NeedKernelVisit()
{
fNeedKernelVisit = true;
// At one time I thought we'd better notify all viewers. But I guess
// each viewer can take care of itself, so the following code is
// redundant (but keep it commented out for now). (John Allison)
// Notify all viewers that a kernel visit is required.
// const G4ViewerList& viewerList = fSceneHandler.GetViewerList ();
// G4ViewerListConstIterator i;
// for (i = viewerList.begin(); i != viewerList.end(); i++) {
// (*i) -> SetNeedKernelVisit ();
// }
// ??...but, there's a problem in OpenGL Stored which seems to
// require *all* viewers to revisit the kernel, so...
// const G4ViewerList& viewerList = fSceneHandler.GetViewerList ();
// G4ViewerListConstIterator i;
// for (i = viewerList.begin(); i != viewerList.end(); i++) {
// (*i) -> SetNeedKernelVisit (true);
// }
// Feb 2005 - commented out. Let's fix OpenGL if necessary.
}
void G4VViewer::FinishView() {}
void G4VViewer::ShowView() {}
void G4VViewer::ProcessView()
{
// If the scene has changed, or if the concrete viewer has decided
// that it necessary to visit the kernel, perhaps because the view
// parameters have changed significantly (this should be done in the
// concrete viewer's DrawView)...
if (fNeedKernelVisit) {
// Reset flag. This must be done before ProcessScene to prevent
// recursive calls when recomputing transients...
G4Timer timer;
timer.Start();
fNeedKernelVisit = false;
fSceneHandler.ClearStore();
fSceneHandler.ProcessScene();
UpdateGUISceneTree();
timer.Stop();
fKernelVisitElapsedTimeSeconds = timer.GetRealElapsed();
}
}
void G4VViewer::SetViewParameters(const G4ViewParameters& vp)
{
fVP = vp;
}
void G4VViewer::SetTouchable(
const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath)
{
// Set the touchable for /vis/touchable/set/... commands.
std::ostringstream oss;
const auto& pvStore = G4PhysicalVolumeStore::GetInstance();
for (const auto& pvNodeId : fullPath) {
const auto& pv = pvNodeId.GetPhysicalVolume();
auto iterator = find(pvStore->cbegin(), pvStore->cend(), pv);
if (iterator == pvStore->cend()) {
G4ExceptionDescription ed;
ed << "Volume no longer in physical volume store.";
G4Exception("G4VViewer::SetTouchable", "visman0401", JustWarning, ed);
}
else {
oss << ' ' << pvNodeId.GetPhysicalVolume()->GetName() << ' ' << pvNodeId.GetCopyNo();
}
}
G4UImanager::GetUIpointer()->ApplyCommand("/vis/set/touchable" + oss.str());
}
void G4VViewer::TouchableSetVisibility(
const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath, G4bool visibiity)
{
// Changes the Vis Attribute Modifiers and scene tree WITHOUT triggering a rebuild.
// The following is equivalent to
// G4UImanager::GetUIpointer()->ApplyCommand("/vis/touchable/set/visibility ...");
// (assuming the touchable has already been set), but avoids view rebuild.
// Instantiate a working copy of a G4VisAttributes object...
G4VisAttributes workingVisAtts;
// and set the visibility.
workingVisAtts.SetVisibility(visibiity);
fVP.AddVisAttributesModifier(G4ModelingParameters::VisAttributesModifier(
workingVisAtts, G4ModelingParameters::VASVisibility,
G4PhysicalVolumeModel::GetPVNameCopyNoPath(fullPath)));
// G4ModelingParameters::VASVisibility (VAS = Vis Attribute Signifier)
// signifies that it is the visibility that should be picked out
// and merged with the touchable's normal vis attributes.
// Find scene tree item and set visibility
// The scene tree works with strings
G4String fullPathString = G4PhysicalVolumeModel::GetPVNamePathString(fullPath);
std::list<G4SceneTreeItem>::iterator foundIter;
if (fSceneTree.FindTouchableFromRoot(fullPathString, foundIter)) {
foundIter->AccessVisAttributes().SetVisibility(visibiity);
UpdateGUISceneTree();
}
else {
G4ExceptionDescription ed;
ed << "Touchable \"" << fullPath << "\" not found";
G4Exception("G4VViewer::TouchableSetVisibility", "visman0402", JustWarning, ed);
}
}
void G4VViewer::TouchableSetColour(
const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath,
const G4Colour& colour)
{
// Changes the Vis Attribute Modifiers and scene tree WITHOUT triggering a rebuild.
// The following is equivalent to
// G4UImanager::GetUIpointer()->ApplyCommand("/vis/touchable/set/colour ...");
// (assuming the touchable has already been set), but avoids view rebuild.
// Instantiate a working copy of a G4VisAttributes object...
G4VisAttributes workingVisAtts;
// and set the colour.
workingVisAtts.SetColour(colour);
fVP.AddVisAttributesModifier(G4ModelingParameters::VisAttributesModifier(
workingVisAtts, G4ModelingParameters::VASColour,
G4PhysicalVolumeModel::GetPVNameCopyNoPath(fullPath)));
// G4ModelingParameters::VASColour (VAS = Vis Attribute Signifier)
// signifies that it is the colour that should be picked out
// and merged with the touchable's normal vis attributes.
// Find scene tree item and set colour
// The scene tree works with strings
G4String fullPathString = G4PhysicalVolumeModel::GetPVNamePathString(fullPath);
std::list<G4SceneTreeItem>::iterator foundIter;
if (fSceneTree.FindTouchableFromRoot(fullPathString, foundIter)) {
foundIter->AccessVisAttributes().SetColour(colour);
UpdateGUISceneTree();
}
else {
G4ExceptionDescription ed;
ed << "Touchable \"" << fullPath << "\" not found";
G4Exception("G4VViewer::TouchableSetColour", "visman0403", JustWarning, ed);
}
}
void G4VViewer::UpdateGUISceneTree()
{
G4UImanager* UI = G4UImanager::GetUIpointer();
auto uiWindow = dynamic_cast<G4VInteractiveSession*>(UI->GetG4UIWindow());
if (uiWindow) uiWindow->UpdateSceneTree(fSceneTree);
}
void G4VViewer::InsertModelInSceneTree(G4VModel* model)
{
const auto& modelType = model->GetType();
const auto& modelDescription = model->GetGlobalDescription();
auto type = G4SceneTreeItem::model;
auto pvModel = dynamic_cast<G4PhysicalVolumeModel*>(model);
if (pvModel) type = G4SceneTreeItem::pvmodel;
fCurtailDescent = false; // This is used later in SceneTreeScene::ProcessVolume
G4String furtherInfo;
if (pvModel) {
struct : public G4PseudoScene {
void ProcessVolume(const G4VSolid&) {++fNTotalTouchables;}
G4int fNTotalTouchables = 0;
} counter;
pvModel->DescribeYourselfTo(counter); // Calls ProcessVolume for every touchable
if (counter.fNTotalTouchables > fMaxNTouchables) {
std::ostringstream oss;
oss << counter.fNTotalTouchables << " touchables - too many for scene tree";
furtherInfo = oss.str();
if (G4VisManager::GetInstance()->GetVerbosity() >= G4VisManager::warnings) {
G4ExceptionDescription ed;
ed << pvModel->GetGlobalDescription() <<
":\n Too many touchables (" << counter.fNTotalTouchables
<< ") for scene tree. Scene tree for this model will be empty.";
G4Exception("G4VViewer::InsertModelInSceneTree", "visman0404", JustWarning, ed);
}
fCurtailDescent = true; // This is used later in SceneTreeScene::ProcessVolume
}
}
// Find appropriate model
auto& modelItems = fSceneTree.AccessChildren();
auto modelIter = modelItems.begin();
auto pvModelIter = modelItems.end();
for (; modelIter != modelItems.end(); ++modelIter) {
if (modelIter->GetType() == G4SceneTreeItem::pvmodel) {
pvModelIter = modelIter; // Last pre-existing PV model (if any)
}
if (modelIter->GetModelDescription() == modelDescription) break;
}
if (modelIter == modelItems.end()) { // Model not seen before
G4SceneTreeItem modelItem(type);
modelItem.SetDescription("model");
modelItem.SetModelType(modelType);
modelItem.SetModelDescription(modelDescription);
modelItem.SetFurtherInfo(furtherInfo);
if (pvModelIter != modelItems.end() && // There was pre-existing PV Model...
type == G4SceneTreeItem::pvmodel) { // ...and the new model is also PV...
fSceneTree.InsertChild(++pvModelIter, modelItem); // ...insert after, else...
} else {
fSceneTree.InsertChild(modelIter, modelItem); // ...insert at end
}
} else { // Existing model - mark visible == active
modelIter->AccessVisAttributes().SetVisibility(true);
}
}
G4VViewer::SceneTreeScene::SceneTreeScene(G4VViewer* pViewer, G4PhysicalVolumeModel* pPVModel)
: fpViewer (pViewer)
, fpPVModel(pPVModel)
{
if (fpPVModel == nullptr) {
G4Exception("G4VViewer::SceneTreeScene::SceneTreeScene", "visman0405", FatalException,
"G4PhysicalVolumeModel pointer is null");
return; // To keep Coverity happy
}
// Describe the model to an empty scene simply to get the numbers of touchables
struct : public G4PseudoScene {
void ProcessVolume(const G4VSolid&) {}
} counter;
fpPVModel->DescribeYourselfTo(counter); // Calls ProcessVolume for every touchable
// Limit the expanded depth to limit the number expanded so as not to swamp the GUI
G4int expanded = 0;
for (const auto& dn : fpPVModel->GetNumberOfTouchables()) {
expanded += dn.second;
if (fMaximumExpandedDepth < dn.first) fMaximumExpandedDepth = dn.first;
if (expanded > fMaximumExpanded) break;
}
// Find appropriate model and its iterator
const auto& modelID = fpPVModel->GetGlobalDescription();
auto& modelItems = fpViewer->fSceneTree.AccessChildren();
fModelIter = modelItems.begin();
for (; fModelIter != modelItems.end(); ++fModelIter) {
if (fModelIter->GetModelDescription() == modelID) break;
}
if (fModelIter == modelItems.end()) {
G4Exception("G4VViewer::SceneTreeScene::SceneTreeScene", "visman0406", JustWarning,
"Model not found");
}
}
void G4VViewer::SceneTreeScene::ProcessVolume(const G4VSolid&)
{
if (fpViewer->fCurtailDescent) {
fpPVModel->CurtailDescent();
return;
}
const auto& modelID = fpPVModel->GetGlobalDescription();
std::ostringstream oss;
oss << fpPVModel->GetFullPVPath(); // of this volume
G4String fullPathString(oss.str()); // Has a leading space
// Navigate scene tree and find or insert touchables one by one
// Work down the path - "name id", then "name id name id", etc.
const auto& nodeIDs = fpPVModel->GetFullPVPath();
G4String partialPathString;
auto currentIter = fModelIter;
G4int depth = 0;
for (const auto& nodeID : nodeIDs) {
std::ostringstream oss1;
oss1 << nodeID;
partialPathString += ' ' + oss1.str();
currentIter =
FindOrInsertTouchable(modelID, *currentIter, ++depth, partialPathString, fullPathString);
}
}
// clang-format off
std::list<G4SceneTreeItem>::iterator G4VViewer::SceneTreeScene::FindOrInsertTouchable
(const G4String& modelID, G4SceneTreeItem& mother,
G4int depth, const G4String& partialPathString, const G4String& fullPathString)
{
auto& children = mother.AccessChildren();
auto childIter = children.begin();
for (; childIter != children.end(); ++childIter) {
if (childIter->GetPVPath() == partialPathString) break;
}
if (childIter != children.end()) {
// Item already exists
if (childIter->GetType() == G4SceneTreeItem::ghost) {
// Previously it was a ghost - but maybe this time it's real
if (partialPathString == fullPathString) {
// Partial path string refers to the actual volume so it's a touchable
childIter->SetType(G4SceneTreeItem::touchable);
// Populate with information
childIter->SetDescription(fpPVModel->GetCurrentTag());
childIter->SetModelType(fpPVModel->GetType());
childIter->SetModelDescription(modelID);
childIter->SetPVPath(partialPathString);
if (fpVisAttributes) childIter->SetVisAttributes(*fpVisAttributes);
childIter->SetAttDefs(fpPVModel->GetAttDefs());
childIter->SetAttValues(fpPVModel->CreateCurrentAttValues());
} // Partial path string refers to an ancester - do nothing
} else {
// Already a pre-existing full touchable
if (partialPathString == fullPathString) {
// Partial path string refers to the actual volume
// Replace vis attributes (if any) - they might have changed
if (fpVisAttributes) childIter->SetVisAttributes(*fpVisAttributes);
} // Partial path string refers to an ancester - do nothing
}
} else {
// Item does not yet exist
if (partialPathString == fullPathString) {
// Partial path string refers to the actual volume
// Insert new touchable item
G4SceneTreeItem touchable(G4SceneTreeItem::touchable);
touchable.SetExpanded(depth > fMaximumExpandedDepth? false: true);
touchable.SetDescription(fpPVModel->GetCurrentTag());
touchable.SetModelType(fpPVModel->GetType());
touchable.SetModelDescription(modelID);
touchable.SetPVPath(partialPathString);
if (fpVisAttributes) touchable.SetVisAttributes(*fpVisAttributes);
touchable.SetAttDefs(fpPVModel->GetAttDefs());
touchable.SetAttValues(fpPVModel->CreateCurrentAttValues());
childIter = mother.InsertChild(childIter,touchable);
} else {
// Partial path string refers to an ancester - it's what we call a "ghost"
G4SceneTreeItem ghost(G4SceneTreeItem::ghost);
ghost.SetExpanded(depth > fMaximumExpandedDepth? false: true);
// Create a tag from the partial path
std::istringstream iss(partialPathString);
G4String name, copyNo;
while (iss >> name >> copyNo);
std::ostringstream oss;
oss << name << ':' << copyNo;
ghost.SetDescription(oss.str());
ghost.SetModelType(fpPVModel->GetType());
ghost.SetModelDescription(modelID);
ghost.SetPVPath(partialPathString);
ghost.AccessVisAttributes().SetVisibility(false);
childIter = mother.InsertChild(childIter,ghost);
}
}
return childIter;
}
// clang-format on
std::ostream& operator<<(std::ostream& os, const G4VViewer& v)
{
os << "View " << v.fName << ":\n";
os << v.fVP;
return os;
}