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