365 lines
13 KiB
C++
365 lines
13 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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// John Allison 17th June 2019
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#if defined (G4VIS_BUILD_QT3D_DRIVER) || defined (G4VIS_USE_QT3D)
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#include "G4Qt3DViewer.hh"
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#include "G4Qt3DSceneHandler.hh"
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#include "G4Qt3DUtils.hh"
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#include "G4Scene.hh"
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#include "G4UImanager.hh"
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#include "G4UIQt.hh"
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#include "G4SystemOfUnits.hh"
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G4Qt3DViewer::G4Qt3DViewer
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(G4Qt3DSceneHandler& sceneHandler, const G4String& name)
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: G4VViewer(sceneHandler, sceneHandler.IncrementViewCount(), name)
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, fQt3DSceneHandler(sceneHandler)
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, fKeyPressed(false)
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, fMousePressed(false)
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, fMousePressedX(0.)
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, fMousePressedY(0.)
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{}
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void G4Qt3DViewer::Initialise()
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{
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setObjectName(fName.c_str());
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fVP.SetAutoRefresh(true);
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fDefaultVP.SetAutoRefresh(true);
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// Background is white (not figured out how to change it) so...
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fVP.SetDefaultColour(G4Colour::Black());
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fDefaultVP.SetDefaultColour(G4Colour::Black());
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auto UI = G4UImanager::GetUIpointer();
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auto uiQt = dynamic_cast<G4UIQt*>(UI->GetG4UIWindow());
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if (!uiQt) {
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fViewId = -1; // This flags an error.
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G4cerr << "G4Qt3DViewer::G4Qt3DViewer requires G4UIQt"
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<< G4endl;
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return;
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}
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fUIWidget = QWidget::createWindowContainer(this);
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uiQt->AddTabWidget(fUIWidget,QString(fName));
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setRootEntity(fQt3DSceneHandler.fpQt3DScene);
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}
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G4Qt3DViewer::~G4Qt3DViewer()
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{}
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void G4Qt3DViewer::SetView()
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{
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// Get radius of scene, etc.
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// Note that this procedure properly takes into account zoom, dolly and pan.
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const G4Point3D targetPoint
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= fSceneHandler.GetScene()->GetStandardTargetPoint()
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+ fVP.GetCurrentTargetPoint ();
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G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
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if(radius<=0.) radius = 1.;
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const G4double cameraDistance = fVP.GetCameraDistance (radius);
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const G4Point3D cameraPosition =
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targetPoint + cameraDistance * fVP.GetViewpointDirection().unit();
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const GLdouble pnear = fVP.GetNearDistance (cameraDistance, radius);
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const GLdouble pfar = fVP.GetFarDistance (cameraDistance, pnear, radius);
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const GLdouble right = fVP.GetFrontHalfHeight (pnear, radius);
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const GLdouble left = -right;
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const GLdouble top = fVP.GetFrontHalfHeight (pnear, radius);
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const GLdouble bottom = -top;
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camera()->setObjectName((fName + " camera").c_str());
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camera()->setViewCenter(G4Qt3DUtils::ConvertToQVector3D(targetPoint));
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camera()->setPosition(G4Qt3DUtils::ConvertToQVector3D(cameraPosition));
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camera()->setUpVector(G4Qt3DUtils::ConvertToQVector3D(fVP.GetUpVector()));
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// auto lightEntity = new Qt3DCore::QEntity(fQt3DSceneHandler.fpQt3DScene);
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// auto directionalLight = new Qt3DRender::QDirectionalLight(lightEntity);
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//// directionalLight->setColor("white");
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//// directionalLight->setIntensity(1.);
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// directionalLight->setWorldDirection(G4Qt3DUtils::ConvertToQVector3D(fVP.GetActualLightpointDirection()));
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// lightEntity->addComponent(directionalLight);
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const auto& size = fUIWidget->size();
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G4double w = size.width();
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G4double h = size.height();
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#ifdef G4QT3DDEBUG
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// Curiously w,h are wrong first time - 640,480 instead of (my Mac) 991,452.
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G4cout << "W,H: " << w << ',' << h << G4endl;
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#endif
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const G4double aspectRatio = w/h;
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if (fVP.GetFieldHalfAngle() == 0.) {
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camera()->lens()->setOrthographicProjection
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(left*aspectRatio,right*aspectRatio,bottom,top,pnear,pfar);
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} else {
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camera()->lens()->setPerspectiveProjection
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(2.*fVP.GetFieldHalfAngle()/deg,aspectRatio,pnear,pfar);
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}
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}
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void G4Qt3DViewer::ClearView()
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{}
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void G4Qt3DViewer::DrawView()
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{
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// First, a view should decide when to re-visit the G4 kernel.
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// Sometimes it might not be necessary, e.g., if the scene is stored
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// in a graphical database (e.g., OpenGL's display lists) and only
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// the viewing angle has changed. But graphics systems without a
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// graphical database will always need to visit the G4 kernel.
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// The fNeedKernelVisit flag might have been set by the user in
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// /vis/viewer/rebuild, but if not, make decision and set flag only
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// if necessary...
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if (!fNeedKernelVisit) KernelVisitDecision();
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G4bool kernelVisitWasNeeded = fNeedKernelVisit; // Keep (ProcessView resets).
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fLastVP = fVP;
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ProcessView (); // Clears store and processes scene only if necessary.
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if (kernelVisitWasNeeded) {
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// We might need to do something if the kernel was visited.
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} else {
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}
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// ...before finally...
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FinishView (); // Flush streams and/or swap buffers.
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}
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void G4Qt3DViewer::ShowView()
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{
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show();
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}
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void G4Qt3DViewer::FinishView()
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{
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show();
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}
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void G4Qt3DViewer::SwitchToVisSubThread()
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{
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// fUIWidget->moveToThread(QThread::currentThread());
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// moveToThread(QThread::currentThread());
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// fQt3DSceneHandler.fpQt3DScene->moveToThread(QThread::currentThread());
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// fQt3DSceneHandler.fpTransientObjects->moveToThread(QThread::currentThread());
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#ifdef G4QT3DDEBUG
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// G4cout
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// << "G4Qt3DViewer::SwitchToVisSubThread: (void*)fQt3DSceneHandler.fpQt3DScene: "
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// << (void*)fQt3DSceneHandler.fpQt3DScene
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// << G4endl;
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#endif
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}
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void G4Qt3DViewer::SwitchToMasterThread()
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{
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// fUIWidget->moveToThread(QThread::currentThread());
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// moveToThread(QThread::currentThread());
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// fQt3DSceneHandler.fpQt3DScene->moveToThread(QThread::currentThread());
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// fQt3DSceneHandler.fpTransientObjects->moveToThread(QThread::currentThread());
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#ifdef G4QT3DDEBUG
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// G4cout
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// << "G4Qt3DViewer::SwitchToMasterThread: (void*)fQt3DSceneHandler.fpQt3DScene: "
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// << (void*)fQt3DSceneHandler.fpQt3DScene
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// << G4endl;
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#endif
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#ifdef G4MULTITHREADED
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if (G4Threading::IsMultithreadedApplication()) {
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// I have not figured out how to draw during a run. In fact, even attempting
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// to fill nodes gives the error "Cannot create children for a parent that
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// is in a different thread." So instead draw events from kept events.
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//
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// Setting fNeedKernelVisit=true causes scene deletion and a complete rebuild,
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// including trajectories, hits, etc. from kept events.
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//
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// Clearly this is a limitation because even if you run 1000 events you only
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// get those kept (default 100), and even worse, if end-if-event-action is
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// "refresh", you only get one event (the last I think).
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//
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// Also, strictly, there is no need to rebuid run-duration models (detector),
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// but a complete rebuild is the easiest way (already imeplemented).
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fNeedKernelVisit = true;
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DrawView(); // Draw trajectories, etc., from kept events
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}
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#endif
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}
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void G4Qt3DViewer::KernelVisitDecision () {
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// If there's a significant difference with the last view parameters
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// of either the scene handler or this viewer, trigger a rebuild.
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if (CompareForKernelVisit(fLastVP)) {
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NeedKernelVisit (); // Sets fNeedKernelVisit.
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}
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}
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G4bool G4Qt3DViewer::CompareForKernelVisit(G4ViewParameters& lastVP)
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{
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// Typical comparison. Taken from OpenGL.
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if (
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(lastVP.GetDrawingStyle () != fVP.GetDrawingStyle ()) ||
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(lastVP.GetNumberOfCloudPoints() != fVP.GetNumberOfCloudPoints()) ||
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(lastVP.IsAuxEdgeVisible () != fVP.IsAuxEdgeVisible ()) ||
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(lastVP.IsCulling () != fVP.IsCulling ()) ||
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(lastVP.IsCullingInvisible () != fVP.IsCullingInvisible ()) ||
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(lastVP.IsDensityCulling () != fVP.IsDensityCulling ()) ||
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(lastVP.IsCullingCovered () != fVP.IsCullingCovered ()) ||
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(lastVP.GetCBDAlgorithmNumber() !=
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fVP.GetCBDAlgorithmNumber()) ||
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(lastVP.IsSection () != fVP.IsSection ()) ||
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(lastVP.IsCutaway () != fVP.IsCutaway ()) ||
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(lastVP.IsExplode () != fVP.IsExplode ()) ||
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(lastVP.GetNoOfSides () != fVP.GetNoOfSides ()) ||
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(lastVP.GetGlobalMarkerScale() != fVP.GetGlobalMarkerScale()) ||
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(lastVP.GetGlobalLineWidthScale() != fVP.GetGlobalLineWidthScale()) ||
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(lastVP.IsMarkerNotHidden () != fVP.IsMarkerNotHidden ()) ||
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(lastVP.GetDefaultVisAttributes()->GetColour() !=
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fVP.GetDefaultVisAttributes()->GetColour()) ||
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(lastVP.GetDefaultTextVisAttributes()->GetColour() !=
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fVP.GetDefaultTextVisAttributes()->GetColour()) ||
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(lastVP.GetBackgroundColour ()!= fVP.GetBackgroundColour ())||
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(lastVP.IsPicking () != fVP.IsPicking ()) ||
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(lastVP.GetVisAttributesModifiers() !=
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fVP.GetVisAttributesModifiers())
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) {
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return true;
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}
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if (lastVP.IsDensityCulling () &&
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(lastVP.GetVisibleDensity () != fVP.GetVisibleDensity ()))
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return true;
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if (lastVP.GetCBDAlgorithmNumber() > 0) {
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if (lastVP.GetCBDParameters().size() != fVP.GetCBDParameters().size()) return true;
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else if (lastVP.GetCBDParameters() != fVP.GetCBDParameters()) return true;
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}
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if (lastVP.IsExplode () &&
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(lastVP.GetExplodeFactor () != fVP.GetExplodeFactor ()))
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return true;
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return false;
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}
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void G4Qt3DViewer::keyPressEvent(QKeyEvent* ev)
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{
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fKeyPressed = true;
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fKey = ev->key();
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}
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void G4Qt3DViewer::keyReleaseEvent(QKeyEvent* /*ev*/)
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{
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fKeyPressed = false;
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}
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void G4Qt3DViewer::mouseDoubleClickEvent(QMouseEvent* /*ev*/) {}
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void G4Qt3DViewer::mouseMoveEvent(QMouseEvent* ev)
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{
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// I think we only want these if a mouse button is pressed.
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// But they come even when not pressed (on my MacBook Pro trackpad).
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// Documentation says:
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/* Mouse move events will occur only when a mouse button is pressed down,
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unless mouse tracking has been enabled with QWidget::setMouseTracking().*/
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// But this is a window not a widget.
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// As a workaround we maintain a flag changed by mousePress/ReleaseEvent.
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G4double x = ev->x();
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G4double y = ev->y();
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G4double dx = x-fMousePressedX;
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G4double dy = y-fMousePressedY;
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fMousePressedX = x;
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fMousePressedY = y;
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if (fMousePressed) {
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if (fKeyPressed && fKey == Qt::Key_Shift) { // Translation (pan)
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const G4double sceneRadius = fQt3DSceneHandler.fpScene->GetExtent().GetExtentRadius();
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const G4double scale = 300; // Roughly pixels per window, empirically chosen
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const G4double dxScene = dx*sceneRadius/scale;
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const G4double dyScene = dy*sceneRadius/scale;
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fVP.IncrementPan(-dxScene,dyScene);
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} else { // Rotation
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// Simple ad-hoc algorithms
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const G4Vector3D& x_prime = fVP.GetViewpointDirection().cross(fVP.GetUpVector());
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const G4Vector3D& y_prime = x_prime.cross(fVP.GetViewpointDirection());
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const G4double scale = 200; // Roughly pixels per window, empirically chosen
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G4Vector3D newViewpointDirection = fVP.GetViewpointDirection();
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newViewpointDirection += dx*x_prime/scale;
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newViewpointDirection += dy*y_prime/scale;
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fVP.SetViewpointDirection(newViewpointDirection.unit());
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if (fVP.GetRotationStyle() == G4ViewParameters::freeRotation) {
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G4Vector3D newUpVector = fVP.GetUpVector();
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newUpVector += dx*x_prime/scale;
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newUpVector += dy*y_prime/scale;
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fVP.SetUpVector(newUpVector.unit());
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}
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}
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}
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SetView();
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DrawView();
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}
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void G4Qt3DViewer::mousePressEvent(QMouseEvent* ev)
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{
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fMousePressed = true;
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fMousePressedX = ev->x();
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fMousePressedY = ev->y();
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}
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void G4Qt3DViewer::mouseReleaseEvent(QMouseEvent* /*ev*/)
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{
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fMousePressed = false;
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}
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void G4Qt3DViewer::wheelEvent(QWheelEvent* ev)
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{
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// Take note of up-down motion only
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const G4double angleY = ev->angleDelta().y();
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if (fVP.GetFieldHalfAngle() == 0.) { // Orthographic projection
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const G4double scale = 500; // Empirically chosen
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fVP.MultiplyZoomFactor(1.+angleY/scale);
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} else { // Perspective projection
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const G4double scale = fVP.GetFieldHalfAngle()/(10.*deg); // Empirical
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fVP.SetDolly(fVP.GetDolly()+angleY/scale);
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}
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SetView();
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DrawView();
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}
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#endif // #if defined (G4VIS_BUILD_QT3D_DRIVER) || defined (G4VIS_USE_QT3D)
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