177 lines
7.1 KiB
C++
177 lines
7.1 KiB
C++
//
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// ********************************************************************
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// * DISCLAIMER *
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// * *
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// * The following disclaimer summarizes all the specific disclaimers *
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// * of contributors to this software. The specific disclaimers,which *
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// * govern, are listed with their locations in: *
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// * http://cern.ch/geant4/license *
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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. *
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// * *
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// * This code implementation is the intellectual property of the *
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// * GEANT4 collaboration. *
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// * By copying, distributing or modifying the Program (or any work *
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// * based on the Program) you indicate your acceptance of this *
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// * statement, and all its terms. *
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// ********************************************************************
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//
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//
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// $Id: G4RayTracer.hh,v 1.8 2001/07/27 22:33:03 johna Exp $
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// GEANT4 tag $Name: geant4-05-02 $
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//
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//
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#ifndef G4RayTracer_H
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#define G4RayTracer_H 1
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// class description:
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//
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// G4RayTracer
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// This is a graphics driver of Geant4 which generates a figure file by
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// ray tracing technique. The format of output figure file can be selected
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// by assigning a pointer of G4VFigureFileMaker concrete class object.
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// The main entry of ray tracing is Trace() method, which is available
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// only at Idle state. G4RayTracer shoots rays and controls its own event
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// loop. It generates G4Event objects used for its own purpose. When ray
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// tracing is working, all sensitive detectors are inactivated and all
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// user action classes are swapped out. Still, verbosities set to Geant4
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// manager classes are concerned. Thus, it is recommended to set verbosities
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// to minimum (usually zero).
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// G4RayTracer can visualise absolutely all kinds of geometrical shapes
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// which G4Navigator can deal with. Instead, it can NOT visualise hits
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// nor trajectories generated by usual simulation.
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// To make G4RayTracer library, G4VIS_BUILD_RAYTRACER_DRIVER environment
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// variable must be set before compiling visualization category. To use
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// G4RayTracer with your program, G4VIS_USE_RAYTRACER environment variable
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// must be set before compiling your program and your VisManager concrete
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// implementation must contain
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// RegisterGraphicsSystem (new G4RayTracer);
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//
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#include "globals.hh"
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#include "G4ThreeVector.hh"
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#include "G4VGraphicsSystem.hh"
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class G4Event;
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class G4EventManager;
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class G4UserEventAction;
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class G4UserStackingAction;
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class G4UserTrackingAction;
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class G4UserSteppingAction;
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class G4RTTrackingAction;
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class G4RTSteppingAction;
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class G4Colour;
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class G4RTMessenger;
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class G4RayShooter;
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class G4VFigureFileMaker;
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class G4RayTrajectoryPoint;
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class G4VisAttributes;
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class G4RayTracer : public G4VGraphicsSystem
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{
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public: // with description
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G4RayTracer(G4VFigureFileMaker* figMaker = 0);
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// Constructor. The argument is the pointer to G4VFigureFileMaker concrete
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// class object. If it is not set and SetFigureFileMaker() method is not
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// invoked before Trace() command is invoked, then G4RTJpegMaker will be
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// used and JPEG file will be generated.
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public:
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~G4RayTracer();
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public: // with description
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void Trace(G4String fileName);
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// The main entry point which triggers ray tracing. "fileName" is output
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// file name, and it must contain extention (e.g. myFigure.jpg). This
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// method is available only if Geant4 is at Idle state.
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public:
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virtual G4VSceneHandler* CreateSceneHandler (const G4String& );
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virtual G4VViewer* CreateViewer (G4VSceneHandler&, const G4String& );
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private:
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G4bool CreateBitMap();
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// Event loop
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void CreateFigureFile(G4String fileName);
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// Create figure file after an event loop
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G4bool GenerateColour(G4Event* anEvent);
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// Calcurate RGB for one trajectory
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void StoreUserActions();
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void RestoreUserActions();
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// Store and restore user action classes if defined
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G4Colour GetSurfaceColour(G4RayTrajectoryPoint* point);
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G4Colour GetMixedColour(G4Colour surfCol,G4Colour transCol,G4double weight=0.5);
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G4Colour Attenuate(G4RayTrajectoryPoint* point, G4Colour sourceCol);
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G4bool ValidColour(const G4VisAttributes* visAtt);
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public: // with description
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inline void SetFigureFileMaker(G4VFigureFileMaker* figMaker)
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// Set a concrete class of G4VFigureFileMaker for assigning the format of
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// output figure file.
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{ theFigMaker = figMaker; }
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private:
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G4RayShooter * theRayShooter;
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G4VFigureFileMaker * theFigMaker;
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G4RTMessenger * theMessenger;
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G4EventManager * theEventManager;
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G4UserEventAction * theUserEventAction;
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G4UserStackingAction * theUserStackingAction;
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G4UserTrackingAction * theUserTrackingAction;
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G4UserSteppingAction * theUserSteppingAction;
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G4UserEventAction * theRayTracerEventAction;
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G4UserStackingAction * theRayTracerStackingAction;
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G4RTTrackingAction * theRayTracerTrackingAction;
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G4RTSteppingAction * theRayTracerSteppingAction;
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unsigned char* colorR;
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unsigned char* colorG;
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unsigned char* colorB;
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G4int nColumn;
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G4int nRow;
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G4ThreeVector eyePosition;
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G4ThreeVector targetPosition;
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G4ThreeVector eyeDirection;
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G4ThreeVector lightDirection;
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G4double headAngle;
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G4double viewSpan; // Angle per 100 pixels
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G4double attenuationLength;
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G4bool distortionOn;
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public:
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inline void SetNColumn(G4int val) { nColumn = val; }
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inline G4int GetNColumn() const { return nColumn; }
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inline void SetNRow(G4int val) { nRow = val; }
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inline G4int GetNRow() const { return nRow; }
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inline void SetEyePosition(const G4ThreeVector& val) { eyePosition = val; }
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inline G4ThreeVector GetEyePosition() const { return eyePosition; }
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inline void SetTargetPosition(const G4ThreeVector& val) { targetPosition = val; }
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inline G4ThreeVector GetTargetPosition() const { return targetPosition; }
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inline void SetLightDirection(const G4ThreeVector& val) { lightDirection = val.unit(); }
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inline G4ThreeVector GetLightDirection() const { return lightDirection; }
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inline void SetHeadAngle(G4double val) { headAngle = val; }
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inline G4double GetHeadAngle() const { return headAngle; }
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inline void SetViewSpan(G4double val) { viewSpan = val; }
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inline G4double GetViewSpan() const { return viewSpan; }
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inline void SetAttenuationLength(G4double val) { attenuationLength = val; }
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inline G4double GetAttenuationLength() const { return attenuationLength; }
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inline void SetDistortion(G4bool val) { distortionOn = val; }
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inline G4bool GetDistortion() const { return distortionOn; }
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};
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#endif
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