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geant4/source/visualization/RayTracer/include/G4RayTracer.hh
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2016-06-09 11:11:55 +02:00

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//
// ********************************************************************
// * DISCLAIMER *
// * *
// * The following disclaimer summarizes all the specific disclaimers *
// * of contributors to this software. The specific disclaimers,which *
// * govern, are listed with their locations in: *
// * http://cern.ch/geant4/license *
// * *
// * Neither the authors of this software system, nor their employing *
// * institutes,nor the agencies providing financial support for this *
// * work make any representation or warranty, express or implied, *
// * regarding this software system or assume any liability for its *
// * use. *
// * *
// * This code implementation is the intellectual property of the *
// * GEANT4 collaboration. *
// * By copying, distributing or modifying the Program (or any work *
// * based on the Program) you indicate your acceptance of this *
// * statement, and all its terms. *
// ********************************************************************
//
//
// $Id: G4RayTracer.hh,v 1.9 2003/09/18 11:14:03 johna Exp $
// GEANT4 tag $Name: geant4-07-00-cand-01 $
//
//
#ifndef G4RayTracer_H
#define G4RayTracer_H 1
// class description:
//
// G4RayTracer
// This is a graphics driver of Geant4 which generates a figure file by
// ray tracing technique. The format of output figure file can be selected
// by assigning a pointer of G4VFigureFileMaker concrete class object.
// The main entry of ray tracing is Trace() method, which is available
// only at Idle state. G4RayTracer shoots rays and controls its own event
// loop. It generates G4Event objects used for its own purpose. When ray
// tracing is working, all sensitive detectors are inactivated and all
// user action classes are swapped out. Still, verbosities set to Geant4
// manager classes are concerned. Thus, it is recommended to set verbosities
// to minimum (usually zero).
// G4RayTracer can visualise absolutely all kinds of geometrical shapes
// which G4Navigator can deal with. Instead, it can NOT visualise hits
// nor trajectories generated by usual simulation.
// To make G4RayTracer library, G4VIS_BUILD_RAYTRACER_DRIVER environment
// variable must be set before compiling visualization category. To use
// G4RayTracer with your program, G4VIS_USE_RAYTRACER environment variable
// must be set before compiling your program and your VisManager concrete
// implementation must contain
// RegisterGraphicsSystem (new G4RayTracer);
//
#include "globals.hh"
#include "G4ThreeVector.hh"
#include "G4VGraphicsSystem.hh"
#include "G4Colour.hh"
class G4Event;
class G4EventManager;
class G4UserEventAction;
class G4UserStackingAction;
class G4UserTrackingAction;
class G4UserSteppingAction;
class G4RTTrackingAction;
class G4RTSteppingAction;
class G4RTMessenger;
class G4RayShooter;
class G4VFigureFileMaker;
class G4RayTrajectoryPoint;
class G4VisAttributes;
class G4VRTScanner;
class G4RayTracer : public G4VGraphicsSystem
{
public: // with description
G4RayTracer(G4VFigureFileMaker* figMaker = 0,
G4VRTScanner* scanner = 0);
// Constructor. The argument is the pointer to G4VFigureFileMaker
// concrete class object. If it is not set and
// SetFigureFileMaker() method is not invoked before Trace()
// command is invoked, then G4RTJpegMaker will be used and JPEG
// file will be generated. The second argument is a scanner that
// produces a sequence of window coordinates. If it is not set
// here or if SetScanner is not invoked before Trace(), a default
// G4RTSimpleScanner will be used.
public:
~G4RayTracer();
public: // with description
void Trace(G4String fileName);
// The main entry point which triggers ray tracing. "fileName" is output
// file name, and it must contain extention (e.g. myFigure.jpg). This
// method is available only if Geant4 is at Idle state.
public:
virtual G4VSceneHandler* CreateSceneHandler (const G4String& );
virtual G4VViewer* CreateViewer (G4VSceneHandler&, const G4String& );
protected:
G4bool CreateBitMap();
// Event loop
void CreateFigureFile(G4String fileName);
// Create figure file after an event loop
G4bool GenerateColour(G4Event* anEvent, G4int iCoord);
// Calcurate RGB for one trajectory stored at location iCoord
void StoreUserActions();
void RestoreUserActions();
// Store and restore user action classes if defined
G4Colour GetSurfaceColour(G4RayTrajectoryPoint* point);
G4Colour GetMixedColour(G4Colour surfCol,G4Colour transCol,G4double weight=0.5);
G4Colour Attenuate(G4RayTrajectoryPoint* point, G4Colour sourceCol);
G4bool ValidColour(const G4VisAttributes* visAtt);
public: // with description
inline void SetFigureFileMaker(G4VFigureFileMaker* figMaker)
// Set a concrete class of G4VFigureFileMaker for assigning the format of
// output figure file.
{ theFigMaker = figMaker; }
inline void SetScanner(G4VRTScanner* scanner)
// Set a concrete class of G4VRTScanner for producing a sequence
// of window coordinates.
{ theScanner = scanner; }
protected:
G4RayShooter * theRayShooter;
G4VFigureFileMaker * theFigMaker;
G4RTMessenger * theMessenger;
G4VRTScanner * theScanner;
G4EventManager * theEventManager;
G4UserEventAction * theUserEventAction;
G4UserStackingAction * theUserStackingAction;
G4UserTrackingAction * theUserTrackingAction;
G4UserSteppingAction * theUserSteppingAction;
G4UserEventAction * theRayTracerEventAction;
G4UserStackingAction * theRayTracerStackingAction;
G4RTTrackingAction * theRayTracerTrackingAction;
G4RTSteppingAction * theRayTracerSteppingAction;
unsigned char* colorR;
unsigned char* colorG;
unsigned char* colorB;
G4int nColumn;
G4int nRow;
G4ThreeVector eyePosition;
G4ThreeVector targetPosition;
G4ThreeVector eyeDirection;
G4ThreeVector lightDirection;
G4double headAngle;
G4double viewSpan; // Angle per 100 pixels
G4double attenuationLength;
G4bool distortionOn;
G4Colour backgroundColour;
public:
inline void SetNColumn(G4int val) { nColumn = val; }
inline G4int GetNColumn() const { return nColumn; }
inline void SetNRow(G4int val) { nRow = val; }
inline G4int GetNRow() const { return nRow; }
inline void SetEyePosition(const G4ThreeVector& val) { eyePosition = val; }
inline G4ThreeVector GetEyePosition() const { return eyePosition; }
inline void SetTargetPosition(const G4ThreeVector& val) { targetPosition = val; }
inline G4ThreeVector GetTargetPosition() const { return targetPosition; }
inline void SetLightDirection(const G4ThreeVector& val) { lightDirection = val.unit(); }
inline G4ThreeVector GetLightDirection() const { return lightDirection; }
inline void SetHeadAngle(G4double val) { headAngle = val; }
inline G4double GetHeadAngle() const { return headAngle; }
inline void SetViewSpan(G4double val) { viewSpan = val; }
inline G4double GetViewSpan() const { return viewSpan; }
inline void SetAttenuationLength(G4double val) { attenuationLength = val; }
inline G4double GetAttenuationLength() const { return attenuationLength; }
inline void SetDistortion(G4bool val) { distortionOn = val; }
inline G4bool GetDistortion() const { return distortionOn; }
inline void SetBackgroundColour(G4Colour val) { backgroundColour = val; }
inline G4Colour GetBackgroundColour() const { return backgroundColour; }
};
#endif