Files
geant4/source/visualization/VRML/src/G4VRML2Viewer.cc
T
2016-06-09 16:25:56 +02:00

161 lines
4.9 KiB
C++

//
// ********************************************************************
// * License and Disclaimer *
// * *
// * The Geant4 software is copyright of the Copyright Holders of *
// * the Geant4 Collaboration. It is provided under the terms and *
// * conditions of the Geant4 Software License, included in the file *
// * LICENSE and available at http://cern.ch/geant4/license . These *
// * include a list of copyright holders. *
// * *
// * 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. Please see the license in the file LICENSE and URL above *
// * for the full disclaimer and the limitation of liability. *
// * *
// * This code implementation is the result of the scientific and *
// * technical work of the GEANT4 collaboration. *
// * By using, copying, modifying or distributing the software (or *
// * any work based on the software) you agree to acknowledge its *
// * use in resulting scientific publications, and indicate your *
// * acceptance of all terms of the Geant4 Software license. *
// ********************************************************************
//
//
// $Id: G4VRML2Viewer.cc,v 1.13 2010/11/11 00:14:50 akimura Exp $
// GEANT4 tag $Name: geant4-09-04 $
//
// G4VRML2Viewer.cc
// Satoshi Tanaka & Yasuhide Sawada
#ifndef WIN32
//=================//
#ifdef G4VIS_BUILD_VRML_DRIVER
//=================//
//#define DEBUG_FR_VIEW
#include <cmath>
#include "G4VisManager.hh"
#include "G4Scene.hh"
#include "G4VRML2Viewer.hh"
#include "G4VRML2SceneHandler.hh"
#include "G4VRML2.hh"
#include "G4ios.hh"
G4VRML2Viewer::G4VRML2Viewer(G4VRML2SceneHandler& sceneHandler, const G4String& name) :
G4VViewer(sceneHandler,
sceneHandler.IncrementViewCount(),
name),
fSceneHandler(sceneHandler),
fDest(sceneHandler.fDest)
{
fViewHalfAngle = 0.5 * 0.785398 ; // 0.5 * 45*deg
fsin_VHA = std::sin ( fViewHalfAngle ) ;
}
G4VRML2Viewer::~G4VRML2Viewer()
{}
void G4VRML2Viewer::SetView()
{
#if defined DEBUG_FR_VIEW
if (G4VisManager::GetVerbosity() >= G4VisManager::errors)
G4cout << "***** G4VRML2Viewer::SetView(): No effects" << G4endl;
#endif
// Do nothing, since VRML a browser is running as a different process.
// SendViewParameters () will do this job instead.
}
void G4VRML2Viewer::DrawView()
{
#if defined DEBUG_FR_VIEW
if (G4VisManager::GetVerbosity() >= G4VisManager::errors)
G4cout << "***** G4VRML2Viewer::DrawView()" << G4endl;
#endif
fSceneHandler.VRMLBeginModeling() ;
// Viewpoint node
SendViewParameters();
// Here is a minimal DrawView() function.
NeedKernelVisit();
ProcessView();
FinishView();
}
void G4VRML2Viewer::ClearView(void)
{
#if defined DEBUG_FR_VIEW
if (G4VisManager::GetVerbosity() >= G4VisManager::errors)
G4cout << "***** G4VRML2Viewer::ClearView(): No effects" << G4endl;
#endif
}
void G4VRML2Viewer::ShowView(void)
{
#if defined DEBUG_FR_VIEW
if (G4VisManager::GetVerbosity() >= G4VisManager::errors)
G4cout << "***** G4VRML2Viewer::ShowView()" << G4endl;
#endif
fSceneHandler.VRMLEndModeling();
}
void G4VRML2Viewer::FinishView(void)
{
#if defined DEBUG_FR_VIEW
if (G4VisManager::GetVerbosity() >= G4VisManager::errors)
G4cout << "***** G4VRML2Viewer::FinishView(): No effects" << G4endl;
#endif
}
void G4VRML2Viewer::SendViewParameters ()
{
// Calculates view representation based on extent of object being
// viewed and (initial) direction of camera. (Note: it can change
// later due to user interaction via visualization system's GUI.)
#if defined DEBUG_FR_VIEW
if (G4VisManager::GetVerbosity() >= G4VisManager::errors)
G4cout << "***** G4VRML2Viewer::SendViewParameters()\n";
#endif
// error recovery
if ( fsin_VHA < 1.0e-6 ) { return ; }
// camera distance
G4double extent_radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius();
G4double camera_distance = extent_radius / fsin_VHA ;
// camera position on Z axis
const G4Point3D& target_point
= fSceneHandler.GetScene()->GetStandardTargetPoint()
+ fVP.GetCurrentTargetPoint();
G4double E_z = target_point.z() + camera_distance;
G4Point3D E(0.0, 0.0, E_z );
// VRML codes are generated below
fDest << "\n";
fDest << "#---------- CAMERA" << "\n";
fDest << "Viewpoint {" << "\n";
fDest << "\t" << "position " ;
fDest << E.x() << " " ;
fDest << E.y() << " " ;
fDest << E.z() << "\n" ;
fDest << "}" << "\n";
fDest << "\n";
}
#endif
#endif //WIN32