128 lines
5.0 KiB
C++
128 lines
5.0 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: G4LogicalVolumeModel.cc,v 1.8 2001/07/11 10:09:22 gunter Exp $
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// GEANT4 tag $Name: geant4-04-00 $
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//
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//
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// John Allison 26th July 1999.
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// Model for logical volumes.
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#include "G4LogicalVolumeModel.hh"
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#include "G4LogicalVolume.hh"
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#include "G4PVPlacement.hh"
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#include "G4ModelingParameters.hh"
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#include "G4VGraphicsScene.hh"
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#include "G4DrawVoxels.hh"
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G4LogicalVolumeModel::G4LogicalVolumeModel
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(G4LogicalVolume* pLV,
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G4int soughtDepth,
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const G4Transform3D& modelTransformation,
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const G4ModelingParameters* pMP):
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// Instantiate a G4PhysicalVolumeModel with a G4PVPlacement to
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// represent this logical volume. It has no rotation and a null
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// translation so that the logical volume will be seen in its own
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// reference system. It will be added to the physical volume store
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// but it will not be part of the normal geometry heirarchy so it
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// has no mother.
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G4PhysicalVolumeModel
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(new G4PVPlacement (0, // No rotation.
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G4ThreeVector(), // Null traslation.
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"PhysVol representaion of LogVol " + pLV -> GetName (),
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pLV,
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0, // No mother.
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false, // Not "MANY".
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0), // Copy number.
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soughtDepth,
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modelTransformation,
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pMP,
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true), // Use full extent.
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fpLV (pLV)
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{
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fGlobalTag = fpLV -> GetName ();
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fGlobalDescription = "G4LogicalVolumeModel " + fGlobalTag;
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}
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G4LogicalVolumeModel::~G4LogicalVolumeModel () {}
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G4String G4LogicalVolumeModel::GetCurrentDescription () const {
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return "G4LogicalVolumeModel " + GetCurrentTag ();
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}
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void G4LogicalVolumeModel::DescribeYourselfTo
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(G4VGraphicsScene& sceneHandler) {
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// Store current modeling parameters and ensure nothing is culled.
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const G4ModelingParameters* tpMP = fpMP;
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G4ModelingParameters nonCulledMP (*fpMP);
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nonCulledMP.SetCulling (false);
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fpMP = &nonCulledMP;
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G4PhysicalVolumeModel::DescribeYourselfTo (sceneHandler);
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fpMP = tpMP;
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if (fpTopPV->GetLogicalVolume()->GetVoxelHeader()) {
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// Add Voxels.
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G4DrawVoxels dv;
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G4PlacedPolyhedronList* pPPL =
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dv.CreatePlacedPolyhedra (fpTopPV -> GetLogicalVolume ());
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for (size_t i = 0; i < pPPL -> size (); i++) {
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const G4Transform3D& transform = (*pPPL)[i].GetTransform ();
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const G4Polyhedron& polyhedron = (*pPPL)[i].GetPolyhedron ();
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sceneHandler.BeginPrimitives (transform);
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sceneHandler.AddPrimitive (polyhedron);
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sceneHandler.EndPrimitives ();
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}
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delete pPPL;
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}
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}
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// This called from G4PhysicalVolumeModel::DescribeAndDescend by the
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// virtual function mechanism.
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void G4LogicalVolumeModel::DescribeSolid
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(const G4Transform3D& theAT,
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G4VSolid* pSol,
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const G4VisAttributes* pVisAttribs,
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G4VGraphicsScene& sceneHandler) {
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// Look for "constituents". Could be a Boolean solid.
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G4VSolid* pSol0 = pSol -> GetConstituentSolid (0);
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if (pSol0) { // Composite solid...
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G4VSolid* pSol1 = pSol -> GetConstituentSolid (1);
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if (!pSol1) {
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G4Exception
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("G4PhysicalVolumeModel::DescribeSolid:"
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" 2nd component solid is missing.");
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}
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// Draw these constituents white and "forced wireframe"...
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G4VisAttributes constituentAttributes;
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constituentAttributes.SetForceWireframe(true);
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DescribeSolid (theAT, pSol0, &constituentAttributes, sceneHandler);
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DescribeSolid (theAT, pSol1, &constituentAttributes, sceneHandler);
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}
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// In any case draw the original/resultant solid...
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sceneHandler.PreAddThis (theAT, *pVisAttribs);
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pSol -> DescribeYourselfTo (sceneHandler);
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sceneHandler.PostAddThis ();
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}
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