1071 lines
39 KiB
C++
1071 lines
39 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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#include "G4Qt3DSceneHandler.hh"
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#include "G4PhysicalVolumeModel.hh"
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#include "G4LogicalVolumeModel.hh"
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#include "G4VPhysicalVolume.hh"
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#include "G4LogicalVolume.hh"
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#include "G4TransportationManager.hh"
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#include "G4Box.hh"
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#include "G4Polyline.hh"
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#include "G4Polymarker.hh"
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#include "G4Text.hh"
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#include "G4Circle.hh"
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#include "G4Square.hh"
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#include "G4Polyhedron.hh"
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#include "G4Scene.hh"
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#include "G4Threading.hh"
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#include "G4Mesh.hh"
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#include "G4PseudoScene.hh"
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#include "G4VisManager.hh"
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#include "G4Qt3DViewer.hh"
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#include "G4Qt3DUtils.hh"
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#include "G4Qt3DQEntity.hh"
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#include <Qt3DCore>
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#include <Qt3DExtras>
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#include <Qt3DRender>
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#include <utility>
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#define G4warn G4cout
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// Qt3D seems to offer a choice of type - float or double. It would be nice
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// to use double since it offers the prospect of higher precision, hopefully
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// avoiding some issues that we see at high zoom. But it currently gives the
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// following warning: "findBoundingVolumeComputeData: Position attribute not
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// suited for bounding volume computation", so for now we use float.
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#define PRECISION float
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#define BASETYPE Qt3DRender::QAttribute::Float
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G4int G4Qt3DSceneHandler::fSceneIdCount = 0;
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G4Qt3DSceneHandler::G4Qt3DSceneHandler
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(G4VGraphicsSystem& system, const G4String& name)
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: G4VSceneHandler(system, fSceneIdCount++, name)
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{
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#ifdef G4QT3DDEBUG
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G4cout << "G4Qt3DSceneHandler::G4Qt3DSceneHandler called" << G4endl;
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#endif
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fpQt3DScene = new Qt3DCore::QEntity;
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fpQt3DScene->setObjectName("G4Qt3DSceneRoot");
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EstablishG4Qt3DQEntities();
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}
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G4Qt3DSceneHandler::~G4Qt3DSceneHandler()
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{
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// Doesn't like this - it gives BAD_ACCESS in delete_entity_recursively.
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// Curiously the delete traceback shows three calls to this recursively:
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/*#1 0x0000000100411906 in (anonymous namespace)::delete_entity_recursively(Qt3DCore::QNode*) at /Users/johna/Geant4/geant4-dev/source/visualization/Qt3D/src/G4Qt3DSceneHandler.cc:60
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#2 0x0000000100411840 in G4Qt3DSceneHandler::~G4Qt3DSceneHandler() at /Users/johna/Geant4/geant4-dev/source/visualization/Qt3D/src/G4Qt3DSceneHandler.cc:169
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#3 0x0000000100411fc5 in G4Qt3DSceneHandler::~G4Qt3DSceneHandler() at /Users/johna/Geant4/geant4-dev/source/visualization/Qt3D/src/G4Qt3DSceneHandler.cc:168
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#4 0x0000000100411fe9 in G4Qt3DSceneHandler::~G4Qt3DSceneHandler() at /Users/johna/Geant4/geant4-dev/source/visualization/Qt3D/src/G4Qt3DSceneHandler.cc:168
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#5 0x0000000101032510 in G4VisManager::~G4VisManager() at /Users/johna/Geant4/geant4-dev/source/visualization/management/src/G4VisManager.cc:214
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#6 0x0000000100013885 in G4VisExecutive::~G4VisExecutive() at /Users/johna/Geant4/geant4-dev/source/visualization/management/include/G4VisExecutive.hh:119
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#7 0x00000001000119a5 in G4VisExecutive::~G4VisExecutive() at /Users/johna/Geant4/geant4-dev/source/visualization/management/include/G4VisExecutive.hh:119
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#8 0x00000001000119c9 in G4VisExecutive::~G4VisExecutive() at /Users/johna/Geant4/geant4-dev/source/visualization/management/include/G4VisExecutive.hh:119
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#9 0x00000001000117dd in main at /Users/johna/Geant4/geant4-dev/examples/basic/B1/exampleB1.cc:108
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*/
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//if (fpQt3DScene) delete_entity_recursively(fpQt3DScene);
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}
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void G4Qt3DSceneHandler::EstablishG4Qt3DQEntities()
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{
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fpTransientObjects = new G4Qt3DQEntity(fpQt3DScene); // Hangs from root
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fpTransientObjects ->setObjectName("G4Qt3DTORoot");
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fpPersistentObjects = new G4Qt3DQEntity(fpQt3DScene); // Hangs from root
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fpPersistentObjects ->setObjectName("G4Qt3DPORoot");
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// Physical volume objects for each world hang from POs
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G4TransportationManager* transportationManager
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= G4TransportationManager::GetTransportationManager ();
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std::size_t nWorlds = transportationManager->GetNoWorlds();
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std::vector<G4VPhysicalVolume*>::iterator iterWorld
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= transportationManager->GetWorldsIterator();
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fpPhysicalVolumeObjects.resize(nWorlds);
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for (std::size_t i = 0; i < nWorlds; ++i, ++iterWorld) {
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G4VPhysicalVolume* wrld = (*iterWorld);
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auto entity = new G4Qt3DQEntity(fpPersistentObjects);
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entity->setObjectName("G4Qt3DPORoot_"+QString(wrld->GetName()));
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entity->SetPVNodeID(G4PhysicalVolumeModel::G4PhysicalVolumeNodeID(wrld));
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fpPhysicalVolumeObjects[i] = entity;
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}
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}
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G4Qt3DQEntity* G4Qt3DSceneHandler::CreateNewNode()
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{
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// Create a G4Qt3DQEntity node suitable for next solid or primitive
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G4Qt3DQEntity* newNode = nullptr;
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if (fReadyForTransients) { // All transients hang from this node
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newNode = new G4Qt3DQEntity(fpTransientObjects);
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G4String name = fpModel? fpModel->GetGlobalTag(): "User";
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newNode->setObjectName(name.c_str());
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return newNode;
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}
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G4PhysicalVolumeModel* pPVModel =
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dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
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if (!pPVModel) { // Persistent objects (e.g., axes)
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newNode = new G4Qt3DQEntity(fpPersistentObjects);
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newNode->setObjectName(fpModel->GetGlobalTag().c_str());
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return newNode;
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}
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// So this is a G4PhysicalVolumeModel
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typedef G4PhysicalVolumeModel::G4PhysicalVolumeNodeID PVNodeID;
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typedef std::vector<PVNodeID> PVPath;
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// const PVPath& drawnPVPath = pPVModel->GetDrawnPVPath();
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const PVPath& fullPVPath = pPVModel->GetFullPVPath();
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//G4int currentDepth = pPVModel->GetCurrentDepth();
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//G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
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//G4LogicalVolume* pCurrentLV = pPVModel->GetCurrentLV();
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//G4Material* pCurrentMaterial = pPVModel->GetCurrentMaterial();
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// Note: pCurrentMaterial may be zero (parallel world).
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#ifdef G4QTDEBUG
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G4cout << "A: " << fullPVPath << G4endl; // DEBUG
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#endif
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// Find appropriate root
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const std::size_t nWorlds = fpPhysicalVolumeObjects.size();
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std::size_t iWorld = 0;
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for (; iWorld < nWorlds; ++iWorld) {
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if (fullPVPath[0].GetPhysicalVolume() ==
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fpPhysicalVolumeObjects[iWorld]->GetPVNodeID().GetPhysicalVolume()) break;
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}
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if (iWorld == nWorlds) {
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G4Exception("G4Qt3DSceneHandler::CreateNewNode", "qt3D-0000", FatalException,
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"World mis-match - not possible(!?)");
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}
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// (Re-)establish pv path of root entity
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G4Qt3DQEntity* wrld = fpPhysicalVolumeObjects[iWorld];
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wrld->SetPVNodeID(fullPVPath[0]);
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// Create nodes as required
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G4Qt3DQEntity* node = wrld;
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newNode = node;
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const std::size_t depth = fullPVPath.size();
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std::size_t iDepth = 1;
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while (iDepth < depth) {
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const auto& children = node->children();
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const G4int nChildren = children.size(); // int size() (Qt covention?)
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G4int iChild = 0;
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G4Qt3DQEntity* child = nullptr;
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for (; iChild < nChildren; ++iChild) {
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child = static_cast<G4Qt3DQEntity*>(children[iChild]);
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if (child->GetPVNodeID() == fullPVPath[iDepth]) break;
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}
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if (iChild != nChildren) { // Existing node found
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node = child; // Must be the ancestor of new node (subsequent iteration)
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} else {
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// Add a new node as child of node
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newNode = new G4Qt3DQEntity(node);
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newNode->SetPVNodeID(fullPVPath[iDepth]);
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std::ostringstream oss;
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oss << newNode->GetPVNodeID().GetPhysicalVolume()->GetName()
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<< ':' << newNode->GetPVNodeID().GetCopyNo();
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newNode->setObjectName(oss.str().c_str());
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node = newNode;
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}
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++iDepth;
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}
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return node;
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}
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void G4Qt3DSceneHandler::PreAddSolid
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(const G4Transform3D& objectTransformation,
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const G4VisAttributes& visAttribs)
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{
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G4VSceneHandler::PreAddSolid(objectTransformation, visAttribs);
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}
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void G4Qt3DSceneHandler::PostAddSolid()
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{
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G4VSceneHandler::PostAddSolid();
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}
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void G4Qt3DSceneHandler::BeginPrimitives2D(const G4Transform3D& objectTransformation)
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{
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// The x,y coordinates of the primitives passed to AddPrimitive are
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// intrepreted as screen coordinates, -1 < x,y < 1. The
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// z-coordinate is ignored.
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// IMPORTANT: invoke this from your polymorphic versions, e.g.:
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// void MyXXXSceneHandler::BeginPrimitives2D
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// (const G4Transform3D& objectTransformation) {
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static G4bool first = true;
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if (first) {
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first = false;
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G4Exception("G4Qt3DSceneHandler::BeginPrimitives2D", "qt3D-0001",
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JustWarning,
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"2D drawing not yet implemented");
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}
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G4VSceneHandler::BeginPrimitives2D (objectTransformation);
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// ...
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}
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void G4Qt3DSceneHandler::EndPrimitives2D ()
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{
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// IMPORTANT: invoke this from your polymorphic versions, e.g.:
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// void MyXXXSceneHandler::EndPrimitives2D () {
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// ...
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G4VSceneHandler::EndPrimitives2D ();
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}
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void G4Qt3DSceneHandler::BeginPrimitives
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(const G4Transform3D& objectTransformation)
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{
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G4VSceneHandler::BeginPrimitives(objectTransformation);
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}
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void G4Qt3DSceneHandler::EndPrimitives ()
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{
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G4VSceneHandler::EndPrimitives ();
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}
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void G4Qt3DSceneHandler::AddPrimitive(const G4Polyline& polyline)
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{
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#ifdef G4QT3DDEBUG
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G4cout <<
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"G4Qt3DSceneHandler::AddPrimitive(const G4Polyline& polyline) called.\n"
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<< polyline
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<< G4endl;
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#endif
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if (polyline.size() == 0) return;
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auto currentNode = CreateNewNode();
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if (!currentNode) {
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static G4bool first = true;
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if (first) {
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first = false;
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G4Exception("G4Qt3DSceneHandler::AddPrimitive(const G4Polyline&)",
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"qt3d-0003", JustWarning,
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"No available node!");
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}
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return;
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}
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fpVisAttribs = fpViewer->GetApplicableVisAttributes(polyline.GetVisAttributes());
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auto transform = G4Qt3DUtils::CreateQTransformFrom(fObjectTransformation);
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transform->setObjectName("transform");
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auto polylineEntity = new Qt3DCore::QEntity(currentNode);
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polylineEntity->addComponent(transform);
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const auto vertexByteSize = 3*sizeof(PRECISION);
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const std::size_t nLines = polyline.size() - 1;
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QByteArray polylineByteArray;
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const auto polylineBufferByteSize = 2*nLines*vertexByteSize;
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polylineByteArray.resize((G4int)polylineBufferByteSize);
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auto polylineBufferArray = reinterpret_cast<PRECISION*>(polylineByteArray.data());
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G4int iLine = 0;
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for (std::size_t i = 0; i < nLines; ++i) {
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polylineBufferArray[iLine++] = polyline[i].x();
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polylineBufferArray[iLine++] = polyline[i].y();
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polylineBufferArray[iLine++] = polyline[i].z();
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polylineBufferArray[iLine++] = polyline[i+1].x();
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polylineBufferArray[iLine++] = polyline[i+1].y();
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polylineBufferArray[iLine++] = polyline[i+1].z();
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}
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auto polylineGeometry = new Qt3DRender::QGeometry();
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polylineGeometry->setObjectName("polylineGeometry");
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auto polylineBuffer = new Qt3DRender::QBuffer(polylineGeometry);
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polylineBuffer->setObjectName("Polyline buffer");
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polylineBuffer->setData(polylineByteArray);
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auto polylineAtt = new Qt3DRender::QAttribute;
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polylineAtt->setObjectName("Position attribute");
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polylineAtt->setName(Qt3DRender::QAttribute::defaultPositionAttributeName());
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polylineAtt->setBuffer(polylineBuffer);
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polylineAtt->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
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polylineAtt->setVertexBaseType(BASETYPE);
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polylineAtt->setVertexSize(3);
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polylineAtt->setCount((G4int)nLines);
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polylineAtt->setByteOffset(0);
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polylineAtt->setByteStride(vertexByteSize);
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const auto& colour = fpVisAttribs->GetColour();
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polylineGeometry->addAttribute(polylineAtt);
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auto material = new Qt3DExtras::QDiffuseSpecularMaterial();
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material->setObjectName("materialForPolyline");
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material->setAmbient(G4Qt3DUtils::ConvertToQColor(colour));
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material->setShininess(0.);
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material->setSpecular(0.);
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polylineEntity->addComponent(material);
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auto renderer = new Qt3DRender::QGeometryRenderer;
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renderer->setObjectName("polylineWireframeRenderer");
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renderer->setGeometry(polylineGeometry);
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renderer->setVertexCount(2*(G4int)nLines);
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renderer->setPrimitiveType(Qt3DRender::QGeometryRenderer::Lines);
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polylineEntity->addComponent(renderer);
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}
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void G4Qt3DSceneHandler::AddPrimitive (const G4Polymarker& polymarker)
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{
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if (polymarker.size() == 0) return;
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auto currentNode = CreateNewNode();
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if (!currentNode) {
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static G4bool first = true;
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if (first) {
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first = false;
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G4Exception("G4Qt3DSceneHandler::AddPrimitive(const G4Polymarker&)",
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"qt3d-0003", JustWarning,
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"No available node!");
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}
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return;
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}
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fpVisAttribs = fpViewer->GetApplicableVisAttributes(polymarker.GetVisAttributes());
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MarkerSizeType markerSizeType;
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G4double markerSize = GetMarkerSize(polymarker, markerSizeType);
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switch (polymarker.GetMarkerType()) {
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default:
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case G4Polymarker::dots:
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{
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const std::size_t nDots = polymarker.size();
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auto transform = G4Qt3DUtils::CreateQTransformFrom(fObjectTransformation);
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transform->setObjectName("transform");
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auto polymarkerEntity = new Qt3DCore::QEntity(currentNode);
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polymarkerEntity->addComponent(transform);
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const auto vertexByteSize = 3*sizeof(PRECISION);
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QByteArray polymarkerByteArray;
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const auto polymarkerBufferByteSize = nDots*vertexByteSize;
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polymarkerByteArray.resize((G4int)polymarkerBufferByteSize);
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auto polymarkerBufferArray = reinterpret_cast<PRECISION*>(polymarkerByteArray.data());
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G4int iMarker = 0;
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for (std::size_t i = 0; i < polymarker.size(); ++i) {
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polymarkerBufferArray[iMarker++] = polymarker[i].x();
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polymarkerBufferArray[iMarker++] = polymarker[i].y();
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polymarkerBufferArray[iMarker++] = polymarker[i].z();
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}
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auto polymarkerGeometry = new Qt3DRender::QGeometry();
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polymarkerGeometry->setObjectName("polymarkerGeometry");
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auto polymarkerBuffer = new Qt3DRender::QBuffer(polymarkerGeometry);
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polymarkerBuffer->setObjectName("Polymarker buffer");
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polymarkerBuffer->setData(polymarkerByteArray);
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auto polymarkerAtt = new Qt3DRender::QAttribute;
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polymarkerAtt->setObjectName("Position attribute");
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polymarkerAtt->setName(Qt3DRender::QAttribute::defaultPositionAttributeName());
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polymarkerAtt->setBuffer(polymarkerBuffer);
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polymarkerAtt->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
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polymarkerAtt->setVertexBaseType(BASETYPE);
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polymarkerAtt->setVertexSize(3);
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polymarkerAtt->setCount((G4int)nDots);
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polymarkerAtt->setByteOffset(0);
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polymarkerAtt->setByteStride(vertexByteSize);
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const auto& colour = fpVisAttribs->GetColour();
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polymarkerGeometry->addAttribute(polymarkerAtt);
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auto material = new Qt3DExtras::QDiffuseSpecularMaterial();
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material->setObjectName("materialForPolymarker");
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material->setAmbient(G4Qt3DUtils::ConvertToQColor(colour));
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material->setShininess(0.);
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material->setSpecular(0.);
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polymarkerEntity->addComponent(material);
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auto renderer = new Qt3DRender::QGeometryRenderer;
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renderer->setObjectName("polymarkerWireframeRenderer");
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renderer->setGeometry(polymarkerGeometry);
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renderer->setVertexCount((G4int)nDots);
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renderer->setPrimitiveType(Qt3DRender::QGeometryRenderer::Points);
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polymarkerEntity->addComponent(renderer);
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}
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break;
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case G4Polymarker::circles:
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{
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G4Circle circle (polymarker); // Default circle
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const auto& colour = fpVisAttribs->GetColour();
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auto material = new Qt3DExtras::QDiffuseSpecularMaterial();
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material->setObjectName("materialForCircle");
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material->setAmbient(G4Qt3DUtils::ConvertToQColor(colour));
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if (colour.GetAlpha() < 1.) material->setAlphaBlendingEnabled(true);
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auto sphereMesh = new Qt3DExtras::QSphereMesh;
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sphereMesh->setObjectName("sphereMesh");
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G4double radius = markerSize/2.;
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if (markerSizeType == G4VSceneHandler::screen ) {
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// Not figured out how to do screen-size, so use scene extent
|
|
const G4double scale = 200.; // Roughly pixels per scene
|
|
radius *= fpScene->GetExtent().GetExtentRadius()/scale;
|
|
}
|
|
sphereMesh->setRadius(radius);
|
|
// sphereMesh->setInstanceCount(polymarker.size()); // Not undertood instancing yet
|
|
|
|
// auto currentEntity = new Qt3DCore::QEntity(currentNode); // Not undertood instancing yet
|
|
for (std::size_t iPoint = 0; iPoint < polymarker.size(); ++iPoint) {
|
|
auto position = fObjectTransformation*G4Translate3D(polymarker[iPoint]);
|
|
auto transform = G4Qt3DUtils::CreateQTransformFrom(position);
|
|
auto currentEntity = new Qt3DCore::QEntity(currentNode); // Not undertood instancing yet
|
|
currentEntity->addComponent(material);
|
|
currentEntity->addComponent(transform);
|
|
currentEntity->addComponent(sphereMesh);
|
|
}
|
|
}
|
|
break;
|
|
case G4Polymarker::squares:
|
|
{
|
|
G4Square square (polymarker); // Default square
|
|
|
|
const auto& colour = fpVisAttribs->GetColour();
|
|
auto material = new Qt3DExtras::QDiffuseSpecularMaterial();
|
|
material->setObjectName("materialForSquare");
|
|
material->setAmbient(G4Qt3DUtils::ConvertToQColor(colour));
|
|
if (colour.GetAlpha() < 1.) material->setAlphaBlendingEnabled(true);
|
|
|
|
auto boxMesh = new Qt3DExtras::QCuboidMesh();
|
|
boxMesh->setObjectName("boxMesh");
|
|
G4double side = markerSize;
|
|
if (markerSizeType == G4VSceneHandler::screen ) {
|
|
// Not figured out how to do screen-size, so use scene extent
|
|
const G4double scale = 200.; // Roughly pixles per scene
|
|
side *= fpScene->GetExtent().GetExtentRadius()/scale;
|
|
}
|
|
boxMesh->setXExtent(side);
|
|
boxMesh->setYExtent(side);
|
|
boxMesh->setZExtent(side);
|
|
|
|
for (std::size_t iPoint = 0; iPoint < polymarker.size(); ++iPoint) {
|
|
auto position = fObjectTransformation*G4Translate3D(polymarker[iPoint]);
|
|
auto transform = G4Qt3DUtils::CreateQTransformFrom(position);
|
|
auto currentEntity = new Qt3DCore::QEntity(currentNode);
|
|
currentEntity->addComponent(material);
|
|
currentEntity->addComponent(transform);
|
|
currentEntity->addComponent(boxMesh);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
#ifdef G4QT3DDEBUG
|
|
void G4Qt3DSceneHandler::AddPrimitive(const G4Text& text) {
|
|
G4cout <<
|
|
"G4Qt3DSceneHandler::AddPrimitive(const G4Text& text) called.\n"
|
|
<< text
|
|
<< G4endl;
|
|
#else
|
|
void G4Qt3DSceneHandler::AddPrimitive(const G4Text& /*text*/) {
|
|
#endif
|
|
|
|
static G4bool first = true;
|
|
if (first) {
|
|
first = false;
|
|
G4Exception("G4Qt3DSceneHandler::AddPrimitive(const G4Text&)",
|
|
"qt3D-0002", JustWarning,
|
|
"Text drawing doesn't work yet");
|
|
} // OK. Not working, but let it execute, which it does without error.
|
|
|
|
/* But it crashes after /vis/viewer/rebuild!!!
|
|
auto currentNode = CreateNewNode();
|
|
if (!currentNode) {
|
|
static G4bool first = true;
|
|
if (first) {
|
|
first = false;
|
|
G4Exception("G4Qt3DSceneHandler::AddPrimitive(const G4Text&)",
|
|
"qt3d-0003", JustWarning,
|
|
"No available node!");
|
|
}
|
|
return;
|
|
}
|
|
|
|
fpVisAttribs = fpViewer->GetApplicableVisAttributes(text.GetVisAttributes());
|
|
|
|
auto position = fObjectTransformation*G4Translate3D(text.GetPosition());
|
|
auto transform = G4Qt3DUtils::CreateQTransformFrom(position);
|
|
// transform->setScale(10);
|
|
transform->setScale(0.1);
|
|
|
|
// auto currentEntity = new Qt3DCore::QEntity(currentNode);
|
|
|
|
// This simply does not work
|
|
auto qtext = new Qt3DExtras::QText2DEntity();
|
|
qtext->setParent(currentNode);
|
|
// qtext->setParent(currentEntity); // ?? Doesn't help
|
|
qtext->setText(text.GetText().c_str());
|
|
// qtext->setHeight(100);
|
|
// qtext->setWidth(1000);
|
|
qtext->setHeight(20);
|
|
qtext->setWidth(100);
|
|
qtext->setColor(Qt::green);
|
|
qtext->setFont(QFont("Courier New", 10));
|
|
qtext->addComponent(transform);
|
|
|
|
// This produces text in 3D facing +z - not what we want
|
|
// const auto& colour = GetTextColour(text);
|
|
// auto material = new Qt3DExtras::QDiffuseSpecularMaterial();
|
|
// material->setObjectName("materialForText");
|
|
// material->setAmbient(G4Qt3DUtils::ConvertToQColor(colour));
|
|
// if (colour.GetAlpha() < 1.) material->setAlphaBlendingEnabled(true);
|
|
//
|
|
// auto textMesh = new Qt3DExtras::QExtrudedTextMesh();
|
|
// textMesh->setText(text.GetText().c_str());
|
|
// textMesh->setFont(QFont("Courier New", 10));
|
|
// textMesh->setDepth(.01f);
|
|
//
|
|
// currentNode->addComponent(material);
|
|
// currentNode->addComponent(transform);
|
|
// currentNode->addComponent(textMesh);
|
|
*/
|
|
}
|
|
|
|
void G4Qt3DSceneHandler::AddPrimitive(const G4Circle& circle)
|
|
{
|
|
#ifdef G4QT3DDEBUG
|
|
G4cout <<
|
|
"G4Qt3DSceneHandler::AddPrimitive(const G4Circle& circle) called.\n"
|
|
<< circle
|
|
<< G4endl;
|
|
#endif
|
|
|
|
#ifdef G4QT3DDEBUG
|
|
MarkerSizeType sizeType;
|
|
G4double size = GetMarkerSize (circle, sizeType);
|
|
switch (sizeType) {
|
|
default:
|
|
case screen:
|
|
// Draw in screen coordinates.
|
|
G4cout << "screen";
|
|
break;
|
|
case world:
|
|
// Draw in world coordinates.
|
|
G4cout << "world";
|
|
break;
|
|
}
|
|
G4cout << " size: " << size << G4endl;
|
|
#endif
|
|
|
|
auto currentNode = CreateNewNode();
|
|
if (!currentNode) {
|
|
static G4bool first = true;
|
|
if (first) {
|
|
first = false;
|
|
G4Exception("G4Qt3DSceneHandler::AddPrimitive(const G4Circle&)",
|
|
"qt3d-0003", JustWarning,
|
|
"No available node!");
|
|
}
|
|
return;
|
|
}
|
|
|
|
fpVisAttribs = fpViewer->GetApplicableVisAttributes(circle.GetVisAttributes());
|
|
|
|
auto position = fObjectTransformation*G4Translate3D(circle.GetPosition());
|
|
auto transform = G4Qt3DUtils::CreateQTransformFrom(position);
|
|
|
|
const auto& colour = fpVisAttribs->GetColour();
|
|
auto material = new Qt3DExtras::QDiffuseSpecularMaterial();
|
|
material->setObjectName("materialForCircle");
|
|
material->setAmbient(G4Qt3DUtils::ConvertToQColor(colour));
|
|
if (colour.GetAlpha() < 1.) material->setAlphaBlendingEnabled(true);
|
|
|
|
auto sphereMesh = new Qt3DExtras::QSphereMesh;
|
|
sphereMesh->setObjectName("sphereMesh");
|
|
G4double radius;
|
|
if (circle.GetSizeType() == G4VMarker::world ) {
|
|
radius =circle.GetWorldRadius();
|
|
} else { // Screen-size or none
|
|
// Not figured out how to do screen-size, so use scene extent
|
|
const G4double scale = 200.; // Roughly pixles per scene
|
|
radius = circle.GetScreenRadius()*fpScene->GetExtent().GetExtentRadius()/scale;
|
|
}
|
|
sphereMesh->setRadius(radius);
|
|
|
|
auto currentEntity = new Qt3DCore::QEntity(currentNode);
|
|
currentEntity->addComponent(material);
|
|
currentEntity->addComponent(transform);
|
|
currentEntity->addComponent(sphereMesh);
|
|
}
|
|
|
|
void G4Qt3DSceneHandler::AddPrimitive(const G4Square& square)
|
|
{
|
|
#ifdef G4QT3DDEBUG
|
|
G4cout <<
|
|
"G4Qt3DSceneHandler::AddPrimitive(const G4Square& square) called.\n"
|
|
<< square
|
|
<< G4endl;
|
|
#endif
|
|
|
|
#ifdef G4QT3DDEBUG
|
|
MarkerSizeType sizeType;
|
|
G4double size = GetMarkerSize (square, sizeType);
|
|
switch (sizeType) {
|
|
default:
|
|
case screen:
|
|
// Draw in screen coordinates.
|
|
G4cout << "screen";
|
|
break;
|
|
case world:
|
|
// Draw in world coordinates.
|
|
G4cout << "world";
|
|
break;
|
|
}
|
|
G4cout << " size: " << size << G4endl;
|
|
#endif
|
|
|
|
auto currentNode = CreateNewNode();
|
|
if (!currentNode) {
|
|
static G4bool first = true;
|
|
if (first) {
|
|
first = false;
|
|
G4Exception("G4Qt3DSceneHandler::AddPrimitive(const G4Square&)",
|
|
"qt3d-0003", JustWarning,
|
|
"No available node!");
|
|
}
|
|
return;
|
|
}
|
|
|
|
fpVisAttribs = fpViewer->GetApplicableVisAttributes(square.GetVisAttributes());
|
|
|
|
auto position = fObjectTransformation*G4Translate3D(square.GetPosition());
|
|
auto transform = G4Qt3DUtils::CreateQTransformFrom(position);
|
|
|
|
const auto& colour = fpVisAttribs->GetColour();
|
|
auto material = new Qt3DExtras::QDiffuseSpecularMaterial();
|
|
material->setObjectName("materialForSquare");
|
|
material->setAmbient(G4Qt3DUtils::ConvertToQColor(colour));
|
|
if (colour.GetAlpha() < 1.) material->setAlphaBlendingEnabled(true);
|
|
|
|
auto boxMesh = new Qt3DExtras::QCuboidMesh();
|
|
boxMesh->setObjectName("boxMesh");
|
|
G4double side;
|
|
if (square.GetSizeType() == G4VMarker::world ) {
|
|
side = square.GetWorldDiameter();
|
|
} else { // Screen-size or none
|
|
// Not figured out how to do screen-size, so use scene extent
|
|
const G4double scale = 200.; // Roughly pixles per scene
|
|
side = square.GetScreenDiameter()*fpScene->GetExtent().GetExtentRadius()/scale;
|
|
}
|
|
boxMesh->setXExtent(side);
|
|
boxMesh->setYExtent(side);
|
|
boxMesh->setZExtent(side);
|
|
|
|
auto currentEntity = new Qt3DCore::QEntity(currentNode);
|
|
currentEntity->addComponent(material);
|
|
currentEntity->addComponent(transform);
|
|
currentEntity->addComponent(boxMesh);
|
|
}
|
|
|
|
void G4Qt3DSceneHandler::AddPrimitive(const G4Polyhedron& polyhedron)
|
|
{
|
|
auto currentNode = CreateNewNode();
|
|
if (!currentNode) {
|
|
static G4bool first = true;
|
|
if (first) {
|
|
first = false;
|
|
G4Exception("G4Qt3DSceneHandler::AddPrimitive(const G4Polyhedron&)",
|
|
"qt3d-0003", JustWarning,
|
|
"No available node!");
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (polyhedron.GetNoFacets() == 0) return;
|
|
|
|
fpVisAttribs = fpViewer->GetApplicableVisAttributes(polyhedron.GetVisAttributes());
|
|
|
|
// Roll out vertices and normals for the faces. Note that this means vertices
|
|
// are duplicated. For example a box has 8 vertices, but to define 6 faces
|
|
// you need 12 triangles and 36 vertices. If it was just a matter of vertices
|
|
// we could restrict the number to 8 and use the indices to define the
|
|
// triangles, but we also have to consider the normals. A vertex can be have
|
|
// more than one normal, depending on which face it is being used to define.
|
|
// So we roll out all the vertices and normals for each triangle.
|
|
std::vector<G4Point3D> vertices;
|
|
std::vector<G4Normal3D> normals;
|
|
|
|
// Also roll out edges (as lines) for wireframe. Avoid duplicate lines,
|
|
// including those that differ only in the order of vertices.
|
|
typedef std::pair<G4Point3D,G4Point3D> Line;
|
|
std::vector<Line> lines;
|
|
auto insertIfNew = [&lines](const Line& newLine) {
|
|
// For a large polyhedron, eliminating lines like this is prohibitively
|
|
// expensive. Comment out for now, and maybe unwind altogether in future.
|
|
// Allow the graphics-reps utilities to optimise things like this.
|
|
// for (const auto& line: lines) {
|
|
// if ((newLine.first==line.first && newLine.second==line.second) ||
|
|
// (newLine.first==line.second && newLine.second==line.first))
|
|
// return;
|
|
// }
|
|
lines.push_back(newLine);
|
|
};
|
|
|
|
G4bool isAuxilaryEdgeVisible = fpViewer->GetViewParameters().IsAuxEdgeVisible();
|
|
G4bool notLastFace;
|
|
do {
|
|
G4int nEdges;
|
|
G4Point3D vertex [4];
|
|
G4int edgeFlag[4];
|
|
G4Normal3D normal [4];
|
|
notLastFace = polyhedron.GetNextFacet(nEdges, vertex, edgeFlag, normal);
|
|
vertices.push_back(vertex[0]);
|
|
vertices.push_back(vertex[1]);
|
|
vertices.push_back(vertex[2]);
|
|
normals.push_back(normal[0]);
|
|
normals.push_back(normal[1]);
|
|
normals.push_back(normal[2]);
|
|
if(isAuxilaryEdgeVisible||edgeFlag[0]>0)insertIfNew(Line(vertex[0],vertex[1]));
|
|
if(isAuxilaryEdgeVisible||edgeFlag[1]>0)insertIfNew(Line(vertex[1],vertex[2]));
|
|
if (nEdges == 3) {
|
|
// Face is a triangle
|
|
// One more line for wireframe, triangles for surfaces are complete
|
|
if(isAuxilaryEdgeVisible||edgeFlag[2]>0)insertIfNew(Line(vertex[2],vertex[0]));
|
|
} else if (nEdges == 4) {
|
|
// Face is a quadrilateral
|
|
// Create another triangle for surfaces, add two more lines for wireframe
|
|
vertices.push_back(vertex[2]);
|
|
vertices.push_back(vertex[3]);
|
|
vertices.push_back(vertex[0]);
|
|
normals.push_back(normal[2]);
|
|
normals.push_back(normal[3]);
|
|
normals.push_back(normal[0]);
|
|
if(isAuxilaryEdgeVisible||edgeFlag[2]>0)insertIfNew(Line(vertex[2],vertex[3]));
|
|
if(isAuxilaryEdgeVisible||edgeFlag[3]>0)insertIfNew(Line(vertex[3],vertex[0]));
|
|
} else {
|
|
G4warn
|
|
<< "ERROR: polyhedron face with unexpected number of edges (" << nEdges << ')'
|
|
<< "\n Tag: " << fpModel->GetCurrentTag()
|
|
<< G4endl;
|
|
return;
|
|
}
|
|
} while (notLastFace);
|
|
const auto nVerts = vertices.size();
|
|
const auto nLines = lines.size();
|
|
|
|
// Now put stuff into Qt objects
|
|
|
|
auto transform = G4Qt3DUtils::CreateQTransformFrom(fObjectTransformation);
|
|
transform->setObjectName("transform");
|
|
|
|
Qt3DCore::QEntity* wireframeEntity = nullptr;
|
|
Qt3DCore::QEntity* surfaceEntity = nullptr;
|
|
static G4int errorCount = 0;
|
|
G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (fpVisAttribs);
|
|
switch (drawing_style) {
|
|
case G4ViewParameters::wireframe:
|
|
wireframeEntity = new Qt3DCore::QEntity(currentNode);
|
|
wireframeEntity->addComponent(transform);
|
|
break;
|
|
case G4ViewParameters::hlr:
|
|
wireframeEntity = new Qt3DCore::QEntity(currentNode);
|
|
wireframeEntity->addComponent(transform);
|
|
surfaceEntity = new Qt3DCore::QEntity(currentNode);
|
|
surfaceEntity->addComponent(transform);
|
|
break;
|
|
case G4ViewParameters::hsr:
|
|
surfaceEntity = new Qt3DCore::QEntity(currentNode);
|
|
surfaceEntity->addComponent(transform);
|
|
break;
|
|
case G4ViewParameters::hlhsr:
|
|
wireframeEntity = new Qt3DCore::QEntity(currentNode);
|
|
wireframeEntity->addComponent(transform);
|
|
surfaceEntity = new Qt3DCore::QEntity(currentNode);
|
|
surfaceEntity->addComponent(transform);
|
|
break;
|
|
case G4ViewParameters::cloud:
|
|
// Shouldn't happen in this function (it's a polyhedron!)
|
|
if (errorCount == 0) {
|
|
++errorCount;
|
|
G4warn << "WARNING: Qt3D: cloud drawing not implemented" << G4endl;
|
|
}
|
|
return;
|
|
break;
|
|
}
|
|
|
|
const auto vertexByteSize = 3*sizeof(PRECISION);
|
|
|
|
Qt3DRender::QGeometry* vertexGeometry = nullptr;
|
|
Qt3DRender::QGeometry* lineGeometry = nullptr;
|
|
|
|
Qt3DRender::QAttribute* positionAtt = nullptr;
|
|
Qt3DRender::QAttribute* normalAtt = nullptr;
|
|
Qt3DRender::QAttribute* lineAtt = nullptr;
|
|
|
|
Qt3DRender::QBuffer* vertexBuffer = nullptr;
|
|
if (drawing_style == G4ViewParameters::hlr ||
|
|
drawing_style == G4ViewParameters::hsr ||
|
|
drawing_style == G4ViewParameters::hlhsr) {
|
|
|
|
// Put vertices, normals into QByteArray
|
|
// Accomodates both vertices and normals - hence 2*
|
|
QByteArray vertexByteArray;
|
|
const auto vertexBufferByteSize = 2*nVerts*vertexByteSize;
|
|
vertexByteArray.resize((G4int)vertexBufferByteSize);
|
|
auto vertexBufferArray = reinterpret_cast<PRECISION*>(vertexByteArray.data());
|
|
G4int i1 = 0;
|
|
for (std::size_t i = 0; i < nVerts; ++i) {
|
|
vertexBufferArray[i1++] = vertices[i].x();
|
|
vertexBufferArray[i1++] = vertices[i].y();
|
|
vertexBufferArray[i1++] = vertices[i].z();
|
|
vertexBufferArray[i1++] = normals[i].x();
|
|
vertexBufferArray[i1++] = normals[i].y();
|
|
vertexBufferArray[i1++] = normals[i].z();
|
|
}
|
|
// Vertex buffer (vertices and normals)
|
|
vertexGeometry = new Qt3DRender::QGeometry();
|
|
vertexGeometry->setObjectName("vertexGeometry");
|
|
vertexBuffer = new Qt3DRender::QBuffer(vertexGeometry);
|
|
vertexBuffer->setObjectName("Vertex buffer");
|
|
vertexBuffer->setData(vertexByteArray);
|
|
|
|
// Position attribute
|
|
positionAtt = new Qt3DRender::QAttribute;
|
|
positionAtt->setObjectName("Position attribute");
|
|
positionAtt->setName(Qt3DRender::QAttribute::defaultPositionAttributeName());
|
|
positionAtt->setBuffer(vertexBuffer);
|
|
positionAtt->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
|
|
positionAtt->setVertexBaseType(BASETYPE);
|
|
positionAtt->setVertexSize(3);
|
|
positionAtt->setCount((G4int)nVerts);
|
|
positionAtt->setByteOffset(0);
|
|
positionAtt->setByteStride(2*vertexByteSize);
|
|
|
|
// Normal attribute
|
|
normalAtt = new Qt3DRender::QAttribute;
|
|
normalAtt->setObjectName("Normal attribute");
|
|
normalAtt->setName(Qt3DRender::QAttribute::defaultNormalAttributeName());
|
|
normalAtt->setBuffer(vertexBuffer);
|
|
normalAtt->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
|
|
normalAtt->setVertexBaseType(BASETYPE);
|
|
normalAtt->setVertexSize(3);
|
|
normalAtt->setCount((G4int)nVerts);
|
|
normalAtt->setByteOffset(vertexByteSize);
|
|
normalAtt->setByteStride(2*vertexByteSize);
|
|
}
|
|
|
|
Qt3DRender::QBuffer* lineBuffer = nullptr;
|
|
if (drawing_style == G4ViewParameters::wireframe ||
|
|
drawing_style == G4ViewParameters::hlr ||
|
|
drawing_style == G4ViewParameters::hlhsr) {
|
|
|
|
// Put lines into a QByteArray
|
|
QByteArray lineByteArray;
|
|
const auto lineBufferByteSize = 2*nLines*vertexByteSize;
|
|
lineByteArray.resize((G4int)lineBufferByteSize);
|
|
auto lineBufferArray = reinterpret_cast<PRECISION*>(lineByteArray.data());
|
|
G4int i2 = 0;
|
|
for (const auto& line: lines) {
|
|
lineBufferArray[i2++] = line.first.x();
|
|
lineBufferArray[i2++] = line.first.y();
|
|
lineBufferArray[i2++] = line.first.z();
|
|
lineBufferArray[i2++] = line.second.x();
|
|
lineBufferArray[i2++] = line.second.y();
|
|
lineBufferArray[i2++] = line.second.z();
|
|
}
|
|
// Line loop buffer
|
|
lineGeometry = new Qt3DRender::QGeometry();
|
|
lineGeometry->setObjectName("lineGeometry");
|
|
lineBuffer = new Qt3DRender::QBuffer(lineGeometry);
|
|
lineBuffer->setObjectName("Line buffer");
|
|
lineBuffer->setData(lineByteArray);
|
|
|
|
// Line attribute
|
|
lineAtt = new Qt3DRender::QAttribute;
|
|
lineAtt->setObjectName("Position attribute");
|
|
lineAtt->setName(Qt3DRender::QAttribute::defaultPositionAttributeName());
|
|
lineAtt->setBuffer(lineBuffer);
|
|
lineAtt->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
|
|
lineAtt->setVertexBaseType(BASETYPE);
|
|
lineAtt->setVertexSize(3);
|
|
lineAtt->setCount((G4int)nLines);
|
|
lineAtt->setByteOffset(0);
|
|
lineAtt->setByteStride(vertexByteSize);
|
|
}
|
|
|
|
// Create material and renderer(s)...
|
|
|
|
const auto& colour = fpVisAttribs->GetColour();
|
|
Qt3DExtras::QDiffuseSpecularMaterial* material;
|
|
Qt3DRender::QGeometryRenderer* renderer;
|
|
switch (drawing_style) {
|
|
|
|
case G4ViewParameters::wireframe:
|
|
|
|
lineGeometry->addAttribute(lineAtt);
|
|
|
|
material = new Qt3DExtras::QDiffuseSpecularMaterial();
|
|
material->setObjectName("materialForWireframe");
|
|
material->setAmbient(G4Qt3DUtils::ConvertToQColor(colour));
|
|
material->setShininess(0.);
|
|
material->setSpecular(0.);
|
|
wireframeEntity->addComponent(material);
|
|
|
|
renderer = new Qt3DRender::QGeometryRenderer;
|
|
renderer->setObjectName("polyhedronWireframeRenderer");
|
|
renderer->setGeometry(lineGeometry);
|
|
renderer->setVertexCount(2*(G4int)nLines);
|
|
renderer->setPrimitiveType(Qt3DRender::QGeometryRenderer::Lines);
|
|
wireframeEntity->addComponent(renderer);
|
|
|
|
break;
|
|
|
|
case G4ViewParameters::hlr:
|
|
|
|
// Surfaces with background colour to hide the edges
|
|
|
|
vertexGeometry->addAttribute(positionAtt);
|
|
vertexGeometry->addAttribute(normalAtt);
|
|
|
|
material = new Qt3DExtras::QDiffuseSpecularMaterial();
|
|
material->setObjectName("materialForHiddenLines");
|
|
material->setAmbient(Qt::white); // White for now (should be from fVP)
|
|
material->setShininess(0.);
|
|
material->setSpecular(0.);
|
|
surfaceEntity->addComponent(material);
|
|
|
|
renderer = new Qt3DRender::QGeometryRenderer;
|
|
renderer->setObjectName("polyhedronSurfaceRenderer");
|
|
renderer->setGeometry(vertexGeometry);
|
|
renderer->setVertexCount((G4int)nVerts);
|
|
renderer->setPrimitiveType(Qt3DRender::QGeometryRenderer::Triangles);
|
|
surfaceEntity->addComponent(renderer);
|
|
|
|
// Edges
|
|
|
|
lineGeometry->addAttribute(lineAtt);
|
|
|
|
material = new Qt3DExtras::QDiffuseSpecularMaterial();
|
|
material->setObjectName("materialForWireFrame");
|
|
material->setAmbient(G4Qt3DUtils::ConvertToQColor(colour));
|
|
material->setShininess(0.);
|
|
material->setSpecular(0.);
|
|
wireframeEntity->addComponent(material);
|
|
|
|
renderer = new Qt3DRender::QGeometryRenderer;
|
|
renderer->setObjectName("polyhedronWireframeRenderer");
|
|
renderer->setGeometry(lineGeometry);
|
|
renderer->setVertexCount(2*(G4int)nLines);
|
|
renderer->setPrimitiveType(Qt3DRender::QGeometryRenderer::Lines);
|
|
wireframeEntity->addComponent(renderer);
|
|
|
|
break;
|
|
|
|
case G4ViewParameters::hsr:
|
|
|
|
vertexGeometry->addAttribute(positionAtt);
|
|
vertexGeometry->addAttribute(normalAtt);
|
|
|
|
material = new Qt3DExtras::QDiffuseSpecularMaterial();
|
|
material->setObjectName("materialForSurface");
|
|
material->setAmbient(G4Qt3DUtils::ConvertToQColor(colour));
|
|
if (colour.GetAlpha() < 1.) material->setAlphaBlendingEnabled(true);
|
|
surfaceEntity->addComponent(material);
|
|
|
|
renderer = new Qt3DRender::QGeometryRenderer;
|
|
renderer->setObjectName("polyhedronSurfaceRenderer");
|
|
renderer->setGeometry(vertexGeometry);
|
|
renderer->setVertexCount((G4int)nVerts);
|
|
renderer->setPrimitiveType(Qt3DRender::QGeometryRenderer::Triangles);
|
|
surfaceEntity->addComponent(renderer);
|
|
|
|
break;
|
|
|
|
case G4ViewParameters::hlhsr:
|
|
|
|
// Surfaces
|
|
|
|
vertexGeometry->addAttribute(positionAtt);
|
|
vertexGeometry->addAttribute(normalAtt);
|
|
|
|
material = new Qt3DExtras::QDiffuseSpecularMaterial();
|
|
material->setObjectName("materialForSurface");
|
|
material->setAmbient(G4Qt3DUtils::ConvertToQColor(colour));
|
|
if (colour.GetAlpha() < 1.) material->setAlphaBlendingEnabled(true);
|
|
surfaceEntity->addComponent(material);
|
|
|
|
renderer = new Qt3DRender::QGeometryRenderer;
|
|
renderer->setObjectName("polyhedronSurfaceRenderer");
|
|
renderer->setGeometry(vertexGeometry);
|
|
renderer->setVertexCount((G4int)nVerts);
|
|
renderer->setPrimitiveType(Qt3DRender::QGeometryRenderer::Triangles);
|
|
surfaceEntity->addComponent(renderer);
|
|
|
|
// Edges
|
|
|
|
lineGeometry->addAttribute(lineAtt);
|
|
|
|
material = new Qt3DExtras::QDiffuseSpecularMaterial();
|
|
material->setObjectName("materialForWireframe");
|
|
material->setAmbient(G4Qt3DUtils::ConvertToQColor(colour));
|
|
material->setShininess(0.);
|
|
material->setSpecular(0.);
|
|
wireframeEntity->addComponent(material);
|
|
|
|
renderer = new Qt3DRender::QGeometryRenderer;
|
|
renderer->setObjectName("polyhedronSurfaceRenderer");
|
|
renderer->setGeometry(lineGeometry);
|
|
renderer->setVertexCount(2*(G4int)nLines);
|
|
renderer->setPrimitiveType(Qt3DRender::QGeometryRenderer::Lines);
|
|
wireframeEntity->addComponent(renderer);
|
|
|
|
break;
|
|
|
|
case G4ViewParameters::cloud:
|
|
// Case trapped at start of function, so no need to implement
|
|
break;
|
|
}
|
|
}
|
|
|
|
void G4Qt3DSceneHandler::AddCompound(const G4Mesh& mesh)
|
|
{
|
|
StandardSpecialMeshRendering(mesh);
|
|
}
|
|
|
|
void G4Qt3DSceneHandler::ClearStore ()
|
|
{
|
|
G4Qt3DUtils::delete_components_and_children_of_entity_recursively(fpQt3DScene);
|
|
EstablishG4Qt3DQEntities();
|
|
}
|
|
|
|
void G4Qt3DSceneHandler::ClearTransientStore ()
|
|
{
|
|
G4Qt3DUtils::delete_components_and_children_of_entity_recursively(fpTransientObjects);
|
|
}
|