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geant4/source/visualization/management/include/G4VViewer.hh
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//
// ********************************************************************
// * 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 *
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// * 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. *
// ********************************************************************
//
//
//
//
// John Allison 27th March 1996
//
// Class description
//
// Abstract interface class for graphics viewers.
#ifndef G4VVIEWER_HH
#define G4VVIEWER_HH
#include "globals.hh"
#include "G4ViewParameters.hh"
#include "G4PhysicalVolumeModel.hh"
class G4VSceneHandler;
class G4VViewer {
public: // With description
friend std::ostream& operator << (std::ostream& os, const G4VViewer& v);
G4VViewer (G4VSceneHandler&, G4int id, const G4String& name = "");
virtual ~G4VViewer ();
virtual void Initialise ();
// Called immediately after construction for those operations that
// must await complete contruction of viewer and all its bases. For
// example, if this class (G4VViewer) is inherited virtually, as in
// the OpenGL sub-category, it will not be fully constructed until
// *after* the the derived viewer (this is the rule about order of
// construction for virtual inheritance), so the derived viewer may
// not use information in G4VViewer in its contructor. Hence such
// code must be in Initialise().
//////////////////////////////////////////////////////////////
// View manipulation functions.
virtual void ResetView ();
// Reset view parameters to default, including sub-class parameters, if any.
// The sub-class should always invoke the base class implementation, i.e:
// virtual void SubClass::ResetView () {
// G4VViewer::ResetView();
// // Then reset sub-class parameters
// ...
virtual void SetView () = 0;
// Take view parameters and work out model/view transformation,
// projection transformation, lighting, etc.
virtual void ClearView () = 0;
// Clear screen/viewing buffers.
virtual void DrawView () = 0;
// Draw view of the scene currently attached to the scene handler -
// see example of a minimal function at end of this file.
void RefreshView ();
// Simply invokes SetView, ClearView, DrawView.
virtual void ShowView ();
// Show view (for graphics systems which require to process
// all drawn objects before finalising the view).
virtual void FinishView ();
// Called at the end of drawing scene. Used to flush streams, or
// swap buffers. (Perhaps it is inappropriately named, perhaps its
// function could be incorporated into EndModeling (). It marks the
// end of scene drawing; be aware hits and digi drawing may Follow.
// It is not yet the end of all drawing; that is signalled by
// ShowView ().)
std::vector<G4ThreeVector> ComputeFlyThrough(G4Vector3D*);
#ifdef G4MULTITHREADED
// Note: the order of calling of MovingToVisSubThread and SwitchToVisSubThread
// is undefined, so you may need to implement mutexes to ensure your preferred
// order - see, e.g., G4OpenGLQtViewer. To summarise, the order of calling is
// as follows - see G4VisManager.cc.
// DoneWithMasterThread
// MovingToVisSubThread ) or ( SwitchToVisSubThread
// SwitchToVisSubThread ) ( MovingToVisSubThread
// DoneWithVisSubThread
// MovingToMasterThread
// SwitchToMasterThread
// Called on the master thread before starting the vis sub-thread.
virtual void DoneWithMasterThread ();
// Called on the master thread after starting the vis sub-thread.
virtual void MovingToVisSubThread ();
// Called on the vis sub-thread at start of vis sub-thread.
virtual void SwitchToVisSubThread ();
// Called on the vis sub-thread when all events have been processed.
virtual void DoneWithVisSubThread ();
// Called on the vis sub-thread when all events have been processed.
virtual void MovingToMasterThread ();
// Called on the master thread after the vis sub-thread has terminated.
virtual void SwitchToMasterThread ();
#endif
//////////////////////////////////////////////////////////////
// Access functions.
const G4String& GetName () const;
const G4String& GetShortName () const;
void SetName (const G4String&);
G4int GetViewId () const;
G4VSceneHandler* GetSceneHandler () const;
const G4ViewParameters& GetViewParameters () const;
const G4ViewParameters& GetDefaultViewParameters () const;
virtual const std::vector<G4ModelingParameters::VisAttributesModifier>*
GetPrivateVisAttributesModifiers() const;
// So that privately accumulated vis attributes modifiers may be
// concatenated with the standard vis attributes modifiers for commands
// such as /vis/viewer/set/all and /vis/viewer/save.
void SetViewParameters (const G4ViewParameters& vp);
void SetDefaultViewParameters (const G4ViewParameters& vp);
//////////////////////////////////////////////////////////////
// Public utility functions.
const G4VisAttributes* GetApplicableVisAttributes
(const G4VisAttributes*) const;
void SetNeedKernelVisit (G4bool need);
// Sets individual need-visit flag.
void NeedKernelVisit ();
// Flags all views the need to re-visit the GEANT4 kernel to refresh
// the scene.
void ProcessView ();
// Used by DrawView (). Invokes SetView (). The basic logic is here.
protected:
//////////////////////////////////////////////////////////////
// Protected utility functions.
void SetTouchable
(const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath);
// Set the touchable for /vis/touchable/set/... commands.
void TouchableSetVisibility
(const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath,
G4bool visibility);
// Set the touchable visibility attribute.
// Changes the Vis Attribute Modifiers WITHOUT triggering a rebuild.
void TouchableSetColour
(const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath,
const G4Colour&);
// Set the touchable colour attribute.
// Changes the Vis Attribute Modifiers WITHOUT triggering a rebuild.
class G4Spline
{
public:
// Constructors and destructor
G4Spline();
~G4Spline();
// Operations
void AddSplinePoint(const G4Vector3D& v);
G4Vector3D GetInterpolatedSplinePoint(float t); // t = 0...1; 0=vp[0] ... 1=vp[max]
int GetNumPoints();
G4Vector3D GetPoint(int);
// method for computing the Catmull-Rom parametric equation
// given a time (t) and a vector quadruple (p1,p2,p3,p4).
G4Vector3D CatmullRom_Eq(float t, const G4Vector3D& p1, const G4Vector3D& p2,
const G4Vector3D& p3, const G4Vector3D& p4);
private:
std::vector<G4Vector3D> vp;
float delta_t;
};
//////////////////////////////////////////////////////////////
// Data members
G4VSceneHandler& fSceneHandler; // Abstract scene for this view.
G4int fViewId; // Id of this instance.
G4String fName;
G4String fShortName; // Up to first ' ' character, if any.
G4ViewParameters fVP; // View parameters.
G4ViewParameters fDefaultVP; // Default view parameters.
//////////////////////////////////////////////////////////////
// Other parameters.
G4bool fNeedKernelVisit; // See DrawView() for comments.
};
#include "G4VViewer.icc"
/*********************************************
Here is a minimal DrawView () as it might be implemented in the
concrete viewer.
void G4VViewer::DrawView () { // Default - concrete view usually overrides.
// First, a view should decide when to re-visit the G4 kernel.
// Sometimes it might not be necessary, e.g., if the scene is stored
// in a graphical database (e.g., OpenGL's display lists) and only
// the viewing angle has changed. But graphics systems without a
// graphical database will always need to visit the G4 kernel.
NeedKernelVisit (); // Default is - always visit G4 kernel.
// Note: this routine sets the fNeedKernelVisit flag of *all* the views of
// the scene.
ProcessView (); // The basic logic is here.
// Then a view may have more to do, e.g., display the graphical
// database. That code should come here before finally...
FinishView (); // Flush streams and/or swap buffers.
}
*********************************************/
#endif