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geant4/source/visualization/OpenInventor/src/SoTrd.cc
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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 *
// * 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: SoTrd.cc,v 1.8 2006/06/29 21:23:05 gunter Exp $
// GEANT4 tag $Name: geant4-09-02 $
//
/*-----------------------------HEPVis---------------------------------------*/
/* */
/* Node: SoTrd */
/* Description: Represents the G4Trd Geant Geometry entity */
/* Author: Joe Boudreau Nov 11 1996 */
/* */
/*--------------------------------------------------------------------------*/
#ifdef G4VIS_BUILD_OI_DRIVER
#include <assert.h>
#include <cmath>
#include <Inventor/SbBox.h>
#include <Inventor/actions/SoAction.h>
#include <Inventor/fields/SoSFFloat.h>
#include <Inventor/misc/SoChildList.h>
#include <Inventor/nodes/SoSeparator.h>
#include <Inventor/nodes/SoIndexedFaceSet.h>
#include <Inventor/nodes/SoNormal.h>
#include <Inventor/nodes/SoCoordinate3.h>
#include <Inventor/nodes/SoNormalBinding.h>
#include <Inventor/SoPrimitiveVertex.h>
#include <Inventor/elements/SoTextureCoordinateElement.h>
#include "HEPVis/SbMath.h"
#include "HEPVis/nodes/SoTrd.h"
// This statement is required
SO_NODE_SOURCE(SoTrd)
// initClass
void SoTrd::initClass(){
SO_NODE_INIT_CLASS(SoTrd,SoShape,"Shape");
}
// Constructor
SoTrd::SoTrd() {
// This statement is required
SO_NODE_CONSTRUCTOR(SoTrd);
// Data fields are initialized like this:
SO_NODE_ADD_FIELD(fDx1,(1.0));
SO_NODE_ADD_FIELD(fDx2,(1.0));
SO_NODE_ADD_FIELD(fDy1,(1.0));
SO_NODE_ADD_FIELD(fDy2,(1.0));
SO_NODE_ADD_FIELD(fDz,(1.0));
SO_NODE_ADD_FIELD(alternateRep,(NULL));
children = new SoChildList(this);
}
// Destructor
SoTrd::~SoTrd() {
delete children;
}
// generatePrimitives
void SoTrd::generatePrimitives(SoAction *action) {
// This variable is used to store each vertex
SoPrimitiveVertex pv;
// Access the stat from the action
SoState *state = action->getState();
// See if we have to use a texture coordinate function,
// rather than generating explicit texture coordinates.
SbBool useTexFunction=
(SoTextureCoordinateElement::getType(state) ==
SoTextureCoordinateElement::FUNCTION);
// If we need to generate texture coordinates with a function,
// we'll need an SoGLTextureCoordinateElement. Otherwise, we'll
// set up the coordinates directly.
const SoTextureCoordinateElement *tce = NULL;
SbVec4f texCoord;
if (useTexFunction) {
tce = SoTextureCoordinateElement::getInstance(state);
}
else {
texCoord[2] = 0.0;
texCoord[3] = 1.0;
}
SbVec3f point, normal;
//////////////////////////////////////////
//----------------------------------------
#define GEN_VERTEX(pv,x,y,z,s,t,nx,ny,nz) \
point.setValue(x,y,z); \
normal.setValue(nx,ny,nz); \
if (useTexFunction) { \
texCoord=tce->get(point,normal); \
} \
else { \
texCoord[0]=s; \
texCoord[1]=t; \
} \
pv.setPoint(point); \
pv.setNormal(normal); \
pv.setTextureCoords(texCoord); \
shapeVertex(&pv);
//----------------------------------------
//////////////////////////////////////////
const int NPOINTS=8, NFACES=6, NINDICES = NFACES*5;
int indices[NINDICES] = {3,2,1,0, SO_END_FACE_INDEX, //z back.
4,5,6,7, SO_END_FACE_INDEX, //z front.
0,1,5,4, SO_END_FACE_INDEX, //y up.
1,2,6,5, SO_END_FACE_INDEX, //x left.
2,3,7,6, SO_END_FACE_INDEX, //y down.
3,0,4,7, SO_END_FACE_INDEX}; //x right.
// points for the eight vertices
float points[NPOINTS][3];
points[0][0] = fDx1.getValue();
points[0][1] = fDy1.getValue();
points[0][2] = -fDz.getValue();
points[1][0] = -fDx1.getValue();
points[1][1] = fDy1.getValue();
points[1][2] = -fDz.getValue();
points[2][0] = -fDx1.getValue();
points[2][1] = -fDy1.getValue();
points[2][2] = -fDz.getValue();
points[3][0] = fDx1.getValue();
points[3][1] = -fDy1.getValue();
points[3][2] = -fDz.getValue();
points[4][0] = fDx2.getValue();
points[4][1] = fDy2.getValue();
points[4][2] = fDz.getValue();
points[5][0] = -fDx2.getValue();
points[5][1] = fDy2.getValue();
points[5][2] = fDz.getValue();
points[6][0] = -fDx2.getValue();
points[6][1] = -fDy2.getValue();
points[6][2] = fDz.getValue();
points[7][0] = fDx2.getValue();
points[7][1] = -fDy2.getValue();
points[7][2] = fDz.getValue();
float t1 = FATAN((fDx2.getValue()-fDx1.getValue())/(2*fDz.getValue()));
float t2 = FATAN((fDy2.getValue()-fDy1.getValue())/(2*fDz.getValue()));
float st1 = FSIN(t1);
float st2 = FSIN(t2);
float ct1 = FCOS(t1);
float ct2 = FCOS(t2);
float normals[NFACES][3];
//z back.
normals[0][0] = 0 ; normals[0][1] = 0; normals [0][2] = -1;
//z front.
normals[1][0] = 0 ; normals[1][1] = 0; normals [1][2] = 1;
//y up.
normals[2][0] = 0 ; normals[2][1] = ct2; normals [2][2] = -st2;
//x left.
normals[3][0] = -ct1; normals[3][1] = 0; normals [3][2] = -st1;
//y down.
normals[4][0] = 0 ; normals[4][1] = -ct2; normals [4][2] = -st2;
//x right.
normals[5][0] = ct1; normals[5][1] = 0; normals [5][2] = -st1;
float x,y,z;
int index;
for (int nf=0;nf<NFACES;nf++) {
beginShape(action,TRIANGLE_FAN);
index = indices[nf * 5];
x = points[index][0];
y = points[index][1];
z = points[index][2];
GEN_VERTEX(pv,x,y,z,0.0,0.0,normals[nf][0],normals[nf][1],normals[nf][2]);
index = indices[nf * 5 + 1];
x = points[index][0];
y = points[index][1];
z = points[index][2];
GEN_VERTEX(pv,x,y,z,0.0,0.0,normals[nf][0],normals[nf][1],normals[nf][2]);
index = indices[nf * 5 + 2];
x = points[index][0];
y = points[index][1];
z = points[index][2];
GEN_VERTEX(pv,x,y,z,0.0,0.0,normals[nf][0],normals[nf][1],normals[nf][2]);
index = indices[nf * 5 + 3];
x = points[index][0];
y = points[index][1];
z = points[index][2];
GEN_VERTEX(pv,x,y,z,0.0,0.0,normals[nf][0],normals[nf][1],normals[nf][2]);
endShape();
}
}
// getChildren
SoChildList *SoTrd::getChildren() const {
return children;
}
// computeBBox
void SoTrd::computeBBox(SoAction *, SbBox3f &box, SbVec3f &center ){
float fDx= fDx1.getValue(),fDy=fDy1.getValue();
if (fDx2.getValue() > fDx) fDx = fDx2.getValue();
if (fDy2.getValue() > fDy) fDy = fDy2.getValue();
SbVec3f vmin(-fDx,-fDy,-fDz.getValue()),
vmax( fDx, fDy, fDz.getValue());
center.setValue(0,0,0);
box.setBounds(vmin,vmax);
}
// updateChildren
void SoTrd::updateChildren() {
// Redraw the G4Trd....
assert(children->getLength()==1);
SoSeparator *sep = (SoSeparator *) ( *children)[0];
SoCoordinate3 *theCoordinates = (SoCoordinate3 *) ( sep->getChild(0));
SoNormal *theNormals = (SoNormal *) ( sep->getChild(1));
SoNormalBinding *theNormalBinding = (SoNormalBinding *) ( sep->getChild(2));
SoIndexedFaceSet *theFaceSet = (SoIndexedFaceSet *) ( sep->getChild(3));
const int NPOINTS=8, NFACES=6, NINDICES = NFACES*5;
float points[NPOINTS][3];
float normals[NFACES][3]= {{0,0,-1}, {0,0,1}, {0,1,0}, {-1, 0, 0}, {0, -1, 0}, {1,0,0}};
// Indices for the eight faces
#ifdef INVENTOR2_0
static long
#else
static int32_t
#endif
indices[NINDICES] = {3,2,1,0, SO_END_FACE_INDEX, // bottom
4,5,6,7, SO_END_FACE_INDEX, // top
0,1,5,4, SO_END_FACE_INDEX,
1,2,6,5, SO_END_FACE_INDEX,
2,3,7,6, SO_END_FACE_INDEX,
3,0,4,7, SO_END_FACE_INDEX};
// points for the eight vertices
points[0][0] = fDx1.getValue(); points[0][1] = fDy1.getValue(); points[0][2] = -fDz.getValue();
points[1][0] = -fDx1.getValue(); points[1][1] = fDy1.getValue(); points[1][2] = -fDz.getValue();
points[2][0] = -fDx1.getValue(); points[2][1] = -fDy1.getValue(); points[2][2] = -fDz.getValue();
points[3][0] = fDx1.getValue(); points[3][1] = -fDy1.getValue(); points[3][2] = -fDz.getValue();
points[4][0] = fDx2.getValue(); points[4][1] = fDy2.getValue(); points[4][2] = fDz.getValue();
points[5][0] = -fDx2.getValue(); points[5][1] = fDy2.getValue(); points[5][2] = fDz.getValue();
points[6][0] = -fDx2.getValue(); points[6][1] = -fDy2.getValue(); points[6][2] = fDz.getValue();
points[7][0] = fDx2.getValue(); points[7][1] = -fDy2.getValue(); points[7][2] = fDz.getValue();
float t1 = FATAN((fDx2.getValue()-fDx1.getValue())/(2*fDz.getValue()));
float t2 = FATAN((fDy2.getValue()-fDy1.getValue())/(2*fDz.getValue()));
float st1 = FSIN(t1);
float st2 = FSIN(t2);
float ct1 = FCOS(t1);
float ct2 = FCOS(t2);
normals[0][0] = 0 ; normals[0][1] = 0; normals [0][2] = -1;
normals[1][0] = 0 ; normals[1][1] = 0; normals [1][2] = 1;
normals[2][0] = 0 ; normals[2][1] = ct2; normals [2][2] = -st2;
normals[3][0] = -ct1; normals[3][1] = 0; normals [3][2] = -st1;
normals[4][0] = 0 ; normals[4][1] = -ct2; normals [4][2] = -st2;
normals[5][0] = ct1; normals[5][1] = 0; normals [5][2] = -st1;
for (int np=0;np<NPOINTS;np++) theCoordinates->point.set1Value(np,points[np][0],points[np][1],points[np][2]);
theFaceSet->coordIndex.setValues(0,NINDICES,indices);
for (int nf=0;nf<NFACES;nf++) theNormals->vector.set1Value(nf,normals[nf][0],normals[nf][1],normals[nf][2]);
theNormalBinding->value=SoNormalBinding::PER_FACE;
}
// generateChildren
void SoTrd::generateChildren() {
// This routines creates one SoSeparator, one SoCoordinate3, and
// one SoLineSet, and puts it in the child list. This is done only
// once, whereas redrawing the position of the coordinates occurs each
// time an update is necessary, in the updateChildren routine.
assert(children->getLength() ==0);
SoSeparator *sep = new SoSeparator();
SoCoordinate3 *theCoordinates = new SoCoordinate3();
SoNormal *theNormals = new SoNormal();
SoNormalBinding *theNormalBinding = new SoNormalBinding();
SoIndexedFaceSet *theFaceSet = new SoIndexedFaceSet();
//
// This line costs some in render quality! but gives speed.
//
sep->addChild(theCoordinates);
sep->addChild(theNormals);
sep->addChild(theNormalBinding);
sep->addChild(theFaceSet);
children->append(sep);
}
// generateAlternateRep
void SoTrd::generateAlternateRep() {
// This routine sets the alternate representation to the child
// list of this mode.
if (children->getLength() == 0) generateChildren();
updateChildren();
alternateRep.setValue((SoSeparator *) ( *children)[0]);
}
// clearAlternateRep
void SoTrd::clearAlternateRep() {
alternateRep.setValue(NULL);
}
#endif