Files
geant4/source/visualization/management/include/G4VisManager.hh
T
2016-06-09 12:11:21 +02:00

356 lines
14 KiB
C++

//
// ********************************************************************
// * DISCLAIMER *
// * *
// * The following disclaimer summarizes all the specific disclaimers *
// * of contributors to this software. The specific disclaimers,which *
// * govern, are listed with their locations in: *
// * http://cern.ch/geant4/license *
// * *
// * 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. *
// * *
// * This code implementation is the intellectual property of the *
// * GEANT4 collaboration. *
// * By copying, distributing or modifying the Program (or any work *
// * based on the Program) you indicate your acceptance of this *
// * statement, and all its terms. *
// ********************************************************************
//
//
// $Id: G4VisManager.hh,v 1.38 2005/03/09 23:48:15 allison Exp $
// GEANT4 tag $Name: geant4-07-01 $
//
//
// Class Description:
//
// The GEANT4 Visualization Manager - John Allison 02/Jan/1996.
//
// G4VisManager is a "Singleton", i.e., only one instance of it or any
// derived class may exist. A G4Exception is thrown if an attempt is
// made to instantiate more than one.
//
// It is also an abstract class, so the user must derive his/her own
// class from G4VisManager, implement the pure virtual function
// RegisterGraphicsSystems, and instantiate an object of the derived
// class - for an example see
// visualization/include/MyVisManager.hh/cc.
//
// The recommended way for users to obtain a pointer to the vis
// manager is with G4VVisManager::GetConcreteInstance (), being always
// careful to test for non-zero. This pointer is non-zero only when
// (a) an object of the derived class exists and (b) when there is a
// valid viewer available.
//
// Graphics system registration is normally done through the protected
// pure virtual function RegisterGraphicsSystems called from
// Initialise (). You can also use the public function
// RegisterGraphicsSystem (new MyGraphicsSystem) if you have your own
// graphics system.
//
// The VisManager creates graphics systems, scenes, scene handlers and
// viewers and manages them. You can have any number. It has the
// concept of a "current viewer", and the "current scene handler", the
// "current scene" and the "current graphics system" which go with it.
// You can select the current viewer. Most of the the operations of
// the VisManager take place with the current viewer, in particular,
// the Draw operations.
//
// Each scene comprises drawable objects such as detector components
// and hits when appropriate. A scene handler translates a scene into
// graphics-system-specific function calls and, possibly, a
// graphics-system-dependent database - display lists, scene graphs,
// etc. Each viewer has its "view parameters" (see class description
// of G4ViewParameters for available parameters and also for a
// description of the concept of a "standard view" and all that).
//
// A friend class G4VisStateDependent is "state dependent", i.e., it
// is notified on change of state (G4ApplicationState). This is used
// to message the G4VisManager to draw hits and trajectories in the
// current scene at the end of event, as required.
#ifndef G4VISMANAGER_HH
#define G4VISMANAGER_HH
#include "G4VVisManager.hh"
#include "globals.hh"
#include "G4GraphicsSystemList.hh"
#include "G4SceneHandlerList.hh"
#include "G4SceneList.hh"
#include "G4Transform3D.hh"
#include "G4NullModel.hh"
#include "G4TrajectoriesModel.hh"
#include "G4ModelingParameters.hh"
#include <iostream>
#include <vector>
class G4Scene;
class G4UIcommand;
class G4UImessenger;
class G4VisStateDependent;
class G4VUserVisAction;
class G4VisManager: public G4VVisManager {
// Friends - classes and functions which need access to private
// members of G4VisManager. This is mainly to obtain access to
// GetInstance (), which is private. The correct way for normal
// users to obtain a pointer to the vis manager is with
// G4VVisManager::GetConcreteInstance (), always testing for
// non-zero.
// Odd friends that need access to various methods of the G4VisManager...
friend class G4RTSteppingAction;
friend class G4RayTrajectory;
// Management friends...
friend class G4VSceneHandler;
friend class G4VViewer;
friend std::ostream & operator <<
(std::ostream &, const G4VGraphicsSystem &);
friend std::ostream & operator <<
(std::ostream &, const G4VSceneHandler &);
friend class G4VisStateDependent;
public: // With description
enum Verbosity {
quiet, // Nothing is printed.
startup, // Startup and endup messages are printed...
errors, // ...and errors...
warnings, // ...and warnings...
confirmations, // ...and confirming messages...
parameters, // ...and parameters of scenes and views...
all // ...and everything available.
};
// Simple graded message scheme.
protected: // With description
G4VisManager ();
// The constructor is protected so that an object of the derived
// class may be constructed.
public: // With description
virtual ~G4VisManager ();
private:
// Private copy constructor and assigment operator - copying and
// assignment not allowed. Keeps CodeWizard happy.
G4VisManager (const G4VisManager&);
G4VisManager& operator = (const G4VisManager&);
static G4VisManager* GetInstance ();
// Returns pointer to itself. Throws a G4Exception if called before
// instantiation. Private so that only friends can use; the normal
// user should instead use G4VVisManager::GetConcreteInstance () to
// get a "higher level" pointer for general use - but always test
// for non-zero.
public: // With description
void Initialise ();
void Initialize (); // Alias Initialise ().
G4bool RegisterGraphicsSystem (G4VGraphicsSystem* pSystem);
/////////////////////////////////////////////////////////////////
// Now functions that implement the pure virtual functions of
// G4VVisManager for drawing various visualization primitives, useful
// for representing hits, digis, etc.
void Draw (const G4Circle&,
const G4Transform3D& objectTransformation = G4Transform3D::Identity);
void Draw (const G4NURBS&,
const G4Transform3D& objectTransformation = G4Transform3D::Identity);
void Draw (const G4Polyhedron&,
const G4Transform3D& objectTransformation = G4Transform3D::Identity);
void Draw (const G4Polyline&,
const G4Transform3D& objectTransformation = G4Transform3D::Identity);
void Draw (const G4Polymarker&,
const G4Transform3D& objectTransformation = G4Transform3D::Identity);
void Draw (const G4Scale&,
const G4Transform3D& objectTransformation = G4Transform3D::Identity);
void Draw (const G4Square&,
const G4Transform3D& objectTransformation = G4Transform3D::Identity);
void Draw (const G4Text&,
const G4Transform3D& objectTransformation = G4Transform3D::Identity);
////////////////////////////////////////////////////////////////////
// Now functions that implement the pure virtual functions of
// G4VVisManager for drawing a GEANT4 object. Note that the
// visualization attributes needed in some cases override any
// visualization attributes that are associated with the object
// itself - thus you can, for example, change the colour of a
// physical volume.
void Draw (const G4VHit&);
void Draw (const G4VTrajectory&, G4int i_mode);
// i_mode is a parameter that can be used to control the drawing of
// the trajectory. See, e.g., G4VTrajectory::DrawTrajectory.
// i_mode defaults to 0 by inheritance from G4VVisManager.
void Draw (const G4LogicalVolume&, const G4VisAttributes&,
const G4Transform3D& objectTransformation = G4Transform3D::Identity);
void Draw (const G4VPhysicalVolume&, const G4VisAttributes&,
const G4Transform3D& objectTransformation = G4Transform3D::Identity);
void Draw (const G4VSolid&, const G4VisAttributes&,
const G4Transform3D& objectTransformation = G4Transform3D::Identity);
////////////////////////////////////////////////////////////////////////
// Now other pure virtual functions of G4VVisManager...
void GeometryHasChanged ();
// Used by run manager to notify change.
////////////////////////////////////////////////////////////////////////
// Administration routines.
void CreateSceneHandler (G4String name = "");
// Creates scene handler for the current system.
void CreateViewer (G4String name = "");
// Creates viewer for the current scene handler.
private:
void BeginOfRun ();
void BeginOfEvent ();
void EndOfEvent ();
// This is called on change of state (G4ApplicationState). It is
// used to draw hits and trajectories if included in the current
// scene at the end of event, as required.
void EndOfRun ();
public: // With description
/////////////////////////////////////////////////////////////////////
// Access functions.
void Enable();
void Disable();
// Global enable/disable functions.
G4VUserVisAction* GetUserAction () const;
G4VisExtent GetUserActionExtent () const;
G4VGraphicsSystem* GetCurrentGraphicsSystem () const;
G4Scene* GetCurrentScene () const;
G4VSceneHandler* GetCurrentSceneHandler () const;
G4VViewer* GetCurrentViewer () const;
const G4GraphicsSystemList& GetAvailableGraphicsSystems ();
// The above is non-const because it checks and updates the List by
// calling RegisterGraphicsSystems() if no graphics systems are
// already registered.
const G4SceneHandlerList& GetAvailableSceneHandlers () const;
const G4SceneList& GetSceneList () const;
Verbosity GetVerbosity () const;
void GetWindowSizeHint (G4int& xHint, G4int& yHint) const;
// Note: GetWindowSizeHint information is returned via the G4int& arguments.
void SetUserAction (G4VUserVisAction* pVisAction,
const G4VisExtent& = G4VisExtent::NullExtent);
void SetUserActionExtent (const G4VisExtent&);
void SetCurrentGraphicsSystem (G4VGraphicsSystem* pSystem);
void SetCurrentScene (G4Scene*);
void SetCurrentSceneHandler (G4VSceneHandler* pScene);
void SetCurrentViewer (G4VViewer* pView);
G4SceneHandlerList& SetAvailableSceneHandlers (); // Returns lvalue.
G4SceneList& SetSceneList (); // Returns lvalue.
void SetVerboseLevel (G4int);
void SetVerboseLevel (const G4String&);
void SetVerboseLevel (Verbosity);
void SetWindowSizeHint (G4int xHint, G4int yHint);
/////////////////////////////////////////////////////////////////////
// Utility functions.
G4String ViewerShortName (const G4String& viewerName) const;
// Returns shortened version of viewer name, i.e., up to first space,
// if any.
G4VViewer* GetViewer (const G4String& viewerName) const;
// Returns zero if not found. Can use long or short name, but find
// is done on short name.
static Verbosity GetVerbosityValue(const G4String&);
// Returns verbosity given a string. (Uses first character only.)
static Verbosity GetVerbosityValue(G4int);
// Returns verbosity given an integer. If integer is out of range,
// selects verbosity at extreme of range.
static G4String VerbosityString(Verbosity);
// Converts the verbosity into a string for suitable for printing.
static std::vector<G4String> VerbosityGuidanceStrings;
// Guidance on the use of visualization verbosity.
protected:
virtual void RegisterGraphicsSystems () = 0;
void RegisterMessengers (); // Command messengers.
void PrintAvailableGraphicsSystems () const;
void PrintInvalidPointers () const;
G4bool IsValidView ();
// True if view is valid. Prints messages and sanitises various data.
void ClearTransientStoreIfMarked();
// Clears transient store of current scene handler if it is marked
// for clearing. Assumes view is valid.
void CheckModel ();
// If a scene handler has no model, provides a null model.
static G4VisManager* fpInstance; // Pointer to single instance.
G4bool fInitialised;
G4VUserVisAction* fpUserVisAction; // User vis action callback.
G4VisExtent fUserVisActionExtent;
G4VGraphicsSystem* fpGraphicsSystem; // Current graphics system.
G4Scene* fpScene; // Current scene.
G4VSceneHandler* fpSceneHandler; // Current scene handler.
G4VViewer* fpViewer; // Current viewer.
G4GraphicsSystemList fAvailableGraphicsSystems;
G4SceneList fSceneList;
G4SceneHandlerList fAvailableSceneHandlers;
Verbosity fVerbosity;
const G4int fVerbose;
// fVerbose is kept for backwards compatibility for some user
// examples. (It is used in the derived user vis managers to print
// available graphics systems.) It is initialised to 1 in the
// constructor and cannot be changed.
std::vector<G4UImessenger*> fMessengerList;
std::vector<G4UIcommand*> fDirectoryList;
G4VisStateDependent* fpStateDependent; // Friend state dependent class.
G4int fWindowSizeHintX, fWindowSizeHintY; // For viewer construction.
G4NullModel fVisManagerNullModel; // As a default.
G4TrajectoriesModel dummyTrajectoriesModel; // For passing drawing mode.
G4ModelingParameters fVisManagerModelingParameters; // Useful memory.
};
#include "G4VisManager.icc"
#endif