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geant4/source/visualization/management/src/G4VViewer.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 *
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// * regarding this software system or assume any liability for its *
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// * *
// * 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 *
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// ********************************************************************
//
//
//
//
// John Allison 27th March 1996
// Abstract interface class for graphics views.
#include "G4VViewer.hh"
#include "G4Timer.hh"
#include "G4ios.hh"
#include <sstream>
#include "G4VisManager.hh"
#include "G4VGraphicsSystem.hh"
#include "G4VSceneHandler.hh"
#include "G4Scene.hh"
#include "G4PhysicalVolumeStore.hh"
#include "G4VPhysicalVolume.hh"
#include "G4Transform3D.hh"
#include "G4UImanager.hh"
#include "G4UIsession.hh"
#include "G4VInteractiveSession.hh"
G4VViewer::G4VViewer (G4VSceneHandler& sceneHandler,
G4int id, const G4String& name):
fSceneHandler (sceneHandler),
fViewId (id),
//fModified (true),
fNeedKernelVisit (true)
{
if (name == "") {
std::ostringstream ost;
ost << fSceneHandler.GetName () << '-' << fViewId;
fName = ost.str();
}
else {
fName = name;
}
fShortName = fName.substr(0, fName.find (' '));
G4StrUtil::strip(fShortName);
fVP = G4VisManager::GetInstance()->GetDefaultViewParameters();
fDefaultVP = fVP;
fSceneTree.SetType(G4SceneTreeItem::root);
}
G4VViewer::~G4VViewer () {
fSceneHandler.RemoveViewerFromList(this);
}
void G4VViewer::SetName (const G4String& name) {
fName = name;
fShortName = fName.substr(0, fName.find (' '));
G4StrUtil::strip(fShortName);
}
void G4VViewer::NeedKernelVisit () {
fNeedKernelVisit = true;
// At one time I thought we'd better notify all viewers. But I guess
// each viewer can take care of itself, so the following code is
// redundant (but keep it commented out for now). (John Allison)
// Notify all viewers that a kernel visit is required.
// const G4ViewerList& viewerList = fSceneHandler.GetViewerList ();
// G4ViewerListConstIterator i;
// for (i = viewerList.begin(); i != viewerList.end(); i++) {
// (*i) -> SetNeedKernelVisit ();
// }
// ??...but, there's a problem in OpenGL Stored which seems to
// require *all* viewers to revisit the kernel, so...
// const G4ViewerList& viewerList = fSceneHandler.GetViewerList ();
// G4ViewerListConstIterator i;
// for (i = viewerList.begin(); i != viewerList.end(); i++) {
// (*i) -> SetNeedKernelVisit (true);
// }
// Feb 2005 - commented out. Let's fix OpenGL if necessary.
}
void G4VViewer::FinishView () {}
void G4VViewer::ShowView () {}
void G4VViewer::ProcessView ()
{
// If the scene has changed, or if the concrete viewer has decided
// that it necessary to visit the kernel, perhaps because the view
// parameters have changed significantly (this should be done in the
// concrete viewer's DrawView)...
if (fNeedKernelVisit) {
// Reset flag. This must be done before ProcessScene to prevent
// recursive calls when recomputing transients...
G4Timer timer;
timer.Start();
fNeedKernelVisit = false;
fSceneHandler.ClearStore ();
fSceneHandler.ProcessScene ();
UpdateGUISceneTree();
timer.Stop();
fKernelVisitElapsedTimeSeconds = timer.GetRealElapsed();
}
}
void G4VViewer::SetViewParameters (const G4ViewParameters& vp) {
fVP = vp;
}
void G4VViewer::SetTouchable
(const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath)
{
// Set the touchable for /vis/touchable/set/... commands.
std::ostringstream oss;
const auto& pvStore = G4PhysicalVolumeStore::GetInstance();
for (const auto& pvNodeId: fullPath) {
const auto& pv = pvNodeId.GetPhysicalVolume();
auto iterator = find(pvStore->cbegin(),pvStore->cend(),pv);
if (iterator == pvStore->cend()) {
G4ExceptionDescription ed;
ed << "Volume no longer in physical volume store.";
G4Exception("G4VViewer::SetTouchable", "visman0401", JustWarning, ed);
} else {
oss
<< ' ' << pvNodeId.GetPhysicalVolume()->GetName()
<< ' ' << pvNodeId.GetCopyNo();
}
}
G4UImanager::GetUIpointer()->ApplyCommand("/vis/set/touchable" + oss.str());
}
void G4VViewer::TouchableSetVisibility
(const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath,
G4bool visibiity)
{
// Changes the Vis Attribute Modifiers and scene tree WITHOUT triggering a rebuild.
// The following is equivalent to
// G4UImanager::GetUIpointer()->ApplyCommand("/vis/touchable/set/visibility ...");
// (assuming the touchable has already been set), but avoids view rebuild.
// Instantiate a working copy of a G4VisAttributes object...
G4VisAttributes workingVisAtts;
// and set the visibility.
workingVisAtts.SetVisibility(visibiity);
fVP.AddVisAttributesModifier
(G4ModelingParameters::VisAttributesModifier
(workingVisAtts,
G4ModelingParameters::VASVisibility,
G4PhysicalVolumeModel::GetPVNameCopyNoPath(fullPath)));
// G4ModelingParameters::VASVisibility (VAS = Vis Attribute Signifier)
// signifies that it is the visibility that should be picked out
// and merged with the touchable's normal vis attributes.
// Find scene tree item and set visibility
// The scene tree works with strings
G4String fullPathString = G4PhysicalVolumeModel::GetPVNamePathString(fullPath);
std::list<G4SceneTreeItem>::iterator foundIter;
if (fSceneTree.FindTouchableFromRoot(fullPathString,foundIter)) {
foundIter->AccessVisAttributes().SetVisibility(visibiity);
UpdateGUISceneTree();
} else {
G4ExceptionDescription ed;
ed << "Touchable \"" << fullPath << "\" not found";
G4Exception("G4VViewer::TouchableSetVisibility", "visman0402", JustWarning, ed);
}
}
void G4VViewer::TouchableSetColour
(const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath,
const G4Colour& colour)
{
// Changes the Vis Attribute Modifiers and scene tree WITHOUT triggering a rebuild.
// The following is equivalent to
// G4UImanager::GetUIpointer()->ApplyCommand("/vis/touchable/set/colour ...");
// (assuming the touchable has already been set), but avoids view rebuild.
// Instantiate a working copy of a G4VisAttributes object...
G4VisAttributes workingVisAtts;
// and set the colour.
workingVisAtts.SetColour(colour);
fVP.AddVisAttributesModifier
(G4ModelingParameters::VisAttributesModifier
(workingVisAtts,
G4ModelingParameters::VASColour,
G4PhysicalVolumeModel::GetPVNameCopyNoPath(fullPath)));
// G4ModelingParameters::VASColour (VAS = Vis Attribute Signifier)
// signifies that it is the colour that should be picked out
// and merged with the touchable's normal vis attributes.
// Find scene tree item and set colour
// The scene tree works with strings
G4String fullPathString = G4PhysicalVolumeModel::GetPVNamePathString(fullPath);
std::list<G4SceneTreeItem>::iterator foundIter;
if (fSceneTree.FindTouchableFromRoot(fullPathString,foundIter)) {
foundIter->AccessVisAttributes().SetColour(colour);
UpdateGUISceneTree();
} else {
G4ExceptionDescription ed;
ed << "Touchable \"" << fullPath << "\" not found";
G4Exception("G4VViewer::TouchableSetColour", "visman0403", JustWarning, ed);
}
}
void G4VViewer::UpdateGUISceneTree()
{
G4UImanager* UI = G4UImanager::GetUIpointer();
auto uiWindow = dynamic_cast<G4VInteractiveSession*>(UI->GetG4UIWindow());
if (uiWindow) uiWindow->UpdateSceneTree(fSceneTree);
}
void G4VViewer::SceneTreeScene::SetModel(G4VModel* pModel)
{
fpModel = pModel;
auto& modelType = fpModel->GetType();
auto& modelID = fpModel->GetGlobalDescription();
FindOrInsertModel(modelType,modelID);
}
std::list<G4SceneTreeItem>::iterator G4VViewer::SceneTreeScene::FindOrInsertModel
(const G4String& modelType,const G4String& modelID)
{
G4SceneTreeItem::Type type = G4SceneTreeItem::unidentified;
if (dynamic_cast<G4PhysicalVolumeModel*>(fpModel)) {
type = G4SceneTreeItem::pvmodel;
} else {
type = G4SceneTreeItem::model;
}
auto& rootItem = fpViewer->fSceneTree;
rootItem.SetDescription(fpViewer->GetName());
// Find appropriate model
auto& modelItems = rootItem.AccessChildren();
auto modelIter = modelItems.begin();
auto pvModelIter = modelItems.end();
for (; modelIter != modelItems.end(); ++modelIter) {
if (modelIter->GetType() == G4SceneTreeItem::pvmodel) {
pvModelIter = modelIter; // Last PV model
}
if (modelIter->GetModelDescription() == modelID) break;
}
if (modelIter == modelItems.end()) {
// Model not seen before
G4SceneTreeItem modelItem(type);
modelItem.SetDescription("model");
modelItem.SetModelType(modelType);
modelItem.SetModelDescription(modelID);
if (pvModelIter != modelItems.end() && // There was pre-existing PV Model...
type == G4SceneTreeItem::pvmodel) { // ...and the new model is also PV...
modelIter = rootItem.InsertChild(++pvModelIter,modelItem); // ...insert after, else...
} else {
modelIter = rootItem.InsertChild(modelIter,modelItem); // ...insert at end
}
} else {
// Existing model - mark visible == active
modelIter->AccessVisAttributes().SetVisibility(true);
}
return modelIter;
}
std::list<G4SceneTreeItem>::iterator G4VViewer::SceneTreeScene::FindOrInsertTouchable
(const G4String& modelID, G4SceneTreeItem& mother,
G4int depth, const G4String& partialPathString, const G4String& fullPathString)
{
auto pPVModel = dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
if (pPVModel == nullptr) {
G4ExceptionDescription ed;
ed << fpModel->GetType() << ": not a Physical VolumeModel";
G4Exception("G4VViewer::SceneTreeScene::FindOrInsertTouchable", "visman0404", FatalException, ed);
}
auto& children = mother.AccessChildren();
auto childIter = children.begin();
for (; childIter != children.end(); ++childIter) {
if (childIter->GetPVPath() == partialPathString) break;
}
if (childIter != children.end()) {
// Item already exists
if (childIter->GetType() == G4SceneTreeItem::ghost) {
// Previously it was a ghost - but maybe this time it's real
if (partialPathString == fullPathString) {
// Partial path string refers to the actual volume so it's a touchable
childIter->SetType(G4SceneTreeItem::touchable);
// Populate with information
childIter->SetDescription(fpModel->GetCurrentTag());
childIter->SetModelType(fpModel->GetType());
childIter->SetModelDescription(modelID);
childIter->SetPVPath(partialPathString);
if (fpVisAttributes) childIter->SetVisAttributes(*fpVisAttributes);
if (pPVModel) childIter->SetAttDefs(pPVModel->GetAttDefs());
if (pPVModel) childIter->SetAttValues(pPVModel->CreateCurrentAttValues());
} // Partial path string refers to an ancester - do nothing
} else {
// Already a pre-existing full touchable
if (partialPathString == fullPathString) {
// Partial path string refers to the actual volume
// Replace vis attributes (if any) - they might have changed
if (fpVisAttributes) childIter->SetVisAttributes(*fpVisAttributes);
} // Partial path string refers to an ancester - do nothing
}
} else {
// Item does not yet exist
if (partialPathString == fullPathString) {
// Partial path string refers to the actual volume
// Insert new touchable item
G4SceneTreeItem touchable(G4SceneTreeItem::touchable);
touchable.SetExpanded(depth > 2? false: true);
touchable.SetDescription(fpModel->GetCurrentTag());
touchable.SetModelType(fpModel->GetType());
touchable.SetModelDescription(modelID);
touchable.SetPVPath(partialPathString);
if (fpVisAttributes) touchable.SetVisAttributes(*fpVisAttributes);
if (pPVModel) touchable.SetAttDefs(pPVModel->GetAttDefs());
if (pPVModel) touchable.SetAttValues(pPVModel->CreateCurrentAttValues());
childIter = mother.InsertChild(childIter,touchable);
} else {
// Partial path string refers to an ancester - it's what we call a "ghost"
G4SceneTreeItem ghost(G4SceneTreeItem::ghost);
ghost.SetExpanded(depth > 2? false: true);
// Create a tag from the partial path
std::istringstream iss(partialPathString);
G4String name, copyNo;
while (iss >> name >> copyNo);
std::ostringstream oss;
oss << name << ':' << copyNo;
ghost.SetDescription(oss.str());
ghost.SetModelType(fpModel->GetType());
ghost.SetModelDescription(modelID);
ghost.SetPVPath(partialPathString);
ghost.AccessVisAttributes().SetVisibility(false);
childIter = mother.InsertChild(childIter,ghost);
}
}
return childIter;
}
void G4VViewer::SceneTreeScene::ProcessVolume(const G4VSolid&)
{
auto& modelType = fpModel->GetType();
auto& modelID = fpModel->GetGlobalDescription();
auto modelIter = FindOrInsertModel(modelType,modelID);
auto pPVModel = dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
if (pPVModel) { // G4PhysicalVolumeModel
std::ostringstream oss; oss << pPVModel->GetFullPVPath();
G4String fullPathString(oss.str()); // Has a leading space - OK
// Navigate scene tree and find or insert touchables one by one
const auto& nodeIDs = pPVModel->GetFullPVPath(); // std::vector<G4PhysicalVolumeNodeID>
// Work down the path - "name id", then "name id name id", etc.
G4String partialPathString;
auto currentIter = modelIter;
G4int depth = 0;
for (const auto& nodeID: nodeIDs) {
std::ostringstream oss1; oss1 << nodeID;
partialPathString += ' ' + oss1.str(); // Has a leading space - OK
currentIter = FindOrInsertTouchable
(modelID, *currentIter, ++depth, partialPathString, fullPathString);
}
} else {
// Orphan solid - what to do? Push an empty scene tree item????????????????????????
}
}
std::vector <G4ThreeVector> G4VViewer::ComputeFlyThrough(G4Vector3D* /*aVect*/)
{
enum CurveType {
Bezier,
G4SplineTest};
// Choose a curve type (for testing)
// int myCurveType = Bezier;
// number if step points
G4int stepPoints = 500;
G4Spline spline;
// At the moment we don't use the aVect parameters, but build it here :
// Good step points for exampleB5
spline.AddSplinePoint(G4Vector3D(0,1000,-14000));
spline.AddSplinePoint(G4Vector3D(0,1000,0));
spline.AddSplinePoint(G4Vector3D(-4000,1000,4000));
std::vector <G4ThreeVector> viewVect;
// if(myCurveType == Bezier) {
// Draw the spline
for (G4int i = 0; i < stepPoints; ++i) {
G4float t = (G4float)i / (G4float)stepPoints;
G4Vector3D cameraPosition = spline.GetInterpolatedSplinePoint(t);
// G4Vector3D targetPoint = spline.GetInterpolatedSplinePoint(t);
// viewParam->SetViewAndLights(G4ThreeVector (cameraPosition.x(), cameraPosition.y(), cameraPosition.z()));
// viewParam->SetCurrentTargetPoint(targetPoint);
G4cout << "FLY CR("<< i << "):" << cameraPosition << G4endl;
viewVect.push_back(G4ThreeVector (cameraPosition.x(), cameraPosition.y(), cameraPosition.z()));
}
// } else if (myCurveType == G4SplineTest) {
/*
This method is a inspire from a Bezier curve. The problem of the Bezier curve is that the path does not go straight between two waypoints.
This method add "stay straight" parameter which could be between 0 and 1 where the pass will follow exactly the line between the waypoints
Ex : stay straight = 50%
m1 = 3*(P1+P0)/2
Ex : stay straight = 0%
m1 = (P1+P0)/2
P1
/ \
/ \
a--x--b
/ ° ° \
/ ° ° \
m1 m2
/ \
/ \
/ \
/ \
P0 P2
*/
// G4Vector3D a;
// G4Vector3D b;
// G4Vector3D m1;
// G4Vector3D m2;
// G4Vector3D P0;
// G4Vector3D P1;
// G4Vector3D P2;
// G4double stayStraight = 0;
// G4double bezierSpeed = 0.4; // Spend 40% time in bezier curve (time between m1-m2 is 40% of time between P0-P1)
//
// G4Vector3D firstPoint;
// G4Vector3D lastPoint;
//
// float nbBezierSteps = (stepPoints * bezierSpeed*(1-stayStraight)) * (2./spline.GetNumPoints());
// float nbFirstSteps = ((stepPoints/2-nbBezierSteps/2) /(1+stayStraight)) * (2./spline.GetNumPoints());
//
// // First points
// firstPoint = spline.GetPoint(0);
// lastPoint = (firstPoint + spline.GetPoint(1))/2;
//
// for( float j=0; j<1; j+= 1/nbFirstSteps) {
// G4ThreeVector pt = firstPoint + (lastPoint - firstPoint) * j;
// viewVect.push_back(pt);
// G4cout << "FLY Bezier A1("<< viewVect.size()<< "):" << pt << G4endl;
// }
//
// for (int i = 0; i < spline.GetNumPoints()-2; i++) {
// P0 = spline.GetPoint(i);
// P1 = spline.GetPoint(i+1);
// P2 = spline.GetPoint(i+2);
//
// m1 = P1 - (P1-P0)*(1-stayStraight)/2;
// m2 = P1 + (P2-P1)*(1-stayStraight)/2;
//
// // We have to get straight path from (middile of P0-P1) to (middile of P0-P1 + (dist P0-P1) * stayStraight/2)
// if (stayStraight >0) {
//
// firstPoint = (P0 + P1)/2;
// lastPoint = (P0 + P1)/2 + (P1-P0)*stayStraight/2;
//
// for( float j=0; j<1; j+= 1/(nbFirstSteps*stayStraight)) {
// G4ThreeVector pt = firstPoint + (lastPoint - firstPoint)* j;
// viewVect.push_back(pt);
// G4cout << "FLY Bezier A2("<< viewVect.size()<< "):" << pt << G4endl;
// }
// }
// // Compute Bezier curve
// for( float delta = 0 ; delta < 1 ; delta += 1/nbBezierSteps)
// {
// // The Green Line
// a = m1 + ( (P1 - m1) * delta );
// b = P1 + ( (m2 - P1) * delta );
//
// // Final point
// G4ThreeVector pt = a + ((b-a) * delta );
// viewVect.push_back(pt);
// G4cout << "FLY Bezier("<< viewVect.size()<< "):" << pt << G4endl;
// }
//
// // We have to get straight path
// if (stayStraight >0) {
// firstPoint = (P1 + P2)/2 - (P2-P1)*stayStraight/2;
// lastPoint = (P1 + P2)/2;
//
// for( float j=0; j<1; j+= 1/(nbFirstSteps*stayStraight)) {
// G4ThreeVector pt = firstPoint + (lastPoint - firstPoint)* j;
// viewVect.push_back(pt);
// G4cout << "FLY Bezier B1("<< viewVect.size()<< "):" << pt << G4endl;
// }
// }
// }
//
// // last points
// firstPoint = spline.GetPoint(spline.GetNumPoints()-2);
// lastPoint = spline.GetPoint(spline.GetNumPoints()-1);
// for( float j=1; j>0; j-= 1/nbFirstSteps) {
// G4ThreeVector pt = lastPoint - ((lastPoint-firstPoint)*((1-stayStraight)/2) * j );
// viewVect.push_back(pt);
// G4cout << "FLY Bezier B2("<< viewVect.size()<< "):" << pt << G4endl;
// }
// }
return viewVect;
}
#ifdef G4MULTITHREADED
void G4VViewer::DoneWithMasterThread () {
// G4cout << "G4VViewer::DoneWithMasterThread" << G4endl;
}
void G4VViewer::MovingToMasterThread () {
// G4cout << "G4VViewer::MovingToMasterThread" << G4endl;
}
void G4VViewer::SwitchToVisSubThread () {
// G4cout << "G4VViewer::SwitchToVisSubThread" << G4endl;
}
void G4VViewer::DoneWithVisSubThread () {
// G4cout << "G4VViewer::DoneWithVisSubThread" << G4endl;
}
void G4VViewer::MovingToVisSubThread () {
// G4cout << "G4VViewer::MovingToVisSubThread" << G4endl;
}
void G4VViewer::SwitchToMasterThread () {
// G4cout << "G4VViewer::SwitchToMasterThread" << G4endl;
}
#endif
std::ostream& operator << (std::ostream& os, const G4VViewer& v) {
os << "View " << v.fName << ":\n";
os << v.fVP;
return os;
}
// ===== G4Spline class =====
G4VViewer::G4Spline::G4Spline()
: vp(), delta_t(0)
{
}
G4VViewer::G4Spline::~G4Spline()
{}
// Solve the Catmull-Rom parametric equation for a given time(t) and vector quadruple (p1,p2,p3,p4)
G4Vector3D G4VViewer::G4Spline::CatmullRom_Eq(G4float t, const G4Vector3D& p1, const G4Vector3D& p2, const G4Vector3D& p3, const G4Vector3D& p4)
{
G4float t2 = t * t;
G4float t3 = t2 * t;
G4float b1 = .5 * ( -t3 + 2*t2 - t);
G4float b2 = .5 * ( 3*t3 - 5*t2 + 2);
G4float b3 = .5 * (-3*t3 + 4*t2 + t);
G4float b4 = .5 * ( t3 - t2 );
return (p1*b1 + p2*b2 + p3*b3 + p4*b4);
}
void G4VViewer::G4Spline::AddSplinePoint(const G4Vector3D& v)
{
vp.push_back(v);
delta_t = (G4float)1 / (G4float)vp.size();
}
G4Vector3D G4VViewer::G4Spline::GetPoint(G4int a)
{
return vp[a];
}
G4int G4VViewer::G4Spline::GetNumPoints()
{
return (G4int)vp.size();
}
G4Vector3D G4VViewer::G4Spline::GetInterpolatedSplinePoint(G4float t)
{
// Find out in which interval we are on the spline
G4int p = (G4int)(t / delta_t);
// Compute local control point indices
#define BOUNDS(pp) { if (pp < 0) pp = 0; else if (pp >= (G4int)vp.size()-1) pp = (G4int)vp.size() - 1; }
G4int p0 = p - 1; BOUNDS(p0);
G4int p1 = p; BOUNDS(p1);
G4int p2 = p + 1; BOUNDS(p2);
G4int p3 = p + 2; BOUNDS(p3);
// Relative (local) time
G4float lt = (t - delta_t*p) / delta_t;
// Interpolate
return CatmullRom_Eq(lt, vp[p0], vp[p1], vp[p2], vp[p3]);
}