657 lines
23 KiB
C++
657 lines
23 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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//
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//
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//
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// John Allison 27th March 1996
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// Abstract interface class for graphics views.
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#include "G4VViewer.hh"
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#include "G4Timer.hh"
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#include "G4ios.hh"
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#include <sstream>
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#include "G4VisManager.hh"
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#include "G4VGraphicsSystem.hh"
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#include "G4VSceneHandler.hh"
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#include "G4Scene.hh"
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#include "G4PhysicalVolumeStore.hh"
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#include "G4VPhysicalVolume.hh"
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#include "G4Transform3D.hh"
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#include "G4UImanager.hh"
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#include "G4UIsession.hh"
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#include "G4VInteractiveSession.hh"
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G4VViewer::G4VViewer (G4VSceneHandler& sceneHandler,
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G4int id, const G4String& name):
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fSceneHandler (sceneHandler),
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fViewId (id),
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//fModified (true),
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fNeedKernelVisit (true)
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{
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if (name == "") {
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std::ostringstream ost;
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ost << fSceneHandler.GetName () << '-' << fViewId;
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fName = ost.str();
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}
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else {
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fName = name;
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}
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fShortName = fName.substr(0, fName.find (' '));
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G4StrUtil::strip(fShortName);
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fVP = G4VisManager::GetInstance()->GetDefaultViewParameters();
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fDefaultVP = fVP;
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fSceneTree.SetType(G4SceneTreeItem::root);
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}
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G4VViewer::~G4VViewer () {
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fSceneHandler.RemoveViewerFromList(this);
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}
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void G4VViewer::SetName (const G4String& name) {
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fName = name;
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fShortName = fName.substr(0, fName.find (' '));
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G4StrUtil::strip(fShortName);
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}
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void G4VViewer::NeedKernelVisit () {
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fNeedKernelVisit = true;
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// At one time I thought we'd better notify all viewers. But I guess
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// each viewer can take care of itself, so the following code is
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// redundant (but keep it commented out for now). (John Allison)
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// Notify all viewers that a kernel visit is required.
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// const G4ViewerList& viewerList = fSceneHandler.GetViewerList ();
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// G4ViewerListConstIterator i;
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// for (i = viewerList.begin(); i != viewerList.end(); i++) {
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// (*i) -> SetNeedKernelVisit ();
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// }
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// ??...but, there's a problem in OpenGL Stored which seems to
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// require *all* viewers to revisit the kernel, so...
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// const G4ViewerList& viewerList = fSceneHandler.GetViewerList ();
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// G4ViewerListConstIterator i;
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// for (i = viewerList.begin(); i != viewerList.end(); i++) {
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// (*i) -> SetNeedKernelVisit (true);
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// }
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// Feb 2005 - commented out. Let's fix OpenGL if necessary.
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}
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void G4VViewer::FinishView () {}
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void G4VViewer::ShowView () {}
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void G4VViewer::ProcessView ()
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{
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// If the scene has changed, or if the concrete viewer has decided
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// that it necessary to visit the kernel, perhaps because the view
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// parameters have changed significantly (this should be done in the
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// concrete viewer's DrawView)...
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if (fNeedKernelVisit) {
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// Reset flag. This must be done before ProcessScene to prevent
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// recursive calls when recomputing transients...
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G4Timer timer;
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timer.Start();
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fNeedKernelVisit = false;
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fSceneHandler.ClearStore ();
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fSceneHandler.ProcessScene ();
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UpdateGUISceneTree();
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timer.Stop();
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fKernelVisitElapsedTimeSeconds = timer.GetRealElapsed();
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}
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}
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void G4VViewer::SetViewParameters (const G4ViewParameters& vp) {
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fVP = vp;
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}
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void G4VViewer::SetTouchable
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(const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath)
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{
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// Set the touchable for /vis/touchable/set/... commands.
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std::ostringstream oss;
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const auto& pvStore = G4PhysicalVolumeStore::GetInstance();
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for (const auto& pvNodeId: fullPath) {
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const auto& pv = pvNodeId.GetPhysicalVolume();
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auto iterator = find(pvStore->cbegin(),pvStore->cend(),pv);
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if (iterator == pvStore->cend()) {
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G4ExceptionDescription ed;
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ed << "Volume no longer in physical volume store.";
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G4Exception("G4VViewer::SetTouchable", "visman0401", JustWarning, ed);
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} else {
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oss
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<< ' ' << pvNodeId.GetPhysicalVolume()->GetName()
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<< ' ' << pvNodeId.GetCopyNo();
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}
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}
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G4UImanager::GetUIpointer()->ApplyCommand("/vis/set/touchable" + oss.str());
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}
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void G4VViewer::TouchableSetVisibility
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(const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath,
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G4bool visibiity)
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{
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// Changes the Vis Attribute Modifiers and scene tree WITHOUT triggering a rebuild.
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// The following is equivalent to
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// G4UImanager::GetUIpointer()->ApplyCommand("/vis/touchable/set/visibility ...");
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// (assuming the touchable has already been set), but avoids view rebuild.
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// Instantiate a working copy of a G4VisAttributes object...
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G4VisAttributes workingVisAtts;
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// and set the visibility.
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workingVisAtts.SetVisibility(visibiity);
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fVP.AddVisAttributesModifier
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(G4ModelingParameters::VisAttributesModifier
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(workingVisAtts,
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G4ModelingParameters::VASVisibility,
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G4PhysicalVolumeModel::GetPVNameCopyNoPath(fullPath)));
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// G4ModelingParameters::VASVisibility (VAS = Vis Attribute Signifier)
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// signifies that it is the visibility that should be picked out
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// and merged with the touchable's normal vis attributes.
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// Find scene tree item and set visibility
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// The scene tree works with strings
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G4String fullPathString = G4PhysicalVolumeModel::GetPVNamePathString(fullPath);
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std::list<G4SceneTreeItem>::iterator foundIter;
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if (fSceneTree.FindTouchableFromRoot(fullPathString,foundIter)) {
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foundIter->AccessVisAttributes().SetVisibility(visibiity);
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UpdateGUISceneTree();
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} else {
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G4ExceptionDescription ed;
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ed << "Touchable \"" << fullPath << "\" not found";
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G4Exception("G4VViewer::TouchableSetVisibility", "visman0402", JustWarning, ed);
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}
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}
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void G4VViewer::TouchableSetColour
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(const std::vector<G4PhysicalVolumeModel::G4PhysicalVolumeNodeID>& fullPath,
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const G4Colour& colour)
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{
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// Changes the Vis Attribute Modifiers and scene tree WITHOUT triggering a rebuild.
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// The following is equivalent to
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// G4UImanager::GetUIpointer()->ApplyCommand("/vis/touchable/set/colour ...");
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// (assuming the touchable has already been set), but avoids view rebuild.
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// Instantiate a working copy of a G4VisAttributes object...
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G4VisAttributes workingVisAtts;
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// and set the colour.
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workingVisAtts.SetColour(colour);
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fVP.AddVisAttributesModifier
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(G4ModelingParameters::VisAttributesModifier
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(workingVisAtts,
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G4ModelingParameters::VASColour,
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G4PhysicalVolumeModel::GetPVNameCopyNoPath(fullPath)));
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// G4ModelingParameters::VASColour (VAS = Vis Attribute Signifier)
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// signifies that it is the colour that should be picked out
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// and merged with the touchable's normal vis attributes.
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// Find scene tree item and set colour
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// The scene tree works with strings
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G4String fullPathString = G4PhysicalVolumeModel::GetPVNamePathString(fullPath);
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std::list<G4SceneTreeItem>::iterator foundIter;
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if (fSceneTree.FindTouchableFromRoot(fullPathString,foundIter)) {
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foundIter->AccessVisAttributes().SetColour(colour);
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UpdateGUISceneTree();
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} else {
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G4ExceptionDescription ed;
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ed << "Touchable \"" << fullPath << "\" not found";
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G4Exception("G4VViewer::TouchableSetColour", "visman0403", JustWarning, ed);
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}
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}
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void G4VViewer::UpdateGUISceneTree()
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{
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G4UImanager* UI = G4UImanager::GetUIpointer();
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auto uiWindow = dynamic_cast<G4VInteractiveSession*>(UI->GetG4UIWindow());
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if (uiWindow) uiWindow->UpdateSceneTree(fSceneTree);
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}
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void G4VViewer::SceneTreeScene::SetModel(G4VModel* pModel)
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{
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fpModel = pModel;
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auto& modelType = fpModel->GetType();
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auto& modelID = fpModel->GetGlobalDescription();
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FindOrInsertModel(modelType,modelID);
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}
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std::list<G4SceneTreeItem>::iterator G4VViewer::SceneTreeScene::FindOrInsertModel
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(const G4String& modelType,const G4String& modelID)
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{
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G4SceneTreeItem::Type type = G4SceneTreeItem::unidentified;
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if (dynamic_cast<G4PhysicalVolumeModel*>(fpModel)) {
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type = G4SceneTreeItem::pvmodel;
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} else {
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type = G4SceneTreeItem::model;
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}
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auto& rootItem = fpViewer->fSceneTree;
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rootItem.SetDescription(fpViewer->GetName());
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// Find appropriate model
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auto& modelItems = rootItem.AccessChildren();
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auto modelIter = modelItems.begin();
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auto pvModelIter = modelItems.end();
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for (; modelIter != modelItems.end(); ++modelIter) {
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if (modelIter->GetType() == G4SceneTreeItem::pvmodel) {
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pvModelIter = modelIter; // Last PV model
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}
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if (modelIter->GetModelDescription() == modelID) break;
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}
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if (modelIter == modelItems.end()) {
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// Model not seen before
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G4SceneTreeItem modelItem(type);
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modelItem.SetDescription("model");
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modelItem.SetModelType(modelType);
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modelItem.SetModelDescription(modelID);
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if (pvModelIter != modelItems.end() && // There was pre-existing PV Model...
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type == G4SceneTreeItem::pvmodel) { // ...and the new model is also PV...
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modelIter = rootItem.InsertChild(++pvModelIter,modelItem); // ...insert after, else...
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} else {
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modelIter = rootItem.InsertChild(modelIter,modelItem); // ...insert at end
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}
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} else {
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// Existing model - mark visible == active
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modelIter->AccessVisAttributes().SetVisibility(true);
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}
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return modelIter;
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}
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std::list<G4SceneTreeItem>::iterator G4VViewer::SceneTreeScene::FindOrInsertTouchable
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(const G4String& modelID, G4SceneTreeItem& mother,
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G4int depth, const G4String& partialPathString, const G4String& fullPathString)
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{
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auto pPVModel = dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
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if (pPVModel == nullptr) {
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G4ExceptionDescription ed;
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ed << fpModel->GetType() << ": not a Physical VolumeModel";
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G4Exception("G4VViewer::SceneTreeScene::FindOrInsertTouchable", "visman0404", FatalException, ed);
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}
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auto& children = mother.AccessChildren();
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auto childIter = children.begin();
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for (; childIter != children.end(); ++childIter) {
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if (childIter->GetPVPath() == partialPathString) break;
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}
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if (childIter != children.end()) {
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// Item already exists
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if (childIter->GetType() == G4SceneTreeItem::ghost) {
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// Previously it was a ghost - but maybe this time it's real
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if (partialPathString == fullPathString) {
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// Partial path string refers to the actual volume so it's a touchable
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childIter->SetType(G4SceneTreeItem::touchable);
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// Populate with information
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childIter->SetDescription(fpModel->GetCurrentTag());
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childIter->SetModelType(fpModel->GetType());
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childIter->SetModelDescription(modelID);
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childIter->SetPVPath(partialPathString);
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if (fpVisAttributes) childIter->SetVisAttributes(*fpVisAttributes);
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if (pPVModel) childIter->SetAttDefs(pPVModel->GetAttDefs());
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if (pPVModel) childIter->SetAttValues(pPVModel->CreateCurrentAttValues());
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} // Partial path string refers to an ancester - do nothing
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} else {
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// Already a pre-existing full touchable
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if (partialPathString == fullPathString) {
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// Partial path string refers to the actual volume
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// Replace vis attributes (if any) - they might have changed
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if (fpVisAttributes) childIter->SetVisAttributes(*fpVisAttributes);
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} // Partial path string refers to an ancester - do nothing
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}
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} else {
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// Item does not yet exist
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if (partialPathString == fullPathString) {
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// Partial path string refers to the actual volume
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// Insert new touchable item
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G4SceneTreeItem touchable(G4SceneTreeItem::touchable);
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touchable.SetExpanded(depth > 2? false: true);
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touchable.SetDescription(fpModel->GetCurrentTag());
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touchable.SetModelType(fpModel->GetType());
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touchable.SetModelDescription(modelID);
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touchable.SetPVPath(partialPathString);
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if (fpVisAttributes) touchable.SetVisAttributes(*fpVisAttributes);
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if (pPVModel) touchable.SetAttDefs(pPVModel->GetAttDefs());
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if (pPVModel) touchable.SetAttValues(pPVModel->CreateCurrentAttValues());
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childIter = mother.InsertChild(childIter,touchable);
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} else {
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// Partial path string refers to an ancester - it's what we call a "ghost"
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G4SceneTreeItem ghost(G4SceneTreeItem::ghost);
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ghost.SetExpanded(depth > 2? false: true);
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// Create a tag from the partial path
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std::istringstream iss(partialPathString);
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G4String name, copyNo;
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while (iss >> name >> copyNo);
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std::ostringstream oss;
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oss << name << ':' << copyNo;
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ghost.SetDescription(oss.str());
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ghost.SetModelType(fpModel->GetType());
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ghost.SetModelDescription(modelID);
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ghost.SetPVPath(partialPathString);
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ghost.AccessVisAttributes().SetVisibility(false);
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childIter = mother.InsertChild(childIter,ghost);
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}
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}
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return childIter;
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}
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void G4VViewer::SceneTreeScene::ProcessVolume(const G4VSolid&)
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{
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auto& modelType = fpModel->GetType();
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auto& modelID = fpModel->GetGlobalDescription();
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auto modelIter = FindOrInsertModel(modelType,modelID);
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auto pPVModel = dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
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if (pPVModel) { // G4PhysicalVolumeModel
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std::ostringstream oss; oss << pPVModel->GetFullPVPath();
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G4String fullPathString(oss.str()); // Has a leading space - OK
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// Navigate scene tree and find or insert touchables one by one
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const auto& nodeIDs = pPVModel->GetFullPVPath(); // std::vector<G4PhysicalVolumeNodeID>
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// Work down the path - "name id", then "name id name id", etc.
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G4String partialPathString;
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auto currentIter = modelIter;
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G4int depth = 0;
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for (const auto& nodeID: nodeIDs) {
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std::ostringstream oss1; oss1 << nodeID;
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partialPathString += ' ' + oss1.str(); // Has a leading space - OK
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currentIter = FindOrInsertTouchable
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(modelID, *currentIter, ++depth, partialPathString, fullPathString);
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}
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} else {
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// Orphan solid - what to do? Push an empty scene tree item????????????????????????
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}
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}
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std::vector <G4ThreeVector> G4VViewer::ComputeFlyThrough(G4Vector3D* /*aVect*/)
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{
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enum CurveType {
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Bezier,
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G4SplineTest};
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// Choose a curve type (for testing)
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// int myCurveType = Bezier;
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// number if step points
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G4int stepPoints = 500;
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G4Spline spline;
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// At the moment we don't use the aVect parameters, but build it here :
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// Good step points for exampleB5
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spline.AddSplinePoint(G4Vector3D(0,1000,-14000));
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spline.AddSplinePoint(G4Vector3D(0,1000,0));
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spline.AddSplinePoint(G4Vector3D(-4000,1000,4000));
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std::vector <G4ThreeVector> viewVect;
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// if(myCurveType == Bezier) {
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// Draw the spline
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for (G4int i = 0; i < stepPoints; ++i) {
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G4float t = (G4float)i / (G4float)stepPoints;
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G4Vector3D cameraPosition = spline.GetInterpolatedSplinePoint(t);
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// G4Vector3D targetPoint = spline.GetInterpolatedSplinePoint(t);
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// viewParam->SetViewAndLights(G4ThreeVector (cameraPosition.x(), cameraPosition.y(), cameraPosition.z()));
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// viewParam->SetCurrentTargetPoint(targetPoint);
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G4cout << "FLY CR("<< i << "):" << cameraPosition << G4endl;
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viewVect.push_back(G4ThreeVector (cameraPosition.x(), cameraPosition.y(), cameraPosition.z()));
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}
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// } else if (myCurveType == G4SplineTest) {
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/*
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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.
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This method add "stay straight" parameter which could be between 0 and 1 where the pass will follow exactly the line between the waypoints
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Ex : stay straight = 50%
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m1 = 3*(P1+P0)/2
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Ex : stay straight = 0%
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m1 = (P1+P0)/2
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P1
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/ \
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/ \
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a--x--b
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/ ° ° \
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/ ° ° \
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m1 m2
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/ \
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/ \
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/ \
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/ \
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P0 P2
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*/
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// G4Vector3D a;
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// G4Vector3D b;
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// G4Vector3D m1;
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// G4Vector3D m2;
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// G4Vector3D P0;
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// G4Vector3D P1;
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// G4Vector3D P2;
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// 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;
|
|
//
|
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// 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]);
|
|
}
|