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geant4/source/visualization/OpenInventor/src/G4OpenInventorSceneHandler.cc
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//
// ********************************************************************
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// * *
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// * the Geant4 Collaboration. It is provided under the terms and *
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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 *
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//
//
// $Id: G4OpenInventorSceneHandler.cc,v 1.50 2006/11/05 20:48:57 allison Exp $
// GEANT4 tag $Name: geant4-08-02 $
//
//
// Jeff Kallenbach 01 Aug 1996
// OpenInventor stored scene - creates OpenInventor display lists.
#ifdef G4VIS_BUILD_OI_DRIVER
// this :
#include "G4OpenInventorSceneHandler.hh"
#include <Inventor/SoPath.h>
#include <Inventor/SoNodeKitPath.h>
#include <Inventor/nodes/SoCoordinate3.h>
#include <Inventor/nodes/SoCoordinate4.h>
#include <Inventor/nodes/SoSeparator.h>
#include <Inventor/nodes/SoDrawStyle.h>
#include <Inventor/nodes/SoLightModel.h>
#include <Inventor/nodes/SoMaterial.h>
#include <Inventor/nodes/SoLineSet.h>
#include <Inventor/nodes/SoCube.h>
#include <Inventor/nodes/SoSphere.h>
#include <Inventor/nodes/SoFont.h>
#include <Inventor/nodes/SoText2.h>
#include <Inventor/nodes/SoFaceSet.h>
#include <Inventor/nodes/SoNormal.h>
#include <Inventor/nodes/SoNormalBinding.h>
#include <Inventor/nodes/SoComplexity.h>
#include <Inventor/nodes/SoNurbsSurface.h>
#include <Inventor/nodes/SoTranslation.h>
#include <Inventor/nodes/SoTransform.h>
#include <Inventor/nodes/SoResetTransform.h>
#include <Inventor/nodes/SoMatrixTransform.h>
#define USE_SOPOLYHEDRON
#ifndef USE_SOPOLYHEDRON
#include "HEPVis/nodes/SoBox.h"
#include "HEPVis/nodes/SoTubs.h"
#include "HEPVis/nodes/SoCons.h"
#include "HEPVis/nodes/SoTrd.h"
#include "HEPVis/nodes/SoTrap.h"
#endif
#include "HEPVis/nodes/SoMarkerSet.h"
typedef HEPVis_SoMarkerSet SoMarkerSet;
#include "HEPVis/nodekits/SoDetectorTreeKit.h"
#include "HEPVis/misc/SoStyleCache.h"
#include "SoG4Polyhedron.h"
#include "SoG4LineSet.h"
#include "SoG4MarkerSet.h"
#include "G4Scene.hh"
#include "G4NURBS.hh"
#include "G4OpenInventor.hh"
#include "G4OpenInventorTransform3D.hh"
#include "G4ThreeVector.hh"
#include "G4Point3D.hh"
#include "G4Normal3D.hh"
#include "G4Transform3D.hh"
#include "G4Polyline.hh"
#include "G4Text.hh"
#include "G4Circle.hh"
#include "G4Square.hh"
#include "G4Polymarker.hh"
#include "G4Polyhedron.hh"
#include "G4Box.hh"
#include "G4Tubs.hh"
#include "G4Cons.hh"
#include "G4Trap.hh"
#include "G4Trd.hh"
#include "G4PhysicalVolumeModel.hh"
#include "G4TrajectoriesModel.hh"
#include "G4VTrajectory.hh"
#include "G4VTrajectoryPoint.hh"
#include "G4HitsModel.hh"
#include "G4VHit.hh"
#include "G4ModelingParameters.hh"
#include "G4VPhysicalVolume.hh"
#include "G4LogicalVolume.hh"
#include "G4Material.hh"
#include "G4VisAttributes.hh"
G4int G4OpenInventorSceneHandler::fSceneIdCount = 0;
G4OpenInventorSceneHandler::G4OpenInventorSceneHandler (G4OpenInventor& system,
const G4String& name)
:G4VSceneHandler (system, fSceneIdCount++, name)
,fRoot(0)
,fDetectorRoot(0)
,fTransientRoot(0)
,fCurrentSeparator(0)
,fModelingSolid(false)
,fReducedWireFrame(true)
,fStyleCache(0)
,fPreviewAndFull(false)
{
fStyleCache = new SoStyleCache;
fStyleCache->ref();
fRoot = new SoSeparator;
fRoot->ref();
fRoot->setName("Root");
fDetectorRoot = new SoSeparator;
fDetectorRoot->setName("StaticRoot");
fRoot->addChild(fDetectorRoot);
fTransientRoot = new SoSeparator;
fTransientRoot->setName("TransientRoot");
fRoot->addChild(fTransientRoot);
fCurrentSeparator = fTransientRoot;
}
G4OpenInventorSceneHandler::~G4OpenInventorSceneHandler ()
{
fRoot->unref();
fStyleCache->unref();
}
void G4OpenInventorSceneHandler::ClearStore () {
G4VSceneHandler::ClearStore();
fDetectorRoot->removeAllChildren();
fSeparatorMap.clear();
fTransientRoot->removeAllChildren();
}
void G4OpenInventorSceneHandler::ClearTransientStore () {
G4VSceneHandler::ClearTransientStore ();
fTransientRoot->removeAllChildren();
}
//
// Generates prerequisites for solids
//
void G4OpenInventorSceneHandler::PreAddSolid
(const G4Transform3D& objectTransformation,
const G4VisAttributes& visAttribs)
{
G4VSceneHandler::PreAddSolid (objectTransformation, visAttribs);
// Stores arguments away for future use, e.g., AddPrimitives.
GeneratePrerequisites();
}
//
// Generates prerequisites for primitives
//
void G4OpenInventorSceneHandler::BeginPrimitives
(const G4Transform3D& objectTransformation) {
G4VSceneHandler::BeginPrimitives (objectTransformation);
// If thread of control has already passed through PreAddSolid,
// avoid opening a graphical data base component again.
if (!fProcessingSolid) {
GeneratePrerequisites();
}
}
void G4OpenInventorSceneHandler::LoadAtts
(const G4Visible& visible,
G4AttHolder* holder)
{
// Load G4Atts from G4VisAttributes, if any...
const std::map<G4String,G4AttDef>* vaDefs =
visible.GetVisAttributes()->GetAttDefs();
if (vaDefs) {
holder->AddAtts(visible.GetVisAttributes()->CreateAttValues(), vaDefs);
}
G4PhysicalVolumeModel* pPVModel =
dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
if (pPVModel) {
// Load G4Atts from G4PhysicalVolumeModel...
const std::map<G4String,G4AttDef>* defs = pPVModel->GetAttDefs();
if (defs) {
holder->AddAtts(pPVModel->CreateCurrentAttValues(), defs);
}
}
G4TrajectoriesModel* trajModel = dynamic_cast<G4TrajectoriesModel*>(fpModel);
if (trajModel) {
// Load G4Atts from trajectory...
const G4VTrajectory* traj = trajModel->GetCurrentTrajectory();
const std::map<G4String,G4AttDef>* defs = traj->GetAttDefs();
if (defs) {
holder->AddAtts(traj->CreateAttValues(), defs);
}
G4int nPoints = traj->GetPointEntries();
for (G4int i = 0; i < nPoints; ++i) {
G4VTrajectoryPoint* trajPoint = traj->GetPoint(i);
const std::map<G4String,G4AttDef>* defs = trajPoint->GetAttDefs();
if (defs) {
holder->AddAtts(trajPoint->CreateAttValues(), defs);
}
}
}
G4HitsModel* hitsModel = dynamic_cast<G4HitsModel*>(fpModel);
if (hitsModel) {
// Load G4Atts from hit...
const G4VHit* hit = hitsModel->GetCurrentHit();
const std::map<G4String,G4AttDef>* defs = hit->GetAttDefs();
if (defs) {
holder->AddAtts(hit->CreateAttValues(), defs);
}
}
}
//
// Method for handling G4Polyline objects (from tracking).
//
void G4OpenInventorSceneHandler::AddPrimitive (const G4Polyline& line) {
G4int nPoints = line.size();
SbVec3f* pCoords = new SbVec3f[nPoints];
for (G4int iPoint = 0; iPoint < nPoints ; iPoint++) {
pCoords[iPoint].setValue((float)line[iPoint].x(),
(float)line[iPoint].y(),
(float)line[iPoint].z());
}
// Don't understand why I have to do this again (done in
// GeneratePrerequisites) - JA.
//
// Color
//
const G4Colour& c = GetColour (line);
SoMaterial* material =
fStyleCache->getMaterial((float)c.GetRed(),
(float)c.GetGreen(),
(float)c.GetBlue(),
(float)(1-c.GetAlpha()));
fCurrentSeparator->addChild(material);
//
// Point Set
//
SoCoordinate3 *polyCoords = new SoCoordinate3;
polyCoords->point.setValues(0,nPoints,pCoords);
fCurrentSeparator->addChild(polyCoords);
//
// Wireframe
//
SoDrawStyle* drawStyle = fStyleCache->getLineStyle();
fCurrentSeparator->addChild(drawStyle);
SoG4LineSet *pLine = new SoG4LineSet;
// Loads G4Atts for picking...
LoadAtts(line, pLine);
#ifdef INVENTOR2_0
pLine->numVertices.setValues(0,1,(const long *)&nPoints);
#else
pLine->numVertices.setValues(0,1,&nPoints);
#endif
fCurrentSeparator->addChild(pLine);
delete [] pCoords;
}
void G4OpenInventorSceneHandler::AddPrimitive (const G4Polymarker& polymarker) {
G4int pointn = polymarker.size();
if(pointn<=0) return;
SbVec3f* points = new SbVec3f[pointn];
for (G4int iPoint = 0; iPoint < pointn ; iPoint++) {
points[iPoint].setValue((float)polymarker[iPoint].x(),
(float)polymarker[iPoint].y(),
(float)polymarker[iPoint].z());
}
// Don't understand why I have to do this again (done in
// GeneratePrerequisites) - JA.
const G4Colour& c = GetColour (polymarker);
SoMaterial* material =
fStyleCache->getMaterial((float)c.GetRed(),
(float)c.GetGreen(),
(float)c.GetBlue(),
(float)(1-c.GetAlpha()));
fCurrentSeparator->addChild(material);
SoCoordinate3* coordinate3 = new SoCoordinate3;
coordinate3->point.setValues(0,pointn,points);
fCurrentSeparator->addChild(coordinate3);
MarkerSizeType sizeType;
G4double screenSize = GetMarkerSize (polymarker, sizeType);
switch (sizeType) {
default:
case screen:
// Draw in screen coordinates. OK.
break;
case world:
// Draw in world coordinates. Not implemented. Use screenSize = 10.
screenSize = 10.;
break;
}
SoG4MarkerSet* markerSet = new SoG4MarkerSet;
markerSet->numPoints = pointn;
// Loads G4Atts for picking...
LoadAtts(polymarker, markerSet);
G4VMarker::FillStyle style = polymarker.GetFillStyle();
switch (polymarker.GetMarkerType()) {
default:
// Are available 5_5, 7_7 and 9_9
case G4Polymarker::dots:
if (screenSize <= 5.) {
markerSet->markerIndex = SoMarkerSet::CIRCLE_FILLED_5_5;
} else if (screenSize <= 7.) {
markerSet->markerIndex = SoMarkerSet::CIRCLE_FILLED_7_7;
} else {
markerSet->markerIndex = SoMarkerSet::CIRCLE_FILLED_9_9;
}
break;
case G4Polymarker::circles:
if (screenSize <= 5.) {
if (style == G4VMarker::filled) {
markerSet->markerIndex = SoMarkerSet::CIRCLE_FILLED_5_5;
} else {
markerSet->markerIndex = SoMarkerSet::CIRCLE_LINE_5_5;
}
} else if (screenSize <= 7.) {
if (style == G4VMarker::filled) {
markerSet->markerIndex = SoMarkerSet::CIRCLE_FILLED_7_7;
} else {
markerSet->markerIndex = SoMarkerSet::CIRCLE_LINE_7_7;
}
} else {
if (style == G4VMarker::filled) {
markerSet->markerIndex = SoMarkerSet::CIRCLE_FILLED_9_9;
} else {
markerSet->markerIndex = SoMarkerSet::CIRCLE_LINE_9_9;
}
}
break;
case G4Polymarker::squares:
if (screenSize <= 5.) {
if (style == G4VMarker::filled) {
markerSet->markerIndex = SoMarkerSet::SQUARE_FILLED_5_5;
} else {
markerSet->markerIndex = SoMarkerSet::SQUARE_LINE_5_5;
}
} else if (screenSize <= 7.) {
if (style == G4VMarker::filled) {
markerSet->markerIndex = SoMarkerSet::SQUARE_FILLED_7_7;
} else {
markerSet->markerIndex = SoMarkerSet::SQUARE_LINE_7_7;
}
} else {
if (style == G4VMarker::filled) {
markerSet->markerIndex = SoMarkerSet::SQUARE_FILLED_9_9;
} else {
markerSet->markerIndex = SoMarkerSet::SQUARE_LINE_9_9;
}
}
}
fCurrentSeparator->addChild(markerSet);
delete [] points;
}
// ********* NOTE ********* NOTE ********* NOTE ********* NOTE *********
//
// This method (Text) has not been tested, as it is
// innaccessible from the menu in the current configuration
//
// Currently draws at the origin! How do I get it to draw at
// text.GetPosition()? JA
//
// ********* NOTE ********* NOTE ********* NOTE ********* NOTE *********
//
// Method for handling G4Text objects
//
void G4OpenInventorSceneHandler::AddPrimitive (const G4Text& text) {
//
// Color. Note: text colour is worked out differently. This
// over-rides the colour added in GeneratePrerequisites...
//
const G4Colour& c = GetTextColour (text);
SoMaterial* material =
fStyleCache->getMaterial((float)c.GetRed(),
(float)c.GetGreen(),
(float)c.GetBlue(),
(float)(1-c.GetAlpha()));
fCurrentSeparator->addChild(material);
MarkerSizeType sizeType;
G4double size = GetMarkerSize (text, sizeType);
switch (sizeType) {
default:
case screen:
// Draw in screen coordinates. OK.
break;
case world:
// Draw in world coordinates. Not implemented. Use size = 20.
size = 20.;
break;
}
//
// Font
//
SoFont *g4Font = new SoFont();
g4Font->size = size;
fCurrentSeparator->addChild(g4Font);
//
// Text
//
SoText2 *g4String = new SoText2();
g4String->string.setValue(text.GetText());
g4String->spacing = 2.0;
switch (text.GetLayout()) {
default:
case G4Text::left:
g4String->justification = SoText2::LEFT; break;
case G4Text::centre:
g4String->justification = SoText2::CENTER; break;
case G4Text::right:
g4String->justification = SoText2::RIGHT; break;
}
fCurrentSeparator->addChild(g4String);
}
//
// Method for handling G4Circle objects
//
void G4OpenInventorSceneHandler::AddPrimitive (const G4Circle& circle) {
AddCircleSquare(G4OICircle, circle);
}
//
// Method for handling G4Square objects - defaults to wireframe
//
void G4OpenInventorSceneHandler::AddPrimitive (const G4Square& square) {
AddCircleSquare(G4OISquare, square);
}
void G4OpenInventorSceneHandler::AddCircleSquare
(G4OIMarker markerType, const G4VMarker& marker) {
// Don't understand why I have to do this again (done in
// GeneratePrerequisites) - JA.
//
// Color
//
const G4Colour& c = GetColour (marker);
SoMaterial* material =
fStyleCache->getMaterial((float)c.GetRed(),
(float)c.GetGreen(),
(float)c.GetBlue(),
(float)(1-c.GetAlpha()));
fCurrentSeparator->addChild(material);
MarkerSizeType sizeType;
G4double screenSize = GetMarkerSize (marker, sizeType);
switch (sizeType) {
default:
case screen:
// Draw in screen coordinates. OK.
break;
case world:
// Draw in world coordinates. Not implemented. Use size = 10.
screenSize = 10.;
break;
}
G4Point3D centre = marker.GetPosition();
// Borrowed from AddPrimitive(G4Polymarker) - inefficient? JA
SbVec3f* points = new SbVec3f[1];
points[0].setValue((float)centre.x(),
(float)centre.y(),
(float)centre.z());
SoCoordinate3* coordinate3 = new SoCoordinate3;
coordinate3->point.setValues(0,1,points);
fCurrentSeparator->addChild(coordinate3);
SoG4MarkerSet* markerSet = new SoG4MarkerSet;
markerSet->numPoints = 1;
// Loads G4Atts for picking...
LoadAtts(marker, markerSet);
G4VMarker::FillStyle style = marker.GetFillStyle();
switch (markerType) {
case G4OICircle:
if (screenSize <= 5.) {
if (style == G4VMarker::filled) {
markerSet->markerIndex = SoMarkerSet::CIRCLE_FILLED_5_5;
} else {
markerSet->markerIndex = SoMarkerSet::CIRCLE_LINE_5_5;
}
} else if (screenSize <= 7.) {
if (style == G4VMarker::filled) {
markerSet->markerIndex = SoMarkerSet::CIRCLE_FILLED_7_7;
} else {
markerSet->markerIndex = SoMarkerSet::CIRCLE_LINE_7_7;
}
} else {
if (style == G4VMarker::filled) {
markerSet->markerIndex = SoMarkerSet::CIRCLE_FILLED_9_9;
} else {
markerSet->markerIndex = SoMarkerSet::CIRCLE_LINE_9_9;
}
}
break;
case G4OISquare:
if (screenSize <= 5.) {
if (style == G4VMarker::filled) {
markerSet->markerIndex = SoMarkerSet::SQUARE_FILLED_5_5;
} else {
markerSet->markerIndex = SoMarkerSet::SQUARE_LINE_5_5;
}
} else if (screenSize <= 7.) {
if (style == G4VMarker::filled) {
markerSet->markerIndex = SoMarkerSet::SQUARE_FILLED_7_7;
} else {
markerSet->markerIndex = SoMarkerSet::SQUARE_LINE_7_7;
}
} else {
if (style == G4VMarker::filled) {
markerSet->markerIndex = SoMarkerSet::SQUARE_FILLED_9_9;
} else {
markerSet->markerIndex = SoMarkerSet::SQUARE_LINE_9_9;
}
}
break;
}
fCurrentSeparator->addChild(markerSet);
delete [] points;
}
//
// Method for handling G4Polyhedron objects for drawing solids.
//
void G4OpenInventorSceneHandler::AddPrimitive (const G4Polyhedron& polyhedron) {
if (polyhedron.GetNoFacets() == 0) return;
SoG4Polyhedron* soPolyhedron = new SoG4Polyhedron(polyhedron);
// Loads G4Atts for picking...
LoadAtts(polyhedron, soPolyhedron);
SbString name = "Non-geometry";
G4PhysicalVolumeModel* pPVModel =
dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
if (pPVModel) {
name = pPVModel->GetCurrentLV()->GetName().c_str();
}
SbName sbName(name);
soPolyhedron->setName(sbName);
soPolyhedron->solid.setValue(fModelingSolid);
soPolyhedron->reducedWireFrame.setValue(fReducedWireFrame?TRUE:FALSE);
fCurrentSeparator->addChild(soPolyhedron);
}
//
// Method for handling G4NURBS objects for drawing solids.
// Knots and Ctrl Pnts MUST be arrays of GLfloats.
//
void G4OpenInventorSceneHandler::AddPrimitive (const G4NURBS& nurb) {
G4float *u_knot_array, *u_knot_array_ptr;
u_knot_array = u_knot_array_ptr = new G4float [nurb.GetnbrKnots(G4NURBS::U)];
G4NURBS::KnotsIterator u_iterator (nurb, G4NURBS::U);
while (u_iterator.pick (u_knot_array_ptr++));
G4float *v_knot_array, *v_knot_array_ptr;
v_knot_array = v_knot_array_ptr = new G4float [nurb.GetnbrKnots(G4NURBS::V)];
G4NURBS::KnotsIterator v_iterator (nurb, G4NURBS::V);
while (v_iterator.pick (v_knot_array_ptr++));
G4float *ctrl_pnt_array, *ctrl_pnt_array_ptr;
ctrl_pnt_array = ctrl_pnt_array_ptr =
new G4float [nurb.GettotalnbrCtrlPts () * G4NURBS::NofC*sizeof(G4float)];
G4NURBS::CtrlPtsCoordsIterator c_p_iterator (nurb);
while (c_p_iterator.pick (ctrl_pnt_array_ptr++));
SoSeparator *surfSep = new SoSeparator();
//
// Color
//
const G4Colour& c = GetColour (nurb);
SoMaterial* material =
fStyleCache->getMaterial((float)c.GetRed(),
(float)c.GetGreen(),
(float)c.GetBlue(),
(float)(1-c.GetAlpha()));
surfSep->addChild(material);
//
// Set up NURBS
//
SoComplexity *complexity = new SoComplexity;
SoCoordinate4 *ctlPts = new SoCoordinate4;
SoNurbsSurface *oi_nurb = new SoNurbsSurface;
complexity->value = (float)0.6;
G4int nPoints = nurb.GettotalnbrCtrlPts ();
SbVec4f* points = new SbVec4f[nPoints];
for (G4int iPoint = 0; iPoint < nPoints ; iPoint++) {
points[iPoint].setValue(
ctrl_pnt_array[iPoint*4 + 0],
ctrl_pnt_array[iPoint*4 + 1],
ctrl_pnt_array[iPoint*4 + 2],
ctrl_pnt_array[iPoint*4 + 3]);
}
ctlPts->point.setValues (0,nPoints,points);
oi_nurb->numUControlPoints = nurb.GetnbrCtrlPts(G4NURBS::U);
oi_nurb->numVControlPoints = nurb.GetnbrCtrlPts(G4NURBS::V);
oi_nurb->uKnotVector.setValues(0,nurb.GetnbrKnots(G4NURBS::U),u_knot_array);
oi_nurb->vKnotVector.setValues(0,nurb.GetnbrKnots(G4NURBS::V),v_knot_array);
surfSep->addChild(complexity);
surfSep->addChild(ctlPts);
surfSep->addChild(oi_nurb);
fCurrentSeparator->addChild(surfSep);
//
// Clean-up
//
delete [] u_knot_array;
delete [] v_knot_array;
delete [] ctrl_pnt_array;
delete [] points;
}
void G4OpenInventorSceneHandler::GeneratePrerequisites()
{
// Utility for PreAddSolid and BeginPrimitives.
// This routines prepares for adding items to the scene database. We
// are expecting two kinds of solids: leaf parts and non-leaf parts.
// For non-leaf parts, we create a detector tree kit. This has two
// separators. The solid itself goes in the preview separator, the
// full separator is forseen for daughters. This separator is not
// only created--it is also put in a dictionary for future use by
// the leaf part.
// For leaf parts, we first locate the mother volume and find its
// separator through the dictionary.
// The private member fCurrentSeparator is set to the proper
// location on in the scene database so that when the solid is
// actually added (in addthis), it is put in the right place.
// Use the applicable vis attributes...
const G4VisAttributes* pApplicableVisAttribs =
fpViewer->GetApplicableVisAttributes (fpVisAttribs);
// First find the color attributes...
const G4Colour& g4Col = pApplicableVisAttribs->GetColour ();
const double red = g4Col.GetRed ();
const double green = g4Col.GetGreen ();
const double blue = g4Col.GetBlue ();
double transparency = 1 - g4Col.GetAlpha();
// Drawing style...
G4ViewParameters::DrawingStyle drawing_style =
GetDrawingStyle(pApplicableVisAttribs);
switch (drawing_style) {
case (G4ViewParameters::wireframe):
fModelingSolid = false;
break;
case (G4ViewParameters::hlr):
case (G4ViewParameters::hsr):
case (G4ViewParameters::hlhsr):
fModelingSolid = true;
break;
}
// Edge visibility...
G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pApplicableVisAttribs);
fReducedWireFrame = !isAuxEdgeVisible;
G4PhysicalVolumeModel* pPVModel =
dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
if (pPVModel) {
// This call comes from a G4PhysicalVolumeModel. drawnPVPath is
// the path of the current drawn (non-culled) volume in terms of
// drawn (non-culled) ancesters. Each node is identified by a
// PVNodeID object, which is a physical volume and copy number. It
// is a vector of PVNodeIDs corresponding to the geometry hierarchy
// actually selected, i.e., not culled.
typedef G4PhysicalVolumeModel::G4PhysicalVolumeNodeID PVNodeID;
typedef std::vector<PVNodeID> PVPath;
const PVPath& drawnPVPath = pPVModel->GetDrawnPVPath();
//G4int currentDepth = pPVModel->GetCurrentDepth();
G4VPhysicalVolume* pCurrentPV = pPVModel->GetCurrentPV();
G4LogicalVolume* pCurrentLV = pPVModel->GetCurrentLV();
//G4Material* pCurrentMaterial = pPVModel->GetCurrentMaterial();
// Note: pCurrentMaterial may be zero (parallel world).
// The simplest algorithm, used by the Open Inventor Driver
// developers, is to rely on the fact the G4PhysicalVolumeModel
// traverses the geometry hierarchy in an orderly manner. The last
// mother, if any, will be the node to which the volume should be
// added. So it is enough to keep a map of scene graph nodes keyed
// on the volume path ID. Actually, it is enough to use the logical
// volume as the key. (An alternative would be to keep the PVNodeID
// in the tree and match the PVPath from the root down.)
// Find mother. ri points to mother, if any...
PVPath::const_reverse_iterator ri;
G4LogicalVolume* MotherVolume = 0;
ri = ++drawnPVPath.rbegin();
if (ri != drawnPVPath.rend()) {
// This volume has a mother.
MotherVolume = ri->GetPhysicalVolume()->GetLogicalVolume();
}
if (pCurrentLV->GetNoDaughters()!=0 ||
pCurrentPV->IsReplicated()) { //????Don't understand this???? JA
// This block of code is executed for non-leaf parts:
// Make the detector tree kit:
SoDetectorTreeKit* detectorTreeKit = new SoDetectorTreeKit();
SoSeparator* previewSeparator =
(SoSeparator*) detectorTreeKit->getPart("previewSeparator",TRUE);
previewSeparator->renderCaching = SoSeparator::OFF;
SoSeparator* fullSeparator =
(SoSeparator*) detectorTreeKit->getPart("fullSeparator", TRUE);
fullSeparator->renderCaching = SoSeparator::OFF;
if(fPreviewAndFull) detectorTreeKit->setPreviewAndFull();
else detectorTreeKit->setPreview(TRUE);
SoMaterial* material =
fStyleCache->getMaterial((float)red,
(float)green,
(float)blue,
(float)transparency);
detectorTreeKit->setPart("appearance.material",material);
SoLightModel* lightModel =
fModelingSolid ? fStyleCache->getLightModelPhong() :
fStyleCache->getLightModelBaseColor();
detectorTreeKit->setPart("appearance.lightModel",lightModel);
// Add the full separator to the dictionary; it is indexed by the
// address of the logical volume!
fSeparatorMap[pCurrentLV] = fullSeparator;
// Find out where to add this volume.
// If no mother can be found, it goes under root.
if (MotherVolume) {
if (fSeparatorMap.find(MotherVolume) != fSeparatorMap.end()) {
//printf("debug : PreAddSolid : mother %s found in map\n",
// MotherVolume->GetName().c_str());
fSeparatorMap[MotherVolume]->addChild(detectorTreeKit);
} else {
// Mother not previously encountered. Shouldn't happen, since
// G4PhysicalVolumeModel sends volumes as it encounters them,
// i.e., mothers before daughters, in its descent of the
// geometry tree. Error!
G4cout <<
"ERROR: G4OpenInventorSceneHandler::GeneratePrerequisites: Mother "
<< ri->GetPhysicalVolume()->GetName()
<< ':' << ri->GetCopyNo()
<< " not previously encountered."
"\nShouldn't happen! Please report to visualization coordinator."
<< G4endl;
// Continue anyway. Add to root of scene graph tree...
//printf("debug : PreAddSolid : mother %s not found in map !!!\n",
// MotherVolume->GetName().c_str());
fDetectorRoot->addChild(detectorTreeKit);
}
} else {
//printf("debug : PreAddSolid : has no mother\n");
fDetectorRoot->addChild(detectorTreeKit);
}
fCurrentSeparator = previewSeparator;
} else {
// This block of code is executed for leaf parts.
if (MotherVolume) {
if (fSeparatorMap.find(MotherVolume) != fSeparatorMap.end()) {
fCurrentSeparator = fSeparatorMap[MotherVolume];
} else {
// Mother not previously encountered. Shouldn't happen, since
// G4PhysicalVolumeModel sends volumes as it encounters them,
// i.e., mothers before daughters, in its descent of the
// geometry tree. Error!
G4cout << "ERROR: G4OpenInventorSceneHandler::PreAddSolid: Mother "
<< ri->GetPhysicalVolume()->GetName()
<< ':' << ri->GetCopyNo()
<< " not previously encountered."
"\nShouldn't happen! Please report to visualization coordinator."
<< G4endl;
// Continue anyway. Add to root of scene graph tree...
fCurrentSeparator = fDetectorRoot;
}
} else {
fCurrentSeparator = fDetectorRoot;
}
}
} else {
// Not from G4PhysicalVolumeModel, so add to root as leaf part...
if (fReadyForTransients) {
fCurrentSeparator = fTransientRoot;
} else {
fCurrentSeparator = fDetectorRoot;
}
}
SoMaterial* material =
fStyleCache->getMaterial((float)red,
(float)green,
(float)blue,
(float)transparency);
fCurrentSeparator->addChild(material);
SoLightModel* lightModel =
fModelingSolid ? fStyleCache->getLightModelPhong() :
fStyleCache->getLightModelBaseColor();
fCurrentSeparator->addChild(lightModel);
// Set up the geometrical transformation for the coming
fCurrentSeparator->addChild(fStyleCache->getResetTransform());
SoMatrixTransform* matrixTransform = new SoMatrixTransform;
G4OpenInventorTransform3D oiTran(*fpObjectTransformation);
SbMatrix* sbMatrix = oiTran.GetSbMatrix();
const G4Vector3D scale = fpViewer->GetViewParameters().GetScaleFactor();
SbMatrix sbScale;
sbScale.setScale
(SbVec3f((float)scale.x(),(float)scale.y(),(float)scale.z()));
sbMatrix->multRight(sbScale);
matrixTransform->matrix.setValue(*sbMatrix);
delete sbMatrix;
fCurrentSeparator->addChild(matrixTransform);
}
#endif