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geant4/source/visualization/XXX/src/G4XXXSceneHandler.cc
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2016-06-09 14:55:03 +02:00

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//
// ********************************************************************
// * License and Disclaimer *
// * *
// * The Geant4 software is copyright of the Copyright Holders of *
// * the Geant4 Collaboration. It is provided under the terms and *
// * conditions of the Geant4 Software License, included in the file *
// * LICENSE and available at http://cern.ch/geant4/license . These *
// * include a list of copyright holders. *
// * *
// * Neither the authors of this software system, nor their employing *
// * institutes,nor the agencies providing financial support for this *
// * work make any representation or warranty, express or implied, *
// * regarding this software system or assume any liability for its *
// * use. Please see the license in the file LICENSE and URL above *
// * for the full disclaimer and the limitation of liability. *
// * *
// * This code implementation is the result of the scientific and *
// * technical work of the GEANT4 collaboration. *
// * By using, copying, modifying or distributing the software (or *
// * any work based on the software) you agree to acknowledge its *
// * use in resulting scientific publications, and indicate your *
// * acceptance of all terms of the Geant4 Software license. *
// ********************************************************************
//
//
// $Id: G4XXXSceneHandler.cc,v 1.32 2006/07/03 16:52:49 allison Exp $
// GEANT4 tag $Name: geant4-08-02 $
//
//
// John Allison 5th April 2001
// A template for a simplest possible graphics driver.
//?? Lines or sections marked like this require specialisation for your driver.
#include "G4XXXSceneHandler.hh"
#include "G4PhysicalVolumeModel.hh"
#include "G4VPhysicalVolume.hh"
#include "G4LogicalVolume.hh"
#include "G4Polyline.hh"
#include "G4Text.hh"
#include "G4Circle.hh"
#include "G4Square.hh"
#include "G4Polyhedron.hh"
#include "G4UnitsTable.hh"
G4int G4XXXSceneHandler::fSceneIdCount = 0;
// Counter for XXX scene handlers.
G4XXXSceneHandler::G4XXXSceneHandler(G4VGraphicsSystem& system,
const G4String& name):
G4VSceneHandler(system, fSceneIdCount++, name)
{}
G4XXXSceneHandler::~G4XXXSceneHandler() {}
#ifdef G4XXXDEBUG
void G4XXXSceneHandler::PrintThings() {
G4cout <<
" with transformation "
<< (void*)fpObjectTransformation;
if (fpModel) {
G4cout << " from " << fpModel->GetCurrentDescription()
<< " (tag " << fpModel->GetCurrentTag()
<< ')';
} else {
G4cout << "(not from a model)";
}
G4PhysicalVolumeModel* pPVModel =
dynamic_cast<G4PhysicalVolumeModel*>(fpModel);
if (pPVModel) {
G4cout <<
"\n current physical volume: "
<< pPVModel->GetCurrentPV()->GetName() <<
"\n current logical volume: "
<< pPVModel->GetCurrentLV()->GetName() <<
"\n current depth of geometry tree: "
<< pPVModel->GetCurrentDepth();
}
G4cout << G4endl;
}
#endif
void G4XXXSceneHandler::AddPrimitive(const G4Polyline&
#ifdef G4XXXDEBUG
polyline
#endif
) {
#ifdef G4XXXDEBUG
G4cout <<
"G4XXXSceneHandler::AddPrimitive(const G4Polyline& polyline) called.\n"
<< polyline
<< G4endl;
PrintThings();
#endif
// Get vis attributes - pick up defaults if none.
//const G4VisAttributes* pVA =
// fpViewer -> GetApplicableVisAttributes (polyline.GetVisAttributes ());
//?? Process polyline.
}
void G4XXXSceneHandler::AddPrimitive(const G4Text&
#ifdef G4XXXDEBUG
text
#endif
) {
#ifdef G4XXXDEBUG
G4cout <<
"G4XXXSceneHandler::AddPrimitive(const G4Text& text) called.\n"
<< text
<< G4endl;
PrintThings();
#endif
// Get text colour - special method since default text colour is
// determined by the default text vis attributes, which may be
// specified independent of default vis attributes of other types of
// visible objects.
//const G4Colour& c = GetTextColour (text); // Picks up default if none.
//?? Process text.
}
void G4XXXSceneHandler::AddPrimitive(const G4Circle&
#ifdef G4XXXDEBUG
circle
#endif
) {
#ifdef G4XXXDEBUG
G4cout <<
"G4XXXSceneHandler::AddPrimitive(const G4Circle& circle) called.\n"
<< circle
<< G4endl;
MarkerSizeType sizeType;
G4double size = GetMarkerSize (circle, sizeType);
switch (sizeType) {
default:
case screen:
// Draw in screen coordinates.
G4cout << "screen";
break;
case world:
// Draw in world coordinates.
G4cout << "world";
break;
}
G4cout << " size: " << size << G4endl;
PrintThings();
#endif
// Get vis attributes - pick up defaults if none.
//const G4VisAttributes* pVA =
// fpViewer -> GetApplicableVisAttributes (circle.GetVisAttributes ());
//?? Process circle.
}
void G4XXXSceneHandler::AddPrimitive(const G4Square&
#ifdef G4XXXDEBUG
square
#endif
) {
#ifdef G4XXXDEBUG
G4cout <<
"G4XXXSceneHandler::AddPrimitive(const G4Square& square) called.\n"
<< square
<< G4endl;
MarkerSizeType sizeType;
G4double size = GetMarkerSize (square, sizeType);
switch (sizeType) {
default:
case screen:
// Draw in screen coordinates.
G4cout << "screen";
break;
case world:
// Draw in world coordinates.
G4cout << "world";
break;
}
G4cout << " size: " << size << G4endl;
PrintThings();
#endif
// Get vis attributes - pick up defaults if none.
//const G4VisAttributes* pVA =
// fpViewer -> GetApplicableVisAttributes (square.GetVisAttributes ());
//?? Process square.
}
void G4XXXSceneHandler::AddPrimitive(const G4Polyhedron& polyhedron) {
#ifdef G4XXXDEBUG
G4cout <<
"G4XXXSceneHandler::AddPrimitive(const G4Polyhedron& polyhedron) called.\n"
<< polyhedron
<< G4endl;
PrintThings();
#endif
//?? Process polyhedron. Here are some ideas...
//Assume all facets are convex quadrilaterals.
//Draw each G4Facet individually
//Get colour, etc..
if (polyhedron.GetNoFacets() == 0) return;
// Get vis attributes - pick up defaults if none.
const G4VisAttributes* pVA =
fpViewer -> GetApplicableVisAttributes (polyhedron.GetVisAttributes ());
// Get view parameters that the user can force through the vis
// attributes, thereby over-riding the current view parameter.
G4ViewParameters::DrawingStyle drawing_style = GetDrawingStyle (pVA);
//G4bool isAuxEdgeVisible = GetAuxEdgeVisible (pVA);
//Get colour, etc..
//const G4Colour& c = pVA -> GetColour ();
// Initial action depending on drawing style.
switch (drawing_style) {
case (G4ViewParameters::hsr):
{
break;
}
case (G4ViewParameters::hlr):
{
break;
}
case (G4ViewParameters::wireframe):
{
break;
}
default:
{
break;
}
}
// Loop through all the facets...
// Look at G4OpenGLSceneHandler::AddPrimitive(const G4Polyhedron&)
// for an example of how to get facets out of a G4Polyhedron,
// including how to cope with triangles if that's a problem.
}
void G4XXXSceneHandler::AddPrimitive(const G4NURBS&) {
#ifdef G4XXXDEBUG
G4cout <<
"G4XXXSceneHandler::AddPrimitive(const G4NURBS& nurbs) called."
<< G4endl;
PrintThings();
#endif
//?? Don't bother implementing this. NURBS are not functional.
}