source: trunk/examples/extended/visualization/perspective/src/PerspectiveVisAction.cc

Last change on this file was 1337, checked in by garnier, 14 years ago

tag geant4.9.4 beta 1 + modifs locales

File size: 7.5 KB
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27// $Id: PerspectiveVisAction.cc,v 1.2 2006/06/29 17:45:48 gunter Exp $
28// GEANT4 tag $Name: geant4-09-04-beta-01 $
29
30#include "PerspectiveVisAction.hh"
31
32#include "PerspectiveVisActionMessenger.hh"
33#include "G4VVisManager.hh"
34#include "G4VisAttributes.hh"
35#include "G4Box.hh"
36#include "G4Polyline.hh"
37#include "G4Polyhedron.hh"
38#include "G4Vector3D.hh"
39#include "G4Point3D.hh"
40
41PerspectiveVisAction::PerspectiveVisAction():
42  fpVisManager(0),
43  fOptionString("none"),
44  fScene("room-and-chair"),
45  fRoomX(2.5*m),  // Half-lengths...
46  fRoomY(2.5*m),
47  fRoomZ(1.3*m),
48  fWindowX(10*cm),
49  fWindowY(75*cm),
50  fWindowZ(50*cm),
51  fWindowSillHeight(80*cm),
52  fWindowOffset(-50*cm),
53  fDoorFrameX(10*cm),
54  fDoorFrameY(50*cm),
55  fDoorFrameZ(1*m),
56  fDoorFrameOffset(1.5*m),
57  fDoorX(2*cm),
58  fDoorY(50*cm),
59  fDoorZ(1*m),
60  fChairX(20*cm),          // Half overall width.
61  fChairY(20*cm),          // Half overall depth.
62  fChairZ(45*cm),          // Half overall height.
63  fChairSeat(20*cm),       // Half height of top of seat.
64  fChairThickness(3.*cm)   // Half thicknes of back, seat, legs.
65{
66  new PerspectiveVisActionMessenger(this);
67}
68
69void PerspectiveVisAction::Draw()
70{
71  fpVisManager = G4VVisManager::GetConcreteInstance();
72  if (fpVisManager) {
73
74    // All scenes assume upvector z and origin on "floor"...
75
76    if (fScene == "room-and-chair" )
77      {
78        RoomAndChair();
79      }
80  }
81}
82
83void PerspectiveVisAction::RoomAndChair()
84{
85  // Simple box, size of a room, translated so origin is on xy "floor"...
86  G4VisAttributes room_visAtts(G4Colour::Red());
87  room_visAtts.SetForceWireframe(true);
88  ExtendedDraw
89    (G4Box("box",fRoomX,fRoomY,fRoomZ), room_visAtts, G4TranslateZ3D(fRoomZ));
90
91  // Windows...
92  G4Box ("window",fWindowX,fWindowY,fWindowZ);
93  ExtendedDraw
94    (G4Box("window-x",fWindowX,fWindowY,fWindowZ),
95     room_visAtts,
96     G4Translate3D(-fRoomX - fWindowX, fWindowOffset, fWindowY + fWindowSillHeight));
97  ExtendedDraw
98    (G4Box("window-y1",fWindowX,fWindowY,fWindowZ),
99     room_visAtts,
100     G4Translate3D(0., -fRoomY - fWindowX, fWindowY + fWindowSillHeight) *
101     G4RotateZ3D(90.*deg));
102  ExtendedDraw
103    (G4Box("window-y2",fWindowX,fWindowY,fWindowZ),
104     room_visAtts,
105     G4Translate3D(0., fRoomY + fWindowX, fWindowY + fWindowSillHeight) *
106     G4RotateZ3D(-90.*deg));
107
108  // Door...
109  ExtendedDraw
110    (G4Box("door-frame",fDoorFrameX,fDoorFrameY,fDoorFrameZ),
111     room_visAtts,
112     G4Translate3D(-fRoomX - fDoorFrameX, fDoorFrameOffset, fDoorFrameZ));
113  ExtendedDraw
114    (G4Box("door",fDoorX,fDoorY,fDoorZ),
115     room_visAtts,
116     G4Translate3D(-fRoomX - fDoorX, fDoorFrameOffset, fDoorZ) *
117     G4TranslateY3D(fDoorY) *
118     G4RotateZ3D(60.*deg) *
119     G4TranslateY3D(-fDoorY));  // Last transform operates first.
120
121  // Chair...
122  G4VisAttributes chair_visAtts(G4Colour::Cyan());
123  G4Transform3D A = G4RotateZ3D(90.*deg);           // Turn through 90 deg.
124  G4Transform3D B = G4RotateY3D(90.*deg);           // Lie down.
125  G4Transform3D C = G4RotateZ3D(-20.*deg) ;         // Rotate a little.
126  G4Transform3D D = G4TranslateZ3D(fChairY);        // Place on floor.
127  G4Transform3D E = G4TranslateY3D(-0.5 * fRoomY);  // Move over to the left...
128  G4Transform3D chair_transform = E*D*C*B*A;
129  Chair(chair_visAtts, chair_transform);
130}
131
132void PerspectiveVisAction::Chair
133(const G4VisAttributes& visAtts,
134 const G4Transform3D& transform)
135{
136  // Origin is on floor, z = 0, and in the xy centre...
137  ExtendedDraw
138    (G4Box("chair-back",fChairX, fChairThickness, fChairZ - fChairSeat),
139     visAtts, transform *
140     G4Translate3D(0.,-fChairY + fChairThickness, fChairZ + fChairSeat));
141  ExtendedDraw
142    (G4Box("chair-seat",fChairX, fChairY, fChairThickness),
143     visAtts, transform * G4TranslateZ3D(-fChairThickness + 2.* fChairSeat));
144  for (int i = -1; i < 2; i+=2) {
145    for (int j = -1; j < 2; j+=2) {
146      ExtendedDraw
147        (G4Box("chair-leg",fChairThickness,
148               fChairThickness,
149               fChairSeat - fChairThickness),
150         visAtts, transform *
151         G4Translate3D(i * (fChairX - fChairThickness),
152                       j * (fChairY - fChairThickness),
153                       fChairSeat - fChairThickness));
154    }
155  }
156}
157
158void PerspectiveVisAction::ExtendedDraw
159(const G4VSolid& solid,
160 const G4VisAttributes& visAtts,
161 const G4Transform3D& transform)
162{
163  static const G4double extender = 100.*m;
164  static const G4Vector3D x(1,0,0);
165  static const G4Vector3D y(0,1,0);
166  static const G4Vector3D z(0,0,1);
167
168  // Draw extended edges as requested...
169  G4bool any = false, A = false, X = false, Y = false, Z = false;
170  if (fOptionString.contains("a")) {A = true; any = true;}
171  if (fOptionString.contains("x")) {X = true; any = true;}
172  if (fOptionString.contains("y")) {Y = true; any = true;}
173  if (fOptionString.contains("z")) {Z = true; any = true;}
174  if (any)
175    {
176      G4Polyhedron* polyhedron = solid.GetPolyhedron();
177      G4bool isAuxEdgeVisible = false;  // How do I pick this up???   Can't.
178      G4bool notLastFace;
179      do {
180        G4int n;
181        G4Point3D nodes[4];
182        notLastFace = polyhedron->GetNextFacet(n, nodes);
183        G4bool notLastEdge;
184        do {
185          G4Point3D v1, v2;
186          G4int edgeFlag;
187          notLastEdge = polyhedron->GetNextEdge(v1, v2, edgeFlag);
188          if (isAuxEdgeVisible || edgeFlag > 0) {
189            G4Vector3D v21 = v2 - v1;
190            // Check for components of actual edge...
191            G4Vector3D v21a = v21;
192            v21a.transform(transform);
193            // G4cout << "v21a: " << v21a << G4endl;
194            using namespace std;
195            if (A ||
196                (Z && abs(v21a.z()) >
197                 sqrt(v21a.x()*v21a.x()+v21a.y()*v21a.y())) ||
198                (X && abs(v21a.x()) >
199                 sqrt(v21a.y()*v21a.y()+v21a.z()*v21a.z())) ||
200                (Y && abs(v21a.y()) >
201                 sqrt(v21a.x()*v21a.x()+v21a.x()*v21a.z()))) {
202              G4Polyline edge;
203              edge.SetVisAttributes(G4Colour(.2,.2,.2));
204              edge.push_back(v1 - extender * v21.unit());
205              edge.push_back(v2 + extender * v21.unit());
206              fpVisManager->Draw(edge, transform);
207            }
208          }
209        } while (notLastEdge);
210      } while (notLastFace);
211    }
212
213  // Draw actual object...
214  fpVisManager->Draw(solid, visAtts, transform);
215}
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