// // ******************************************************************** // * 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: PerspectiveVisAction.cc,v 1.2 2006/06/29 17:45:48 gunter Exp $ // GEANT4 tag $Name: geant4-09-03-cand-01 $ #include "PerspectiveVisAction.hh" #include "PerspectiveVisActionMessenger.hh" #include "G4VVisManager.hh" #include "G4VisAttributes.hh" #include "G4Box.hh" #include "G4Polyline.hh" #include "G4Polyhedron.hh" #include "G4Vector3D.hh" #include "G4Point3D.hh" PerspectiveVisAction::PerspectiveVisAction(): fpVisManager(0), fOptionString("none"), fScene("room-and-chair"), fRoomX(2.5*m), // Half-lengths... fRoomY(2.5*m), fRoomZ(1.3*m), fWindowX(10*cm), fWindowY(75*cm), fWindowZ(50*cm), fWindowSillHeight(80*cm), fWindowOffset(-50*cm), fDoorFrameX(10*cm), fDoorFrameY(50*cm), fDoorFrameZ(1*m), fDoorFrameOffset(1.5*m), fDoorX(2*cm), fDoorY(50*cm), fDoorZ(1*m), fChairX(20*cm), // Half overall width. fChairY(20*cm), // Half overall depth. fChairZ(45*cm), // Half overall height. fChairSeat(20*cm), // Half height of top of seat. fChairThickness(3.*cm) // Half thicknes of back, seat, legs. { new PerspectiveVisActionMessenger(this); } void PerspectiveVisAction::Draw() { fpVisManager = G4VVisManager::GetConcreteInstance(); if (fpVisManager) { // All scenes assume upvector z and origin on "floor"... if (fScene == "room-and-chair" ) { RoomAndChair(); } } } void PerspectiveVisAction::RoomAndChair() { // Simple box, size of a room, translated so origin is on xy "floor"... G4VisAttributes room_visAtts(G4Colour::Red()); room_visAtts.SetForceWireframe(true); ExtendedDraw (G4Box("box",fRoomX,fRoomY,fRoomZ), room_visAtts, G4TranslateZ3D(fRoomZ)); // Windows... G4Box ("window",fWindowX,fWindowY,fWindowZ); ExtendedDraw (G4Box("window-x",fWindowX,fWindowY,fWindowZ), room_visAtts, G4Translate3D(-fRoomX - fWindowX, fWindowOffset, fWindowY + fWindowSillHeight)); ExtendedDraw (G4Box("window-y1",fWindowX,fWindowY,fWindowZ), room_visAtts, G4Translate3D(0., -fRoomY - fWindowX, fWindowY + fWindowSillHeight) * G4RotateZ3D(90.*deg)); ExtendedDraw (G4Box("window-y2",fWindowX,fWindowY,fWindowZ), room_visAtts, G4Translate3D(0., fRoomY + fWindowX, fWindowY + fWindowSillHeight) * G4RotateZ3D(-90.*deg)); // Door... ExtendedDraw (G4Box("door-frame",fDoorFrameX,fDoorFrameY,fDoorFrameZ), room_visAtts, G4Translate3D(-fRoomX - fDoorFrameX, fDoorFrameOffset, fDoorFrameZ)); ExtendedDraw (G4Box("door",fDoorX,fDoorY,fDoorZ), room_visAtts, G4Translate3D(-fRoomX - fDoorX, fDoorFrameOffset, fDoorZ) * G4TranslateY3D(fDoorY) * G4RotateZ3D(60.*deg) * G4TranslateY3D(-fDoorY)); // Last transform operates first. // Chair... G4VisAttributes chair_visAtts(G4Colour::Cyan()); G4Transform3D A = G4RotateZ3D(90.*deg); // Turn through 90 deg. G4Transform3D B = G4RotateY3D(90.*deg); // Lie down. G4Transform3D C = G4RotateZ3D(-20.*deg) ; // Rotate a little. G4Transform3D D = G4TranslateZ3D(fChairY); // Place on floor. G4Transform3D E = G4TranslateY3D(-0.5 * fRoomY); // Move over to the left... G4Transform3D chair_transform = E*D*C*B*A; Chair(chair_visAtts, chair_transform); } void PerspectiveVisAction::Chair (const G4VisAttributes& visAtts, const G4Transform3D& transform) { // Origin is on floor, z = 0, and in the xy centre... ExtendedDraw (G4Box("chair-back",fChairX, fChairThickness, fChairZ - fChairSeat), visAtts, transform * G4Translate3D(0.,-fChairY + fChairThickness, fChairZ + fChairSeat)); ExtendedDraw (G4Box("chair-seat",fChairX, fChairY, fChairThickness), visAtts, transform * G4TranslateZ3D(-fChairThickness + 2.* fChairSeat)); for (int i = -1; i < 2; i+=2) { for (int j = -1; j < 2; j+=2) { ExtendedDraw (G4Box("chair-leg",fChairThickness, fChairThickness, fChairSeat - fChairThickness), visAtts, transform * G4Translate3D(i * (fChairX - fChairThickness), j * (fChairY - fChairThickness), fChairSeat - fChairThickness)); } } } void PerspectiveVisAction::ExtendedDraw (const G4VSolid& solid, const G4VisAttributes& visAtts, const G4Transform3D& transform) { static const G4double extender = 100.*m; static const G4Vector3D x(1,0,0); static const G4Vector3D y(0,1,0); static const G4Vector3D z(0,0,1); // Draw extended edges as requested... G4bool any = false, A = false, X = false, Y = false, Z = false; if (fOptionString.contains("a")) {A = true; any = true;} if (fOptionString.contains("x")) {X = true; any = true;} if (fOptionString.contains("y")) {Y = true; any = true;} if (fOptionString.contains("z")) {Z = true; any = true;} if (any) { G4Polyhedron* polyhedron = solid.GetPolyhedron(); G4bool isAuxEdgeVisible = false; // How do I pick this up??? Can't. G4bool notLastFace; do { G4int n; G4Point3D nodes[4]; notLastFace = polyhedron->GetNextFacet(n, nodes); G4bool notLastEdge; do { G4Point3D v1, v2; G4int edgeFlag; notLastEdge = polyhedron->GetNextEdge(v1, v2, edgeFlag); if (isAuxEdgeVisible || edgeFlag > 0) { G4Vector3D v21 = v2 - v1; // Check for components of actual edge... G4Vector3D v21a = v21; v21a.transform(transform); // G4cout << "v21a: " << v21a << G4endl; using namespace std; if (A || (Z && abs(v21a.z()) > sqrt(v21a.x()*v21a.x()+v21a.y()*v21a.y())) || (X && abs(v21a.x()) > sqrt(v21a.y()*v21a.y()+v21a.z()*v21a.z())) || (Y && abs(v21a.y()) > sqrt(v21a.x()*v21a.x()+v21a.x()*v21a.z()))) { G4Polyline edge; edge.SetVisAttributes(G4Colour(.2,.2,.2)); edge.push_back(v1 - extender * v21.unit()); edge.push_back(v2 + extender * v21.unit()); fpVisManager->Draw(edge, transform); } } } while (notLastEdge); } while (notLastFace); } // Draw actual object... fpVisManager->Draw(solid, visAtts, transform); }