| 1 | //
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| 2 | // ********************************************************************
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| 3 | // * License and Disclaimer *
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| 4 | // * *
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| 5 | // * The Geant4 software is copyright of the Copyright Holders of *
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| 6 | // * the Geant4 Collaboration. It is provided under the terms and *
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| 7 | // * conditions of the Geant4 Software License, included in the file *
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| 8 | // * LICENSE and available at http://cern.ch/geant4/license . These *
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| 9 | // * include a list of copyright holders. *
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| 10 | // * *
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| 11 | // * Neither the authors of this software system, nor their employing *
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| 12 | // * institutes,nor the agencies providing financial support for this *
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| 13 | // * work make any representation or warranty, express or implied, *
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| 14 | // * regarding this software system or assume any liability for its *
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| 15 | // * use. Please see the license in the file LICENSE and URL above *
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| 16 | // * for the full disclaimer and the limitation of liability. *
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| 17 | // * *
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| 18 | // * This code implementation is the result of the scientific and *
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| 19 | // * technical work of the GEANT4 collaboration. *
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| 20 | // * By using, copying, modifying or distributing the software (or *
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| 21 | // * any work based on the software) you agree to acknowledge its *
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| 22 | // * use in resulting scientific publications, and indicate your *
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| 23 | // * acceptance of all terms of the Geant4 Software license. *
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| 24 | // ********************************************************************
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| 25 | //
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| 26 | //
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| 27 | // $Id: PerspectiveVisAction.cc,v 1.2 2006/06/29 17:45:48 gunter Exp $
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| 28 | // GEANT4 tag $Name: $
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| 29 |
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| 30 | #include "PerspectiveVisAction.hh"
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| 31 |
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| 32 | #include "PerspectiveVisActionMessenger.hh"
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| 33 | #include "G4VVisManager.hh"
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| 34 | #include "G4VisAttributes.hh"
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| 35 | #include "G4Box.hh"
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| 36 | #include "G4Polyline.hh"
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| 37 | #include "G4Polyhedron.hh"
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| 38 | #include "G4Vector3D.hh"
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| 39 | #include "G4Point3D.hh"
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| 40 |
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| 41 | PerspectiveVisAction::PerspectiveVisAction():
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| 42 | fpVisManager(0),
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| 43 | fOptionString("none"),
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| 44 | fScene("room-and-chair"),
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| 45 | fRoomX(2.5*m), // Half-lengths...
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| 46 | fRoomY(2.5*m),
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| 47 | fRoomZ(1.3*m),
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| 48 | fWindowX(10*cm),
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| 49 | fWindowY(75*cm),
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| 50 | fWindowZ(50*cm),
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| 51 | fWindowSillHeight(80*cm),
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| 52 | fWindowOffset(-50*cm),
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| 53 | fDoorFrameX(10*cm),
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| 54 | fDoorFrameY(50*cm),
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| 55 | fDoorFrameZ(1*m),
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| 56 | fDoorFrameOffset(1.5*m),
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| 57 | fDoorX(2*cm),
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| 58 | fDoorY(50*cm),
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| 59 | fDoorZ(1*m),
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| 60 | fChairX(20*cm), // Half overall width.
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| 61 | fChairY(20*cm), // Half overall depth.
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| 62 | fChairZ(45*cm), // Half overall height.
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| 63 | fChairSeat(20*cm), // Half height of top of seat.
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| 64 | fChairThickness(3.*cm) // Half thicknes of back, seat, legs.
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| 65 | {
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| 66 | new PerspectiveVisActionMessenger(this);
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| 67 | }
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| 68 |
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| 69 | void PerspectiveVisAction::Draw()
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| 70 | {
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| 71 | fpVisManager = G4VVisManager::GetConcreteInstance();
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| 72 | if (fpVisManager) {
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| 73 |
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| 74 | // All scenes assume upvector z and origin on "floor"...
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| 75 |
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| 76 | if (fScene == "room-and-chair" )
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| 77 | {
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| 78 | RoomAndChair();
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| 79 | }
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| 80 | }
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| 81 | }
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| 82 |
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| 83 | void PerspectiveVisAction::RoomAndChair()
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| 84 | {
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| 85 | // Simple box, size of a room, translated so origin is on xy "floor"...
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| 86 | G4VisAttributes room_visAtts(G4Colour::Red());
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| 87 | room_visAtts.SetForceWireframe(true);
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| 88 | ExtendedDraw
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| 89 | (G4Box("box",fRoomX,fRoomY,fRoomZ), room_visAtts, G4TranslateZ3D(fRoomZ));
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| 90 |
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| 91 | // Windows...
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| 92 | G4Box ("window",fWindowX,fWindowY,fWindowZ);
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| 93 | ExtendedDraw
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| 94 | (G4Box("window-x",fWindowX,fWindowY,fWindowZ),
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| 95 | room_visAtts,
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| 96 | G4Translate3D(-fRoomX - fWindowX, fWindowOffset, fWindowY + fWindowSillHeight));
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| 97 | ExtendedDraw
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| 98 | (G4Box("window-y1",fWindowX,fWindowY,fWindowZ),
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| 99 | room_visAtts,
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| 100 | G4Translate3D(0., -fRoomY - fWindowX, fWindowY + fWindowSillHeight) *
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| 101 | G4RotateZ3D(90.*deg));
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| 102 | ExtendedDraw
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| 103 | (G4Box("window-y2",fWindowX,fWindowY,fWindowZ),
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| 104 | room_visAtts,
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| 105 | G4Translate3D(0., fRoomY + fWindowX, fWindowY + fWindowSillHeight) *
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| 106 | G4RotateZ3D(-90.*deg));
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| 107 |
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| 108 | // Door...
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| 109 | ExtendedDraw
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| 110 | (G4Box("door-frame",fDoorFrameX,fDoorFrameY,fDoorFrameZ),
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| 111 | room_visAtts,
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| 112 | G4Translate3D(-fRoomX - fDoorFrameX, fDoorFrameOffset, fDoorFrameZ));
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| 113 | ExtendedDraw
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| 114 | (G4Box("door",fDoorX,fDoorY,fDoorZ),
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| 115 | room_visAtts,
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| 116 | G4Translate3D(-fRoomX - fDoorX, fDoorFrameOffset, fDoorZ) *
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| 117 | G4TranslateY3D(fDoorY) *
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| 118 | G4RotateZ3D(60.*deg) *
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| 119 | G4TranslateY3D(-fDoorY)); // Last transform operates first.
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| 120 |
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| 121 | // Chair...
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| 122 | G4VisAttributes chair_visAtts(G4Colour::Cyan());
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| 123 | G4Transform3D A = G4RotateZ3D(90.*deg); // Turn through 90 deg.
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| 124 | G4Transform3D B = G4RotateY3D(90.*deg); // Lie down.
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| 125 | G4Transform3D C = G4RotateZ3D(-20.*deg) ; // Rotate a little.
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| 126 | G4Transform3D D = G4TranslateZ3D(fChairY); // Place on floor.
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| 127 | G4Transform3D E = G4TranslateY3D(-0.5 * fRoomY); // Move over to the left...
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| 128 | G4Transform3D chair_transform = E*D*C*B*A;
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| 129 | Chair(chair_visAtts, chair_transform);
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| 130 | }
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| 131 |
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| 132 | void PerspectiveVisAction::Chair
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| 133 | (const G4VisAttributes& visAtts,
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| 134 | const G4Transform3D& transform)
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| 135 | {
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| 136 | // Origin is on floor, z = 0, and in the xy centre...
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| 137 | ExtendedDraw
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| 138 | (G4Box("chair-back",fChairX, fChairThickness, fChairZ - fChairSeat),
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| 139 | visAtts, transform *
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| 140 | G4Translate3D(0.,-fChairY + fChairThickness, fChairZ + fChairSeat));
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| 141 | ExtendedDraw
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| 142 | (G4Box("chair-seat",fChairX, fChairY, fChairThickness),
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| 143 | visAtts, transform * G4TranslateZ3D(-fChairThickness + 2.* fChairSeat));
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| 144 | for (int i = -1; i < 2; i+=2) {
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| 145 | for (int j = -1; j < 2; j+=2) {
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| 146 | ExtendedDraw
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| 147 | (G4Box("chair-leg",fChairThickness,
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| 148 | fChairThickness,
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| 149 | fChairSeat - fChairThickness),
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| 150 | visAtts, transform *
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| 151 | G4Translate3D(i * (fChairX - fChairThickness),
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| 152 | j * (fChairY - fChairThickness),
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| 153 | fChairSeat - fChairThickness));
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| 154 | }
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| 155 | }
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| 156 | }
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| 157 |
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| 158 | void PerspectiveVisAction::ExtendedDraw
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| 159 | (const G4VSolid& solid,
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| 160 | const G4VisAttributes& visAtts,
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| 161 | const G4Transform3D& transform)
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| 162 | {
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| 163 | static const G4double extender = 100.*m;
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| 164 | static const G4Vector3D x(1,0,0);
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| 165 | static const G4Vector3D y(0,1,0);
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| 166 | static const G4Vector3D z(0,0,1);
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| 167 |
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| 168 | // Draw extended edges as requested...
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| 169 | G4bool any = false, A = false, X = false, Y = false, Z = false;
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| 170 | if (fOptionString.contains("a")) {A = true; any = true;}
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| 171 | if (fOptionString.contains("x")) {X = true; any = true;}
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| 172 | if (fOptionString.contains("y")) {Y = true; any = true;}
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| 173 | if (fOptionString.contains("z")) {Z = true; any = true;}
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| 174 | if (any)
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| 175 | {
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| 176 | G4Polyhedron* polyhedron = solid.GetPolyhedron();
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| 177 | G4bool isAuxEdgeVisible = false; // How do I pick this up??? Can't.
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| 178 | G4bool notLastFace;
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| 179 | do {
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| 180 | G4int n;
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| 181 | G4Point3D nodes[4];
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| 182 | notLastFace = polyhedron->GetNextFacet(n, nodes);
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| 183 | G4bool notLastEdge;
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| 184 | do {
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| 185 | G4Point3D v1, v2;
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| 186 | G4int edgeFlag;
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| 187 | notLastEdge = polyhedron->GetNextEdge(v1, v2, edgeFlag);
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| 188 | if (isAuxEdgeVisible || edgeFlag > 0) {
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| 189 | G4Vector3D v21 = v2 - v1;
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| 190 | // Check for components of actual edge...
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| 191 | G4Vector3D v21a = v21;
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| 192 | v21a.transform(transform);
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| 193 | // G4cout << "v21a: " << v21a << G4endl;
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| 194 | using namespace std;
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| 195 | if (A ||
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| 196 | (Z && abs(v21a.z()) >
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| 197 | sqrt(v21a.x()*v21a.x()+v21a.y()*v21a.y())) ||
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| 198 | (X && abs(v21a.x()) >
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| 199 | sqrt(v21a.y()*v21a.y()+v21a.z()*v21a.z())) ||
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| 200 | (Y && abs(v21a.y()) >
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| 201 | sqrt(v21a.x()*v21a.x()+v21a.x()*v21a.z()))) {
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| 202 | G4Polyline edge;
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| 203 | edge.SetVisAttributes(G4Colour(.2,.2,.2));
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| 204 | edge.push_back(v1 - extender * v21.unit());
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| 205 | edge.push_back(v2 + extender * v21.unit());
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| 206 | fpVisManager->Draw(edge, transform);
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| 207 | }
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| 208 | }
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| 209 | } while (notLastEdge);
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| 210 | } while (notLastFace);
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| 211 | }
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| 212 |
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| 213 | // Draw actual object...
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| 214 | fpVisManager->Draw(solid, visAtts, transform);
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| 215 | }
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