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: geant4-09-03-cand-01 $ |
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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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