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: G4OpenGLStoredViewer.cc,v 1.23 2007/04/04 16:50:27 allison Exp $ |
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28 | // GEANT4 tag $Name: $ |
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29 | // |
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30 | // |
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31 | // Andrew Walkden 7th February 1997 |
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32 | // Class G4OpenGLStoredViewer : Encapsulates the `storedness' of |
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33 | // an OpenGL view, for inheritance by |
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34 | // derived (X, Xm...) classes. |
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35 | |
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36 | #ifdef G4VIS_BUILD_OPENGL_DRIVER |
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37 | |
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38 | #include "G4OpenGLStoredViewer.hh" |
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39 | |
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40 | #include "G4OpenGLStoredSceneHandler.hh" |
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41 | #include "G4Text.hh" |
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42 | #include "G4Circle.hh" |
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43 | #include "G4UnitsTable.hh" |
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44 | #include "G4Scene.hh" |
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45 | |
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46 | G4OpenGLStoredViewer::G4OpenGLStoredViewer |
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47 | (G4OpenGLStoredSceneHandler& sceneHandler): |
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48 | G4VViewer (sceneHandler, -1), |
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49 | G4OpenGLViewer (sceneHandler), |
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50 | fG4OpenGLStoredSceneHandler (sceneHandler) |
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51 | { |
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52 | fLastVP = fDefaultVP; // Not sure if this gets executed before or |
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53 | // after G4VViewer::G4VViewer!! Doesn't matter much. |
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54 | } |
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55 | |
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56 | G4OpenGLStoredViewer::~G4OpenGLStoredViewer () {} |
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57 | |
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58 | void G4OpenGLStoredViewer::KernelVisitDecision () { |
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59 | |
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60 | // If there's a significant difference with the last view parameters |
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61 | // of either the scene handler or this viewer, trigger a rebuild. |
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62 | |
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63 | if (!fG4OpenGLStoredSceneHandler.fTopPODL || |
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64 | CompareForKernelVisit(fLastVP)) { |
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65 | NeedKernelVisit (); |
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66 | } |
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67 | fLastVP = fVP; |
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68 | } |
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69 | |
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70 | G4bool G4OpenGLStoredViewer::CompareForKernelVisit(G4ViewParameters& lastVP) { |
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71 | |
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72 | if ( |
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73 | (lastVP.GetDrawingStyle () != fVP.GetDrawingStyle ()) || |
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74 | (lastVP.IsAuxEdgeVisible () != fVP.IsAuxEdgeVisible ()) || |
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75 | (lastVP.GetRepStyle () != fVP.GetRepStyle ()) || |
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76 | (lastVP.IsCulling () != fVP.IsCulling ()) || |
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77 | (lastVP.IsCullingInvisible () != fVP.IsCullingInvisible ()) || |
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78 | (lastVP.IsDensityCulling () != fVP.IsDensityCulling ()) || |
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79 | (lastVP.IsCullingCovered () != fVP.IsCullingCovered ()) || |
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80 | (lastVP.IsSection () != fVP.IsSection ()) || |
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81 | // Section (DCUT) implemented locally. But still need to visit |
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82 | // kernel if status changes so that back plane culling can be |
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83 | // switched. |
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84 | (lastVP.IsCutaway () != fVP.IsCutaway ()) || |
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85 | // Cutaways implemented locally. But still need to visit kernel |
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86 | // if status changes so that back plane culling can be switched. |
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87 | (lastVP.IsExplode () != fVP.IsExplode ()) || |
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88 | (lastVP.GetNoOfSides () != fVP.GetNoOfSides ()) || |
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89 | (lastVP.IsMarkerNotHidden () != fVP.IsMarkerNotHidden ()) || |
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90 | (lastVP.GetBackgroundColour ()!= fVP.GetBackgroundColour ())|| |
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91 | (lastVP.IsPicking () != fVP.IsPicking ()) |
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92 | ) |
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93 | return true; |
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94 | |
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95 | if (lastVP.IsDensityCulling () && |
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96 | (lastVP.GetVisibleDensity () != fVP.GetVisibleDensity ())) |
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97 | return true; |
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98 | |
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99 | /************************************************************** |
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100 | Section (DCUT) implemented locally. No need to visit kernel if |
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101 | section plane itself changes. |
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102 | if (lastVP.IsSection () && |
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103 | (lastVP.GetSectionPlane () != fVP.GetSectionPlane ())) |
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104 | return true; |
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105 | ***************************************************************/ |
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106 | |
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107 | /************************************************************** |
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108 | Cutaways implemented locally. No need to visit kernel if cutaway |
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109 | planes themselves change. |
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110 | if (lastVP.IsCutaway ()) { |
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111 | if (lastVP.GetCutawayPlanes ().size () != |
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112 | fVP.GetCutawayPlanes ().size ()) return true; |
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113 | for (size_t i = 0; i < lastVP.GetCutawayPlanes().size(); ++i) |
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114 | if (lastVP.GetCutawayPlanes()[i] != fVP.GetCutawayPlanes()[i]) |
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115 | return true; |
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116 | } |
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117 | ***************************************************************/ |
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118 | |
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119 | if (lastVP.IsExplode () && |
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120 | (lastVP.GetExplodeFactor () != fVP.GetExplodeFactor ())) |
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121 | return true; |
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122 | |
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123 | return false; |
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124 | } |
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125 | |
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126 | void G4OpenGLStoredViewer::DrawDisplayLists () { |
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127 | |
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128 | const G4Planes& cutaways = fVP.GetCutawayPlanes(); |
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129 | G4bool cutawayUnion = fVP.IsCutaway() && |
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130 | fVP.GetCutawayMode() == G4ViewParameters::cutawayUnion; |
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131 | size_t nPasses = cutawayUnion? cutaways.size(): 1; |
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132 | for (size_t i = 0; i < nPasses; ++i) { |
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133 | |
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134 | if (cutawayUnion) { |
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135 | double a[4]; |
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136 | a[0] = cutaways[i].a(); |
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137 | a[1] = cutaways[i].b(); |
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138 | a[2] = cutaways[i].c(); |
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139 | a[3] = cutaways[i].d(); |
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140 | glClipPlane (GL_CLIP_PLANE2, a); |
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141 | glEnable (GL_CLIP_PLANE2); |
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142 | } |
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143 | |
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144 | if (fG4OpenGLStoredSceneHandler.fTopPODL) |
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145 | glCallList (fG4OpenGLStoredSceneHandler.fTopPODL); |
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146 | |
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147 | for (size_t i = 0; i < fG4OpenGLStoredSceneHandler.fTOList.size(); ++i) { |
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148 | G4OpenGLStoredSceneHandler::TO& to = |
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149 | fG4OpenGLStoredSceneHandler.fTOList[i]; |
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150 | if (to.fEndTime >= fStartTime && to.fStartTime <= fEndTime) { |
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151 | glPushMatrix(); |
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152 | G4OpenGLTransform3D oglt (to.fTransform); |
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153 | glMultMatrixd (oglt.GetGLMatrix ()); |
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154 | if (fVP.IsPicking()) glLoadName(to.fPickName); |
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155 | G4Colour& c = to.fColour; |
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156 | G4double bsf = 1.; // Brightness scaling factor. |
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157 | if (fFadeFactor > 0. && to.fEndTime < fEndTime) |
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158 | bsf = 1. - fFadeFactor * |
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159 | ((fEndTime - to.fEndTime) / (fEndTime - fStartTime)); |
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160 | glColor3d(bsf * c.GetRed (), bsf * c.GetGreen (), bsf * c.GetBlue ()); |
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161 | glCallList (to.fDisplayListId); |
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162 | glPopMatrix(); |
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163 | } |
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164 | } |
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165 | |
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166 | if (cutawayUnion) glDisable (GL_CLIP_PLANE2); |
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167 | } |
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168 | |
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169 | // Display time at "head" of time range, which is fEndTime... |
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170 | if (fDisplayHeadTime && fEndTime < G4OPENGL_DBL_MAX) { |
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171 | glMatrixMode (GL_PROJECTION); |
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172 | glPushMatrix(); |
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173 | glLoadIdentity(); |
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174 | glOrtho (-1., 1., -1., 1., -G4OPENGL_DBL_MAX, G4OPENGL_DBL_MAX); |
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175 | glMatrixMode (GL_MODELVIEW); |
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176 | glPushMatrix(); |
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177 | glLoadIdentity(); |
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178 | G4Text headTimeText(G4BestUnit(fEndTime,"Time"), |
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179 | G4Point3D(fDisplayHeadTimeX, fDisplayHeadTimeY, 0.)); |
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180 | headTimeText.SetScreenSize(fDisplayHeadTimeSize); |
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181 | G4VisAttributes visAtts (G4Colour |
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182 | (fDisplayHeadTimeRed, |
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183 | fDisplayHeadTimeGreen, |
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184 | fDisplayHeadTimeBlue)); |
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185 | headTimeText.SetVisAttributes(&visAtts); |
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186 | static_cast<G4OpenGLSceneHandler&>(fSceneHandler). |
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187 | G4OpenGLSceneHandler::AddPrimitive(headTimeText); |
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188 | glMatrixMode (GL_PROJECTION); |
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189 | glPopMatrix(); |
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190 | glMatrixMode (GL_MODELVIEW); |
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191 | glPopMatrix(); |
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192 | } |
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193 | |
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194 | // Display light front... |
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195 | if (fDisplayLightFront && fEndTime < G4OPENGL_DBL_MAX) { |
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196 | G4double lightFrontRadius = (fEndTime - fDisplayLightFrontT) * c_light; |
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197 | if (lightFrontRadius > 0.) { |
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198 | G4Point3D lightFrontCentre(fDisplayLightFrontX, fDisplayLightFrontY, fDisplayLightFrontZ); |
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199 | G4Point3D circleCentre = lightFrontCentre; |
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200 | G4double circleRadius = lightFrontRadius; |
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201 | if (fVP.GetFieldHalfAngle() > 0.) { |
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202 | // Perspective view. Find horizon centre and radius... |
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203 | G4Point3D targetPoint = fSceneHandler.GetScene()->GetStandardTargetPoint() + |
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204 | fVP.GetCurrentTargetPoint(); |
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205 | G4double sceneRadius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius(); |
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206 | if(sceneRadius <= 0.) sceneRadius = 1.; |
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207 | G4double cameraDistance = fVP.GetCameraDistance(sceneRadius); |
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208 | G4Point3D cameraPosition = targetPoint + cameraDistance * fVP.GetViewpointDirection().unit(); |
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209 | G4Vector3D lightFrontToCameraDirection = cameraPosition - lightFrontCentre; |
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210 | G4double lightFrontCentreDistance = lightFrontToCameraDirection.mag(); |
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211 | /* |
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212 | G4cout << "cameraPosition: " << cameraPosition |
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213 | << ", lightFrontCentre: " << lightFrontCentre |
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214 | << ", lightFrontRadius: " << lightFrontRadius |
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215 | << ", lightFrontCentreDistance: " << lightFrontCentreDistance |
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216 | << ", dot: " << lightFrontToCameraDirection * fVP.GetViewpointDirection() |
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217 | << G4endl; |
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218 | */ |
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219 | if (lightFrontToCameraDirection * fVP.GetViewpointDirection() > 0. && lightFrontRadius < lightFrontCentreDistance) { |
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220 | // Light front in front of camera... |
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221 | G4double sineHorizonAngle = lightFrontRadius / lightFrontCentreDistance; |
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222 | circleCentre = lightFrontCentre + (lightFrontRadius * sineHorizonAngle) * lightFrontToCameraDirection.unit(); |
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223 | circleRadius = lightFrontRadius * std::sqrt(1. - std::pow(sineHorizonAngle, 2)); |
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224 | /* |
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225 | G4cout << "sineHorizonAngle: " << sineHorizonAngle |
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226 | << ", circleCentre: " << circleCentre |
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227 | << ", circleRadius: " << circleRadius |
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228 | << G4endl; |
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229 | */ |
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230 | } else { |
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231 | circleRadius = -1.; |
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232 | } |
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233 | } |
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234 | if (circleRadius > 0.) { |
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235 | G4Circle lightFront(circleCentre); |
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236 | lightFront.SetWorldRadius(circleRadius); |
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237 | glColor3d(fDisplayLightFrontRed, |
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238 | fDisplayLightFrontGreen, |
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239 | fDisplayLightFrontBlue); |
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240 | static_cast<G4OpenGLSceneHandler&>(fSceneHandler). |
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241 | G4OpenGLSceneHandler::AddPrimitive(lightFront); |
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242 | } |
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243 | } |
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244 | } |
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245 | } |
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246 | |
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247 | #endif |
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