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: G4FukuiRendererViewer.cc,v 1.11 2006/06/29 21:17:02 gunter Exp $ |
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28 | // GEANT4 tag $Name: $ |
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29 | // |
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30 | // |
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31 | // Satoshi TANAKA, Fri Jun 28 12:09:11 JST 1996 |
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32 | // FukuiRenderer view - opens window, hard copy, etc. |
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33 | |
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34 | |
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35 | //=================// |
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36 | #ifdef G4VIS_BUILD_DAWN_DRIVER |
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37 | //=================// |
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38 | |
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39 | #define __G_ANSI_C__ |
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40 | #define G4FukuiRenderer_STRUCTURE_PRIORITY 1. |
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41 | |
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42 | // #define DEBUG_FR_VIEW |
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43 | |
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44 | #include "G4ios.hh" |
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45 | #include <stdio.h> |
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46 | #include <string.h> |
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47 | #include <assert.h> |
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48 | |
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49 | #include "G4Scene.hh" |
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50 | #include "G4Vector3D.hh" |
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51 | #include "G4VisExtent.hh" |
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52 | #include "G4LogicalVolume.hh" |
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53 | #include "G4VSolid.hh" |
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54 | |
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55 | #include "G4FRConst.hh" |
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56 | #include "G4FukuiRenderer.hh" |
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57 | #include "G4FukuiRendererSceneHandler.hh" |
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58 | #include "G4FukuiRendererViewer.hh" |
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59 | |
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60 | |
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61 | //----- Constructor |
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62 | G4FukuiRendererViewer::G4FukuiRendererViewer (G4FukuiRendererSceneHandler& sceneHandler, |
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63 | const G4String& name): |
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64 | G4VViewer (sceneHandler, |
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65 | sceneHandler.IncrementViewCount (), |
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66 | name), |
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67 | fSceneHandler (sceneHandler) |
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68 | {} |
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69 | |
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70 | //----- Destructor |
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71 | G4FukuiRendererViewer::~G4FukuiRendererViewer () |
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72 | {} |
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73 | |
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74 | //----- |
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75 | void G4FukuiRendererViewer::SetView () |
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76 | { |
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77 | #if defined DEBUG_FR_VIEW |
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78 | G4cerr << "***** G4FukuiRendererViewer::SetView(): No effects" << G4endl; |
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79 | #endif |
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80 | // Do nothing, since DAWN is running as a different process. |
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81 | // SendViewParameters () will do this job instead. |
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82 | } |
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83 | |
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84 | //----- |
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85 | void |
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86 | G4FukuiRendererViewer::ClearView( void ) |
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87 | { |
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88 | #if defined DEBUG_FR_VIEW |
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89 | G4cerr << "***** G4FukuiRendererViewer::ClearView (): No effects " << G4endl; |
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90 | #endif |
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91 | |
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92 | } |
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93 | |
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94 | |
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95 | //----- |
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96 | void G4FukuiRendererViewer::DrawView () |
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97 | { |
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98 | #if defined DEBUG_FR_VIEW |
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99 | G4cerr << "***** G4FukuiRendererViewer::DrawView () " << G4endl; |
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100 | #endif |
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101 | |
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102 | //----- Begin modeling 3D |
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103 | fSceneHandler.FRBeginModeling(); |
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104 | |
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105 | //----- Always visit G4 kernel |
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106 | NeedKernelVisit (); |
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107 | |
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108 | //----- Draw |
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109 | ProcessView () ; |
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110 | |
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111 | } |
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112 | |
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113 | |
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114 | //----- |
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115 | void G4FukuiRendererViewer::ShowView( void ) |
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116 | { |
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117 | #if defined DEBUG_FR_VIEW |
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118 | G4cerr << "***** G4FukuiRendererViewer::ShowView () " << G4endl; |
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119 | #endif |
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120 | |
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121 | if( fSceneHandler.FRIsInModeling() ) |
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122 | { |
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123 | //----- End of modeling |
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124 | // !EndModeling, !DrawAll, !CloseDevice, |
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125 | // close g4.prim |
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126 | fSceneHandler.FREndModeling(); |
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127 | |
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128 | //----- Wait user clicks drawing Area |
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129 | this->Wait(); |
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130 | } |
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131 | |
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132 | } |
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133 | |
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134 | |
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135 | //----- |
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136 | void G4FukuiRendererViewer::Wait() |
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137 | { |
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138 | #if defined DEBUG_FR_VIEW |
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139 | G4cerr << "***** G4FukuiRendererViewer::Wait () : Begin" << G4endl; |
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140 | #endif |
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141 | fSceneHandler.SendStr ( FR_WAIT ); |
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142 | fSceneHandler.GetPrimDest().WaitSendBack( FR_WAIT ); |
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143 | #if defined DEBUG_FR_VIEW |
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144 | G4cerr << "***** G4FukuiRendererViewer::Wait () : end" << G4endl; |
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145 | #endif |
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146 | |
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147 | } |
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148 | |
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149 | |
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150 | //----- |
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151 | void |
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152 | G4FukuiRendererViewer::SendDevice( FRDEV dev ) |
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153 | { |
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154 | #if defined DEBUG_FR_VIEW |
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155 | G4cerr << "***** G4FukuiRendererViewer::SendDevice() " << G4endl; |
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156 | #endif |
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157 | |
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158 | // enum {PS=1, XWIN=2, PS2=3, XWIN2=4, OPEN_GL=5, DEVICE_END=6}; |
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159 | |
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160 | if( dev >= FRDEV_PS || dev < FRDEV_DEVICE_END ) { |
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161 | fSceneHandler.SendStrInt ( FR_DEVICE, dev ); |
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162 | } |
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163 | } |
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164 | |
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165 | |
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166 | //----- |
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167 | void G4FukuiRendererViewer::SendDrawingStyle() |
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168 | { |
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169 | #if defined DEBUG_FR_VIEW |
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170 | G4cerr << "***** G4FukuiRendererViewer::SendDrawingStyle() " << G4endl; |
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171 | #endif |
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172 | |
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173 | G4int style = fVP.GetDrawingStyle(); |
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174 | |
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175 | switch( style ) |
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176 | { |
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177 | case G4ViewParameters::wireframe: |
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178 | fSceneHandler.SendStr( FR_WIREFRAME ); |
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179 | break; |
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180 | case G4ViewParameters::hlr: |
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181 | fSceneHandler.SendStr( FR_LINES ); |
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182 | break; |
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183 | case G4ViewParameters::hsr: |
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184 | case G4ViewParameters::hlhsr: |
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185 | fSceneHandler.SendStr( FR_SURFACE ); |
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186 | break; |
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187 | default: |
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188 | fSceneHandler.SendStr( FR_WIREFRAME ); |
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189 | break; |
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190 | } |
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191 | |
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192 | } |
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193 | |
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194 | |
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195 | //----- |
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196 | void G4FukuiRendererViewer::SendViewParameters () |
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197 | { |
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198 | // Calculates view representation based on extent of object being |
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199 | // viewed and (initial) direction of camera. (Note: it can change |
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200 | // later due to user interaction via visualization system's GUI.) |
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201 | |
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202 | #if defined DEBUG_FR_VIEW |
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203 | G4cerr << "***** G4FukuiRendererViewer::SendViewParameters()" << G4endl; |
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204 | #endif |
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205 | |
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206 | //----- Magic number to decide camera distance automatically |
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207 | const G4double HOW_FAR = 1000.0 ; // to define "infinity" |
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208 | const G4double MIN_HALF_ANGLE = 0.01 ; |
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209 | const G4double MAX_HALF_ANGLE = 0.499 * pi ; |
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210 | |
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211 | //----- (2A) CALC camera distance |
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212 | //..... Note: Camera cannot enter inside object |
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213 | G4double camera_distance ; |
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214 | G4double radius = fSceneHandler.GetScene()->GetExtent().GetExtentRadius(); |
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215 | |
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216 | G4double half_view_angle = std::fabs ( fVP.GetFieldHalfAngle () ) ; |
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217 | if( half_view_angle > MAX_HALF_ANGLE ) { |
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218 | half_view_angle = MAX_HALF_ANGLE ; |
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219 | } |
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220 | |
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221 | if( half_view_angle < MIN_HALF_ANGLE ) { |
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222 | //----- infinity (or ortho projection) |
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223 | camera_distance = radius * HOW_FAR ; |
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224 | } else { |
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225 | //----- Calc camera distance from half view angle |
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226 | camera_distance = radius / std::sin ( half_view_angle ); |
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227 | camera_distance -= fVP.GetDolly(); |
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228 | } |
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229 | |
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230 | if ( camera_distance < radius ) { |
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231 | G4cerr << "WARNING from FukuiRenderer (DAWN) driver:" << G4endl; |
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232 | G4cerr << " Camera cannot enter inside objects" << G4endl; |
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233 | camera_distance = radius ; |
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234 | } |
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235 | |
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236 | //----- (3A) CALC camera direction |
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237 | const G4Vector3D& camera_direction \ |
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238 | = fVP.GetViewpointDirection().unit(); |
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239 | const G4double v_angle = (180.0 / pi) * camera_direction.theta() ; |
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240 | const G4double h_angle = (180.0 / pi) * camera_direction.phi () ; |
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241 | |
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242 | //----- (2B), (3B) SEND camera position |
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243 | fSceneHandler.SendStrDouble3( FR_CAMERA_POSITION, |
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244 | camera_distance, |
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245 | v_angle, |
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246 | h_angle ); |
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247 | |
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248 | //----- (4A) CALC target point |
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249 | const G4Point3D& target_point |
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250 | = fSceneHandler.GetScene()->GetStandardTargetPoint() |
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251 | + fVP.GetCurrentTargetPoint(); |
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252 | |
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253 | //----- (4B) SEND target point |
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254 | fSceneHandler.SendStrDouble3( FR_TARGET_POINT, |
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255 | target_point.x(), |
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256 | target_point.y(), |
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257 | target_point.z() ); |
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258 | |
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259 | //----- (5A) CALC zoom factor |
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260 | const G4double zoom_factor = fVP.GetZoomFactor(); |
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261 | |
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262 | //----- (5B) SEND zoom factor or focal length |
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263 | if( half_view_angle < MIN_HALF_ANGLE ) { |
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264 | |
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265 | const G4Point3D& std_target_point \ |
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266 | = fSceneHandler.GetScene()->GetStandardTargetPoint(); |
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267 | |
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268 | fSceneHandler.SendStrDouble4( FR_ZOOM_FACTOR, |
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269 | zoom_factor , |
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270 | std_target_point.x(), |
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271 | std_target_point.y(), |
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272 | std_target_point.z()); |
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273 | // Note that target point, camera position, |
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274 | // and bounding box have already been sent above. |
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275 | // The std_target_point is necessary to |
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276 | // Calc focal distance from the zoom factor. |
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277 | } else { |
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278 | const G4double FR_HALF_SCREEN_SIZE = 0.5 ; |
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279 | G4double focal_distance \ |
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280 | = FR_HALF_SCREEN_SIZE / std::tan( half_view_angle ); |
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281 | focal_distance *= zoom_factor ; |
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282 | fSceneHandler.SendStrDouble ( FR_FOCAL_DISTANCE, focal_distance ); |
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283 | } |
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284 | |
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285 | //----- INVOKE GUI: not executed in the default setting |
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286 | if( fSceneHandler.GetSystem().IsGUIMode() ) { |
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287 | //----- send GUI command |
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288 | fSceneHandler.SendStr( FR_GUI ); |
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289 | |
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290 | //----- wait the same command is sent back: |
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291 | //..... This avoids to send many data before |
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292 | //..... GUI session is over. |
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293 | fSceneHandler.GetPrimDest().WaitSendBack( FR_GUI ); |
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294 | } |
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295 | |
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296 | } |
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297 | |
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298 | #endif // G4VIS_BUILD_DAWN_DRIVER |
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299 | |
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300 | |
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